| // File:src/Three.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| var THREE = { REVISION: '74' }; |
| |
| // |
| |
| if ( typeof define === 'function' && define.amd ) { |
| |
| define( 'three', THREE ); |
| |
| } else if ( 'undefined' !== typeof exports && 'undefined' !== typeof module ) { |
| |
| module.exports = THREE; |
| |
| } |
| |
| // |
| |
| if ( Number.EPSILON === undefined ) { |
| |
| Number.EPSILON = Math.pow( 2, - 52 ); |
| |
| } |
| |
| // |
| |
| if ( Math.sign === undefined ) { |
| |
| // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign |
| |
| Math.sign = function ( x ) { |
| |
| return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x; |
| |
| }; |
| |
| } |
| |
| if ( Function.prototype.name === undefined && Object.defineProperty !== undefined ) { |
| |
| // Missing in IE9-11. |
| // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name |
| |
| Object.defineProperty( Function.prototype, 'name', { |
| |
| get: function () { |
| |
| return this.toString().match( /^\s*function\s*(\S*)\s*\(/ )[ 1 ]; |
| |
| } |
| |
| } ); |
| |
| } |
| |
| if ( Object.assign === undefined ) { |
| |
| // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign |
| |
| Object.defineProperty( Object, 'assign', { |
| |
| writable: true, |
| configurable: true, |
| |
| value: function ( target ) { |
| |
| 'use strict'; |
| |
| if ( target === undefined || target === null ) { |
| |
| throw new TypeError( "Cannot convert first argument to object" ); |
| |
| } |
| |
| var to = Object( target ); |
| |
| for ( var i = 1, n = arguments.length; i !== n; ++ i ) { |
| |
| var nextSource = arguments[ i ]; |
| |
| if ( nextSource === undefined || nextSource === null ) continue; |
| |
| nextSource = Object( nextSource ); |
| |
| var keysArray = Object.keys( nextSource ); |
| |
| for ( var nextIndex = 0, len = keysArray.length; nextIndex !== len; ++ nextIndex ) { |
| |
| var nextKey = keysArray[ nextIndex ]; |
| var desc = Object.getOwnPropertyDescriptor( nextSource, nextKey ); |
| |
| if ( desc !== undefined && desc.enumerable ) { |
| |
| to[ nextKey ] = nextSource[ nextKey ]; |
| |
| } |
| |
| } |
| |
| } |
| |
| return to; |
| |
| } |
| |
| } ); |
| |
| } |
| |
| // 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.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; |
| |
| // depth modes |
| |
| THREE.NeverDepth = 0; |
| THREE.AlwaysDepth = 1; |
| THREE.LessDepth = 2; |
| THREE.LessEqualDepth = 3; |
| THREE.EqualDepth = 4; |
| THREE.GreaterEqualDepth = 5; |
| THREE.GreaterDepth = 6; |
| THREE.NotEqualDepth = 7; |
| |
| |
| // TEXTURE CONSTANTS |
| |
| THREE.MultiplyOperation = 0; |
| THREE.MixOperation = 1; |
| THREE.AddOperation = 2; |
| |
| // Mapping modes |
| |
| THREE.UVMapping = 300; |
| |
| THREE.CubeReflectionMapping = 301; |
| THREE.CubeRefractionMapping = 302; |
| |
| THREE.EquirectangularReflectionMapping = 303; |
| THREE.EquirectangularRefractionMapping = 304; |
| |
| THREE.SphericalReflectionMapping = 305; |
| |
| // 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; |
| THREE.HalfFloatType = 1025; |
| |
| // 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; |
| // THREE.RGBEFormat handled as THREE.RGBAFormat in shaders |
| THREE.RGBEFormat = THREE.RGBAFormat; //1024; |
| |
| // 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; |
| |
| // ETC compressed texture formats |
| |
| THREE.RGB_ETC1_Format = 2151; |
| |
| // Loop styles for AnimationAction |
| |
| THREE.LoopOnce = 2200; |
| THREE.LoopRepeat = 2201; |
| THREE.LoopPingPong = 2202; |
| |
| // Interpolation |
| |
| THREE.InterpolateDiscrete = 2300; |
| THREE.InterpolateLinear = 2301; |
| THREE.InterpolateSmooth = 2302; |
| |
| // Interpolant ending modes |
| |
| THREE.ZeroCurvatureEnding = 2400; |
| THREE.ZeroSlopeEnding = 2401; |
| THREE.WrapAroundEnding = 2402; |
| |
| // Triangle Draw modes |
| |
| THREE.TrianglesDrawMode = 0; |
| THREE.TriangleStripDrawMode = 1; |
| THREE.TriangleFanDrawMode = 2; |
| |
| // File:src/math/Color.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.Color = function ( color ) { |
| |
| if ( arguments.length === 3 ) { |
| |
| return this.fromArray( arguments ); |
| |
| } |
| |
| 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; |
| |
| }, |
| |
| setScalar: function ( scalar ) { |
| |
| this.r = scalar; |
| this.g = scalar; |
| this.b = scalar; |
| |
| }, |
| |
| setHex: function ( hex ) { |
| |
| hex = Math.floor( hex ); |
| |
| this.r = ( hex >> 16 & 255 ) / 255; |
| this.g = ( hex >> 8 & 255 ) / 255; |
| this.b = ( hex & 255 ) / 255; |
| |
| return this; |
| |
| }, |
| |
| setRGB: function ( r, g, b ) { |
| |
| this.r = r; |
| this.g = g; |
| this.b = b; |
| |
| return this; |
| |
| }, |
| |
| setHSL: function () { |
| |
| function hue2rgb( p, q, t ) { |
| |
| if ( t < 0 ) t += 1; |
| if ( t > 1 ) t -= 1; |
| if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t; |
| if ( t < 1 / 2 ) return q; |
| if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t ); |
| return p; |
| |
| } |
| |
| return function ( h, s, l ) { |
| |
| // h,s,l ranges are in 0.0 - 1.0 |
| h = THREE.Math.euclideanModulo( h, 1 ); |
| s = THREE.Math.clamp( s, 0, 1 ); |
| l = THREE.Math.clamp( l, 0, 1 ); |
| |
| if ( s === 0 ) { |
| |
| this.r = this.g = this.b = l; |
| |
| } else { |
| |
| var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s ); |
| var q = ( 2 * l ) - p; |
| |
| this.r = hue2rgb( q, p, h + 1 / 3 ); |
| this.g = hue2rgb( q, p, h ); |
| this.b = hue2rgb( q, p, h - 1 / 3 ); |
| |
| } |
| |
| return this; |
| |
| }; |
| |
| }(), |
| |
| setStyle: function ( style ) { |
| |
| function handleAlpha( string ) { |
| |
| if ( string === undefined ) return; |
| |
| if ( parseFloat( string ) < 1 ) { |
| |
| console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' ); |
| |
| } |
| |
| } |
| |
| |
| var m; |
| |
| if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) { |
| |
| // rgb / hsl |
| |
| var color; |
| var name = m[ 1 ]; |
| var components = m[ 2 ]; |
| |
| switch ( name ) { |
| |
| case 'rgb': |
| case 'rgba': |
| |
| if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { |
| |
| // rgb(255,0,0) rgba(255,0,0,0.5) |
| this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255; |
| this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255; |
| this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255; |
| |
| handleAlpha( color[ 5 ] ); |
| |
| return this; |
| |
| } |
| |
| if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { |
| |
| // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5) |
| this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100; |
| this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100; |
| this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100; |
| |
| handleAlpha( color[ 5 ] ); |
| |
| return this; |
| |
| } |
| |
| break; |
| |
| case 'hsl': |
| case 'hsla': |
| |
| if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { |
| |
| // hsl(120,50%,50%) hsla(120,50%,50%,0.5) |
| var h = parseFloat( color[ 1 ] ) / 360; |
| var s = parseInt( color[ 2 ], 10 ) / 100; |
| var l = parseInt( color[ 3 ], 10 ) / 100; |
| |
| handleAlpha( color[ 5 ] ); |
| |
| return this.setHSL( h, s, l ); |
| |
| } |
| |
| break; |
| |
| } |
| |
| } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) { |
| |
| // hex color |
| |
| var hex = m[ 1 ]; |
| var size = hex.length; |
| |
| if ( size === 3 ) { |
| |
| // #ff0 |
| this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255; |
| this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255; |
| this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255; |
| |
| return this; |
| |
| } else if ( size === 6 ) { |
| |
| // #ff0000 |
| this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255; |
| this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255; |
| this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255; |
| |
| return this; |
| |
| } |
| |
| } |
| |
| if ( style && style.length > 0 ) { |
| |
| // color keywords |
| var hex = THREE.ColorKeywords[ style ]; |
| |
| if ( hex !== undefined ) { |
| |
| // red |
| this.setHex( hex ); |
| |
| } else { |
| |
| // unknown color |
| console.warn( 'THREE.Color: Unknown color ' + style ); |
| |
| } |
| |
| } |
| |
| return this; |
| |
| }, |
| |
| clone: function () { |
| |
| return new this.constructor( this.r, this.g, this.b ); |
| |
| }, |
| |
| copy: function ( color ) { |
| |
| this.r = color.r; |
| this.g = color.g; |
| this.b = color.b; |
| |
| return this; |
| |
| }, |
| |
| copyGammaToLinear: function ( color, gammaFactor ) { |
| |
| if ( gammaFactor === undefined ) gammaFactor = 2.0; |
| |
| this.r = Math.pow( color.r, gammaFactor ); |
| this.g = Math.pow( color.g, gammaFactor ); |
| this.b = Math.pow( color.b, gammaFactor ); |
| |
| return this; |
| |
| }, |
| |
| copyLinearToGamma: function ( color, gammaFactor ) { |
| |
| if ( gammaFactor === undefined ) gammaFactor = 2.0; |
| |
| var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0; |
| |
| this.r = Math.pow( color.r, safeInverse ); |
| this.g = Math.pow( color.g, safeInverse ); |
| this.b = Math.pow( color.b, safeInverse ); |
| |
| return this; |
| |
| }, |
| |
| convertGammaToLinear: function () { |
| |
| 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, offset ) { |
| |
| if ( offset === undefined ) offset = 0; |
| |
| this.r = array[ offset ]; |
| this.g = array[ offset + 1 ]; |
| this.b = array[ offset + 2 ]; |
| |
| return this; |
| |
| }, |
| |
| toArray: function ( array, offset ) { |
| |
| if ( array === undefined ) array = []; |
| if ( offset === undefined ) offset = 0; |
| |
| array[ offset ] = this.r; |
| array[ offset + 1 ] = this.g; |
| array[ offset + 2 ] = this.b; |
| |
| return array; |
| |
| } |
| |
| }; |
| |
| 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://clara.io |
| */ |
| |
| 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, |
| |
| 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; |
| |
| }, |
| |
| clone: function () { |
| |
| return new this.constructor( this._x, this._y, this._z, this._w ); |
| |
| }, |
| |
| copy: function ( quaternion ) { |
| |
| this._x = quaternion.x; |
| this._y = quaternion.y; |
| this._z = quaternion.z; |
| this._w = quaternion.w; |
| |
| this.onChangeCallback(); |
| |
| return this; |
| |
| }, |
| |
| setFromEuler: function ( euler, update ) { |
| |
| if ( euler 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 ); |
| |
| var order = euler.order; |
| |
| if ( order === 'XYZ' ) { |
| |
| this._x = s1 * c2 * c3 + c1 * s2 * s3; |
| this._y = c1 * s2 * c3 - s1 * c2 * s3; |
| this._z = c1 * c2 * s3 + s1 * s2 * c3; |
| this._w = c1 * c2 * c3 - s1 * s2 * s3; |
| |
| } else if ( order === 'YXZ' ) { |
| |
| this._x = s1 * c2 * c3 + c1 * s2 * s3; |
| this._y = c1 * s2 * c3 - s1 * c2 * s3; |
| this._z = c1 * c2 * s3 - s1 * s2 * c3; |
| this._w = c1 * c2 * c3 + s1 * s2 * s3; |
| |
| } else if ( order === 'ZXY' ) { |
| |
| this._x = s1 * c2 * c3 - c1 * s2 * s3; |
| this._y = c1 * s2 * c3 + s1 * c2 * s3; |
| this._z = c1 * c2 * s3 + s1 * s2 * c3; |
| this._w = c1 * c2 * c3 - s1 * s2 * s3; |
| |
| } else if ( order === 'ZYX' ) { |
| |
| this._x = s1 * c2 * c3 - c1 * s2 * s3; |
| this._y = c1 * s2 * c3 + s1 * c2 * s3; |
| this._z = c1 * c2 * s3 - s1 * s2 * c3; |
| this._w = c1 * c2 * c3 + s1 * s2 * s3; |
| |
| } else if ( order === 'YZX' ) { |
| |
| this._x = s1 * c2 * c3 + c1 * s2 * s3; |
| this._y = c1 * s2 * c3 + s1 * c2 * s3; |
| this._z = c1 * c2 * s3 - s1 * s2 * c3; |
| this._w = c1 * c2 * c3 - s1 * s2 * s3; |
| |
| } else if ( order === 'XZY' ) { |
| |
| this._x = s1 * c2 * c3 - c1 * s2 * s3; |
| this._y = c1 * s2 * c3 - s1 * c2 * s3; |
| this._z = c1 * c2 * s3 + s1 * s2 * c3; |
| this._w = c1 * c2 * c3 + s1 * s2 * s3; |
| |
| } |
| |
| if ( update !== false ) this.onChangeCallback(); |
| |
| return this; |
| |
| }, |
| |
| setFromAxisAngle: function ( axis, angle ) { |
| |
| // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm |
| |
| // assumes axis is normalized |
| |
| var halfAngle = angle / 2, s = Math.sin( halfAngle ); |
| |
| this._x = axis.x * s; |
| this._y = axis.y * s; |
| this._z = axis.z * s; |
| this._w = Math.cos( halfAngle ); |
| |
| this.onChangeCallback(); |
| |
| return this; |
| |
| }, |
| |
| setFromRotationMatrix: function ( m ) { |
| |
| // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm |
| |
| // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) |
| |
| var te = m.elements, |
| |
| m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], |
| m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], |
| m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ], |
| |
| trace = m11 + m22 + m33, |
| s; |
| |
| if ( trace > 0 ) { |
| |
| s = 0.5 / Math.sqrt( trace + 1.0 ); |
| |
| this._w = 0.25 / s; |
| this._x = ( m32 - m23 ) * s; |
| this._y = ( m13 - m31 ) * s; |
| this._z = ( m21 - m12 ) * s; |
| |
| } else if ( m11 > m22 && m11 > m33 ) { |
| |
| s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 ); |
| |
| this._w = ( m32 - m23 ) / s; |
| this._x = 0.25 * s; |
| this._y = ( m12 + m21 ) / s; |
| this._z = ( m13 + m31 ) / s; |
| |
| } else if ( m22 > m33 ) { |
| |
| s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 ); |
| |
| this._w = ( m13 - m31 ) / s; |
| this._x = ( m12 + m21 ) / s; |
| this._y = 0.25 * s; |
| this._z = ( m23 + m32 ) / s; |
| |
| } else { |
| |
| s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 ); |
| |
| this._w = ( m21 - m12 ) / s; |
| this._x = ( m13 + m31 ) / s; |
| this._y = ( m23 + m32 ) / s; |
| this._z = 0.25 * s; |
| |
| } |
| |
| this.onChangeCallback(); |
| |
| return this; |
| |
| }, |
| |
| setFromUnitVectors: function () { |
| |
| // 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; |
| |
| }, |
| |
| 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 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 halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta ); |
| var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, |
| ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; |
| |
| this._w = ( w * ratioA + this._w * ratioB ); |
| this._x = ( x * ratioA + this._x * ratioB ); |
| this._y = ( y * ratioA + this._y * ratioB ); |
| this._z = ( z * ratioA + this._z * ratioB ); |
| |
| this.onChangeCallback(); |
| |
| return this; |
| |
| }, |
| |
| equals: function ( quaternion ) { |
| |
| return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w ); |
| |
| }, |
| |
| fromArray: function ( array, offset ) { |
| |
| if ( offset === undefined ) offset = 0; |
| |
| this._x = array[ offset ]; |
| this._y = array[ offset + 1 ]; |
| this._z = array[ offset + 2 ]; |
| this._w = array[ offset + 3 ]; |
| |
| this.onChangeCallback(); |
| |
| return this; |
| |
| }, |
| |
| toArray: function ( array, offset ) { |
| |
| if ( array === undefined ) array = []; |
| if ( offset === undefined ) offset = 0; |
| |
| array[ offset ] = this._x; |
| array[ offset + 1 ] = this._y; |
| array[ offset + 2 ] = this._z; |
| array[ offset + 3 ] = this._w; |
| |
| return array; |
| |
| }, |
| |
| onChange: function ( callback ) { |
| |
| this.onChangeCallback = callback; |
| |
| return this; |
| |
| }, |
| |
| onChangeCallback: function () {} |
| |
| }; |
| |
| Object.assign( THREE.Quaternion, { |
| |
| slerp: function( qa, qb, qm, t ) { |
| |
| return qm.copy( qa ).slerp( qb, t ); |
| |
| }, |
| |
| slerpFlat: function( |
| dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) { |
| |
| // fuzz-free, array-based Quaternion SLERP operation |
| |
| var x0 = src0[ srcOffset0 + 0 ], |
| y0 = src0[ srcOffset0 + 1 ], |
| z0 = src0[ srcOffset0 + 2 ], |
| w0 = src0[ srcOffset0 + 3 ], |
| |
| x1 = src1[ srcOffset1 + 0 ], |
| y1 = src1[ srcOffset1 + 1 ], |
| z1 = src1[ srcOffset1 + 2 ], |
| w1 = src1[ srcOffset1 + 3 ]; |
| |
| if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) { |
| |
| var s = 1 - t, |
| |
| cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1, |
| |
| dir = ( cos >= 0 ? 1 : - 1 ), |
| sqrSin = 1 - cos * cos; |
| |
| // Skip the Slerp for tiny steps to avoid numeric problems: |
| if ( sqrSin > Number.EPSILON ) { |
| |
| var sin = Math.sqrt( sqrSin ), |
| len = Math.atan2( sin, cos * dir ); |
| |
| s = Math.sin( s * len ) / sin; |
| t = Math.sin( t * len ) / sin; |
| |
| } |
| |
| var tDir = t * dir; |
| |
| x0 = x0 * s + x1 * tDir; |
| y0 = y0 * s + y1 * tDir; |
| z0 = z0 * s + z1 * tDir; |
| w0 = w0 * s + w1 * tDir; |
| |
| // Normalize in case we just did a lerp: |
| if ( s === 1 - t ) { |
| |
| var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 ); |
| |
| x0 *= f; |
| y0 *= f; |
| z0 *= f; |
| w0 *= f; |
| |
| } |
| |
| } |
| |
| dst[ dstOffset ] = x0; |
| dst[ dstOffset + 1 ] = y0; |
| dst[ dstOffset + 2 ] = z0; |
| dst[ dstOffset + 3 ] = w0; |
| |
| } |
| |
| } ); |
| |
| // 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, |
| |
| get width() { |
| |
| return this.x; |
| |
| }, |
| |
| set width( value ) { |
| |
| this.x = value; |
| |
| }, |
| |
| get height() { |
| |
| return this.y; |
| |
| }, |
| |
| set height( value ) { |
| |
| this.y = value; |
| |
| }, |
| |
| // |
| |
| set: function ( x, y ) { |
| |
| this.x = x; |
| this.y = y; |
| |
| return this; |
| |
| }, |
| |
| setScalar: function ( scalar ) { |
| |
| this.x = scalar; |
| this.y = scalar; |
| |
| return this; |
| |
| }, |
| |
| setX: function ( x ) { |
| |
| this.x = x; |
| |
| return this; |
| |
| }, |
| |
| setY: function ( y ) { |
| |
| this.y = y; |
| |
| return this; |
| |
| }, |
| |
| setComponent: function ( index, value ) { |
| |
| switch ( index ) { |
| |
| case 0: this.x = value; break; |
| case 1: this.y = value; break; |
| default: throw new Error( 'index is out of range: ' + index ); |
| |
| } |
| |
| }, |
| |
| getComponent: function ( index ) { |
| |
| switch ( index ) { |
| |
| case 0: return this.x; |
| case 1: return this.y; |
| default: throw new Error( 'index is out of range: ' + index ); |
| |
| } |
| |
| }, |
| |
| clone: function () { |
| |
| return new this.constructor( this.x, this.y ); |
| |
| }, |
| |
| copy: function ( v ) { |
| |
| this.x = v.x; |
| this.y = v.y; |
| |
| return this; |
| |
| }, |
| |
| add: function ( v, w ) { |
| |
| if ( w !== undefined ) { |
| |
| console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); |
| return this.addVectors( v, w ); |
| |
| } |
| |
| this.x += v.x; |
| this.y += v.y; |
| |
| return this; |
| |
| }, |
| |
| addScalar: function ( s ) { |
| |
| this.x += s; |
| this.y += s; |
| |
| return this; |
| |
| }, |
| |
| addVectors: function ( a, b ) { |
| |
| this.x = a.x + b.x; |
| this.y = a.y + b.y; |
| |
| return this; |
| |
| }, |
| |
| addScaledVector: function ( v, s ) { |
| |
| this.x += v.x * s; |
| this.y += v.y * s; |
| |
| return this; |
| |
| }, |
| |
| sub: function ( v, w ) { |
| |
| if ( w !== undefined ) { |
| |
| console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); |
| return this.subVectors( v, w ); |
| |
| } |
| |
| this.x -= v.x; |
| this.y -= v.y; |
| |
| return this; |
| |
| }, |
| |
| subScalar: function ( s ) { |
| |
| this.x -= s; |
| this.y -= s; |
| |
| return this; |
| |
| }, |
| |
| subVectors: function ( a, b ) { |
| |
| this.x = a.x - b.x; |
| this.y = a.y - b.y; |
| |
| return this; |
| |
| }, |
| |
| multiply: function ( v ) { |
| |
| this.x *= v.x; |
| this.y *= v.y; |
| |
| return this; |
| |
| }, |
| |
| multiplyScalar: function ( scalar ) { |
| |
| if ( isFinite( scalar ) ) { |
| |
| this.x *= scalar; |
| this.y *= scalar; |
| |
| } else { |
| |
| this.x = 0; |
| this.y = 0; |
| |
| } |
| |
| return this; |
| |
| }, |
| |
| divide: function ( v ) { |
| |
| this.x /= v.x; |
| this.y /= v.y; |
| |
| return this; |
| |
| }, |
| |
| divideScalar: function ( scalar ) { |
| |
| return this.multiplyScalar( 1 / scalar ); |
| |
| }, |
| |
| min: function ( v ) { |
| |
| this.x = Math.min( this.x, v.x ); |
| this.y = Math.min( this.y, v.y ); |
| |
| return this; |
| |
| }, |
| |
| max: function ( v ) { |
| |
| this.x = Math.max( this.x, v.x ); |
| this.y = Math.max( this.y, v.y ); |
| |
| return this; |
| |
| }, |
| |
| clamp: function ( min, max ) { |
| |
| // This function assumes min < max, if this assumption isn't true it will not operate correctly |
| |
| this.x = Math.max( min.x, Math.min( max.x, this.x ) ); |
| this.y = Math.max( min.y, Math.min( max.y, this.y ) ); |
| |
| return this; |
| |
| }, |
| |
| clampScalar: function () { |
| |
| var min, max; |
| |
| return function clampScalar( 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 ); |
| |
| }; |
| |
| }(), |
| |
| clampLength: function ( min, max ) { |
| |
| var length = this.length(); |
| |
| this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length ); |
| |
| return this; |
| |
| }, |
| |
| 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 ); |
| |
| }, |
| |
| lengthManhattan: function() { |
| |
| return Math.abs( this.x ) + Math.abs( this.y ); |
| |
| }, |
| |
| normalize: function () { |
| |
| return this.divideScalar( this.length() ); |
| |
| }, |
| |
| angle: function () { |
| |
| // computes the angle in radians with respect to the positive x-axis |
| |
| var angle = Math.atan2( this.y, this.x ); |
| |
| if ( angle < 0 ) angle += 2 * Math.PI; |
| |
| return angle; |
| |
| }, |
| |
| distanceTo: function ( v ) { |
| |
| return Math.sqrt( this.distanceToSquared( v ) ); |
| |
| }, |
| |
| distanceToSquared: function ( v ) { |
| |
| var dx = this.x - v.x, dy = this.y - v.y; |
| return dx * dx + dy * dy; |
| |
| }, |
| |
| setLength: function ( length ) { |
| |
| return this.multiplyScalar( length / this.length() ); |
| |
| }, |
| |
| lerp: function ( v, alpha ) { |
| |
| this.x += ( v.x - this.x ) * alpha; |
| this.y += ( v.y - this.y ) * alpha; |
| |
| return this; |
| |
| }, |
| |
| lerpVectors: function ( v1, v2, alpha ) { |
| |
| this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); |
| |
| 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; |
| |
| }, |
| |
| fromAttribute: function ( attribute, index, offset ) { |
| |
| if ( offset === undefined ) offset = 0; |
| |
| index = index * attribute.itemSize + offset; |
| |
| this.x = attribute.array[ index ]; |
| this.y = attribute.array[ index + 1 ]; |
| |
| return this; |
| |
| }, |
| |
| rotateAround: function ( center, angle ) { |
| |
| var c = Math.cos( angle ), s = Math.sin( angle ); |
| |
| var x = this.x - center.x; |
| var y = this.y - center.y; |
| |
| this.x = x * c - y * s + center.x; |
| this.y = x * s + y * c + center.y; |
| |
| return this; |
| |
| } |
| |
| }; |
| |
| // 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; |
| |
| }, |
| |
| setScalar: function ( scalar ) { |
| |
| this.x = scalar; |
| this.y = scalar; |
| this.z = scalar; |
| |
| return this; |
| |
| }, |
| |
| setX: function ( x ) { |
| |
| this.x = x; |
| |
| return this; |
| |
| }, |
| |
| setY: function ( y ) { |
| |
| this.y = y; |
| |
| return this; |
| |
| }, |
| |
| setZ: function ( z ) { |
| |
| this.z = z; |
| |
| return this; |
| |
| }, |
| |
| setComponent: function ( index, value ) { |
| |
| switch ( index ) { |
| |
| case 0: this.x = value; break; |
| case 1: this.y = value; break; |
| case 2: this.z = value; break; |
| default: throw new Error( 'index is out of range: ' + index ); |
| |
| } |
| |
| }, |
| |
| getComponent: function ( index ) { |
| |
| switch ( index ) { |
| |
| case 0: return this.x; |
| case 1: return this.y; |
| case 2: return this.z; |
| default: throw new Error( 'index is out of range: ' + index ); |
| |
| } |
| |
| }, |
| |
| clone: function () { |
| |
| return new this.constructor( this.x, this.y, this.z ); |
| |
| }, |
| |
| copy: function ( v ) { |
| |
| this.x = v.x; |
| this.y = v.y; |
| this.z = v.z; |
| |
| return this; |
| |
| }, |
| |
| add: function ( v, w ) { |
| |
| if ( w !== undefined ) { |
| |
| console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); |
| return this.addVectors( v, w ); |
| |
| } |
| |
| this.x += v.x; |
| this.y += v.y; |
| this.z += v.z; |
| |
| return this; |
| |
| }, |
| |
| addScalar: function ( s ) { |
| |
| this.x += s; |
| this.y += s; |
| this.z += s; |
| |
| return this; |
| |
| }, |
| |
| addVectors: function ( a, b ) { |
| |
| this.x = a.x + b.x; |
| this.y = a.y + b.y; |
| this.z = a.z + b.z; |
| |
| return this; |
| |
| }, |
| |
| addScaledVector: function ( v, s ) { |
| |
| this.x += v.x * s; |
| this.y += v.y * s; |
| this.z += v.z * s; |
| |
| return this; |
| |
| }, |
| |
| sub: function ( v, w ) { |
| |
| if ( w !== undefined ) { |
| |
| console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); |
| return this.subVectors( v, w ); |
| |
| } |
| |
| this.x -= v.x; |
| this.y -= v.y; |
| this.z -= v.z; |
| |
| return this; |
| |
| }, |
| |
| subScalar: function ( s ) { |
| |
| this.x -= s; |
| this.y -= s; |
| this.z -= s; |
| |
| return this; |
| |
| }, |
| |
| subVectors: function ( a, b ) { |
| |
| this.x = a.x - b.x; |
| this.y = a.y - b.y; |
| this.z = a.z - b.z; |
| |
| return this; |
| |
| }, |
| |
| multiply: function ( v, w ) { |
| |
| if ( w !== undefined ) { |
| |
| console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' ); |
| return this.multiplyVectors( v, w ); |
| |
| } |
| |
| this.x *= v.x; |
| this.y *= v.y; |
| this.z *= v.z; |
| |
| return this; |
| |
| }, |
| |
| multiplyScalar: function ( scalar ) { |
| |
| if ( isFinite( scalar ) ) { |
| |
| this.x *= scalar; |
| this.y *= scalar; |
| this.z *= scalar; |
| |
| } else { |
| |
| this.x = 0; |
| this.y = 0; |
| this.z = 0; |
| |
| } |
| |
| 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 applyEuler( euler ) { |
| |
| if ( euler instanceof THREE.Euler === false ) { |
| |
| console.error( 'THREE.Vector3: .applyEuler() now expects an 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 applyAxisAngle( 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 project( 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 unproject( 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 ) { |
| |
| return this.multiplyScalar( 1 / scalar ); |
| |
| }, |
| |
| min: function ( v ) { |
| |
| this.x = Math.min( this.x, v.x ); |
| this.y = Math.min( this.y, v.y ); |
| this.z = Math.min( this.z, v.z ); |
| |
| return this; |
| |
| }, |
| |
| max: function ( v ) { |
| |
| this.x = Math.max( this.x, v.x ); |
| this.y = Math.max( this.y, v.y ); |
| this.z = Math.max( this.z, v.z ); |
| |
| return this; |
| |
| }, |
| |
| clamp: function ( min, max ) { |
| |
| // This function assumes min < max, if this assumption isn't true it will not operate correctly |
| |
| this.x = Math.max( min.x, Math.min( max.x, this.x ) ); |
| this.y = Math.max( min.y, Math.min( max.y, this.y ) ); |
| this.z = Math.max( min.z, Math.min( max.z, this.z ) ); |
| |
| return this; |
| |
| }, |
| |
| clampScalar: function () { |
| |
| var min, max; |
| |
| return function clampScalar( 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 ); |
| |
| }; |
| |
| }(), |
| |
| clampLength: function ( min, max ) { |
| |
| var length = this.length(); |
| |
| this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length ); |
| |
| return this; |
| |
| }, |
| |
| 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 ( length ) { |
| |
| return this.multiplyScalar( length / this.length() ); |
| |
| }, |
| |
| lerp: function ( v, alpha ) { |
| |
| this.x += ( v.x - this.x ) * alpha; |
| this.y += ( v.y - this.y ) * alpha; |
| this.z += ( v.z - this.z ) * alpha; |
| |
| return this; |
| |
| }, |
| |
| lerpVectors: function ( v1, v2, alpha ) { |
| |
| this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); |
| |
| 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 projectOnVector( 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 projectOnPlane( 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 reflect( 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 ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) ); |
| |
| // 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; |
| |
| }, |
| |
| 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; |
| |
| }, |
| |
| fromAttribute: function ( attribute, index, offset ) { |
| |
| if ( offset === undefined ) offset = 0; |
| |
| index = index * attribute.itemSize + offset; |
| |
| this.x = attribute.array[ index ]; |
| this.y = attribute.array[ index + 1 ]; |
| this.z = attribute.array[ index + 2 ]; |
| |
| return this; |
| |
| } |
| |
| }; |
| |
| // 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; |
| |
| }, |
| |
| setScalar: function ( scalar ) { |
| |
| this.x = scalar; |
| this.y = scalar; |
| this.z = scalar; |
| this.w = scalar; |
| |
| return this; |
| |
| }, |
| |
| setX: function ( x ) { |
| |
| this.x = x; |
| |
| return this; |
| |
| }, |
| |
| setY: function ( y ) { |
| |
| this.y = y; |
| |
| return this; |
| |
| }, |
| |
| setZ: function ( z ) { |
| |
| this.z = z; |
| |
| return this; |
| |
| }, |
| |
| setW: function ( w ) { |
| |
| this.w = w; |
| |
| return this; |
| |
| }, |
| |
| setComponent: function ( index, value ) { |
| |
| switch ( index ) { |
| |
| case 0: this.x = value; break; |
| case 1: this.y = value; break; |
| case 2: this.z = value; break; |
| case 3: this.w = value; break; |
| default: throw new Error( 'index is out of range: ' + index ); |
| |
| } |
| |
| }, |
| |
| getComponent: function ( index ) { |
| |
| switch ( index ) { |
| |
| case 0: return this.x; |
| case 1: return this.y; |
| case 2: return this.z; |
| case 3: return this.w; |
| default: throw new Error( 'index is out of range: ' + index ); |
| |
| } |
| |
| }, |
| |
| clone: function () { |
| |
| return new this.constructor( this.x, this.y, this.z, this.w ); |
| |
| }, |
| |
| copy: function ( v ) { |
| |
| this.x = v.x; |
| this.y = v.y; |
| this.z = v.z; |
| this.w = ( v.w !== undefined ) ? v.w : 1; |
| |
| return this; |
| |
| }, |
| |
| add: function ( v, w ) { |
| |
| if ( w !== undefined ) { |
| |
| console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); |
| return this.addVectors( v, w ); |
| |
| } |
| |
| this.x += v.x; |
| this.y += v.y; |
| this.z += v.z; |
| this.w += v.w; |
| |
| return this; |
| |
| }, |
| |
| addScalar: function ( s ) { |
| |
| this.x += s; |
| this.y += s; |
| this.z += s; |
| this.w += s; |
| |
| return this; |
| |
| }, |
| |
| addVectors: function ( a, b ) { |
| |
| this.x = a.x + b.x; |
| this.y = a.y + b.y; |
| this.z = a.z + b.z; |
| this.w = a.w + b.w; |
| |
| return this; |
| |
| }, |
| |
| addScaledVector: function ( v, s ) { |
| |
| this.x += v.x * s; |
| this.y += v.y * s; |
| this.z += v.z * s; |
| this.w += v.w * s; |
| |
| return this; |
| |
| }, |
| |
| sub: function ( v, w ) { |
| |
| if ( w !== undefined ) { |
| |
| console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); |
| return this.subVectors( v, w ); |
| |
| } |
| |
| this.x -= v.x; |
| this.y -= v.y; |
| this.z -= v.z; |
| this.w -= v.w; |
| |
| return this; |
| |
| }, |
| |
| subScalar: function ( s ) { |
| |
| this.x -= s; |
| this.y -= s; |
| this.z -= s; |
| this.w -= s; |
| |
| return this; |
| |
| }, |
| |
| subVectors: function ( a, b ) { |
| |
| this.x = a.x - b.x; |
| this.y = a.y - b.y; |
| this.z = a.z - b.z; |
| this.w = a.w - b.w; |
| |
| return this; |
| |
| }, |
| |
| multiplyScalar: function ( scalar ) { |
| |
| if ( isFinite( scalar ) ) { |
| |
| this.x *= scalar; |
| this.y *= scalar; |
| this.z *= scalar; |
| this.w *= scalar; |
| |
| } else { |
| |
| this.x = 0; |
| this.y = 0; |
| this.z = 0; |
| this.w = 0; |
| |
| } |
| |
| 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 ) { |
| |
| return this.multiplyScalar( 1 / scalar ); |
| |
| }, |
| |
| setAxisAngleFromQuaternion: function ( q ) { |
| |
| // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm |
| |
| // q is assumed to be normalized |
| |
| this.w = 2 * Math.acos( q.w ); |
| |
| var s = Math.sqrt( 1 - q.w * q.w ); |
| |
| if ( s < 0.0001 ) { |
| |
| this.x = 1; |
| this.y = 0; |
| this.z = 0; |
| |
| } else { |
| |
| this.x = q.x / s; |
| this.y = q.y / s; |
| this.z = q.z / s; |
| |
| } |
| |
| return this; |
| |
| }, |
| |
| setAxisAngleFromRotationMatrix: function ( m ) { |
| |
| // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm |
| |
| // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) |
| |
| var angle, x, y, z, // variables for result |
| epsilon = 0.01, // margin to allow for rounding errors |
| epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees |
| |
| te = m.elements, |
| |
| m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], |
| m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], |
| m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; |
| |
| if ( ( Math.abs( m12 - m21 ) < epsilon ) |
| && ( Math.abs( m13 - m31 ) < epsilon ) |
| && ( Math.abs( m23 - m32 ) < epsilon ) ) { |
| |
| // singularity found |
| // first check for identity matrix which must have +1 for all terms |
| // in leading diagonal and zero in other terms |
| |
| if ( ( Math.abs( m12 + m21 ) < epsilon2 ) |
| && ( Math.abs( m13 + m31 ) < epsilon2 ) |
| && ( Math.abs( m23 + m32 ) < epsilon2 ) |
| && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) { |
| |
| // this singularity is identity matrix so angle = 0 |
| |
| this.set( 1, 0, 0, 0 ); |
| |
| return this; // zero angle, arbitrary axis |
| |
| } |
| |
| // otherwise this singularity is angle = 180 |
| |
| angle = Math.PI; |
| |
| var xx = ( m11 + 1 ) / 2; |
| var yy = ( m22 + 1 ) / 2; |
| var zz = ( m33 + 1 ) / 2; |
| var xy = ( m12 + m21 ) / 4; |
| var xz = ( m13 + m31 ) / 4; |
| var yz = ( m23 + m32 ) / 4; |
| |
| if ( ( xx > yy ) && ( xx > zz ) ) { |
| |
| // m11 is the largest diagonal term |
| |
| if ( xx < epsilon ) { |
| |
| x = 0; |
| y = 0.707106781; |
| z = 0.707106781; |
| |
| } else { |
| |
| x = Math.sqrt( xx ); |
| y = xy / x; |
| z = xz / x; |
| |
| } |
| |
| } else if ( yy > zz ) { |
| |
| // m22 is the largest diagonal term |
| |
| if ( yy < epsilon ) { |
| |
| x = 0.707106781; |
| y = 0; |
| z = 0.707106781; |
| |
| } else { |
| |
| y = Math.sqrt( yy ); |
| x = xy / y; |
| z = yz / y; |
| |
| } |
| |
| } else { |
| |
| // m33 is the largest diagonal term so base result on this |
| |
| if ( zz < epsilon ) { |
| |
| x = 0.707106781; |
| y = 0.707106781; |
| z = 0; |
| |
| } else { |
| |
| z = Math.sqrt( zz ); |
| x = xz / z; |
| y = yz / z; |
| |
| } |
| |
| } |
| |
| this.set( x, y, z, angle ); |
| |
| return this; // return 180 deg rotation |
| |
| } |
| |
| // as we have reached here there are no singularities so we can handle normally |
| |
| var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) |
| + ( m13 - m31 ) * ( m13 - m31 ) |
| + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize |
| |
| if ( Math.abs( s ) < 0.001 ) s = 1; |
| |
| // prevent divide by zero, should not happen if matrix is orthogonal and should be |
| // caught by singularity test above, but I've left it in just in case |
| |
| this.x = ( m32 - m23 ) / s; |
| this.y = ( m13 - m31 ) / s; |
| this.z = ( m21 - m12 ) / s; |
| this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 ); |
| |
| return this; |
| |
| }, |
| |
| min: function ( v ) { |
| |
| this.x = Math.min( this.x, v.x ); |
| this.y = Math.min( this.y, v.y ); |
| this.z = Math.min( this.z, v.z ); |
| this.w = Math.min( this.w, v.w ); |
| |
| return this; |
| |
| }, |
| |
| max: function ( v ) { |
| |
| this.x = Math.max( this.x, v.x ); |
| this.y = Math.max( this.y, v.y ); |
| this.z = Math.max( this.z, v.z ); |
| this.w = Math.max( this.w, v.w ); |
| |
| return this; |
| |
| }, |
| |
| clamp: function ( min, max ) { |
| |
| // This function assumes min < max, if this assumption isn't true it will not operate correctly |
| |
| this.x = Math.max( min.x, Math.min( max.x, this.x ) ); |
| this.y = Math.max( min.y, Math.min( max.y, this.y ) ); |
| this.z = Math.max( min.z, Math.min( max.z, this.z ) ); |
| this.w = Math.max( min.w, Math.min( max.w, this.w ) ); |
| |
| return this; |
| |
| }, |
| |
| clampScalar: function () { |
| |
| var min, max; |
| |
| return function clampScalar( minVal, maxVal ) { |
| |
| if ( min === undefined ) { |
| |
| min = new 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 ( length ) { |
| |
| return this.multiplyScalar( length / this.length() ); |
| |
| }, |
| |
| lerp: function ( v, alpha ) { |
| |
| this.x += ( v.x - this.x ) * alpha; |
| this.y += ( v.y - this.y ) * alpha; |
| this.z += ( v.z - this.z ) * alpha; |
| this.w += ( v.w - this.w ) * alpha; |
| |
| return this; |
| |
| }, |
| |
| lerpVectors: function ( v1, v2, alpha ) { |
| |
| this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); |
| |
| 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; |
| |
| }, |
| |
| fromAttribute: function ( attribute, index, offset ) { |
| |
| if ( offset === undefined ) offset = 0; |
| |
| index = index * attribute.itemSize + offset; |
| |
| this.x = attribute.array[ index ]; |
| this.y = attribute.array[ index + 1 ]; |
| this.z = attribute.array[ index + 2 ]; |
| this.w = attribute.array[ index + 3 ]; |
| |
| return this; |
| |
| } |
| |
| }; |
| |
| // File:src/math/Euler.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| * @author WestLangley / http://github.com/WestLangley |
| * @author bhouston / http://clara.io |
| */ |
| |
| 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, |
| |
| 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; |
| |
| }, |
| |
| clone: function () { |
| |
| return new this.constructor( this._x, this._y, this._z, this._order ); |
| |
| }, |
| |
| copy: function ( euler ) { |
| |
| this._x = euler._x; |
| this._y = euler._y; |
| this._z = euler._z; |
| this._order = euler._order; |
| |
| this.onChangeCallback(); |
| |
| return this; |
| |
| }, |
| |
| setFromRotationMatrix: function ( m, order, update ) { |
| |
| var clamp = 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; |
| |
| if ( update !== false ) this.onChangeCallback(); |
| |
| return this; |
| |
| }, |
| |
| setFromQuaternion: function () { |
| |
| var matrix; |
| |
| return function ( q, order, update ) { |
| |
| if ( matrix === undefined ) matrix = new THREE.Matrix4(); |
| matrix.makeRotationFromQuaternion( q ); |
| this.setFromRotationMatrix( matrix, order, update ); |
| |
| return this; |
| |
| }; |
| |
| }(), |
| |
| setFromVector3: function ( v, order ) { |
| |
| return this.set( v.x, v.y, v.z, order || this._order ); |
| |
| }, |
| |
| 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 ( array, offset ) { |
| |
| if ( array === undefined ) array = []; |
| if ( offset === undefined ) offset = 0; |
| |
| array[ offset ] = this._x; |
| array[ offset + 1 ] = this._y; |
| array[ offset + 2 ] = this._z; |
| array[ offset + 3 ] = this._order; |
| |
| return array; |
| |
| }, |
| |
| toVector3: function ( optionalResult ) { |
| |
| if ( optionalResult ) { |
| |
| return optionalResult.set( this._x, this._y, this._z ); |
| |
| } else { |
| |
| return new THREE.Vector3( this._x, this._y, this._z ); |
| |
| } |
| |
| }, |
| |
| onChange: function ( callback ) { |
| |
| this.onChangeCallback = callback; |
| |
| return this; |
| |
| }, |
| |
| onChangeCallback: function () {} |
| |
| }; |
| |
| // File:src/math/Line3.js |
| |
| /** |
| * @author bhouston / http://clara.io |
| */ |
| |
| 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; |
| |
| }, |
| |
| clone: function () { |
| |
| return new this.constructor().copy( 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 ); |
| |
| } |
| |
| }; |
| |
| // File:src/math/Box2.js |
| |
| /** |
| * @author bhouston / http://clara.io |
| */ |
| |
| 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; |
| |
| }; |
| |
| }(), |
| |
| clone: function () { |
| |
| return new this.constructor().copy( this ); |
| |
| }, |
| |
| copy: function ( box ) { |
| |
| this.min.copy( box.min ); |
| this.max.copy( box.max ); |
| |
| return this; |
| |
| }, |
| |
| makeEmpty: function () { |
| |
| this.min.x = this.min.y = + Infinity; |
| this.max.x = this.max.y = - Infinity; |
| |
| return this; |
| |
| }, |
| |
| isEmpty: function () { |
| |
| // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes |
| |
| return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ); |
| |
| }, |
| |
| 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 ) |
| ); |
| |
| }, |
| |
| intersectsBox: 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 ); |
| |
| } |
| |
| }; |
| |
| // File:src/math/Box3.js |
| |
| /** |
| * @author bhouston / http://clara.io |
| * @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; |
| |
| }, |
| |
| setFromArray: function ( array ) { |
| |
| this.makeEmpty(); |
| |
| var minX = + Infinity; |
| var minY = + Infinity; |
| var minZ = + Infinity; |
| |
| var maxX = - Infinity; |
| var maxY = - Infinity; |
| var maxZ = - Infinity; |
| |
| for ( var i = 0, il = array.length; i < il; i += 3 ) { |
| |
| var x = array[ i ]; |
| var y = array[ i + 1 ]; |
| var z = array[ i + 2 ]; |
| |
| if ( x < minX ) minX = x; |
| if ( y < minY ) minY = y; |
| if ( z < minZ ) minZ = z; |
| |
| if ( x > maxX ) maxX = x; |
| if ( y > maxY ) maxY = y; |
| if ( z > maxZ ) maxZ = z; |
| |
| } |
| |
| this.min.set( minX, minY, minZ ); |
| this.max.set( maxX, maxY, maxZ ); |
| |
| }, |
| |
| 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 children's, world transforms |
| |
| var box; |
| |
| return function ( object ) { |
| |
| if ( box === undefined ) box = new THREE.Box3(); |
| |
| var scope = this; |
| |
| this.makeEmpty(); |
| |
| object.updateMatrixWorld( true ); |
| |
| object.traverse( function ( node ) { |
| |
| var geometry = node.geometry; |
| |
| if ( geometry !== undefined ) { |
| |
| if ( geometry.boundingBox === null ) { |
| |
| geometry.computeBoundingBox(); |
| |
| } |
| |
| box.copy( geometry.boundingBox ); |
| box.applyMatrix4( node.matrixWorld ); |
| scope.union( box ); |
| |
| } |
| |
| } ); |
| |
| return this; |
| |
| }; |
| |
| }(), |
| |
| clone: function () { |
| |
| return new this.constructor().copy( this ); |
| |
| }, |
| |
| copy: function ( box ) { |
| |
| this.min.copy( box.min ); |
| this.max.copy( box.max ); |
| |
| return this; |
| |
| }, |
| |
| makeEmpty: function () { |
| |
| this.min.x = this.min.y = this.min.z = + Infinity; |
| this.max.x = this.max.y = this.max.z = - Infinity; |
| |
| return this; |
| |
| }, |
| |
| isEmpty: function () { |
| |
| // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes |
| |
| return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z ); |
| |
| }, |
| |
| 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 ) |
| ); |
| |
| }, |
| |
| intersectsBox: 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; |
| |
| }, |
| |
| intersectsSphere: ( function () { |
| |
| var closestPoint; |
| |
| return function intersectsSphere( sphere ) { |
| |
| if ( closestPoint === undefined ) closestPoint = new THREE.Vector3(); |
| |
| // Find the point on the AABB closest to the sphere center. |
| this.clampPoint( sphere.center, closestPoint ); |
| |
| // If that point is inside the sphere, the AABB and sphere intersect. |
| return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius ); |
| |
| }; |
| |
| } )(), |
| |
| intersectsPlane: function ( plane ) { |
| |
| // We compute the minimum and maximum dot product values. If those values |
| // are on the same side (back or front) of the plane, then there is no intersection. |
| |
| var min, max; |
| |
| if ( plane.normal.x > 0 ) { |
| |
| min = plane.normal.x * this.min.x; |
| max = plane.normal.x * this.max.x; |
| |
| } else { |
| |
| min = plane.normal.x * this.max.x; |
| max = plane.normal.x * this.min.x; |
| |
| } |
| |
| if ( plane.normal.y > 0 ) { |
| |
| min += plane.normal.y * this.min.y; |
| max += plane.normal.y * this.max.y; |
| |
| } else { |
| |
| min += plane.normal.y * this.max.y; |
| max += plane.normal.y * this.min.y; |
| |
| } |
| |
| if ( plane.normal.z > 0 ) { |
| |
| min += plane.normal.z * this.min.z; |
| max += plane.normal.z * this.max.z; |
| |
| } else { |
| |
| min += plane.normal.z * this.max.z; |
| max += plane.normal.z * this.min.z; |
| |
| } |
| |
| return ( min <= plane.constant && max >= plane.constant ); |
| |
| }, |
| |
| 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 ); |
| |
| } |
| |
| }; |
| |
| // File:src/math/Matrix3.js |
| |
| /** |
| * @author alteredq / http://alteredqualia.com/ |
| * @author WestLangley / http://github.com/WestLangley |
| * @author bhouston / http://clara.io |
| */ |
| |
| 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; |
| |
| }, |
| |
| clone: function () { |
| |
| return new this.constructor().fromArray( this.elements ); |
| |
| }, |
| |
| 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; |
| |
| }, |
| |
| applyToVector3Array: function () { |
| |
| var v1; |
| |
| return function ( array, offset, length ) { |
| |
| if ( v1 === undefined ) v1 = new THREE.Vector3(); |
| if ( offset === undefined ) offset = 0; |
| if ( length === undefined ) length = array.length; |
| |
| for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) { |
| |
| v1.fromArray( array, j ); |
| v1.applyMatrix3( this ); |
| v1.toArray( array, j ); |
| |
| } |
| |
| return array; |
| |
| }; |
| |
| }(), |
| |
| applyToBuffer: function () { |
| |
| var v1; |
| |
| return function applyToBuffer( buffer, offset, length ) { |
| |
| if ( v1 === undefined ) v1 = new THREE.Vector3(); |
| if ( offset === undefined ) offset = 0; |
| if ( length === undefined ) length = buffer.length / buffer.itemSize; |
| |
| for ( var i = 0, j = offset; i < length; i ++, j ++ ) { |
| |
| v1.x = buffer.getX( j ); |
| v1.y = buffer.getY( j ); |
| v1.z = buffer.getZ( j ); |
| |
| v1.applyMatrix3( this ); |
| |
| buffer.setXYZ( v1.x, v1.y, v1.z ); |
| |
| } |
| |
| return buffer; |
| |
| }; |
| |
| }(), |
| |
| multiplyScalar: function ( s ) { |
| |
| var te = this.elements; |
| |
| te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s; |
| te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s; |
| te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s; |
| |
| return this; |
| |
| }, |
| |
| determinant: function () { |
| |
| var te = this.elements; |
| |
| var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ], |
| d = te[ 3 ], e = te[ 4 ], f = te[ 5 ], |
| g = te[ 6 ], h = te[ 7 ], i = te[ 8 ]; |
| |
| return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g; |
| |
| }, |
| |
| getInverse: function ( matrix, throwOnDegenerate ) { |
| |
| // 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 = "THREE.Matrix3.getInverse(): can't invert matrix, determinant is 0"; |
| |
| if ( throwOnDegenerate || 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 ] |
| ]; |
| |
| } |
| |
| }; |
| |
| // 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://clara.io |
| * @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; |
| |
| }, |
| |
| clone: function () { |
| |
| return new THREE.Matrix4().fromArray( this.elements ); |
| |
| }, |
| |
| copy: function ( m ) { |
| |
| this.elements.set( m.elements ); |
| |
| return this; |
| |
| }, |
| |
| 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; |
| |
| }, |
| |
| extractBasis: function ( xAxis, yAxis, zAxis ) { |
| |
| var te = this.elements; |
| |
| xAxis.set( te[ 0 ], te[ 1 ], te[ 2 ] ); |
| yAxis.set( te[ 4 ], te[ 5 ], te[ 6 ] ); |
| zAxis.set( te[ 8 ], te[ 9 ], te[ 10 ] ); |
| |
| return this; |
| |
| }, |
| |
| makeBasis: function ( xAxis, yAxis, zAxis ) { |
| |
| this.set( |
| xAxis.x, yAxis.x, zAxis.x, 0, |
| xAxis.y, yAxis.y, zAxis.y, 0, |
| xAxis.z, yAxis.z, zAxis.z, 0, |
| 0, 0, 0, 1 |
| ); |
| |
| return this; |
| |
| }, |
| |
| extractRotation: function () { |
| |
| var v1; |
| |
| return function ( m ) { |
| |
| if ( v1 === undefined ) v1 = new THREE.Vector3(); |
| |
| 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; |
| |
| }, |
| |
| 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, y, z; |
| |
| return function ( eye, target, up ) { |
| |
| if ( x === undefined ) x = new THREE.Vector3(); |
| if ( y === undefined ) y = new THREE.Vector3(); |
| if ( z === undefined ) z = new THREE.Vector3(); |
| |
| var te = this.elements; |
| |
| z.subVectors( eye, target ).normalize(); |
| |
| if ( z.lengthSq() === 0 ) { |
| |
| z.z = 1; |
| |
| } |
| |
| x.crossVectors( up, z ).normalize(); |
| |
| if ( x.lengthSq() === 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; |
| |
| }, |
| |
| applyToVector3Array: function () { |
| |
| var v1; |
| |
| return function ( array, offset, length ) { |
| |
| if ( v1 === undefined ) v1 = new THREE.Vector3(); |
| if ( offset === undefined ) offset = 0; |
| if ( length === undefined ) length = array.length; |
| |
| for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) { |
| |
| v1.fromArray( array, j ); |
| v1.applyMatrix4( this ); |
| v1.toArray( array, j ); |
| |
| } |
| |
| return array; |
| |
| }; |
| |
| }(), |
| |
| applyToBuffer: function () { |
| |
| var v1; |
| |
| return function applyToBuffer( buffer, offset, length ) { |
| |
| if ( v1 === undefined ) v1 = new THREE.Vector3(); |
| if ( offset === undefined ) offset = 0; |
| if ( length === undefined ) length = buffer.length / buffer.itemSize; |
| |
| for ( var i = 0, j = offset; i < length; i ++, j ++ ) { |
| |
| v1.x = buffer.getX( j ); |
| v1.y = buffer.getY( j ); |
| v1.z = buffer.getZ( j ); |
| |
| v1.applyMatrix4( this ); |
| |
| buffer.setXYZ( v1.x, v1.y, v1.z ); |
| |
| } |
| |
| return buffer; |
| |
| }; |
| |
| }(), |
| |
| 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; |
| |
| return function () { |
| |
| if ( v1 === undefined ) v1 = new THREE.Vector3(); |
| 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 = "THREE.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; |
| |
| }, |
| |
| scale: function ( v ) { |
| |
| var te = this.elements; |
| var x = v.x, y = v.y, z = v.z; |
| |
| te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z; |
| te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z; |
| te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z; |
| te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z; |
| |
| return this; |
| |
| }, |
| |
| getMaxScaleOnAxis: function () { |
| |
| var te = this.elements; |
| |
| var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ]; |
| var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ]; |
| var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ]; |
| |
| return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) ); |
| |
| }, |
| |
| makeTranslation: function ( x, y, z ) { |
| |
| this.set( |
| |
| 1, 0, 0, x, |
| 0, 1, 0, y, |
| 0, 0, 1, z, |
| 0, 0, 0, 1 |
| |
| ); |
| |
| return this; |
| |
| }, |
| |
| makeRotationX: function ( theta ) { |
| |
| var c = Math.cos( theta ), s = Math.sin( theta ); |
| |
| this.set( |
| |
| 1, 0, 0, 0, |
| 0, c, - s, 0, |
| 0, s, c, 0, |
| 0, 0, 0, 1 |
| |
| ); |
| |
| return this; |
| |
| }, |
| |
| makeRotationY: function ( theta ) { |
| |
| var c = Math.cos( theta ), s = Math.sin( theta ); |
| |
| this.set( |
| |
| c, 0, s, 0, |
| 0, 1, 0, 0, |
| - s, 0, c, 0, |
| 0, 0, 0, 1 |
| |
| ); |
| |
| return this; |
| |
| }, |
| |
| makeRotationZ: function ( theta ) { |
| |
| var c = Math.cos( theta ), s = Math.sin( theta ); |
| |
| this.set( |
| |
| c, - s, 0, 0, |
| s, c, 0, 0, |
| 0, 0, 1, 0, |
| 0, 0, 0, 1 |
| |
| ); |
| |
| return this; |
| |
| }, |
| |
| makeRotationAxis: function ( axis, angle ) { |
| |
| // Based on http://www.gamedev.net/reference/articles/article1199.asp |
| |
| var c = Math.cos( angle ); |
| var s = Math.sin( angle ); |
| var t = 1 - c; |
| var x = axis.x, y = axis.y, z = axis.z; |
| var tx = t * x, ty = t * y; |
| |
| this.set( |
| |
| tx * x + c, tx * y - s * z, tx * z + s * y, 0, |
| tx * y + s * z, ty * y + c, ty * z - s * x, 0, |
| tx * z - s * y, ty * z + s * x, t * z * z + c, 0, |
| 0, 0, 0, 1 |
| |
| ); |
| |
| return this; |
| |
| }, |
| |
| makeScale: function ( x, y, z ) { |
| |
| this.set( |
| |
| x, 0, 0, 0, |
| 0, y, 0, 0, |
| 0, 0, z, 0, |
| 0, 0, 0, 1 |
| |
| ); |
| |
| return this; |
| |
| }, |
| |
| compose: function ( position, quaternion, scale ) { |
| |
| this.makeRotationFromQuaternion( quaternion ); |
| this.scale( scale ); |
| this.setPosition( position ); |
| |
| return this; |
| |
| }, |
| |
| decompose: function () { |
| |
| var vector, matrix; |
| |
| return function ( position, quaternion, scale ) { |
| |
| if ( vector === undefined ) vector = new THREE.Vector3(); |
| if ( matrix === undefined ) matrix = new THREE.Matrix4(); |
| |
| var te = this.elements; |
| |
| var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length(); |
| var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length(); |
| var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length(); |
| |
| // 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; |
| |
| }, |
| |
| equals: function ( matrix ) { |
| |
| var te = this.elements; |
| var me = matrix.elements; |
| |
| for ( var i = 0; i < 16; i ++ ) { |
| |
| if ( te[ i ] !== me[ i ] ) return false; |
| |
| } |
| |
| return true; |
| |
| }, |
| |
| fromArray: function ( array ) { |
| |
| this.elements.set( array ); |
| |
| return this; |
| |
| }, |
| |
| toArray: function () { |
| |
| var te = this.elements; |
| |
| return [ |
| te[ 0 ], te[ 1 ], te[ 2 ], te[ 3 ], |
| te[ 4 ], te[ 5 ], te[ 6 ], te[ 7 ], |
| te[ 8 ], te[ 9 ], te[ 10 ], te[ 11 ], |
| te[ 12 ], te[ 13 ], te[ 14 ], te[ 15 ] |
| ]; |
| |
| } |
| |
| }; |
| |
| // File:src/math/Ray.js |
| |
| /** |
| * @author bhouston / http://clara.io |
| */ |
| |
| 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; |
| |
| }, |
| |
| clone: function () { |
| |
| return new this.constructor().copy( this ); |
| |
| }, |
| |
| copy: function ( ray ) { |
| |
| this.origin.copy( ray.origin ); |
| this.direction.copy( ray.direction ); |
| |
| return this; |
| |
| }, |
| |
| at: function ( t, optionalTarget ) { |
| |
| var result = optionalTarget || new THREE.Vector3(); |
| |
| return result.copy( this.direction ).multiplyScalar( t ).add( this.origin ); |
| |
| }, |
| |
| lookAt: function ( v ) { |
| |
| this.direction.copy( v ).sub( this.origin ).normalize(); |
| |
| }, |
| |
| 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 ( point ) { |
| |
| return Math.sqrt( this.distanceSqToPoint( point ) ); |
| |
| }, |
| |
| distanceSqToPoint: 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.distanceToSquared( point ); |
| |
| } |
| |
| v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); |
| |
| return v1.distanceToSquared( point ); |
| |
| }; |
| |
| }(), |
| |
| distanceSqToSegment: function () { |
| |
| var segCenter = new THREE.Vector3(); |
| var segDir = new THREE.Vector3(); |
| var diff = new THREE.Vector3(); |
| |
| return 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 |
| |
| segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 ); |
| segDir.copy( v1 ).sub( v0 ).normalize(); |
| diff.copy( this.origin ).sub( segCenter ); |
| |
| var segExtent = v0.distanceTo( v1 ) * 0.5; |
| var a01 = - this.direction.dot( segDir ); |
| var b0 = diff.dot( this.direction ); |
| var b1 = - diff.dot( segDir ); |
| var c = diff.lengthSq(); |
| var det = Math.abs( 1 - a01 * a01 ); |
| var s0, s1, sqrDist, extDet; |
| |
| if ( det > 0 ) { |
| |
| // The ray and segment are not parallel. |
| |
| s0 = a01 * b1 - b0; |
| s1 = a01 * b0 - b1; |
| extDet = segExtent * det; |
| |
| if ( s0 >= 0 ) { |
| |
| if ( s1 >= - extDet ) { |
| |
| if ( s1 <= extDet ) { |
| |
| // region 0 |
| // Minimum at interior points of ray and segment. |
| |
| var invDet = 1 / det; |
| s0 *= invDet; |
| s1 *= invDet; |
| sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c; |
| |
| } else { |
| |
| // region 1 |
| |
| s1 = segExtent; |
| s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); |
| sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; |
| |
| } |
| |
| } else { |
| |
| // region 5 |
| |
| s1 = - segExtent; |
| s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); |
| sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; |
| |
| } |
| |
| } else { |
| |
| if ( s1 <= - extDet ) { |
| |
| // region 4 |
| |
| s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) ); |
| s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); |
| sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; |
| |
| } else if ( s1 <= extDet ) { |
| |
| // region 3 |
| |
| s0 = 0; |
| s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent ); |
| sqrDist = s1 * ( s1 + 2 * b1 ) + c; |
| |
| } else { |
| |
| // region 2 |
| |
| s0 = Math.max( 0, - ( a01 * segExtent + b0 ) ); |
| s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); |
| sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; |
| |
| } |
| |
| } |
| |
| } else { |
| |
| // Ray and segment are parallel. |
| |
| s1 = ( a01 > 0 ) ? - segExtent : segExtent; |
| s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); |
| sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; |
| |
| } |
| |
| if ( optionalPointOnRay ) { |
| |
| optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin ); |
| |
| } |
| |
| if ( optionalPointOnSegment ) { |
| |
| optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter ); |
| |
| } |
| |
| return sqrDist; |
| |
| }; |
| |
| }(), |
| |
| intersectSphere: function () { |
| |
| var v1 = new 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 ); |
| |
| } |
| |
| }(), |
| |
| intersectsSphere: function ( sphere ) { |
| |
| return this.distanceToPoint( sphere.center ) <= sphere.radius; |
| |
| }, |
| |
| distanceToPlane: function ( plane ) { |
| |
| var denominator = plane.normal.dot( this.direction ); |
| |
| if ( denominator === 0 ) { |
| |
| // line is coplanar, return origin |
| if ( plane.distanceToPoint( this.origin ) === 0 ) { |
| |
| return 0; |
| |
| } |
| |
| // Null is preferable to undefined since undefined means.... it is undefined |
| |
| return null; |
| |
| } |
| |
| var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator; |
| |
| // Return if the ray never intersects the plane |
| |
| return t >= 0 ? t : null; |
| |
| }, |
| |
| intersectPlane: function ( plane, optionalTarget ) { |
| |
| var t = this.distanceToPlane( plane ); |
| |
| if ( t === null ) { |
| |
| return null; |
| |
| } |
| |
| return this.at( t, optionalTarget ); |
| |
| }, |
| |
| |
| |
| intersectsPlane: function ( plane ) { |
| |
| // check if the ray lies on the plane first |
| |
| var distToPoint = plane.distanceToPoint( this.origin ); |
| |
| if ( distToPoint === 0 ) { |
| |
| return true; |
| |
| } |
| |
| var denominator = plane.normal.dot( this.direction ); |
| |
| if ( denominator * distToPoint < 0 ) { |
| |
| return true; |
| |
| } |
| |
| // ray origin is behind the plane (and is pointing behind it) |
| |
| return false; |
| |
| }, |
| |
| intersectBox: function ( box, optionalTarget ) { |
| |
| 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 ); |
| |
| }, |
| |
| intersectsBox: ( function () { |
| |
| var v = new THREE.Vector3(); |
| |
| return function ( box ) { |
| |
| return this.intersectBox( box, v ) !== null; |
| |
| }; |
| |
| } )(), |
| |
| 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 ); |
| |
| } |
| |
| }; |
| |
| // File:src/math/Sphere.js |
| |
| /** |
| * @author bhouston / http://clara.io |
| * @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; |
| |
| }; |
| |
| }(), |
| |
| clone: function () { |
| |
| return new this.constructor().copy( this ); |
| |
| }, |
| |
| copy: function ( sphere ) { |
| |
| this.center.copy( sphere.center ); |
| this.radius = sphere.radius; |
| |
| return this; |
| |
| }, |
| |
| empty: function () { |
| |
| return ( this.radius <= 0 ); |
| |
| }, |
| |
| containsPoint: function ( point ) { |
| |
| return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) ); |
| |
| }, |
| |
| distanceToPoint: function ( point ) { |
| |
| return ( point.distanceTo( this.center ) - this.radius ); |
| |
| }, |
| |
| intersectsSphere: function ( sphere ) { |
| |
| var radiusSum = this.radius + sphere.radius; |
| |
| return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum ); |
| |
| }, |
| |
| intersectsBox: function ( box ) { |
| |
| return box.intersectsSphere( this ); |
| |
| }, |
| |
| intersectsPlane: function ( plane ) { |
| |
| // We use the following equation to compute the signed distance from |
| // the center of the sphere to the plane. |
| // |
| // distance = q * n - d |
| // |
| // If this distance is greater than the radius of the sphere, |
| // then there is no intersection. |
| |
| return Math.abs( this.center.dot( plane.normal ) - plane.constant ) <= this.radius; |
| |
| }, |
| |
| clampPoint: function ( point, optionalTarget ) { |
| |
| var deltaLengthSq = this.center.distanceToSquared( point ); |
| |
| var result = optionalTarget || new THREE.Vector3(); |
| |
| result.copy( point ); |
| |
| if ( deltaLengthSq > ( this.radius * this.radius ) ) { |
| |
| result.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 ); |
| |
| } |
| |
| }; |
| |
| // File:src/math/Frustum.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| * @author alteredq / http://alteredqualia.com/ |
| * @author bhouston / http://clara.io |
| */ |
| |
| 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; |
| |
| }, |
| |
| clone: function () { |
| |
| return new this.constructor().copy( this ); |
| |
| }, |
| |
| copy: function ( frustum ) { |
| |
| var planes = this.planes; |
| |
| for ( var i = 0; i < 6; i ++ ) { |
| |
| planes[ i ].copy( frustum.planes[ i ] ); |
| |
| } |
| |
| return this; |
| |
| }, |
| |
| setFromMatrix: function ( m ) { |
| |
| var planes = this.planes; |
| var me = m.elements; |
| var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ]; |
| var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ]; |
| var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ]; |
| var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ]; |
| |
| planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize(); |
| planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize(); |
| planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize(); |
| planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize(); |
| planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); |
| planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); |
| |
| return this; |
| |
| }, |
| |
| intersectsObject: function () { |
| |
| var sphere = new 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; |
| |
| } |
| |
| }; |
| |
| // File:src/math/Plane.js |
| |
| /** |
| * @author bhouston / http://clara.io |
| */ |
| |
| 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; |
| |
| }; |
| |
| }(), |
| |
| clone: function () { |
| |
| return new this.constructor().copy( this ); |
| |
| }, |
| |
| copy: function ( plane ) { |
| |
| this.normal.copy( plane.normal ); |
| this.constant = plane.constant; |
| |
| return this; |
| |
| }, |
| |
| normalize: function () { |
| |
| // Note: will lead to a divide by zero if the plane is invalid. |
| |
| var inverseNormalLength = 1.0 / this.normal.length(); |
| this.normal.multiplyScalar( inverseNormalLength ); |
| this.constant *= inverseNormalLength; |
| |
| return this; |
| |
| }, |
| |
| negate: function () { |
| |
| this.constant *= - 1; |
| this.normal.negate(); |
| |
| return this; |
| |
| }, |
| |
| distanceToPoint: function ( point ) { |
| |
| return this.normal.dot( point ) + this.constant; |
| |
| }, |
| |
| distanceToSphere: function ( sphere ) { |
| |
| return this.distanceToPoint( sphere.center ) - sphere.radius; |
| |
| }, |
| |
| projectPoint: function ( point, 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 ); |
| |
| }, |
| |
| 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 ); |
| |
| }; |
| |
| }(), |
| |
| intersectsLine: function ( line ) { |
| |
| // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it. |
| |
| var startSign = this.distanceToPoint( line.start ); |
| var endSign = this.distanceToPoint( line.end ); |
| |
| return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 ); |
| |
| }, |
| |
| intersectsBox: function ( box ) { |
| |
| return box.intersectsPlane( this ); |
| |
| }, |
| |
| intersectsSphere: function ( sphere ) { |
| |
| return sphere.intersectsPlane( this ); |
| |
| }, |
| |
| coplanarPoint: function ( 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 ); |
| |
| } |
| |
| }; |
| |
| // 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: function ( value, min, max ) { |
| |
| return Math.max( min, Math.min( max, value ) ); |
| |
| }, |
| |
| // compute euclidian modulo of m % n |
| // https://en.wikipedia.org/wiki/Modulo_operation |
| |
| euclideanModulo: function ( n, m ) { |
| |
| return ( ( n % m ) + m ) % m; |
| |
| }, |
| |
| // Linear mapping from range <a1, a2> to range <b1, b2> |
| |
| mapLinear: function ( x, a1, a2, b1, b2 ) { |
| |
| return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 ); |
| |
| }, |
| |
| // 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 ); |
| |
| }, |
| |
| random16: function () { |
| |
| console.warn( 'THREE.Math.random16() has been deprecated. Use Math.random() instead.' ); |
| return Math.random(); |
| |
| }, |
| |
| // Random integer from <low, high> interval |
| |
| randInt: function ( low, high ) { |
| |
| return low + Math.floor( Math.random() * ( high - low + 1 ) ); |
| |
| }, |
| |
| // Random float from <low, high> interval |
| |
| randFloat: function ( low, high ) { |
| |
| return low + Math.random() * ( high - low ); |
| |
| }, |
| |
| // Random float from <-range/2, range/2> interval |
| |
| randFloatSpread: function ( range ) { |
| |
| return range * ( 0.5 - Math.random() ); |
| |
| }, |
| |
| degToRad: function () { |
| |
| 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; |
| |
| }, |
| |
| nearestPowerOfTwo: function ( value ) { |
| |
| return Math.pow( 2, Math.round( Math.log( value ) / Math.LN2 ) ); |
| |
| }, |
| |
| nextPowerOfTwo: function ( value ) { |
| |
| value --; |
| value |= value >> 1; |
| value |= value >> 2; |
| value |= value >> 4; |
| value |= value >> 8; |
| value |= value >> 16; |
| value ++; |
| |
| return value; |
| |
| } |
| |
| }; |
| |
| // 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, |
| 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://clara.io |
| * @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 barycentric coordinates |
| // based on: http://www.blackpawn.com/texts/pointinpoly/default.html |
| THREE.Triangle.barycoordFromPoint = function () { |
| |
| var v0 = new THREE.Vector3(); |
| var v1 = new THREE.Vector3(); |
| var v2 = new THREE.Vector3(); |
| |
| 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(); |
| |
| // collinear or singular triangle |
| if ( denom === 0 ) { |
| |
| // arbitrary location outside of triangle? |
| // not sure if this is the best idea, maybe should be returning undefined |
| return result.set( - 2, - 1, - 1 ); |
| |
| } |
| |
| var invDenom = 1 / denom; |
| var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; |
| var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; |
| |
| // barycentric coordinates must always sum to 1 |
| return 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; |
| |
| }, |
| |
| clone: function () { |
| |
| return new this.constructor().copy( this ); |
| |
| }, |
| |
| copy: function ( triangle ) { |
| |
| this.a.copy( triangle.a ); |
| this.b.copy( triangle.b ); |
| this.c.copy( triangle.c ); |
| |
| return this; |
| |
| }, |
| |
| 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 ); |
| |
| } |
| |
| }; |
| |
| // File:src/math/Interpolant.js |
| |
| /** |
| * Abstract base class of interpolants over parametric samples. |
| * |
| * The parameter domain is one dimensional, typically the time or a path |
| * along a curve defined by the data. |
| * |
| * The sample values can have any dimensionality and derived classes may |
| * apply special interpretations to the data. |
| * |
| * This class provides the interval seek in a Template Method, deferring |
| * the actual interpolation to derived classes. |
| * |
| * Time complexity is O(1) for linear access crossing at most two points |
| * and O(log N) for random access, where N is the number of positions. |
| * |
| * References: |
| * |
| * http://www.oodesign.com/template-method-pattern.html |
| * |
| * @author tschw |
| */ |
| |
| THREE.Interpolant = function( |
| parameterPositions, sampleValues, sampleSize, resultBuffer ) { |
| |
| this.parameterPositions = parameterPositions; |
| this._cachedIndex = 0; |
| |
| this.resultBuffer = resultBuffer !== undefined ? |
| resultBuffer : new sampleValues.constructor( sampleSize ); |
| this.sampleValues = sampleValues; |
| this.valueSize = sampleSize; |
| |
| }; |
| |
| THREE.Interpolant.prototype = { |
| |
| constructor: THREE.Interpolant, |
| |
| evaluate: function( t ) { |
| |
| var pp = this.parameterPositions, |
| i1 = this._cachedIndex, |
| |
| t1 = pp[ i1 ], |
| t0 = pp[ i1 - 1 ]; |
| |
| validate_interval: { |
| |
| seek: { |
| |
| var right; |
| |
| linear_scan: { |
| //- See http://jsperf.com/comparison-to-undefined/3 |
| //- slower code: |
| //- |
| //- if ( t >= t1 || t1 === undefined ) { |
| forward_scan: if ( ! ( t < t1 ) ) { |
| |
| for ( var giveUpAt = i1 + 2; ;) { |
| |
| if ( t1 === undefined ) { |
| |
| if ( t < t0 ) break forward_scan; |
| |
| // after end |
| |
| i1 = pp.length; |
| this._cachedIndex = i1; |
| return this.afterEnd_( i1 - 1, t, t0 ); |
| |
| } |
| |
| if ( i1 === giveUpAt ) break; // this loop |
| |
| t0 = t1; |
| t1 = pp[ ++ i1 ]; |
| |
| if ( t < t1 ) { |
| |
| // we have arrived at the sought interval |
| break seek; |
| |
| } |
| |
| } |
| |
| // prepare binary search on the right side of the index |
| right = pp.length; |
| break linear_scan; |
| |
| } |
| |
| //- slower code: |
| //- if ( t < t0 || t0 === undefined ) { |
| if ( ! ( t >= t0 ) ) { |
| |
| // looping? |
| |
| var t1global = pp[ 1 ]; |
| |
| if ( t < t1global ) { |
| |
| i1 = 2; // + 1, using the scan for the details |
| t0 = t1global; |
| |
| } |
| |
| // linear reverse scan |
| |
| for ( var giveUpAt = i1 - 2; ;) { |
| |
| if ( t0 === undefined ) { |
| |
| // before start |
| |
| this._cachedIndex = 0; |
| return this.beforeStart_( 0, t, t1 ); |
| |
| } |
| |
| if ( i1 === giveUpAt ) break; // this loop |
| |
| t1 = t0; |
| t0 = pp[ -- i1 - 1 ]; |
| |
| if ( t >= t0 ) { |
| |
| // we have arrived at the sought interval |
| break seek; |
| |
| } |
| |
| } |
| |
| // prepare binary search on the left side of the index |
| right = i1; |
| i1 = 0; |
| break linear_scan; |
| |
| } |
| |
| // the interval is valid |
| |
| break validate_interval; |
| |
| } // linear scan |
| |
| // binary search |
| |
| while ( i1 < right ) { |
| |
| var mid = ( i1 + right ) >>> 1; |
| |
| if ( t < pp[ mid ] ) { |
| |
| right = mid; |
| |
| } else { |
| |
| i1 = mid + 1; |
| |
| } |
| |
| } |
| |
| t1 = pp[ i1 ]; |
| t0 = pp[ i1 - 1 ]; |
| |
| // check boundary cases, again |
| |
| if ( t0 === undefined ) { |
| |
| this._cachedIndex = 0; |
| return this.beforeStart_( 0, t, t1 ); |
| |
| } |
| |
| if ( t1 === undefined ) { |
| |
| i1 = pp.length; |
| this._cachedIndex = i1; |
| return this.afterEnd_( i1 - 1, t0, t ); |
| |
| } |
| |
| } // seek |
| |
| this._cachedIndex = i1; |
| |
| this.intervalChanged_( i1, t0, t1 ); |
| |
| } // validate_interval |
| |
| return this.interpolate_( i1, t0, t, t1 ); |
| |
| }, |
| |
| settings: null, // optional, subclass-specific settings structure |
| // Note: The indirection allows central control of many interpolants. |
| |
| // --- Protected interface |
| |
| DefaultSettings_: {}, |
| |
| getSettings_: function() { |
| |
| return this.settings || this.DefaultSettings_; |
| |
| }, |
| |
| copySampleValue_: function( index ) { |
| |
| // copies a sample value to the result buffer |
| |
| var result = this.resultBuffer, |
| values = this.sampleValues, |
| stride = this.valueSize, |
| offset = index * stride; |
| |
| for ( var i = 0; i !== stride; ++ i ) { |
| |
| result[ i ] = values[ offset + i ]; |
| |
| } |
| |
| return result; |
| |
| }, |
| |
| // Template methods for derived classes: |
| |
| interpolate_: function( i1, t0, t, t1 ) { |
| |
| throw new Error( "call to abstract method" ); |
| // implementations shall return this.resultBuffer |
| |
| }, |
| |
| intervalChanged_: function( i1, t0, t1 ) { |
| |
| // empty |
| |
| } |
| |
| }; |
| |
| Object.assign( THREE.Interpolant.prototype, { |
| |
| beforeStart_: //( 0, t, t0 ), returns this.resultBuffer |
| THREE.Interpolant.prototype.copySampleValue_, |
| |
| afterEnd_: //( N-1, tN-1, t ), returns this.resultBuffer |
| THREE.Interpolant.prototype.copySampleValue_ |
| |
| } ); |
| |
| // File:src/math/interpolants/CubicInterpolant.js |
| |
| /** |
| * Fast and simple cubic spline interpolant. |
| * |
| * It was derived from a Hermitian construction setting the first derivative |
| * at each sample position to the linear slope between neighboring positions |
| * over their parameter interval. |
| * |
| * @author tschw |
| */ |
| |
| THREE.CubicInterpolant = function( |
| parameterPositions, sampleValues, sampleSize, resultBuffer ) { |
| |
| THREE.Interpolant.call( |
| this, parameterPositions, sampleValues, sampleSize, resultBuffer ); |
| |
| this._weightPrev = -0; |
| this._offsetPrev = -0; |
| this._weightNext = -0; |
| this._offsetNext = -0; |
| |
| }; |
| |
| THREE.CubicInterpolant.prototype = |
| Object.assign( Object.create( THREE.Interpolant.prototype ), { |
| |
| constructor: THREE.CubicInterpolant, |
| |
| DefaultSettings_: { |
| |
| endingStart: THREE.ZeroCurvatureEnding, |
| endingEnd: THREE.ZeroCurvatureEnding |
| |
| }, |
| |
| intervalChanged_: function( i1, t0, t1 ) { |
| |
| var pp = this.parameterPositions, |
| iPrev = i1 - 2, |
| iNext = i1 + 1, |
| |
| tPrev = pp[ iPrev ], |
| tNext = pp[ iNext ]; |
| |
| if ( tPrev === undefined ) { |
| |
| switch ( this.getSettings_().endingStart ) { |
| |
| case THREE.ZeroSlopeEnding: |
| |
| // f'(t0) = 0 |
| iPrev = i1; |
| tPrev = 2 * t0 - t1; |
| |
| break; |
| |
| case THREE.WrapAroundEnding: |
| |
| // use the other end of the curve |
| iPrev = pp.length - 2; |
| tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ]; |
| |
| break; |
| |
| default: // ZeroCurvatureEnding |
| |
| // f''(t0) = 0 a.k.a. Natural Spline |
| iPrev = i1; |
| tPrev = t1; |
| |
| } |
| |
| } |
| |
| if ( tNext === undefined ) { |
| |
| switch ( this.getSettings_().endingEnd ) { |
| |
| case THREE.ZeroSlopeEnding: |
| |
| // f'(tN) = 0 |
| iNext = i1; |
| tNext = 2 * t1 - t0; |
| |
| break; |
| |
| case THREE.WrapAroundEnding: |
| |
| // use the other end of the curve |
| iNext = 1; |
| tNext = t1 + pp[ 1 ] - pp[ 0 ]; |
| |
| break; |
| |
| default: // ZeroCurvatureEnding |
| |
| // f''(tN) = 0, a.k.a. Natural Spline |
| iNext = i1 - 1; |
| tNext = t0; |
| |
| } |
| |
| } |
| |
| var halfDt = ( t1 - t0 ) * 0.5, |
| stride = this.valueSize; |
| |
| this._weightPrev = halfDt / ( t0 - tPrev ); |
| this._weightNext = halfDt / ( tNext - t1 ); |
| this._offsetPrev = iPrev * stride; |
| this._offsetNext = iNext * stride; |
| |
| }, |
| |
| interpolate_: function( i1, t0, t, t1 ) { |
| |
| var result = this.resultBuffer, |
| values = this.sampleValues, |
| stride = this.valueSize, |
| |
| o1 = i1 * stride, o0 = o1 - stride, |
| oP = this._offsetPrev, oN = this._offsetNext, |
| wP = this._weightPrev, wN = this._weightNext, |
| |
| p = ( t - t0 ) / ( t1 - t0 ), |
| pp = p * p, |
| ppp = pp * p; |
| |
| // evaluate polynomials |
| |
| var sP = - wP * ppp + 2 * wP * pp - wP * p; |
| var s0 = ( 1 + wP ) * ppp + (-1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1; |
| var s1 = (-1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p; |
| var sN = wN * ppp - wN * pp; |
| |
| // combine data linearly |
| |
| for ( var i = 0; i !== stride; ++ i ) { |
| |
| result[ i ] = |
| sP * values[ oP + i ] + |
| s0 * values[ o0 + i ] + |
| s1 * values[ o1 + i ] + |
| sN * values[ oN + i ]; |
| |
| } |
| |
| return result; |
| |
| } |
| |
| } ); |
| |
| // File:src/math/interpolants/DiscreteInterpolant.js |
| |
| /** |
| * |
| * Interpolant that evaluates to the sample value at the position preceeding |
| * the parameter. |
| * |
| * @author tschw |
| */ |
| |
| THREE.DiscreteInterpolant = function( |
| parameterPositions, sampleValues, sampleSize, resultBuffer ) { |
| |
| THREE.Interpolant.call( |
| this, parameterPositions, sampleValues, sampleSize, resultBuffer ); |
| |
| }; |
| |
| THREE.DiscreteInterpolant.prototype = |
| Object.assign( Object.create( THREE.Interpolant.prototype ), { |
| |
| constructor: THREE.DiscreteInterpolant, |
| |
| interpolate_: function( i1, t0, t, t1 ) { |
| |
| return this.copySampleValue_( i1 - 1 ); |
| |
| } |
| |
| } ); |
| |
| // File:src/math/interpolants/LinearInterpolant.js |
| |
| /** |
| * @author tschw |
| */ |
| |
| THREE.LinearInterpolant = function( |
| parameterPositions, sampleValues, sampleSize, resultBuffer ) { |
| |
| THREE.Interpolant.call( |
| this, parameterPositions, sampleValues, sampleSize, resultBuffer ); |
| |
| }; |
| |
| THREE.LinearInterpolant.prototype = |
| Object.assign( Object.create( THREE.Interpolant.prototype ), { |
| |
| constructor: THREE.LinearInterpolant, |
| |
| interpolate_: function( i1, t0, t, t1 ) { |
| |
| var result = this.resultBuffer, |
| values = this.sampleValues, |
| stride = this.valueSize, |
| |
| offset1 = i1 * stride, |
| offset0 = offset1 - stride, |
| |
| weight1 = ( t - t0 ) / ( t1 - t0 ), |
| weight0 = 1 - weight1; |
| |
| for ( var i = 0; i !== stride; ++ i ) { |
| |
| result[ i ] = |
| values[ offset0 + i ] * weight0 + |
| values[ offset1 + i ] * weight1; |
| |
| } |
| |
| return result; |
| |
| } |
| |
| } ); |
| |
| // File:src/math/interpolants/QuaternionLinearInterpolant.js |
| |
| /** |
| * Spherical linear unit quaternion interpolant. |
| * |
| * @author tschw |
| */ |
| |
| THREE.QuaternionLinearInterpolant = function( |
| parameterPositions, sampleValues, sampleSize, resultBuffer ) { |
| |
| THREE.Interpolant.call( |
| this, parameterPositions, sampleValues, sampleSize, resultBuffer ); |
| |
| }; |
| |
| THREE.QuaternionLinearInterpolant.prototype = |
| Object.assign( Object.create( THREE.Interpolant.prototype ), { |
| |
| constructor: THREE.QuaternionLinearInterpolant, |
| |
| interpolate_: function( i1, t0, t, t1 ) { |
| |
| var result = this.resultBuffer, |
| values = this.sampleValues, |
| stride = this.valueSize, |
| |
| offset = i1 * stride, |
| |
| alpha = ( t - t0 ) / ( t1 - t0 ); |
| |
| for ( var end = offset + stride; offset !== end; offset += 4 ) { |
| |
| THREE.Quaternion.slerpFlat( result, 0, |
| values, offset - stride, values, offset, alpha ); |
| |
| } |
| |
| return result; |
| |
| } |
| |
| } ); |
| |
| // 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 = performance.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 = performance.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/Layers.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.Layers = function () { |
| |
| this.mask = 1; |
| |
| }; |
| |
| THREE.Layers.prototype = { |
| |
| constructor: THREE.Layers, |
| |
| set: function ( channel ) { |
| |
| this.mask = 1 << channel; |
| |
| }, |
| |
| enable: function ( channel ) { |
| |
| this.mask |= 1 << channel; |
| |
| }, |
| |
| toggle: function ( channel ) { |
| |
| this.mask ^= 1 << channel; |
| |
| }, |
| |
| disable: function ( channel ) { |
| |
| this.mask &= ~ ( 1 << channel ); |
| |
| }, |
| |
| test: function ( layers ) { |
| |
| return ( this.mask & layers.mask ) !== 0; |
| |
| } |
| |
| }; |
| |
| // File:src/core/Raycaster.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| * @author bhouston / http://clara.io/ |
| * @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 = { |
| Mesh: {}, |
| Line: {}, |
| LOD: {}, |
| Points: { threshold: 1 }, |
| Sprite: {} |
| }; |
| |
| Object.defineProperties( this.params, { |
| PointCloud: { |
| get: function () { |
| console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' ); |
| return this.Points; |
| } |
| } |
| } ); |
| |
| }; |
| |
| function ascSort( a, b ) { |
| |
| return a.distance - b.distance; |
| |
| } |
| |
| function intersectObject( object, raycaster, intersects, recursive ) { |
| |
| if ( object.visible === false ) return; |
| |
| object.raycast( raycaster, intersects ); |
| |
| if ( recursive === true ) { |
| |
| var children = object.children; |
| |
| for ( var i = 0, l = children.length; i < l; i ++ ) { |
| |
| intersectObject( children[ i ], raycaster, intersects, true ); |
| |
| } |
| |
| } |
| |
| } |
| |
| // |
| |
| THREE.Raycaster.prototype = { |
| |
| constructor: THREE.Raycaster, |
| |
| linePrecision: 1, |
| |
| set: function ( origin, direction ) { |
| |
| // direction is assumed to be normalized (for accurate distance calculations) |
| |
| this.ray.set( origin, direction ); |
| |
| }, |
| |
| setFromCamera: function ( coords, camera ) { |
| |
| if ( camera instanceof THREE.PerspectiveCamera ) { |
| |
| this.ray.origin.setFromMatrixPosition( camera.matrixWorld ); |
| this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize(); |
| |
| } else if ( camera instanceof THREE.OrthographicCamera ) { |
| |
| this.ray.origin.set( coords.x, coords.y, - 1 ).unproject( camera ); |
| this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld ); |
| |
| } else { |
| |
| console.error( 'THREE.Raycaster: Unsupported camera type.' ); |
| |
| } |
| |
| }, |
| |
| intersectObject: function ( object, recursive ) { |
| |
| var intersects = []; |
| |
| intersectObject( object, this, intersects, recursive ); |
| |
| intersects.sort( ascSort ); |
| |
| return intersects; |
| |
| }, |
| |
| intersectObjects: function ( objects, recursive ) { |
| |
| var intersects = []; |
| |
| if ( Array.isArray( objects ) === false ) { |
| |
| console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' ); |
| return intersects; |
| |
| } |
| |
| for ( var i = 0, l = objects.length; i < l; i ++ ) { |
| |
| intersectObject( objects[ i ], this, intersects, recursive ); |
| |
| } |
| |
| intersects.sort( ascSort ); |
| |
| return intersects; |
| |
| } |
| |
| }; |
| |
| }( 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 |
| * @author elephantatwork / www.elephantatwork.ch |
| */ |
| |
| THREE.Object3D = function () { |
| |
| Object.defineProperty( this, 'id', { value: THREE.Object3DIdCount ++ } ); |
| |
| this.uuid = THREE.Math.generateUUID(); |
| |
| this.name = ''; |
| this.type = 'Object3D'; |
| |
| this.parent = null; |
| this.children = []; |
| |
| this.up = THREE.Object3D.DefaultUp.clone(); |
| |
| var position = new THREE.Vector3(); |
| var rotation = new THREE.Euler(); |
| var quaternion = new THREE.Quaternion(); |
| var scale = new THREE.Vector3( 1, 1, 1 ); |
| |
| function onRotationChange() { |
| |
| quaternion.setFromEuler( rotation, false ); |
| |
| } |
| |
| function onQuaternionChange() { |
| |
| rotation.setFromQuaternion( quaternion, undefined, false ); |
| |
| } |
| |
| rotation.onChange( onRotationChange ); |
| quaternion.onChange( onQuaternionChange ); |
| |
| Object.defineProperties( this, { |
| position: { |
| enumerable: true, |
| value: position |
| }, |
| rotation: { |
| enumerable: true, |
| value: rotation |
| }, |
| quaternion: { |
| enumerable: true, |
| value: quaternion |
| }, |
| scale: { |
| enumerable: true, |
| value: scale |
| }, |
| modelViewMatrix: { |
| value: new THREE.Matrix4() |
| }, |
| normalMatrix: { |
| value: new THREE.Matrix3() |
| } |
| } ); |
| |
| this.rotationAutoUpdate = true; |
| |
| this.matrix = new THREE.Matrix4(); |
| this.matrixWorld = new THREE.Matrix4(); |
| |
| this.matrixAutoUpdate = THREE.Object3D.DefaultMatrixAutoUpdate; |
| this.matrixWorldNeedsUpdate = false; |
| |
| this.layers = new THREE.Layers(); |
| this.visible = true; |
| |
| this.castShadow = false; |
| this.receiveShadow = false; |
| |
| this.frustumCulled = true; |
| this.renderOrder = 0; |
| |
| this.userData = {}; |
| |
| }; |
| |
| THREE.Object3D.DefaultUp = new THREE.Vector3( 0, 1, 0 ); |
| THREE.Object3D.DefaultMatrixAutoUpdate = true; |
| |
| THREE.Object3D.prototype = { |
| |
| constructor: THREE.Object3D, |
| |
| 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; |
| |
| }; |
| |
| }(), |
| |
| 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.", object ); |
| return this; |
| |
| } |
| |
| if ( object instanceof THREE.Object3D ) { |
| |
| if ( object.parent !== null ) { |
| |
| object.parent.remove( object ); |
| |
| } |
| |
| object.parent = this; |
| object.dispatchEvent( { type: 'added' } ); |
| |
| this.children.push( object ); |
| |
| } else { |
| |
| console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object ); |
| |
| } |
| |
| return this; |
| |
| }, |
| |
| remove: function ( object ) { |
| |
| if ( arguments.length > 1 ) { |
| |
| for ( var i = 0; i < arguments.length; i ++ ) { |
| |
| this.remove( arguments[ i ] ); |
| |
| } |
| |
| } |
| |
| var index = this.children.indexOf( object ); |
| |
| if ( index !== - 1 ) { |
| |
| object.parent = null; |
| |
| object.dispatchEvent( { type: 'removed' } ); |
| |
| this.children.splice( index, 1 ); |
| |
| } |
| |
| }, |
| |
| getObjectById: function ( id ) { |
| |
| return this.getObjectByProperty( 'id', id ); |
| |
| }, |
| |
| getObjectByName: function ( name ) { |
| |
| return this.getObjectByProperty( 'name', name ); |
| |
| }, |
| |
| getObjectByProperty: function ( name, value ) { |
| |
| if ( this[ name ] === value ) return this; |
| |
| for ( var i = 0, l = this.children.length; i < l; i ++ ) { |
| |
| var child = this.children[ i ]; |
| var object = child.getObjectByProperty( name, value ); |
| |
| if ( object !== undefined ) { |
| |
| return object; |
| |
| } |
| |
| } |
| |
| return undefined; |
| |
| }, |
| |
| getWorldPosition: function ( 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 ); |
| |
| var children = this.children; |
| |
| for ( var i = 0, l = children.length; i < l; i ++ ) { |
| |
| children[ i ].traverse( callback ); |
| |
| } |
| |
| }, |
| |
| traverseVisible: function ( callback ) { |
| |
| if ( this.visible === false ) return; |
| |
| callback( this ); |
| |
| var children = this.children; |
| |
| for ( var i = 0, l = children.length; i < l; i ++ ) { |
| |
| children[ i ].traverseVisible( callback ); |
| |
| } |
| |
| }, |
| |
| traverseAncestors: function ( callback ) { |
| |
| var parent = this.parent; |
| |
| if ( parent !== null ) { |
| |
| callback( parent ); |
| |
| parent.traverseAncestors( callback ); |
| |
| } |
| |
| }, |
| |
| updateMatrix: function () { |
| |
| this.matrix.compose( this.position, this.quaternion, this.scale ); |
| |
| this.matrixWorldNeedsUpdate = true; |
| |
| }, |
| |
| updateMatrixWorld: function ( force ) { |
| |
| if ( this.matrixAutoUpdate === true ) this.updateMatrix(); |
| |
| if ( this.matrixWorldNeedsUpdate === true || force === true ) { |
| |
| if ( this.parent === null ) { |
| |
| this.matrixWorld.copy( this.matrix ); |
| |
| } else { |
| |
| this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); |
| |
| } |
| |
| this.matrixWorldNeedsUpdate = false; |
| |
| force = true; |
| |
| } |
| |
| // update children |
| |
| for ( var i = 0, l = this.children.length; i < l; i ++ ) { |
| |
| this.children[ i ].updateMatrixWorld( force ); |
| |
| } |
| |
| }, |
| |
| toJSON: function ( meta ) { |
| |
| var isRootObject = ( meta === undefined ); |
| |
| var output = {}; |
| |
| // meta is a hash used to collect geometries, materials. |
| // not providing it implies that this is the root object |
| // being serialized. |
| if ( isRootObject ) { |
| |
| // initialize meta obj |
| meta = { |
| geometries: {}, |
| materials: {}, |
| textures: {}, |
| images: {} |
| }; |
| |
| output.metadata = { |
| version: 4.4, |
| type: 'Object', |
| generator: 'Object3D.toJSON' |
| }; |
| |
| } |
| |
| // standard Object3D serialization |
| |
| var object = {}; |
| |
| object.uuid = this.uuid; |
| object.type = this.type; |
| |
| if ( this.name !== '' ) object.name = this.name; |
| if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData; |
| if ( this.castShadow === true ) object.castShadow = true; |
| if ( this.receiveShadow === true ) object.receiveShadow = true; |
| if ( this.visible === false ) object.visible = false; |
| |
| object.matrix = this.matrix.toArray(); |
| |
| // |
| |
| if ( this.geometry !== undefined ) { |
| |
| if ( meta.geometries[ this.geometry.uuid ] === undefined ) { |
| |
| meta.geometries[ this.geometry.uuid ] = this.geometry.toJSON( meta ); |
| |
| } |
| |
| object.geometry = this.geometry.uuid; |
| |
| } |
| |
| if ( this.material !== undefined ) { |
| |
| if ( meta.materials[ this.material.uuid ] === undefined ) { |
| |
| meta.materials[ this.material.uuid ] = this.material.toJSON( meta ); |
| |
| } |
| |
| object.material = this.material.uuid; |
| |
| } |
| |
| // |
| |
| if ( this.children.length > 0 ) { |
| |
| object.children = []; |
| |
| for ( var i = 0; i < this.children.length; i ++ ) { |
| |
| object.children.push( this.children[ i ].toJSON( meta ).object ); |
| |
| } |
| |
| } |
| |
| if ( isRootObject ) { |
| |
| var geometries = extractFromCache( meta.geometries ); |
| var materials = extractFromCache( meta.materials ); |
| var textures = extractFromCache( meta.textures ); |
| var images = extractFromCache( meta.images ); |
| |
| if ( geometries.length > 0 ) output.geometries = geometries; |
| if ( materials.length > 0 ) output.materials = materials; |
| if ( textures.length > 0 ) output.textures = textures; |
| if ( images.length > 0 ) output.images = images; |
| |
| } |
| |
| output.object = object; |
| |
| return output; |
| |
| // extract data from the cache hash |
| // remove metadata on each item |
| // and return as array |
| function extractFromCache ( cache ) { |
| |
| var values = []; |
| for ( var key in cache ) { |
| |
| var data = cache[ key ]; |
| delete data.metadata; |
| values.push( data ); |
| |
| } |
| return values; |
| |
| } |
| |
| }, |
| |
| clone: function ( recursive ) { |
| |
| return new this.constructor().copy( this, recursive ); |
| |
| }, |
| |
| copy: function ( source, recursive ) { |
| |
| if ( recursive === undefined ) recursive = true; |
| |
| this.name = source.name; |
| |
| this.up.copy( source.up ); |
| |
| this.position.copy( source.position ); |
| this.quaternion.copy( source.quaternion ); |
| this.scale.copy( source.scale ); |
| |
| this.rotationAutoUpdate = source.rotationAutoUpdate; |
| |
| this.matrix.copy( source.matrix ); |
| this.matrixWorld.copy( source.matrixWorld ); |
| |
| this.matrixAutoUpdate = source.matrixAutoUpdate; |
| this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate; |
| |
| this.visible = source.visible; |
| |
| this.castShadow = source.castShadow; |
| this.receiveShadow = source.receiveShadow; |
| |
| this.frustumCulled = source.frustumCulled; |
| this.renderOrder = source.renderOrder; |
| |
| this.userData = JSON.parse( JSON.stringify( source.userData ) ); |
| |
| if ( recursive === true ) { |
| |
| for ( var i = 0; i < source.children.length; i ++ ) { |
| |
| var child = source.children[ i ]; |
| this.add( child.clone() ); |
| |
| } |
| |
| } |
| |
| return this; |
| |
| } |
| |
| }; |
| |
| THREE.EventDispatcher.prototype.apply( THREE.Object3D.prototype ); |
| |
| THREE.Object3DIdCount = 0; |
| |
| // 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 = Array.isArray( normal ) ? normal : []; |
| |
| this.color = color instanceof THREE.Color ? color : new THREE.Color(); |
| this.vertexColors = Array.isArray( color ) ? color : []; |
| |
| this.materialIndex = materialIndex !== undefined ? materialIndex : 0; |
| |
| }; |
| |
| THREE.Face3.prototype = { |
| |
| constructor: THREE.Face3, |
| |
| clone: function () { |
| |
| return new this.constructor().copy( this ); |
| |
| }, |
| |
| copy: function ( source ) { |
| |
| this.a = source.a; |
| this.b = source.b; |
| this.c = source.c; |
| |
| this.normal.copy( source.normal ); |
| this.color.copy( source.color ); |
| |
| this.materialIndex = source.materialIndex; |
| |
| for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) { |
| |
| this.vertexNormals[ i ] = source.vertexNormals[ i ].clone(); |
| |
| } |
| |
| for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) { |
| |
| this.vertexColors[ i ] = source.vertexColors[ i ].clone(); |
| |
| } |
| |
| return this; |
| |
| } |
| |
| }; |
| |
| // File:src/core/BufferAttribute.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.BufferAttribute = function ( array, itemSize ) { |
| |
| this.uuid = THREE.Math.generateUUID(); |
| |
| this.array = array; |
| this.itemSize = itemSize; |
| |
| this.dynamic = false; |
| this.updateRange = { offset: 0, count: - 1 }; |
| |
| this.version = 0; |
| |
| }; |
| |
| THREE.BufferAttribute.prototype = { |
| |
| constructor: THREE.BufferAttribute, |
| |
| get count() { |
| |
| return this.array.length / this.itemSize; |
| |
| }, |
| |
| set needsUpdate( value ) { |
| |
| if ( value === true ) this.version ++; |
| |
| }, |
| |
| setDynamic: function ( value ) { |
| |
| this.dynamic = value; |
| |
| return this; |
| |
| }, |
| |
| copy: function ( source ) { |
| |
| this.array = new source.array.constructor( source.array ); |
| this.itemSize = source.itemSize; |
| |
| this.dynamic = source.dynamic; |
| |
| return this; |
| |
| }, |
| |
| copyAt: function ( index1, attribute, index2 ) { |
| |
| index1 *= this.itemSize; |
| index2 *= attribute.itemSize; |
| |
| for ( var i = 0, l = this.itemSize; i < l; i ++ ) { |
| |
| this.array[ index1 + i ] = attribute.array[ index2 + i ]; |
| |
| } |
| |
| return this; |
| |
| }, |
| |
| copyArray: function ( array ) { |
| |
| this.array.set( array ); |
| |
| return this; |
| |
| }, |
| |
| copyColorsArray: function ( colors ) { |
| |
| var array = this.array, offset = 0; |
| |
| for ( var i = 0, l = colors.length; i < l; i ++ ) { |
| |
| var color = colors[ i ]; |
| |
| if ( color === undefined ) { |
| |
| console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i ); |
| color = new THREE.Color(); |
| |
| } |
| |
| array[ offset ++ ] = color.r; |
| array[ offset ++ ] = color.g; |
| array[ offset ++ ] = color.b; |
| |
| } |
| |
| return this; |
| |
| }, |
| |
| copyIndicesArray: function ( indices ) { |
| |
| var array = this.array, offset = 0; |
| |
| for ( var i = 0, l = indices.length; i < l; i ++ ) { |
| |
| var index = indices[ i ]; |
| |
| array[ offset ++ ] = index.a; |
| array[ offset ++ ] = index.b; |
| array[ offset ++ ] = index.c; |
| |
| } |
| |
| return this; |
| |
| }, |
| |
| copyVector2sArray: function ( vectors ) { |
| |
| var array = this.array, offset = 0; |
| |
| for ( var i = 0, l = vectors.length; i < l; i ++ ) { |
| |
| var vector = vectors[ i ]; |
| |
| if ( vector === undefined ) { |
| |
| console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i ); |
| vector = new THREE.Vector2(); |
| |
| } |
| |
| array[ offset ++ ] = vector.x; |
| array[ offset ++ ] = vector.y; |
| |
| } |
| |
| return this; |
| |
| }, |
| |
| copyVector3sArray: function ( vectors ) { |
| |
| var array = this.array, offset = 0; |
| |
| for ( var i = 0, l = vectors.length; i < l; i ++ ) { |
| |
| var vector = vectors[ i ]; |
| |
| if ( vector === undefined ) { |
| |
| console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i ); |
| vector = new THREE.Vector3(); |
| |
| } |
| |
| array[ offset ++ ] = vector.x; |
| array[ offset ++ ] = vector.y; |
| array[ offset ++ ] = vector.z; |
| |
| } |
| |
| return this; |
| |
| }, |
| |
| copyVector4sArray: function ( vectors ) { |
| |
| var array = this.array, offset = 0; |
| |
| for ( var i = 0, l = vectors.length; i < l; i ++ ) { |
| |
| var vector = vectors[ i ]; |
| |
| if ( vector === undefined ) { |
| |
| console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i ); |
| vector = new THREE.Vector4(); |
| |
| } |
| |
| array[ offset ++ ] = vector.x; |
| array[ offset ++ ] = vector.y; |
| array[ offset ++ ] = vector.z; |
| array[ offset ++ ] = vector.w; |
| |
| } |
| |
| return this; |
| |
| }, |
| |
| set: function ( value, offset ) { |
| |
| if ( offset === undefined ) offset = 0; |
| |
| this.array.set( value, offset ); |
| |
| return this; |
| |
| }, |
| |
| getX: function ( index ) { |
| |
| return this.array[ index * this.itemSize ]; |
| |
| }, |
| |
| setX: function ( index, x ) { |
| |
| this.array[ index * this.itemSize ] = x; |
| |
| return this; |
| |
| }, |
| |
| getY: function ( index ) { |
| |
| return this.array[ index * this.itemSize + 1 ]; |
| |
| }, |
| |
| setY: function ( index, y ) { |
| |
| this.array[ index * this.itemSize + 1 ] = y; |
| |
| return this; |
| |
| }, |
| |
| getZ: function ( index ) { |
| |
| return this.array[ index * this.itemSize + 2 ]; |
| |
| }, |
| |
| setZ: function ( index, z ) { |
| |
| this.array[ index * this.itemSize + 2 ] = z; |
| |
| return this; |
| |
| }, |
| |
| getW: function ( index ) { |
| |
| return this.array[ index * this.itemSize + 3 ]; |
| |
| }, |
| |
| setW: function ( index, w ) { |
| |
| this.array[ index * this.itemSize + 3 ] = w; |
| |
| return this; |
| |
| }, |
| |
| setXY: function ( index, x, y ) { |
| |
| index *= this.itemSize; |
| |
| this.array[ index + 0 ] = x; |
| this.array[ index + 1 ] = y; |
| |
| return this; |
| |
| }, |
| |
| setXYZ: function ( index, x, y, z ) { |
| |
| index *= this.itemSize; |
| |
| this.array[ index + 0 ] = x; |
| this.array[ index + 1 ] = y; |
| this.array[ index + 2 ] = z; |
| |
| return this; |
| |
| }, |
| |
| setXYZW: function ( index, x, y, z, w ) { |
| |
| index *= this.itemSize; |
| |
| this.array[ index + 0 ] = x; |
| this.array[ index + 1 ] = y; |
| this.array[ index + 2 ] = z; |
| this.array[ index + 3 ] = w; |
| |
| return this; |
| |
| }, |
| |
| clone: function () { |
| |
| return new this.constructor().copy( this ); |
| |
| } |
| |
| }; |
| |
| // |
| |
| THREE.Int8Attribute = function ( array, itemSize ) { |
| |
| return new THREE.BufferAttribute( new Int8Array( array ), itemSize ); |
| |
| }; |
| |
| THREE.Uint8Attribute = function ( array, itemSize ) { |
| |
| return new THREE.BufferAttribute( new Uint8Array( array ), itemSize ); |
| |
| }; |
| |
| THREE.Uint8ClampedAttribute = function ( array, itemSize ) { |
| |
| return new THREE.BufferAttribute( new Uint8ClampedArray( array ), itemSize ); |
| |
| }; |
| |
| THREE.Int16Attribute = function ( array, itemSize ) { |
| |
| return new THREE.BufferAttribute( new Int16Array( array ), itemSize ); |
| |
| }; |
| |
| THREE.Uint16Attribute = function ( array, itemSize ) { |
| |
| return new THREE.BufferAttribute( new Uint16Array( array ), itemSize ); |
| |
| }; |
| |
| THREE.Int32Attribute = function ( array, itemSize ) { |
| |
| return new THREE.BufferAttribute( new Int32Array( array ), itemSize ); |
| |
| }; |
| |
| THREE.Uint32Attribute = function ( array, itemSize ) { |
| |
| return new THREE.BufferAttribute( new Uint32Array( array ), itemSize ); |
| |
| }; |
| |
| THREE.Float32Attribute = function ( array, itemSize ) { |
| |
| return new THREE.BufferAttribute( new Float32Array( array ), itemSize ); |
| |
| }; |
| |
| THREE.Float64Attribute = function ( array, itemSize ) { |
| |
| return new THREE.BufferAttribute( new Float64Array( array ), itemSize ); |
| |
| }; |
| |
| |
| // Deprecated |
| |
| THREE.DynamicBufferAttribute = function ( array, itemSize ) { |
| |
| console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' ); |
| return new THREE.BufferAttribute( array, itemSize ).setDynamic( true ); |
| |
| }; |
| |
| // File:src/core/InstancedBufferAttribute.js |
| |
| /** |
| * @author benaadams / https://twitter.com/ben_a_adams |
| */ |
| |
| THREE.InstancedBufferAttribute = function ( array, itemSize, meshPerAttribute ) { |
| |
| THREE.BufferAttribute.call( this, array, itemSize ); |
| |
| this.meshPerAttribute = meshPerAttribute || 1; |
| |
| }; |
| |
| THREE.InstancedBufferAttribute.prototype = Object.create( THREE.BufferAttribute.prototype ); |
| THREE.InstancedBufferAttribute.prototype.constructor = THREE.InstancedBufferAttribute; |
| |
| THREE.InstancedBufferAttribute.prototype.copy = function ( source ) { |
| |
| THREE.BufferAttribute.prototype.copy.call( this, source ); |
| |
| this.meshPerAttribute = source.meshPerAttribute; |
| |
| return this; |
| |
| }; |
| |
| // File:src/core/InterleavedBuffer.js |
| |
| /** |
| * @author benaadams / https://twitter.com/ben_a_adams |
| */ |
| |
| THREE.InterleavedBuffer = function ( array, stride ) { |
| |
| this.uuid = THREE.Math.generateUUID(); |
| |
| this.array = array; |
| this.stride = stride; |
| |
| this.dynamic = false; |
| this.updateRange = { offset: 0, count: - 1 }; |
| |
| this.version = 0; |
| |
| }; |
| |
| THREE.InterleavedBuffer.prototype = { |
| |
| constructor: THREE.InterleavedBuffer, |
| |
| get length () { |
| |
| return this.array.length; |
| |
| }, |
| |
| get count () { |
| |
| return this.array.length / this.stride; |
| |
| }, |
| |
| set needsUpdate( value ) { |
| |
| if ( value === true ) this.version ++; |
| |
| }, |
| |
| setDynamic: function ( value ) { |
| |
| this.dynamic = value; |
| |
| return this; |
| |
| }, |
| |
| copy: function ( source ) { |
| |
| this.array = new source.array.constructor( source.array ); |
| this.stride = source.stride; |
| this.dynamic = source.dynamic; |
| |
| return this; |
| |
| }, |
| |
| copyAt: function ( index1, attribute, index2 ) { |
| |
| index1 *= this.stride; |
| index2 *= attribute.stride; |
| |
| for ( var i = 0, l = this.stride; i < l; i ++ ) { |
| |
| this.array[ index1 + i ] = attribute.array[ index2 + i ]; |
| |
| } |
| |
| return this; |
| |
| }, |
| |
| set: function ( value, offset ) { |
| |
| if ( offset === undefined ) offset = 0; |
| |
| this.array.set( value, offset ); |
| |
| return this; |
| |
| }, |
| |
| clone: function () { |
| |
| return new this.constructor().copy( this ); |
| |
| } |
| |
| }; |
| |
| // File:src/core/InstancedInterleavedBuffer.js |
| |
| /** |
| * @author benaadams / https://twitter.com/ben_a_adams |
| */ |
| |
| THREE.InstancedInterleavedBuffer = function ( array, stride, meshPerAttribute ) { |
| |
| THREE.InterleavedBuffer.call( this, array, stride ); |
| |
| this.meshPerAttribute = meshPerAttribute || 1; |
| |
| }; |
| |
| THREE.InstancedInterleavedBuffer.prototype = Object.create( THREE.InterleavedBuffer.prototype ); |
| THREE.InstancedInterleavedBuffer.prototype.constructor = THREE.InstancedInterleavedBuffer; |
| |
| THREE.InstancedInterleavedBuffer.prototype.copy = function ( source ) { |
| |
| THREE.InterleavedBuffer.prototype.copy.call( this, source ); |
| |
| this.meshPerAttribute = source.meshPerAttribute; |
| |
| return this; |
| |
| }; |
| |
| // File:src/core/InterleavedBufferAttribute.js |
| |
| /** |
| * @author benaadams / https://twitter.com/ben_a_adams |
| */ |
| |
| THREE.InterleavedBufferAttribute = function ( interleavedBuffer, itemSize, offset ) { |
| |
| this.uuid = THREE.Math.generateUUID(); |
| |
| this.data = interleavedBuffer; |
| this.itemSize = itemSize; |
| this.offset = offset; |
| |
| }; |
| |
| |
| THREE.InterleavedBufferAttribute.prototype = { |
| |
| constructor: THREE.InterleavedBufferAttribute, |
| |
| get length() { |
| |
| console.warn( 'THREE.BufferAttribute: .length has been deprecated. Please use .count.' ); |
| return this.array.length; |
| |
| }, |
| |
| get count() { |
| |
| return this.data.count; |
| |
| }, |
| |
| setX: function ( index, x ) { |
| |
| this.data.array[ index * this.data.stride + this.offset ] = x; |
| |
| return this; |
| |
| }, |
| |
| setY: function ( index, y ) { |
| |
| this.data.array[ index * this.data.stride + this.offset + 1 ] = y; |
| |
| return this; |
| |
| }, |
| |
| setZ: function ( index, z ) { |
| |
| this.data.array[ index * this.data.stride + this.offset + 2 ] = z; |
| |
| return this; |
| |
| }, |
| |
| setW: function ( index, w ) { |
| |
| this.data.array[ index * this.data.stride + this.offset + 3 ] = w; |
| |
| return this; |
| |
| }, |
| |
| getX: function ( index ) { |
| |
| return this.data.array[ index * this.data.stride + this.offset ]; |
| |
| }, |
| |
| getY: function ( index ) { |
| |
| return this.data.array[ index * this.data.stride + this.offset + 1 ]; |
| |
| }, |
| |
| getZ: function ( index ) { |
| |
| return this.data.array[ index * this.data.stride + this.offset + 2 ]; |
| |
| }, |
| |
| getW: function ( index ) { |
| |
| return this.data.array[ index * this.data.stride + this.offset + 3 ]; |
| |
| }, |
| |
| setXY: function ( index, x, y ) { |
| |
| index = index * this.data.stride + this.offset; |
| |
| this.data.array[ index + 0 ] = x; |
| this.data.array[ index + 1 ] = y; |
| |
| return this; |
| |
| }, |
| |
| setXYZ: function ( index, x, y, z ) { |
| |
| index = index * this.data.stride + this.offset; |
| |
| this.data.array[ index + 0 ] = x; |
| this.data.array[ index + 1 ] = y; |
| this.data.array[ index + 2 ] = z; |
| |
| return this; |
| |
| }, |
| |
| setXYZW: function ( index, x, y, z, w ) { |
| |
| index = index * this.data.stride + this.offset; |
| |
| this.data.array[ index + 0 ] = x; |
| this.data.array[ index + 1 ] = y; |
| this.data.array[ index + 2 ] = z; |
| this.data.array[ index + 3 ] = w; |
| |
| return this; |
| |
| } |
| |
| }; |
| |
| // 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://clara.io |
| */ |
| |
| THREE.Geometry = function () { |
| |
| Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } ); |
| |
| this.uuid = THREE.Math.generateUUID(); |
| |
| this.name = ''; |
| this.type = 'Geometry'; |
| |
| this.vertices = []; |
| this.colors = []; |
| this.faces = []; |
| this.faceVertexUvs = [ [] ]; |
| |
| this.morphTargets = []; |
| this.morphNormals = []; |
| |
| this.skinWeights = []; |
| this.skinIndices = []; |
| |
| this.lineDistances = []; |
| |
| this.boundingBox = null; |
| this.boundingSphere = null; |
| |
| // update flags |
| |
| this.verticesNeedUpdate = false; |
| this.elementsNeedUpdate = false; |
| this.uvsNeedUpdate = false; |
| this.normalsNeedUpdate = false; |
| this.colorsNeedUpdate = false; |
| this.lineDistancesNeedUpdate = false; |
| this.groupsNeedUpdate = false; |
| |
| }; |
| |
| THREE.Geometry.prototype = { |
| |
| constructor: THREE.Geometry, |
| |
| applyMatrix: function ( matrix ) { |
| |
| var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix ); |
| |
| for ( var i = 0, il = this.vertices.length; i < il; i ++ ) { |
| |
| var vertex = this.vertices[ i ]; |
| vertex.applyMatrix4( matrix ); |
| |
| } |
| |
| for ( var i = 0, il = this.faces.length; i < il; i ++ ) { |
| |
| var face = this.faces[ i ]; |
| face.normal.applyMatrix3( normalMatrix ).normalize(); |
| |
| for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { |
| |
| face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize(); |
| |
| } |
| |
| } |
| |
| if ( this.boundingBox !== null ) { |
| |
| this.computeBoundingBox(); |
| |
| } |
| |
| if ( this.boundingSphere !== null ) { |
| |
| this.computeBoundingSphere(); |
| |
| } |
| |
| this.verticesNeedUpdate = true; |
| this.normalsNeedUpdate = true; |
| |
| }, |
| |
| rotateX: function () { |
| |
| // rotate geometry around world x-axis |
| |
| var m1; |
| |
| return function rotateX( angle ) { |
| |
| if ( m1 === undefined ) m1 = new THREE.Matrix4(); |
| |
| m1.makeRotationX( angle ); |
| |
| this.applyMatrix( m1 ); |
| |
| return this; |
| |
| }; |
| |
| }(), |
| |
| rotateY: function () { |
| |
| // rotate geometry around world y-axis |
| |
| var m1; |
| |
| return function rotateY( angle ) { |
| |
| if ( m1 === undefined ) m1 = new THREE.Matrix4(); |
| |
| m1.makeRotationY( angle ); |
| |
| this.applyMatrix( m1 ); |
| |
| return this; |
| |
| }; |
| |
| }(), |
| |
| rotateZ: function () { |
| |
| // rotate geometry around world z-axis |
| |
| var m1; |
| |
| return function rotateZ( angle ) { |
| |
| if ( m1 === undefined ) m1 = new THREE.Matrix4(); |
| |
| m1.makeRotationZ( angle ); |
| |
| this.applyMatrix( m1 ); |
| |
| return this; |
| |
| }; |
| |
| }(), |
| |
| translate: function () { |
| |
| // translate geometry |
| |
| var m1; |
| |
| return function translate( x, y, z ) { |
| |
| if ( m1 === undefined ) m1 = new THREE.Matrix4(); |
| |
| m1.makeTranslation( x, y, z ); |
| |
| this.applyMatrix( m1 ); |
| |
| return this; |
| |
| }; |
| |
| }(), |
| |
| scale: function () { |
| |
| // scale geometry |
| |
| var m1; |
| |
| return function scale( x, y, z ) { |
| |
| if ( m1 === undefined ) m1 = new THREE.Matrix4(); |
| |
| m1.makeScale( x, y, z ); |
| |
| this.applyMatrix( m1 ); |
| |
| return this; |
| |
| }; |
| |
| }(), |
| |
| lookAt: function () { |
| |
| var obj; |
| |
| return function lookAt( vector ) { |
| |
| if ( obj === undefined ) obj = new THREE.Object3D(); |
| |
| obj.lookAt( vector ); |
| |
| obj.updateMatrix(); |
| |
| this.applyMatrix( obj.matrix ); |
| |
| }; |
| |
| }(), |
| |
| fromBufferGeometry: function ( geometry ) { |
| |
| var scope = this; |
| |
| var indices = geometry.index !== null ? geometry.index.array : undefined; |
| var attributes = geometry.attributes; |
| |
| var positions = attributes.position.array; |
| var normals = attributes.normal !== undefined ? attributes.normal.array : undefined; |
| var colors = attributes.color !== undefined ? attributes.color.array : undefined; |
| var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined; |
| var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined; |
| |
| if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = []; |
| |
| var tempNormals = []; |
| var tempUVs = []; |
| var tempUVs2 = []; |
| |
| for ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) { |
| |
| scope.vertices.push( new THREE.Vector3( positions[ i ], positions[ i + 1 ], positions[ 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 ] ) ); |
| |
| } |
| |
| if ( uvs2 !== undefined ) { |
| |
| tempUVs2.push( new THREE.Vector2( uvs2[ j ], uvs2[ j + 1 ] ) ); |
| |
| } |
| |
| } |
| |
| function addFace( 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() ] : []; |
| |
| var face = new THREE.Face3( a, b, c, vertexNormals, vertexColors ); |
| |
| scope.faces.push( face ); |
| |
| if ( uvs !== undefined ) { |
| |
| scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] ); |
| |
| } |
| |
| if ( uvs2 !== undefined ) { |
| |
| scope.faceVertexUvs[ 1 ].push( [ tempUVs2[ a ].clone(), tempUVs2[ b ].clone(), tempUVs2[ c ].clone() ] ); |
| |
| } |
| |
| } |
| |
| if ( indices !== undefined ) { |
| |
| var groups = geometry.groups; |
| |
| if ( groups.length > 0 ) { |
| |
| for ( var i = 0; i < groups.length; i ++ ) { |
| |
| var group = groups[ i ]; |
| |
| var start = group.start; |
| var count = group.count; |
| |
| for ( var j = start, jl = start + count; j < jl; j += 3 ) { |
| |
| addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ] ); |
| |
| } |
| |
| } |
| |
| } else { |
| |
| for ( var i = 0; i < indices.length; i += 3 ) { |
| |
| addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] ); |
| |
| } |
| |
| } |
| |
| } else { |
| |
| for ( var i = 0; i < positions.length / 3; i += 3 ) { |
| |
| addFace( i, i + 1, i + 2 ); |
| |
| } |
| |
| } |
| |
| this.computeFaceNormals(); |
| |
| if ( geometry.boundingBox !== null ) { |
| |
| this.boundingBox = geometry.boundingBox.clone(); |
| |
| } |
| |
| if ( geometry.boundingSphere !== null ) { |
| |
| this.boundingSphere = geometry.boundingSphere.clone(); |
| |
| } |
| |
| return this; |
| |
| }, |
| |
| center: function () { |
| |
| this.computeBoundingBox(); |
| |
| var offset = this.boundingBox.center().negate(); |
| |
| this.translate( offset.x, offset.y, offset.z ); |
| |
| return offset; |
| |
| }, |
| |
| normalize: function () { |
| |
| this.computeBoundingSphere(); |
| |
| var center = this.boundingSphere.center; |
| var radius = this.boundingSphere.radius; |
| |
| var s = radius === 0 ? 1 : 1.0 / radius; |
| |
| var matrix = new THREE.Matrix4(); |
| matrix.set( |
| s, 0, 0, - s * center.x, |
| 0, s, 0, - s * center.y, |
| 0, 0, s, - s * center.z, |
| 0, 0, 0, 1 |
| ); |
| |
| this.applyMatrix( matrix ); |
| |
| return this; |
| |
| }, |
| |
| computeFaceNormals: function () { |
| |
| var cb = new THREE.Vector3(), ab = new THREE.Vector3(); |
| |
| for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) { |
| |
| var face = this.faces[ f ]; |
| |
| var vA = this.vertices[ face.a ]; |
| var vB = this.vertices[ face.b ]; |
| var vC = this.vertices[ face.c ]; |
| |
| cb.subVectors( vC, vB ); |
| ab.subVectors( vA, vB ); |
| cb.cross( ab ); |
| |
| cb.normalize(); |
| |
| face.normal.copy( cb ); |
| |
| } |
| |
| }, |
| |
| computeVertexNormals: function ( areaWeighted ) { |
| |
| if ( areaWeighted === undefined ) areaWeighted = true; |
| |
| var v, vl, f, fl, face, vertices; |
| |
| vertices = new Array( this.vertices.length ); |
| |
| for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { |
| |
| vertices[ v ] = new THREE.Vector3(); |
| |
| } |
| |
| if ( areaWeighted ) { |
| |
| // vertex normals weighted by triangle areas |
| // http://www.iquilezles.org/www/articles/normals/normals.htm |
| |
| var vA, vB, vC; |
| var cb = new THREE.Vector3(), ab = new THREE.Vector3(); |
| |
| for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { |
| |
| face = this.faces[ f ]; |
| |
| vA = this.vertices[ face.a ]; |
| vB = this.vertices[ face.b ]; |
| vC = this.vertices[ face.c ]; |
| |
| cb.subVectors( vC, vB ); |
| ab.subVectors( vA, vB ); |
| cb.cross( ab ); |
| |
| vertices[ face.a ].add( cb ); |
| vertices[ face.b ].add( cb ); |
| vertices[ face.c ].add( cb ); |
| |
| } |
| |
| } else { |
| |
| for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { |
| |
| face = this.faces[ f ]; |
| |
| vertices[ face.a ].add( face.normal ); |
| vertices[ face.b ].add( face.normal ); |
| vertices[ face.c ].add( face.normal ); |
| |
| } |
| |
| } |
| |
| for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { |
| |
| vertices[ v ].normalize(); |
| |
| } |
| |
| for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { |
| |
| face = this.faces[ f ]; |
| |
| var vertexNormals = face.vertexNormals; |
| |
| if ( vertexNormals.length === 3 ) { |
| |
| vertexNormals[ 0 ].copy( vertices[ face.a ] ); |
| vertexNormals[ 1 ].copy( vertices[ face.b ] ); |
| vertexNormals[ 2 ].copy( vertices[ face.c ] ); |
| |
| } else { |
| |
| vertexNormals[ 0 ] = vertices[ face.a ].clone(); |
| vertexNormals[ 1 ] = vertices[ face.b ].clone(); |
| vertexNormals[ 2 ] = vertices[ face.c ].clone(); |
| |
| } |
| |
| } |
| |
| if ( this.faces.length > 0 ) { |
| |
| this.normalsNeedUpdate = true; |
| |
| } |
| |
| }, |
| |
| computeMorphNormals: function () { |
| |
| var i, il, f, fl, face; |
| |
| // save original normals |
| // - create temp variables on first access |
| // otherwise just copy (for faster repeated calls) |
| |
| for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { |
| |
| face = this.faces[ f ]; |
| |
| if ( ! face.__originalFaceNormal ) { |
| |
| face.__originalFaceNormal = face.normal.clone(); |
| |
| } else { |
| |
| face.__originalFaceNormal.copy( face.normal ); |
| |
| } |
| |
| if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = []; |
| |
| for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) { |
| |
| if ( ! face.__originalVertexNormals[ i ] ) { |
| |
| face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone(); |
| |
| } else { |
| |
| face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] ); |
| |
| } |
| |
| } |
| |
| } |
| |
| // use temp geometry to compute face and vertex normals for each morph |
| |
| var tmpGeo = new THREE.Geometry(); |
| tmpGeo.faces = this.faces; |
| |
| for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) { |
| |
| // create on first access |
| |
| if ( ! this.morphNormals[ i ] ) { |
| |
| this.morphNormals[ i ] = {}; |
| this.morphNormals[ i ].faceNormals = []; |
| this.morphNormals[ i ].vertexNormals = []; |
| |
| var dstNormalsFace = this.morphNormals[ i ].faceNormals; |
| var dstNormalsVertex = this.morphNormals[ i ].vertexNormals; |
| |
| var faceNormal, vertexNormals; |
| |
| for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { |
| |
| faceNormal = new THREE.Vector3(); |
| vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() }; |
| |
| dstNormalsFace.push( faceNormal ); |
| dstNormalsVertex.push( vertexNormals ); |
| |
| } |
| |
| } |
| |
| var morphNormals = this.morphNormals[ i ]; |
| |
| // set vertices to morph target |
| |
| tmpGeo.vertices = this.morphTargets[ i ].vertices; |
| |
| // compute morph normals |
| |
| tmpGeo.computeFaceNormals(); |
| tmpGeo.computeVertexNormals(); |
| |
| // store morph normals |
| |
| var faceNormal, vertexNormals; |
| |
| for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { |
| |
| face = this.faces[ f ]; |
| |
| faceNormal = morphNormals.faceNormals[ f ]; |
| vertexNormals = morphNormals.vertexNormals[ f ]; |
| |
| faceNormal.copy( face.normal ); |
| |
| vertexNormals.a.copy( face.vertexNormals[ 0 ] ); |
| vertexNormals.b.copy( face.vertexNormals[ 1 ] ); |
| vertexNormals.c.copy( face.vertexNormals[ 2 ] ); |
| |
| } |
| |
| } |
| |
| // restore original normals |
| |
| for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { |
| |
| face = this.faces[ f ]; |
| |
| face.normal = face.__originalFaceNormal; |
| face.vertexNormals = face.__originalVertexNormals; |
| |
| } |
| |
| }, |
| |
| computeTangents: function () { |
| |
| console.warn( 'THREE.Geometry: .computeTangents() has been removed.' ); |
| |
| }, |
| |
| 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.faces, |
| faces2 = geometry.faces, |
| uvs1 = this.faceVertexUvs[ 0 ], |
| uvs2 = geometry.faceVertexUvs[ 0 ]; |
| |
| if ( materialIndexOffset === undefined ) materialIndexOffset = 0; |
| |
| if ( matrix !== undefined ) { |
| |
| normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix ); |
| |
| } |
| |
| // vertices |
| |
| for ( var i = 0, il = vertices2.length; i < il; i ++ ) { |
| |
| var vertex = vertices2[ i ]; |
| |
| var vertexCopy = vertex.clone(); |
| |
| if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix ); |
| |
| vertices1.push( vertexCopy ); |
| |
| } |
| |
| // faces |
| |
| for ( i = 0, il = faces2.length; i < il; i ++ ) { |
| |
| var face = faces2[ i ], faceCopy, normal, color, |
| faceVertexNormals = face.vertexNormals, |
| faceVertexColors = face.vertexColors; |
| |
| faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset ); |
| faceCopy.normal.copy( face.normal ); |
| |
| if ( normalMatrix !== undefined ) { |
| |
| faceCopy.normal.applyMatrix3( normalMatrix ).normalize(); |
| |
| } |
| |
| for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) { |
| |
| normal = faceVertexNormals[ j ].clone(); |
| |
| if ( normalMatrix !== undefined ) { |
| |
| normal.applyMatrix3( normalMatrix ).normalize(); |
| |
| } |
| |
| faceCopy.vertexNormals.push( normal ); |
| |
| } |
| |
| faceCopy.color.copy( face.color ); |
| |
| for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) { |
| |
| color = faceVertexColors[ j ]; |
| faceCopy.vertexColors.push( color.clone() ); |
| |
| } |
| |
| faceCopy.materialIndex = face.materialIndex + materialIndexOffset; |
| |
| faces1.push( faceCopy ); |
| |
| } |
| |
| // uvs |
| |
| for ( i = 0, il = uvs2.length; i < il; i ++ ) { |
| |
| var uv = uvs2[ i ], uvCopy = []; |
| |
| if ( uv === undefined ) { |
| |
| continue; |
| |
| } |
| |
| for ( var j = 0, jl = uv.length; j < jl; j ++ ) { |
| |
| uvCopy.push( uv[ j ].clone() ); |
| |
| } |
| |
| uvs1.push( uvCopy ); |
| |
| } |
| |
| }, |
| |
| mergeMesh: function ( mesh ) { |
| |
| if ( mesh instanceof THREE.Mesh === false ) { |
| |
| console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh ); |
| return; |
| |
| } |
| |
| mesh.matrixAutoUpdate && mesh.updateMatrix(); |
| |
| this.merge( mesh.geometry, mesh.matrix ); |
| |
| }, |
| |
| /* |
| * Checks for duplicate vertices with hashmap. |
| * Duplicated vertices are removed |
| * and faces' vertices are updated. |
| */ |
| |
| mergeVertices: function () { |
| |
| var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique) |
| var unique = [], changes = []; |
| |
| var v, key; |
| var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001 |
| var precision = Math.pow( 10, precisionPoints ); |
| var i, il, face; |
| var indices, j, jl; |
| |
| for ( i = 0, il = this.vertices.length; i < il; i ++ ) { |
| |
| v = this.vertices[ i ]; |
| key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision ); |
| |
| if ( verticesMap[ key ] === undefined ) { |
| |
| verticesMap[ key ] = i; |
| unique.push( this.vertices[ i ] ); |
| changes[ i ] = unique.length - 1; |
| |
| } else { |
| |
| //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]); |
| changes[ i ] = changes[ verticesMap[ key ] ]; |
| |
| } |
| |
| } |
| |
| |
| // if faces are completely degenerate after merging vertices, we |
| // have to remove them from the geometry. |
| var faceIndicesToRemove = []; |
| |
| for ( i = 0, il = this.faces.length; i < il; i ++ ) { |
| |
| face = this.faces[ i ]; |
| |
| face.a = changes[ face.a ]; |
| face.b = changes[ face.b ]; |
| face.c = changes[ face.c ]; |
| |
| indices = [ face.a, face.b, face.c ]; |
| |
| var dupIndex = - 1; |
| |
| // if any duplicate vertices are found in a Face3 |
| // we have to remove the face as nothing can be saved |
| for ( var n = 0; n < 3; n ++ ) { |
| |
| if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) { |
| |
| dupIndex = n; |
| faceIndicesToRemove.push( i ); |
| break; |
| |
| } |
| |
| } |
| |
| } |
| |
| for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) { |
| |
| var idx = faceIndicesToRemove[ i ]; |
| |
| this.faces.splice( idx, 1 ); |
| |
| for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) { |
| |
| this.faceVertexUvs[ j ].splice( idx, 1 ); |
| |
| } |
| |
| } |
| |
| // Use unique set of vertices |
| |
| var diff = this.vertices.length - unique.length; |
| this.vertices = unique; |
| return diff; |
| |
| }, |
| |
| sortFacesByMaterialIndex: function () { |
| |
| var faces = this.faces; |
| var length = faces.length; |
| |
| // tag faces |
| |
| for ( var i = 0; i < length; i ++ ) { |
| |
| faces[ i ]._id = i; |
| |
| } |
| |
| // sort faces |
| |
| function materialIndexSort( a, b ) { |
| |
| return a.materialIndex - b.materialIndex; |
| |
| } |
| |
| faces.sort( materialIndexSort ); |
| |
| // sort uvs |
| |
| var uvs1 = this.faceVertexUvs[ 0 ]; |
| var uvs2 = this.faceVertexUvs[ 1 ]; |
| |
| var newUvs1, newUvs2; |
| |
| if ( uvs1 && uvs1.length === length ) newUvs1 = []; |
| if ( uvs2 && uvs2.length === length ) newUvs2 = []; |
| |
| for ( var i = 0; i < length; i ++ ) { |
| |
| var id = faces[ i ]._id; |
| |
| if ( newUvs1 ) newUvs1.push( uvs1[ id ] ); |
| if ( newUvs2 ) newUvs2.push( uvs2[ id ] ); |
| |
| } |
| |
| if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1; |
| if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2; |
| |
| }, |
| |
| toJSON: function () { |
| |
| var data = { |
| metadata: { |
| version: 4.4, |
| type: 'Geometry', |
| generator: 'Geometry.toJSON' |
| } |
| }; |
| |
| // standard Geometry serialization |
| |
| data.uuid = this.uuid; |
| data.type = this.type; |
| if ( this.name !== '' ) data.name = this.name; |
| |
| if ( this.parameters !== undefined ) { |
| |
| var parameters = this.parameters; |
| |
| for ( var key in parameters ) { |
| |
| if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; |
| |
| } |
| |
| return data; |
| |
| } |
| |
| var vertices = []; |
| |
| for ( var i = 0; i < this.vertices.length; i ++ ) { |
| |
| var vertex = this.vertices[ i ]; |
| vertices.push( vertex.x, vertex.y, vertex.z ); |
| |
| } |
| |
| var faces = []; |
| var normals = []; |
| var normalsHash = {}; |
| var colors = []; |
| var colorsHash = {}; |
| var uvs = []; |
| var uvsHash = {}; |
| |
| for ( var i = 0; i < this.faces.length; i ++ ) { |
| |
| var face = this.faces[ i ]; |
| |
| var hasMaterial = true; |
| var hasFaceUv = false; // deprecated |
| var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined; |
| var hasFaceNormal = face.normal.length() > 0; |
| var hasFaceVertexNormal = face.vertexNormals.length > 0; |
| var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1; |
| var hasFaceVertexColor = face.vertexColors.length > 0; |
| |
| var faceType = 0; |
| |
| faceType = setBit( faceType, 0, 0 ); // isQuad |
| faceType = setBit( faceType, 1, hasMaterial ); |
| faceType = setBit( faceType, 2, hasFaceUv ); |
| faceType = setBit( faceType, 3, hasFaceVertexUv ); |
| faceType = setBit( faceType, 4, hasFaceNormal ); |
| faceType = setBit( faceType, 5, hasFaceVertexNormal ); |
| faceType = setBit( faceType, 6, hasFaceColor ); |
| faceType = setBit( faceType, 7, hasFaceVertexColor ); |
| |
| faces.push( faceType ); |
| faces.push( face.a, face.b, face.c ); |
| faces.push( face.materialIndex ); |
| |
| if ( hasFaceVertexUv ) { |
| |
| var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ]; |
| |
| faces.push( |
| getUvIndex( faceVertexUvs[ 0 ] ), |
| getUvIndex( faceVertexUvs[ 1 ] ), |
| getUvIndex( faceVertexUvs[ 2 ] ) |
| ); |
| |
| } |
| |
| if ( hasFaceNormal ) { |
| |
| faces.push( getNormalIndex( face.normal ) ); |
| |
| } |
| |
| if ( hasFaceVertexNormal ) { |
| |
| var vertexNormals = face.vertexNormals; |
| |
| faces.push( |
| getNormalIndex( vertexNormals[ 0 ] ), |
| getNormalIndex( vertexNormals[ 1 ] ), |
| getNormalIndex( vertexNormals[ 2 ] ) |
| ); |
| |
| } |
| |
| if ( hasFaceColor ) { |
| |
| faces.push( getColorIndex( face.color ) ); |
| |
| } |
| |
| if ( hasFaceVertexColor ) { |
| |
| var vertexColors = face.vertexColors; |
| |
| faces.push( |
| getColorIndex( vertexColors[ 0 ] ), |
| getColorIndex( vertexColors[ 1 ] ), |
| getColorIndex( vertexColors[ 2 ] ) |
| ); |
| |
| } |
| |
| } |
| |
| function setBit( value, position, enabled ) { |
| |
| return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) ); |
| |
| } |
| |
| function getNormalIndex( normal ) { |
| |
| var hash = normal.x.toString() + normal.y.toString() + normal.z.toString(); |
| |
| if ( normalsHash[ hash ] !== undefined ) { |
| |
| return normalsHash[ hash ]; |
| |
| } |
| |
| normalsHash[ hash ] = normals.length / 3; |
| normals.push( normal.x, normal.y, normal.z ); |
| |
| return normalsHash[ hash ]; |
| |
| } |
| |
| function getColorIndex( color ) { |
| |
| var hash = color.r.toString() + color.g.toString() + color.b.toString(); |
| |
| if ( colorsHash[ hash ] !== undefined ) { |
| |
| return colorsHash[ hash ]; |
| |
| } |
| |
| colorsHash[ hash ] = colors.length; |
| colors.push( color.getHex() ); |
| |
| return colorsHash[ hash ]; |
| |
| } |
| |
| function getUvIndex( uv ) { |
| |
| var hash = uv.x.toString() + uv.y.toString(); |
| |
| if ( uvsHash[ hash ] !== undefined ) { |
| |
| return uvsHash[ hash ]; |
| |
| } |
| |
| uvsHash[ hash ] = uvs.length / 2; |
| uvs.push( uv.x, uv.y ); |
| |
| return uvsHash[ hash ]; |
| |
| } |
| |
| data.data = {}; |
| |
| data.data.vertices = vertices; |
| data.data.normals = normals; |
| if ( colors.length > 0 ) data.data.colors = colors; |
| if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility |
| data.data.faces = faces; |
| |
| return data; |
| |
| }, |
| |
| clone: function () { |
| |
| /* |
| // Handle primitives |
| |
| var parameters = this.parameters; |
| |
| if ( parameters !== undefined ) { |
| |
| var values = []; |
| |
| for ( var key in parameters ) { |
| |
| values.push( parameters[ key ] ); |
| |
| } |
| |
| var geometry = Object.create( this.constructor.prototype ); |
| this.constructor.apply( geometry, values ); |
| return geometry; |
| |
| } |
| |
| return new this.constructor().copy( this ); |
| */ |
| |
| return new THREE.Geometry().copy( this ); |
| |
| }, |
| |
| copy: function ( source ) { |
| |
| this.vertices = []; |
| this.faces = []; |
| this.faceVertexUvs = [ [] ]; |
| |
| var vertices = source.vertices; |
| |
| for ( var i = 0, il = vertices.length; i < il; i ++ ) { |
| |
| this.vertices.push( vertices[ i ].clone() ); |
| |
| } |
| |
| var faces = source.faces; |
| |
| for ( var i = 0, il = faces.length; i < il; i ++ ) { |
| |
| this.faces.push( faces[ i ].clone() ); |
| |
| } |
| |
| for ( var i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) { |
| |
| var faceVertexUvs = source.faceVertexUvs[ i ]; |
| |
| if ( this.faceVertexUvs[ i ] === undefined ) { |
| |
| this.faceVertexUvs[ i ] = []; |
| |
| } |
| |
| for ( var j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) { |
| |
| var uvs = faceVertexUvs[ j ], uvsCopy = []; |
| |
| for ( var k = 0, kl = uvs.length; k < kl; k ++ ) { |
| |
| var uv = uvs[ k ]; |
| |
| uvsCopy.push( uv.clone() ); |
| |
| } |
| |
| this.faceVertexUvs[ i ].push( uvsCopy ); |
| |
| } |
| |
| } |
| |
| return this; |
| |
| }, |
| |
| dispose: function () { |
| |
| this.dispatchEvent( { type: 'dispose' } ); |
| |
| } |
| |
| }; |
| |
| THREE.EventDispatcher.prototype.apply( THREE.Geometry.prototype ); |
| |
| THREE.GeometryIdCount = 0; |
| |
| // File:src/core/DirectGeometry.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.DirectGeometry = function () { |
| |
| Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } ); |
| |
| this.uuid = THREE.Math.generateUUID(); |
| |
| this.name = ''; |
| this.type = 'DirectGeometry'; |
| |
| this.indices = []; |
| this.vertices = []; |
| this.normals = []; |
| this.colors = []; |
| this.uvs = []; |
| this.uvs2 = []; |
| |
| this.groups = []; |
| |
| this.morphTargets = {}; |
| |
| this.skinWeights = []; |
| this.skinIndices = []; |
| |
| // this.lineDistances = []; |
| |
| this.boundingBox = null; |
| this.boundingSphere = null; |
| |
| // update flags |
| |
| this.verticesNeedUpdate = false; |
| this.normalsNeedUpdate = false; |
| this.colorsNeedUpdate = false; |
| this.uvsNeedUpdate = false; |
| this.groupsNeedUpdate = false; |
| |
| }; |
| |
| THREE.DirectGeometry.prototype = { |
| |
| constructor: THREE.DirectGeometry, |
| |
| computeBoundingBox: THREE.Geometry.prototype.computeBoundingBox, |
| computeBoundingSphere: THREE.Geometry.prototype.computeBoundingSphere, |
| |
| computeFaceNormals: function () { |
| |
| console.warn( 'THREE.DirectGeometry: computeFaceNormals() is not a method of this type of geometry.' ); |
| |
| }, |
| |
| computeVertexNormals: function () { |
| |
| console.warn( 'THREE.DirectGeometry: computeVertexNormals() is not a method of this type of geometry.' ); |
| |
| }, |
| |
| computeGroups: function ( geometry ) { |
| |
| var group; |
| var groups = []; |
| var materialIndex; |
| |
| var faces = geometry.faces; |
| |
| for ( var i = 0; i < faces.length; i ++ ) { |
| |
| var face = faces[ i ]; |
| |
| // materials |
| |
| if ( face.materialIndex !== materialIndex ) { |
| |
| materialIndex = face.materialIndex; |
| |
| if ( group !== undefined ) { |
| |
| group.count = ( i * 3 ) - group.start; |
| groups.push( group ); |
| |
| } |
| |
| group = { |
| start: i * 3, |
| materialIndex: materialIndex |
| }; |
| |
| } |
| |
| } |
| |
| if ( group !== undefined ) { |
| |
| group.count = ( i * 3 ) - group.start; |
| groups.push( group ); |
| |
| } |
| |
| this.groups = groups; |
| |
| }, |
| |
| fromGeometry: function ( geometry ) { |
| |
| var faces = geometry.faces; |
| var vertices = geometry.vertices; |
| var faceVertexUvs = geometry.faceVertexUvs; |
| |
| var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0; |
| var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0; |
| |
| // morphs |
| |
| var morphTargets = geometry.morphTargets; |
| var morphTargetsLength = morphTargets.length; |
| |
| var morphTargetsPosition; |
| |
| if ( morphTargetsLength > 0 ) { |
| |
| morphTargetsPosition = []; |
| |
| for ( var i = 0; i < morphTargetsLength; i ++ ) { |
| |
| morphTargetsPosition[ i ] = []; |
| |
| } |
| |
| this.morphTargets.position = morphTargetsPosition; |
| |
| } |
| |
| var morphNormals = geometry.morphNormals; |
| var morphNormalsLength = morphNormals.length; |
| |
| var morphTargetsNormal; |
| |
| if ( morphNormalsLength > 0 ) { |
| |
| morphTargetsNormal = []; |
| |
| for ( var i = 0; i < morphNormalsLength; i ++ ) { |
| |
| morphTargetsNormal[ i ] = []; |
| |
| } |
| |
| this.morphTargets.normal = morphTargetsNormal; |
| |
| } |
| |
| // skins |
| |
| var skinIndices = geometry.skinIndices; |
| var skinWeights = geometry.skinWeights; |
| |
| var hasSkinIndices = skinIndices.length === vertices.length; |
| var hasSkinWeights = skinWeights.length === vertices.length; |
| |
| // |
| |
| for ( var i = 0; i < faces.length; i ++ ) { |
| |
| var face = faces[ i ]; |
| |
| this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] ); |
| |
| var vertexNormals = face.vertexNormals; |
| |
| if ( vertexNormals.length === 3 ) { |
| |
| this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] ); |
| |
| } else { |
| |
| var normal = face.normal; |
| |
| this.normals.push( normal, normal, normal ); |
| |
| } |
| |
| var vertexColors = face.vertexColors; |
| |
| if ( vertexColors.length === 3 ) { |
| |
| this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] ); |
| |
| } else { |
| |
| var color = face.color; |
| |
| this.colors.push( color, color, color ); |
| |
| } |
| |
| if ( hasFaceVertexUv === true ) { |
| |
| var vertexUvs = faceVertexUvs[ 0 ][ i ]; |
| |
| if ( vertexUvs !== undefined ) { |
| |
| this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); |
| |
| } else { |
| |
| console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i ); |
| |
| this.uvs.push( new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() ); |
| |
| } |
| |
| } |
| |
| if ( hasFaceVertexUv2 === true ) { |
| |
| var vertexUvs = faceVertexUvs[ 1 ][ i ]; |
| |
| if ( vertexUvs !== undefined ) { |
| |
| this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); |
| |
| } else { |
| |
| console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i ); |
| |
| this.uvs2.push( new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() ); |
| |
| } |
| |
| } |
| |
| // morphs |
| |
| for ( var j = 0; j < morphTargetsLength; j ++ ) { |
| |
| var morphTarget = morphTargets[ j ].vertices; |
| |
| morphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] ); |
| |
| } |
| |
| for ( var j = 0; j < morphNormalsLength; j ++ ) { |
| |
| var morphNormal = morphNormals[ j ].vertexNormals[ i ]; |
| |
| morphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c ); |
| |
| } |
| |
| // skins |
| |
| if ( hasSkinIndices ) { |
| |
| this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] ); |
| |
| } |
| |
| if ( hasSkinWeights ) { |
| |
| this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] ); |
| |
| } |
| |
| } |
| |
| this.computeGroups( geometry ); |
| |
| this.verticesNeedUpdate = geometry.verticesNeedUpdate; |
| this.normalsNeedUpdate = geometry.normalsNeedUpdate; |
| this.colorsNeedUpdate = geometry.colorsNeedUpdate; |
| this.uvsNeedUpdate = geometry.uvsNeedUpdate; |
| this.groupsNeedUpdate = geometry.groupsNeedUpdate; |
| |
| return this; |
| |
| }, |
| |
| dispose: function () { |
| |
| this.dispatchEvent( { type: 'dispose' } ); |
| |
| } |
| |
| }; |
| |
| THREE.EventDispatcher.prototype.apply( THREE.DirectGeometry.prototype ); |
| |
| // 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.index = null; |
| this.attributes = {}; |
| |
| this.morphAttributes = {}; |
| |
| this.groups = []; |
| |
| this.boundingBox = null; |
| this.boundingSphere = null; |
| |
| this.drawRange = { start: 0, count: Infinity }; |
| |
| }; |
| |
| THREE.BufferGeometry.prototype = { |
| |
| constructor: THREE.BufferGeometry, |
| |
| getIndex: function () { |
| |
| return this.index; |
| |
| }, |
| |
| setIndex: function ( index ) { |
| |
| this.index = index; |
| |
| }, |
| |
| addAttribute: function ( name, attribute ) { |
| |
| if ( attribute instanceof THREE.BufferAttribute === false && attribute instanceof THREE.InterleavedBufferAttribute === false ) { |
| |
| console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' ); |
| |
| this.addAttribute( name, new THREE.BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) ); |
| |
| return; |
| |
| } |
| |
| if ( name === 'index' ) { |
| |
| console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' ); |
| this.setIndex( attribute ); |
| |
| return; |
| |
| } |
| |
| this.attributes[ name ] = attribute; |
| |
| return this; |
| |
| }, |
| |
| getAttribute: function ( name ) { |
| |
| return this.attributes[ name ]; |
| |
| }, |
| |
| removeAttribute: function ( name ) { |
| |
| delete this.attributes[ name ]; |
| |
| return this; |
| |
| }, |
| |
| addGroup: function ( start, count, materialIndex ) { |
| |
| this.groups.push( { |
| |
| start: start, |
| count: count, |
| materialIndex: materialIndex !== undefined ? materialIndex : 0 |
| |
| } ); |
| |
| }, |
| |
| clearGroups: function () { |
| |
| this.groups = []; |
| |
| }, |
| |
| setDrawRange: function ( start, count ) { |
| |
| this.drawRange.start = start; |
| this.drawRange.count = count; |
| |
| }, |
| |
| applyMatrix: function ( matrix ) { |
| |
| var position = this.attributes.position; |
| |
| if ( position !== undefined ) { |
| |
| matrix.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; |
| |
| } |
| |
| if ( this.boundingBox !== null ) { |
| |
| this.computeBoundingBox(); |
| |
| } |
| |
| if ( this.boundingSphere !== null ) { |
| |
| this.computeBoundingSphere(); |
| |
| } |
| |
| }, |
| |
| rotateX: function () { |
| |
| // rotate geometry around world x-axis |
| |
| var m1; |
| |
| return function rotateX( angle ) { |
| |
| if ( m1 === undefined ) m1 = new THREE.Matrix4(); |
| |
| m1.makeRotationX( angle ); |
| |
| this.applyMatrix( m1 ); |
| |
| return this; |
| |
| }; |
| |
| }(), |
| |
| rotateY: function () { |
| |
| // rotate geometry around world y-axis |
| |
| var m1; |
| |
| return function rotateY( angle ) { |
| |
| if ( m1 === undefined ) m1 = new THREE.Matrix4(); |
| |
| m1.makeRotationY( angle ); |
| |
| this.applyMatrix( m1 ); |
| |
| return this; |
| |
| }; |
| |
| }(), |
| |
| rotateZ: function () { |
| |
| // rotate geometry around world z-axis |
| |
| var m1; |
| |
| return function rotateZ( angle ) { |
| |
| if ( m1 === undefined ) m1 = new THREE.Matrix4(); |
| |
| m1.makeRotationZ( angle ); |
| |
| this.applyMatrix( m1 ); |
| |
| return this; |
| |
| }; |
| |
| }(), |
| |
| translate: function () { |
| |
| // translate geometry |
| |
| var m1; |
| |
| return function translate( x, y, z ) { |
| |
| if ( m1 === undefined ) m1 = new THREE.Matrix4(); |
| |
| m1.makeTranslation( x, y, z ); |
| |
| this.applyMatrix( m1 ); |
| |
| return this; |
| |
| }; |
| |
| }(), |
| |
| scale: function () { |
| |
| // scale geometry |
| |
| var m1; |
| |
| return function scale( x, y, z ) { |
| |
| if ( m1 === undefined ) m1 = new THREE.Matrix4(); |
| |
| m1.makeScale( x, y, z ); |
| |
| this.applyMatrix( m1 ); |
| |
| return this; |
| |
| }; |
| |
| }(), |
| |
| lookAt: function () { |
| |
| var obj; |
| |
| return function lookAt( vector ) { |
| |
| if ( obj === undefined ) obj = new THREE.Object3D(); |
| |
| obj.lookAt( vector ); |
| |
| obj.updateMatrix(); |
| |
| this.applyMatrix( obj.matrix ); |
| |
| }; |
| |
| }(), |
| |
| center: function () { |
| |
| this.computeBoundingBox(); |
| |
| var offset = this.boundingBox.center().negate(); |
| |
| this.translate( offset.x, offset.y, offset.z ); |
| |
| return offset; |
| |
| }, |
| |
| setFromObject: function ( object ) { |
| |
| // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this ); |
| |
| var geometry = object.geometry; |
| |
| if ( object instanceof THREE.Points || object instanceof THREE.Line ) { |
| |
| var positions = new THREE.Float32Attribute( geometry.vertices.length * 3, 3 ); |
| var colors = new THREE.Float32Attribute( geometry.colors.length * 3, 3 ); |
| |
| this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) ); |
| this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) ); |
| |
| if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) { |
| |
| var lineDistances = new THREE.Float32Attribute( geometry.lineDistances.length, 1 ); |
| |
| this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) ); |
| |
| } |
| |
| if ( geometry.boundingSphere !== null ) { |
| |
| this.boundingSphere = geometry.boundingSphere.clone(); |
| |
| } |
| |
| if ( geometry.boundingBox !== null ) { |
| |
| this.boundingBox = geometry.boundingBox.clone(); |
| |
| } |
| |
| } else if ( object instanceof THREE.Mesh ) { |
| |
| if ( geometry instanceof THREE.Geometry ) { |
| |
| this.fromGeometry( geometry ); |
| |
| } |
| |
| } |
| |
| return this; |
| |
| }, |
| |
| updateFromObject: function ( object ) { |
| |
| var geometry = object.geometry; |
| |
| if ( object instanceof THREE.Mesh ) { |
| |
| var direct = geometry.__directGeometry; |
| |
| if ( direct === undefined ) { |
| |
| return this.fromGeometry( geometry ); |
| |
| } |
| |
| direct.verticesNeedUpdate = geometry.verticesNeedUpdate; |
| direct.normalsNeedUpdate = geometry.normalsNeedUpdate; |
| direct.colorsNeedUpdate = geometry.colorsNeedUpdate; |
| direct.uvsNeedUpdate = geometry.uvsNeedUpdate; |
| direct.groupsNeedUpdate = geometry.groupsNeedUpdate; |
| |
| geometry.verticesNeedUpdate = false; |
| geometry.normalsNeedUpdate = false; |
| geometry.colorsNeedUpdate = false; |
| geometry.uvsNeedUpdate = false; |
| geometry.groupsNeedUpdate = false; |
| |
| geometry = direct; |
| |
| } |
| |
| if ( geometry.verticesNeedUpdate === true ) { |
| |
| var attribute = this.attributes.position; |
| |
| if ( attribute !== undefined ) { |
| |
| attribute.copyVector3sArray( geometry.vertices ); |
| attribute.needsUpdate = true; |
| |
| } |
| |
| geometry.verticesNeedUpdate = false; |
| |
| } |
| |
| if ( geometry.normalsNeedUpdate === true ) { |
| |
| var attribute = this.attributes.normal; |
| |
| if ( attribute !== undefined ) { |
| |
| attribute.copyVector3sArray( geometry.normals ); |
| attribute.needsUpdate = true; |
| |
| } |
| |
| geometry.normalsNeedUpdate = false; |
| |
| } |
| |
| if ( geometry.colorsNeedUpdate === true ) { |
| |
| var attribute = this.attributes.color; |
| |
| if ( attribute !== undefined ) { |
| |
| attribute.copyColorsArray( geometry.colors ); |
| attribute.needsUpdate = true; |
| |
| } |
| |
| geometry.colorsNeedUpdate = false; |
| |
| } |
| |
| if ( geometry.uvsNeedUpdate ) { |
| |
| var attribute = this.attributes.uv; |
| |
| if ( attribute !== undefined ) { |
| |
| attribute.copyVector2sArray( geometry.uvs ); |
| attribute.needsUpdate = true; |
| |
| } |
| |
| geometry.uvsNeedUpdate = false; |
| |
| } |
| |
| if ( geometry.lineDistancesNeedUpdate ) { |
| |
| var attribute = this.attributes.lineDistance; |
| |
| if ( attribute !== undefined ) { |
| |
| attribute.copyArray( geometry.lineDistances ); |
| attribute.needsUpdate = true; |
| |
| } |
| |
| geometry.lineDistancesNeedUpdate = false; |
| |
| } |
| |
| if ( geometry.groupsNeedUpdate ) { |
| |
| geometry.computeGroups( object.geometry ); |
| this.groups = geometry.groups; |
| |
| geometry.groupsNeedUpdate = false; |
| |
| } |
| |
| return this; |
| |
| }, |
| |
| fromGeometry: function ( geometry ) { |
| |
| geometry.__directGeometry = new THREE.DirectGeometry().fromGeometry( geometry ); |
| |
| return this.fromDirectGeometry( geometry.__directGeometry ); |
| |
| }, |
| |
| fromDirectGeometry: function ( geometry ) { |
| |
| var positions = new Float32Array( geometry.vertices.length * 3 ); |
| this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) ); |
| |
| if ( geometry.normals.length > 0 ) { |
| |
| var normals = new Float32Array( geometry.normals.length * 3 ); |
| this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) ); |
| |
| } |
| |
| if ( geometry.colors.length > 0 ) { |
| |
| var colors = new Float32Array( geometry.colors.length * 3 ); |
| this.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) ); |
| |
| } |
| |
| if ( geometry.uvs.length > 0 ) { |
| |
| var uvs = new Float32Array( geometry.uvs.length * 2 ); |
| this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) ); |
| |
| } |
| |
| if ( geometry.uvs2.length > 0 ) { |
| |
| var uvs2 = new Float32Array( geometry.uvs2.length * 2 ); |
| this.addAttribute( 'uv2', new THREE.BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) ); |
| |
| } |
| |
| if ( geometry.indices.length > 0 ) { |
| |
| var TypeArray = geometry.vertices.length > 65535 ? Uint32Array : Uint16Array; |
| var indices = new TypeArray( geometry.indices.length * 3 ); |
| this.setIndex( new THREE.BufferAttribute( indices, 1 ).copyIndicesArray( geometry.indices ) ); |
| |
| } |
| |
| // groups |
| |
| this.groups = geometry.groups; |
| |
| // morphs |
| |
| for ( var name in geometry.morphTargets ) { |
| |
| var array = []; |
| var morphTargets = geometry.morphTargets[ name ]; |
| |
| for ( var i = 0, l = morphTargets.length; i < l; i ++ ) { |
| |
| var morphTarget = morphTargets[ i ]; |
| |
| var attribute = new THREE.Float32Attribute( morphTarget.length * 3, 3 ); |
| |
| array.push( attribute.copyVector3sArray( morphTarget ) ); |
| |
| } |
| |
| this.morphAttributes[ name ] = array; |
| |
| } |
| |
| // skinning |
| |
| if ( geometry.skinIndices.length > 0 ) { |
| |
| var skinIndices = new THREE.Float32Attribute( geometry.skinIndices.length * 4, 4 ); |
| this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) ); |
| |
| } |
| |
| if ( geometry.skinWeights.length > 0 ) { |
| |
| var skinWeights = new THREE.Float32Attribute( geometry.skinWeights.length * 4, 4 ); |
| this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) ); |
| |
| } |
| |
| // |
| |
| if ( geometry.boundingSphere !== null ) { |
| |
| this.boundingSphere = geometry.boundingSphere.clone(); |
| |
| } |
| |
| if ( geometry.boundingBox !== null ) { |
| |
| this.boundingBox = geometry.boundingBox.clone(); |
| |
| } |
| |
| return this; |
| |
| }, |
| |
| computeBoundingBox: function () { |
| |
| var vector = new THREE.Vector3(); |
| |
| return function () { |
| |
| if ( this.boundingBox === null ) { |
| |
| this.boundingBox = new THREE.Box3(); |
| |
| } |
| |
| var positions = this.attributes.position.array; |
| |
| if ( positions ) { |
| |
| this.boundingBox.setFromArray( positions ); |
| |
| } |
| |
| 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.', this ); |
| |
| } |
| |
| }; |
| |
| }(), |
| |
| 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 ) { |
| |
| var center = this.boundingSphere.center; |
| |
| box.setFromArray( positions ); |
| 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.fromArray( positions, i ); |
| maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) ); |
| |
| } |
| |
| this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); |
| |
| if ( isNaN( this.boundingSphere.radius ) ) { |
| |
| console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this ); |
| |
| } |
| |
| } |
| |
| }; |
| |
| }(), |
| |
| computeFaceNormals: function () { |
| |
| // backwards compatibility |
| |
| }, |
| |
| computeVertexNormals: function () { |
| |
| var index = this.index; |
| var attributes = this.attributes; |
| var groups = this.groups; |
| |
| 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 array = attributes.normal.array; |
| |
| for ( var i = 0, il = array.length; i < il; i ++ ) { |
| |
| array[ i ] = 0; |
| |
| } |
| |
| } |
| |
| var normals = attributes.normal.array; |
| |
| var vA, vB, vC, |
| |
| pA = new THREE.Vector3(), |
| pB = new THREE.Vector3(), |
| pC = new THREE.Vector3(), |
| |
| cb = new THREE.Vector3(), |
| ab = new THREE.Vector3(); |
| |
| // indexed elements |
| |
| if ( index ) { |
| |
| var indices = index.array; |
| |
| if ( groups.length === 0 ) { |
| |
| this.addGroup( 0, indices.length ); |
| |
| } |
| |
| for ( var j = 0, jl = groups.length; j < jl; ++ j ) { |
| |
| var group = groups[ j ]; |
| |
| var start = group.start; |
| var count = group.count; |
| |
| for ( var i = start, il = start + count; i < il; i += 3 ) { |
| |
| vA = indices[ i + 0 ] * 3; |
| vB = indices[ i + 1 ] * 3; |
| vC = indices[ i + 2 ] * 3; |
| |
| pA.fromArray( positions, vA ); |
| pB.fromArray( positions, vB ); |
| pC.fromArray( positions, vC ); |
| |
| cb.subVectors( pC, pB ); |
| ab.subVectors( pA, pB ); |
| cb.cross( ab ); |
| |
| normals[ vA ] += cb.x; |
| normals[ vA + 1 ] += cb.y; |
| normals[ vA + 2 ] += cb.z; |
| |
| normals[ vB ] += cb.x; |
| normals[ vB + 1 ] += cb.y; |
| normals[ vB + 2 ] += cb.z; |
| |
| normals[ vC ] += cb.x; |
| normals[ vC + 1 ] += cb.y; |
| normals[ vC + 2 ] += cb.z; |
| |
| } |
| |
| } |
| |
| } else { |
| |
| // non-indexed elements (unconnected triangle soup) |
| |
| for ( var i = 0, il = positions.length; i < il; i += 9 ) { |
| |
| pA.fromArray( positions, i ); |
| pB.fromArray( positions, i + 3 ); |
| pC.fromArray( positions, i + 6 ); |
| |
| cb.subVectors( pC, pB ); |
| ab.subVectors( pA, pB ); |
| cb.cross( ab ); |
| |
| normals[ i ] = cb.x; |
| normals[ i + 1 ] = cb.y; |
| normals[ i + 2 ] = cb.z; |
| |
| normals[ i + 3 ] = cb.x; |
| normals[ i + 4 ] = cb.y; |
| normals[ i + 5 ] = cb.z; |
| |
| normals[ i + 6 ] = cb.x; |
| normals[ i + 7 ] = cb.y; |
| normals[ i + 8 ] = cb.z; |
| |
| } |
| |
| } |
| |
| this.normalizeNormals(); |
| |
| attributes.normal.needsUpdate = true; |
| |
| } |
| |
| }, |
| |
| merge: function ( geometry, offset ) { |
| |
| if ( geometry instanceof THREE.BufferGeometry === false ) { |
| |
| console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry ); |
| return; |
| |
| } |
| |
| if ( offset === undefined ) offset = 0; |
| |
| var attributes = this.attributes; |
| |
| for ( var key in attributes ) { |
| |
| if ( geometry.attributes[ key ] === undefined ) continue; |
| |
| var attribute1 = attributes[ key ]; |
| var attributeArray1 = attribute1.array; |
| |
| var attribute2 = geometry.attributes[ key ]; |
| var attributeArray2 = attribute2.array; |
| |
| var attributeSize = attribute2.itemSize; |
| |
| for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) { |
| |
| attributeArray1[ j ] = attributeArray2[ i ]; |
| |
| } |
| |
| } |
| |
| return this; |
| |
| }, |
| |
| 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; |
| |
| } |
| |
| }, |
| |
| toNonIndexed: function () { |
| |
| if ( this.index === null ) { |
| |
| console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' ); |
| return this; |
| |
| } |
| |
| var geometry2 = new THREE.BufferGeometry(); |
| |
| var indices = this.index.array; |
| var attributes = this.attributes; |
| |
| for ( var name in attributes ) { |
| |
| var attribute = attributes[ name ]; |
| |
| var array = attribute.array; |
| var itemSize = attribute.itemSize; |
| |
| var array2 = new array.constructor( indices.length * itemSize ); |
| |
| var index = 0, index2 = 0; |
| |
| for ( var i = 0, l = indices.length; i < l; i ++ ) { |
| |
| index = indices[ i ] * itemSize; |
| |
| for ( var j = 0; j < itemSize; j ++ ) { |
| |
| array2[ index2 ++ ] = array[ index ++ ]; |
| |
| } |
| |
| } |
| |
| geometry2.addAttribute( name, new THREE.BufferAttribute( array2, itemSize ) ); |
| |
| } |
| |
| return geometry2; |
| |
| }, |
| |
| toJSON: function () { |
| |
| var data = { |
| metadata: { |
| version: 4.4, |
| type: 'BufferGeometry', |
| generator: 'BufferGeometry.toJSON' |
| } |
| }; |
| |
| // standard BufferGeometry serialization |
| |
| data.uuid = this.uuid; |
| data.type = this.type; |
| if ( this.name !== '' ) data.name = this.name; |
| |
| if ( this.parameters !== undefined ) { |
| |
| var parameters = this.parameters; |
| |
| for ( var key in parameters ) { |
| |
| if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; |
| |
| } |
| |
| return data; |
| |
| } |
| |
| data.data = { attributes: {} }; |
| |
| var index = this.index; |
| |
| if ( index !== null ) { |
| |
| var array = Array.prototype.slice.call( index.array ); |
| |
| data.data.index = { |
| type: index.array.constructor.name, |
| array: array |
| }; |
| |
| } |
| |
| var attributes = this.attributes; |
| |
| for ( var key in attributes ) { |
| |
| var attribute = attributes[ key ]; |
| |
| var array = Array.prototype.slice.call( attribute.array ); |
| |
| data.data.attributes[ key ] = { |
| itemSize: attribute.itemSize, |
| type: attribute.array.constructor.name, |
| array: array |
| }; |
| |
| } |
| |
| var groups = this.groups; |
| |
| if ( groups.length > 0 ) { |
| |
| data.data.groups = JSON.parse( JSON.stringify( groups ) ); |
| |
| } |
| |
| var boundingSphere = this.boundingSphere; |
| |
| if ( boundingSphere !== null ) { |
| |
| data.data.boundingSphere = { |
| center: boundingSphere.center.toArray(), |
| radius: boundingSphere.radius |
| }; |
| |
| } |
| |
| return data; |
| |
| }, |
| |
| clone: function () { |
| |
| /* |
| // Handle primitives |
| |
| var parameters = this.parameters; |
| |
| if ( parameters !== undefined ) { |
| |
| var values = []; |
| |
| for ( var key in parameters ) { |
| |
| values.push( parameters[ key ] ); |
| |
| } |
| |
| var geometry = Object.create( this.constructor.prototype ); |
| this.constructor.apply( geometry, values ); |
| return geometry; |
| |
| } |
| |
| return new this.constructor().copy( this ); |
| */ |
| |
| return new THREE.BufferGeometry().copy( this ); |
| |
| }, |
| |
| copy: function ( source ) { |
| |
| var index = source.index; |
| |
| if ( index !== null ) { |
| |
| this.setIndex( index.clone() ); |
| |
| } |
| |
| var attributes = source.attributes; |
| |
| for ( var name in attributes ) { |
| |
| var attribute = attributes[ name ]; |
| this.addAttribute( name, attribute.clone() ); |
| |
| } |
| |
| var groups = source.groups; |
| |
| for ( var i = 0, l = groups.length; i < l; i ++ ) { |
| |
| var group = groups[ i ]; |
| this.addGroup( group.start, group.count ); |
| |
| } |
| |
| return this; |
| |
| }, |
| |
| dispose: function () { |
| |
| this.dispatchEvent( { type: 'dispose' } ); |
| |
| } |
| |
| }; |
| |
| THREE.EventDispatcher.prototype.apply( THREE.BufferGeometry.prototype ); |
| |
| THREE.BufferGeometry.MaxIndex = 65535; |
| |
| // File:src/core/InstancedBufferGeometry.js |
| |
| /** |
| * @author benaadams / https://twitter.com/ben_a_adams |
| */ |
| |
| THREE.InstancedBufferGeometry = function () { |
| |
| THREE.BufferGeometry.call( this ); |
| |
| this.type = 'InstancedBufferGeometry'; |
| this.maxInstancedCount = undefined; |
| |
| }; |
| |
| THREE.InstancedBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); |
| THREE.InstancedBufferGeometry.prototype.constructor = THREE.InstancedBufferGeometry; |
| |
| THREE.InstancedBufferGeometry.prototype.addGroup = function ( start, count, instances ) { |
| |
| this.groups.push( { |
| |
| start: start, |
| count: count, |
| instances: instances |
| |
| } ); |
| |
| }; |
| |
| THREE.InstancedBufferGeometry.prototype.copy = function ( source ) { |
| |
| var index = source.index; |
| |
| if ( index !== null ) { |
| |
| this.setIndex( index.clone() ); |
| |
| } |
| |
| var attributes = source.attributes; |
| |
| for ( var name in attributes ) { |
| |
| var attribute = attributes[ name ]; |
| this.addAttribute( name, attribute.clone() ); |
| |
| } |
| |
| var groups = source.groups; |
| |
| for ( var i = 0, l = groups.length; i < l; i ++ ) { |
| |
| var group = groups[ i ]; |
| this.addGroup( group.start, group.count, group.instances ); |
| |
| } |
| |
| return this; |
| |
| }; |
| |
| THREE.EventDispatcher.prototype.apply( THREE.InstancedBufferGeometry.prototype ); |
| |
| // File:src/core/Uniform.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.Uniform = function ( type, value ) { |
| |
| this.type = type; |
| this.value = value; |
| |
| this.dynamic = false; |
| |
| }; |
| |
| THREE.Uniform.prototype = { |
| |
| constructor: THREE.Uniform, |
| |
| onUpdate: function ( callback ) { |
| |
| this.dynamic = true; |
| this.onUpdateCallback = callback; |
| |
| return this; |
| |
| } |
| |
| }; |
| |
| // File:src/animation/AnimationClip.js |
| |
| /** |
| * |
| * Reusable set of Tracks that represent an animation. |
| * |
| * @author Ben Houston / http://clara.io/ |
| * @author David Sarno / http://lighthaus.us/ |
| */ |
| |
| THREE.AnimationClip = function ( name, duration, tracks ) { |
| |
| this.name = name || THREE.Math.generateUUID(); |
| this.tracks = tracks; |
| this.duration = ( duration !== undefined ) ? duration : -1; |
| |
| // this means it should figure out its duration by scanning the tracks |
| if ( this.duration < 0 ) { |
| |
| this.resetDuration(); |
| |
| } |
| |
| // maybe only do these on demand, as doing them here could potentially slow down loading |
| // but leaving these here during development as this ensures a lot of testing of these functions |
| this.trim(); |
| this.optimize(); |
| |
| }; |
| |
| THREE.AnimationClip.prototype = { |
| |
| constructor: THREE.AnimationClip, |
| |
| resetDuration: function() { |
| |
| var tracks = this.tracks, |
| duration = 0; |
| |
| for ( var i = 0, n = tracks.length; i !== n; ++ i ) { |
| |
| var track = this.tracks[ i ]; |
| |
| duration = Math.max( |
| duration, track.times[ track.times.length - 1 ] ); |
| |
| } |
| |
| this.duration = duration; |
| |
| }, |
| |
| trim: function() { |
| |
| for ( var i = 0; i < this.tracks.length; i ++ ) { |
| |
| this.tracks[ i ].trim( 0, this.duration ); |
| |
| } |
| |
| return this; |
| |
| }, |
| |
| optimize: function() { |
| |
| for ( var i = 0; i < this.tracks.length; i ++ ) { |
| |
| this.tracks[ i ].optimize(); |
| |
| } |
| |
| return this; |
| |
| } |
| |
| }; |
| |
| // Static methods: |
| |
| Object.assign( THREE.AnimationClip, { |
| |
| parse: function( json ) { |
| |
| var tracks = [], |
| jsonTracks = json.tracks, |
| frameTime = 1.0 / ( json.fps || 1.0 ); |
| |
| for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) { |
| |
| tracks.push( THREE.KeyframeTrack.parse( jsonTracks[ i ] ).scale( frameTime ) ); |
| |
| } |
| |
| return new THREE.AnimationClip( json.name, json.duration, tracks ); |
| |
| }, |
| |
| |
| toJSON: function( clip ) { |
| |
| var tracks = [], |
| clipTracks = clip.tracks; |
| |
| var json = { |
| |
| 'name': clip.name, |
| 'duration': clip.duration, |
| 'tracks': tracks |
| |
| }; |
| |
| for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) { |
| |
| tracks.push( THREE.KeyframeTrack.toJSON( clipTracks[ i ] ) ); |
| |
| } |
| |
| return json; |
| |
| }, |
| |
| |
| CreateFromMorphTargetSequence: function( name, morphTargetSequence, fps ) { |
| |
| var numMorphTargets = morphTargetSequence.length; |
| var tracks = []; |
| |
| for ( var i = 0; i < numMorphTargets; i ++ ) { |
| |
| var times = []; |
| var values = []; |
| |
| times.push( |
| ( i + numMorphTargets - 1 ) % numMorphTargets, |
| i, |
| ( i + 1 ) % numMorphTargets ); |
| |
| values.push( 0, 1, 0 ); |
| |
| var order = THREE.AnimationUtils.getKeyframeOrder( times ); |
| times = THREE.AnimationUtils.sortedArray( times, 1, order ); |
| values = THREE.AnimationUtils.sortedArray( values, 1, order ); |
| |
| // if there is a key at the first frame, duplicate it as the |
| // last frame as well for perfect loop. |
| if ( times[ 0 ] === 0 ) { |
| |
| times.push( numMorphTargets ); |
| values.push( values[ 0 ] ); |
| |
| } |
| |
| tracks.push( |
| new THREE.NumberKeyframeTrack( |
| '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']', |
| times, values |
| ).scale( 1.0 / fps ) ); |
| } |
| |
| return new THREE.AnimationClip( name, -1, tracks ); |
| |
| }, |
| |
| findByName: function( clipArray, name ) { |
| |
| for ( var i = 0; i < clipArray.length; i ++ ) { |
| |
| if ( clipArray[ i ].name === name ) { |
| |
| return clipArray[ i ]; |
| |
| } |
| } |
| |
| return null; |
| |
| }, |
| |
| CreateClipsFromMorphTargetSequences: function( morphTargets, fps ) { |
| |
| var animationToMorphTargets = {}; |
| |
| // tested with https://regex101.com/ on trick sequences |
| // such flamingo_flyA_003, flamingo_run1_003, crdeath0059 |
| var pattern = /^([\w-]*?)([\d]+)$/; |
| |
| // sort morph target names into animation groups based |
| // patterns like Walk_001, Walk_002, Run_001, Run_002 |
| for ( var i = 0, il = morphTargets.length; i < il; i ++ ) { |
| |
| var morphTarget = morphTargets[ i ]; |
| var parts = morphTarget.name.match( pattern ); |
| |
| if ( parts && parts.length > 1 ) { |
| |
| var name = parts[ 1 ]; |
| |
| var animationMorphTargets = animationToMorphTargets[ name ]; |
| if ( ! animationMorphTargets ) { |
| |
| animationToMorphTargets[ name ] = animationMorphTargets = []; |
| |
| } |
| |
| animationMorphTargets.push( morphTarget ); |
| |
| } |
| |
| } |
| |
| var clips = []; |
| |
| for ( var name in animationToMorphTargets ) { |
| |
| clips.push( THREE.AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps ) ); |
| |
| } |
| |
| return clips; |
| |
| }, |
| |
| // parse the animation.hierarchy format |
| parseAnimation: function( animation, bones, nodeName ) { |
| |
| if ( ! animation ) { |
| |
| console.error( " no animation in JSONLoader data" ); |
| return null; |
| |
| } |
| |
| var addNonemptyTrack = function( |
| trackType, trackName, animationKeys, propertyName, destTracks ) { |
| |
| // only return track if there are actually keys. |
| if ( animationKeys.length !== 0 ) { |
| |
| var times = []; |
| var values = []; |
| |
| THREE.AnimationUtils.flattenJSON( |
| animationKeys, times, values, propertyName ); |
| |
| // empty keys are filtered out, so check again |
| if ( times.length !== 0 ) { |
| |
| destTracks.push( new trackType( trackName, times, values ) ); |
| |
| } |
| |
| } |
| |
| }; |
| |
| var tracks = []; |
| |
| var clipName = animation.name || 'default'; |
| // automatic length determination in AnimationClip. |
| var duration = animation.length || -1; |
| var fps = animation.fps || 30; |
| |
| var hierarchyTracks = animation.hierarchy || []; |
| |
| for ( var h = 0; h < hierarchyTracks.length; h ++ ) { |
| |
| var animationKeys = hierarchyTracks[ h ].keys; |
| |
| // skip empty tracks |
| if ( ! animationKeys || animationKeys.length == 0 ) continue; |
| |
| // process morph targets in a way exactly compatible |
| // with AnimationHandler.init( animation ) |
| if ( animationKeys[0].morphTargets ) { |
| |
| // figure out all morph targets used in this track |
| var morphTargetNames = {}; |
| for ( var k = 0; k < animationKeys.length; k ++ ) { |
| |
| if ( animationKeys[k].morphTargets ) { |
| |
| for ( var m = 0; m < animationKeys[k].morphTargets.length; m ++ ) { |
| |
| morphTargetNames[ animationKeys[k].morphTargets[m] ] = -1; |
| } |
| |
| } |
| |
| } |
| |
| // create a track for each morph target with all zero |
| // morphTargetInfluences except for the keys in which |
| // the morphTarget is named. |
| for ( var morphTargetName in morphTargetNames ) { |
| |
| var times = []; |
| var values = []; |
| |
| for ( var m = 0; |
| m !== animationKeys[k].morphTargets.length; ++ m ) { |
| |
| var animationKey = animationKeys[k]; |
| |
| times.push( animationKey.time ); |
| values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 ) |
| |
| } |
| |
| tracks.push( new THREE.NumberKeyframeTrack( |
| '.morphTargetInfluence[' + morphTargetName + ']', times, values ) ); |
| |
| } |
| |
| duration = morphTargetNames.length * ( fps || 1.0 ); |
| |
| } else { |
| // ...assume skeletal animation |
| |
| var boneName = '.bones[' + bones[ h ].name + ']'; |
| |
| addNonemptyTrack( |
| THREE.VectorKeyframeTrack, boneName + '.position', |
| animationKeys, 'pos', tracks ); |
| |
| addNonemptyTrack( |
| THREE.QuaternionKeyframeTrack, boneName + '.quaternion', |
| animationKeys, 'rot', tracks ); |
| |
| addNonemptyTrack( |
| THREE.VectorKeyframeTrack, boneName + '.scale', |
| animationKeys, 'scl', tracks ); |
| |
| } |
| |
| } |
| |
| if ( tracks.length === 0 ) { |
| |
| return null; |
| |
| } |
| |
| var clip = new THREE.AnimationClip( clipName, duration, tracks ); |
| |
| return clip; |
| |
| } |
| |
| } ); |
| |
| |
| // File:src/animation/AnimationMixer.js |
| |
| /** |
| * |
| * Player for AnimationClips. |
| * |
| * |
| * @author Ben Houston / http://clara.io/ |
| * @author David Sarno / http://lighthaus.us/ |
| * @author tschw |
| */ |
| |
| THREE.AnimationMixer = function( root ) { |
| |
| this._root = root; |
| this._initMemoryManager(); |
| this._accuIndex = 0; |
| |
| this.time = 0; |
| |
| this.timeScale = 1.0; |
| |
| }; |
| |
| THREE.AnimationMixer.prototype = { |
| |
| constructor: THREE.AnimationMixer, |
| |
| // return an action for a clip optionally using a custom root target |
| // object (this method allocates a lot of dynamic memory in case a |
| // previously unknown clip/root combination is specified) |
| clipAction: function( clip, optionalRoot ) { |
| |
| var root = optionalRoot || this._root, |
| rootUuid = root.uuid, |
| clipName = ( typeof clip === 'string' ) ? clip : clip.name, |
| clipObject = ( clip !== clipName ) ? clip : null, |
| |
| actionsForClip = this._actionsByClip[ clipName ], |
| prototypeAction; |
| |
| if ( actionsForClip !== undefined ) { |
| |
| var existingAction = |
| actionsForClip.actionByRoot[ rootUuid ]; |
| |
| if ( existingAction !== undefined ) { |
| |
| return existingAction; |
| |
| } |
| |
| // we know the clip, so we don't have to parse all |
| // the bindings again but can just copy |
| prototypeAction = actionsForClip.knownActions[ 0 ]; |
| |
| // also, take the clip from the prototype action |
| clipObject = prototypeAction._clip; |
| |
| if ( clip !== clipName && clip !== clipObject ) { |
| |
| throw new Error( |
| "Different clips with the same name detected!" ); |
| |
| } |
| |
| } |
| |
| // clip must be known when specified via string |
| if ( clipObject === null ) return null; |
| |
| // allocate all resources required to run it |
| var newAction = new THREE. |
| AnimationMixer._Action( this, clipObject, optionalRoot ); |
| |
| this._bindAction( newAction, prototypeAction ); |
| |
| // and make the action known to the memory manager |
| this._addInactiveAction( newAction, clipName, rootUuid ); |
| |
| return newAction; |
| |
| }, |
| |
| // get an existing action |
| existingAction: function( clip, optionalRoot ) { |
| |
| var root = optionalRoot || this._root, |
| rootUuid = root.uuid, |
| clipName = ( typeof clip === 'string' ) ? clip : clip.name, |
| actionsForClip = this._actionsByClip[ clipName ]; |
| |
| if ( actionsForClip !== undefined ) { |
| |
| return actionsForClip.actionByRoot[ rootUuid ] || null; |
| |
| } |
| |
| return null; |
| |
| }, |
| |
| // deactivates all previously scheduled actions |
| stopAllAction: function() { |
| |
| var actions = this._actions, |
| nActions = this._nActiveActions, |
| bindings = this._bindings, |
| nBindings = this._nActiveBindings; |
| |
| this._nActiveActions = 0; |
| this._nActiveBindings = 0; |
| |
| for ( var i = 0; i !== nActions; ++ i ) { |
| |
| actions[ i ].reset(); |
| |
| } |
| |
| for ( var i = 0; i !== nBindings; ++ i ) { |
| |
| bindings[ i ].useCount = 0; |
| |
| } |
| |
| return this; |
| |
| }, |
| |
| // advance the time and update apply the animation |
| update: function( deltaTime ) { |
| |
| deltaTime *= this.timeScale; |
| |
| var actions = this._actions, |
| nActions = this._nActiveActions, |
| |
| time = this.time += deltaTime, |
| timeDirection = Math.sign( deltaTime ), |
| |
| accuIndex = this._accuIndex ^= 1; |
| |
| // run active actions |
| |
| for ( var i = 0; i !== nActions; ++ i ) { |
| |
| var action = actions[ i ]; |
| |
| if ( action.enabled ) { |
| |
| action._update( time, deltaTime, timeDirection, accuIndex ); |
| |
| } |
| |
| } |
| |
| // update scene graph |
| |
| var bindings = this._bindings, |
| nBindings = this._nActiveBindings; |
| |
| for ( var i = 0; i !== nBindings; ++ i ) { |
| |
| bindings[ i ].apply( accuIndex ); |
| |
| } |
| |
| return this; |
| |
| }, |
| |
| // return this mixer's root target object |
| getRoot: function() { |
| |
| return this._root; |
| |
| }, |
| |
| // free all resources specific to a particular clip |
| uncacheClip: function( clip ) { |
| |
| var actions = this._actions, |
| clipName = clip.name, |
| actionsByClip = this._actionsByClip, |
| actionsForClip = actionsByClip[ clipName ]; |
| |
| if ( actionsForClip !== undefined ) { |
| |
| // note: just calling _removeInactiveAction would mess up the |
| // iteration state and also require updating the state we can |
| // just throw away |
| |
| var actionsToRemove = actionsForClip.knownActions; |
| |
| for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) { |
| |
| var action = actionsToRemove[ i ]; |
| |
| this._deactivateAction( action ); |
| |
| var cacheIndex = action._cacheIndex, |
| lastInactiveAction = actions[ actions.length - 1 ]; |
| |
| action._cacheIndex = null; |
| action._byClipCacheIndex = null; |
| |
| lastInactiveAction._cacheIndex = cacheIndex; |
| actions[ cacheIndex ] = lastInactiveAction; |
| actions.pop(); |
| |
| this._removeInactiveBindingsForAction( action ); |
| |
| } |
| |
| delete actionsByClip[ clipName ]; |
| |
| } |
| |
| }, |
| |
| // free all resources specific to a particular root target object |
| uncacheRoot: function( root ) { |
| |
| var rootUuid = root.uuid, |
| actionsByClip = this._actionsByClip; |
| |
| for ( var clipName in actionsByClip ) { |
| |
| var actionByRoot = actionsByClip[ clipName ].actionByRoot, |
| action = actionByRoot[ rootUuid ]; |
| |
| if ( action !== undefined ) { |
| |
| this._deactivateAction( action ); |
| this._removeInactiveAction( action ); |
| |
| } |
| |
| } |
| |
| var bindingsByRoot = this._bindingsByRootAndName, |
| bindingByName = bindingsByRoot[ rootUuid ]; |
| |
| if ( bindingByName !== undefined ) { |
| |
| for ( var trackName in bindingByName ) { |
| |
| var binding = bindingByName[ trackName ]; |
| binding.restoreOriginalState(); |
| this._removeInactiveBinding( binding ); |
| |
| } |
| |
| } |
| |
| }, |
| |
| // remove a targeted clip from the cache |
| uncacheAction: function( clip, optionalRoot ) { |
| |
| var action = this.existingAction( clip, optionalRoot ); |
| |
| if ( action !== null ) { |
| |
| this._deactivateAction( action ); |
| this._removeInactiveAction( action ); |
| |
| } |
| |
| } |
| |
| }; |
| |
| THREE.EventDispatcher.prototype.apply( THREE.AnimationMixer.prototype ); |
| |
| THREE.AnimationMixer._Action = |
| function( mixer, clip, localRoot ) { |
| |
| this._mixer = mixer; |
| this._clip = clip; |
| this._localRoot = localRoot || null; |
| |
| var tracks = clip.tracks, |
| nTracks = tracks.length, |
| interpolants = new Array( nTracks ); |
| |
| var interpolantSettings = { |
| endingStart: THREE.ZeroCurvatureEnding, |
| endingEnd: THREE.ZeroCurvatureEnding |
| }; |
| |
| for ( var i = 0; i !== nTracks; ++ i ) { |
| |
| var interpolant = tracks[ i ].createInterpolant( null ); |
| interpolants[ i ] = interpolant; |
| interpolant.settings = interpolantSettings |
| |
| } |
| |
| this._interpolantSettings = interpolantSettings; |
| |
| this._interpolants = interpolants; // bound by the mixer |
| |
| // inside: PropertyMixer (managed by the mixer) |
| this._propertyBindings = new Array( nTracks ); |
| |
| this._cacheIndex = null; // for the memory manager |
| this._byClipCacheIndex = null; // for the memory manager |
| |
| this._timeScaleInterpolant = null; |
| this._weightInterpolant = null; |
| |
| this.loop = THREE.LoopRepeat; |
| this._loopCount = -1; |
| |
| // global mixer time when the action is to be started |
| // it's set back to 'null' upon start of the action |
| this._startTime = null; |
| |
| // scaled local time of the action |
| // gets clamped or wrapped to 0..clip.duration according to loop |
| this.time = 0; |
| |
| this.timeScale = 1; |
| this._effectiveTimeScale = 1; |
| |
| this.weight = 1; |
| this._effectiveWeight = 1; |
| |
| this.repetitions = Infinity; // no. of repetitions when looping |
| |
| this.paused = false; // false -> zero effective time scale |
| this.enabled = true; // true -> zero effective weight |
| |
| this.clampWhenFinished = false; // keep feeding the last frame? |
| |
| this.zeroSlopeAtStart = true; // for smooth interpolation w/o separate |
| this.zeroSlopeAtEnd = true; // clips for start, loop and end |
| |
| }; |
| |
| THREE.AnimationMixer._Action.prototype = { |
| |
| constructor: THREE.AnimationMixer._Action, |
| |
| // State & Scheduling |
| |
| play: function() { |
| |
| this._mixer._activateAction( this ); |
| |
| return this; |
| |
| }, |
| |
| stop: function() { |
| |
| this._mixer._deactivateAction( this ); |
| |
| return this.reset(); |
| |
| }, |
| |
| reset: function() { |
| |
| this.paused = false; |
| this.enabled = true; |
| |
| this.time = 0; // restart clip |
| this._loopCount = -1; // forget previous loops |
| this._startTime = null; // forget scheduling |
| |
| return this.stopFading().stopWarping(); |
| |
| }, |
| |
| isRunning: function() { |
| |
| var start = this._startTime; |
| |
| return this.enabled && ! this.paused && this.timeScale !== 0 && |
| this._startTime === null && this._mixer._isActiveAction( this ) |
| |
| }, |
| |
| // return true when play has been called |
| isScheduled: function() { |
| |
| return this._mixer._isActiveAction( this ); |
| |
| }, |
| |
| startAt: function( time ) { |
| |
| this._startTime = time; |
| |
| return this; |
| |
| }, |
| |
| setLoop: function( mode, repetitions ) { |
| |
| this.loop = mode; |
| this.repetitions = repetitions; |
| |
| return this; |
| |
| }, |
| |
| // Weight |
| |
| // set the weight stopping any scheduled fading |
| // although .enabled = false yields an effective weight of zero, this |
| // method does *not* change .enabled, because it would be confusing |
| setEffectiveWeight: function( weight ) { |
| |
| this.weight = weight; |
| |
| // note: same logic as when updated at runtime |
| this._effectiveWeight = this.enabled ? weight : 0; |
| |
| return this.stopFading(); |
| |
| }, |
| |
| // return the weight considering fading and .enabled |
| getEffectiveWeight: function() { |
| |
| return this._effectiveWeight; |
| |
| }, |
| |
| fadeIn: function( duration ) { |
| |
| return this._scheduleFading( duration, 0, 1 ); |
| |
| }, |
| |
| fadeOut: function( duration ) { |
| |
| return this._scheduleFading( duration, 1, 0 ); |
| |
| }, |
| |
| crossFadeFrom: function( fadeOutAction, duration, warp ) { |
| |
| var mixer = this._mixer; |
| |
| fadeOutAction.fadeOut( duration ); |
| this.fadeIn( duration ); |
| |
| if( warp ) { |
| |
| var fadeInDuration = this._clip.duration, |
| fadeOutDuration = fadeOutAction._clip.duration, |
| |
| startEndRatio = fadeOutDuration / fadeInDuration, |
| endStartRatio = fadeInDuration / fadeOutDuration; |
| |
| fadeOutAction.warp( 1.0, startEndRatio, duration ); |
| this.warp( endStartRatio, 1.0, duration ); |
| |
| } |
| |
| return this; |
| |
| }, |
| |
| crossFadeTo: function( fadeInAction, duration, warp ) { |
| |
| return fadeInAction.crossFadeFrom( this, duration, warp ); |
| |
| }, |
| |
| stopFading: function() { |
| |
| var weightInterpolant = this._weightInterpolant; |
| |
| if ( weightInterpolant !== null ) { |
| |
| this._weightInterpolant = null; |
| this._mixer._takeBackControlInterpolant( weightInterpolant ); |
| |
| } |
| |
| return this; |
| |
| }, |
| |
| // Time Scale Control |
| |
| // set the weight stopping any scheduled warping |
| // although .paused = true yields an effective time scale of zero, this |
| // method does *not* change .paused, because it would be confusing |
| setEffectiveTimeScale: function( timeScale ) { |
| |
| this.timeScale = timeScale; |
| this._effectiveTimeScale = this.paused ? 0 :timeScale; |
| |
| return this.stopWarping(); |
| |
| }, |
| |
| // return the time scale considering warping and .paused |
| getEffectiveTimeScale: function() { |
| |
| return this._effectiveTimeScale; |
| |
| }, |
| |
| setDuration: function( duration ) { |
| |
| this.timeScale = this._clip.duration / duration; |
| |
| return this.stopWarping(); |
| |
| }, |
| |
| syncWith: function( action ) { |
| |
| this.time = action.time; |
| this.timeScale = action.timeScale; |
| |
| return this.stopWarping(); |
| |
| }, |
| |
| halt: function( duration ) { |
| |
| return this.warp( this._currentTimeScale, 0, duration ); |
| |
| }, |
| |
| warp: function( startTimeScale, endTimeScale, duration ) { |
| |
| var mixer = this._mixer, now = mixer.time, |
| interpolant = this._timeScaleInterpolant, |
| |
| timeScale = this.timeScale; |
| |
| if ( interpolant === null ) { |
| |
| interpolant = mixer._lendControlInterpolant(), |
| this._timeScaleInterpolant = interpolant; |
| |
| } |
| |
| var times = interpolant.parameterPositions, |
| values = interpolant.sampleValues; |
| |
| times[ 0 ] = now; |
| times[ 1 ] = now + duration; |
| |
| values[ 0 ] = startTimeScale / timeScale; |
| values[ 1 ] = endTimeScale / timeScale; |
| |
| return this; |
| |
| }, |
| |
| stopWarping: function() { |
| |
| var timeScaleInterpolant = this._timeScaleInterpolant; |
| |
| if ( timeScaleInterpolant !== null ) { |
| |
| this._timeScaleInterpolant = null; |
| this._mixer._takeBackControlInterpolant( timeScaleInterpolant ); |
| |
| } |
| |
| return this; |
| |
| }, |
| |
| // Object Accessors |
| |
| getMixer: function() { |
| |
| return this._mixer; |
| |
| }, |
| |
| getClip: function() { |
| |
| return this._clip; |
| |
| }, |
| |
| getRoot: function() { |
| |
| return this._localRoot || this._mixer._root; |
| |
| }, |
| |
| // Interna |
| |
| _update: function( time, deltaTime, timeDirection, accuIndex ) { |
| // called by the mixer |
| |
| var startTime = this._startTime; |
| |
| if ( startTime !== null ) { |
| |
| // check for scheduled start of action |
| |
| var timeRunning = ( time - startTime ) * timeDirection; |
| if ( timeRunning < 0 || timeDirection === 0 ) { |
| |
| return; // yet to come / don't decide when delta = 0 |
| |
| } |
| |
| // start |
| |
| this._startTime = null; // unschedule |
| deltaTime = timeDirection * timeRunning; |
| |
| } |
| |
| // apply time scale and advance time |
| |
| deltaTime *= this._updateTimeScale( time ); |
| var clipTime = this._updateTime( deltaTime ); |
| |
| // note: _updateTime may disable the action resulting in |
| // an effective weight of 0 |
| |
| var weight = this._updateWeight( time ); |
| |
| if ( weight > 0 ) { |
| |
| var interpolants = this._interpolants; |
| var propertyMixers = this._propertyBindings; |
| |
| for ( var j = 0, m = interpolants.length; j !== m; ++ j ) { |
| |
| interpolants[ j ].evaluate( clipTime ); |
| propertyMixers[ j ].accumulate( accuIndex, weight ); |
| |
| } |
| |
| } |
| |
| }, |
| |
| _updateWeight: function( time ) { |
| |
| var weight = 0; |
| |
| if ( this.enabled ) { |
| |
| weight = this.weight; |
| var interpolant = this._weightInterpolant; |
| |
| if ( interpolant !== null ) { |
| |
| var interpolantValue = interpolant.evaluate( time )[ 0 ]; |
| |
| weight *= interpolantValue; |
| |
| if ( time > interpolant.parameterPositions[ 1 ] ) { |
| |
| this.stopFading(); |
| |
| if ( interpolantValue === 0 ) { |
| |
| // faded out, disable |
| this.enabled = false; |
| |
| } |
| |
| } |
| |
| } |
| |
| } |
| |
| this._effectiveWeight = weight; |
| return weight; |
| |
| }, |
| |
| _updateTimeScale: function( time ) { |
| |
| var timeScale = 0; |
| |
| if ( ! this.paused ) { |
| |
| timeScale = this.timeScale; |
| |
| var interpolant = this._timeScaleInterpolant; |
| |
| if ( interpolant !== null ) { |
| |
| var interpolantValue = interpolant.evaluate( time )[ 0 ]; |
| |
| timeScale *= interpolantValue; |
| |
| if ( time > interpolant.parameterPositions[ 1 ] ) { |
| |
| this.stopWarping(); |
| |
| if ( timeScale === 0 ) { |
| |
| // motion has halted, pause |
| this.pause = true; |
| |
| } else { |
| |
| // warp done - apply final time scale |
| this.timeScale = timeScale; |
| |
| } |
| |
| } |
| |
| } |
| |
| } |
| |
| this._effectiveTimeScale = timeScale; |
| return timeScale; |
| |
| }, |
| |
| _updateTime: function( deltaTime ) { |
| |
| var time = this.time + deltaTime; |
| |
| if ( deltaTime === 0 ) return time; |
| |
| var duration = this._clip.duration, |
| |
| loop = this.loop, |
| loopCount = this._loopCount, |
| |
| pingPong = false; |
| |
| switch ( loop ) { |
| |
| case THREE.LoopOnce: |
| |
| if ( loopCount === -1 ) { |
| |
| // just started |
| |
| this.loopCount = 0; |
| this._setEndings( true, true, false ); |
| |
| } |
| |
| if ( time >= duration ) { |
| |
| time = duration; |
| |
| } else if ( time < 0 ) { |
| |
| time = 0; |
| |
| } else break; |
| |
| // reached the end |
| |
| if ( this.clampWhenFinished ) this.pause = true; |
| else this.enabled = false; |
| |
| this._mixer.dispatchEvent( { |
| type: 'finished', action: this, |
| direction: deltaTime < 0 ? -1 : 1 |
| } ); |
| |
| break; |
| |
| case THREE.LoopPingPong: |
| |
| pingPong = true; |
| |
| case THREE.LoopRepeat: |
| |
| if ( loopCount === -1 ) { |
| |
| // just started |
| |
| if ( deltaTime > 0 ) { |
| |
| loopCount = 0; |
| |
| this._setEndings( |
| true, this.repetitions === 0, pingPong ); |
| |
| } else { |
| |
| // when looping in reverse direction, the initial |
| // transition through zero counts as a repetition, |
| // so leave loopCount at -1 |
| |
| this._setEndings( |
| this.repetitions === 0, true, pingPong ); |
| |
| } |
| |
| } |
| |
| if ( time >= duration || time < 0 ) { |
| |
| // wrap around |
| |
| var loopDelta = Math.floor( time / duration ); // signed |
| time -= duration * loopDelta; |
| |
| loopCount += Math.abs( loopDelta ); |
| |
| var pending = this.repetitions - loopCount; |
| |
| if ( pending < 0 ) { |
| |
| // stop (switch state, clamp time, fire event) |
| |
| if ( this.clampWhenFinished ) this.paused = true; |
| else this.enabled = false; |
| |
| time = deltaTime > 0 ? duration : 0; |
| |
| this._mixer.dispatchEvent( { |
| type: 'finished', action: this, |
| direction: deltaTime > 0 ? 1 : -1 |
| } ); |
| |
| break; |
| |
| } else if ( pending === 0 ) { |
| |
| // transition to last round |
| |
| var atStart = deltaTime < 0; |
| this._setEndings( atStart, ! atStart, pingPong ); |
| |
| } else { |
| |
| this._setEndings( false, false, pingPong ); |
| |
| } |
| |
| this._loopCount = loopCount; |
| |
| this._mixer.dispatchEvent( { |
| type: 'loop', action: this, loopDelta: loopDelta |
| } ); |
| |
| } |
| |
| if ( loop === THREE.LoopPingPong && ( loopCount & 1 ) === 1 ) { |
| |
| // invert time for the "pong round" |
| |
| this.time = time; |
| |
| return duration - time; |
| |
| } |
| |
| break; |
| |
| } |
| |
| this.time = time; |
| |
| return time; |
| |
| }, |
| |
| _setEndings: function( atStart, atEnd, pingPong ) { |
| |
| var settings = this._interpolantSettings; |
| |
| if ( pingPong ) { |
| |
| settings.endingStart = THREE.ZeroSlopeEnding; |
| settings.endingEnd = THREE.ZeroSlopeEnding; |
| |
| } else { |
| |
| // assuming for LoopOnce atStart == atEnd == true |
| |
| if ( atStart ) { |
| |
| settings.endingStart = this.zeroSlopeAtStart ? |
| THREE.ZeroSlopeEnding : THREE.ZeroCurvatureEnding; |
| |
| } else { |
| |
| settings.endingStart = THREE.WrapAroundEnding; |
| |
| } |
| |
| if ( atEnd ) { |
| |
| settings.endingEnd = this.zeroSlopeAtEnd ? |
| THREE.ZeroSlopeEnding : THREE.ZeroCurvatureEnding; |
| |
| } else { |
| |
| settings.endingEnd = THREE.WrapAroundEnding; |
| |
| } |
| |
| } |
| |
| }, |
| |
| _scheduleFading: function( duration, weightNow, weightThen ) { |
| |
| var mixer = this._mixer, now = mixer.time, |
| interpolant = this._weightInterpolant; |
| |
| if ( interpolant === null ) { |
| |
| interpolant = mixer._lendControlInterpolant(), |
| this._weightInterpolant = interpolant; |
| |
| } |
| |
| var times = interpolant.parameterPositions, |
| values = interpolant.sampleValues; |
| |
| times[ 0 ] = now; values[ 0 ] = weightNow; |
| times[ 1 ] = now + duration; values[ 1 ] = weightThen; |
| |
| return this; |
| |
| } |
| |
| }; |
| |
| // Implementation details: |
| |
| Object.assign( THREE.AnimationMixer.prototype, { |
| |
| _bindAction: function( action, prototypeAction ) { |
| |
| var root = action._localRoot || this._root, |
| tracks = action._clip.tracks, |
| nTracks = tracks.length, |
| bindings = action._propertyBindings, |
| interpolants = action._interpolants, |
| rootUuid = root.uuid, |
| bindingsByRoot = this._bindingsByRootAndName, |
| bindingsByName = bindingsByRoot[ rootUuid ]; |
| |
| if ( bindingsByName === undefined ) { |
| |
| bindingsByName = {}; |
| bindingsByRoot[ rootUuid ] = bindingsByName; |
| |
| } |
| |
| for ( var i = 0; i !== nTracks; ++ i ) { |
| |
| var track = tracks[ i ], |
| trackName = track.name, |
| binding = bindingsByName[ trackName ]; |
| |
| if ( binding !== undefined ) { |
| |
| bindings[ i ] = binding; |
| |
| } else { |
| |
| binding = bindings[ i ]; |
| |
| if ( binding !== undefined ) { |
| |
| // existing binding, make sure the cache knows |
| |
| if ( binding._cacheIndex === null ) { |
| |
| ++ binding.referenceCount; |
| this._addInactiveBinding( binding, rootUuid, trackName ); |
| |
| } |
| |
| continue; |
| |
| } |
| |
| var path = prototypeAction && prototypeAction. |
| _propertyBindings[ i ].binding.parsedPath; |
| |
| binding = new THREE.PropertyMixer( |
| THREE.PropertyBinding.create( root, trackName, path ), |
| track.ValueTypeName, track.getValueSize() ); |
| |
| ++ binding.referenceCount; |
| this._addInactiveBinding( binding, rootUuid, trackName ); |
| |
| bindings[ i ] = binding; |
| |
| } |
| |
| interpolants[ i ].resultBuffer = binding.buffer; |
| |
| } |
| |
| }, |
| |
| _activateAction: function( action ) { |
| |
| if ( ! this._isActiveAction( action ) ) { |
| |
| if ( action._cacheIndex === null ) { |
| |
| // this action has been forgotten by the cache, but the user |
| // appears to be still using it -> rebind |
| |
| var rootUuid = ( action._localRoot || this._root ).uuid, |
| clipName = action._clip.name, |
| actionsForClip = this._actionsByClip[ clipName ]; |
| |
| this._bindAction( action, |
| actionsForClip && actionsForClip.knownActions[ 0 ] ); |
| |
| this._addInactiveAction( action, clipName, rootUuid ); |
| |
| } |
| |
| var bindings = action._propertyBindings; |
| |
| // increment reference counts / sort out state |
| for ( var i = 0, n = bindings.length; i !== n; ++ i ) { |
| |
| var binding = bindings[ i ]; |
| |
| if ( binding.useCount ++ === 0 ) { |
| |
| this._lendBinding( binding ); |
| binding.saveOriginalState(); |
| |
| } |
| |
| } |
| |
| this._lendAction( action ); |
| |
| } |
| |
| }, |
| |
| _deactivateAction: function( action ) { |
| |
| if ( this._isActiveAction( action ) ) { |
| |
| var bindings = action._propertyBindings; |
| |
| // decrement reference counts / sort out state |
| for ( var i = 0, n = bindings.length; i !== n; ++ i ) { |
| |
| var binding = bindings[ i ]; |
| |
| if ( -- binding.useCount === 0 ) { |
| |
| binding.restoreOriginalState(); |
| this._takeBackBinding( binding ); |
| |
| } |
| |
| } |
| |
| this._takeBackAction( action ); |
| |
| } |
| |
| }, |
| |
| // Memory manager |
| |
| _initMemoryManager: function() { |
| |
| this._actions = []; // 'nActiveActions' followed by inactive ones |
| this._nActiveActions = 0; |
| |
| this._actionsByClip = {}; |
| // inside: |
| // { |
| // knownActions: Array< _Action > - used as prototypes |
| // actionByRoot: _Action - lookup |
| // } |
| |
| |
| this._bindings = []; // 'nActiveBindings' followed by inactive ones |
| this._nActiveBindings = 0; |
| |
| this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer > |
| |
| |
| this._controlInterpolants = []; // same game as above |
| this._nActiveControlInterpolants = 0; |
| |
| var scope = this; |
| |
| this.stats = { |
| |
| actions: { |
| get total() { return scope._actions.length; }, |
| get inUse() { return scope._nActiveActions; } |
| }, |
| bindings: { |
| get total() { return scope._bindings.length; }, |
| get inUse() { return scope._nActiveBindings; } |
| }, |
| controlInterpolants: { |
| get total() { return scope._controlInterpolants.length; }, |
| get inUse() { return scope._nActiveControlInterpolants; } |
| } |
| |
| }; |
| |
| }, |
| |
| // Memory management for _Action objects |
| |
| _isActiveAction: function( action ) { |
| |
| var index = action._cacheIndex; |
| return index !== null && index < this._nActiveActions; |
| |
| }, |
| |
| _addInactiveAction: function( action, clipName, rootUuid ) { |
| |
| var actions = this._actions, |
| actionsByClip = this._actionsByClip, |
| actionsForClip = actionsByClip[ clipName ]; |
| |
| if ( actionsForClip === undefined ) { |
| |
| actionsForClip = { |
| |
| knownActions: [ action ], |
| actionByRoot: {} |
| |
| }; |
| |
| action._byClipCacheIndex = 0; |
| |
| actionsByClip[ clipName ] = actionsForClip; |
| |
| } else { |
| |
| var knownActions = actionsForClip.knownActions; |
| |
| action._byClipCacheIndex = knownActions.length; |
| knownActions.push( action ); |
| |
| } |
| |
| action._cacheIndex = actions.length; |
| actions.push( action ); |
| |
| actionsForClip.actionByRoot[ rootUuid ] = action; |
| |
| }, |
| |
| _removeInactiveAction: function( action ) { |
| |
| var actions = this._actions, |
| lastInactiveAction = actions[ actions.length - 1 ], |
| cacheIndex = action._cacheIndex; |
| |
| lastInactiveAction._cacheIndex = cacheIndex; |
| actions[ cacheIndex ] = lastInactiveAction; |
| actions.pop(); |
| |
| action._cacheIndex = null; |
| |
| |
| var clipName = action._clip.name, |
| actionsByClip = this._actionsByClip, |
| actionsForClip = actionsByClip[ clipName ], |
| knownActionsForClip = actionsForClip.knownActions, |
| |
| lastKnownAction = |
| knownActionsForClip[ knownActionsForClip.length - 1 ], |
| |
| byClipCacheIndex = action._byClipCacheIndex; |
| |
| lastKnownAction._byClipCacheIndex = byClipCacheIndex; |
| knownActionsForClip[ byClipCacheIndex ] = lastKnownAction; |
| knownActionsForClip.pop(); |
| |
| action._byClipCacheIndex = null; |
| |
| |
| var actionByRoot = actionsForClip.actionByRoot, |
| rootUuid = ( actions._localRoot || this._root ).uuid; |
| |
| delete actionByRoot[ rootUuid ]; |
| |
| if ( knownActionsForClip.length === 0 ) { |
| |
| delete actionsByClip[ clipName ]; |
| |
| } |
| |
| this._removeInactiveBindingsForAction( action ); |
| |
| }, |
| |
| _removeInactiveBindingsForAction: function( action ) { |
| |
| var bindings = action._propertyBindings; |
| for ( var i = 0, n = bindings.length; i !== n; ++ i ) { |
| |
| var binding = bindings[ i ]; |
| |
| if ( -- binding.referenceCount === 0 ) { |
| |
| this._removeInactiveBinding( binding ); |
| |
| } |
| |
| } |
| |
| }, |
| |
| _lendAction: function( action ) { |
| |
| // [ active actions | inactive actions ] |
| // [ active actions >| inactive actions ] |
| // s a |
| // <-swap-> |
| // a s |
| |
| var actions = this._actions, |
| prevIndex = action._cacheIndex, |
| |
| lastActiveIndex = this._nActiveActions ++, |
| |
| firstInactiveAction = actions[ lastActiveIndex ]; |
| |
| action._cacheIndex = lastActiveIndex; |
| actions[ lastActiveIndex ] = action; |
| |
| firstInactiveAction._cacheIndex = prevIndex; |
| actions[ prevIndex ] = firstInactiveAction; |
| |
| }, |
| |
| _takeBackAction: function( action ) { |
| |
| // [ active actions | inactive actions ] |
| // [ active actions |< inactive actions ] |
| // a s |
| // <-swap-> |
| // s a |
| |
| var actions = this._actions, |
| prevIndex = action._cacheIndex, |
| |
| firstInactiveIndex = -- this._nActiveActions, |
| |
| lastActiveAction = actions[ firstInactiveIndex ]; |
| |
| action._cacheIndex = firstInactiveIndex; |
| actions[ firstInactiveIndex ] = action; |
| |
| lastActiveAction._cacheIndex = prevIndex; |
| actions[ prevIndex ] = lastActiveAction; |
| |
| }, |
| |
| // Memory management for PropertyMixer objects |
| |
| _addInactiveBinding: function( binding, rootUuid, trackName ) { |
| |
| var bindingsByRoot = this._bindingsByRootAndName, |
| bindingByName = bindingsByRoot[ rootUuid ], |
| |
| bindings = this._bindings; |
| |
| if ( bindingByName === undefined ) { |
| |
| bindingByName = {}; |
| bindingsByRoot[ rootUuid ] = bindingByName; |
| |
| } |
| |
| bindingByName[ trackName ] = binding; |
| |
| binding._cacheIndex = bindings.length; |
| bindings.push( binding ); |
| |
| }, |
| |
| _removeInactiveBinding: function( binding ) { |
| |
| var bindings = this._bindings, |
| propBinding = binding.binding, |
| rootUuid = propBinding.rootNode.uuid, |
| trackName = propBinding.path, |
| bindingsByRoot = this._bindingsByRootAndName, |
| bindingByName = bindingsByRoot[ rootUuid ], |
| |
| lastInactiveBinding = bindings[ bindings.length - 1 ], |
| cacheIndex = binding._cacheIndex; |
| |
| lastInactiveBinding._cacheIndex = cacheIndex; |
| bindings[ cacheIndex ] = lastInactiveBinding; |
| bindings.pop(); |
| |
| delete bindingByName[ trackName ]; |
| |
| remove_empty_map: { |
| |
| for ( var _ in bindingByName ) break remove_empty_map; |
| |
| delete bindingsByRoot[ rootUuid ]; |
| |
| } |
| |
| }, |
| |
| _lendBinding: function( binding ) { |
| |
| var bindings = this._bindings, |
| prevIndex = binding._cacheIndex, |
| |
| lastActiveIndex = this._nActiveBindings ++, |
| |
| firstInactiveBinding = bindings[ lastActiveIndex ]; |
| |
| binding._cacheIndex = lastActiveIndex; |
| bindings[ lastActiveIndex ] = binding; |
| |
| firstInactiveBinding._cacheIndex = prevIndex; |
| bindings[ prevIndex ] = firstInactiveBinding; |
| |
| }, |
| |
| _takeBackBinding: function( binding ) { |
| |
| var bindings = this._bindings, |
| prevIndex = binding._cacheIndex, |
| |
| firstInactiveIndex = -- this._nActiveBindings, |
| |
| lastActiveBinding = bindings[ firstInactiveIndex ]; |
| |
| binding._cacheIndex = firstInactiveIndex; |
| bindings[ firstInactiveIndex ] = binding; |
| |
| lastActiveBinding._cacheIndex = prevIndex; |
| bindings[ prevIndex ] = lastActiveBinding; |
| |
| }, |
| |
| |
| // Memory management of Interpolants for weight and time scale |
| |
| _lendControlInterpolant: function() { |
| |
| var interpolants = this._controlInterpolants, |
| lastActiveIndex = this._nActiveControlInterpolants ++, |
| interpolant = interpolants[ lastActiveIndex ]; |
| |
| if ( interpolant === undefined ) { |
| |
| interpolant = new THREE.LinearInterpolant( |
| new Float32Array( 2 ), new Float32Array( 2 ), |
| 1, this._controlInterpolantsResultBuffer ); |
| |
| interpolant.__cacheIndex = lastActiveIndex; |
| interpolants[ lastActiveIndex ] = interpolant; |
| |
| } |
| |
| return interpolant; |
| |
| }, |
| |
| _takeBackControlInterpolant: function( interpolant ) { |
| |
| var interpolants = this._controlInterpolants, |
| prevIndex = interpolant.__cacheIndex, |
| |
| firstInactiveIndex = -- this._nActiveControlInterpolants, |
| |
| lastActiveInterpolant = interpolants[ firstInactiveIndex ]; |
| |
| interpolant.__cacheIndex = firstInactiveIndex; |
| interpolants[ firstInactiveIndex ] = interpolant; |
| |
| lastActiveInterpolant.__cacheIndex = prevIndex; |
| interpolants[ prevIndex ] = lastActiveInterpolant; |
| |
| }, |
| |
| _controlInterpolantsResultBuffer: new Float32Array( 1 ) |
| |
| } ); |
| |
| |
| // File:src/animation/AnimationObjectGroup.js |
| |
| /** |
| * |
| * A group of objects that receives a shared animation state. |
| * |
| * Usage: |
| * |
| * - Add objects you would otherwise pass as 'root' to the |
| * constructor or the .clipAction method of AnimationMixer. |
| * |
| * - Instead pass this object as 'root'. |
| * |
| * - You can also add and remove objects later when the mixer |
| * is running. |
| * |
| * Note: |
| * |
| * Objects of this class appear as one object to the mixer, |
| * so cache control of the individual objects must be done |
| * on the group. |
| * |
| * Limitation: |
| * |
| * - The animated properties must be compatible among the |
| * all objects in the group. |
| * |
| * - A single property can either be controlled through a |
| * target group or directly, but not both. |
| * |
| * @author tschw |
| */ |
| |
| THREE.AnimationObjectGroup = function( var_args ) { |
| |
| this.uuid = THREE.Math.generateUUID(); |
| |
| // cached objects followed by the active ones |
| this._objects = Array.prototype.slice.call( arguments ); |
| |
| this.nCachedObjects_ = 0; // threshold |
| // note: read by PropertyBinding.Composite |
| |
| var indices = {}; |
| this._indicesByUUID = indices; // for bookkeeping |
| |
| for ( var i = 0, n = arguments.length; i !== n; ++ i ) { |
| |
| indices[ arguments[ i ].uuid ] = i; |
| |
| } |
| |
| this._paths = []; // inside: string |
| this._parsedPaths = []; // inside: { we don't care, here } |
| this._bindings = []; // inside: Array< PropertyBinding > |
| this._bindingsIndicesByPath = {}; // inside: indices in these arrays |
| |
| var scope = this; |
| |
| this.stats = { |
| |
| objects: { |
| get total() { return scope._objects.length; }, |
| get inUse() { return this.total - scope.nCachedObjects_; } |
| }, |
| |
| get bindingsPerObject() { return scope._bindings.length; } |
| |
| }; |
| |
| }; |
| |
| THREE.AnimationObjectGroup.prototype = { |
| |
| constructor: THREE.AnimationObjectGroup, |
| |
| add: function( var_args ) { |
| |
| var objects = this._objects, |
| nObjects = objects.length, |
| nCachedObjects = this.nCachedObjects_, |
| indicesByUUID = this._indicesByUUID, |
| paths = this._paths, |
| parsedPaths = this._parsedPaths, |
| bindings = this._bindings, |
| nBindings = bindings.length; |
| |
| for ( var i = 0, n = arguments.length; i !== n; ++ i ) { |
| |
| var object = arguments[ i ], |
| uuid = object.uuid, |
| index = indicesByUUID[ uuid ]; |
| |
| if ( index === undefined ) { |
| |
| // unknown object -> add it to the ACTIVE region |
| |
| index = nObjects ++; |
| indicesByUUID[ uuid ] = index; |
| objects.push( object ); |
| |
| // accounting is done, now do the same for all bindings |
| |
| for ( var j = 0, m = nBindings; j !== m; ++ j ) { |
| |
| bindings[ j ].push( |
| new THREE.PropertyBinding( |
| object, paths[ j ], parsedPaths[ j ] ) ); |
| |
| } |
| |
| } else if ( index < nCachedObjects ) { |
| |
| var knownObject = objects[ index ]; |
| |
| // move existing object to the ACTIVE region |
| |
| var firstActiveIndex = -- nCachedObjects, |
| lastCachedObject = objects[ firstActiveIndex ]; |
| |
| indicesByUUID[ lastCachedObject.uuid ] = index; |
| objects[ index ] = lastCachedObject; |
| |
| indicesByUUID[ uuid ] = firstActiveIndex; |
| objects[ firstActiveIndex ] = object; |
| |
| // accounting is done, now do the same for all bindings |
| |
| for ( var j = 0, m = nBindings; j !== m; ++ j ) { |
| |
| var bindingsForPath = bindings[ j ], |
| lastCached = bindingsForPath[ firstActiveIndex ], |
| binding = bindingsForPath[ index ]; |
| |
| bindingsForPath[ index ] = lastCached; |
| |
| if ( binding === undefined ) { |
| |
| // since we do not bother to create new bindings |
| // for objects that are cached, the binding may |
| // or may not exist |
| |
| binding = new THREE.PropertyBinding( |
| object, paths[ j ], parsedPaths[ j ] ); |
| |
| } |
| |
| bindingsForPath[ firstActiveIndex ] = binding; |
| |
| } |
| |
| } else if ( objects[ index ] !== knownObject) { |
| |
| console.error( "Different objects with the same UUID " + |
| "detected. Clean the caches or recreate your " + |
| "infrastructure when reloading scenes..." ); |
| |
| } // else the object is already where we want it to be |
| |
| } // for arguments |
| |
| this.nCachedObjects_ = nCachedObjects; |
| |
| }, |
| |
| remove: function( var_args ) { |
| |
| var objects = this._objects, |
| nObjects = objects.length, |
| nCachedObjects = this.nCachedObjects_, |
| indicesByUUID = this._indicesByUUID, |
| bindings = this._bindings, |
| nBindings = bindings.length; |
| |
| for ( var i = 0, n = arguments.length; i !== n; ++ i ) { |
| |
| var object = arguments[ i ], |
| uuid = object.uuid, |
| index = indicesByUUID[ uuid ]; |
| |
| if ( index !== undefined && index >= nCachedObjects ) { |
| |
| // move existing object into the CACHED region |
| |
| var lastCachedIndex = nCachedObjects ++, |
| firstActiveObject = objects[ lastCachedIndex ]; |
| |
| indicesByUUID[ firstActiveObject.uuid ] = index; |
| objects[ index ] = firstActiveObject; |
| |
| indicesByUUID[ uuid ] = lastCachedIndex; |
| objects[ lastCachedIndex ] = object; |
| |
| // accounting is done, now do the same for all bindings |
| |
| for ( var j = 0, m = nBindings; j !== m; ++ j ) { |
| |
| var bindingsForPath = bindings[ j ], |
| firstActive = bindingsForPath[ lastCachedIndex ], |
| binding = bindingsForPath[ index ]; |
| |
| bindingsForPath[ index ] = firstActive; |
| bindingsForPath[ lastCachedIndex ] = binding; |
| |
| } |
| |
| } |
| |
| } // for arguments |
| |
| this.nCachedObjects_ = nCachedObjects; |
| |
| }, |
| |
| // remove & forget |
| uncache: function( var_args ) { |
| |
| var objects = this._objects, |
| nObjects = objects.length, |
| nCachedObjects = this.nCachedObjects_, |
| indicesByUUID = this._indicesByUUID, |
| bindings = this._bindings, |
| nBindings = bindings.length; |
| |
| for ( var i = 0, n = arguments.length; i !== n; ++ i ) { |
| |
| var object = arguments[ i ], |
| uuid = object.uuid, |
| index = indicesByUUID[ uuid ]; |
| |
| if ( index !== undefined ) { |
| |
| delete indicesByUUID[ uuid ]; |
| |
| if ( index < nCachedObjects ) { |
| |
| // object is cached, shrink the CACHED region |
| |
| var firstActiveIndex = -- nCachedObjects, |
| lastCachedObject = objects[ firstActiveIndex ], |
| lastIndex = -- nObjects, |
| lastObject = objects[ lastIndex ]; |
| |
| // last cached object takes this object's place |
| indicesByUUID[ lastCachedObject.uuid ] = index; |
| objects[ index ] = lastCachedObject; |
| |
| // last object goes to the activated slot and pop |
| indicesByUUID[ lastObject.uuid ] = firstActiveIndex; |
| objects[ firstActiveIndex ] = lastObject; |
| objects.pop(); |
| |
| // accounting is done, now do the same for all bindings |
| |
| for ( var j = 0, m = nBindings; j !== m; ++ j ) { |
| |
| var bindingsForPath = bindings[ j ], |
| lastCached = bindingsForPath[ firstActiveIndex ], |
| last = bindingsForPath[ lastIndex ]; |
| |
| bindingsForPath[ index ] = lastCached; |
| bindingsForPath[ firstActiveIndex ] = last; |
| bindingsForPath.pop(); |
| |
| } |
| |
| } else { |
| |
| // object is active, just swap with the last and pop |
| |
| var lastIndex = -- nObjects, |
| lastObject = objects[ lastIndex ]; |
| |
| indicesByUUID[ lastObject.uuid ] = index; |
| objects[ index ] = lastObject; |
| objects.pop(); |
| |
| // accounting is done, now do the same for all bindings |
| |
| for ( var j = 0, m = nBindings; j !== m; ++ j ) { |
| |
| var bindingsForPath = bindings[ j ]; |
| |
| bindingsForPath[ index ] = bindingsForPath[ lastIndex ]; |
| bindingsForPath.pop(); |
| |
| } |
| |
| } // cached or active |
| |
| } // if object is known |
| |
| } // for arguments |
| |
| this.nCachedObjects_ = nCachedObjects; |
| |
| }, |
| |
| // Internal interface used by befriended PropertyBinding.Composite: |
| |
| subscribe_: function( path, parsedPath ) { |
| // returns an array of bindings for the given path that is changed |
| // according to the contained objects in the group |
| |
| var indicesByPath = this._bindingsIndicesByPath, |
| index = indicesByPath[ path ], |
| bindings = this._bindings; |
| |
| if ( index !== undefined ) return bindings[ index ]; |
| |
| var paths = this._paths, |
| parsedPaths = this._parsedPaths, |
| objects = this._objects, |
| nObjects = objects.length, |
| nCachedObjects = this.nCachedObjects_, |
| bindingsForPath = new Array( nObjects ); |
| |
| index = bindings.length; |
| |
| indicesByPath[ path ] = index; |
| |
| paths.push( path ); |
| parsedPaths.push( parsedPath ); |
| bindings.push( bindingsForPath ); |
| |
| for ( var i = nCachedObjects, |
| n = objects.length; i !== n; ++ i ) { |
| |
| var object = objects[ i ]; |
| |
| bindingsForPath[ i ] = |
| new THREE.PropertyBinding( object, path, parsedPath ); |
| |
| } |
| |
| return bindingsForPath; |
| |
| }, |
| |
| unsubscribe_: function( path ) { |
| // tells the group to forget about a property path and no longer |
| // update the array previously obtained with 'subscribe_' |
| |
| var indicesByPath = this._bindingsIndicesByPath, |
| index = indicesByPath[ path ]; |
| |
| if ( index !== undefined ) { |
| |
| var paths = this._paths, |
| parsedPaths = this._parsedPaths, |
| bindings = this._bindings, |
| lastBindingsIndex = bindings.length - 1, |
| lastBindings = bindings[ lastBindingsIndex ], |
| lastBindingsPath = path[ lastBindingsIndex ]; |
| |
| indicesByPath[ lastBindingsPath ] = index; |
| |
| bindings[ index ] = lastBindings; |
| bindings.pop(); |
| |
| parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ]; |
| parsedPaths.pop(); |
| |
| paths[ index ] = paths[ lastBindingsIndex ]; |
| paths.pop(); |
| |
| } |
| |
| } |
| |
| }; |
| |
| |
| // File:src/animation/AnimationUtils.js |
| |
| /** |
| * @author tschw |
| * @author Ben Houston / http://clara.io/ |
| * @author David Sarno / http://lighthaus.us/ |
| */ |
| |
| THREE.AnimationUtils = { |
| |
| // same as Array.prototype.slice, but also works on typed arrays |
| arraySlice: function( array, from, to ) { |
| |
| if ( THREE.AnimationUtils.isTypedArray( array ) ) { |
| |
| return new array.constructor( array.subarray( from, to ) ); |
| |
| } |
| |
| return array.slice( from, to ); |
| |
| }, |
| |
| // converts an array to a specific type |
| convertArray: function( array, type, forceClone ) { |
| |
| if ( ! array || // let 'undefined' and 'null' pass |
| ! forceClone && array.constructor === type ) return array; |
| |
| if ( typeof type.BYTES_PER_ELEMENT === 'number' ) { |
| |
| return new type( array ); // create typed array |
| |
| } |
| |
| return Array.prototype.slice.call( array ); // create Array |
| |
| }, |
| |
| isTypedArray: function( object ) { |
| |
| return ArrayBuffer.isView( object ) && |
| ! ( object instanceof DataView ); |
| |
| }, |
| |
| // returns an array by which times and values can be sorted |
| getKeyframeOrder: function( times ) { |
| |
| function compareTime( i, j ) { |
| |
| return times[ i ] - times[ j ]; |
| |
| } |
| |
| var n = times.length; |
| var result = new Array( n ); |
| for ( var i = 0; i !== n; ++ i ) result[ i ] = i; |
| |
| result.sort( compareTime ); |
| |
| return result; |
| |
| }, |
| |
| // uses the array previously returned by 'getKeyframeOrder' to sort data |
| sortedArray: function( values, stride, order ) { |
| |
| var nValues = values.length; |
| var result = new values.constructor( nValues ); |
| |
| for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) { |
| |
| var srcOffset = order[ i ] * stride; |
| |
| for ( var j = 0; j !== stride; ++ j ) { |
| |
| result[ dstOffset ++ ] = values[ srcOffset + j ]; |
| |
| } |
| |
| } |
| |
| return result; |
| |
| }, |
| |
| // function for parsing AOS keyframe formats |
| flattenJSON: function( jsonKeys, times, values, valuePropertyName ) { |
| |
| var i = 1, key = jsonKeys[ 0 ]; |
| |
| while ( key !== undefined && key[ valuePropertyName ] === undefined ) { |
| |
| key = jsonKeys[ i ++ ]; |
| |
| } |
| |
| if ( key === undefined ) return; // no data |
| |
| var value = key[ valuePropertyName ]; |
| if ( value === undefined ) return; // no data |
| |
| if ( Array.isArray( value ) ) { |
| |
| do { |
| |
| value = key[ valuePropertyName ]; |
| |
| if ( value !== undefined ) { |
| |
| times.push( key.time ); |
| values.push.apply( values, value ); // push all elements |
| |
| } |
| |
| key = jsonKeys[ i ++ ]; |
| |
| } while ( key !== undefined ); |
| |
| } else if ( value.toArray !== undefined ) { |
| // ...assume THREE.Math-ish |
| |
| do { |
| |
| value = key[ valuePropertyName ]; |
| |
| if ( value !== undefined ) { |
| |
| times.push( key.time ); |
| value.toArray( values, values.length ); |
| |
| } |
| |
| key = jsonKeys[ i ++ ]; |
| |
| } while ( key !== undefined ); |
| |
| } else { |
| // otherwise push as-is |
| |
| do { |
| |
| value = key[ valuePropertyName ]; |
| |
| if ( value !== undefined ) { |
| |
| times.push( key.time ); |
| values.push( value ); |
| |
| } |
| |
| key = jsonKeys[ i ++ ]; |
| |
| } while ( key !== undefined ); |
| |
| } |
| |
| } |
| |
| }; |
| |
| // File:src/animation/KeyframeTrack.js |
| |
| /** |
| * |
| * A timed sequence of keyframes for a specific property. |
| * |
| * |
| * @author Ben Houston / http://clara.io/ |
| * @author David Sarno / http://lighthaus.us/ |
| * @author tschw |
| */ |
| |
| THREE.KeyframeTrack = function ( name, times, values, interpolation ) { |
| |
| if( name === undefined ) throw new Error( "track name is undefined" ); |
| |
| if( times === undefined || times.length === 0 ) { |
| |
| throw new Error( "no keyframes in track named " + name ); |
| |
| } |
| |
| this.name = name; |
| |
| this.times = THREE.AnimationUtils.convertArray( times, this.TimeBufferType ); |
| this.values = THREE.AnimationUtils.convertArray( values, this.ValueBufferType ); |
| |
| this.setInterpolation( interpolation || this.DefaultInterpolation ); |
| |
| this.validate(); |
| this.optimize(); |
| |
| }; |
| |
| THREE.KeyframeTrack.prototype = { |
| |
| constructor: THREE.KeyframeTrack, |
| |
| TimeBufferType: Float32Array, |
| ValueBufferType: Float32Array, |
| |
| DefaultInterpolation: THREE.InterpolateLinear, |
| |
| InterpolantFactoryMethodDiscrete: function( result ) { |
| |
| return new THREE.DiscreteInterpolant( |
| this.times, this.values, this.getValueSize(), result ); |
| |
| }, |
| |
| InterpolantFactoryMethodLinear: function( result ) { |
| |
| return new THREE.LinearInterpolant( |
| this.times, this.values, this.getValueSize(), result ); |
| |
| }, |
| |
| InterpolantFactoryMethodSmooth: function( result ) { |
| |
| return new THREE.CubicInterpolant( |
| this.times, this.values, this.getValueSize(), result ); |
| |
| }, |
| |
| setInterpolation: function( interpolation ) { |
| |
| var factoryMethod = undefined; |
| |
| switch ( interpolation ) { |
| |
| case THREE.InterpolateDiscrete: |
| |
| factoryMethod = this.InterpolantFactoryMethodDiscrete; |
| |
| break; |
| |
| case THREE.InterpolateLinear: |
| |
| factoryMethod = this.InterpolantFactoryMethodLinear; |
| |
| break; |
| |
| case THREE.InterpolateSmooth: |
| |
| factoryMethod = this.InterpolantFactoryMethodSmooth; |
| |
| break; |
| |
| } |
| |
| if ( factoryMethod === undefined ) { |
| |
| var message = "unsupported interpolation for " + |
| this.ValueTypeName + " keyframe track named " + this.name; |
| |
| if ( this.createInterpolant === undefined ) { |
| |
| // fall back to default, unless the default itself is messed up |
| if ( interpolation !== this.DefaultInterpolation ) { |
| |
| this.setInterpolation( this.DefaultInterpolation ); |
| |
| } else { |
| |
| throw new Error( message ); // fatal, in this case |
| |
| } |
| |
| } |
| |
| console.warn( message ); |
| return; |
| |
| } |
| |
| this.createInterpolant = factoryMethod; |
| |
| }, |
| |
| getInterpolation: function() { |
| |
| switch ( this.createInterpolant ) { |
| |
| case this.InterpolantFactoryMethodDiscrete: |
| |
| return THREE.InterpolateDiscrete; |
| |
| case this.InterpolantFactoryMethodLinear: |
| |
| return THREE.InterpolateLinear; |
| |
| case this.InterpolantFactoryMethodSmooth: |
| |
| return THREE.InterpolateSmooth; |
| |
| } |
| |
| }, |
| |
| getValueSize: function() { |
| |
| return this.values.length / this.times.length; |
| |
| }, |
| |
| // move all keyframes either forwards or backwards in time |
| shift: function( timeOffset ) { |
| |
| if( timeOffset !== 0.0 ) { |
| |
| var times = this.times; |
| |
| for( var i = 0, n = times.length; i !== n; ++ i ) { |
| |
| times[ i ] += timeOffset; |
| |
| } |
| |
| } |
| |
| return this; |
| |
| }, |
| |
| // scale all keyframe times by a factor (useful for frame <-> seconds conversions) |
| scale: function( timeScale ) { |
| |
| if( timeScale !== 1.0 ) { |
| |
| var times = this.times; |
| |
| for( var i = 0, n = times.length; i !== n; ++ i ) { |
| |
| times[ i ] *= timeScale; |
| |
| } |
| |
| } |
| |
| return this; |
| |
| }, |
| |
| // removes keyframes before and after animation without changing any values within the range [startTime, endTime]. |
| // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values |
| trim: function( startTime, endTime ) { |
| |
| var times = this.times, |
| nKeys = times.length, |
| from = 0, |
| to = nKeys - 1; |
| |
| while ( from !== nKeys && times[ from ] < startTime ) ++ from; |
| while ( to !== -1 && times[ to ] > endTime ) -- to; |
| |
| ++ to; // inclusive -> exclusive bound |
| |
| if( from !== 0 || to !== nKeys ) { |
| |
| // empty tracks are forbidden, so keep at least one keyframe |
| if ( from >= to ) to = Math.max( to , 1 ), from = to - 1; |
| |
| var stride = this.getValueSize(); |
| this.times = THREE.AnimationUtils.arraySlice( times, from, to ); |
| this.values = THREE.AnimationUtils. |
| arraySlice( this.values, from * stride, to * stride ); |
| |
| } |
| |
| return this; |
| |
| }, |
| |
| // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable |
| validate: function() { |
| |
| var valid = true; |
| |
| var valueSize = this.getValueSize(); |
| if ( valueSize - Math.floor( valueSize ) !== 0 ) { |
| |
| console.error( "invalid value size in track", this ); |
| valid = false; |
| |
| } |
| |
| var times = this.times, |
| values = this.values, |
| |
| nKeys = times.length; |
| |
| if( nKeys === 0 ) { |
| |
| console.error( "track is empty", this ); |
| valid = false; |
| |
| } |
| |
| var prevTime = null; |
| |
| for( var i = 0; i !== nKeys; i ++ ) { |
| |
| var currTime = times[ i ]; |
| |
| if ( typeof currTime === 'number' && isNaN( currTime ) ) { |
| |
| console.error( "time is not a valid number", this, i, currTime ); |
| valid = false; |
| break; |
| |
| } |
| |
| if( prevTime !== null && prevTime > currTime ) { |
| |
| console.error( "out of order keys", this, i, currTime, prevTime ); |
| valid = false; |
| break; |
| |
| } |
| |
| prevTime = currTime; |
| |
| } |
| |
| if ( values !== undefined ) { |
| |
| if ( THREE.AnimationUtils.isTypedArray( values ) ) { |
| |
| for ( var i = 0, n = values.length; i !== n; ++ i ) { |
| |
| var value = values[ i ]; |
| |
| if ( isNaN( value ) ) { |
| |
| console.error( "value is not a valid number", this, i, value ); |
| valid = false; |
| break; |
| |
| } |
| |
| } |
| |
| } |
| |
| } |
| |
| return valid; |
| |
| }, |
| |
| // removes equivalent sequential keys as common in morph target sequences |
| // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0) |
| optimize: function() { |
| |
| var times = this.times, |
| values = this.values, |
| stride = this.getValueSize(), |
| |
| writeIndex = 1; |
| |
| for( var i = 1, n = times.length - 1; i <= n; ++ i ) { |
| |
| var keep = false; |
| |
| var time = times[ i ]; |
| var timeNext = times[ i + 1 ]; |
| |
| // remove adjacent keyframes scheduled at the same time |
| |
| if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) { |
| |
| // remove unnecessary keyframes same as their neighbors |
| var offset = i * stride, |
| offsetP = offset - stride, |
| offsetN = offset + stride; |
| |
| for ( var j = 0; j !== stride; ++ j ) { |
| |
| var value = values[ offset + j ]; |
| |
| if ( value !== values[ offsetP + j ] || |
| value !== values[ offsetN + j ] ) { |
| |
| keep = true; |
| break; |
| |
| } |
| |
| } |
| |
| } |
| |
| // in-place compaction |
| |
| if ( keep ) { |
| |
| if ( i !== writeIndex ) { |
| |
| times[ writeIndex ] = times[ i ]; |
| |
| var readOffset = i * stride, |
| writeOffset = writeIndex * stride; |
| |
| for ( var j = 0; j !== stride; ++ j ) { |
| |
| values[ writeOffset + j ] = values[ readOffset + j ]; |
| |
| } |
| |
| |
| } |
| |
| ++ writeIndex; |
| |
| } |
| |
| } |
| |
| if ( writeIndex !== times.length ) { |
| |
| this.times = THREE.AnimationUtils.arraySlice( times, 0, writeIndex ); |
| this.values = THREE.AnimationUtils.arraySlice( values, 0, writeIndex * stride ); |
| |
| } |
| |
| return this; |
| |
| } |
| |
| }; |
| |
| // Static methods: |
| |
| Object.assign( THREE.KeyframeTrack, { |
| |
| // Serialization (in static context, because of constructor invocation |
| // and automatic invocation of .toJSON): |
| |
| parse: function( json ) { |
| |
| if( json.type === undefined ) { |
| |
| throw new Error( "track type undefined, can not parse" ); |
| |
| } |
| |
| var trackType = THREE.KeyframeTrack._getTrackTypeForValueTypeName( json.type ); |
| |
| if ( json.times === undefined ) { |
| |
| console.warn( "legacy JSON format detected, converting" ); |
| |
| var times = [], values = []; |
| |
| THREE.AnimationUtils.flattenJSON( json.keys, times, values, 'value' ); |
| |
| json.times = times; |
| json.values = values; |
| |
| } |
| |
| // derived classes can define a static parse method |
| if ( trackType.parse !== undefined ) { |
| |
| return trackType.parse( json ); |
| |
| } else { |
| |
| // by default, we asssume a constructor compatible with the base |
| return new trackType( |
| json.name, json.times, json.values, json.interpolation ); |
| |
| } |
| |
| }, |
| |
| toJSON: function( track ) { |
| |
| var trackType = track.constructor; |
| |
| var json; |
| |
| // derived classes can define a static toJSON method |
| if ( trackType.toJSON !== undefined ) { |
| |
| json = trackType.toJSON( track ); |
| |
| } else { |
| |
| // by default, we assume the data can be serialized as-is |
| json = { |
| |
| 'name': track.name, |
| 'times': THREE.AnimationUtils.convertArray( track.times, Array ), |
| 'values': THREE.AnimationUtils.convertArray( track.values, Array ) |
| |
| }; |
| |
| var interpolation = track.getInterpolation(); |
| |
| if ( interpolation !== track.DefaultInterpolation ) { |
| |
| json.interpolation = interpolation; |
| |
| } |
| |
| } |
| |
| json.type = track.ValueTypeName; // mandatory |
| |
| return json; |
| |
| }, |
| |
| _getTrackTypeForValueTypeName: function( typeName ) { |
| |
| switch( typeName.toLowerCase() ) { |
| |
| case "scalar": |
| case "double": |
| case "float": |
| case "number": |
| case "integer": |
| |
| return THREE.NumberKeyframeTrack; |
| |
| case "vector": |
| case "vector2": |
| case "vector3": |
| case "vector4": |
| |
| return THREE.VectorKeyframeTrack; |
| |
| case "color": |
| |
| return THREE.ColorKeyframeTrack; |
| |
| case "quaternion": |
| |
| return THREE.QuaternionKeyframeTrack; |
| |
| case "bool": |
| case "boolean": |
| |
| return THREE.BooleanKeyframeTrack; |
| |
| case "string": |
| |
| return THREE.StringKeyframeTrack; |
| |
| }; |
| |
| throw new Error( "Unsupported typeName: " + typeName ); |
| |
| } |
| |
| } ); |
| |
| // File:src/animation/PropertyBinding.js |
| |
| /** |
| * |
| * A reference to a real property in the scene graph. |
| * |
| * |
| * @author Ben Houston / http://clara.io/ |
| * @author David Sarno / http://lighthaus.us/ |
| * @author tschw |
| */ |
| |
| THREE.PropertyBinding = function ( rootNode, path, parsedPath ) { |
| |
| this.path = path; |
| this.parsedPath = parsedPath || |
| THREE.PropertyBinding.parseTrackName( path ); |
| |
| this.node = THREE.PropertyBinding.findNode( |
| rootNode, this.parsedPath.nodeName ) || rootNode; |
| |
| this.rootNode = rootNode; |
| |
| }; |
| |
| THREE.PropertyBinding.prototype = { |
| |
| constructor: THREE.PropertyBinding, |
| |
| getValue: function getValue_unbound( targetArray, offset ) { |
| |
| this.bind(); |
| this.getValue( targetArray, offset ); |
| |
| // Note: This class uses a State pattern on a per-method basis: |
| // 'bind' sets 'this.getValue' / 'setValue' and shadows the |
| // prototype version of these methods with one that represents |
| // the bound state. When the property is not found, the methods |
| // become no-ops. |
| |
| }, |
| |
| setValue: function getValue_unbound( sourceArray, offset ) { |
| |
| this.bind(); |
| this.setValue( sourceArray, offset ); |
| |
| }, |
| |
| // create getter / setter pair for a property in the scene graph |
| bind: function() { |
| |
| var targetObject = this.node, |
| parsedPath = this.parsedPath, |
| |
| objectName = parsedPath.objectName, |
| propertyName = parsedPath.propertyName, |
| propertyIndex = parsedPath.propertyIndex; |
| |
| if ( ! targetObject ) { |
| |
| targetObject = THREE.PropertyBinding.findNode( |
| this.rootNode, parsedPath.nodeName ) || this.rootNode; |
| |
| this.node = targetObject; |
| |
| } |
| |
| // set fail state so we can just 'return' on error |
| this.getValue = this._getValue_unavailable; |
| this.setValue = this._setValue_unavailable; |
| |
| // ensure there is a value node |
| if ( ! targetObject ) { |
| |
| console.error( " trying to update node for track: " + this.path + " but it wasn't found." ); |
| return; |
| |
| } |
| |
| if( objectName ) { |
| |
| var objectIndex = parsedPath.objectIndex; |
| |
| // special cases were we need to reach deeper into the hierarchy to get the face materials.... |
| switch ( objectName ) { |
| |
| case 'materials': |
| |
| if( ! targetObject.material ) { |
| |
| console.error( ' can not bind to material as node does not have a material', this ); |
| return; |
| |
| } |
| |
| if( ! targetObject.material.materials ) { |
| |
| console.error( ' can not bind to material.materials as node.material does not have a materials array', this ); |
| return; |
| |
| } |
| |
| targetObject = targetObject.material.materials; |
| |
| break; |
| |
| case 'bones': |
| |
| if( ! targetObject.skeleton ) { |
| |
| console.error( ' can not bind to bones as node does not have a skeleton', this ); |
| return; |
| |
| } |
| |
| // potential future optimization: skip this if propertyIndex is already an integer |
| // and convert the integer string to a true integer. |
| |
| targetObject = targetObject.skeleton.bones; |
| |
| // support resolving morphTarget names into indices. |
| for ( var i = 0; i < targetObject.length; i ++ ) { |
| |
| if ( targetObject[i].name === objectIndex ) { |
| |
| objectIndex = i; |
| break; |
| |
| } |
| |
| } |
| |
| break; |
| |
| default: |
| |
| if ( targetObject[ objectName ] === undefined ) { |
| |
| console.error( ' can not bind to objectName of node, undefined', this ); |
| return; |
| |
| } |
| |
| targetObject = targetObject[ objectName ]; |
| |
| } |
| |
| |
| if ( objectIndex !== undefined ) { |
| |
| if( targetObject[ objectIndex ] === undefined ) { |
| |
| console.error( " trying to bind to objectIndex of objectName, but is undefined:", this, targetObject ); |
| return; |
| |
| } |
| |
| targetObject = targetObject[ objectIndex ]; |
| |
| } |
| |
| } |
| |
| // resolve property |
| var nodeProperty = targetObject[ propertyName ]; |
| |
| if ( ! nodeProperty ) { |
| |
| var nodeName = parsedPath.nodeName; |
| |
| console.error( " trying to update property for track: " + nodeName + |
| '.' + propertyName + " but it wasn't found.", targetObject ); |
| return; |
| |
| } |
| |
| // determine versioning scheme |
| var versioning = this.Versioning.None; |
| |
| if ( targetObject.needsUpdate !== undefined ) { // material |
| |
| versioning = this.Versioning.NeedsUpdate; |
| this.targetObject = targetObject; |
| |
| } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform |
| |
| versioning = this.Versioning.MatrixWorldNeedsUpdate; |
| this.targetObject = targetObject; |
| |
| } |
| |
| // determine how the property gets bound |
| var bindingType = this.BindingType.Direct; |
| |
| if ( propertyIndex !== undefined ) { |
| // access a sub element of the property array (only primitives are supported right now) |
| |
| if ( propertyName === "morphTargetInfluences" ) { |
| // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer. |
| |
| // support resolving morphTarget names into indices. |
| if ( ! targetObject.geometry ) { |
| |
| console.error( ' can not bind to morphTargetInfluences becasuse node does not have a geometry', this ); |
| return; |
| |
| } |
| |
| if ( ! targetObject.geometry.morphTargets ) { |
| |
| console.error( ' can not bind to morphTargetInfluences becasuse node does not have a geometry.morphTargets', this ); |
| return; |
| |
| } |
| |
| for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) { |
| |
| if ( targetObject.geometry.morphTargets[i].name === propertyIndex ) { |
| |
| propertyIndex = i; |
| break; |
| |
| } |
| |
| } |
| |
| } |
| |
| bindingType = this.BindingType.ArrayElement; |
| |
| this.resolvedProperty = nodeProperty; |
| this.propertyIndex = propertyIndex; |
| |
| } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) { |
| // must use copy for Object3D.Euler/Quaternion |
| |
| bindingType = this.BindingType.HasFromToArray; |
| |
| this.resolvedProperty = nodeProperty; |
| |
| } else if ( nodeProperty.length !== undefined ) { |
| |
| bindingType = this.BindingType.EntireArray; |
| |
| this.resolvedProperty = nodeProperty; |
| |
| } else { |
| |
| this.propertyName = propertyName; |
| |
| } |
| |
| // select getter / setter |
| this.getValue = this.GetterByBindingType[ bindingType ]; |
| this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ]; |
| |
| }, |
| |
| unbind: function() { |
| |
| this.node = null; |
| |
| // back to the prototype version of getValue / setValue |
| // note: avoiding to mutate the shape of 'this' via 'delete' |
| this.getValue = this._getValue_unbound; |
| this.setValue = this._setValue_unbound; |
| |
| } |
| |
| }; |
| |
| Object.assign( THREE.PropertyBinding.prototype, { // prototype, continued |
| |
| // these are used to "bind" a nonexistent property |
| _getValue_unavailable: function() {}, |
| _setValue_unavailable: function() {}, |
| |
| // initial state of these methods that calls 'bind' |
| _getValue_unbound: THREE.PropertyBinding.prototype.getValue, |
| _setValue_unbound: THREE.PropertyBinding.prototype.setValue, |
| |
| BindingType: { |
| Direct: 0, |
| EntireArray: 1, |
| ArrayElement: 2, |
| HasFromToArray: 3 |
| }, |
| |
| Versioning: { |
| None: 0, |
| NeedsUpdate: 1, |
| MatrixWorldNeedsUpdate: 2 |
| }, |
| |
| GetterByBindingType: [ |
| |
| function getValue_direct( buffer, offset ) { |
| |
| buffer[ offset ] = this.node[ this.propertyName ]; |
| |
| }, |
| |
| function getValue_array( buffer, offset ) { |
| |
| var source = this.resolvedProperty; |
| |
| for ( var i = 0, n = source.length; i !== n; ++ i ) { |
| |
| buffer[ offset ++ ] = source[ i ]; |
| |
| } |
| |
| }, |
| |
| function getValue_arrayElement( buffer, offset ) { |
| |
| buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ]; |
| |
| }, |
| |
| function getValue_toArray( buffer, offset ) { |
| |
| this.resolvedProperty.toArray( buffer, offset ); |
| |
| } |
| |
| ], |
| |
| SetterByBindingTypeAndVersioning: [ |
| |
| [ |
| // Direct |
| |
| function setValue_direct( buffer, offset ) { |
| |
| this.node[ this.propertyName ] = buffer[ offset ]; |
| |
| }, |
| |
| function setValue_direct_setNeedsUpdate( buffer, offset ) { |
| |
| this.node[ this.propertyName ] = buffer[ offset ]; |
| this.targetObject.needsUpdate = true; |
| |
| }, |
| |
| function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) { |
| |
| this.node[ this.propertyName ] = buffer[ offset ]; |
| this.targetObject.matrixWorldNeedsUpdate = true; |
| |
| } |
| |
| ], [ |
| |
| // EntireArray |
| |
| function setValue_array( buffer, offset ) { |
| |
| var dest = this.resolvedProperty; |
| |
| for ( var i = 0, n = dest.length; i !== n; ++ i ) { |
| |
| dest[ i ] = buffer[ offset ++ ]; |
| |
| } |
| |
| }, |
| |
| function setValue_array_setNeedsUpdate( buffer, offset ) { |
| |
| var dest = this.resolvedProperty; |
| |
| for ( var i = 0, n = dest.length; i !== n; ++ i ) { |
| |
| dest[ i ] = buffer[ offset ++ ]; |
| |
| } |
| |
| this.targetObject.needsUpdate = true; |
| |
| }, |
| |
| function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) { |
| |
| var dest = this.resolvedProperty; |
| |
| for ( var i = 0, n = dest.length; i !== n; ++ i ) { |
| |
| dest[ i ] = buffer[ offset ++ ]; |
| |
| } |
| |
| this.targetObject.matrixWorldNeedsUpdate = true; |
| |
| } |
| |
| ], [ |
| |
| // ArrayElement |
| |
| function setValue_arrayElement( buffer, offset ) { |
| |
| this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; |
| |
| }, |
| |
| function setValue_arrayElement_setNeedsUpdate( buffer, offset ) { |
| |
| this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; |
| this.targetObject.needsUpdate = true; |
| |
| }, |
| |
| function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) { |
| |
| this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; |
| this.targetObject.matrixWorldNeedsUpdate = true; |
| |
| } |
| |
| ], [ |
| |
| // HasToFromArray |
| |
| function setValue_fromArray( buffer, offset ) { |
| |
| this.resolvedProperty.fromArray( buffer, offset ); |
| |
| }, |
| |
| function setValue_fromArray_setNeedsUpdate( buffer, offset ) { |
| |
| this.resolvedProperty.fromArray( buffer, offset ); |
| this.targetObject.needsUpdate = true; |
| |
| }, |
| |
| function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) { |
| |
| this.resolvedProperty.fromArray( buffer, offset ); |
| this.targetObject.matrixWorldNeedsUpdate = true; |
| |
| } |
| |
| ] |
| |
| ] |
| |
| } ); |
| |
| THREE.PropertyBinding.Composite = |
| function( targetGroup, path, optionalParsedPath ) { |
| |
| var parsedPath = optionalParsedPath || |
| THREE.PropertyBinding.parseTrackName( path ); |
| |
| this._targetGroup = targetGroup; |
| this._bindings = targetGroup.subscribe_( path, parsedPath ); |
| |
| }; |
| |
| THREE.PropertyBinding.Composite.prototype = { |
| |
| constructor: THREE.PropertyBinding.Composite, |
| |
| getValue: function( array, offset ) { |
| |
| this.bind(); // bind all binding |
| |
| var firstValidIndex = this._targetGroup.nCachedObjects_, |
| binding = this._bindings[ firstValidIndex ]; |
| |
| // and only call .getValue on the first |
| if ( binding !== undefined ) binding.getValue( array, offset ); |
| |
| }, |
| |
| setValue: function( array, offset ) { |
| |
| var bindings = this._bindings; |
| |
| for ( var i = this._targetGroup.nCachedObjects_, |
| n = bindings.length; i !== n; ++ i ) { |
| |
| bindings[ i ].setValue( array, offset ); |
| |
| } |
| |
| }, |
| |
| bind: function() { |
| |
| var bindings = this._bindings; |
| |
| for ( var i = this._targetGroup.nCachedObjects_, |
| n = bindings.length; i !== n; ++ i ) { |
| |
| bindings[ i ].bind(); |
| |
| } |
| |
| }, |
| |
| unbind: function() { |
| |
| var bindings = this._bindings; |
| |
| for ( var i = this._targetGroup.nCachedObjects_, |
| n = bindings.length; i !== n; ++ i ) { |
| |
| bindings[ i ].unbind(); |
| |
| } |
| |
| } |
| |
| }; |
| |
| THREE.PropertyBinding.create = function( root, path, parsedPath ) { |
| |
| if ( ! ( root instanceof THREE.AnimationObjectGroup ) ) { |
| |
| return new THREE.PropertyBinding( root, path, parsedPath ); |
| |
| } else { |
| |
| return new THREE.PropertyBinding.Composite( root, path, parsedPath ); |
| |
| } |
| |
| }; |
| |
| THREE.PropertyBinding.parseTrackName = function( trackName ) { |
| |
| // matches strings in the form of: |
| // nodeName.property |
| // nodeName.property[accessor] |
| // nodeName.material.property[accessor] |
| // uuid.property[accessor] |
| // uuid.objectName[objectIndex].propertyName[propertyIndex] |
| // parentName/nodeName.property |
| // parentName/parentName/nodeName.property[index] |
| // .bone[Armature.DEF_cog].position |
| // created and tested via https://regex101.com/#javascript |
| |
| var re = /^(([\w]+\/)*)([\w-\d]+)?(\.([\w]+)(\[([\w\d\[\]\_. ]+)\])?)?(\.([\w.]+)(\[([\w\d\[\]\_. ]+)\])?)$/; |
| var matches = re.exec(trackName); |
| |
| if( ! matches ) { |
| throw new Error( "cannot parse trackName at all: " + trackName ); |
| } |
| |
| if (matches.index === re.lastIndex) { |
| re.lastIndex++; |
| } |
| |
| var results = { |
| // directoryName: matches[1], // (tschw) currently unused |
| nodeName: matches[3], // allowed to be null, specified root node. |
| objectName: matches[5], |
| objectIndex: matches[7], |
| propertyName: matches[9], |
| propertyIndex: matches[11] // allowed to be null, specifies that the whole property is set. |
| }; |
| |
| if( results.propertyName === null || results.propertyName.length === 0 ) { |
| throw new Error( "can not parse propertyName from trackName: " + trackName ); |
| } |
| |
| return results; |
| |
| }; |
| |
| THREE.PropertyBinding.findNode = function( root, nodeName ) { |
| |
| if( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) { |
| |
| return root; |
| |
| } |
| |
| // search into skeleton bones. |
| if( root.skeleton ) { |
| |
| var searchSkeleton = function( skeleton ) { |
| |
| for( var i = 0; i < skeleton.bones.length; i ++ ) { |
| |
| var bone = skeleton.bones[i]; |
| |
| if( bone.name === nodeName ) { |
| |
| return bone; |
| |
| } |
| } |
| |
| return null; |
| |
| }; |
| |
| var bone = searchSkeleton( root.skeleton ); |
| |
| if( bone ) { |
| |
| return bone; |
| |
| } |
| } |
| |
| // search into node subtree. |
| if( root.children ) { |
| |
| var searchNodeSubtree = function( children ) { |
| |
| for( var i = 0; i < children.length; i ++ ) { |
| |
| var childNode = children[i]; |
| |
| if( childNode.name === nodeName || childNode.uuid === nodeName ) { |
| |
| return childNode; |
| |
| } |
| |
| var result = searchNodeSubtree( childNode.children ); |
| |
| if( result ) return result; |
| |
| } |
| |
| return null; |
| |
| }; |
| |
| var subTreeNode = searchNodeSubtree( root.children ); |
| |
| if( subTreeNode ) { |
| |
| return subTreeNode; |
| |
| } |
| |
| } |
| |
| return null; |
| |
| } |
| |
| // File:src/animation/PropertyMixer.js |
| |
| /** |
| * |
| * Buffered scene graph property that allows weighted accumulation. |
| * |
| * |
| * @author Ben Houston / http://clara.io/ |
| * @author David Sarno / http://lighthaus.us/ |
| * @author tschw |
| */ |
| |
| THREE.PropertyMixer = function ( binding, typeName, valueSize ) { |
| |
| this.binding = binding; |
| this.valueSize = valueSize; |
| |
| var bufferType = Float64Array, |
| mixFunction; |
| |
| switch ( typeName ) { |
| |
| case 'quaternion': mixFunction = this._slerp; break; |
| |
| case 'string': |
| case 'bool': |
| |
| bufferType = Array, mixFunction = this._select; break; |
| |
| default: mixFunction = this._lerp; |
| |
| } |
| |
| this.buffer = new bufferType( valueSize * 4 ); |
| // layout: [ incoming | accu0 | accu1 | orig ] |
| // |
| // interpolators can use .buffer as their .result |
| // the data then goes to 'incoming' |
| // |
| // 'accu0' and 'accu1' are used frame-interleaved for |
| // the cumulative result and are compared to detect |
| // changes |
| // |
| // 'orig' stores the original state of the property |
| |
| this._mixBufferRegion = mixFunction; |
| |
| this.cumulativeWeight = 0; |
| |
| this.useCount = 0; |
| this.referenceCount = 0; |
| |
| }; |
| |
| THREE.PropertyMixer.prototype = { |
| |
| constructor: THREE.PropertyMixer, |
| |
| // accumulate data in the 'incoming' region into 'accu<i>' |
| accumulate: function( accuIndex, weight ) { |
| |
| // note: happily accumulating nothing when weight = 0, the caller knows |
| // the weight and shouldn't have made the call in the first place |
| |
| var buffer = this.buffer, |
| stride = this.valueSize, |
| offset = accuIndex * stride + stride, |
| |
| currentWeight = this.cumulativeWeight; |
| |
| if ( currentWeight === 0 ) { |
| |
| // accuN := incoming * weight |
| |
| for ( var i = 0; i !== stride; ++ i ) { |
| |
| buffer[ offset + i ] = buffer[ i ]; |
| |
| } |
| |
| currentWeight = weight; |
| |
| } else { |
| |
| // accuN := accuN + incoming * weight |
| |
| currentWeight += weight; |
| var mix = weight / currentWeight; |
| this._mixBufferRegion( buffer, offset, 0, mix, stride ); |
| |
| } |
| |
| this.cumulativeWeight = currentWeight; |
| |
| }, |
| |
| // apply the state of 'accu<i>' to the binding when accus differ |
| apply: function( accuIndex ) { |
| |
| var stride = this.valueSize, |
| buffer = this.buffer, |
| offset = accuIndex * stride + stride, |
| |
| weight = this.cumulativeWeight, |
| |
| binding = this.binding; |
| |
| this.cumulativeWeight = 0; |
| |
| if ( weight < 1 ) { |
| |
| // accuN := accuN + original * ( 1 - cumulativeWeight ) |
| |
| var originalValueOffset = stride * 3; |
| |
| this._mixBufferRegion( |
| buffer, offset, originalValueOffset, 1 - weight, stride ); |
| |
| } |
| |
| for ( var i = stride, e = stride + stride; i !== e; ++ i ) { |
| |
| if ( buffer[ i ] !== buffer[ i + stride ] ) { |
| |
| // value has changed -> update scene graph |
| |
| binding.setValue( buffer, offset ); |
| break; |
| |
| } |
| |
| } |
| |
| }, |
| |
| // remember the state of the bound property and copy it to both accus |
| saveOriginalState: function() { |
| |
| var binding = this.binding; |
| |
| var buffer = this.buffer, |
| stride = this.valueSize, |
| |
| originalValueOffset = stride * 3; |
| |
| binding.getValue( buffer, originalValueOffset ); |
| |
| // accu[0..1] := orig -- initially detect changes against the original |
| for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) { |
| |
| buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ]; |
| |
| } |
| |
| this.cumulativeWeight = 0; |
| |
| }, |
| |
| // apply the state previously taken via 'saveOriginalState' to the binding |
| restoreOriginalState: function() { |
| |
| var originalValueOffset = this.valueSize * 3; |
| this.binding.setValue( this.buffer, originalValueOffset ); |
| |
| }, |
| |
| |
| // mix functions |
| |
| _select: function( buffer, dstOffset, srcOffset, t, stride ) { |
| |
| if ( t >= 0.5 ) { |
| |
| for ( var i = 0; i !== stride; ++ i ) { |
| |
| buffer[ dstOffset + i ] = buffer[ srcOffset + i ]; |
| |
| } |
| |
| } |
| |
| }, |
| |
| _slerp: function( buffer, dstOffset, srcOffset, t, stride ) { |
| |
| THREE.Quaternion.slerpFlat( buffer, dstOffset, |
| buffer, dstOffset, buffer, srcOffset, t ); |
| |
| }, |
| |
| _lerp: function( buffer, dstOffset, srcOffset, t, stride ) { |
| |
| var s = 1 - t; |
| |
| for ( var i = 0; i !== stride; ++ i ) { |
| |
| var j = dstOffset + i; |
| |
| buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t; |
| |
| } |
| |
| } |
| |
| }; |
| |
| // File:src/animation/tracks/BooleanKeyframeTrack.js |
| |
| /** |
| * |
| * A Track of Boolean keyframe values. |
| * |
| * |
| * @author Ben Houston / http://clara.io/ |
| * @author David Sarno / http://lighthaus.us/ |
| * @author tschw |
| */ |
| |
| THREE.BooleanKeyframeTrack = function ( name, times, values ) { |
| |
| THREE.KeyframeTrack.call( this, name, times, values ); |
| |
| }; |
| |
| THREE.BooleanKeyframeTrack.prototype = |
| Object.assign( Object.create( THREE.KeyframeTrack.prototype ), { |
| |
| constructor: THREE.BooleanKeyframeTrack, |
| |
| ValueTypeName: 'bool', |
| ValueBufferType: Array, |
| |
| DefaultInterpolation: THREE.IntepolateDiscrete, |
| |
| InterpolantFactoryMethodLinear: undefined, |
| InterpolantFactoryMethodSmooth: undefined |
| |
| // Note: Actually this track could have a optimized / compressed |
| // representation of a single value and a custom interpolant that |
| // computes "firstValue ^ isOdd( index )". |
| |
| } ); |
| |
| // File:src/animation/tracks/NumberKeyframeTrack.js |
| |
| /** |
| * |
| * A Track of numeric keyframe values. |
| * |
| * @author Ben Houston / http://clara.io/ |
| * @author David Sarno / http://lighthaus.us/ |
| * @author tschw |
| */ |
| |
| THREE.NumberKeyframeTrack = function ( name, times, values, interpolation ) { |
| |
| THREE.KeyframeTrack.call( this, name, times, values, interpolation ); |
| |
| }; |
| |
| THREE.NumberKeyframeTrack.prototype = |
| Object.assign( Object.create( THREE.KeyframeTrack.prototype ), { |
| |
| constructor: THREE.NumberKeyframeTrack, |
| |
| ValueTypeName: 'number', |
| |
| // ValueBufferType is inherited |
| |
| // DefaultInterpolation is inherited |
| |
| } ); |
| |
| // File:src/animation/tracks/QuaternionKeyframeTrack.js |
| |
| /** |
| * |
| * A Track of quaternion keyframe values. |
| * |
| * @author Ben Houston / http://clara.io/ |
| * @author David Sarno / http://lighthaus.us/ |
| * @author tschw |
| */ |
| |
| THREE.QuaternionKeyframeTrack = function ( name, times, values, interpolation ) { |
| |
| THREE.KeyframeTrack.call( this, name, times, values, interpolation ); |
| |
| }; |
| |
| THREE.QuaternionKeyframeTrack.prototype = |
| Object.assign( Object.create( THREE.KeyframeTrack.prototype ), { |
| |
| constructor: THREE.QuaternionKeyframeTrack, |
| |
| ValueTypeName: 'quaternion', |
| |
| // ValueBufferType is inherited |
| |
| DefaultInterpolation: THREE.InterpolateLinear, |
| |
| InterpolantFactoryMethodLinear: function( result ) { |
| |
| return new THREE.QuaternionLinearInterpolant( |
| this.times, this.values, this.getValueSize(), result ); |
| |
| }, |
| |
| InterpolantFactoryMethodSmooth: undefined // not yet implemented |
| |
| } ); |
| |
| // File:src/animation/tracks/StringKeyframeTrack.js |
| |
| /** |
| * |
| * A Track that interpolates Strings |
| * |
| * |
| * @author Ben Houston / http://clara.io/ |
| * @author David Sarno / http://lighthaus.us/ |
| * @author tschw |
| */ |
| |
| THREE.StringKeyframeTrack = function ( name, times, values, interpolation ) { |
| |
| THREE.KeyframeTrack.call( this, name, times, values, interpolation ); |
| |
| }; |
| |
| THREE.StringKeyframeTrack.prototype = |
| Object.assign( Object.create( THREE.KeyframeTrack.prototype ), { |
| |
| constructor: THREE.StringKeyframeTrack, |
| |
| ValueTypeName: 'string', |
| ValueBufferType: Array, |
| |
| DefaultInterpolation: THREE.IntepolateDiscrete, |
| |
| InterpolantFactoryMethodLinear: undefined, |
| |
| InterpolantFactoryMethodSmooth: undefined |
| |
| } ); |
| |
| // File:src/animation/tracks/VectorKeyframeTrack.js |
| |
| /** |
| * |
| * A Track of vectored keyframe values. |
| * |
| * |
| * @author Ben Houston / http://clara.io/ |
| * @author David Sarno / http://lighthaus.us/ |
| * @author tschw |
| */ |
| |
| THREE.VectorKeyframeTrack = function ( name, times, values, interpolation ) { |
| |
| THREE.KeyframeTrack.call( this, name, times, values, interpolation ); |
| |
| }; |
| |
| THREE.VectorKeyframeTrack.prototype = |
| Object.assign( Object.create( THREE.KeyframeTrack.prototype ), { |
| |
| constructor: THREE.VectorKeyframeTrack, |
| |
| ValueTypeName: 'vector' |
| |
| // ValueBufferType is inherited |
| |
| // DefaultInterpolation is inherited |
| |
| } ); |
| |
| // File:src/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.source.onended = this.onEnded.bind( this ); |
| |
| this.gain = this.context.createGain(); |
| this.gain.connect( listener.getInput() ); |
| |
| this.autoplay = false; |
| |
| this.startTime = 0; |
| this.playbackRate = 1; |
| this.isPlaying = false; |
| this.hasPlaybackControl = true; |
| this.sourceType = 'empty'; |
| |
| this.filter = null; |
| |
| }; |
| |
| THREE.Audio.prototype = Object.create( THREE.Object3D.prototype ); |
| THREE.Audio.prototype.constructor = THREE.Audio; |
| |
| THREE.Audio.prototype.getOutput = function () { |
| |
| return this.gain; |
| |
| }; |
| |
| THREE.Audio.prototype.load = function ( file ) { |
| |
| var buffer = new THREE.AudioBuffer( this.context ); |
| buffer.load( file ); |
| |
| this.setBuffer( buffer ); |
| |
| return this; |
| |
| }; |
| |
| THREE.Audio.prototype.setNodeSource = function ( audioNode ) { |
| |
| this.hasPlaybackControl = false; |
| this.sourceType = 'audioNode'; |
| this.source = audioNode; |
| this.connect(); |
| |
| return this; |
| |
| }; |
| |
| THREE.Audio.prototype.setBuffer = function ( audioBuffer ) { |
| |
| var scope = this; |
| |
| audioBuffer.onReady( function( buffer ) { |
| |
| scope.source.buffer = buffer; |
| scope.sourceType = 'buffer'; |
| if ( scope.autoplay ) scope.play(); |
| |
| } ); |
| |
| return this; |
| |
| }; |
| |
| THREE.Audio.prototype.play = function () { |
| |
| if ( this.isPlaying === true ) { |
| |
| console.warn( 'THREE.Audio: Audio is already playing.' ); |
| return; |
| |
| } |
| |
| if ( this.hasPlaybackControl === false ) { |
| |
| console.warn( 'THREE.Audio: this Audio has no playback control.' ); |
| return; |
| |
| } |
| |
| var source = this.context.createBufferSource(); |
| |
| source.buffer = this.source.buffer; |
| source.loop = this.source.loop; |
| source.onended = this.source.onended; |
| source.start( 0, this.startTime ); |
| source.playbackRate.value = this.playbackRate; |
| |
| this.isPlaying = true; |
| |
| this.source = source; |
| |
| this.connect(); |
| |
| }; |
| |
| THREE.Audio.prototype.pause = function () { |
| |
| if ( this.hasPlaybackControl === false ) { |
| |
| console.warn( 'THREE.Audio: this Audio has no playback control.' ); |
| return; |
| |
| } |
| |
| this.source.stop(); |
| this.startTime = this.context.currentTime; |
| |
| }; |
| |
| THREE.Audio.prototype.stop = function () { |
| |
| if ( this.hasPlaybackControl === false ) { |
| |
| console.warn( 'THREE.Audio: this Audio has no playback control.' ); |
| return; |
| |
| } |
| |
| this.source.stop(); |
| this.startTime = 0; |
| |
| }; |
| |
| THREE.Audio.prototype.connect = function () { |
| |
| if ( this.filter !== null ) { |
| |
| this.source.connect( this.filter ); |
| this.filter.connect( this.getOutput() ); |
| |
| } else { |
| |
| this.source.connect( this.getOutput() ); |
| |
| } |
| |
| }; |
| |
| THREE.Audio.prototype.disconnect = function () { |
| |
| if ( this.filter !== null ) { |
| |
| this.source.disconnect( this.filter ); |
| this.filter.disconnect( this.getOutput() ); |
| |
| } else { |
| |
| this.source.disconnect( this.getOutput() ); |
| |
| } |
| |
| }; |
| |
| THREE.Audio.prototype.getFilter = function () { |
| |
| return this.filter; |
| |
| }; |
| |
| THREE.Audio.prototype.setFilter = function ( value ) { |
| |
| if ( value === undefined ) value = null; |
| |
| if ( this.isPlaying === true ) { |
| |
| this.disconnect(); |
| this.filter = value; |
| this.connect(); |
| |
| } else { |
| |
| this.filter = value; |
| |
| } |
| |
| }; |
| |
| THREE.Audio.prototype.setPlaybackRate = function ( value ) { |
| |
| if ( this.hasPlaybackControl === false ) { |
| |
| console.warn( 'THREE.Audio: this Audio has no playback control.' ); |
| return; |
| |
| } |
| |
| this.playbackRate = value; |
| |
| if ( this.isPlaying === true ) { |
| |
| this.source.playbackRate.value = this.playbackRate; |
| |
| } |
| |
| }; |
| |
| THREE.Audio.prototype.getPlaybackRate = function () { |
| |
| return this.playbackRate; |
| |
| }; |
| |
| THREE.Audio.prototype.onEnded = function() { |
| |
| this.isPlaying = false; |
| |
| }; |
| |
| THREE.Audio.prototype.setLoop = function ( value ) { |
| |
| if ( this.hasPlaybackControl === false ) { |
| |
| console.warn( 'THREE.Audio: this Audio has no playback control.' ); |
| return; |
| |
| } |
| |
| this.source.loop = value; |
| |
| }; |
| |
| THREE.Audio.prototype.getLoop = function () { |
| |
| if ( this.hasPlaybackControl === false ) { |
| |
| console.warn( 'THREE.Audio: this Audio has no playback control.' ); |
| return false; |
| |
| } |
| |
| return this.source.loop; |
| |
| }; |
| |
| |
| THREE.Audio.prototype.setVolume = function ( value ) { |
| |
| this.gain.gain.value = value; |
| |
| }; |
| |
| THREE.Audio.prototype.getVolume = function () { |
| |
| return this.gain.gain.value; |
| |
| }; |
| |
| // File:src/audio/AudioAnalyser.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.AudioAnalyser = function ( audio, fftSize ) { |
| |
| this.analyser = audio.context.createAnalyser(); |
| this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048; |
| |
| this.data = new Uint8Array( this.analyser.frequencyBinCount ); |
| |
| audio.getOutput().connect( this.analyser ); |
| |
| }; |
| |
| THREE.AudioAnalyser.prototype = { |
| |
| constructor: THREE.AudioAnalyser, |
| |
| getData: function () { |
| |
| this.analyser.getByteFrequencyData( this.data ); |
| return this.data; |
| |
| } |
| |
| }; |
| |
| // File:src/audio/AudioBuffer.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.AudioBuffer = function ( context ) { |
| |
| this.context = context; |
| this.ready = false; |
| this.readyCallbacks = []; |
| |
| }; |
| |
| THREE.AudioBuffer.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.buffer = buffer; |
| scope.ready = true; |
| |
| for ( var i = 0; i < scope.readyCallbacks.length; i ++ ) { |
| |
| scope.readyCallbacks[ i ]( scope.buffer ); |
| |
| } |
| |
| scope.readyCallbacks = []; |
| |
| } ); |
| |
| }; |
| request.send(); |
| |
| return this; |
| |
| }; |
| |
| THREE.AudioBuffer.prototype.onReady = function ( callback ) { |
| |
| if ( this.ready ) { |
| |
| callback( this.buffer ); |
| |
| } else { |
| |
| this.readyCallbacks.push( callback ); |
| |
| } |
| |
| }; |
| |
| // File:src/audio/PositionalAudio.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.PositionalAudio = function ( listener ) { |
| |
| THREE.Audio.call( this, listener ); |
| |
| this.panner = this.context.createPanner(); |
| this.panner.connect( this.gain ); |
| |
| }; |
| |
| THREE.PositionalAudio.prototype = Object.create( THREE.Audio.prototype ); |
| THREE.PositionalAudio.prototype.constructor = THREE.PositionalAudio; |
| |
| THREE.PositionalAudio.prototype.getOutput = function () { |
| |
| return this.panner; |
| |
| }; |
| |
| THREE.PositionalAudio.prototype.setRefDistance = function ( value ) { |
| |
| this.panner.refDistance = value; |
| |
| }; |
| |
| THREE.PositionalAudio.prototype.getRefDistance = function () { |
| |
| return this.panner.refDistance; |
| |
| }; |
| |
| THREE.PositionalAudio.prototype.setRolloffFactor = function ( value ) { |
| |
| this.panner.rolloffFactor = value; |
| |
| }; |
| |
| THREE.PositionalAudio.prototype.getRolloffFactor = function () { |
| |
| return this.panner.rolloffFactor; |
| |
| }; |
| |
| THREE.PositionalAudio.prototype.setDistanceModel = function ( value ) { |
| |
| this.panner.distanceModel = value; |
| |
| }; |
| |
| THREE.PositionalAudio.prototype.getDistanceModel = function () { |
| |
| return this.panner.distanceModel; |
| |
| }; |
| |
| THREE.PositionalAudio.prototype.setMaxDistance = function ( value ) { |
| |
| this.panner.maxDistance = value; |
| |
| }; |
| |
| THREE.PositionalAudio.prototype.getMaxDistance = function () { |
| |
| return this.panner.maxDistance; |
| |
| }; |
| |
| THREE.PositionalAudio.prototype.updateMatrixWorld = ( function () { |
| |
| var position = new THREE.Vector3(); |
| |
| return function updateMatrixWorld( force ) { |
| |
| THREE.Object3D.prototype.updateMatrixWorld.call( this, force ); |
| |
| position.setFromMatrixPosition( this.matrixWorld ); |
| |
| this.panner.setPosition( position.x, position.y, position.z ); |
| |
| }; |
| |
| } )(); |
| |
| // File:src/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 )(); |
| |
| this.gain = this.context.createGain(); |
| this.gain.connect( this.context.destination ); |
| |
| this.filter = null; |
| |
| }; |
| |
| THREE.AudioListener.prototype = Object.create( THREE.Object3D.prototype ); |
| THREE.AudioListener.prototype.constructor = THREE.AudioListener; |
| |
| THREE.AudioListener.prototype.getInput = function () { |
| |
| return this.gain; |
| |
| }; |
| |
| THREE.AudioListener.prototype.removeFilter = function ( ) { |
| |
| if ( this.filter !== null ) { |
| |
| this.gain.disconnect( this.filter ); |
| this.filter.disconnect( this.context.destination ); |
| this.gain.connect( this.context.destination ); |
| this.filter = null; |
| |
| } |
| |
| }; |
| |
| THREE.AudioListener.prototype.setFilter = function ( value ) { |
| |
| if ( this.filter !== null ) { |
| |
| this.gain.disconnect( this.filter ); |
| this.filter.disconnect( this.context.destination ); |
| |
| } else { |
| |
| this.gain.disconnect( this.context.destination ); |
| |
| } |
| |
| this.filter = value; |
| this.gain.connect( this.filter ); |
| this.filter.connect( this.context.destination ); |
| |
| }; |
| |
| THREE.AudioListener.prototype.getFilter = function () { |
| |
| return this.filter; |
| |
| }; |
| |
| THREE.AudioListener.prototype.setMasterVolume = function ( value ) { |
| |
| this.gain.gain.value = value; |
| |
| }; |
| |
| THREE.AudioListener.prototype.getMasterVolume = function () { |
| |
| return this.gain.gain.value; |
| |
| }; |
| |
| |
| 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(); |
| |
| return function updateMatrixWorld( force ) { |
| |
| THREE.Object3D.prototype.updateMatrixWorld.call( this, force ); |
| |
| var listener = this.context.listener; |
| var up = this.up; |
| |
| this.matrixWorld.decompose( position, quaternion, scale ); |
| |
| orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion ); |
| |
| listener.setPosition( position.x, position.y, position.z ); |
| listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z ); |
| |
| }; |
| |
| } )(); |
| |
| // 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.constructor = THREE.Camera; |
| |
| 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 () { |
| |
| return new this.constructor().copy( this ); |
| |
| }; |
| |
| THREE.Camera.prototype.copy = function ( source ) { |
| |
| THREE.Object3D.prototype.copy.call( this, source ); |
| |
| this.matrixWorldInverse.copy( source.matrixWorldInverse ); |
| this.projectionMatrix.copy( source.projectionMatrix ); |
| |
| return this; |
| |
| }; |
| |
| // 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 ); |
| |
| var options = { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter }; |
| |
| this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, options ); |
| |
| this.updateCubeMap = function ( renderer, scene ) { |
| |
| if ( this.parent === null ) this.updateMatrixWorld(); |
| |
| var renderTarget = this.renderTarget; |
| var generateMipmaps = renderTarget.texture.generateMipmaps; |
| |
| renderTarget.texture.generateMipmaps = false; |
| |
| renderTarget.activeCubeFace = 0; |
| renderer.render( scene, cameraPX, renderTarget ); |
| |
| renderTarget.activeCubeFace = 1; |
| renderer.render( scene, cameraNX, renderTarget ); |
| |
| renderTarget.activeCubeFace = 2; |
| renderer.render( scene, cameraPY, renderTarget ); |
| |
| renderTarget.activeCubeFace = 3; |
| renderer.render( scene, cameraNY, renderTarget ); |
| |
| renderTarget.activeCubeFace = 4; |
| renderer.render( scene, cameraPZ, renderTarget ); |
| |
| renderTarget.texture.generateMipmaps = generateMipmaps; |
| |
| renderTarget.activeCubeFace = 5; |
| renderer.render( scene, cameraNZ, renderTarget ); |
| |
| renderer.setRenderTarget( null ); |
| |
| }; |
| |
| }; |
| |
| THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype ); |
| THREE.CubeCamera.prototype.constructor = THREE.CubeCamera; |
| |
| // 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.constructor = THREE.OrthographicCamera; |
| |
| 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.copy = function ( source ) { |
| |
| THREE.Camera.prototype.copy.call( this, source ); |
| |
| this.left = source.left; |
| this.right = source.right; |
| this.top = source.top; |
| this.bottom = source.bottom; |
| this.near = source.near; |
| this.far = source.far; |
| |
| this.zoom = source.zoom; |
| |
| return this; |
| |
| }; |
| |
| THREE.OrthographicCamera.prototype.toJSON = function ( meta ) { |
| |
| var data = THREE.Object3D.prototype.toJSON.call( this, meta ); |
| |
| data.object.zoom = this.zoom; |
| data.object.left = this.left; |
| data.object.right = this.right; |
| data.object.top = this.top; |
| data.object.bottom = this.bottom; |
| data.object.near = this.near; |
| data.object.far = this.far; |
| |
| return data; |
| |
| }; |
| |
| // 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.focalLength = 10; |
| 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 ); |
| THREE.PerspectiveCamera.prototype.constructor = THREE.PerspectiveCamera; |
| |
| |
| /** |
| * Uses Focal Length (in mm) to estimate and set FOV |
| * 35mm (full-frame) camera is used if frame size is not specified; |
| * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html |
| */ |
| |
| THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) { |
| |
| 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.copy = function ( source ) { |
| |
| THREE.Camera.prototype.copy.call( this, source ); |
| |
| this.focalLength = source.focalLength; |
| this.zoom = source.zoom; |
| |
| this.fov = source.fov; |
| this.aspect = source.aspect; |
| this.near = source.near; |
| this.far = source.far; |
| |
| return this; |
| |
| }; |
| |
| THREE.PerspectiveCamera.prototype.toJSON = function ( meta ) { |
| |
| var data = THREE.Object3D.prototype.toJSON.call( this, meta ); |
| |
| data.object.focalLength = this.focalLength; |
| data.object.zoom = this.zoom; |
| |
| data.object.fov = this.fov; |
| data.object.aspect = this.aspect; |
| data.object.near = this.near; |
| data.object.far = this.far; |
| |
| return data; |
| |
| }; |
| |
| // File:src/cameras/StereoCamera.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.StereoCamera = function () { |
| |
| this.type = 'StereoCamera'; |
| |
| this.aspect = 1; |
| |
| this.cameraL = new THREE.PerspectiveCamera(); |
| this.cameraL.layers.enable( 1 ); |
| this.cameraL.matrixAutoUpdate = false; |
| |
| this.cameraR = new THREE.PerspectiveCamera(); |
| this.cameraR.layers.enable( 2 ); |
| this.cameraR.matrixAutoUpdate = false; |
| |
| }; |
| |
| THREE.StereoCamera.prototype = { |
| |
| constructor: THREE.StereoCamera, |
| |
| update: ( function () { |
| |
| var focalLength, fov, aspect, near, far; |
| |
| var eyeRight = new THREE.Matrix4(); |
| var eyeLeft = new THREE.Matrix4(); |
| |
| return function update ( camera ) { |
| |
| var needsUpdate = focalLength !== camera.focalLength || fov !== camera.fov || |
| aspect !== camera.aspect * this.aspect || near !== camera.near || |
| far !== camera.far; |
| |
| if ( needsUpdate ) { |
| |
| focalLength = camera.focalLength; |
| fov = camera.fov; |
| aspect = camera.aspect * this.aspect; |
| near = camera.near; |
| far = camera.far; |
| |
| // Off-axis stereoscopic effect based on |
| // http://paulbourke.net/stereographics/stereorender/ |
| |
| var projectionMatrix = camera.projectionMatrix.clone(); |
| var eyeSep = 0.064 / 2; |
| var eyeSepOnProjection = eyeSep * near / focalLength; |
| var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) ); |
| var xmin, xmax; |
| |
| // translate xOffset |
| |
| eyeLeft.elements[ 12 ] = - eyeSep; |
| eyeRight.elements[ 12 ] = eyeSep; |
| |
| // for left eye |
| |
| xmin = - ymax * aspect + eyeSepOnProjection; |
| xmax = ymax * aspect + eyeSepOnProjection; |
| |
| projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); |
| projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); |
| |
| this.cameraL.projectionMatrix.copy( projectionMatrix ); |
| |
| // for right eye |
| |
| xmin = - ymax * aspect - eyeSepOnProjection; |
| xmax = ymax * aspect - eyeSepOnProjection; |
| |
| projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); |
| projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); |
| |
| this.cameraR.projectionMatrix.copy( projectionMatrix ); |
| |
| } |
| |
| this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft ); |
| this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight ); |
| |
| }; |
| |
| } )() |
| |
| }; |
| |
| // File:src/lights/Light.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| * @author alteredq / http://alteredqualia.com/ |
| */ |
| |
| THREE.Light = function ( color, intensity ) { |
| |
| THREE.Object3D.call( this ); |
| |
| this.type = 'Light'; |
| |
| this.color = new THREE.Color( color ); |
| this.intensity = intensity !== undefined ? intensity : 1; |
| |
| this.receiveShadow = undefined; |
| |
| }; |
| |
| THREE.Light.prototype = Object.create( THREE.Object3D.prototype ); |
| THREE.Light.prototype.constructor = THREE.Light; |
| |
| THREE.Light.prototype.copy = function ( source ) { |
| |
| THREE.Object3D.prototype.copy.call( this, source ); |
| |
| this.color.copy( source.color ); |
| this.intensity = source.intensity; |
| |
| return this; |
| |
| }; |
| |
| THREE.Light.prototype.toJSON = function ( meta ) { |
| |
| var data = THREE.Object3D.prototype.toJSON.call( this, meta ); |
| |
| data.object.color = this.color.getHex(); |
| data.object.intensity = this.intensity; |
| |
| if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex(); |
| |
| if ( this.distance !== undefined ) data.object.distance = this.distance; |
| if ( this.angle !== undefined ) data.object.angle = this.angle; |
| if ( this.decay !== undefined ) data.object.decay = this.decay; |
| if ( this.exponent !== undefined ) data.object.exponent = this.exponent; |
| |
| return data; |
| |
| }; |
| |
| // File:src/lights/LightShadow.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.LightShadow = function ( camera ) { |
| |
| this.camera = camera; |
| |
| this.bias = 0; |
| this.radius = 1; |
| |
| this.mapSize = new THREE.Vector2( 512, 512 ); |
| |
| this.map = null; |
| this.matrix = new THREE.Matrix4(); |
| |
| }; |
| |
| THREE.LightShadow.prototype = { |
| |
| constructor: THREE.LightShadow, |
| |
| copy: function ( source ) { |
| |
| this.camera = source.camera.clone(); |
| |
| this.bias = source.bias; |
| this.radius = source.radius; |
| |
| this.mapSize.copy( source.mapSize ); |
| |
| return this; |
| |
| }, |
| |
| clone: function () { |
| |
| return new this.constructor().copy( this ); |
| |
| } |
| |
| }; |
| |
| // File:src/lights/AmbientLight.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.AmbientLight = function ( color, intensity ) { |
| |
| THREE.Light.call( this, color, intensity ); |
| |
| this.type = 'AmbientLight'; |
| |
| this.castShadow = undefined; |
| |
| }; |
| |
| THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype ); |
| THREE.AmbientLight.prototype.constructor = THREE.AmbientLight; |
| |
| // 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, intensity ); |
| |
| this.type = 'DirectionalLight'; |
| |
| this.position.set( 0, 1, 0 ); |
| this.updateMatrix(); |
| |
| this.target = new THREE.Object3D(); |
| |
| this.shadow = new THREE.LightShadow( new THREE.OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) ); |
| |
| }; |
| |
| THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype ); |
| THREE.DirectionalLight.prototype.constructor = THREE.DirectionalLight; |
| |
| THREE.DirectionalLight.prototype.copy = function ( source ) { |
| |
| THREE.Light.prototype.copy.call( this, source ); |
| |
| this.target = source.target.clone(); |
| |
| this.shadow = source.shadow.clone(); |
| |
| return this; |
| |
| }; |
| |
| // File:src/lights/HemisphereLight.js |
| |
| /** |
| * @author alteredq / http://alteredqualia.com/ |
| */ |
| |
| THREE.HemisphereLight = function ( skyColor, groundColor, intensity ) { |
| |
| THREE.Light.call( this, skyColor, intensity ); |
| |
| this.type = 'HemisphereLight'; |
| |
| this.castShadow = undefined; |
| |
| this.position.set( 0, 1, 0 ); |
| this.updateMatrix(); |
| |
| this.groundColor = new THREE.Color( groundColor ); |
| |
| }; |
| |
| THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype ); |
| THREE.HemisphereLight.prototype.constructor = THREE.HemisphereLight; |
| |
| THREE.HemisphereLight.prototype.copy = function ( source ) { |
| |
| THREE.Light.prototype.copy.call( this, source ); |
| |
| this.groundColor.copy( source.groundColor ); |
| |
| return this; |
| |
| }; |
| |
| // File:src/lights/PointLight.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| |
| THREE.PointLight = function ( color, intensity, distance, decay ) { |
| |
| THREE.Light.call( this, color, intensity ); |
| |
| this.type = 'PointLight'; |
| |
| this.distance = ( distance !== undefined ) ? distance : 0; |
| this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. |
| |
| this.shadow = new THREE.LightShadow( new THREE.PerspectiveCamera( 90, 1, 0.5, 500 ) ); |
| |
| }; |
| |
| THREE.PointLight.prototype = Object.create( THREE.Light.prototype ); |
| THREE.PointLight.prototype.constructor = THREE.PointLight; |
| |
| THREE.PointLight.prototype.copy = function ( source ) { |
| |
| THREE.Light.prototype.copy.call( this, source ); |
| |
| this.distance = source.distance; |
| this.decay = source.decay; |
| |
| this.shadow = source.shadow.clone(); |
| |
| return this; |
| |
| }; |
| |
| // File:src/lights/SpotLight.js |
| |
| /** |
| * @author alteredq / http://alteredqualia.com/ |
| */ |
| |
| THREE.SpotLight = function ( color, intensity, distance, angle, exponent, decay ) { |
| |
| THREE.Light.call( this, color, intensity ); |
| |
| this.type = 'SpotLight'; |
| |
| this.position.set( 0, 1, 0 ); |
| this.updateMatrix(); |
| |
| this.target = new THREE.Object3D(); |
| |
| this.distance = ( distance !== undefined ) ? distance : 0; |
| this.angle = ( angle !== undefined ) ? angle : Math.PI / 3; |
| this.exponent = ( exponent !== undefined ) ? exponent : 10; |
| this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. |
| |
| this.shadow = new THREE.LightShadow( new THREE.PerspectiveCamera( 50, 1, 0.5, 500 ) ); |
| |
| }; |
| |
| THREE.SpotLight.prototype = Object.create( THREE.Light.prototype ); |
| THREE.SpotLight.prototype.constructor = THREE.SpotLight; |
| |
| THREE.SpotLight.prototype.copy = function ( source ) { |
| |
| THREE.Light.prototype.copy.call( this, source ); |
| |
| this.distance = source.distance; |
| this.angle = source.angle; |
| this.exponent = source.exponent; |
| this.decay = source.decay; |
| |
| this.target = source.target.clone(); |
| |
| this.shadow = source.shadow.clone(); |
| |
| return this; |
| |
| }; |
| |
| // File:src/loaders/Cache.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.Cache = { |
| |
| enabled: false, |
| |
| files: {}, |
| |
| add: function ( key, file ) { |
| |
| if ( this.enabled === false ) return; |
| |
| // console.log( 'THREE.Cache', 'Adding key:', key ); |
| |
| this.files[ key ] = file; |
| |
| }, |
| |
| get: function ( key ) { |
| |
| if ( this.enabled === false ) return; |
| |
| // console.log( 'THREE.Cache', 'Checking key:', key ); |
| |
| return this.files[ key ]; |
| |
| }, |
| |
| remove: function ( key ) { |
| |
| delete this.files[ key ]; |
| |
| }, |
| |
| clear: function () { |
| |
| this.files = {}; |
| |
| } |
| |
| }; |
| |
| // File:src/loaders/Loader.js |
| |
| /** |
| * @author alteredq / http://alteredqualia.com/ |
| */ |
| |
| THREE.Loader = function () { |
| |
| this.onLoadStart = function () {}; |
| this.onLoadProgress = function () {}; |
| this.onLoadComplete = function () {}; |
| |
| }; |
| |
| THREE.Loader.prototype = { |
| |
| constructor: THREE.Loader, |
| |
| crossOrigin: undefined, |
| |
| extractUrlBase: function ( url ) { |
| |
| var parts = url.split( '/' ); |
| |
| if ( parts.length === 1 ) return './'; |
| |
| parts.pop(); |
| |
| return parts.join( '/' ) + '/'; |
| |
| }, |
| |
| initMaterials: function ( materials, texturePath, crossOrigin ) { |
| |
| var array = []; |
| |
| for ( var i = 0; i < materials.length; ++ i ) { |
| |
| array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin ); |
| |
| } |
| |
| return array; |
| |
| }, |
| |
| createMaterial: ( function () { |
| |
| var color, textureLoader, materialLoader; |
| |
| return function ( m, texturePath, crossOrigin ) { |
| |
| if ( color === undefined ) color = new THREE.Color(); |
| if ( textureLoader === undefined ) textureLoader = new THREE.TextureLoader(); |
| if ( materialLoader === undefined ) materialLoader = new THREE.MaterialLoader(); |
| |
| // convert from old material format |
| |
| var textures = {}; |
| |
| function loadTexture( path, repeat, offset, wrap, anisotropy ) { |
| |
| var fullPath = texturePath + path; |
| var loader = THREE.Loader.Handlers.get( fullPath ); |
| |
| var texture; |
| |
| if ( loader !== null ) { |
| |
| texture = loader.load( fullPath ); |
| |
| } else { |
| |
| textureLoader.setCrossOrigin( crossOrigin ); |
| texture = textureLoader.load( fullPath ); |
| |
| } |
| |
| if ( repeat !== undefined ) { |
| |
| texture.repeat.fromArray( repeat ); |
| |
| if ( repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping; |
| if ( repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping; |
| |
| } |
| |
| if ( offset !== undefined ) { |
| |
| texture.offset.fromArray( offset ); |
| |
| } |
| |
| if ( wrap !== undefined ) { |
| |
| if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = THREE.RepeatWrapping; |
| if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = THREE.MirroredRepeatWrapping; |
| |
| if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = THREE.RepeatWrapping; |
| if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = THREE.MirroredRepeatWrapping; |
| |
| } |
| |
| if ( anisotropy !== undefined ) { |
| |
| texture.anisotropy = anisotropy; |
| |
| } |
| |
| var uuid = THREE.Math.generateUUID(); |
| |
| textures[ uuid ] = texture; |
| |
| return uuid; |
| |
| } |
| |
| // |
| |
| var json = { |
| uuid: THREE.Math.generateUUID(), |
| type: 'MeshLambertMaterial' |
| }; |
| |
| for ( var name in m ) { |
| |
| var value = m[ name ]; |
| |
| switch ( name ) { |
| case 'DbgColor': |
| case 'DbgIndex': |
| case 'opticalDensity': |
| case 'illumination': |
| break; |
| case 'DbgName': |
| json.name = value; |
| break; |
| case 'blending': |
| json.blending = THREE[ value ]; |
| break; |
| case 'colorAmbient': |
| console.warn( 'THREE.Loader.createMaterial: colorAmbient is no longer supported' ); |
| break; |
| case 'colorDiffuse': |
| json.color = color.fromArray( value ).getHex(); |
| break; |
| case 'colorSpecular': |
| json.specular = color.fromArray( value ).getHex(); |
| break; |
| case 'colorEmissive': |
| json.emissive = color.fromArray( value ).getHex(); |
| break; |
| case 'specularCoef': |
| json.shininess = value; |
| break; |
| case 'shading': |
| if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial'; |
| if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial'; |
| break; |
| case 'mapDiffuse': |
| json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy ); |
| break; |
| case 'mapDiffuseRepeat': |
| case 'mapDiffuseOffset': |
| case 'mapDiffuseWrap': |
| case 'mapDiffuseAnisotropy': |
| break; |
| case 'mapLight': |
| json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy ); |
| break; |
| case 'mapLightRepeat': |
| case 'mapLightOffset': |
| case 'mapLightWrap': |
| case 'mapLightAnisotropy': |
| break; |
| case 'mapAO': |
| json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy ); |
| break; |
| case 'mapAORepeat': |
| case 'mapAOOffset': |
| case 'mapAOWrap': |
| case 'mapAOAnisotropy': |
| break; |
| case 'mapBump': |
| json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy ); |
| break; |
| case 'mapBumpScale': |
| json.bumpScale = value; |
| break; |
| case 'mapBumpRepeat': |
| case 'mapBumpOffset': |
| case 'mapBumpWrap': |
| case 'mapBumpAnisotropy': |
| break; |
| case 'mapNormal': |
| json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy ); |
| break; |
| case 'mapNormalFactor': |
| json.normalScale = [ value, value ]; |
| break; |
| case 'mapNormalRepeat': |
| case 'mapNormalOffset': |
| case 'mapNormalWrap': |
| case 'mapNormalAnisotropy': |
| break; |
| case 'mapSpecular': |
| json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy ); |
| break; |
| case 'mapSpecularRepeat': |
| case 'mapSpecularOffset': |
| case 'mapSpecularWrap': |
| case 'mapSpecularAnisotropy': |
| break; |
| case 'mapAlpha': |
| json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy ); |
| break; |
| case 'mapAlphaRepeat': |
| case 'mapAlphaOffset': |
| case 'mapAlphaWrap': |
| case 'mapAlphaAnisotropy': |
| break; |
| case 'flipSided': |
| json.side = THREE.BackSide; |
| break; |
| case 'doubleSided': |
| json.side = THREE.DoubleSide; |
| break; |
| case 'transparency': |
| console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' ); |
| json.opacity = value; |
| break; |
| case 'depthTest': |
| case 'depthWrite': |
| case 'colorWrite': |
| case 'opacity': |
| case 'reflectivity': |
| case 'transparent': |
| case 'visible': |
| case 'wireframe': |
| json[ name ] = value; |
| break; |
| case 'vertexColors': |
| if ( value === true ) json.vertexColors = THREE.VertexColors; |
| if ( value === 'face' ) json.vertexColors = THREE.FaceColors; |
| break; |
| default: |
| console.error( 'THREE.Loader.createMaterial: Unsupported', name, value ); |
| break; |
| } |
| |
| } |
| |
| if ( json.type === 'MeshBasicMaterial' ) delete json.emissive; |
| if ( json.type !== 'MeshPhongMaterial' ) delete json.specular; |
| |
| if ( json.opacity < 1 ) json.transparent = true; |
| |
| materialLoader.setTextures( textures ); |
| |
| return materialLoader.parse( json ); |
| |
| }; |
| |
| } )() |
| |
| }; |
| |
| THREE.Loader.Handlers = { |
| |
| handlers: [], |
| |
| add: function ( regex, loader ) { |
| |
| this.handlers.push( regex, loader ); |
| |
| }, |
| |
| get: function ( file ) { |
| |
| var handlers = this.handlers; |
| |
| for ( var i = 0, l = handlers.length; i < l; i += 2 ) { |
| |
| var regex = handlers[ i ]; |
| var loader = handlers[ i + 1 ]; |
| |
| if ( regex.test( file ) ) { |
| |
| return loader; |
| |
| } |
| |
| } |
| |
| return null; |
| |
| } |
| |
| }; |
| |
| // File:src/loaders/XHRLoader.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.XHRLoader = function ( manager ) { |
| |
| this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; |
| |
| }; |
| |
| THREE.XHRLoader.prototype = { |
| |
| constructor: THREE.XHRLoader, |
| |
| load: function ( url, onLoad, onProgress, onError ) { |
| |
| if ( this.path !== undefined ) url = this.path + url; |
| |
| var scope = this; |
| |
| var cached = THREE.Cache.get( url ); |
| |
| if ( cached !== undefined ) { |
| |
| if ( onLoad ) { |
| |
| setTimeout( function () { |
| |
| onLoad( cached ); |
| |
| }, 0 ); |
| |
| } |
| |
| return cached; |
| |
| } |
| |
| var request = new XMLHttpRequest(); |
| request.overrideMimeType( 'text/plain' ); |
| request.open( 'GET', url, true ); |
| |
| request.addEventListener( 'load', function ( event ) { |
| |
| var response = event.target.response; |
| |
| THREE.Cache.add( url, response ); |
| |
| if ( this.status === 200 ) { |
| |
| if ( onLoad ) onLoad( response ); |
| |
| scope.manager.itemEnd( url ); |
| |
| } else if ( this.status === 0 ) { |
| |
| // Some browsers return HTTP Status 0 when using non-http protocol |
| // e.g. 'file://' or 'data://'. Handle as success. |
| |
| console.warn( 'THREE.XHRLoader: HTTP Status 0 received.' ); |
| |
| if ( onLoad ) onLoad( response ); |
| |
| scope.manager.itemEnd( url ); |
| |
| } else { |
| |
| if ( onError ) onError( event ); |
| |
| scope.manager.itemError( url ); |
| |
| } |
| |
| }, false ); |
| |
| if ( onProgress !== undefined ) { |
| |
| request.addEventListener( 'progress', function ( event ) { |
| |
| onProgress( event ); |
| |
| }, false ); |
| |
| } |
| |
| request.addEventListener( 'error', function ( event ) { |
| |
| if ( onError ) onError( event ); |
| |
| scope.manager.itemError( url ); |
| |
| }, false ); |
| |
| if ( this.responseType !== undefined ) request.responseType = this.responseType; |
| if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials; |
| |
| request.send( null ); |
| |
| scope.manager.itemStart( url ); |
| |
| return request; |
| |
| }, |
| |
| setPath: function ( value ) { |
| |
| this.path = value; |
| |
| }, |
| |
| setResponseType: function ( value ) { |
| |
| this.responseType = value; |
| |
| }, |
| |
| setWithCredentials: function ( value ) { |
| |
| this.withCredentials = value; |
| |
| } |
| |
| }; |
| |
| // File:src/loaders/FontLoader.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.FontLoader = function ( manager ) { |
| |
| this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; |
| |
| }; |
| |
| THREE.FontLoader.prototype = { |
| |
| constructor: THREE.FontLoader, |
| |
| load: function ( url, onLoad, onProgress, onError ) { |
| |
| var loader = new THREE.XHRLoader( this.manager ); |
| loader.load( url, function ( text ) { |
| |
| onLoad( new THREE.Font( JSON.parse( text.substring( 65, text.length - 2 ) ) ) ); |
| |
| }, onProgress, onError ); |
| |
| } |
| |
| }; |
| |
| // File:src/loaders/ImageLoader.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.ImageLoader = function ( manager ) { |
| |
| this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; |
| |
| }; |
| |
| THREE.ImageLoader.prototype = { |
| |
| constructor: THREE.ImageLoader, |
| |
| load: function ( url, onLoad, onProgress, onError ) { |
| |
| if ( this.path !== undefined ) url = this.path + url; |
| |
| var scope = this; |
| |
| var cached = THREE.Cache.get( url ); |
| |
| if ( cached !== undefined ) { |
| |
| scope.manager.itemStart( url ); |
| |
| if ( onLoad ) { |
| |
| setTimeout( function () { |
| |
| onLoad( cached ); |
| |
| scope.manager.itemEnd( url ); |
| |
| }, 0 ); |
| |
| } else { |
| |
| scope.manager.itemEnd( url ); |
| |
| } |
| |
| return cached; |
| |
| } |
| |
| var image = document.createElement( 'img' ); |
| |
| image.addEventListener( 'load', function ( event ) { |
| |
| THREE.Cache.add( url, this ); |
| |
| if ( onLoad ) onLoad( this ); |
| |
| scope.manager.itemEnd( url ); |
| |
| }, false ); |
| |
| if ( onProgress !== undefined ) { |
| |
| image.addEventListener( 'progress', function ( event ) { |
| |
| onProgress( event ); |
| |
| }, false ); |
| |
| } |
| |
| image.addEventListener( 'error', function ( event ) { |
| |
| if ( onError ) onError( event ); |
| |
| scope.manager.itemError( url ); |
| |
| }, false ); |
| |
| if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin; |
| |
| scope.manager.itemStart( url ); |
| |
| image.src = url; |
| |
| return image; |
| |
| }, |
| |
| setCrossOrigin: function ( value ) { |
| |
| this.crossOrigin = value; |
| |
| }, |
| |
| setPath: function ( value ) { |
| |
| this.path = value; |
| |
| } |
| |
| }; |
| |
| // File:src/loaders/JSONLoader.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| * @author alteredq / http://alteredqualia.com/ |
| */ |
| |
| THREE.JSONLoader = function ( manager ) { |
| |
| if ( typeof manager === 'boolean' ) { |
| |
| console.warn( 'THREE.JSONLoader: showStatus parameter has been removed from constructor.' ); |
| manager = undefined; |
| |
| } |
| |
| this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; |
| |
| this.withCredentials = false; |
| |
| }; |
| |
| THREE.JSONLoader.prototype = { |
| |
| constructor: THREE.JSONLoader, |
| |
| // Deprecated |
| |
| get statusDomElement () { |
| |
| if ( this._statusDomElement === undefined ) { |
| |
| this._statusDomElement = document.createElement( 'div' ); |
| |
| } |
| |
| console.warn( 'THREE.JSONLoader: .statusDomElement has been removed.' ); |
| return this._statusDomElement; |
| |
| }, |
| |
| load: function( url, onLoad, onProgress, onError ) { |
| |
| var scope = this; |
| |
| var texturePath = this.texturePath && ( typeof this.texturePath === "string" ) ? this.texturePath : THREE.Loader.prototype.extractUrlBase( url ); |
| |
| var loader = new THREE.XHRLoader( this.manager ); |
| loader.setWithCredentials( this.withCredentials ); |
| loader.load( url, function ( text ) { |
| |
| var json = JSON.parse( text ); |
| var metadata = json.metadata; |
| |
| if ( metadata !== undefined ) { |
| |
| var type = metadata.type; |
| |
| if ( type !== undefined ) { |
| |
| if ( type.toLowerCase() === 'object' ) { |
| |
| console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' ); |
| return; |
| |
| } |
| |
| if ( type.toLowerCase() === 'scene' ) { |
| |
| console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.SceneLoader instead.' ); |
| return; |
| |
| } |
| |
| } |
| |
| } |
| |
| var object = scope.parse( json, texturePath ); |
| onLoad( object.geometry, object.materials ); |
| |
| }, onProgress, onError ); |
| |
| }, |
| |
| setTexturePath: function ( value ) { |
| |
| this.texturePath = value; |
| |
| }, |
| |
| parse: function ( json, texturePath ) { |
| |
| var geometry = new THREE.Geometry(), |
| scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0; |
| |
| parseModel( scale ); |
| |
| parseSkin(); |
| parseMorphing( scale ); |
| parseAnimations(); |
| |
| geometry.computeFaceNormals(); |
| geometry.computeBoundingSphere(); |
| |
| function parseModel( scale ) { |
| |
| function isBitSet( value, position ) { |
| |
| return value & ( 1 << position ); |
| |
| } |
| |
| var i, j, fi, |
| |
| offset, zLength, |
| |
| colorIndex, normalIndex, uvIndex, materialIndex, |
| |
| type, |
| isQuad, |
| hasMaterial, |
| hasFaceVertexUv, |
| hasFaceNormal, hasFaceVertexNormal, |
| hasFaceColor, hasFaceVertexColor, |
| |
| vertex, face, faceA, faceB, hex, normal, |
| |
| uvLayer, uv, u, v, |
| |
| faces = json.faces, |
| vertices = json.vertices, |
| normals = json.normals, |
| colors = json.colors, |
| |
| nUvLayers = 0; |
| |
| if ( json.uvs !== undefined ) { |
| |
| // disregard empty arrays |
| |
| for ( i = 0; i < json.uvs.length; i ++ ) { |
| |
| if ( json.uvs[ i ].length ) nUvLayers ++; |
| |
| } |
| |
| for ( i = 0; i < nUvLayers; i ++ ) { |
| |
| geometry.faceVertexUvs[ i ] = []; |
| |
| } |
| |
| } |
| |
| offset = 0; |
| zLength = vertices.length; |
| |
| while ( offset < zLength ) { |
| |
| vertex = new THREE.Vector3(); |
| |
| vertex.x = vertices[ offset ++ ] * scale; |
| vertex.y = vertices[ offset ++ ] * scale; |
| vertex.z = vertices[ offset ++ ] * scale; |
| |
| geometry.vertices.push( vertex ); |
| |
| } |
| |
| offset = 0; |
| zLength = faces.length; |
| |
| while ( offset < zLength ) { |
| |
| type = faces[ offset ++ ]; |
| |
| |
| isQuad = isBitSet( type, 0 ); |
| hasMaterial = isBitSet( type, 1 ); |
| hasFaceVertexUv = isBitSet( type, 3 ); |
| hasFaceNormal = isBitSet( type, 4 ); |
| hasFaceVertexNormal = isBitSet( type, 5 ); |
| hasFaceColor = isBitSet( type, 6 ); |
| hasFaceVertexColor = isBitSet( type, 7 ); |
| |
| // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor); |
| |
| if ( isQuad ) { |
| |
| faceA = new THREE.Face3(); |
| faceA.a = faces[ offset ]; |
| faceA.b = faces[ offset + 1 ]; |
| faceA.c = faces[ offset + 3 ]; |
| |
| faceB = new THREE.Face3(); |
| faceB.a = faces[ offset + 1 ]; |
| faceB.b = faces[ offset + 2 ]; |
| faceB.c = faces[ offset + 3 ]; |
| |
| offset += 4; |
| |
| if ( hasMaterial ) { |
| |
| materialIndex = faces[ offset ++ ]; |
| faceA.materialIndex = materialIndex; |
| faceB.materialIndex = materialIndex; |
| |
| } |
| |
| // to get face <=> uv index correspondence |
| |
| fi = geometry.faces.length; |
| |
| if ( hasFaceVertexUv ) { |
| |
| for ( i = 0; i < nUvLayers; i ++ ) { |
| |
| uvLayer = json.uvs[ i ]; |
| |
| geometry.faceVertexUvs[ i ][ fi ] = []; |
| geometry.faceVertexUvs[ i ][ fi + 1 ] = []; |
| |
| for ( j = 0; j < 4; j ++ ) { |
| |
| uvIndex = faces[ offset ++ ]; |
| |
| u = uvLayer[ uvIndex * 2 ]; |
| v = uvLayer[ uvIndex * 2 + 1 ]; |
| |
| uv = new THREE.Vector2( u, v ); |
| |
| if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv ); |
| if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv ); |
| |
| } |
| |
| } |
| |
| } |
| |
| if ( hasFaceNormal ) { |
| |
| normalIndex = faces[ offset ++ ] * 3; |
| |
| faceA.normal.set( |
| normals[ normalIndex ++ ], |
| normals[ normalIndex ++ ], |
| normals[ normalIndex ] |
| ); |
| |
| faceB.normal.copy( faceA.normal ); |
| |
| } |
| |
| if ( hasFaceVertexNormal ) { |
| |
| for ( i = 0; i < 4; i ++ ) { |
| |
| normalIndex = faces[ offset ++ ] * 3; |
| |
| normal = new THREE.Vector3( |
| normals[ normalIndex ++ ], |
| normals[ normalIndex ++ ], |
| normals[ normalIndex ] |
| ); |
| |
| |
| if ( i !== 2 ) faceA.vertexNormals.push( normal ); |
| if ( i !== 0 ) faceB.vertexNormals.push( normal ); |
| |
| } |
| |
| } |
| |
| |
| if ( hasFaceColor ) { |
| |
| colorIndex = faces[ offset ++ ]; |
| hex = colors[ colorIndex ]; |
| |
| faceA.color.setHex( hex ); |
| faceB.color.setHex( hex ); |
| |
| } |
| |
| |
| if ( hasFaceVertexColor ) { |
| |
| for ( i = 0; i < 4; i ++ ) { |
| |
| colorIndex = faces[ offset ++ ]; |
| hex = colors[ colorIndex ]; |
| |
| if ( i !== 2 ) faceA.vertexColors.push( new THREE.Color( hex ) ); |
| if ( i !== 0 ) faceB.vertexColors.push( new THREE.Color( hex ) ); |
| |
| } |
| |
| } |
| |
| geometry.faces.push( faceA ); |
| geometry.faces.push( faceB ); |
| |
| } else { |
| |
| face = new THREE.Face3(); |
| face.a = faces[ offset ++ ]; |
| face.b = faces[ offset ++ ]; |
| face.c = faces[ offset ++ ]; |
| |
| if ( hasMaterial ) { |
| |
| materialIndex = faces[ offset ++ ]; |
| face.materialIndex = materialIndex; |
| |
| } |
| |
| // to get face <=> uv index correspondence |
| |
| fi = geometry.faces.length; |
| |
| if ( hasFaceVertexUv ) { |
| |
| for ( i = 0; i < nUvLayers; i ++ ) { |
| |
| uvLayer = json.uvs[ i ]; |
| |
| geometry.faceVertexUvs[ i ][ fi ] = []; |
| |
| for ( j = 0; j < 3; j ++ ) { |
| |
| uvIndex = faces[ offset ++ ]; |
| |
| u = uvLayer[ uvIndex * 2 ]; |
| v = uvLayer[ uvIndex * 2 + 1 ]; |
| |
| uv = new THREE.Vector2( u, v ); |
| |
| geometry.faceVertexUvs[ i ][ fi ].push( uv ); |
| |
| } |
| |
| } |
| |
| } |
| |
| if ( hasFaceNormal ) { |
| |
| normalIndex = faces[ offset ++ ] * 3; |
| |
| face.normal.set( |
| normals[ normalIndex ++ ], |
| normals[ normalIndex ++ ], |
| normals[ normalIndex ] |
| ); |
| |
| } |
| |
| if ( hasFaceVertexNormal ) { |
| |
| for ( i = 0; i < 3; i ++ ) { |
| |
| normalIndex = faces[ offset ++ ] * 3; |
| |
| normal = new THREE.Vector3( |
| normals[ normalIndex ++ ], |
| normals[ normalIndex ++ ], |
| normals[ normalIndex ] |
| ); |
| |
| face.vertexNormals.push( normal ); |
| |
| } |
| |
| } |
| |
| |
| if ( hasFaceColor ) { |
| |
| colorIndex = faces[ offset ++ ]; |
| face.color.setHex( colors[ colorIndex ] ); |
| |
| } |
| |
| |
| if ( hasFaceVertexColor ) { |
| |
| for ( i = 0; i < 3; i ++ ) { |
| |
| colorIndex = faces[ offset ++ ]; |
| face.vertexColors.push( new THREE.Color( colors[ colorIndex ] ) ); |
| |
| } |
| |
| } |
| |
| geometry.faces.push( face ); |
| |
| } |
| |
| } |
| |
| }; |
| |
| function parseSkin() { |
| |
| var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2; |
| |
| if ( json.skinWeights ) { |
| |
| for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) { |
| |
| var x = json.skinWeights[ i ]; |
| var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0; |
| var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0; |
| var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0; |
| |
| geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) ); |
| |
| } |
| |
| } |
| |
| if ( json.skinIndices ) { |
| |
| for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) { |
| |
| var a = json.skinIndices[ i ]; |
| var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0; |
| var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0; |
| var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0; |
| |
| geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) ); |
| |
| } |
| |
| } |
| |
| geometry.bones = json.bones; |
| |
| if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) { |
| |
| console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' + |
| geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' ); |
| |
| } |
| |
| }; |
| |
| function parseMorphing( scale ) { |
| |
| if ( json.morphTargets !== undefined ) { |
| |
| for ( var i = 0, l = json.morphTargets.length; i < l; i ++ ) { |
| |
| geometry.morphTargets[ i ] = {}; |
| geometry.morphTargets[ i ].name = json.morphTargets[ i ].name; |
| geometry.morphTargets[ i ].vertices = []; |
| |
| var dstVertices = geometry.morphTargets[ i ].vertices; |
| var srcVertices = json.morphTargets[ i ].vertices; |
| |
| for ( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) { |
| |
| var vertex = new 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 && json.morphColors.length > 0 ) { |
| |
| console.warn( 'THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.' ); |
| |
| var faces = geometry.faces; |
| var morphColors = json.morphColors[ 0 ].colors; |
| |
| for ( var i = 0, l = faces.length; i < l; i ++ ) { |
| |
| faces[ i ].color.fromArray( morphColors, i * 3 ); |
| |
| } |
| |
| } |
| |
| } |
| |
| function parseAnimations() { |
| |
| var outputAnimations = []; |
| |
| // parse old style Bone/Hierarchy animations |
| var animations = []; |
| |
| if ( json.animation !== undefined ) { |
| |
| animations.push( json.animation ); |
| |
| } |
| |
| if ( json.animations !== undefined ) { |
| |
| if ( json.animations.length ) { |
| |
| animations = animations.concat( json.animations ); |
| |
| } else { |
| |
| animations.push( json.animations ); |
| |
| } |
| |
| } |
| |
| for ( var i = 0; i < animations.length; i ++ ) { |
| |
| var clip = THREE.AnimationClip.parseAnimation( animations[ i ], geometry.bones ); |
| if ( clip ) outputAnimations.push( clip ); |
| |
| } |
| |
| // parse implicit morph animations |
| if ( geometry.morphTargets ) { |
| |
| // TODO: Figure out what an appropraite FPS is for morph target animations -- defaulting to 10, but really it is completely arbitrary. |
| var morphAnimationClips = THREE.AnimationClip.CreateClipsFromMorphTargetSequences( geometry.morphTargets, 10 ); |
| outputAnimations = outputAnimations.concat( morphAnimationClips ); |
| |
| } |
| |
| if ( outputAnimations.length > 0 ) geometry.animations = outputAnimations; |
| |
| }; |
| |
| if ( json.materials === undefined || json.materials.length === 0 ) { |
| |
| return { geometry: geometry }; |
| |
| } else { |
| |
| var materials = THREE.Loader.prototype.initMaterials( json.materials, texturePath, this.crossOrigin ); |
| |
| return { geometry: geometry, materials: materials }; |
| |
| } |
| |
| } |
| |
| }; |
| |
| // File:src/loaders/LoadingManager.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.LoadingManager = function ( onLoad, onProgress, onError ) { |
| |
| var scope = this; |
| |
| var isLoading = false, itemsLoaded = 0, itemsTotal = 0; |
| |
| this.onStart = undefined; |
| this.onLoad = onLoad; |
| this.onProgress = onProgress; |
| this.onError = onError; |
| |
| this.itemStart = function ( url ) { |
| |
| itemsTotal ++; |
| |
| if ( isLoading === false ) { |
| |
| if ( scope.onStart !== undefined ) { |
| |
| scope.onStart( url, itemsLoaded, itemsTotal ); |
| |
| } |
| |
| } |
| |
| isLoading = true; |
| |
| }; |
| |
| this.itemEnd = function ( url ) { |
| |
| itemsLoaded ++; |
| |
| if ( scope.onProgress !== undefined ) { |
| |
| scope.onProgress( url, itemsLoaded, itemsTotal ); |
| |
| } |
| |
| if ( itemsLoaded === itemsTotal ) { |
| |
| isLoading = false; |
| |
| if ( scope.onLoad !== undefined ) { |
| |
| scope.onLoad(); |
| |
| } |
| |
| } |
| |
| }; |
| |
| this.itemError = function ( url ) { |
| |
| if ( scope.onError !== undefined ) { |
| |
| scope.onError( url ); |
| |
| } |
| |
| }; |
| |
| }; |
| |
| THREE.DefaultLoadingManager = new THREE.LoadingManager(); |
| |
| // File:src/loaders/BufferGeometryLoader.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.BufferGeometryLoader = function ( manager ) { |
| |
| this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; |
| |
| }; |
| |
| THREE.BufferGeometryLoader.prototype = { |
| |
| constructor: THREE.BufferGeometryLoader, |
| |
| load: function ( url, onLoad, onProgress, onError ) { |
| |
| var scope = this; |
| |
| var loader = new THREE.XHRLoader( scope.manager ); |
| loader.load( url, function ( text ) { |
| |
| onLoad( scope.parse( JSON.parse( text ) ) ); |
| |
| }, onProgress, onError ); |
| |
| }, |
| |
| parse: function ( json ) { |
| |
| var geometry = new THREE.BufferGeometry(); |
| |
| var index = json.data.index; |
| |
| var TYPED_ARRAYS = { |
| 'Int8Array': Int8Array, |
| 'Uint8Array': Uint8Array, |
| 'Uint8ClampedArray': Uint8ClampedArray, |
| 'Int16Array': Int16Array, |
| 'Uint16Array': Uint16Array, |
| 'Int32Array': Int32Array, |
| 'Uint32Array': Uint32Array, |
| 'Float32Array': Float32Array, |
| 'Float64Array': Float64Array |
| }; |
| |
| if ( index !== undefined ) { |
| |
| var typedArray = new TYPED_ARRAYS[ index.type ]( index.array ); |
| geometry.setIndex( new THREE.BufferAttribute( typedArray, 1 ) ); |
| |
| } |
| |
| var attributes = json.data.attributes; |
| |
| for ( var key in attributes ) { |
| |
| var attribute = attributes[ key ]; |
| var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array ); |
| |
| geometry.addAttribute( key, new THREE.BufferAttribute( typedArray, attribute.itemSize ) ); |
| |
| } |
| |
| var groups = json.data.groups || json.data.drawcalls || json.data.offsets; |
| |
| if ( groups !== undefined ) { |
| |
| for ( var i = 0, n = groups.length; i !== n; ++ i ) { |
| |
| var group = groups[ i ]; |
| |
| geometry.addGroup( group.start, group.count, group.materialIndex ); |
| |
| } |
| |
| } |
| |
| var boundingSphere = json.data.boundingSphere; |
| |
| if ( boundingSphere !== undefined ) { |
| |
| var center = new THREE.Vector3(); |
| |
| if ( boundingSphere.center !== undefined ) { |
| |
| center.fromArray( boundingSphere.center ); |
| |
| } |
| |
| geometry.boundingSphere = new THREE.Sphere( center, boundingSphere.radius ); |
| |
| } |
| |
| return geometry; |
| |
| } |
| |
| }; |
| |
| // File:src/loaders/MaterialLoader.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.MaterialLoader = function ( manager ) { |
| |
| this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; |
| this.textures = {}; |
| |
| }; |
| |
| THREE.MaterialLoader.prototype = { |
| |
| constructor: THREE.MaterialLoader, |
| |
| load: function ( url, onLoad, onProgress, onError ) { |
| |
| var scope = this; |
| |
| var loader = new THREE.XHRLoader( scope.manager ); |
| loader.load( url, function ( text ) { |
| |
| onLoad( scope.parse( JSON.parse( text ) ) ); |
| |
| }, onProgress, onError ); |
| |
| }, |
| |
| setTextures: function ( value ) { |
| |
| this.textures = value; |
| |
| }, |
| |
| getTexture: function ( name ) { |
| |
| var textures = this.textures; |
| |
| if ( textures[ name ] === undefined ) { |
| |
| console.warn( 'THREE.MaterialLoader: Undefined texture', name ); |
| |
| } |
| |
| return textures[ name ]; |
| |
| }, |
| |
| parse: function ( json ) { |
| |
| var material = new THREE[ json.type ]; |
| |
| if ( json.uuid !== undefined ) material.uuid = json.uuid; |
| if ( json.name !== undefined ) material.name = json.name; |
| if ( json.color !== undefined ) material.color.setHex( json.color ); |
| if ( json.roughness !== undefined ) material.roughness = json.roughness; |
| if ( json.metalness !== undefined ) material.metalness = json.metalness; |
| if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive ); |
| if ( json.specular !== undefined ) material.specular.setHex( json.specular ); |
| if ( json.shininess !== undefined ) material.shininess = json.shininess; |
| if ( json.uniforms !== undefined ) material.uniforms = json.uniforms; |
| if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader; |
| if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader; |
| if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors; |
| if ( json.shading !== undefined ) material.shading = json.shading; |
| if ( json.blending !== undefined ) material.blending = json.blending; |
| if ( json.side !== undefined ) material.side = json.side; |
| if ( json.opacity !== undefined ) material.opacity = json.opacity; |
| if ( json.transparent !== undefined ) material.transparent = json.transparent; |
| if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest; |
| if ( json.depthTest !== undefined ) material.depthTest = json.depthTest; |
| if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite; |
| if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite; |
| if ( json.wireframe !== undefined ) material.wireframe = json.wireframe; |
| if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth; |
| |
| // for PointsMaterial |
| if ( json.size !== undefined ) material.size = json.size; |
| if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation; |
| |
| // maps |
| |
| if ( json.map !== undefined ) material.map = this.getTexture( json.map ); |
| |
| if ( json.alphaMap !== undefined ) { |
| |
| material.alphaMap = this.getTexture( json.alphaMap ); |
| material.transparent = true; |
| |
| } |
| |
| if ( json.bumpMap !== undefined ) material.bumpMap = this.getTexture( json.bumpMap ); |
| if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale; |
| |
| if ( json.normalMap !== undefined ) material.normalMap = this.getTexture( json.normalMap ); |
| if ( json.normalScale !== undefined ) { |
| |
| var normalScale = json.normalScale; |
| |
| if ( Array.isArray( normalScale ) === false ) { |
| |
| // Blender exporter used to export a scalar. See #7459 |
| |
| normalScale = [ normalScale, normalScale ]; |
| |
| } |
| |
| material.normalScale = new THREE.Vector2().fromArray( normalScale ); |
| |
| } |
| |
| if ( json.displacementMap !== undefined ) material.displacementMap = this.getTexture( json.displacementMap ); |
| if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale; |
| if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias; |
| |
| if ( json.roughnessMap !== undefined ) material.roughnessMap = this.getTexture( json.roughnessMap ); |
| if ( json.metalnessMap !== undefined ) material.metalnessMap = this.getTexture( json.metalnessMap ); |
| |
| if ( json.emissiveMap !== undefined ) material.emissiveMap = this.getTexture( json.emissiveMap ); |
| if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity; |
| |
| if ( json.specularMap !== undefined ) material.specularMap = this.getTexture( json.specularMap ); |
| |
| if ( json.envMap !== undefined ) { |
| |
| material.envMap = this.getTexture( json.envMap ); |
| material.combine = THREE.MultiplyOperation; |
| |
| } |
| |
| if ( json.reflectivity ) material.reflectivity = json.reflectivity; |
| |
| if ( json.lightMap !== undefined ) material.lightMap = this.getTexture( json.lightMap ); |
| if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity; |
| |
| if ( json.aoMap !== undefined ) material.aoMap = this.getTexture( json.aoMap ); |
| if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity; |
| |
| // MultiMaterial |
| |
| if ( json.materials !== undefined ) { |
| |
| for ( var i = 0, l = json.materials.length; i < l; i ++ ) { |
| |
| material.materials.push( this.parse( json.materials[ i ] ) ); |
| |
| } |
| |
| } |
| |
| return material; |
| |
| } |
| |
| }; |
| |
| // File:src/loaders/ObjectLoader.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.ObjectLoader = function ( manager ) { |
| |
| this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; |
| this.texturePath = ''; |
| |
| }; |
| |
| THREE.ObjectLoader.prototype = { |
| |
| constructor: THREE.ObjectLoader, |
| |
| load: function ( url, onLoad, onProgress, onError ) { |
| |
| if ( this.texturePath === '' ) { |
| |
| this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 ); |
| |
| } |
| |
| var scope = this; |
| |
| var loader = new THREE.XHRLoader( scope.manager ); |
| loader.load( url, function ( text ) { |
| |
| scope.parse( JSON.parse( text ), onLoad ); |
| |
| }, onProgress, onError ); |
| |
| }, |
| |
| setTexturePath: function ( value ) { |
| |
| this.texturePath = value; |
| |
| }, |
| |
| setCrossOrigin: function ( value ) { |
| |
| this.crossOrigin = value; |
| |
| }, |
| |
| parse: function ( json, onLoad ) { |
| |
| var geometries = this.parseGeometries( json.geometries ); |
| |
| var images = this.parseImages( json.images, function () { |
| |
| if ( onLoad !== undefined ) onLoad( object ); |
| |
| } ); |
| |
| var textures = this.parseTextures( json.textures, images ); |
| var materials = this.parseMaterials( json.materials, textures ); |
| |
| var object = this.parseObject( json.object, geometries, materials ); |
| |
| if ( json.animations ) { |
| |
| object.animations = this.parseAnimations( json.animations ); |
| |
| } |
| |
| if ( json.images === undefined || json.images.length === 0 ) { |
| |
| if ( onLoad !== undefined ) onLoad( object ); |
| |
| } |
| |
| return object; |
| |
| }, |
| |
| parseGeometries: function ( json ) { |
| |
| var geometries = {}; |
| |
| if ( json !== undefined ) { |
| |
| var geometryLoader = new THREE.JSONLoader(); |
| var bufferGeometryLoader = new THREE.BufferGeometryLoader(); |
| |
| for ( var i = 0, l = json.length; i < l; i ++ ) { |
| |
| var geometry; |
| var data = json[ i ]; |
| |
| switch ( data.type ) { |
| |
| case 'PlaneGeometry': |
| case 'PlaneBufferGeometry': |
| |
| geometry = new THREE[ data.type ]( |
| data.width, |
| data.height, |
| data.widthSegments, |
| data.heightSegments |
| ); |
| |
| break; |
| |
| case 'BoxGeometry': |
| case 'CubeGeometry': // backwards compatible |
| |
| geometry = new THREE.BoxGeometry( |
| data.width, |
| data.height, |
| data.depth, |
| data.widthSegments, |
| data.heightSegments, |
| data.depthSegments |
| ); |
| |
| break; |
| |
| case 'CircleBufferGeometry': |
| |
| geometry = new THREE.CircleBufferGeometry( |
| data.radius, |
| data.segments, |
| data.thetaStart, |
| data.thetaLength |
| ); |
| |
| break; |
| |
| case 'CircleGeometry': |
| |
| geometry = new THREE.CircleGeometry( |
| data.radius, |
| data.segments, |
| data.thetaStart, |
| data.thetaLength |
| ); |
| |
| break; |
| |
| case 'CylinderGeometry': |
| |
| geometry = new THREE.CylinderGeometry( |
| data.radiusTop, |
| data.radiusBottom, |
| data.height, |
| data.radialSegments, |
| data.heightSegments, |
| data.openEnded, |
| data.thetaStart, |
| data.thetaLength |
| ); |
| |
| break; |
| |
| case 'SphereGeometry': |
| |
| geometry = new THREE.SphereGeometry( |
| data.radius, |
| data.widthSegments, |
| data.heightSegments, |
| data.phiStart, |
| data.phiLength, |
| data.thetaStart, |
| data.thetaLength |
| ); |
| |
| break; |
| |
| case 'SphereBufferGeometry': |
| |
| geometry = new THREE.SphereBufferGeometry( |
| data.radius, |
| data.widthSegments, |
| data.heightSegments, |
| data.phiStart, |
| data.phiLength, |
| data.thetaStart, |
| data.thetaLength |
| ); |
| |
| break; |
| |
| case 'DodecahedronGeometry': |
| |
| geometry = new THREE.DodecahedronGeometry( |
| data.radius, |
| data.detail |
| ); |
| |
| break; |
| |
| case 'IcosahedronGeometry': |
| |
| geometry = new THREE.IcosahedronGeometry( |
| data.radius, |
| data.detail |
| ); |
| |
| break; |
| |
| case 'OctahedronGeometry': |
| |
| geometry = new THREE.OctahedronGeometry( |
| data.radius, |
| data.detail |
| ); |
| |
| break; |
| |
| case 'TetrahedronGeometry': |
| |
| geometry = new THREE.TetrahedronGeometry( |
| data.radius, |
| data.detail |
| ); |
| |
| break; |
| |
| case 'RingGeometry': |
| |
| geometry = new THREE.RingGeometry( |
| data.innerRadius, |
| data.outerRadius, |
| data.thetaSegments, |
| data.phiSegments, |
| data.thetaStart, |
| data.thetaLength |
| ); |
| |
| break; |
| |
| case 'TorusGeometry': |
| |
| geometry = new THREE.TorusGeometry( |
| data.radius, |
| data.tube, |
| data.radialSegments, |
| data.tubularSegments, |
| data.arc |
| ); |
| |
| break; |
| |
| case 'TorusKnotGeometry': |
| |
| geometry = new THREE.TorusKnotGeometry( |
| data.radius, |
| data.tube, |
| data.radialSegments, |
| data.tubularSegments, |
| data.p, |
| data.q, |
| data.heightScale |
| ); |
| |
| break; |
| |
| case 'LatheGeometry': |
| |
| geometry = new THREE.LatheGeometry( |
| data.points, |
| data.segments, |
| data.phiStart, |
| data.phiLength |
| ); |
| |
| break; |
| |
| case 'BufferGeometry': |
| |
| geometry = bufferGeometryLoader.parse( data ); |
| |
| break; |
| |
| case 'Geometry': |
| |
| geometry = geometryLoader.parse( data.data, this.texturePath ).geometry; |
| |
| break; |
| |
| default: |
| |
| console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' ); |
| |
| continue; |
| |
| } |
| |
| geometry.uuid = data.uuid; |
| |
| if ( data.name !== undefined ) geometry.name = data.name; |
| |
| geometries[ data.uuid ] = geometry; |
| |
| } |
| |
| } |
| |
| return geometries; |
| |
| }, |
| |
| parseMaterials: function ( json, textures ) { |
| |
| var materials = {}; |
| |
| if ( json !== undefined ) { |
| |
| var loader = new THREE.MaterialLoader(); |
| loader.setTextures( textures ); |
| |
| for ( var i = 0, l = json.length; i < l; i ++ ) { |
| |
| var material = loader.parse( json[ i ] ); |
| materials[ material.uuid ] = material; |
| |
| } |
| |
| } |
| |
| return materials; |
| |
| }, |
| |
| parseAnimations: function ( json ) { |
| |
| var animations = []; |
| |
| for ( var i = 0; i < json.length; i ++ ) { |
| |
| var clip = THREE.AnimationClip.parse( json[ i ] ); |
| |
| animations.push( clip ); |
| |
| } |
| |
| return animations; |
| |
| }, |
| |
| parseImages: function ( json, onLoad ) { |
| |
| var scope = this; |
| var images = {}; |
| |
| function loadImage( url ) { |
| |
| scope.manager.itemStart( url ); |
| |
| return loader.load( url, function () { |
| |
| scope.manager.itemEnd( url ); |
| |
| } ); |
| |
| } |
| |
| if ( json !== undefined && json.length > 0 ) { |
| |
| var manager = new THREE.LoadingManager( onLoad ); |
| |
| var loader = new THREE.ImageLoader( manager ); |
| loader.setCrossOrigin( this.crossOrigin ); |
| |
| for ( var i = 0, l = json.length; i < l; i ++ ) { |
| |
| var image = json[ i ]; |
| var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.texturePath + image.url; |
| |
| images[ image.uuid ] = loadImage( path ); |
| |
| } |
| |
| } |
| |
| return images; |
| |
| }, |
| |
| parseTextures: function ( json, images ) { |
| |
| function parseConstant( value ) { |
| |
| if ( typeof( value ) === 'number' ) return value; |
| |
| console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value ); |
| |
| return THREE[ value ]; |
| |
| } |
| |
| var textures = {}; |
| |
| if ( json !== undefined ) { |
| |
| for ( var i = 0, l = json.length; i < l; i ++ ) { |
| |
| var data = json[ i ]; |
| |
| if ( data.image === undefined ) { |
| |
| console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid ); |
| |
| } |
| |
| if ( images[ data.image ] === undefined ) { |
| |
| console.warn( 'THREE.ObjectLoader: Undefined image', data.image ); |
| |
| } |
| |
| var texture = new THREE.Texture( images[ data.image ] ); |
| texture.needsUpdate = true; |
| |
| texture.uuid = data.uuid; |
| |
| if ( data.name !== undefined ) texture.name = data.name; |
| if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping ); |
| if ( data.offset !== undefined ) texture.offset = new THREE.Vector2( data.offset[ 0 ], data.offset[ 1 ] ); |
| if ( data.repeat !== undefined ) texture.repeat = new THREE.Vector2( data.repeat[ 0 ], data.repeat[ 1 ] ); |
| if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter ); |
| if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter ); |
| if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy; |
| if ( Array.isArray( data.wrap ) ) { |
| |
| texture.wrapS = parseConstant( data.wrap[ 0 ] ); |
| texture.wrapT = parseConstant( data.wrap[ 1 ] ); |
| |
| } |
| |
| textures[ data.uuid ] = texture; |
| |
| } |
| |
| } |
| |
| return textures; |
| |
| }, |
| |
| parseObject: function () { |
| |
| var matrix = new THREE.Matrix4(); |
| |
| return function ( data, geometries, materials ) { |
| |
| var object; |
| |
| function getGeometry( name ) { |
| |
| if ( geometries[ name ] === undefined ) { |
| |
| console.warn( 'THREE.ObjectLoader: Undefined geometry', name ); |
| |
| } |
| |
| return geometries[ name ]; |
| |
| } |
| |
| function getMaterial( name ) { |
| |
| if ( name === undefined ) return undefined; |
| |
| if ( materials[ name ] === undefined ) { |
| |
| console.warn( 'THREE.ObjectLoader: Undefined material', name ); |
| |
| } |
| |
| return materials[ name ]; |
| |
| } |
| |
| switch ( data.type ) { |
| |
| case 'Scene': |
| |
| object = new THREE.Scene(); |
| |
| break; |
| |
| case 'PerspectiveCamera': |
| |
| object = new THREE.PerspectiveCamera( data.fov, data.aspect, data.near, data.far ); |
| |
| break; |
| |
| case 'OrthographicCamera': |
| |
| object = new THREE.OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far ); |
| |
| break; |
| |
| case 'AmbientLight': |
| |
| object = new THREE.AmbientLight( data.color, data.intensity ); |
| |
| break; |
| |
| case 'DirectionalLight': |
| |
| object = new THREE.DirectionalLight( data.color, data.intensity ); |
| |
| break; |
| |
| case 'PointLight': |
| |
| object = new THREE.PointLight( data.color, data.intensity, data.distance, data.decay ); |
| |
| break; |
| |
| case 'SpotLight': |
| |
| object = new THREE.SpotLight( data.color, data.intensity, data.distance, data.angle, data.exponent, data.decay ); |
| |
| break; |
| |
| case 'HemisphereLight': |
| |
| object = new THREE.HemisphereLight( data.color, data.groundColor, data.intensity ); |
| |
| break; |
| |
| case 'Mesh': |
| |
| var geometry = getGeometry( data.geometry ); |
| var material = getMaterial( data.material ); |
| |
| if ( geometry.bones && geometry.bones.length > 0 ) { |
| |
| object = new THREE.SkinnedMesh( geometry, material ); |
| |
| } else { |
| |
| object = new THREE.Mesh( geometry, material ); |
| |
| } |
| |
| break; |
| |
| case 'LOD': |
| |
| object = new THREE.LOD(); |
| |
| break; |
| |
| case 'Line': |
| |
| object = new THREE.Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode ); |
| |
| break; |
| |
| case 'PointCloud': |
| case 'Points': |
| |
| object = new THREE.Points( getGeometry( data.geometry ), getMaterial( data.material ) ); |
| |
| break; |
| |
| case 'Sprite': |
| |
| object = new THREE.Sprite( getMaterial( data.material ) ); |
| |
| break; |
| |
| case 'Group': |
| |
| object = new THREE.Group(); |
| |
| break; |
| |
| default: |
| |
| object = new THREE.Object3D(); |
| |
| } |
| |
| object.uuid = data.uuid; |
| |
| if ( data.name !== undefined ) object.name = data.name; |
| if ( data.matrix !== undefined ) { |
| |
| matrix.fromArray( data.matrix ); |
| matrix.decompose( object.position, object.quaternion, object.scale ); |
| |
| } else { |
| |
| if ( data.position !== undefined ) object.position.fromArray( data.position ); |
| if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation ); |
| if ( data.scale !== undefined ) object.scale.fromArray( data.scale ); |
| |
| } |
| |
| if ( data.castShadow !== undefined ) object.castShadow = data.castShadow; |
| if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow; |
| |
| if ( data.visible !== undefined ) object.visible = data.visible; |
| if ( data.userData !== undefined ) object.userData = data.userData; |
| |
| if ( data.children !== undefined ) { |
| |
| for ( var child in data.children ) { |
| |
| object.add( this.parseObject( data.children[ child ], geometries, materials ) ); |
| |
| } |
| |
| } |
| |
| if ( data.type === 'LOD' ) { |
| |
| var levels = data.levels; |
| |
| for ( var l = 0; l < levels.length; l ++ ) { |
| |
| var level = levels[ l ]; |
| var child = object.getObjectByProperty( 'uuid', level.object ); |
| |
| if ( child !== undefined ) { |
| |
| object.addLevel( child, level.distance ); |
| |
| } |
| |
| } |
| |
| } |
| |
| return object; |
| |
| } |
| |
| }() |
| |
| }; |
| |
| // File:src/loaders/TextureLoader.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.TextureLoader = function ( manager ) { |
| |
| this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; |
| |
| }; |
| |
| THREE.TextureLoader.prototype = { |
| |
| constructor: THREE.TextureLoader, |
| |
| load: function ( url, onLoad, onProgress, onError ) { |
| |
| var texture = new THREE.Texture(); |
| |
| var loader = new THREE.ImageLoader( this.manager ); |
| loader.setCrossOrigin( this.crossOrigin ); |
| loader.setPath( this.path ); |
| loader.load( url, function ( image ) { |
| |
| texture.image = image; |
| texture.needsUpdate = true; |
| |
| if ( onLoad !== undefined ) { |
| |
| onLoad( texture ); |
| |
| } |
| |
| }, onProgress, onError ); |
| |
| return texture; |
| |
| }, |
| |
| setCrossOrigin: function ( value ) { |
| |
| this.crossOrigin = value; |
| |
| }, |
| |
| setPath: function ( value ) { |
| |
| this.path = value; |
| |
| } |
| |
| }; |
| |
| // File:src/loaders/CubeTextureLoader.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.CubeTextureLoader = function ( manager ) { |
| |
| this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; |
| |
| }; |
| |
| THREE.CubeTextureLoader.prototype = { |
| |
| constructor: THREE.CubeTextureLoader, |
| |
| load: function ( urls, onLoad, onProgress, onError ) { |
| |
| var texture = new THREE.CubeTexture( [] ); |
| |
| var loader = new THREE.ImageLoader( this.manager ); |
| loader.setCrossOrigin( this.crossOrigin ); |
| loader.setPath( this.path ); |
| |
| var loaded = 0; |
| |
| function loadTexture( i ) { |
| |
| loader.load( urls[ i ], function ( image ) { |
| |
| texture.images[ i ] = image; |
| |
| loaded ++; |
| |
| if ( loaded === 6 ) { |
| |
| texture.needsUpdate = true; |
| |
| if ( onLoad ) onLoad( texture ); |
| |
| } |
| |
| }, undefined, onError ); |
| |
| } |
| |
| for ( var i = 0; i < urls.length; ++ i ) { |
| |
| loadTexture( i ); |
| |
| } |
| |
| return texture; |
| |
| }, |
| |
| setCrossOrigin: function ( value ) { |
| |
| this.crossOrigin = value; |
| |
| }, |
| |
| setPath: function ( value ) { |
| |
| this.path = value; |
| |
| } |
| |
| }; |
| |
| // File:src/loaders/BinaryTextureLoader.js |
| |
| /** |
| * @author Nikos M. / https://github.com/foo123/ |
| * |
| * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...) |
| */ |
| |
| THREE.DataTextureLoader = THREE.BinaryTextureLoader = function ( manager ) { |
| |
| this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; |
| |
| // override in sub classes |
| this._parser = null; |
| |
| }; |
| |
| THREE.BinaryTextureLoader.prototype = { |
| |
| constructor: THREE.BinaryTextureLoader, |
| |
| load: function ( url, onLoad, onProgress, onError ) { |
| |
| var scope = this; |
| |
| var texture = new THREE.DataTexture(); |
| |
| var loader = new THREE.XHRLoader( this.manager ); |
| loader.setResponseType( 'arraybuffer' ); |
| |
| loader.load( url, function ( buffer ) { |
| |
| var texData = scope._parser( buffer ); |
| |
| if ( ! texData ) return; |
| |
| if ( undefined !== texData.image ) { |
| |
| texture.image = texData.image; |
| |
| } else if ( undefined !== texData.data ) { |
| |
| texture.image.width = texData.width; |
| texture.image.height = texData.height; |
| texture.image.data = texData.data; |
| |
| } |
| |
| texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : THREE.ClampToEdgeWrapping; |
| texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : THREE.ClampToEdgeWrapping; |
| |
| texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : THREE.LinearFilter; |
| texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : THREE.LinearMipMapLinearFilter; |
| |
| texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1; |
| |
| if ( undefined !== texData.format ) { |
| |
| texture.format = texData.format; |
| |
| } |
| if ( undefined !== texData.type ) { |
| |
| texture.type = texData.type; |
| |
| } |
| |
| if ( undefined !== texData.mipmaps ) { |
| |
| texture.mipmaps = texData.mipmaps; |
| |
| } |
| |
| if ( 1 === texData.mipmapCount ) { |
| |
| texture.minFilter = THREE.LinearFilter; |
| |
| } |
| |
| texture.needsUpdate = true; |
| |
| if ( onLoad ) onLoad( texture, texData ); |
| |
| }, onProgress, onError ); |
| |
| |
| return texture; |
| |
| } |
| |
| }; |
| |
| // File:src/loaders/CompressedTextureLoader.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| * |
| * Abstract Base class to block based textures loader (dds, pvr, ...) |
| */ |
| |
| THREE.CompressedTextureLoader = function ( manager ) { |
| |
| this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; |
| |
| // override in sub classes |
| this._parser = null; |
| |
| }; |
| |
| |
| THREE.CompressedTextureLoader.prototype = { |
| |
| constructor: THREE.CompressedTextureLoader, |
| |
| load: function ( url, onLoad, onProgress, onError ) { |
| |
| var scope = this; |
| |
| var images = []; |
| |
| var texture = new THREE.CompressedTexture(); |
| texture.image = images; |
| |
| var loader = new THREE.XHRLoader( this.manager ); |
| loader.setPath( this.path ); |
| loader.setResponseType( 'arraybuffer' ); |
| |
| function loadTexture( i ) { |
| |
| loader.load( url[ i ], function ( buffer ) { |
| |
| var texDatas = scope._parser( buffer, true ); |
| |
| images[ i ] = { |
| width: texDatas.width, |
| height: texDatas.height, |
| format: texDatas.format, |
| mipmaps: texDatas.mipmaps |
| }; |
| |
| loaded += 1; |
| |
| if ( loaded === 6 ) { |
| |
| if ( texDatas.mipmapCount === 1 ) |
| texture.minFilter = THREE.LinearFilter; |
| |
| texture.format = texDatas.format; |
| texture.needsUpdate = true; |
| |
| if ( onLoad ) onLoad( texture ); |
| |
| } |
| |
| }, onProgress, onError ); |
| |
| } |
| |
| if ( Array.isArray( url ) ) { |
| |
| var loaded = 0; |
| |
| for ( var i = 0, il = url.length; i < il; ++ i ) { |
| |
| loadTexture( i ); |
| |
| } |
| |
| } else { |
| |
| // compressed cubemap texture stored in a single DDS file |
| |
| loader.load( url, function ( buffer ) { |
| |
| var texDatas = scope._parser( buffer, true ); |
| |
| if ( texDatas.isCubemap ) { |
| |
| var faces = texDatas.mipmaps.length / texDatas.mipmapCount; |
| |
| for ( var f = 0; f < faces; f ++ ) { |
| |
| images[ f ] = { mipmaps : [] }; |
| |
| for ( var i = 0; i < texDatas.mipmapCount; i ++ ) { |
| |
| images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] ); |
| images[ f ].format = texDatas.format; |
| images[ f ].width = texDatas.width; |
| images[ f ].height = texDatas.height; |
| |
| } |
| |
| } |
| |
| } else { |
| |
| texture.image.width = texDatas.width; |
| texture.image.height = texDatas.height; |
| texture.mipmaps = texDatas.mipmaps; |
| |
| } |
| |
| if ( texDatas.mipmapCount === 1 ) { |
| |
| texture.minFilter = THREE.LinearFilter; |
| |
| } |
| |
| texture.format = texDatas.format; |
| texture.needsUpdate = true; |
| |
| if ( onLoad ) onLoad( texture ); |
| |
| }, onProgress, onError ); |
| |
| } |
| |
| return texture; |
| |
| }, |
| |
| setPath: function ( value ) { |
| |
| this.path = value; |
| |
| } |
| |
| }; |
| |
| // 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.blendSrcAlpha = null; |
| this.blendDstAlpha = null; |
| this.blendEquationAlpha = null; |
| |
| this.depthFunc = THREE.LessEqualDepth; |
| this.depthTest = true; |
| this.depthWrite = true; |
| |
| this.colorWrite = true; |
| |
| this.precision = null; // override the renderer's default precision for this material |
| |
| this.polygonOffset = false; |
| this.polygonOffsetFactor = 0; |
| this.polygonOffsetUnits = 0; |
| |
| this.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, |
| |
| get needsUpdate () { |
| |
| return this._needsUpdate; |
| |
| }, |
| |
| set needsUpdate ( value ) { |
| |
| if ( value === true ) this.update(); |
| |
| this._needsUpdate = value; |
| |
| }, |
| |
| setValues: function ( values ) { |
| |
| if ( values === undefined ) return; |
| |
| for ( var key in values ) { |
| |
| var newValue = values[ key ]; |
| |
| if ( newValue === undefined ) { |
| |
| console.warn( "THREE.Material: '" + key + "' parameter is undefined." ); |
| continue; |
| |
| } |
| |
| var currentValue = this[ key ]; |
| |
| if ( currentValue === undefined ) { |
| |
| console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." ); |
| continue; |
| |
| } |
| |
| if ( currentValue instanceof THREE.Color ) { |
| |
| currentValue.set( newValue ); |
| |
| } else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) { |
| |
| currentValue.copy( newValue ); |
| |
| } else if ( key === 'overdraw' ) { |
| |
| // ensure overdraw is backwards-compatible with legacy boolean type |
| this[ key ] = Number( newValue ); |
| |
| } else { |
| |
| this[ key ] = newValue; |
| |
| } |
| |
| } |
| |
| }, |
| |
| toJSON: function ( meta ) { |
| |
| var isRoot = meta === undefined; |
| |
| if ( isRoot ) { |
| |
| meta = { |
| textures: {}, |
| images: {} |
| }; |
| |
| } |
| |
| var data = { |
| metadata: { |
| version: 4.4, |
| type: 'Material', |
| generator: 'Material.toJSON' |
| } |
| }; |
| |
| // standard Material serialization |
| data.uuid = this.uuid; |
| data.type = this.type; |
| if ( this.name !== '' ) data.name = this.name; |
| |
| if ( this.color instanceof THREE.Color ) data.color = this.color.getHex(); |
| |
| if ( this.roughness !== 0.5 ) data.roughness = this.roughness; |
| if ( this.metalness !== 0.5 ) data.metalness = this.metalness; |
| |
| if ( this.emissive instanceof THREE.Color ) data.emissive = this.emissive.getHex(); |
| if ( this.specular instanceof THREE.Color ) data.specular = this.specular.getHex(); |
| if ( this.shininess !== undefined ) data.shininess = this.shininess; |
| |
| if ( this.map instanceof THREE.Texture ) data.map = this.map.toJSON( meta ).uuid; |
| if ( this.alphaMap instanceof THREE.Texture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid; |
| if ( this.lightMap instanceof THREE.Texture ) data.lightMap = this.lightMap.toJSON( meta ).uuid; |
| if ( this.bumpMap instanceof THREE.Texture ) { |
| |
| data.bumpMap = this.bumpMap.toJSON( meta ).uuid; |
| data.bumpScale = this.bumpScale; |
| |
| } |
| if ( this.normalMap instanceof THREE.Texture ) { |
| |
| data.normalMap = this.normalMap.toJSON( meta ).uuid; |
| data.normalScale = this.normalScale.toArray(); |
| |
| } |
| if ( this.displacementMap instanceof THREE.Texture ) { |
| |
| data.displacementMap = this.displacementMap.toJSON( meta ).uuid; |
| data.displacementScale = this.displacementScale; |
| data.displacementBias = this.displacementBias; |
| |
| } |
| if ( this.roughnessMap instanceof THREE.Texture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; |
| if ( this.metalnessMap instanceof THREE.Texture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; |
| |
| if ( this.emissiveMap instanceof THREE.Texture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; |
| if ( this.specularMap instanceof THREE.Texture ) data.specularMap = this.specularMap.toJSON( meta ).uuid; |
| |
| if ( this.envMap instanceof THREE.Texture ) { |
| |
| data.envMap = this.envMap.toJSON( meta ).uuid; |
| data.reflectivity = this.reflectivity; // Scale behind envMap |
| |
| } |
| |
| if ( this.size !== undefined ) data.size = this.size; |
| if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation; |
| |
| if ( this.vertexColors !== undefined && this.vertexColors !== THREE.NoColors ) data.vertexColors = this.vertexColors; |
| if ( this.shading !== undefined && this.shading !== THREE.SmoothShading ) data.shading = this.shading; |
| if ( this.blending !== undefined && this.blending !== THREE.NormalBlending ) data.blending = this.blending; |
| if ( this.side !== undefined && this.side !== THREE.FrontSide ) data.side = this.side; |
| |
| if ( this.opacity < 1 ) data.opacity = this.opacity; |
| if ( this.transparent === true ) data.transparent = this.transparent; |
| if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest; |
| if ( this.wireframe === true ) data.wireframe = this.wireframe; |
| if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth; |
| |
| // TODO: Copied from Object3D.toJSON |
| |
| function extractFromCache ( cache ) { |
| |
| var values = []; |
| |
| for ( var key in cache ) { |
| |
| var data = cache[ key ]; |
| delete data.metadata; |
| values.push( data ); |
| |
| } |
| |
| return values; |
| |
| } |
| |
| if ( isRoot ) { |
| |
| var textures = extractFromCache( meta.textures ); |
| var images = extractFromCache( meta.images ); |
| |
| if ( textures.length > 0 ) data.textures = textures; |
| if ( images.length > 0 ) data.images = images; |
| |
| } |
| |
| return data; |
| |
| }, |
| |
| clone: function () { |
| |
| return new this.constructor().copy( this ); |
| |
| }, |
| |
| copy: function ( source ) { |
| |
| this.name = source.name; |
| |
| this.side = source.side; |
| |
| this.opacity = source.opacity; |
| this.transparent = source.transparent; |
| |
| this.blending = source.blending; |
| |
| this.blendSrc = source.blendSrc; |
| this.blendDst = source.blendDst; |
| this.blendEquation = source.blendEquation; |
| this.blendSrcAlpha = source.blendSrcAlpha; |
| this.blendDstAlpha = source.blendDstAlpha; |
| this.blendEquationAlpha = source.blendEquationAlpha; |
| |
| this.depthFunc = source.depthFunc; |
| this.depthTest = source.depthTest; |
| this.depthWrite = source.depthWrite; |
| |
| this.colorWrite = source.colorWrite; |
| |
| this.precision = source.precision; |
| |
| this.polygonOffset = source.polygonOffset; |
| this.polygonOffsetFactor = source.polygonOffsetFactor; |
| this.polygonOffsetUnits = source.polygonOffsetUnits; |
| |
| this.alphaTest = source.alphaTest; |
| |
| this.overdraw = source.overdraw; |
| |
| this.visible = source.visible; |
| |
| return this; |
| |
| }, |
| |
| update: function () { |
| |
| this.dispatchEvent( { type: 'update' } ); |
| |
| }, |
| |
| dispose: function () { |
| |
| this.dispatchEvent( { type: 'dispose' } ); |
| |
| } |
| |
| }; |
| |
| 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: <hex>, |
| * opacity: <float>, |
| * |
| * blending: THREE.NormalBlending, |
| * depthTest: <bool>, |
| * depthWrite: <bool>, |
| * |
| * linewidth: <float>, |
| * linecap: "round", |
| * linejoin: "round", |
| * |
| * vertexColors: <bool> |
| * |
| * fog: <bool> |
| * } |
| */ |
| |
| 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.constructor = THREE.LineBasicMaterial; |
| |
| THREE.LineBasicMaterial.prototype.copy = function ( source ) { |
| |
| THREE.Material.prototype.copy.call( this, source ); |
| |
| this.color.copy( source.color ); |
| |
| this.linewidth = source.linewidth; |
| this.linecap = source.linecap; |
| this.linejoin = source.linejoin; |
| |
| this.vertexColors = source.vertexColors; |
| |
| this.fog = source.fog; |
| |
| return this; |
| |
| }; |
| |
| // File:src/materials/LineDashedMaterial.js |
| |
| /** |
| * @author alteredq / http://alteredqualia.com/ |
| * |
| * parameters = { |
| * color: <hex>, |
| * opacity: <float>, |
| * |
| * blending: THREE.NormalBlending, |
| * depthTest: <bool>, |
| * depthWrite: <bool>, |
| * |
| * linewidth: <float>, |
| * |
| * scale: <float>, |
| * dashSize: <float>, |
| * gapSize: <float>, |
| * |
| * vertexColors: THREE.NoColors / THREE.FaceColors / THREE.VertexColors |
| * |
| * fog: <bool> |
| * } |
| */ |
| |
| 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 = THREE.NoColors; |
| |
| this.fog = true; |
| |
| this.setValues( parameters ); |
| |
| }; |
| |
| THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype ); |
| THREE.LineDashedMaterial.prototype.constructor = THREE.LineDashedMaterial; |
| |
| THREE.LineDashedMaterial.prototype.copy = function ( source ) { |
| |
| THREE.Material.prototype.copy.call( this, source ); |
| |
| this.color.copy( source.color ); |
| |
| this.linewidth = source.linewidth; |
| |
| this.scale = source.scale; |
| this.dashSize = source.dashSize; |
| this.gapSize = source.gapSize; |
| |
| this.vertexColors = source.vertexColors; |
| |
| this.fog = source.fog; |
| |
| return this; |
| |
| }; |
| |
| // File:src/materials/MeshBasicMaterial.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| * @author alteredq / http://alteredqualia.com/ |
| * |
| * parameters = { |
| * color: <hex>, |
| * opacity: <float>, |
| * map: new THREE.Texture( <Image> ), |
| * |
| * aoMap: new THREE.Texture( <Image> ), |
| * aoMapIntensity: <float> |
| * |
| * specularMap: new THREE.Texture( <Image> ), |
| * |
| * alphaMap: new THREE.Texture( <Image> ), |
| * |
| * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), |
| * combine: THREE.Multiply, |
| * reflectivity: <float>, |
| * refractionRatio: <float>, |
| * |
| * shading: THREE.SmoothShading, |
| * blending: THREE.NormalBlending, |
| * depthTest: <bool>, |
| * depthWrite: <bool>, |
| * |
| * wireframe: <boolean>, |
| * wireframeLinewidth: <float>, |
| * |
| * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, |
| * |
| * skinning: <bool>, |
| * morphTargets: <bool>, |
| * |
| * fog: <bool> |
| * } |
| */ |
| |
| THREE.MeshBasicMaterial = function ( parameters ) { |
| |
| THREE.Material.call( this ); |
| |
| this.type = 'MeshBasicMaterial'; |
| |
| this.color = new THREE.Color( 0xffffff ); // emissive |
| |
| this.map = null; |
| |
| this.aoMap = null; |
| this.aoMapIntensity = 1.0; |
| |
| 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.constructor = THREE.MeshBasicMaterial; |
| |
| THREE.MeshBasicMaterial.prototype.copy = function ( source ) { |
| |
| THREE.Material.prototype.copy.call( this, source ); |
| |
| this.color.copy( source.color ); |
| |
| this.map = source.map; |
| |
| this.aoMap = source.aoMap; |
| this.aoMapIntensity = source.aoMapIntensity; |
| |
| this.specularMap = source.specularMap; |
| |
| this.alphaMap = source.alphaMap; |
| |
| this.envMap = source.envMap; |
| this.combine = source.combine; |
| this.reflectivity = source.reflectivity; |
| this.refractionRatio = source.refractionRatio; |
| |
| this.fog = source.fog; |
| |
| this.shading = source.shading; |
| |
| this.wireframe = source.wireframe; |
| this.wireframeLinewidth = source.wireframeLinewidth; |
| this.wireframeLinecap = source.wireframeLinecap; |
| this.wireframeLinejoin = source.wireframeLinejoin; |
| |
| this.vertexColors = source.vertexColors; |
| |
| this.skinning = source.skinning; |
| this.morphTargets = source.morphTargets; |
| |
| return this; |
| |
| }; |
| |
| // File:src/materials/MeshLambertMaterial.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| * @author alteredq / http://alteredqualia.com/ |
| * |
| * parameters = { |
| * color: <hex>, |
| * opacity: <float>, |
| * |
| * map: new THREE.Texture( <Image> ), |
| * |
| * lightMap: new THREE.Texture( <Image> ), |
| * lightMapIntensity: <float> |
| * |
| * aoMap: new THREE.Texture( <Image> ), |
| * aoMapIntensity: <float> |
| * |
| * emissive: <hex>, |
| * emissiveIntensity: <float> |
| * emissiveMap: new THREE.Texture( <Image> ), |
| * |
| * specularMap: new THREE.Texture( <Image> ), |
| * |
| * alphaMap: new THREE.Texture( <Image> ), |
| * |
| * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), |
| * combine: THREE.Multiply, |
| * reflectivity: <float>, |
| * refractionRatio: <float>, |
| * |
| * blending: THREE.NormalBlending, |
| * depthTest: <bool>, |
| * depthWrite: <bool>, |
| * |
| * wireframe: <boolean>, |
| * wireframeLinewidth: <float>, |
| * |
| * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, |
| * |
| * skinning: <bool>, |
| * morphTargets: <bool>, |
| * morphNormals: <bool>, |
| * |
| * fog: <bool> |
| * } |
| */ |
| |
| THREE.MeshLambertMaterial = function ( parameters ) { |
| |
| THREE.Material.call( this ); |
| |
| this.type = 'MeshLambertMaterial'; |
| |
| this.color = new THREE.Color( 0xffffff ); // diffuse |
| |
| this.map = null; |
| |
| this.lightMap = null; |
| this.lightMapIntensity = 1.0; |
| |
| this.aoMap = null; |
| this.aoMapIntensity = 1.0; |
| |
| this.emissive = new THREE.Color( 0x000000 ); |
| this.emissiveIntensity = 1.0; |
| this.emissiveMap = 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.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.constructor = THREE.MeshLambertMaterial; |
| |
| THREE.MeshLambertMaterial.prototype.copy = function ( source ) { |
| |
| THREE.Material.prototype.copy.call( this, source ); |
| |
| this.color.copy( source.color ); |
| |
| this.map = source.map; |
| |
| this.lightMap = source.lightMap; |
| this.lightMapIntensity = source.lightMapIntensity; |
| |
| this.aoMap = source.aoMap; |
| this.aoMapIntensity = source.aoMapIntensity; |
| |
| this.emissive.copy( source.emissive ); |
| this.emissiveMap = source.emissiveMap; |
| this.emissiveIntensity = source.emissiveIntensity; |
| |
| this.specularMap = source.specularMap; |
| |
| this.alphaMap = source.alphaMap; |
| |
| this.envMap = source.envMap; |
| this.combine = source.combine; |
| this.reflectivity = source.reflectivity; |
| this.refractionRatio = source.refractionRatio; |
| |
| this.fog = source.fog; |
| |
| this.wireframe = source.wireframe; |
| this.wireframeLinewidth = source.wireframeLinewidth; |
| this.wireframeLinecap = source.wireframeLinecap; |
| this.wireframeLinejoin = source.wireframeLinejoin; |
| |
| this.vertexColors = source.vertexColors; |
| |
| this.skinning = source.skinning; |
| this.morphTargets = source.morphTargets; |
| this.morphNormals = source.morphNormals; |
| |
| return this; |
| |
| }; |
| |
| // File:src/materials/MeshPhongMaterial.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| * @author alteredq / http://alteredqualia.com/ |
| * |
| * parameters = { |
| * color: <hex>, |
| * specular: <hex>, |
| * shininess: <float>, |
| * opacity: <float>, |
| * |
| * map: new THREE.Texture( <Image> ), |
| * |
| * lightMap: new THREE.Texture( <Image> ), |
| * lightMapIntensity: <float> |
| * |
| * aoMap: new THREE.Texture( <Image> ), |
| * aoMapIntensity: <float> |
| * |
| * emissive: <hex>, |
| * emissiveIntensity: <float> |
| * emissiveMap: new THREE.Texture( <Image> ), |
| * |
| * bumpMap: new THREE.Texture( <Image> ), |
| * bumpScale: <float>, |
| * |
| * normalMap: new THREE.Texture( <Image> ), |
| * normalScale: <Vector2>, |
| * |
| * displacementMap: new THREE.Texture( <Image> ), |
| * displacementScale: <float>, |
| * displacementBias: <float>, |
| * |
| * specularMap: new THREE.Texture( <Image> ), |
| * |
| * alphaMap: new THREE.Texture( <Image> ), |
| * |
| * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), |
| * combine: THREE.Multiply, |
| * reflectivity: <float>, |
| * refractionRatio: <float>, |
| * |
| * shading: THREE.SmoothShading, |
| * blending: THREE.NormalBlending, |
| * depthTest: <bool>, |
| * depthWrite: <bool>, |
| * |
| * wireframe: <boolean>, |
| * wireframeLinewidth: <float>, |
| * |
| * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, |
| * |
| * skinning: <bool>, |
| * morphTargets: <bool>, |
| * morphNormals: <bool>, |
| * |
| * fog: <bool> |
| * } |
| */ |
| |
| THREE.MeshPhongMaterial = function ( parameters ) { |
| |
| THREE.Material.call( this ); |
| |
| this.type = 'MeshPhongMaterial'; |
| |
| this.color = new THREE.Color( 0xffffff ); // diffuse |
| this.specular = new THREE.Color( 0x111111 ); |
| this.shininess = 30; |
| |
| this.map = null; |
| |
| this.lightMap = null; |
| this.lightMapIntensity = 1.0; |
| |
| this.aoMap = null; |
| this.aoMapIntensity = 1.0; |
| |
| this.emissive = new THREE.Color( 0x000000 ); |
| this.emissiveIntensity = 1.0; |
| this.emissiveMap = null; |
| |
| this.bumpMap = null; |
| this.bumpScale = 1; |
| |
| this.normalMap = null; |
| this.normalScale = new THREE.Vector2( 1, 1 ); |
| |
| this.displacementMap = null; |
| this.displacementScale = 1; |
| this.displacementBias = 0; |
| |
| 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.constructor = THREE.MeshPhongMaterial; |
| |
| THREE.MeshPhongMaterial.prototype.copy = function ( source ) { |
| |
| THREE.Material.prototype.copy.call( this, source ); |
| |
| this.color.copy( source.color ); |
| this.specular.copy( source.specular ); |
| this.shininess = source.shininess; |
| |
| this.map = source.map; |
| |
| this.lightMap = source.lightMap; |
| this.lightMapIntensity = source.lightMapIntensity; |
| |
| this.aoMap = source.aoMap; |
| this.aoMapIntensity = source.aoMapIntensity; |
| |
| this.emissive.copy( source.emissive ); |
| this.emissiveMap = source.emissiveMap; |
| this.emissiveIntensity = source.emissiveIntensity; |
| |
| this.bumpMap = source.bumpMap; |
| this.bumpScale = source.bumpScale; |
| |
| this.normalMap = source.normalMap; |
| this.normalScale.copy( source.normalScale ); |
| |
| this.displacementMap = source.displacementMap; |
| this.displacementScale = source.displacementScale; |
| this.displacementBias = source.displacementBias; |
| |
| this.specularMap = source.specularMap; |
| |
| this.alphaMap = source.alphaMap; |
| |
| this.envMap = source.envMap; |
| this.combine = source.combine; |
| this.reflectivity = source.reflectivity; |
| this.refractionRatio = source.refractionRatio; |
| |
| this.fog = source.fog; |
| |
| this.shading = source.shading; |
| |
| this.wireframe = source.wireframe; |
| this.wireframeLinewidth = source.wireframeLinewidth; |
| this.wireframeLinecap = source.wireframeLinecap; |
| this.wireframeLinejoin = source.wireframeLinejoin; |
| |
| this.vertexColors = source.vertexColors; |
| |
| this.skinning = source.skinning; |
| this.morphTargets = source.morphTargets; |
| this.morphNormals = source.morphNormals; |
| |
| return this; |
| |
| }; |
| |
| // File:src/materials/MeshStandardMaterial.js |
| |
| /** |
| * @author WestLangley / http://github.com/WestLangley |
| * |
| * parameters = { |
| * color: <hex>, |
| * roughness: <float>, |
| * metalness: <float>, |
| * opacity: <float>, |
| * |
| * map: new THREE.Texture( <Image> ), |
| * |
| * lightMap: new THREE.Texture( <Image> ), |
| * lightMapIntensity: <float> |
| * |
| * aoMap: new THREE.Texture( <Image> ), |
| * aoMapIntensity: <float> |
| * |
| * emissive: <hex>, |
| * emissiveIntensity: <float> |
| * emissiveMap: new THREE.Texture( <Image> ), |
| * |
| * bumpMap: new THREE.Texture( <Image> ), |
| * bumpScale: <float>, |
| * |
| * normalMap: new THREE.Texture( <Image> ), |
| * normalScale: <Vector2>, |
| * |
| * displacementMap: new THREE.Texture( <Image> ), |
| * displacementScale: <float>, |
| * displacementBias: <float>, |
| * |
| * roughnessMap: new THREE.Texture( <Image> ), |
| * |
| * metalnessMap: new THREE.Texture( <Image> ), |
| * |
| * alphaMap: new THREE.Texture( <Image> ), |
| * |
| * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), |
| * envMapIntensity: <float> |
| * |
| * refractionRatio: <float>, |
| * |
| * shading: THREE.SmoothShading, |
| * blending: THREE.NormalBlending, |
| * depthTest: <bool>, |
| * depthWrite: <bool>, |
| * |
| * wireframe: <boolean>, |
| * wireframeLinewidth: <float>, |
| * |
| * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, |
| * |
| * skinning: <bool>, |
| * morphTargets: <bool>, |
| * morphNormals: <bool>, |
| * |
| * fog: <bool> |
| * } |
| */ |
| |
| THREE.MeshStandardMaterial = function ( parameters ) { |
| |
| THREE.Material.call( this ); |
| |
| this.type = 'MeshStandardMaterial'; |
| |
| this.color = new THREE.Color( 0xffffff ); // diffuse |
| this.roughness = 0.5; |
| this.metalness = 0.5; |
| |
| this.map = null; |
| |
| this.lightMap = null; |
| this.lightMapIntensity = 1.0; |
| |
| this.aoMap = null; |
| this.aoMapIntensity = 1.0; |
| |
| this.emissive = new THREE.Color( 0x000000 ); |
| this.emissiveIntensity = 1.0; |
| this.emissiveMap = null; |
| |
| this.bumpMap = null; |
| this.bumpScale = 1; |
| |
| this.normalMap = null; |
| this.normalScale = new THREE.Vector2( 1, 1 ); |
| |
| this.displacementMap = null; |
| this.displacementScale = 1; |
| this.displacementBias = 0; |
| |
| this.roughnessMap = null; |
| |
| this.metalnessMap = null; |
| |
| this.alphaMap = null; |
| |
| this.envMap = null; |
| this.envMapIntensity = 1.0; |
| |
| this.refractionRatio = 0.98; |
| |
| this.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.MeshStandardMaterial.prototype = Object.create( THREE.Material.prototype ); |
| THREE.MeshStandardMaterial.prototype.constructor = THREE.MeshStandardMaterial; |
| |
| THREE.MeshStandardMaterial.prototype.copy = function ( source ) { |
| |
| THREE.Material.prototype.copy.call( this, source ); |
| |
| this.color.copy( source.color ); |
| this.roughness = source.roughness; |
| this.metalness = source.metalness; |
| |
| this.map = source.map; |
| |
| this.lightMap = source.lightMap; |
| this.lightMapIntensity = source.lightMapIntensity; |
| |
| this.aoMap = source.aoMap; |
| this.aoMapIntensity = source.aoMapIntensity; |
| |
| this.emissive.copy( source.emissive ); |
| this.emissiveMap = source.emissiveMap; |
| this.emissiveIntensity = source.emissiveIntensity; |
| |
| this.bumpMap = source.bumpMap; |
| this.bumpScale = source.bumpScale; |
| |
| this.normalMap = source.normalMap; |
| this.normalScale.copy( source.normalScale ); |
| |
| this.displacementMap = source.displacementMap; |
| this.displacementScale = source.displacementScale; |
| this.displacementBias = source.displacementBias; |
| |
| this.roughnessMap = source.roughnessMap; |
| |
| this.metalnessMap = source.metalnessMap; |
| |
| this.alphaMap = source.alphaMap; |
| |
| this.envMap = source.envMap; |
| this.envMapIntensity = source.envMapIntensity; |
| |
| this.refractionRatio = source.refractionRatio; |
| |
| this.fog = source.fog; |
| |
| this.shading = source.shading; |
| |
| this.wireframe = source.wireframe; |
| this.wireframeLinewidth = source.wireframeLinewidth; |
| this.wireframeLinecap = source.wireframeLinecap; |
| this.wireframeLinejoin = source.wireframeLinejoin; |
| |
| this.vertexColors = source.vertexColors; |
| |
| this.skinning = source.skinning; |
| this.morphTargets = source.morphTargets; |
| this.morphNormals = source.morphNormals; |
| |
| return this; |
| |
| }; |
| |
| // File:src/materials/MeshDepthMaterial.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| * @author alteredq / http://alteredqualia.com/ |
| * |
| * parameters = { |
| * opacity: <float>, |
| * |
| * blending: THREE.NormalBlending, |
| * depthTest: <bool>, |
| * depthWrite: <bool>, |
| * |
| * wireframe: <boolean>, |
| * wireframeLinewidth: <float> |
| * } |
| */ |
| |
| 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.constructor = THREE.MeshDepthMaterial; |
| |
| THREE.MeshDepthMaterial.prototype.copy = function ( source ) { |
| |
| THREE.Material.prototype.copy.call( this, source ); |
| |
| this.wireframe = source.wireframe; |
| this.wireframeLinewidth = source.wireframeLinewidth; |
| |
| return this; |
| |
| }; |
| |
| // File:src/materials/MeshNormalMaterial.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| * |
| * parameters = { |
| * opacity: <float>, |
| * |
| * shading: THREE.FlatShading, |
| * blending: THREE.NormalBlending, |
| * depthTest: <bool>, |
| * depthWrite: <bool>, |
| * |
| * wireframe: <boolean>, |
| * wireframeLinewidth: <float> |
| * } |
| */ |
| |
| THREE.MeshNormalMaterial = function ( parameters ) { |
| |
| THREE.Material.call( this, parameters ); |
| |
| this.type = 'MeshNormalMaterial'; |
| |
| this.wireframe = false; |
| this.wireframeLinewidth = 1; |
| |
| this.morphTargets = false; |
| |
| this.setValues( parameters ); |
| |
| }; |
| |
| THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype ); |
| THREE.MeshNormalMaterial.prototype.constructor = THREE.MeshNormalMaterial; |
| |
| THREE.MeshNormalMaterial.prototype.copy = function ( source ) { |
| |
| THREE.Material.prototype.copy.call( this, source ); |
| |
| this.wireframe = source.wireframe; |
| this.wireframeLinewidth = source.wireframeLinewidth; |
| |
| return this; |
| |
| }; |
| |
| // File:src/materials/MultiMaterial.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.MultiMaterial = function ( materials ) { |
| |
| this.uuid = THREE.Math.generateUUID(); |
| |
| this.type = 'MultiMaterial'; |
| |
| this.materials = materials instanceof Array ? materials : []; |
| |
| this.visible = true; |
| |
| }; |
| |
| THREE.MultiMaterial.prototype = { |
| |
| constructor: THREE.MultiMaterial, |
| |
| toJSON: function ( meta ) { |
| |
| var output = { |
| metadata: { |
| version: 4.2, |
| type: 'material', |
| generator: 'MaterialExporter' |
| }, |
| uuid: this.uuid, |
| type: this.type, |
| materials: [] |
| }; |
| |
| var materials = this.materials; |
| |
| for ( var i = 0, l = materials.length; i < l; i ++ ) { |
| |
| var material = materials[ i ].toJSON( meta ); |
| delete material.metadata; |
| |
| output.materials.push( material ); |
| |
| } |
| |
| output.visible = this.visible; |
| |
| return output; |
| |
| }, |
| |
| clone: function () { |
| |
| var material = new this.constructor(); |
| |
| for ( var i = 0; i < this.materials.length; i ++ ) { |
| |
| material.materials.push( this.materials[ i ].clone() ); |
| |
| } |
| |
| material.visible = this.visible; |
| |
| return material; |
| |
| } |
| |
| }; |
| |
| // File:src/materials/PointsMaterial.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| * @author alteredq / http://alteredqualia.com/ |
| * |
| * parameters = { |
| * color: <hex>, |
| * opacity: <float>, |
| * map: new THREE.Texture( <Image> ), |
| * |
| * size: <float>, |
| * sizeAttenuation: <bool>, |
| * |
| * blending: THREE.NormalBlending, |
| * depthTest: <bool>, |
| * depthWrite: <bool>, |
| * |
| * vertexColors: <bool>, |
| * |
| * fog: <bool> |
| * } |
| */ |
| |
| THREE.PointsMaterial = function ( parameters ) { |
| |
| THREE.Material.call( this ); |
| |
| this.type = 'PointsMaterial'; |
| |
| 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.PointsMaterial.prototype = Object.create( THREE.Material.prototype ); |
| THREE.PointsMaterial.prototype.constructor = THREE.PointsMaterial; |
| |
| THREE.PointsMaterial.prototype.copy = function ( source ) { |
| |
| THREE.Material.prototype.copy.call( this, source ); |
| |
| this.color.copy( source.color ); |
| |
| this.map = source.map; |
| |
| this.size = source.size; |
| this.sizeAttenuation = source.sizeAttenuation; |
| |
| this.vertexColors = source.vertexColors; |
| |
| this.fog = source.fog; |
| |
| return this; |
| |
| }; |
| |
| // 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: <string>, |
| * vertexShader: <string>, |
| * |
| * shading: THREE.SmoothShading, |
| * blending: THREE.NormalBlending, |
| * depthTest: <bool>, |
| * depthWrite: <bool>, |
| * |
| * wireframe: <boolean>, |
| * wireframeLinewidth: <float>, |
| * |
| * lights: <bool>, |
| * |
| * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, |
| * |
| * skinning: <bool>, |
| * morphTargets: <bool>, |
| * morphNormals: <bool>, |
| * |
| * fog: <bool> |
| * } |
| */ |
| |
| THREE.ShaderMaterial = function ( parameters ) { |
| |
| THREE.Material.call( this ); |
| |
| this.type = 'ShaderMaterial'; |
| |
| this.defines = {}; |
| this.uniforms = {}; |
| |
| this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}'; |
| this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}'; |
| |
| this.shading = THREE.SmoothShading; |
| |
| this.linewidth = 1; |
| |
| this.wireframe = false; |
| this.wireframeLinewidth = 1; |
| |
| this.fog = false; // set to use scene fog |
| |
| this.lights = false; // set to use scene lights |
| |
| this.vertexColors = THREE.NoColors; // set to use "color" attribute stream |
| |
| this.skinning = false; // set to use skinning attribute streams |
| |
| this.morphTargets = false; // set to use morph targets |
| this.morphNormals = false; // set to use morph normals |
| |
| this.extensions = { |
| derivatives: false, // set to use derivatives |
| fragDepth: false, // set to use fragment depth values |
| drawBuffers: false, // set to use draw buffers |
| shaderTextureLOD: false // set to use shader texture LOD |
| }; |
| |
| // When rendered geometry doesn't include these attributes but the material does, |
| // use these default values in WebGL. This avoids errors when buffer data is missing. |
| this.defaultAttributeValues = { |
| 'color': [ 1, 1, 1 ], |
| 'uv': [ 0, 0 ], |
| 'uv2': [ 0, 0 ] |
| }; |
| |
| this.index0AttributeName = undefined; |
| |
| if ( parameters !== undefined ) { |
| |
| if ( parameters.attributes !== undefined ) { |
| |
| console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' ); |
| |
| } |
| |
| this.setValues( parameters ); |
| |
| } |
| |
| }; |
| |
| THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype ); |
| THREE.ShaderMaterial.prototype.constructor = THREE.ShaderMaterial; |
| |
| THREE.ShaderMaterial.prototype.copy = function ( source ) { |
| |
| THREE.Material.prototype.copy.call( this, source ); |
| |
| this.fragmentShader = source.fragmentShader; |
| this.vertexShader = source.vertexShader; |
| |
| this.uniforms = THREE.UniformsUtils.clone( source.uniforms ); |
| |
| this.defines = source.defines; |
| |
| this.shading = source.shading; |
| |
| this.wireframe = source.wireframe; |
| this.wireframeLinewidth = source.wireframeLinewidth; |
| |
| this.fog = source.fog; |
| |
| this.lights = source.lights; |
| |
| this.vertexColors = source.vertexColors; |
| |
| this.skinning = source.skinning; |
| |
| this.morphTargets = source.morphTargets; |
| this.morphNormals = source.morphNormals; |
| |
| this.extensions = source.extensions; |
| |
| return this; |
| |
| }; |
| |
| THREE.ShaderMaterial.prototype.toJSON = function ( meta ) { |
| |
| var data = THREE.Material.prototype.toJSON.call( this, meta ); |
| |
| data.uniforms = this.uniforms; |
| data.vertexShader = this.vertexShader; |
| data.fragmentShader = this.fragmentShader; |
| |
| return data; |
| |
| }; |
| |
| // 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.constructor = THREE.RawShaderMaterial; |
| |
| // File:src/materials/SpriteMaterial.js |
| |
| /** |
| * @author alteredq / http://alteredqualia.com/ |
| * |
| * parameters = { |
| * color: <hex>, |
| * opacity: <float>, |
| * map: new THREE.Texture( <Image> ), |
| * |
| * blending: THREE.NormalBlending, |
| * depthTest: <bool>, |
| * depthWrite: <bool>, |
| * |
| * uvOffset: new THREE.Vector2(), |
| * uvScale: new THREE.Vector2(), |
| * |
| * fog: <bool> |
| * } |
| */ |
| |
| THREE.SpriteMaterial = function ( parameters ) { |
| |
| THREE.Material.call( this ); |
| |
| this.type = 'SpriteMaterial'; |
| |
| this.color = new THREE.Color( 0xffffff ); |
| this.map = null; |
| |
| this.rotation = 0; |
| |
| this.fog = false; |
| |
| // set parameters |
| |
| this.setValues( parameters ); |
| |
| }; |
| |
| THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype ); |
| THREE.SpriteMaterial.prototype.constructor = THREE.SpriteMaterial; |
| |
| THREE.SpriteMaterial.prototype.copy = function ( source ) { |
| |
| THREE.Material.prototype.copy.call( this, source ); |
| |
| this.color.copy( source.color ); |
| this.map = source.map; |
| |
| this.rotation = source.rotation; |
| |
| this.fog = source.fog; |
| |
| return this; |
| |
| }; |
| |
| // File:src/textures/Texture.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| * @author alteredq / http://alteredqualia.com/ |
| * @author szimek / https://github.com/szimek/ |
| */ |
| |
| THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { |
| |
| Object.defineProperty( this, 'id', { value: THREE.TextureIdCount ++ } ); |
| |
| this.uuid = THREE.Math.generateUUID(); |
| |
| this.name = ''; |
| this.sourceFile = ''; |
| |
| this.image = image !== undefined ? image : THREE.Texture.DEFAULT_IMAGE; |
| this.mipmaps = []; |
| |
| this.mapping = mapping !== undefined ? mapping : THREE.Texture.DEFAULT_MAPPING; |
| |
| this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping; |
| this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping; |
| |
| this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter; |
| this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter; |
| |
| this.anisotropy = anisotropy !== undefined ? anisotropy : 1; |
| |
| this.format = format !== undefined ? format : THREE.RGBAFormat; |
| this.type = type !== undefined ? type : THREE.UnsignedByteType; |
| |
| this.offset = new THREE.Vector2( 0, 0 ); |
| this.repeat = new THREE.Vector2( 1, 1 ); |
| |
| this.generateMipmaps = true; |
| this.premultiplyAlpha = false; |
| this.flipY = true; |
| this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml) |
| |
| this.version = 0; |
| this.onUpdate = null; |
| |
| }; |
| |
| THREE.Texture.DEFAULT_IMAGE = undefined; |
| THREE.Texture.DEFAULT_MAPPING = THREE.UVMapping; |
| |
| THREE.Texture.prototype = { |
| |
| constructor: THREE.Texture, |
| |
| set needsUpdate ( value ) { |
| |
| if ( value === true ) this.version ++; |
| |
| }, |
| |
| clone: function () { |
| |
| return new this.constructor().copy( this ); |
| |
| }, |
| |
| copy: function ( source ) { |
| |
| this.image = source.image; |
| this.mipmaps = source.mipmaps.slice( 0 ); |
| |
| this.mapping = source.mapping; |
| |
| this.wrapS = source.wrapS; |
| this.wrapT = source.wrapT; |
| |
| this.magFilter = source.magFilter; |
| this.minFilter = source.minFilter; |
| |
| this.anisotropy = source.anisotropy; |
| |
| this.format = source.format; |
| this.type = source.type; |
| |
| this.offset.copy( source.offset ); |
| this.repeat.copy( source.repeat ); |
| |
| this.generateMipmaps = source.generateMipmaps; |
| this.premultiplyAlpha = source.premultiplyAlpha; |
| this.flipY = source.flipY; |
| this.unpackAlignment = source.unpackAlignment; |
| |
| return this; |
| |
| }, |
| |
| toJSON: function ( meta ) { |
| |
| if ( meta.textures[ this.uuid ] !== undefined ) { |
| |
| return meta.textures[ this.uuid ]; |
| |
| } |
| |
| function getDataURL( image ) { |
| |
| var canvas; |
| |
| if ( image.toDataURL !== undefined ) { |
| |
| canvas = image; |
| |
| } else { |
| |
| canvas = document.createElement( 'canvas' ); |
| canvas.width = image.width; |
| canvas.height = image.height; |
| |
| canvas.getContext( '2d' ).drawImage( image, 0, 0, image.width, image.height ); |
| |
| } |
| |
| if ( canvas.width > 2048 || canvas.height > 2048 ) { |
| |
| return canvas.toDataURL( 'image/jpeg', 0.6 ); |
| |
| } else { |
| |
| return canvas.toDataURL( 'image/png' ); |
| |
| } |
| |
| } |
| |
| var output = { |
| metadata: { |
| version: 4.4, |
| type: 'Texture', |
| generator: 'Texture.toJSON' |
| }, |
| |
| uuid: this.uuid, |
| name: this.name, |
| |
| mapping: this.mapping, |
| |
| repeat: [ this.repeat.x, this.repeat.y ], |
| offset: [ this.offset.x, this.offset.y ], |
| wrap: [ this.wrapS, this.wrapT ], |
| |
| minFilter: this.minFilter, |
| magFilter: this.magFilter, |
| anisotropy: this.anisotropy |
| }; |
| |
| if ( this.image !== undefined ) { |
| |
| // TODO: Move to THREE.Image |
| |
| var image = this.image; |
| |
| if ( image.uuid === undefined ) { |
| |
| image.uuid = THREE.Math.generateUUID(); // UGH |
| |
| } |
| |
| if ( meta.images[ image.uuid ] === undefined ) { |
| |
| meta.images[ image.uuid ] = { |
| uuid: image.uuid, |
| url: getDataURL( image ) |
| }; |
| |
| } |
| |
| output.image = image.uuid; |
| |
| } |
| |
| meta.textures[ this.uuid ] = output; |
| |
| return output; |
| |
| }, |
| |
| dispose: function () { |
| |
| this.dispatchEvent( { type: 'dispose' } ); |
| |
| }, |
| |
| transformUv: function ( uv ) { |
| |
| if ( this.mapping !== THREE.UVMapping ) return; |
| |
| uv.multiply( this.repeat ); |
| uv.add( this.offset ); |
| |
| if ( uv.x < 0 || uv.x > 1 ) { |
| |
| switch ( this.wrapS ) { |
| |
| case THREE.RepeatWrapping: |
| |
| uv.x = uv.x - Math.floor( uv.x ); |
| break; |
| |
| case THREE.ClampToEdgeWrapping: |
| |
| uv.x = uv.x < 0 ? 0 : 1; |
| break; |
| |
| case THREE.MirroredRepeatWrapping: |
| |
| if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) { |
| |
| uv.x = Math.ceil( uv.x ) - uv.x; |
| |
| } else { |
| |
| uv.x = uv.x - Math.floor( uv.x ); |
| |
| } |
| break; |
| |
| } |
| |
| } |
| |
| if ( uv.y < 0 || uv.y > 1 ) { |
| |
| switch ( this.wrapT ) { |
| |
| case THREE.RepeatWrapping: |
| |
| uv.y = uv.y - Math.floor( uv.y ); |
| break; |
| |
| case THREE.ClampToEdgeWrapping: |
| |
| uv.y = uv.y < 0 ? 0 : 1; |
| break; |
| |
| case THREE.MirroredRepeatWrapping: |
| |
| if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) { |
| |
| uv.y = Math.ceil( uv.y ) - uv.y; |
| |
| } else { |
| |
| uv.y = uv.y - Math.floor( uv.y ); |
| |
| } |
| break; |
| |
| } |
| |
| } |
| |
| if ( this.flipY ) { |
| |
| uv.y = 1 - uv.y; |
| |
| } |
| |
| } |
| |
| }; |
| |
| THREE.EventDispatcher.prototype.apply( THREE.Texture.prototype ); |
| |
| THREE.TextureIdCount = 0; |
| |
| // File:src/textures/CanvasTexture.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.CanvasTexture = function ( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { |
| |
| THREE.Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); |
| |
| this.needsUpdate = true; |
| |
| }; |
| |
| THREE.CanvasTexture.prototype = Object.create( THREE.Texture.prototype ); |
| THREE.CanvasTexture.prototype.constructor = THREE.CanvasTexture; |
| |
| // File:src/textures/CubeTexture.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.CubeTexture = function ( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { |
| |
| mapping = mapping !== undefined ? mapping : THREE.CubeReflectionMapping; |
| |
| THREE.Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); |
| |
| this.images = images; |
| this.flipY = false; |
| |
| }; |
| |
| THREE.CubeTexture.prototype = Object.create( THREE.Texture.prototype ); |
| THREE.CubeTexture.prototype.constructor = THREE.CubeTexture; |
| |
| THREE.CubeTexture.prototype.copy = function ( source ) { |
| |
| THREE.Texture.prototype.copy.call( this, source ); |
| |
| this.images = source.images; |
| |
| return this; |
| |
| }; |
| |
| // File:src/textures/CompressedTexture.js |
| |
| /** |
| * @author alteredq / http://alteredqualia.com/ |
| */ |
| |
| THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) { |
| |
| THREE.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.constructor = THREE.CompressedTexture; |
| |
| // 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 }; |
| |
| this.magFilter = magFilter !== undefined ? magFilter : THREE.NearestFilter; |
| this.minFilter = minFilter !== undefined ? minFilter : THREE.NearestFilter; |
| |
| this.flipY = false; |
| this.generateMipmaps = false; |
| |
| }; |
| |
| THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype ); |
| THREE.DataTexture.prototype.constructor = THREE.DataTexture; |
| |
| // 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; |
| |
| function update() { |
| |
| requestAnimationFrame( update ); |
| |
| if ( video.readyState === video.HAVE_ENOUGH_DATA ) { |
| |
| scope.needsUpdate = true; |
| |
| } |
| |
| } |
| |
| update(); |
| |
| }; |
| |
| THREE.VideoTexture.prototype = Object.create( THREE.Texture.prototype ); |
| THREE.VideoTexture.prototype.constructor = THREE.VideoTexture; |
| |
| // 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 ); |
| THREE.Group.prototype.constructor = THREE.Group; |
| // File:src/objects/Points.js |
| |
| /** |
| * @author alteredq / http://alteredqualia.com/ |
| */ |
| |
| THREE.Points = function ( geometry, material ) { |
| |
| THREE.Object3D.call( this ); |
| |
| this.type = 'Points'; |
| |
| this.geometry = geometry !== undefined ? geometry : new THREE.Geometry(); |
| this.material = material !== undefined ? material : new THREE.PointsMaterial( { color: Math.random() * 0xffffff } ); |
| |
| }; |
| |
| THREE.Points.prototype = Object.create( THREE.Object3D.prototype ); |
| THREE.Points.prototype.constructor = THREE.Points; |
| |
| THREE.Points.prototype.raycast = ( function () { |
| |
| var inverseMatrix = new THREE.Matrix4(); |
| var ray = new THREE.Ray(); |
| var sphere = new THREE.Sphere(); |
| |
| return function raycast( raycaster, intersects ) { |
| |
| var object = this; |
| var geometry = this.geometry; |
| var matrixWorld = this.matrixWorld; |
| var threshold = raycaster.params.Points.threshold; |
| |
| // Checking boundingSphere distance to ray |
| |
| if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); |
| |
| sphere.copy( geometry.boundingSphere ); |
| sphere.applyMatrix4( matrixWorld ); |
| |
| if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; |
| |
| // |
| |
| inverseMatrix.getInverse( matrixWorld ); |
| ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); |
| |
| var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); |
| var localThresholdSq = localThreshold * localThreshold; |
| var position = new THREE.Vector3(); |
| |
| function testPoint( point, index ) { |
| |
| var rayPointDistanceSq = ray.distanceSqToPoint( point ); |
| |
| if ( rayPointDistanceSq < localThresholdSq ) { |
| |
| var intersectPoint = ray.closestPointToPoint( point ); |
| intersectPoint.applyMatrix4( matrixWorld ); |
| |
| var distance = raycaster.ray.origin.distanceTo( intersectPoint ); |
| |
| if ( distance < raycaster.near || distance > raycaster.far ) return; |
| |
| intersects.push( { |
| |
| distance: distance, |
| distanceToRay: Math.sqrt( rayPointDistanceSq ), |
| point: intersectPoint.clone(), |
| index: index, |
| face: null, |
| object: object |
| |
| } ); |
| |
| } |
| |
| } |
| |
| if ( geometry instanceof THREE.BufferGeometry ) { |
| |
| var index = geometry.index; |
| var attributes = geometry.attributes; |
| var positions = attributes.position.array; |
| |
| if ( index !== null ) { |
| |
| var indices = index.array; |
| |
| for ( var i = 0, il = indices.length; i < il; i ++ ) { |
| |
| var a = indices[ i ]; |
| |
| position.fromArray( positions, a * 3 ); |
| |
| testPoint( position, a ); |
| |
| } |
| |
| } else { |
| |
| for ( var i = 0, l = positions.length / 3; i < l; i ++ ) { |
| |
| position.fromArray( positions, i * 3 ); |
| |
| testPoint( position, i ); |
| |
| } |
| |
| } |
| |
| } else { |
| |
| var vertices = geometry.vertices; |
| |
| for ( var i = 0, l = vertices.length; i < l; i ++ ) { |
| |
| testPoint( vertices[ i ], i ); |
| |
| } |
| |
| } |
| |
| }; |
| |
| }() ); |
| |
| THREE.Points.prototype.clone = function () { |
| |
| return new this.constructor( this.geometry, this.material ).copy( this ); |
| |
| }; |
| |
| // File:src/objects/Line.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.Line = function ( geometry, material, mode ) { |
| |
| if ( mode === 1 ) { |
| |
| console.warn( 'THREE.Line: parameter THREE.LinePieces no longer supported. Created THREE.LineSegments instead.' ); |
| return new THREE.LineSegments( geometry, material ); |
| |
| } |
| |
| 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 } ); |
| |
| }; |
| |
| THREE.Line.prototype = Object.create( THREE.Object3D.prototype ); |
| THREE.Line.prototype.constructor = THREE.Line; |
| |
| THREE.Line.prototype.raycast = ( function () { |
| |
| var inverseMatrix = new THREE.Matrix4(); |
| var ray = new THREE.Ray(); |
| var sphere = new THREE.Sphere(); |
| |
| return function raycast( raycaster, intersects ) { |
| |
| var precision = raycaster.linePrecision; |
| var precisionSq = precision * precision; |
| |
| var geometry = this.geometry; |
| var matrixWorld = this.matrixWorld; |
| |
| // Checking boundingSphere distance to ray |
| |
| if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); |
| |
| sphere.copy( geometry.boundingSphere ); |
| sphere.applyMatrix4( matrixWorld ); |
| |
| if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; |
| |
| // |
| |
| inverseMatrix.getInverse( matrixWorld ); |
| ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); |
| |
| var vStart = new THREE.Vector3(); |
| var vEnd = new THREE.Vector3(); |
| var interSegment = new THREE.Vector3(); |
| var interRay = new THREE.Vector3(); |
| var step = this instanceof THREE.LineSegments ? 2 : 1; |
| |
| if ( geometry instanceof THREE.BufferGeometry ) { |
| |
| var index = geometry.index; |
| var attributes = geometry.attributes; |
| var positions = attributes.position.array; |
| |
| if ( index !== null ) { |
| |
| var indices = index.array; |
| |
| for ( var i = 0, l = indices.length - 1; i < l; i += step ) { |
| |
| var a = indices[ i ]; |
| var b = indices[ i + 1 ]; |
| |
| vStart.fromArray( positions, a * 3 ); |
| vEnd.fromArray( positions, b * 3 ); |
| |
| var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); |
| |
| if ( distSq > precisionSq ) continue; |
| |
| interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation |
| |
| var distance = raycaster.ray.origin.distanceTo( interRay ); |
| |
| if ( distance < raycaster.near || distance > raycaster.far ) continue; |
| |
| intersects.push( { |
| |
| distance: distance, |
| // What do we want? intersection point on the ray or on the segment?? |
| // point: raycaster.ray.at( distance ), |
| point: interSegment.clone().applyMatrix4( this.matrixWorld ), |
| index: i, |
| face: null, |
| faceIndex: null, |
| object: this |
| |
| } ); |
| |
| } |
| |
| } else { |
| |
| for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) { |
| |
| vStart.fromArray( positions, 3 * i ); |
| vEnd.fromArray( positions, 3 * i + 3 ); |
| |
| var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); |
| |
| if ( distSq > precisionSq ) continue; |
| |
| interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation |
| |
| var distance = raycaster.ray.origin.distanceTo( interRay ); |
| |
| if ( distance < raycaster.near || distance > raycaster.far ) continue; |
| |
| intersects.push( { |
| |
| distance: distance, |
| // What do we want? intersection point on the ray or on the segment?? |
| // point: raycaster.ray.at( distance ), |
| point: interSegment.clone().applyMatrix4( this.matrixWorld ), |
| index: i, |
| face: null, |
| faceIndex: null, |
| object: this |
| |
| } ); |
| |
| } |
| |
| } |
| |
| } else if ( geometry instanceof THREE.Geometry ) { |
| |
| var vertices = geometry.vertices; |
| var nbVertices = vertices.length; |
| |
| for ( var i = 0; i < nbVertices - 1; i += step ) { |
| |
| var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment ); |
| |
| if ( distSq > precisionSq ) continue; |
| |
| interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation |
| |
| var distance = raycaster.ray.origin.distanceTo( interRay ); |
| |
| if ( distance < raycaster.near || distance > raycaster.far ) continue; |
| |
| intersects.push( { |
| |
| distance: distance, |
| // What do we want? intersection point on the ray or on the segment?? |
| // point: raycaster.ray.at( distance ), |
| point: interSegment.clone().applyMatrix4( this.matrixWorld ), |
| index: i, |
| face: null, |
| faceIndex: null, |
| object: this |
| |
| } ); |
| |
| } |
| |
| } |
| |
| }; |
| |
| }() ); |
| |
| THREE.Line.prototype.clone = function () { |
| |
| return new this.constructor( this.geometry, this.material ).copy( this ); |
| |
| }; |
| |
| // DEPRECATED |
| |
| THREE.LineStrip = 0; |
| THREE.LinePieces = 1; |
| |
| // File:src/objects/LineSegments.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.LineSegments = function ( geometry, material ) { |
| |
| THREE.Line.call( this, geometry, material ); |
| |
| this.type = 'LineSegments'; |
| |
| }; |
| |
| THREE.LineSegments.prototype = Object.create( THREE.Line.prototype ); |
| THREE.LineSegments.prototype.constructor = THREE.LineSegments; |
| |
| // 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.drawMode = THREE.TrianglesDrawMode; |
| |
| this.updateMorphTargets(); |
| |
| }; |
| |
| THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype ); |
| THREE.Mesh.prototype.constructor = THREE.Mesh; |
| |
| THREE.Mesh.prototype.setDrawMode = function ( value ) { |
| |
| this.drawMode = value; |
| |
| }; |
| |
| THREE.Mesh.prototype.updateMorphTargets = function () { |
| |
| if ( this.geometry.morphTargets !== undefined && this.geometry.morphTargets.length > 0 ) { |
| |
| this.morphTargetBase = - 1; |
| 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.warn( '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(); |
| |
| var tempA = new THREE.Vector3(); |
| var tempB = new THREE.Vector3(); |
| var tempC = new THREE.Vector3(); |
| |
| var uvA = new THREE.Vector2(); |
| var uvB = new THREE.Vector2(); |
| var uvC = new THREE.Vector2(); |
| |
| var barycoord = new THREE.Vector3(); |
| |
| var intersectionPoint = new THREE.Vector3(); |
| var intersectionPointWorld = new THREE.Vector3(); |
| |
| function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) { |
| |
| THREE.Triangle.barycoordFromPoint( point, p1, p2, p3, barycoord ); |
| |
| uv1.multiplyScalar( barycoord.x ); |
| uv2.multiplyScalar( barycoord.y ); |
| uv3.multiplyScalar( barycoord.z ); |
| |
| uv1.add( uv2 ).add( uv3 ); |
| |
| return uv1.clone(); |
| |
| } |
| |
| function checkIntersection( object, raycaster, ray, pA, pB, pC, point ) { |
| |
| var intersect; |
| var material = object.material; |
| |
| if ( material.side === THREE.BackSide ) { |
| |
| intersect = ray.intersectTriangle( pC, pB, pA, true, point ); |
| |
| } else { |
| |
| intersect = ray.intersectTriangle( pA, pB, pC, material.side !== THREE.DoubleSide, point ); |
| |
| } |
| |
| if ( intersect === null ) return null; |
| |
| intersectionPointWorld.copy( point ); |
| intersectionPointWorld.applyMatrix4( object.matrixWorld ); |
| |
| var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld ); |
| |
| if ( distance < raycaster.near || distance > raycaster.far ) return null; |
| |
| return { |
| distance: distance, |
| point: intersectionPointWorld.clone(), |
| object: object |
| }; |
| |
| } |
| |
| function checkBufferGeometryIntersection( object, raycaster, ray, positions, uvs, a, b, c ) { |
| |
| vA.fromArray( positions, a * 3 ); |
| vB.fromArray( positions, b * 3 ); |
| vC.fromArray( positions, c * 3 ); |
| |
| var intersection = checkIntersection( object, raycaster, ray, vA, vB, vC, intersectionPoint ); |
| |
| if ( intersection ) { |
| |
| if ( uvs ) { |
| |
| uvA.fromArray( uvs, a * 2 ); |
| uvB.fromArray( uvs, b * 2 ); |
| uvC.fromArray( uvs, c * 2 ); |
| |
| intersection.uv = uvIntersection( intersectionPoint, vA, vB, vC, uvA, uvB, uvC ); |
| |
| } |
| |
| intersection.face = new THREE.Face3( a, b, c, THREE.Triangle.normal( vA, vB, vC ) ); |
| intersection.faceIndex = a; |
| |
| } |
| |
| return intersection; |
| |
| } |
| |
| return function raycast( raycaster, intersects ) { |
| |
| var geometry = this.geometry; |
| var material = this.material; |
| var matrixWorld = this.matrixWorld; |
| |
| if ( material === undefined ) return; |
| |
| // Checking boundingSphere distance to ray |
| |
| if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); |
| |
| sphere.copy( geometry.boundingSphere ); |
| sphere.applyMatrix4( matrixWorld ); |
| |
| if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; |
| |
| // |
| |
| inverseMatrix.getInverse( matrixWorld ); |
| ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); |
| |
| // Check boundingBox before continuing |
| |
| if ( geometry.boundingBox !== null ) { |
| |
| if ( ray.intersectsBox( geometry.boundingBox ) === false ) return; |
| |
| } |
| |
| var uvs, intersection; |
| |
| if ( geometry instanceof THREE.BufferGeometry ) { |
| |
| var a, b, c; |
| var index = geometry.index; |
| var attributes = geometry.attributes; |
| var positions = attributes.position.array; |
| |
| if ( attributes.uv !== undefined ) { |
| |
| uvs = attributes.uv.array; |
| |
| } |
| |
| if ( index !== null ) { |
| |
| var indices = index.array; |
| |
| for ( var i = 0, l = indices.length; i < l; i += 3 ) { |
| |
| a = indices[ i ]; |
| b = indices[ i + 1 ]; |
| c = indices[ i + 2 ]; |
| |
| intersection = checkBufferGeometryIntersection( this, raycaster, ray, positions, uvs, a, b, c ); |
| |
| if ( intersection ) { |
| |
| intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indices buffer semantics |
| intersects.push( intersection ); |
| |
| } |
| |
| } |
| |
| } else { |
| |
| |
| for ( var i = 0, l = positions.length; i < l; i += 9 ) { |
| |
| a = i / 3; |
| b = a + 1; |
| c = a + 2; |
| |
| intersection = checkBufferGeometryIntersection( this, raycaster, ray, positions, uvs, a, b, c ); |
| |
| if ( intersection ) { |
| |
| intersection.index = a; // triangle number in positions buffer semantics |
| intersects.push( intersection ); |
| |
| } |
| |
| } |
| |
| } |
| |
| } else if ( geometry instanceof THREE.Geometry ) { |
| |
| var fvA, fvB, fvC; |
| var isFaceMaterial = material instanceof THREE.MultiMaterial; |
| var materials = isFaceMaterial === true ? material.materials : null; |
| |
| var vertices = geometry.vertices; |
| var faces = geometry.faces; |
| var faceVertexUvs = geometry.faceVertexUvs[ 0 ]; |
| if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs; |
| |
| for ( var f = 0, fl = faces.length; f < fl; f ++ ) { |
| |
| var face = faces[ f ]; |
| var faceMaterial = isFaceMaterial === true ? materials[ face.materialIndex ] : material; |
| |
| if ( faceMaterial === undefined ) continue; |
| |
| fvA = vertices[ face.a ]; |
| fvB = vertices[ face.b ]; |
| fvC = vertices[ face.c ]; |
| |
| if ( faceMaterial.morphTargets === true ) { |
| |
| var morphTargets = geometry.morphTargets; |
| var morphInfluences = this.morphTargetInfluences; |
| |
| vA.set( 0, 0, 0 ); |
| vB.set( 0, 0, 0 ); |
| vC.set( 0, 0, 0 ); |
| |
| for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) { |
| |
| var influence = morphInfluences[ t ]; |
| |
| if ( influence === 0 ) continue; |
| |
| var targets = morphTargets[ t ].vertices; |
| |
| vA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence ); |
| vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence ); |
| vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence ); |
| |
| } |
| |
| vA.add( fvA ); |
| vB.add( fvB ); |
| vC.add( fvC ); |
| |
| fvA = vA; |
| fvB = vB; |
| fvC = vC; |
| |
| } |
| |
| intersection = checkIntersection( this, raycaster, ray, fvA, fvB, fvC, intersectionPoint ); |
| |
| if ( intersection ) { |
| |
| if ( uvs ) { |
| |
| var uvs_f = uvs[ f ]; |
| uvA.copy( uvs_f[ 0 ] ); |
| uvB.copy( uvs_f[ 1 ] ); |
| uvC.copy( uvs_f[ 2 ] ); |
| |
| intersection.uv = uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC ); |
| |
| } |
| |
| intersection.face = face; |
| intersection.faceIndex = f; |
| intersects.push( intersection ); |
| |
| } |
| |
| } |
| |
| } |
| |
| }; |
| |
| }() ); |
| |
| THREE.Mesh.prototype.clone = function () { |
| |
| return new this.constructor( this.geometry, this.material ).copy( this ); |
| |
| }; |
| |
| // File:src/objects/Bone.js |
| |
| /** |
| * @author mikael emtinger / http://gomo.se/ |
| * @author alteredq / http://alteredqualia.com/ |
| * @author ikerr / http://verold.com |
| */ |
| |
| THREE.Bone = function ( skin ) { |
| |
| THREE.Object3D.call( this ); |
| |
| this.type = 'Bone'; |
| |
| this.skin = skin; |
| |
| }; |
| |
| THREE.Bone.prototype = Object.create( THREE.Object3D.prototype ); |
| THREE.Bone.prototype.constructor = THREE.Bone; |
| |
| THREE.Bone.prototype.copy = function ( source ) { |
| |
| THREE.Object3D.prototype.copy.call( this, source ); |
| |
| this.skin = source.skin; |
| |
| return this; |
| |
| }; |
| |
| // File:src/objects/Skeleton.js |
| |
| /** |
| * @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 * 4 pixels = (8 * 8) |
| // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16) |
| // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32) |
| // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64) |
| |
| |
| var size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix |
| size = THREE.Math.nextPowerOfTwo( Math.ceil( size ) ); |
| size = Math.max( size, 4 ); |
| |
| 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 ); |
| |
| } 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 update() { |
| |
| // 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; |
| |
| } |
| |
| }; |
| |
| } )(); |
| |
| THREE.Skeleton.prototype.clone = function () { |
| |
| return new THREE.Skeleton( this.bones, this.boneInverses, this.useVertexTexture ); |
| |
| }; |
| |
| // 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; |
| |
| for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) { |
| |
| gbone = this.geometry.bones[ b ]; |
| |
| bone = new THREE.Bone( this ); |
| bones.push( bone ); |
| |
| bone.name = gbone.name; |
| bone.position.fromArray( gbone.pos ); |
| bone.quaternion.fromArray( gbone.rotq ); |
| if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl ); |
| |
| } |
| |
| for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) { |
| |
| gbone = this.geometry.bones[ b ]; |
| |
| if ( gbone.parent !== - 1 && gbone.parent !== null ) { |
| |
| bones[ gbone.parent ].add( bones[ b ] ); |
| |
| } else { |
| |
| this.add( bones[ b ] ); |
| |
| } |
| |
| } |
| |
| } |
| |
| this.normalizeSkinWeights(); |
| |
| this.updateMatrixWorld( true ); |
| this.bind( new THREE.Skeleton( bones, undefined, useVertexTexture ), this.matrixWorld ); |
| |
| }; |
| |
| |
| THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype ); |
| THREE.SkinnedMesh.prototype.constructor = THREE.SkinnedMesh; |
| |
| THREE.SkinnedMesh.prototype.bind = function( skeleton, bindMatrix ) { |
| |
| this.skeleton = skeleton; |
| |
| if ( bindMatrix === undefined ) { |
| |
| this.updateMatrixWorld( true ); |
| |
| this.skeleton.calculateInverses(); |
| |
| bindMatrix = this.matrixWorld; |
| |
| } |
| |
| this.bindMatrix.copy( bindMatrix ); |
| this.bindMatrixInverse.getInverse( bindMatrix ); |
| |
| }; |
| |
| 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.skinWeights.length; i ++ ) { |
| |
| var sw = this.geometry.skinWeights[ i ]; |
| |
| var scale = 1.0 / sw.lengthManhattan(); |
| |
| if ( scale !== Infinity ) { |
| |
| sw.multiplyScalar( scale ); |
| |
| } else { |
| |
| sw.set( 1, 0, 0, 0 ); // do something reasonable |
| |
| } |
| |
| } |
| |
| } else if ( this.geometry instanceof THREE.BufferGeometry ) { |
| |
| var vec = new THREE.Vector4(); |
| |
| var skinWeight = this.geometry.attributes.skinWeight; |
| |
| for ( var i = 0; i < skinWeight.count; i ++ ) { |
| |
| vec.x = skinWeight.getX( i ); |
| vec.y = skinWeight.getY( i ); |
| vec.z = skinWeight.getZ( i ); |
| vec.w = skinWeight.getW( i ); |
| |
| var scale = 1.0 / vec.lengthManhattan(); |
| |
| if ( scale !== Infinity ) { |
| |
| vec.multiplyScalar( scale ); |
| |
| } else { |
| |
| vec.set( 1, 0, 0, 0 ); // do something reasonable |
| |
| } |
| |
| skinWeight.setXYZW( i, vec.x, vec.y, vec.z, vec.w ); |
| |
| } |
| |
| } |
| |
| }; |
| |
| 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 unrecognized bindMode: ' + this.bindMode ); |
| |
| } |
| |
| }; |
| |
| THREE.SkinnedMesh.prototype.clone = function() { |
| |
| return new this.constructor( this.geometry, this.material, this.useVertexTexture ).copy( this ); |
| |
| }; |
| |
| // 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.type = 'LOD'; |
| |
| Object.defineProperties( this, { |
| levels: { |
| enumerable: true, |
| value: [] |
| }, |
| objects: { |
| get: function () { |
| |
| console.warn( 'THREE.LOD: .objects has been renamed to .levels.' ); |
| return this.levels; |
| |
| } |
| } |
| } ); |
| |
| }; |
| |
| |
| THREE.LOD.prototype = Object.create( THREE.Object3D.prototype ); |
| THREE.LOD.prototype.constructor = THREE.LOD; |
| |
| THREE.LOD.prototype.addLevel = function ( object, distance ) { |
| |
| if ( distance === undefined ) distance = 0; |
| |
| distance = Math.abs( distance ); |
| |
| var levels = this.levels; |
| |
| for ( var l = 0; l < levels.length; l ++ ) { |
| |
| if ( distance < levels[ l ].distance ) { |
| |
| break; |
| |
| } |
| |
| } |
| |
| levels.splice( l, 0, { distance: distance, object: object } ); |
| |
| this.add( object ); |
| |
| }; |
| |
| THREE.LOD.prototype.getObjectForDistance = function ( distance ) { |
| |
| var levels = this.levels; |
| |
| for ( var i = 1, l = levels.length; i < l; i ++ ) { |
| |
| if ( distance < levels[ i ].distance ) { |
| |
| break; |
| |
| } |
| |
| } |
| |
| return levels[ i - 1 ].object; |
| |
| }; |
| |
| THREE.LOD.prototype.raycast = ( function () { |
| |
| var matrixPosition = new THREE.Vector3(); |
| |
| return function raycast( 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 update( camera ) { |
| |
| var levels = this.levels; |
| |
| if ( levels.length > 1 ) { |
| |
| v1.setFromMatrixPosition( camera.matrixWorld ); |
| v2.setFromMatrixPosition( this.matrixWorld ); |
| |
| var distance = v1.distanceTo( v2 ); |
| |
| levels[ 0 ].object.visible = true; |
| |
| for ( var i = 1, l = levels.length; i < l; i ++ ) { |
| |
| if ( distance >= levels[ i ].distance ) { |
| |
| levels[ i - 1 ].object.visible = false; |
| levels[ i ].object.visible = true; |
| |
| } else { |
| |
| break; |
| |
| } |
| |
| } |
| |
| for ( ; i < l; i ++ ) { |
| |
| levels[ i ].object.visible = false; |
| |
| } |
| |
| } |
| |
| }; |
| |
| }(); |
| |
| THREE.LOD.prototype.copy = function ( source ) { |
| |
| THREE.Object3D.prototype.copy.call( this, source, false ); |
| |
| var levels = source.levels; |
| |
| for ( var i = 0, l = levels.length; i < l; i ++ ) { |
| |
| var level = levels[ i ]; |
| |
| this.addLevel( level.object.clone(), level.distance ); |
| |
| } |
| |
| return this; |
| |
| }; |
| |
| THREE.LOD.prototype.toJSON = function ( meta ) { |
| |
| var data = THREE.Object3D.prototype.toJSON.call( this, meta ); |
| |
| data.object.levels = []; |
| |
| var levels = this.levels; |
| |
| for ( var i = 0, l = levels.length; i < l; i ++ ) { |
| |
| var level = levels[ i ]; |
| |
| data.object.levels.push( { |
| object: level.object.uuid, |
| distance: level.distance |
| } ); |
| |
| } |
| |
| return data; |
| |
| }; |
| |
| // 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.setIndex( new THREE.BufferAttribute( indices, 1 ) ); |
| geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) ); |
| geometry.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) ); |
| |
| return function Sprite( 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.constructor = THREE.Sprite; |
| |
| THREE.Sprite.prototype.raycast = ( function () { |
| |
| var matrixPosition = new THREE.Vector3(); |
| |
| return function raycast( raycaster, intersects ) { |
| |
| matrixPosition.setFromMatrixPosition( this.matrixWorld ); |
| |
| var distanceSq = raycaster.ray.distanceSqToPoint( matrixPosition ); |
| var guessSizeSq = this.scale.x * this.scale.y; |
| |
| if ( distanceSq > guessSizeSq ) { |
| |
| return; |
| |
| } |
| |
| intersects.push( { |
| |
| distance: Math.sqrt( distanceSq ), |
| point: this.position, |
| face: null, |
| object: this |
| |
| } ); |
| |
| }; |
| |
| }() ); |
| |
| THREE.Sprite.prototype.clone = function () { |
| |
| return new this.constructor( this.material ).copy( this ); |
| |
| }; |
| |
| // 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 ); |
| THREE.LensFlare.prototype.constructor = THREE.LensFlare; |
| |
| |
| /* |
| * 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 in front z = 1 is back |
| scale: 1, // scale |
| rotation: 0, // 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; |
| |
| } |
| |
| }; |
| |
| THREE.LensFlare.prototype.copy = function ( source ) { |
| |
| THREE.Object3D.prototype.copy.call( this, source ); |
| |
| this.positionScreen.copy( source.positionScreen ); |
| this.customUpdateCallback = source.customUpdateCallback; |
| |
| for ( var i = 0, l = source.lensFlares.length; i < l; i ++ ) { |
| |
| this.lensFlares.push( source.lensFlares[ i ] ); |
| |
| } |
| |
| return this; |
| |
| }; |
| |
| // File:src/scenes/Scene.js |
| |
| /** |
| * @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.constructor = THREE.Scene; |
| |
| THREE.Scene.prototype.copy = function ( source ) { |
| |
| THREE.Object3D.prototype.copy.call( this, source ); |
| |
| if ( source.fog !== null ) this.fog = source.fog.clone(); |
| if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone(); |
| |
| this.autoUpdate = source.autoUpdate; |
| this.matrixAutoUpdate = source.matrixAutoUpdate; |
| |
| return this; |
| |
| }; |
| |
| // 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/alphamap_fragment.glsl |
| |
| THREE.ShaderChunk[ 'alphamap_fragment' ] = "#ifdef USE_ALPHAMAP\n diffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl |
| |
| THREE.ShaderChunk[ 'alphamap_pars_fragment' ] = "#ifdef USE_ALPHAMAP\n uniform sampler2D alphaMap;\n#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl |
| |
| THREE.ShaderChunk[ 'alphatest_fragment' ] = "#ifdef ALPHATEST\n if ( diffuseColor.a < ALPHATEST ) discard;\n#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/ambient_pars.glsl |
| |
| THREE.ShaderChunk[ 'ambient_pars' ] = "uniform vec3 ambientLightColor;\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n return PI * ambientLightColor;\n}\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/aomap_fragment.glsl |
| |
| THREE.ShaderChunk[ 'aomap_fragment' ] = "#ifdef USE_AOMAP\n reflectedLight.indirectDiffuse *= ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/aomap_pars_fragment.glsl |
| |
| THREE.ShaderChunk[ 'aomap_pars_fragment' ] = "#ifdef USE_AOMAP\n uniform sampler2D aoMap;\n uniform float aoMapIntensity;\n#endif"; |
| |
| // File:src/renderers/shaders/ShaderChunk/begin_vertex.glsl |
| |
| THREE.ShaderChunk[ 'begin_vertex' ] = "\nvec3 transformed = vec3( position );\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/beginnormal_vertex.glsl |
| |
| THREE.ShaderChunk[ 'beginnormal_vertex' ] = "\nvec3 objectNormal = vec3( normal );\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/bsdfs.glsl |
| |
| THREE.ShaderChunk[ 'bsdfs' ] = "float calcLightAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n if ( decayExponent > 0.0 ) {\n return pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n }\n return 1.0;\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n return RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n float fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n return ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n float a2 = alpha * alpha;\n float gl = dotNL + pow( a2 + ( 1.0 - a2 ) * dotNL * dotNL, 0.5 );\n float gv = dotNV + pow( a2 + ( 1.0 - a2 ) * dotNV * dotNV, 0.5 );\n return 1.0 / ( gl * gv );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n float a2 = alpha * alpha;\n float denom = dotNH * dotNH * ( a2 - 1.0 ) + 1.0;\n return RECIPROCAL_PI * a2 / ( denom * denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n float alpha = roughness * roughness;\n vec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n float dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n float dotNH = saturate( dot( geometry.normal, halfDir ) );\n float dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n vec3 F = F_Schlick( specularColor, dotLH );\n float G = G_GGX_Smith( alpha, dotNL, dotNV );\n float D = D_GGX( alpha, dotNH );\n return F * ( G * D );\n}\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n const vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n const vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n vec4 r = roughness * c0 + c1;\n float a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n vec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n return specularColor * AB.x + AB.y;\n}\nfloat G_BlinnPhong_Implicit( ) {\n return 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n return RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n vec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n float dotNH = saturate( dot( geometry.normal, halfDir ) );\n float dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n vec3 F = F_Schlick( specularColor, dotLH );\n float G = G_BlinnPhong_Implicit( );\n float D = D_BlinnPhong( shininess, dotNH );\n return F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n return ( 2.0 / square( ggxRoughness + 0.0001 ) - 2.0 );\n}"; |
| |
| // File:src/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl |
| |
| THREE.ShaderChunk[ 'bumpmap_pars_fragment' ] = "#ifdef USE_BUMPMAP\n uniform sampler2D bumpMap;\n uniform float bumpScale;\n vec2 dHdxy_fwd() {\n vec2 dSTdx = dFdx( vUv );\n vec2 dSTdy = dFdy( vUv );\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 return vec2( dBx, dBy );\n }\n vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n vec3 vSigmaX = dFdx( surf_pos );\n vec3 vSigmaY = dFdy( surf_pos );\n vec3 vN = surf_norm;\n vec3 R1 = cross( vSigmaY, vN );\n vec3 R2 = cross( vN, vSigmaX );\n float fDet = dot( vSigmaX, R1 );\n vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n return normalize( abs( fDet ) * surf_norm - vGrad );\n }\n#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/color_fragment.glsl |
| |
| THREE.ShaderChunk[ 'color_fragment' ] = "#ifdef USE_COLOR\n diffuseColor.rgb *= vColor;\n#endif"; |
| |
| // File:src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl |
| |
| THREE.ShaderChunk[ 'color_pars_fragment' ] = "#ifdef USE_COLOR\n varying vec3 vColor;\n#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl |
| |
| THREE.ShaderChunk[ 'color_pars_vertex' ] = "#ifdef USE_COLOR\n varying vec3 vColor;\n#endif"; |
| |
| // File:src/renderers/shaders/ShaderChunk/color_vertex.glsl |
| |
| THREE.ShaderChunk[ 'color_vertex' ] = "#ifdef USE_COLOR\n vColor.xyz = color.xyz;\n#endif"; |
| |
| // File:src/renderers/shaders/ShaderChunk/common.glsl |
| |
| THREE.ShaderChunk[ 'common' ] = "#define PI 3.14159\n#define PI2 6.28318\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\nfloat square( const in float x ) { return x*x; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nstruct IncidentLight {\n vec3 color;\n vec3 direction;\n};\nstruct ReflectedLight {\n vec3 directDiffuse;\n vec3 directSpecular;\n vec3 indirectDiffuse;\n vec3 indirectSpecular;\n};\nstruct GeometricContext {\n vec3 position;\n vec3 normal;\n vec3 viewDir;\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n float distance = dot( planeNormal, point - pointOnPlane );\n return - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n return sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n return lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nvec3 inputToLinear( in vec3 a ) {\n #ifdef GAMMA_INPUT\n return pow( a, vec3( float( GAMMA_FACTOR ) ) );\n #else\n return a;\n #endif\n}\nvec3 linearToOutput( in vec3 a ) {\n #ifdef GAMMA_OUTPUT\n return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );\n #else\n return a;\n #endif\n}\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl |
| |
| THREE.ShaderChunk[ 'defaultnormal_vertex' ] = "#ifdef FLIP_SIDED\n objectNormal = -objectNormal;\n#endif\nvec3 transformedNormal = normalMatrix * objectNormal;\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/displacementmap_vertex.glsl |
| |
| THREE.ShaderChunk[ 'displacementmap_vertex' ] = "#ifdef USE_DISPLACEMENTMAP\n transformed += normal * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/displacementmap_pars_vertex.glsl |
| |
| THREE.ShaderChunk[ 'displacementmap_pars_vertex' ] = "#ifdef USE_DISPLACEMENTMAP\n uniform sampler2D displacementMap;\n uniform float displacementScale;\n uniform float displacementBias;\n#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/emissivemap_fragment.glsl |
| |
| THREE.ShaderChunk[ 'emissivemap_fragment' ] = "#ifdef USE_EMISSIVEMAP\n vec4 emissiveColor = texture2D( emissiveMap, vUv );\n emissiveColor.rgb = inputToLinear( emissiveColor.rgb );\n totalEmissiveLight *= emissiveColor.rgb;\n#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/emissivemap_pars_fragment.glsl |
| |
| THREE.ShaderChunk[ 'emissivemap_pars_fragment' ] = "#ifdef USE_EMISSIVEMAP\n uniform sampler2D emissiveMap;\n#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/envmap_fragment.glsl |
| |
| THREE.ShaderChunk[ 'envmap_fragment' ] = "#ifdef USE_ENVMAP\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n #ifdef ENVMAP_MODE_REFLECTION\n vec3 reflectVec = reflect( cameraToVertex, worldNormal );\n #else\n vec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n #endif\n #else\n vec3 reflectVec = vReflect;\n #endif\n #ifdef DOUBLE_SIDED\n float flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n #else\n float flipNormal = 1.0;\n #endif\n #ifdef ENVMAP_TYPE_CUBE\n vec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n #elif defined( ENVMAP_TYPE_EQUIREC )\n vec2 sampleUV;\n sampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n sampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n vec4 envColor = texture2D( envMap, sampleUV );\n #elif defined( ENVMAP_TYPE_SPHERE )\n vec3 reflectView = flipNormal * normalize((viewMatrix * vec4( reflectVec, 0.0 )).xyz + vec3(0.0,0.0,1.0));\n vec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n #endif\n envColor.xyz = inputToLinear( envColor.xyz );\n #ifdef ENVMAP_BLENDING_MULTIPLY\n outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n #elif defined( ENVMAP_BLENDING_MIX )\n outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n #elif defined( ENVMAP_BLENDING_ADD )\n outgoingLight += envColor.xyz * specularStrength * reflectivity;\n #endif\n#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl |
| |
| THREE.ShaderChunk[ 'envmap_pars_fragment' ] = "#if defined( USE_ENVMAP ) || defined( STANDARD )\n uniform float reflectivity;\n uniform float envMapIntenstiy;\n#endif\n#ifdef USE_ENVMAP\n #ifdef ENVMAP_TYPE_CUBE\n uniform samplerCube envMap;\n #else\n uniform sampler2D envMap;\n #endif\n uniform float flipEnvMap;\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( STANDARD )\n uniform float refractionRatio;\n #else\n varying vec3 vReflect;\n #endif\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 ) && ! defined( STANDARD )\n varying vec3 vReflect;\n uniform float refractionRatio;\n#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/envmap_vertex.glsl |
| |
| THREE.ShaderChunk[ 'envmap_vertex' ] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG ) && ! defined( STANDARD )\n vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n vec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n #ifdef ENVMAP_MODE_REFLECTION\n vReflect = reflect( cameraToVertex, worldNormal );\n #else\n vReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n #endif\n#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/fog_fragment.glsl |
| |
| THREE.ShaderChunk[ 'fog_fragment' ] = "#ifdef USE_FOG\n #ifdef USE_LOGDEPTHBUF_EXT\n float depth = gl_FragDepthEXT / gl_FragCoord.w;\n #else\n float depth = gl_FragCoord.z / gl_FragCoord.w;\n #endif\n #ifdef FOG_EXP2\n float fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * depth * depth * LOG2 ) );\n #else\n float fogFactor = smoothstep( fogNear, fogFar, depth );\n #endif\n \n outgoingLight = mix( outgoingLight, fogColor, fogFactor );\n#endif"; |
| |
| // File:src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl |
| |
| THREE.ShaderChunk[ 'fog_pars_fragment' ] = "#ifdef USE_FOG\n uniform vec3 fogColor;\n #ifdef FOG_EXP2\n uniform float fogDensity;\n #else\n uniform float fogNear;\n uniform float fogFar;\n #endif\n#endif"; |
| |
| // File:src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl |
| |
| THREE.ShaderChunk[ 'lightmap_fragment' ] = "#ifdef USE_LIGHTMAP\n reflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl |
| |
| THREE.ShaderChunk[ 'lightmap_pars_fragment' ] = "#ifdef USE_LIGHTMAP\n uniform sampler2D lightMap;\n uniform float lightMapIntensity;\n#endif"; |
| |
| // File:src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl |
| |
| THREE.ShaderChunk[ 'lights_lambert_vertex' ] = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n vLightBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n directLight = getPointDirectLight( pointLights[ i ], geometry );\n dotNL = dot( geometry.normal, directLight.direction );\n directLightColor_Diffuse = PI * directLight.color;\n vLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n #ifdef DOUBLE_SIDED\n vLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n #endif\n }\n#endif\n#if NUM_SPOT_LIGHTS > 0\n for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n directLight = getSpotDirectLight( spotLights[ i ], geometry );\n dotNL = dot( geometry.normal, directLight.direction );\n directLightColor_Diffuse = PI * directLight.color;\n vLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n #ifdef DOUBLE_SIDED\n vLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n #endif\n }\n#endif\n#if NUM_DIR_LIGHTS > 0\n for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n directLight = getDirectionalDirectLight( directionalLights[ i ], geometry );\n dotNL = dot( geometry.normal, directLight.direction );\n directLightColor_Diffuse = PI * directLight.color;\n vLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n #ifdef DOUBLE_SIDED\n vLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n #endif\n }\n#endif\n#if NUM_HEMI_LIGHTS > 0\n for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n vLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n #ifdef DOUBLE_SIDED\n vLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n #endif\n }\n#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/lights_pars.glsl |
| |
| THREE.ShaderChunk[ 'lights_pars' ] = "#if NUM_DIR_LIGHTS > 0\n struct DirectionalLight {\n vec3 direction;\n vec3 color;\n int shadow;\n float shadowBias;\n float shadowRadius;\n vec2 shadowMapSize;\n };\n uniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n IncidentLight getDirectionalDirectLight( const in DirectionalLight directionalLight, const in GeometricContext geometry ) {\n IncidentLight directLight;\n directLight.color = directionalLight.color;\n directLight.direction = directionalLight.direction;\n return directLight;\n }\n#endif\n#if NUM_POINT_LIGHTS > 0\n struct PointLight {\n vec3 position;\n vec3 color;\n float distance;\n float decay;\n int shadow;\n float shadowBias;\n float shadowRadius;\n vec2 shadowMapSize;\n };\n uniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n IncidentLight getPointDirectLight( const in PointLight pointLight, const in GeometricContext geometry ) {\n IncidentLight directLight;\n vec3 lVector = pointLight.position - geometry.position;\n directLight.direction = normalize( lVector );\n directLight.color = pointLight.color;\n directLight.color *= calcLightAttenuation( length( lVector ), pointLight.distance, pointLight.decay );\n return directLight;\n }\n#endif\n#if NUM_SPOT_LIGHTS > 0\n struct SpotLight {\n vec3 position;\n vec3 direction;\n vec3 color;\n float distance;\n float decay;\n float angleCos;\n float exponent;\n int shadow;\n float shadowBias;\n float shadowRadius;\n vec2 shadowMapSize;\n };\n uniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n IncidentLight getSpotDirectLight( const in SpotLight spotLight, const in GeometricContext geometry ) {\n IncidentLight directLight;\n vec3 lVector = spotLight.position - geometry.position;\n directLight.direction = normalize( lVector );\n float spotEffect = dot( directLight.direction, spotLight.direction );\n if ( spotEffect > spotLight.angleCos ) {\n float spotEffect = dot( spotLight.direction, directLight.direction );\n spotEffect = saturate( pow( saturate( spotEffect ), spotLight.exponent ) );\n directLight.color = spotLight.color;\n directLight.color *= ( spotEffect * calcLightAttenuation( length( lVector ), spotLight.distance, spotLight.decay ) );\n } else {\n directLight.color = vec3( 0.0 );\n }\n return directLight;\n }\n#endif\n#if NUM_HEMI_LIGHTS > 0\n struct HemisphereLight {\n vec3 direction;\n vec3 skyColor;\n vec3 groundColor;\n };\n uniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n vec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n float dotNL = dot( geometry.normal, hemiLight.direction );\n float hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n return PI * mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n }\n#endif\n#if defined( USE_ENVMAP ) && defined( STANDARD )\n vec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n #ifdef DOUBLE_SIDED\n float flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n #else\n float flipNormal = 1.0;\n #endif\n vec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n #ifdef ENVMAP_TYPE_CUBE\n vec3 queryVec = flipNormal * vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n #ifdef TEXTURE_LOD_EXT\n vec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n #else\n vec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n #endif\n #else\n vec3 envMapColor = vec3( 0.0 );\n #endif\n envMapColor.rgb = inputToLinear( envMapColor.rgb );\n return PI * envMapColor.rgb * envMapIntensity;\n }\n float getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n float maxMIPLevelScalar = float( maxMIPLevel );\n float desiredMIPLevel = maxMIPLevelScalar - 0.79248 - 0.5 * log2( square( blinnShininessExponent ) + 1.0 );\n return clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n }\n vec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n #ifdef ENVMAP_MODE_REFLECTION\n vec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n #else\n vec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n #endif\n #ifdef DOUBLE_SIDED\n float flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n #else\n float flipNormal = 1.0;\n #endif\n reflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n float specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n #ifdef ENVMAP_TYPE_CUBE\n vec3 queryReflectVec = flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n #ifdef TEXTURE_LOD_EXT\n vec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n #else\n vec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n #endif\n #elif defined( ENVMAP_TYPE_EQUIREC )\n vec2 sampleUV;\n sampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n sampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n #ifdef TEXTURE_LOD_EXT\n vec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n #else\n vec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n #endif\n #elif defined( ENVMAP_TYPE_SPHERE )\n vec3 reflectView = flipNormal * normalize((viewMatrix * vec4( reflectVec, 0.0 )).xyz + vec3(0.0,0.0,1.0));\n #ifdef TEXTURE_LOD_EXT\n vec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n #else\n vec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n #endif\n #endif\n envMapColor.rgb = inputToLinear( envMapColor.rgb );\n return envMapColor.rgb * envMapIntensity;\n }\n#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl |
| |
| THREE.ShaderChunk[ 'lights_phong_fragment' ] = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl |
| |
| THREE.ShaderChunk[ 'lights_phong_pars_fragment' ] = "#ifdef USE_ENVMAP\n varying vec3 vWorldPosition;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n varying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n vec3 diffuseColor;\n vec3 specularColor;\n float specularShininess;\n float specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n float dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n vec3 irradiance = dotNL * PI * directLight.color;\n reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n reflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct RE_Direct_BlinnPhong\n#define RE_IndirectDiffuse RE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material ) (0)\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl |
| |
| THREE.ShaderChunk[ 'lights_phong_pars_vertex' ] = "#ifdef USE_ENVMAP\n varying vec3 vWorldPosition;\n#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/lights_phong_vertex.glsl |
| |
| THREE.ShaderChunk[ 'lights_phong_vertex' ] = "#ifdef USE_ENVMAP\n vWorldPosition = worldPosition.xyz;\n#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/lights_standard_fragment.glsl |
| |
| THREE.ShaderChunk[ 'lights_standard_fragment' ] = "StandardMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\nmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/lights_standard_pars_fragment.glsl |
| |
| THREE.ShaderChunk[ 'lights_standard_pars_fragment' ] = "struct StandardMaterial {\n vec3 diffuseColor;\n float specularRoughness;\n vec3 specularColor;\n};\nvoid RE_Direct_Standard( const in IncidentLight directLight, const in GeometricContext geometry, const in StandardMaterial material, inout ReflectedLight reflectedLight ) {\n float dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n vec3 irradiance = dotNL * PI * directLight.color;\n reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n reflectedLight.directSpecular += irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n}\nvoid RE_IndirectDiffuse_Standard( const in vec3 irradiance, const in GeometricContext geometry, const in StandardMaterial material, inout ReflectedLight reflectedLight ) {\n reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Standard( const in vec3 radiance, const in GeometricContext geometry, const in StandardMaterial material, inout ReflectedLight reflectedLight ) {\n reflectedLight.indirectSpecular += radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n}\n#define RE_Direct RE_Direct_Standard\n#define RE_IndirectDiffuse RE_IndirectDiffuse_Standard\n#define RE_IndirectSpecular RE_IndirectSpecular_Standard\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/lights_template.glsl |
| |
| THREE.ShaderChunk[ 'lights_template' ] = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n PointLight pointLight;\n for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n pointLight = pointLights[ i ];\n directLight = getPointDirectLight( pointLight, geometry );\n #ifdef USE_SHADOWMAP\n directLight.color *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n #endif\n RE_Direct( directLight, geometry, material, reflectedLight );\n }\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n SpotLight spotLight;\n for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n spotLight = spotLights[ i ];\n directLight = getSpotDirectLight( spotLight, geometry );\n #ifdef USE_SHADOWMAP\n directLight.color *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n #endif\n RE_Direct( directLight, geometry, material, reflectedLight );\n }\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n DirectionalLight directionalLight;\n for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n directionalLight = directionalLights[ i ];\n directLight = getDirectionalDirectLight( directionalLight, geometry );\n #ifdef USE_SHADOWMAP\n directLight.color *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n #endif\n RE_Direct( directLight, geometry, material, reflectedLight );\n }\n#endif\n#if defined( RE_IndirectDiffuse )\n vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n #ifdef USE_LIGHTMAP\n irradiance += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n #endif\n #if ( NUM_HEMI_LIGHTS > 0 )\n for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n }\n #endif\n RE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n vec3 radiance = getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), 8 );\n RE_IndirectSpecular( radiance, geometry, material, reflectedLight );\n#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/linear_to_gamma_fragment.glsl |
| |
| THREE.ShaderChunk[ 'linear_to_gamma_fragment' ] = "\n outgoingLight = linearToOutput( outgoingLight );\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl |
| |
| THREE.ShaderChunk[ 'logdepthbuf_fragment' ] = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n gl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n#endif"; |
| |
| // File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl |
| |
| THREE.ShaderChunk[ 'logdepthbuf_pars_fragment' ] = "#ifdef USE_LOGDEPTHBUF\n uniform float logDepthBufFC;\n #ifdef USE_LOGDEPTHBUF_EXT\n varying float vFragDepth;\n #endif\n#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl |
| |
| THREE.ShaderChunk[ 'logdepthbuf_pars_vertex' ] = "#ifdef USE_LOGDEPTHBUF\n #ifdef USE_LOGDEPTHBUF_EXT\n varying float vFragDepth;\n #endif\n uniform float logDepthBufFC;\n#endif"; |
| |
| // File:src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl |
| |
| THREE.ShaderChunk[ 'logdepthbuf_vertex' ] = "#ifdef USE_LOGDEPTHBUF\n gl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\n #ifdef USE_LOGDEPTHBUF_EXT\n vFragDepth = 1.0 + gl_Position.w;\n #else\n gl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n #endif\n#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/map_fragment.glsl |
| |
| THREE.ShaderChunk[ 'map_fragment' ] = "#ifdef USE_MAP\n vec4 texelColor = texture2D( map, vUv );\n texelColor.xyz = inputToLinear( texelColor.xyz );\n diffuseColor *= texelColor;\n#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl |
| |
| THREE.ShaderChunk[ 'map_pars_fragment' ] = "#ifdef USE_MAP\n uniform sampler2D map;\n#endif"; |
| |
| // File:src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl |
| |
| THREE.ShaderChunk[ 'map_particle_fragment' ] = "#ifdef USE_MAP\n diffuseColor *= texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\n#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl |
| |
| THREE.ShaderChunk[ 'map_particle_pars_fragment' ] = "#ifdef USE_MAP\n uniform vec4 offsetRepeat;\n uniform sampler2D map;\n#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/metalnessmap_fragment.glsl |
| |
| THREE.ShaderChunk[ 'metalnessmap_fragment' ] = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n vec4 texelMetalness = texture2D( metalnessMap, vUv );\n metalnessFactor *= texelMetalness.r;\n#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/metalnessmap_pars_fragment.glsl |
| |
| THREE.ShaderChunk[ 'metalnessmap_pars_fragment' ] = "#ifdef USE_METALNESSMAP\n uniform sampler2D metalnessMap;\n#endif"; |
| |
| // File:src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl |
| |
| THREE.ShaderChunk[ 'morphnormal_vertex' ] = "#ifdef USE_MORPHNORMALS\n objectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n objectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n objectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n objectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl |
| |
| THREE.ShaderChunk[ 'morphtarget_pars_vertex' ] = "#ifdef USE_MORPHTARGETS\n #ifndef USE_MORPHNORMALS\n uniform float morphTargetInfluences[ 8 ];\n #else\n uniform float morphTargetInfluences[ 4 ];\n #endif\n#endif"; |
| |
| // File:src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl |
| |
| THREE.ShaderChunk[ 'morphtarget_vertex' ] = "#ifdef USE_MORPHTARGETS\n transformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n transformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n transformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n transformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n #ifndef USE_MORPHNORMALS\n transformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n transformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n transformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n transformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n #endif\n#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/normal_fragment.glsl |
| |
| THREE.ShaderChunk[ 'normal_fragment' ] = "#ifdef FLAT_SHADED\n vec3 fdx = dFdx( vViewPosition );\n vec3 fdy = dFdy( vViewPosition );\n vec3 normal = normalize( cross( fdx, fdy ) );\n#else\n vec3 normal = normalize( vNormal );\n #ifdef DOUBLE_SIDED\n normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n #endif\n#endif\n#ifdef USE_NORMALMAP\n normal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl |
| |
| THREE.ShaderChunk[ 'normalmap_pars_fragment' ] = "#ifdef USE_NORMALMAP\n uniform sampler2D normalMap;\n uniform vec2 normalScale;\n vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\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 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 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#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/project_vertex.glsl |
| |
| THREE.ShaderChunk[ 'project_vertex' ] = "#ifdef USE_SKINNING\n vec4 mvPosition = modelViewMatrix * skinned;\n#else\n vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\n#endif\ngl_Position = projectionMatrix * mvPosition;\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/roughnessmap_fragment.glsl |
| |
| THREE.ShaderChunk[ 'roughnessmap_fragment' ] = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n vec4 texelRoughness = texture2D( roughnessMap, vUv );\n roughnessFactor *= texelRoughness.r;\n#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/roughnessmap_pars_fragment.glsl |
| |
| THREE.ShaderChunk[ 'roughnessmap_pars_fragment' ] = "#ifdef USE_ROUGHNESSMAP\n uniform sampler2D roughnessMap;\n#endif"; |
| |
| // File:src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl |
| |
| THREE.ShaderChunk[ 'shadowmap_pars_fragment' ] = "#ifdef USE_SHADOWMAP\n #if NUM_DIR_LIGHTS > 0\n uniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n #endif\n #if NUM_SPOT_LIGHTS > 0\n uniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n varying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n #endif\n #if NUM_POINT_LIGHTS > 0\n uniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n varying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n #endif\n float unpackDepth( const in vec4 rgba_depth ) {\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 return dot( rgba_depth, bit_shift );\n }\n float texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n return step( compare, unpackDepth( texture2D( depths, uv ) ) );\n }\n float texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n const vec2 offset = vec2( 0.0, 1.0 );\n vec2 texelSize = vec2( 1.0 ) / size;\n vec2 centroidUV = floor( uv * size + 0.5 ) / size;\n float lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n float lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n float rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n float rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n vec2 f = fract( uv * size + 0.5 );\n float a = mix( lb, lt, f.y );\n float b = mix( rb, rt, f.y );\n float c = mix( a, b, f.x );\n return c;\n }\n float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n shadowCoord.xyz /= shadowCoord.w;\n shadowCoord.z += shadowBias;\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 bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n bool frustumTest = all( frustumTestVec );\n if ( frustumTest ) {\n #if defined( SHADOWMAP_TYPE_PCF )\n vec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n float dx0 = - texelSize.x * shadowRadius;\n float dy0 = - texelSize.y * shadowRadius;\n float dx1 = + texelSize.x * shadowRadius;\n float dy1 = + texelSize.y * shadowRadius;\n return (\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n ) * ( 1.0 / 9.0 );\n #elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n vec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n float dx0 = - texelSize.x * shadowRadius;\n float dy0 = - texelSize.y * shadowRadius;\n float dx1 = + texelSize.x * shadowRadius;\n float dy1 = + texelSize.y * shadowRadius;\n return (\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n ) * ( 1.0 / 9.0 );\n #else\n return texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n #endif\n }\n return 1.0;\n }\n vec2 cubeToUV( vec3 v, float texelSizeY ) {\n vec3 absV = abs( v );\n float scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n absV *= scaleToCube;\n v *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n vec2 planar = v.xy;\n float almostATexel = 1.5 * texelSizeY;\n float almostOne = 1.0 - almostATexel;\n if ( absV.z >= almostOne ) {\n if ( v.z > 0.0 )\n planar.x = 4.0 - v.x;\n } else if ( absV.x >= almostOne ) {\n float signX = sign( v.x );\n planar.x = v.z * signX + 2.0 * signX;\n } else if ( absV.y >= almostOne ) {\n float signY = sign( v.y );\n planar.x = v.x + 2.0 * signY + 2.0;\n planar.y = v.z * signY - 2.0;\n }\n return vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n }\n float getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n vec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n vec3 lightToPosition = shadowCoord.xyz;\n vec3 bd3D = normalize( lightToPosition );\n float dp = ( length( lightToPosition ) - shadowBias ) / 1000.0;\n #if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n vec3 offset = vec3( - 1, 0, 1 ) * shadowRadius * 2.0 * texelSize.y;\n return (\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.zzz, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.zxz, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxz, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xzz, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.zzx, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.zxx, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xzx, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.zzy, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.zxy, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xzy, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.zyz, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyz, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.zyx, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yzz, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxz, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yzx, texelSize.y ), dp )\n ) * ( 1.0 / 21.0 );\n #else\n return texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n #endif\n }\n#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl |
| |
| THREE.ShaderChunk[ 'shadowmap_pars_vertex' ] = "#ifdef USE_SHADOWMAP\n #if NUM_DIR_LIGHTS > 0\n uniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n #endif\n #if NUM_SPOT_LIGHTS > 0\n uniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n varying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n #endif\n #if NUM_POINT_LIGHTS > 0\n uniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n varying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n #endif\n#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl |
| |
| THREE.ShaderChunk[ 'shadowmap_vertex' ] = "#ifdef USE_SHADOWMAP\n #if NUM_DIR_LIGHTS > 0\n for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n vDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n }\n #endif\n #if NUM_SPOT_LIGHTS > 0\n for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n vSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n }\n #endif\n #if NUM_POINT_LIGHTS > 0\n for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n vPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n }\n #endif\n#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/shadowmask_pars_fragment.glsl |
| |
| THREE.ShaderChunk[ 'shadowmask_pars_fragment' ] = "float getShadowMask() {\n float shadow = 1.0;\n #ifdef USE_SHADOWMAP\n #if NUM_DIR_LIGHTS > 0\n DirectionalLight directionalLight;\n for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n directionalLight = directionalLights[ i ];\n shadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n }\n #endif\n #if NUM_SPOT_LIGHTS > 0\n SpotLight spotLight;\n for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n spotLight = spotLights[ i ];\n shadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n }\n #endif\n #if NUM_POINT_LIGHTS > 0\n PointLight pointLight;\n for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n pointLight = pointLights[ i ];\n shadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n }\n #endif\n #endif\n return shadow;\n}\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl |
| |
| THREE.ShaderChunk[ 'skinbase_vertex' ] = "#ifdef USE_SKINNING\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#endif"; |
| |
| // File:src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl |
| |
| THREE.ShaderChunk[ 'skinning_pars_vertex' ] = "#ifdef USE_SKINNING\n uniform mat4 bindMatrix;\n uniform mat4 bindMatrixInverse;\n #ifdef BONE_TEXTURE\n uniform sampler2D boneTexture;\n uniform int boneTextureWidth;\n uniform int boneTextureHeight;\n mat4 getBoneMatrix( const in float i ) {\n float j = i * 4.0;\n float x = mod( j, float( boneTextureWidth ) );\n float y = floor( j / float( boneTextureWidth ) );\n float dx = 1.0 / float( boneTextureWidth );\n float dy = 1.0 / float( boneTextureHeight );\n y = dy * ( y + 0.5 );\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 mat4 bone = mat4( v1, v2, v3, v4 );\n return bone;\n }\n #else\n uniform mat4 boneGlobalMatrices[ MAX_BONES ];\n mat4 getBoneMatrix( const in float i ) {\n mat4 bone = boneGlobalMatrices[ int(i) ];\n return bone;\n }\n #endif\n#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/skinning_vertex.glsl |
| |
| THREE.ShaderChunk[ 'skinning_vertex' ] = "#ifdef USE_SKINNING\n vec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\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#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl |
| |
| THREE.ShaderChunk[ 'skinnormal_vertex' ] = "#ifdef USE_SKINNING\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 objectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl |
| |
| THREE.ShaderChunk[ 'specularmap_fragment' ] = "float specularStrength;\n#ifdef USE_SPECULARMAP\n vec4 texelSpecular = texture2D( specularMap, vUv );\n specularStrength = texelSpecular.r;\n#else\n specularStrength = 1.0;\n#endif"; |
| |
| // File:src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl |
| |
| THREE.ShaderChunk[ 'specularmap_pars_fragment' ] = "#ifdef USE_SPECULARMAP\n uniform sampler2D specularMap;\n#endif"; |
| |
| // File:src/renderers/shaders/ShaderChunk/uv2_pars_fragment.glsl |
| |
| THREE.ShaderChunk[ 'uv2_pars_fragment' ] = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n varying vec2 vUv2;\n#endif"; |
| |
| // File:src/renderers/shaders/ShaderChunk/uv2_pars_vertex.glsl |
| |
| THREE.ShaderChunk[ 'uv2_pars_vertex' ] = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n attribute vec2 uv2;\n varying vec2 vUv2;\n#endif"; |
| |
| // File:src/renderers/shaders/ShaderChunk/uv2_vertex.glsl |
| |
| THREE.ShaderChunk[ 'uv2_vertex' ] = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n vUv2 = uv2;\n#endif"; |
| |
| // File:src/renderers/shaders/ShaderChunk/uv_pars_fragment.glsl |
| |
| THREE.ShaderChunk[ 'uv_pars_fragment' ] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n varying vec2 vUv;\n#endif"; |
| |
| // File:src/renderers/shaders/ShaderChunk/uv_pars_vertex.glsl |
| |
| THREE.ShaderChunk[ 'uv_pars_vertex' ] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n varying vec2 vUv;\n uniform vec4 offsetRepeat;\n#endif\n"; |
| |
| // File:src/renderers/shaders/ShaderChunk/uv_vertex.glsl |
| |
| THREE.ShaderChunk[ 'uv_vertex' ] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n vUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n#endif"; |
| |
| // File:src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl |
| |
| THREE.ShaderChunk[ 'worldpos_vertex' ] = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( STANDARD ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n #ifdef USE_SKINNING\n vec4 worldPosition = modelMatrix * skinned;\n #else\n vec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n #endif\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.Matrix3 || |
| parameter_src instanceof THREE.Matrix4 || |
| parameter_src instanceof THREE.Texture ) { |
| |
| uniforms_dst[ u ][ p ] = parameter_src.clone(); |
| |
| } else if ( Array.isArray( parameter_src ) ) { |
| |
| uniforms_dst[ u ][ p ] = parameter_src.slice(); |
| |
| } else { |
| |
| uniforms_dst[ u ][ p ] = parameter_src; |
| |
| } |
| |
| } |
| |
| } |
| |
| return uniforms_dst; |
| |
| } |
| |
| }; |
| |
| // 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 ) }, |
| |
| "specularMap": { type: "t", value: null }, |
| "alphaMap": { type: "t", value: null }, |
| |
| "envMap": { type: "t", value: null }, |
| "flipEnvMap": { type: "f", value: - 1 }, |
| "reflectivity": { type: "f", value: 1.0 }, |
| "refractionRatio": { type: "f", value: 0.98 } |
| |
| }, |
| |
| aomap: { |
| |
| "aoMap": { type: "t", value: null }, |
| "aoMapIntensity": { type: "f", value: 1 } |
| |
| }, |
| |
| lightmap: { |
| |
| "lightMap": { type: "t", value: null }, |
| "lightMapIntensity": { type: "f", value: 1 } |
| |
| }, |
| |
| emissivemap: { |
| |
| "emissiveMap": { type: "t", value: null } |
| |
| }, |
| |
| bumpmap: { |
| |
| "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 ) } |
| |
| }, |
| |
| displacementmap: { |
| |
| "displacementMap": { type: "t", value: null }, |
| "displacementScale": { type: "f", value: 1 }, |
| "displacementBias": { type: "f", value: 0 } |
| |
| }, |
| |
| roughnessmap: { |
| |
| "roughnessMap": { type: "t", value: null } |
| |
| }, |
| |
| metalnessmap: { |
| |
| "metalnessMap": { type: "t", value: null } |
| |
| }, |
| |
| 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 ) } |
| |
| }, |
| |
| ambient: { |
| |
| "ambientLightColor": { type: "fv", value: [] } |
| |
| }, |
| |
| lights: { |
| |
| "directionalLights": { type: "sa", value: [], properties: { |
| "direction": { type: "v3" }, |
| "color": { type: "c" }, |
| |
| "shadow": { type: "i" }, |
| "shadowBias": { type: "f" }, |
| "shadowRadius": { type: "f" }, |
| "shadowMapSize": { type: "v2" } |
| } }, |
| |
| "directionalShadowMap": { type: "tv", value: [] }, |
| "directionalShadowMatrix": { type: "m4v", value: [] }, |
| |
| "spotLights": { type: "sa", value: [], properties: { |
| "color": { type: "c" }, |
| "position": { type: "v3" }, |
| "direction": { type: "v3" }, |
| "distance": { type: "f" }, |
| "angleCos": { type: "f" }, |
| "exponent": { type: "f" }, |
| "decay": { type: "f" }, |
| |
| "shadow": { type: "i" }, |
| "shadowBias": { type: "f" }, |
| "shadowRadius": { type: "f" }, |
| "shadowMapSize": { type: "v2" } |
| } }, |
| |
| "spotShadowMap": { type: "tv", value: [] }, |
| "spotShadowMatrix": { type: "m4v", value: [] }, |
| |
| "pointLights": { type: "sa", value: [], properties: { |
| "color": { type: "c" }, |
| "position": { type: "v3" }, |
| "decay": { type: "f" }, |
| "distance": { type: "f" }, |
| |
| "shadow": { type: "i" }, |
| "shadowBias": { type: "f" }, |
| "shadowRadius": { type: "f" }, |
| "shadowMapSize": { type: "v2" } |
| } }, |
| |
| "pointShadowMap": { type: "tv", value: [] }, |
| "pointShadowMatrix": { type: "m4v", value: [] }, |
| |
| "hemisphereLights": { type: "sa", value: [], properties: { |
| "direction": { type: "v3" }, |
| "skyColor": { type: "c" }, |
| "groundColor": { type: "c" } |
| } } |
| |
| }, |
| |
| points: { |
| |
| "diffuse": { type: "c", value: new THREE.Color( 0xeeeeee ) }, |
| "opacity": { type: "f", value: 1.0 }, |
| "size": { type: "f", value: 1.0 }, |
| "scale": { type: "f", value: 1.0 }, |
| "map": { type: "t", value: null }, |
| "offsetRepeat": { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) } |
| |
| } |
| |
| }; |
| |
| // 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[ "aomap" ], |
| THREE.UniformsLib[ "fog" ] |
| |
| ] ), |
| |
| vertexShader: [ |
| |
| THREE.ShaderChunk[ "common" ], |
| THREE.ShaderChunk[ "uv_pars_vertex" ], |
| THREE.ShaderChunk[ "uv2_pars_vertex" ], |
| THREE.ShaderChunk[ "envmap_pars_vertex" ], |
| THREE.ShaderChunk[ "color_pars_vertex" ], |
| THREE.ShaderChunk[ "morphtarget_pars_vertex" ], |
| THREE.ShaderChunk[ "skinning_pars_vertex" ], |
| THREE.ShaderChunk[ "shadowmap_pars_vertex" ], |
| THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ], |
| |
| "void main() {", |
| |
| THREE.ShaderChunk[ "uv_vertex" ], |
| THREE.ShaderChunk[ "uv2_vertex" ], |
| THREE.ShaderChunk[ "color_vertex" ], |
| THREE.ShaderChunk[ "skinbase_vertex" ], |
| |
| " #ifdef USE_ENVMAP", |
| |
| THREE.ShaderChunk[ "beginnormal_vertex" ], |
| THREE.ShaderChunk[ "morphnormal_vertex" ], |
| THREE.ShaderChunk[ "skinnormal_vertex" ], |
| THREE.ShaderChunk[ "defaultnormal_vertex" ], |
| |
| " #endif", |
| |
| THREE.ShaderChunk[ "begin_vertex" ], |
| THREE.ShaderChunk[ "morphtarget_vertex" ], |
| THREE.ShaderChunk[ "skinning_vertex" ], |
| THREE.ShaderChunk[ "project_vertex" ], |
| THREE.ShaderChunk[ "logdepthbuf_vertex" ], |
| |
| THREE.ShaderChunk[ "worldpos_vertex" ], |
| THREE.ShaderChunk[ "envmap_vertex" ], |
| THREE.ShaderChunk[ "shadowmap_vertex" ], |
| |
| "}" |
| |
| ].join( "\n" ), |
| |
| fragmentShader: [ |
| |
| "uniform vec3 diffuse;", |
| "uniform float opacity;", |
| |
| "#ifndef FLAT_SHADED", |
| |
| " varying vec3 vNormal;", |
| |
| "#endif", |
| |
| THREE.ShaderChunk[ "common" ], |
| THREE.ShaderChunk[ "color_pars_fragment" ], |
| THREE.ShaderChunk[ "uv_pars_fragment" ], |
| THREE.ShaderChunk[ "uv2_pars_fragment" ], |
| THREE.ShaderChunk[ "map_pars_fragment" ], |
| THREE.ShaderChunk[ "alphamap_pars_fragment" ], |
| THREE.ShaderChunk[ "aomap_pars_fragment" ], |
| THREE.ShaderChunk[ "envmap_pars_fragment" ], |
| THREE.ShaderChunk[ "fog_pars_fragment" ], |
| THREE.ShaderChunk[ "shadowmap_pars_fragment" ], |
| THREE.ShaderChunk[ "specularmap_pars_fragment" ], |
| THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ], |
| |
| "void main() {", |
| |
| " vec4 diffuseColor = vec4( diffuse, opacity );", |
| |
| THREE.ShaderChunk[ "logdepthbuf_fragment" ], |
| THREE.ShaderChunk[ "map_fragment" ], |
| THREE.ShaderChunk[ "color_fragment" ], |
| THREE.ShaderChunk[ "alphamap_fragment" ], |
| THREE.ShaderChunk[ "alphatest_fragment" ], |
| THREE.ShaderChunk[ "specularmap_fragment" ], |
| |
| " ReflectedLight reflectedLight;", |
| " reflectedLight.directDiffuse = vec3( 0.0 );", |
| " reflectedLight.directSpecular = vec3( 0.0 );", |
| " reflectedLight.indirectDiffuse = diffuseColor.rgb;", |
| " reflectedLight.indirectSpecular = vec3( 0.0 );", |
| |
| THREE.ShaderChunk[ "aomap_fragment" ], |
| |
| " vec3 outgoingLight = reflectedLight.indirectDiffuse;", |
| |
| THREE.ShaderChunk[ "envmap_fragment" ], |
| THREE.ShaderChunk[ "linear_to_gamma_fragment" ], |
| THREE.ShaderChunk[ "fog_fragment" ], |
| |
| " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", |
| |
| "}" |
| |
| ].join( "\n" ) |
| |
| }, |
| |
| 'lambert': { |
| |
| uniforms: THREE.UniformsUtils.merge( [ |
| |
| THREE.UniformsLib[ "common" ], |
| THREE.UniformsLib[ "aomap" ], |
| THREE.UniformsLib[ "lightmap" ], |
| THREE.UniformsLib[ "emissivemap" ], |
| THREE.UniformsLib[ "fog" ], |
| THREE.UniformsLib[ "ambient" ], |
| THREE.UniformsLib[ "lights" ], |
| |
| { |
| "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) } |
| } |
| |
| ] ), |
| |
| vertexShader: [ |
| |
| "#define LAMBERT", |
| |
| "varying vec3 vLightFront;", |
| |
| "#ifdef DOUBLE_SIDED", |
| |
| " varying vec3 vLightBack;", |
| |
| "#endif", |
| |
| THREE.ShaderChunk[ "common" ], |
| THREE.ShaderChunk[ "uv_pars_vertex" ], |
| THREE.ShaderChunk[ "uv2_pars_vertex" ], |
| THREE.ShaderChunk[ "envmap_pars_vertex" ], |
| THREE.ShaderChunk[ "bsdfs" ], |
| THREE.ShaderChunk[ "lights_pars" ], |
| 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[ "uv_vertex" ], |
| THREE.ShaderChunk[ "uv2_vertex" ], |
| THREE.ShaderChunk[ "color_vertex" ], |
| |
| THREE.ShaderChunk[ "beginnormal_vertex" ], |
| THREE.ShaderChunk[ "morphnormal_vertex" ], |
| THREE.ShaderChunk[ "skinbase_vertex" ], |
| THREE.ShaderChunk[ "skinnormal_vertex" ], |
| THREE.ShaderChunk[ "defaultnormal_vertex" ], |
| |
| THREE.ShaderChunk[ "begin_vertex" ], |
| THREE.ShaderChunk[ "morphtarget_vertex" ], |
| THREE.ShaderChunk[ "skinning_vertex" ], |
| THREE.ShaderChunk[ "project_vertex" ], |
| THREE.ShaderChunk[ "logdepthbuf_vertex" ], |
| |
| THREE.ShaderChunk[ "worldpos_vertex" ], |
| THREE.ShaderChunk[ "envmap_vertex" ], |
| THREE.ShaderChunk[ "lights_lambert_vertex" ], |
| THREE.ShaderChunk[ "shadowmap_vertex" ], |
| |
| "}" |
| |
| ].join( "\n" ), |
| |
| fragmentShader: [ |
| |
| "uniform vec3 diffuse;", |
| "uniform vec3 emissive;", |
| "uniform float opacity;", |
| |
| "varying vec3 vLightFront;", |
| |
| "#ifdef DOUBLE_SIDED", |
| |
| " varying vec3 vLightBack;", |
| |
| "#endif", |
| |
| THREE.ShaderChunk[ "common" ], |
| THREE.ShaderChunk[ "color_pars_fragment" ], |
| THREE.ShaderChunk[ "uv_pars_fragment" ], |
| THREE.ShaderChunk[ "uv2_pars_fragment" ], |
| THREE.ShaderChunk[ "map_pars_fragment" ], |
| THREE.ShaderChunk[ "alphamap_pars_fragment" ], |
| THREE.ShaderChunk[ "aomap_pars_fragment" ], |
| THREE.ShaderChunk[ "lightmap_pars_fragment" ], |
| THREE.ShaderChunk[ "emissivemap_pars_fragment" ], |
| THREE.ShaderChunk[ "envmap_pars_fragment" ], |
| THREE.ShaderChunk[ "bsdfs" ], |
| THREE.ShaderChunk[ "ambient_pars" ], |
| THREE.ShaderChunk[ "lights_pars" ], |
| THREE.ShaderChunk[ "fog_pars_fragment" ], |
| THREE.ShaderChunk[ "shadowmap_pars_fragment" ], |
| THREE.ShaderChunk[ "shadowmask_pars_fragment" ], |
| THREE.ShaderChunk[ "specularmap_pars_fragment" ], |
| THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ], |
| |
| "void main() {", |
| |
| " vec4 diffuseColor = vec4( diffuse, opacity );", |
| " ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );", |
| " vec3 totalEmissiveLight = emissive;", |
| |
| THREE.ShaderChunk[ "logdepthbuf_fragment" ], |
| THREE.ShaderChunk[ "map_fragment" ], |
| THREE.ShaderChunk[ "color_fragment" ], |
| THREE.ShaderChunk[ "alphamap_fragment" ], |
| THREE.ShaderChunk[ "alphatest_fragment" ], |
| THREE.ShaderChunk[ "specularmap_fragment" ], |
| THREE.ShaderChunk[ "emissivemap_fragment" ], |
| |
| // accumulation |
| " reflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );", |
| |
| THREE.ShaderChunk[ "lightmap_fragment" ], |
| |
| " reflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );", |
| |
| " #ifdef DOUBLE_SIDED", |
| |
| " reflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;", |
| |
| " #else", |
| |
| " reflectedLight.directDiffuse = vLightFront;", |
| |
| " #endif", |
| |
| " reflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();", |
| |
| // modulation |
| THREE.ShaderChunk[ "aomap_fragment" ], |
| |
| " vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveLight;", |
| |
| THREE.ShaderChunk[ "envmap_fragment" ], |
| |
| THREE.ShaderChunk[ "linear_to_gamma_fragment" ], |
| |
| THREE.ShaderChunk[ "fog_fragment" ], |
| |
| " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", |
| |
| "}" |
| |
| ].join( "\n" ) |
| |
| }, |
| |
| 'phong': { |
| |
| uniforms: THREE.UniformsUtils.merge( [ |
| |
| THREE.UniformsLib[ "common" ], |
| THREE.UniformsLib[ "aomap" ], |
| THREE.UniformsLib[ "lightmap" ], |
| THREE.UniformsLib[ "emissivemap" ], |
| THREE.UniformsLib[ "bumpmap" ], |
| THREE.UniformsLib[ "normalmap" ], |
| THREE.UniformsLib[ "displacementmap" ], |
| THREE.UniformsLib[ "fog" ], |
| THREE.UniformsLib[ "ambient" ], |
| THREE.UniformsLib[ "lights" ], |
| |
| { |
| "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }, |
| "specular" : { type: "c", value: new THREE.Color( 0x111111 ) }, |
| "shininess": { type: "f", value: 30 } |
| } |
| |
| ] ), |
| |
| vertexShader: [ |
| |
| "#define PHONG", |
| |
| "varying vec3 vViewPosition;", |
| |
| "#ifndef FLAT_SHADED", |
| |
| " varying vec3 vNormal;", |
| |
| "#endif", |
| |
| THREE.ShaderChunk[ "common" ], |
| THREE.ShaderChunk[ "uv_pars_vertex" ], |
| THREE.ShaderChunk[ "uv2_pars_vertex" ], |
| THREE.ShaderChunk[ "displacementmap_pars_vertex" ], |
| THREE.ShaderChunk[ "envmap_pars_vertex" ], |
| THREE.ShaderChunk[ "lights_phong_pars_vertex" ], |
| THREE.ShaderChunk[ "color_pars_vertex" ], |
| THREE.ShaderChunk[ "morphtarget_pars_vertex" ], |
| THREE.ShaderChunk[ "skinning_pars_vertex" ], |
| THREE.ShaderChunk[ "shadowmap_pars_vertex" ], |
| THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ], |
| |
| "void main() {", |
| |
| THREE.ShaderChunk[ "uv_vertex" ], |
| THREE.ShaderChunk[ "uv2_vertex" ], |
| THREE.ShaderChunk[ "color_vertex" ], |
| |
| THREE.ShaderChunk[ "beginnormal_vertex" ], |
| THREE.ShaderChunk[ "morphnormal_vertex" ], |
| THREE.ShaderChunk[ "skinbase_vertex" ], |
| THREE.ShaderChunk[ "skinnormal_vertex" ], |
| THREE.ShaderChunk[ "defaultnormal_vertex" ], |
| |
| "#ifndef FLAT_SHADED", // Normal computed with derivatives when FLAT_SHADED |
| |
| " vNormal = normalize( transformedNormal );", |
| |
| "#endif", |
| |
| THREE.ShaderChunk[ "begin_vertex" ], |
| THREE.ShaderChunk[ "displacementmap_vertex" ], |
| THREE.ShaderChunk[ "morphtarget_vertex" ], |
| THREE.ShaderChunk[ "skinning_vertex" ], |
| THREE.ShaderChunk[ "project_vertex" ], |
| THREE.ShaderChunk[ "logdepthbuf_vertex" ], |
| |
| " 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 vec3 emissive;", |
| "uniform vec3 specular;", |
| "uniform float shininess;", |
| "uniform float opacity;", |
| |
| THREE.ShaderChunk[ "common" ], |
| THREE.ShaderChunk[ "color_pars_fragment" ], |
| THREE.ShaderChunk[ "uv_pars_fragment" ], |
| THREE.ShaderChunk[ "uv2_pars_fragment" ], |
| THREE.ShaderChunk[ "map_pars_fragment" ], |
| THREE.ShaderChunk[ "alphamap_pars_fragment" ], |
| THREE.ShaderChunk[ "aomap_pars_fragment" ], |
| THREE.ShaderChunk[ "lightmap_pars_fragment" ], |
| THREE.ShaderChunk[ "emissivemap_pars_fragment" ], |
| THREE.ShaderChunk[ "envmap_pars_fragment" ], |
| THREE.ShaderChunk[ "fog_pars_fragment" ], |
| THREE.ShaderChunk[ "bsdfs" ], |
| THREE.ShaderChunk[ "ambient_pars" ], |
| THREE.ShaderChunk[ "lights_pars" ], |
| 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() {", |
| |
| " vec4 diffuseColor = vec4( diffuse, opacity );", |
| " ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );", |
| " vec3 totalEmissiveLight = emissive;", |
| |
| THREE.ShaderChunk[ "logdepthbuf_fragment" ], |
| THREE.ShaderChunk[ "map_fragment" ], |
| THREE.ShaderChunk[ "color_fragment" ], |
| THREE.ShaderChunk[ "alphamap_fragment" ], |
| THREE.ShaderChunk[ "alphatest_fragment" ], |
| THREE.ShaderChunk[ "specularmap_fragment" ], |
| THREE.ShaderChunk[ "normal_fragment" ], |
| THREE.ShaderChunk[ "emissivemap_fragment" ], |
| |
| // accumulation |
| THREE.ShaderChunk[ "lights_phong_fragment" ], |
| THREE.ShaderChunk[ "lights_template" ], |
| |
| // modulation |
| THREE.ShaderChunk[ "aomap_fragment" ], |
| |
| "vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveLight;", |
| |
| THREE.ShaderChunk[ "envmap_fragment" ], |
| THREE.ShaderChunk[ "linear_to_gamma_fragment" ], |
| |
| THREE.ShaderChunk[ "fog_fragment" ], |
| |
| " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", |
| |
| "}" |
| |
| ].join( "\n" ) |
| |
| }, |
| |
| 'standard': { |
| |
| uniforms: THREE.UniformsUtils.merge( [ |
| |
| THREE.UniformsLib[ "common" ], |
| THREE.UniformsLib[ "aomap" ], |
| THREE.UniformsLib[ "lightmap" ], |
| THREE.UniformsLib[ "emissivemap" ], |
| THREE.UniformsLib[ "bumpmap" ], |
| THREE.UniformsLib[ "normalmap" ], |
| THREE.UniformsLib[ "displacementmap" ], |
| THREE.UniformsLib[ "roughnessmap" ], |
| THREE.UniformsLib[ "metalnessmap" ], |
| THREE.UniformsLib[ "fog" ], |
| THREE.UniformsLib[ "ambient" ], |
| THREE.UniformsLib[ "lights" ], |
| |
| { |
| "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }, |
| "roughness": { type: "f", value: 0.5 }, |
| "metalness": { type: "f", value: 0 }, |
| "envMapIntensity" : { type: "f", value: 1 } // temporary |
| } |
| |
| ] ), |
| |
| vertexShader: [ |
| |
| "#define STANDARD", |
| |
| "varying vec3 vViewPosition;", |
| |
| "#ifndef FLAT_SHADED", |
| |
| " varying vec3 vNormal;", |
| |
| "#endif", |
| |
| THREE.ShaderChunk[ "common" ], |
| THREE.ShaderChunk[ "uv_pars_vertex" ], |
| THREE.ShaderChunk[ "uv2_pars_vertex" ], |
| THREE.ShaderChunk[ "displacementmap_pars_vertex" ], |
| THREE.ShaderChunk[ "envmap_pars_vertex" ], |
| THREE.ShaderChunk[ "color_pars_vertex" ], |
| THREE.ShaderChunk[ "morphtarget_pars_vertex" ], |
| THREE.ShaderChunk[ "skinning_pars_vertex" ], |
| THREE.ShaderChunk[ "shadowmap_pars_vertex" ], |
| THREE.ShaderChunk[ "specularmap_pars_fragment" ], |
| THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ], |
| |
| "void main() {", // STANDARD |
| |
| THREE.ShaderChunk[ "uv_vertex" ], |
| THREE.ShaderChunk[ "uv2_vertex" ], |
| THREE.ShaderChunk[ "color_vertex" ], |
| |
| THREE.ShaderChunk[ "beginnormal_vertex" ], |
| THREE.ShaderChunk[ "morphnormal_vertex" ], |
| THREE.ShaderChunk[ "skinbase_vertex" ], |
| THREE.ShaderChunk[ "skinnormal_vertex" ], |
| THREE.ShaderChunk[ "defaultnormal_vertex" ], |
| |
| "#ifndef FLAT_SHADED", // Normal computed with derivatives when FLAT_SHADED |
| |
| " vNormal = normalize( transformedNormal );", |
| |
| "#endif", |
| |
| THREE.ShaderChunk[ "begin_vertex" ], |
| THREE.ShaderChunk[ "displacementmap_vertex" ], |
| THREE.ShaderChunk[ "morphtarget_vertex" ], |
| THREE.ShaderChunk[ "skinning_vertex" ], |
| THREE.ShaderChunk[ "project_vertex" ], |
| THREE.ShaderChunk[ "logdepthbuf_vertex" ], |
| |
| " vViewPosition = - mvPosition.xyz;", |
| |
| THREE.ShaderChunk[ "worldpos_vertex" ], |
| THREE.ShaderChunk[ "envmap_vertex" ], |
| THREE.ShaderChunk[ "shadowmap_vertex" ], |
| |
| "}" |
| |
| ].join( "\n" ), |
| |
| fragmentShader: [ |
| |
| "#define STANDARD", |
| |
| "uniform vec3 diffuse;", |
| "uniform vec3 emissive;", |
| "uniform float roughness;", |
| "uniform float metalness;", |
| "uniform float opacity;", |
| |
| "uniform float envMapIntensity;", // temporary |
| |
| "varying vec3 vViewPosition;", |
| |
| "#ifndef FLAT_SHADED", |
| |
| " varying vec3 vNormal;", |
| |
| "#endif", |
| |
| THREE.ShaderChunk[ "common" ], |
| THREE.ShaderChunk[ "color_pars_fragment" ], |
| THREE.ShaderChunk[ "uv_pars_fragment" ], |
| THREE.ShaderChunk[ "uv2_pars_fragment" ], |
| THREE.ShaderChunk[ "map_pars_fragment" ], |
| THREE.ShaderChunk[ "alphamap_pars_fragment" ], |
| THREE.ShaderChunk[ "aomap_pars_fragment" ], |
| THREE.ShaderChunk[ "lightmap_pars_fragment" ], |
| THREE.ShaderChunk[ "emissivemap_pars_fragment" ], |
| THREE.ShaderChunk[ "envmap_pars_fragment" ], |
| THREE.ShaderChunk[ "fog_pars_fragment" ], |
| THREE.ShaderChunk[ "bsdfs" ], |
| THREE.ShaderChunk[ "ambient_pars" ], |
| THREE.ShaderChunk[ "lights_pars" ], |
| THREE.ShaderChunk[ "lights_standard_pars_fragment" ], |
| THREE.ShaderChunk[ "shadowmap_pars_fragment" ], |
| THREE.ShaderChunk[ "bumpmap_pars_fragment" ], |
| THREE.ShaderChunk[ "normalmap_pars_fragment" ], |
| THREE.ShaderChunk[ "roughnessmap_pars_fragment" ], |
| THREE.ShaderChunk[ "metalnessmap_pars_fragment" ], |
| THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ], |
| |
| "void main() {", |
| |
| " vec4 diffuseColor = vec4( diffuse, opacity );", |
| " ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );", |
| " vec3 totalEmissiveLight = emissive;", |
| |
| THREE.ShaderChunk[ "logdepthbuf_fragment" ], |
| THREE.ShaderChunk[ "map_fragment" ], |
| THREE.ShaderChunk[ "color_fragment" ], |
| THREE.ShaderChunk[ "alphamap_fragment" ], |
| THREE.ShaderChunk[ "alphatest_fragment" ], |
| THREE.ShaderChunk[ "specularmap_fragment" ], |
| THREE.ShaderChunk[ "roughnessmap_fragment" ], |
| THREE.ShaderChunk[ "metalnessmap_fragment" ], |
| THREE.ShaderChunk[ "normal_fragment" ], |
| THREE.ShaderChunk[ "emissivemap_fragment" ], |
| |
| // accumulation |
| THREE.ShaderChunk[ "lights_standard_fragment" ], |
| THREE.ShaderChunk[ "lights_template" ], |
| |
| // modulation |
| THREE.ShaderChunk[ "aomap_fragment" ], |
| |
| "vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveLight;", |
| |
| THREE.ShaderChunk[ "linear_to_gamma_fragment" ], |
| |
| THREE.ShaderChunk[ "fog_fragment" ], |
| |
| " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", |
| |
| "}" |
| |
| ].join( "\n" ) |
| |
| }, |
| |
| 'points': { |
| |
| uniforms: THREE.UniformsUtils.merge( [ |
| |
| THREE.UniformsLib[ "points" ], |
| THREE.UniformsLib[ "fog" ] |
| |
| ] ), |
| |
| vertexShader: [ |
| |
| "uniform float size;", |
| "uniform float scale;", |
| |
| THREE.ShaderChunk[ "common" ], |
| THREE.ShaderChunk[ "color_pars_vertex" ], |
| THREE.ShaderChunk[ "shadowmap_pars_vertex" ], |
| THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ], |
| |
| "void main() {", |
| |
| THREE.ShaderChunk[ "color_vertex" ], |
| THREE.ShaderChunk[ "begin_vertex" ], |
| THREE.ShaderChunk[ "project_vertex" ], |
| |
| " #ifdef USE_SIZEATTENUATION", |
| " gl_PointSize = size * ( scale / - mvPosition.z );", |
| " #else", |
| " gl_PointSize = size;", |
| " #endif", |
| |
| THREE.ShaderChunk[ "logdepthbuf_vertex" ], |
| THREE.ShaderChunk[ "worldpos_vertex" ], |
| THREE.ShaderChunk[ "shadowmap_vertex" ], |
| |
| "}" |
| |
| ].join( "\n" ), |
| |
| fragmentShader: [ |
| |
| "uniform vec3 diffuse;", |
| "uniform float opacity;", |
| |
| THREE.ShaderChunk[ "common" ], |
| THREE.ShaderChunk[ "color_pars_fragment" ], |
| THREE.ShaderChunk[ "map_particle_pars_fragment" ], |
| THREE.ShaderChunk[ "fog_pars_fragment" ], |
| THREE.ShaderChunk[ "shadowmap_pars_fragment" ], |
| THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ], |
| |
| "void main() {", |
| |
| " vec3 outgoingLight = vec3( 0.0 );", |
| " vec4 diffuseColor = vec4( diffuse, opacity );", |
| |
| THREE.ShaderChunk[ "logdepthbuf_fragment" ], |
| THREE.ShaderChunk[ "map_particle_fragment" ], |
| THREE.ShaderChunk[ "color_fragment" ], |
| THREE.ShaderChunk[ "alphatest_fragment" ], |
| |
| " outgoingLight = diffuseColor.rgb;", |
| |
| THREE.ShaderChunk[ "fog_fragment" ], |
| |
| " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", |
| |
| "}" |
| |
| ].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[ "common" ], |
| 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[ "common" ], |
| THREE.ShaderChunk[ "color_pars_fragment" ], |
| THREE.ShaderChunk[ "fog_pars_fragment" ], |
| THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ], |
| |
| "void main() {", |
| |
| " if ( mod( vLineDistance, totalSize ) > dashSize ) {", |
| |
| " discard;", |
| |
| " }", |
| |
| " vec3 outgoingLight = vec3( 0.0 );", |
| " vec4 diffuseColor = vec4( diffuse, opacity );", |
| |
| THREE.ShaderChunk[ "logdepthbuf_fragment" ], |
| THREE.ShaderChunk[ "color_fragment" ], |
| |
| " outgoingLight = diffuseColor.rgb;", // simple shader |
| |
| THREE.ShaderChunk[ "fog_fragment" ], |
| |
| " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", |
| |
| "}" |
| |
| ].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[ "common" ], |
| THREE.ShaderChunk[ "morphtarget_pars_vertex" ], |
| THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ], |
| |
| "void main() {", |
| |
| THREE.ShaderChunk[ "begin_vertex" ], |
| THREE.ShaderChunk[ "morphtarget_vertex" ], |
| THREE.ShaderChunk[ "project_vertex" ], |
| THREE.ShaderChunk[ "logdepthbuf_vertex" ], |
| |
| "}" |
| |
| ].join( "\n" ), |
| |
| fragmentShader: [ |
| |
| "uniform float mNear;", |
| "uniform float mFar;", |
| "uniform float opacity;", |
| |
| THREE.ShaderChunk[ "common" ], |
| 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[ "common" ], |
| THREE.ShaderChunk[ "morphtarget_pars_vertex" ], |
| THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ], |
| |
| "void main() {", |
| |
| " vNormal = normalize( normalMatrix * normal );", |
| |
| THREE.ShaderChunk[ "begin_vertex" ], |
| THREE.ShaderChunk[ "morphtarget_vertex" ], |
| THREE.ShaderChunk[ "project_vertex" ], |
| THREE.ShaderChunk[ "logdepthbuf_vertex" ], |
| |
| "}" |
| |
| ].join( "\n" ), |
| |
| fragmentShader: [ |
| |
| "uniform float opacity;", |
| "varying vec3 vNormal;", |
| |
| THREE.ShaderChunk[ "common" ], |
| THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ], |
| |
| "void main() {", |
| |
| " gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );", |
| |
| THREE.ShaderChunk[ "logdepthbuf_fragment" ], |
| |
| "}" |
| |
| ].join( "\n" ) |
| |
| }, |
| |
| /* ------------------------------------------------------------------------- |
| // Cube map shader |
| ------------------------------------------------------------------------- */ |
| |
| 'cube': { |
| |
| uniforms: { |
| "tCube": { type: "t", value: null }, |
| "tFlip": { type: "f", value: - 1 } |
| }, |
| |
| vertexShader: [ |
| |
| "varying vec3 vWorldPosition;", |
| |
| THREE.ShaderChunk[ "common" ], |
| THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ], |
| |
| "void main() {", |
| |
| " vWorldPosition = transformDirection( position, modelMatrix );", |
| |
| " 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[ "common" ], |
| THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ], |
| |
| "void main() {", |
| |
| " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );", |
| |
| THREE.ShaderChunk[ "logdepthbuf_fragment" ], |
| |
| "}" |
| |
| ].join( "\n" ) |
| |
| }, |
| |
| /* ------------------------------------------------------------------------- |
| // Cube map shader |
| ------------------------------------------------------------------------- */ |
| |
| 'equirect': { |
| |
| uniforms: { |
| "tEquirect": { type: "t", value: null }, |
| "tFlip": { type: "f", value: - 1 } |
| }, |
| |
| vertexShader: [ |
| |
| "varying vec3 vWorldPosition;", |
| |
| THREE.ShaderChunk[ "common" ], |
| THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ], |
| |
| "void main() {", |
| |
| " vWorldPosition = transformDirection( position, modelMatrix );", |
| |
| " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", |
| |
| THREE.ShaderChunk[ "logdepthbuf_vertex" ], |
| |
| "}" |
| |
| ].join( "\n" ), |
| |
| fragmentShader: [ |
| |
| "uniform sampler2D tEquirect;", |
| "uniform float tFlip;", |
| |
| "varying vec3 vWorldPosition;", |
| |
| THREE.ShaderChunk[ "common" ], |
| THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ], |
| |
| "void main() {", |
| |
| // " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );", |
| "vec3 direction = normalize( vWorldPosition );", |
| "vec2 sampleUV;", |
| "sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );", |
| "sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;", |
| "gl_FragColor = texture2D( tEquirect, sampleUV );", |
| |
| 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[ "common" ], |
| THREE.ShaderChunk[ "morphtarget_pars_vertex" ], |
| THREE.ShaderChunk[ "skinning_pars_vertex" ], |
| THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ], |
| |
| "void main() {", |
| |
| THREE.ShaderChunk[ "skinbase_vertex" ], |
| |
| THREE.ShaderChunk[ "begin_vertex" ], |
| THREE.ShaderChunk[ "morphtarget_vertex" ], |
| THREE.ShaderChunk[ "skinning_vertex" ], |
| THREE.ShaderChunk[ "project_vertex" ], |
| THREE.ShaderChunk[ "logdepthbuf_vertex" ], |
| |
| "}" |
| |
| ].join( "\n" ), |
| |
| fragmentShader: [ |
| |
| THREE.ShaderChunk[ "common" ], |
| 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 );", |
| " 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" ) |
| |
| }, |
| |
| |
| 'distanceRGBA': { |
| |
| uniforms: { |
| |
| "lightPos": { type: "v3", value: new THREE.Vector3( 0, 0, 0 ) } |
| |
| }, |
| |
| vertexShader: [ |
| |
| "varying vec4 vWorldPosition;", |
| |
| THREE.ShaderChunk[ "common" ], |
| THREE.ShaderChunk[ "morphtarget_pars_vertex" ], |
| THREE.ShaderChunk[ "skinning_pars_vertex" ], |
| |
| "void main() {", |
| |
| THREE.ShaderChunk[ "skinbase_vertex" ], |
| THREE.ShaderChunk[ "begin_vertex" ], |
| THREE.ShaderChunk[ "morphtarget_vertex" ], |
| THREE.ShaderChunk[ "skinning_vertex" ], |
| THREE.ShaderChunk[ "project_vertex" ], |
| THREE.ShaderChunk[ "worldpos_vertex" ], |
| |
| "vWorldPosition = worldPosition;", |
| |
| "}" |
| |
| ].join( "\n" ), |
| |
| fragmentShader: [ |
| |
| "uniform vec3 lightPos;", |
| "varying vec4 vWorldPosition;", |
| |
| THREE.ShaderChunk[ "common" ], |
| |
| "vec4 pack1K ( float depth ) {", |
| |
| " depth /= 1000.0;", |
| " const vec4 bitSh = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );", |
| " const vec4 bitMsk = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );", |
| " vec4 res = mod( depth * bitSh * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", |
| " res -= res.xxyz * bitMsk;", |
| " return res; ", |
| |
| "}", |
| |
| "float unpack1K ( vec4 color ) {", |
| |
| " const vec4 bitSh = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );", |
| " return dot( color, bitSh ) * 1000.0;", |
| |
| "}", |
| |
| "void main () {", |
| |
| " gl_FragColor = pack1K( length( vWorldPosition.xyz - lightPos.xyz ) );", |
| |
| "}" |
| |
| ].join( "\n" ) |
| |
| } |
| |
| }; |
| |
| // File:src/renderers/WebGLRenderer.js |
| |
| /** |
| * @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, |
| |
| _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; |
| |
| var lights = []; |
| |
| var opaqueObjects = []; |
| var opaqueObjectsLastIndex = - 1; |
| var transparentObjects = []; |
| var transparentObjectsLastIndex = - 1; |
| |
| var morphInfluences = new Float32Array( 8 ); |
| |
| var sprites = []; |
| var lensFlares = []; |
| |
| // public properties |
| |
| this.domElement = _canvas; |
| this.context = null; |
| |
| // clearing |
| |
| this.autoClear = true; |
| this.autoClearColor = true; |
| this.autoClearDepth = true; |
| this.autoClearStencil = true; |
| |
| // scene graph |
| |
| this.sortObjects = true; |
| |
| // physically based shading |
| |
| this.gammaFactor = 2.0; // for backwards compatibility |
| this.gammaInput = false; |
| this.gammaOutput = false; |
| |
| // morphs |
| |
| this.maxMorphTargets = 8; |
| this.maxMorphNormals = 4; |
| |
| // flags |
| |
| this.autoScaleCubemaps = true; |
| |
| // internal properties |
| |
| var _this = this, |
| |
| // internal state cache |
| |
| _currentProgram = null, |
| _currentRenderTarget = null, |
| _currentFramebuffer = null, |
| _currentMaterialId = - 1, |
| _currentGeometryProgram = '', |
| _currentCamera = null, |
| |
| _currentScissor = new THREE.Vector4(), |
| _currentScissorTest = null, |
| |
| _currentViewport = new THREE.Vector4(), |
| |
| // |
| |
| _usedTextureUnits = 0, |
| |
| // |
| |
| _clearColor = new THREE.Color( 0x000000 ), |
| _clearAlpha = 0, |
| |
| _width = _canvas.width, |
| _height = _canvas.height, |
| |
| _pixelRatio = 1, |
| |
| _scissor = new THREE.Vector4( 0, 0, _width, _height ), |
| _scissorTest = false, |
| |
| _viewport = new THREE.Vector4( 0, 0, _width, _height ), |
| |
| // frustum |
| |
| _frustum = new THREE.Frustum(), |
| |
| // camera matrices cache |
| |
| _projScreenMatrix = new THREE.Matrix4(), |
| |
| _vector3 = new THREE.Vector3(), |
| |
| // light arrays cache |
| |
| _lights = { |
| |
| hash: '', |
| |
| ambient: [ 0, 0, 0 ], |
| directional: [], |
| directionalShadowMap: [], |
| directionalShadowMatrix: [], |
| spot: [], |
| spotShadowMap: [], |
| spotShadowMatrix: [], |
| point: [], |
| pointShadowMap: [], |
| pointShadowMatrix: [], |
| hemi: [], |
| |
| shadows: [], |
| shadowsPointLight: 0 |
| |
| }, |
| |
| // info |
| |
| _infoMemory = { |
| |
| geometries: 0, |
| textures: 0 |
| |
| }, |
| |
| _infoRender = { |
| |
| calls: 0, |
| vertices: 0, |
| faces: 0, |
| points: 0 |
| |
| }; |
| |
| this.info = { |
| |
| render: _infoRender, |
| memory: _infoMemory, |
| programs: null |
| |
| }; |
| |
| |
| // 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.'; |
| |
| } |
| |
| } |
| |
| _canvas.addEventListener( 'webglcontextlost', onContextLost, false ); |
| |
| } catch ( error ) { |
| |
| console.error( 'THREE.WebGLRenderer: ' + error ); |
| |
| } |
| |
| var extensions = new THREE.WebGLExtensions( _gl ); |
| |
| extensions.get( 'OES_texture_float' ); |
| extensions.get( 'OES_texture_float_linear' ); |
| extensions.get( 'OES_texture_half_float' ); |
| extensions.get( 'OES_texture_half_float_linear' ); |
| extensions.get( 'OES_standard_derivatives' ); |
| extensions.get( 'ANGLE_instanced_arrays' ); |
| |
| if ( extensions.get( 'OES_element_index_uint' ) ) { |
| |
| THREE.BufferGeometry.MaxIndex = 4294967296; |
| |
| } |
| |
| var capabilities = new THREE.WebGLCapabilities( _gl, extensions, parameters ); |
| |
| var state = new THREE.WebGLState( _gl, extensions, paramThreeToGL ); |
| var properties = new THREE.WebGLProperties(); |
| var objects = new THREE.WebGLObjects( _gl, properties, this.info ); |
| var programCache = new THREE.WebGLPrograms( this, capabilities ); |
| var lightCache = new THREE.WebGLLights(); |
| |
| this.info.programs = programCache.programs; |
| |
| var bufferRenderer = new THREE.WebGLBufferRenderer( _gl, extensions, _infoRender ); |
| var indexedBufferRenderer = new THREE.WebGLIndexedBufferRenderer( _gl, extensions, _infoRender ); |
| |
| // |
| |
| function getTargetPixelRatio() { |
| |
| return _currentRenderTarget === null ? _pixelRatio : 1; |
| |
| } |
| |
| function glClearColor( r, g, b, a ) { |
| |
| if ( _premultipliedAlpha === true ) { |
| |
| r *= a; g *= a; b *= a; |
| |
| } |
| |
| state.clearColor( r, g, b, a ); |
| |
| } |
| |
| function setDefaultGLState() { |
| |
| state.init(); |
| |
| state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) ); |
| state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) ); |
| |
| glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); |
| |
| } |
| |
| function resetGLState() { |
| |
| _currentProgram = null; |
| _currentCamera = null; |
| |
| _currentGeometryProgram = ''; |
| _currentMaterialId = - 1; |
| |
| state.reset(); |
| |
| } |
| |
| setDefaultGLState(); |
| |
| this.context = _gl; |
| this.capabilities = capabilities; |
| this.extensions = extensions; |
| this.properties = properties; |
| this.state = state; |
| |
| // shadow map |
| |
| var shadowMap = new THREE.WebGLShadowMap( this, _lights, objects ); |
| |
| this.shadowMap = shadowMap; |
| |
| |
| // Plugins |
| |
| var spritePlugin = new THREE.SpritePlugin( this, sprites ); |
| var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares ); |
| |
| // API |
| |
| this.getContext = function () { |
| |
| return _gl; |
| |
| }; |
| |
| this.getContextAttributes = function () { |
| |
| return _gl.getContextAttributes(); |
| |
| }; |
| |
| this.forceContextLoss = function () { |
| |
| extensions.get( 'WEBGL_lose_context' ).loseContext(); |
| |
| }; |
| |
| this.getMaxAnisotropy = ( function () { |
| |
| var value; |
| |
| return function getMaxAnisotropy() { |
| |
| if ( value !== undefined ) return value; |
| |
| var extension = extensions.get( 'EXT_texture_filter_anisotropic' ); |
| |
| if ( extension !== null ) { |
| |
| value = _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ); |
| |
| } else { |
| |
| value = 0; |
| |
| } |
| |
| return value; |
| |
| }; |
| |
| } )(); |
| |
| this.getPrecision = function () { |
| |
| return capabilities.precision; |
| |
| }; |
| |
| this.getPixelRatio = function () { |
| |
| return _pixelRatio; |
| |
| }; |
| |
| this.setPixelRatio = function ( value ) { |
| |
| if ( value === undefined ) return; |
| |
| _pixelRatio = value; |
| |
| this.setSize( _viewport.z, _viewport.w, false ); |
| |
| }; |
| |
| this.getSize = function () { |
| |
| return { |
| width: _width, |
| height: _height |
| }; |
| |
| }; |
| |
| this.setSize = function ( width, height, updateStyle ) { |
| |
| _width = width; |
| _height = height; |
| |
| _canvas.width = width * _pixelRatio; |
| _canvas.height = height * _pixelRatio; |
| |
| if ( updateStyle !== false ) { |
| |
| _canvas.style.width = width + 'px'; |
| _canvas.style.height = height + 'px'; |
| |
| } |
| |
| this.setViewport( 0, 0, width, height ); |
| |
| }; |
| |
| this.setViewport = function ( x, y, width, height ) { |
| |
| state.viewport( _viewport.set( x, y, width, height ) ); |
| |
| }; |
| |
| this.setScissor = function ( x, y, width, height ) { |
| |
| state.scissor( _scissor.set( x, y, width, height ) ); |
| |
| }; |
| |
| this.setScissorTest = function ( boolean ) { |
| |
| state.setScissorTest( _scissorTest = boolean ); |
| |
| }; |
| |
| // Clearing |
| |
| this.getClearColor = function () { |
| |
| return _clearColor; |
| |
| }; |
| |
| this.setClearColor = function ( color, alpha ) { |
| |
| _clearColor.set( color ); |
| |
| _clearAlpha = alpha !== undefined ? alpha : 1; |
| |
| glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); |
| |
| }; |
| |
| this.getClearAlpha = function () { |
| |
| return _clearAlpha; |
| |
| }; |
| |
| this.setClearAlpha = function ( alpha ) { |
| |
| _clearAlpha = alpha; |
| |
| glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _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 () { |
| |
| this.clear( true, false, false ); |
| |
| }; |
| |
| this.clearDepth = function () { |
| |
| this.clear( false, true, false ); |
| |
| }; |
| |
| this.clearStencil = function () { |
| |
| this.clear( false, false, true ); |
| |
| }; |
| |
| this.clearTarget = function ( renderTarget, color, depth, stencil ) { |
| |
| this.setRenderTarget( renderTarget ); |
| this.clear( color, depth, stencil ); |
| |
| }; |
| |
| // Reset |
| |
| this.resetGLState = resetGLState; |
| |
| this.dispose = function() { |
| |
| _canvas.removeEventListener( 'webglcontextlost', onContextLost, false ); |
| |
| }; |
| |
| // Events |
| |
| function onContextLost( event ) { |
| |
| event.preventDefault(); |
| |
| resetGLState(); |
| setDefaultGLState(); |
| |
| properties.clear(); |
| |
| } |
| |
| function onTextureDispose( event ) { |
| |
| var texture = event.target; |
| |
| texture.removeEventListener( 'dispose', onTextureDispose ); |
| |
| deallocateTexture( texture ); |
| |
| _infoMemory.textures --; |
| |
| |
| } |
| |
| function onRenderTargetDispose( event ) { |
| |
| var renderTarget = event.target; |
| |
| renderTarget.removeEventListener( 'dispose', onRenderTargetDispose ); |
| |
| deallocateRenderTarget( renderTarget ); |
| |
| _infoMemory.textures --; |
| |
| } |
| |
| function onMaterialDispose( event ) { |
| |
| var material = event.target; |
| |
| material.removeEventListener( 'dispose', onMaterialDispose ); |
| |
| deallocateMaterial( material ); |
| |
| } |
| |
| // Buffer deallocation |
| |
| function deallocateTexture( texture ) { |
| |
| var textureProperties = properties.get( texture ); |
| |
| if ( texture.image && textureProperties.__image__webglTextureCube ) { |
| |
| // cube texture |
| |
| _gl.deleteTexture( textureProperties.__image__webglTextureCube ); |
| |
| } else { |
| |
| // 2D texture |
| |
| if ( textureProperties.__webglInit === undefined ) return; |
| |
| _gl.deleteTexture( textureProperties.__webglTexture ); |
| |
| } |
| |
| // remove all webgl properties |
| properties.delete( texture ); |
| |
| } |
| |
| function deallocateRenderTarget( renderTarget ) { |
| |
| var renderTargetProperties = properties.get( renderTarget ); |
| var textureProperties = properties.get( renderTarget.texture ); |
| |
| if ( ! renderTarget || textureProperties.__webglTexture === undefined ) return; |
| |
| _gl.deleteTexture( textureProperties.__webglTexture ); |
| |
| if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) { |
| |
| for ( var i = 0; i < 6; i ++ ) { |
| |
| _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] ); |
| _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); |
| |
| } |
| |
| } else { |
| |
| _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer ); |
| _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); |
| |
| } |
| |
| properties.delete( renderTarget.texture ); |
| properties.delete( renderTarget ); |
| |
| } |
| |
| function deallocateMaterial( material ) { |
| |
| releaseMaterialProgramReference( material ); |
| |
| properties.delete( material ); |
| |
| } |
| |
| |
| function releaseMaterialProgramReference( material ) { |
| |
| var programInfo = properties.get( material ).program; |
| |
| material.program = undefined; |
| |
| if ( programInfo !== undefined ) { |
| |
| programCache.releaseProgram( programInfo ); |
| |
| } |
| |
| } |
| |
| // Buffer rendering |
| |
| this.renderBufferImmediate = function ( object, program, material ) { |
| |
| state.initAttributes(); |
| |
| var buffers = properties.get( object ); |
| |
| if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer(); |
| if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer(); |
| if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer(); |
| if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer(); |
| |
| var attributes = program.getAttributes(); |
| |
| if ( object.hasPositions ) { |
| |
| _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position ); |
| _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW ); |
| |
| state.enableAttribute( attributes.position ); |
| _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 ); |
| |
| } |
| |
| if ( object.hasNormals ) { |
| |
| _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal ); |
| |
| if ( material.type !== 'MeshPhongMaterial' && material.type !== 'MeshStandardMaterial' && material.shading === THREE.FlatShading ) { |
| |
| for ( var i = 0, l = object.count * 3; i < l; i += 9 ) { |
| |
| var array = object.normalArray; |
| |
| var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3; |
| var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3; |
| var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3; |
| |
| array[ i + 0 ] = nx; |
| array[ i + 1 ] = ny; |
| array[ i + 2 ] = nz; |
| |
| array[ i + 3 ] = nx; |
| array[ i + 4 ] = ny; |
| array[ i + 5 ] = nz; |
| |
| array[ i + 6 ] = nx; |
| array[ i + 7 ] = ny; |
| array[ i + 8 ] = nz; |
| |
| } |
| |
| } |
| |
| _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW ); |
| |
| state.enableAttribute( attributes.normal ); |
| |
| _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 ); |
| |
| } |
| |
| if ( object.hasUvs && material.map ) { |
| |
| _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv ); |
| _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW ); |
| |
| state.enableAttribute( attributes.uv ); |
| |
| _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 ); |
| |
| } |
| |
| if ( object.hasColors && material.vertexColors !== THREE.NoColors ) { |
| |
| _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color ); |
| _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW ); |
| |
| state.enableAttribute( attributes.color ); |
| |
| _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 ); |
| |
| } |
| |
| state.disableUnusedAttributes(); |
| |
| _gl.drawArrays( _gl.TRIANGLES, 0, object.count ); |
| |
| object.count = 0; |
| |
| }; |
| |
| this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) { |
| |
| setMaterial( material ); |
| |
| var program = setProgram( camera, fog, material, object ); |
| |
| var updateBuffers = false; |
| var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe; |
| |
| if ( geometryProgram !== _currentGeometryProgram ) { |
| |
| _currentGeometryProgram = geometryProgram; |
| updateBuffers = true; |
| |
| } |
| |
| // morph targets |
| |
| var morphTargetInfluences = object.morphTargetInfluences; |
| |
| if ( morphTargetInfluences !== undefined ) { |
| |
| var activeInfluences = []; |
| |
| for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) { |
| |
| var influence = morphTargetInfluences[ i ]; |
| activeInfluences.push( [ influence, i ] ); |
| |
| } |
| |
| activeInfluences.sort( absNumericalSort ); |
| |
| if ( activeInfluences.length > 8 ) { |
| |
| activeInfluences.length = 8; |
| |
| } |
| |
| var morphAttributes = geometry.morphAttributes; |
| |
| for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) { |
| |
| var influence = activeInfluences[ i ]; |
| morphInfluences[ i ] = influence[ 0 ]; |
| |
| if ( influence[ 0 ] !== 0 ) { |
| |
| var index = influence[ 1 ]; |
| |
| if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] ); |
| if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] ); |
| |
| } else { |
| |
| if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i ); |
| if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i ); |
| |
| } |
| |
| } |
| |
| var uniforms = program.getUniforms(); |
| |
| if ( uniforms.morphTargetInfluences !== null ) { |
| |
| _gl.uniform1fv( uniforms.morphTargetInfluences, morphInfluences ); |
| |
| } |
| |
| updateBuffers = true; |
| |
| } |
| |
| // |
| |
| var index = geometry.index; |
| var position = geometry.attributes.position; |
| |
| if ( material.wireframe === true ) { |
| |
| index = objects.getWireframeAttribute( geometry ); |
| |
| } |
| |
| var renderer; |
| |
| if ( index !== null ) { |
| |
| renderer = indexedBufferRenderer; |
| renderer.setIndex( index ); |
| |
| } else { |
| |
| renderer = bufferRenderer; |
| |
| } |
| |
| if ( updateBuffers ) { |
| |
| setupVertexAttributes( material, program, geometry ); |
| |
| if ( index !== null ) { |
| |
| _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) ); |
| |
| } |
| |
| } |
| |
| // |
| |
| var dataStart = 0; |
| var dataCount = Infinity; |
| |
| if ( index !== null ) { |
| |
| dataCount = index.count; |
| |
| } else if ( position !== undefined ) { |
| |
| dataCount = position.count; |
| |
| } |
| |
| var rangeStart = geometry.drawRange.start; |
| var rangeCount = geometry.drawRange.count; |
| |
| var groupStart = group !== null ? group.start : 0; |
| var groupCount = group !== null ? group.count : Infinity; |
| |
| var drawStart = Math.max( dataStart, rangeStart, groupStart ); |
| var drawEnd = Math.min( dataStart + dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1; |
| |
| var drawCount = Math.max( 0, drawEnd - drawStart + 1 ); |
| |
| // |
| |
| if ( object instanceof THREE.Mesh ) { |
| |
| if ( material.wireframe === true ) { |
| |
| state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() ); |
| renderer.setMode( _gl.LINES ); |
| |
| } else { |
| |
| switch ( object.drawMode ) { |
| |
| case THREE.TrianglesDrawMode: |
| renderer.setMode( _gl.TRIANGLES ); |
| break; |
| |
| case THREE.TriangleStripDrawMode: |
| renderer.setMode( _gl.TRIANGLE_STRIP ); |
| break; |
| |
| case THREE.TriangleFanDrawMode: |
| renderer.setMode( _gl.TRIANGLE_FAN ); |
| break; |
| |
| } |
| |
| } |
| |
| |
| } else if ( object instanceof THREE.Line ) { |
| |
| var lineWidth = material.linewidth; |
| |
| if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material |
| |
| state.setLineWidth( lineWidth * getTargetPixelRatio() ); |
| |
| if ( object instanceof THREE.LineSegments ) { |
| |
| renderer.setMode( _gl.LINES ); |
| |
| } else { |
| |
| renderer.setMode( _gl.LINE_STRIP ); |
| |
| } |
| |
| } else if ( object instanceof THREE.Points ) { |
| |
| renderer.setMode( _gl.POINTS ); |
| |
| } |
| |
| if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) { |
| |
| renderer.renderInstances( geometry, drawStart, drawCount ); |
| |
| } else { |
| |
| renderer.render( drawStart, drawCount ); |
| |
| } |
| |
| }; |
| |
| function setupVertexAttributes( material, program, geometry, startIndex ) { |
| |
| var extension; |
| |
| if ( geometry instanceof THREE.InstancedBufferGeometry ) { |
| |
| extension = extensions.get( 'ANGLE_instanced_arrays' ); |
| |
| if ( extension === null ) { |
| |
| console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); |
| return; |
| |
| } |
| |
| } |
| |
| if ( startIndex === undefined ) startIndex = 0; |
| |
| state.initAttributes(); |
| |
| var geometryAttributes = geometry.attributes; |
| |
| var programAttributes = program.getAttributes(); |
| |
| var materialDefaultAttributeValues = material.defaultAttributeValues; |
| |
| for ( var name in programAttributes ) { |
| |
| var programAttribute = programAttributes[ name ]; |
| |
| if ( programAttribute >= 0 ) { |
| |
| var geometryAttribute = geometryAttributes[ name ]; |
| |
| if ( geometryAttribute !== undefined ) { |
| |
| var size = geometryAttribute.itemSize; |
| var buffer = objects.getAttributeBuffer( geometryAttribute ); |
| |
| if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) { |
| |
| var data = geometryAttribute.data; |
| var stride = data.stride; |
| var offset = geometryAttribute.offset; |
| |
| if ( data instanceof THREE.InstancedInterleavedBuffer ) { |
| |
| state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension ); |
| |
| if ( geometry.maxInstancedCount === undefined ) { |
| |
| geometry.maxInstancedCount = data.meshPerAttribute * data.count; |
| |
| } |
| |
| } else { |
| |
| state.enableAttribute( programAttribute ); |
| |
| } |
| |
| _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer ); |
| _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT ); |
| |
| } else { |
| |
| if ( geometryAttribute instanceof THREE.InstancedBufferAttribute ) { |
| |
| state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension ); |
| |
| if ( geometry.maxInstancedCount === undefined ) { |
| |
| geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count; |
| |
| } |
| |
| } else { |
| |
| state.enableAttribute( programAttribute ); |
| |
| } |
| |
| _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer ); |
| _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32 |
| |
| } |
| |
| } else if ( materialDefaultAttributeValues !== undefined ) { |
| |
| var value = materialDefaultAttributeValues[ name ]; |
| |
| if ( value !== undefined ) { |
| |
| switch ( value.length ) { |
| |
| case 2: |
| _gl.vertexAttrib2fv( programAttribute, value ); |
| break; |
| |
| case 3: |
| _gl.vertexAttrib3fv( programAttribute, value ); |
| break; |
| |
| case 4: |
| _gl.vertexAttrib4fv( programAttribute, value ); |
| break; |
| |
| default: |
| _gl.vertexAttrib1fv( programAttribute, value ); |
| |
| } |
| |
| } |
| |
| } |
| |
| } |
| |
| } |
| |
| state.disableUnusedAttributes(); |
| |
| } |
| |
| // Sorting |
| |
| function absNumericalSort( a, b ) { |
| |
| return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] ); |
| |
| } |
| |
| function painterSortStable ( a, b ) { |
| |
| if ( a.object.renderOrder !== b.object.renderOrder ) { |
| |
| return a.object.renderOrder - b.object.renderOrder; |
| |
| } else if ( a.material.id !== b.material.id ) { |
| |
| return a.material.id - b.material.id; |
| |
| } else if ( a.z !== b.z ) { |
| |
| return a.z - b.z; |
| |
| } else { |
| |
| return a.id - b.id; |
| |
| } |
| |
| } |
| |
| function reversePainterSortStable ( a, b ) { |
| |
| if ( a.object.renderOrder !== b.object.renderOrder ) { |
| |
| return a.object.renderOrder - b.object.renderOrder; |
| |
| } if ( a.z !== b.z ) { |
| |
| return b.z - a.z; |
| |
| } else { |
| |
| return a.id - b.id; |
| |
| } |
| |
| } |
| |
| // 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 |
| |
| _currentGeometryProgram = ''; |
| _currentMaterialId = - 1; |
| _currentCamera = null; |
| |
| // update scene graph |
| |
| if ( scene.autoUpdate === true ) scene.updateMatrixWorld(); |
| |
| // update camera matrices and frustum |
| |
| if ( camera.parent === null ) camera.updateMatrixWorld(); |
| |
| camera.matrixWorldInverse.getInverse( camera.matrixWorld ); |
| |
| _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); |
| _frustum.setFromMatrix( _projScreenMatrix ); |
| |
| lights.length = 0; |
| |
| opaqueObjectsLastIndex = - 1; |
| transparentObjectsLastIndex = - 1; |
| |
| sprites.length = 0; |
| lensFlares.length = 0; |
| |
| projectObject( scene, camera ); |
| |
| opaqueObjects.length = opaqueObjectsLastIndex + 1; |
| transparentObjects.length = transparentObjectsLastIndex + 1; |
| |
| if ( _this.sortObjects === true ) { |
| |
| opaqueObjects.sort( painterSortStable ); |
| transparentObjects.sort( reversePainterSortStable ); |
| |
| } |
| |
| setupLights( lights, camera ); |
| |
| // |
| |
| shadowMap.render( scene, camera ); |
| |
| // |
| |
| _infoRender.calls = 0; |
| _infoRender.vertices = 0; |
| _infoRender.faces = 0; |
| _infoRender.points = 0; |
| |
| if ( renderTarget === undefined ) { |
| |
| renderTarget = null; |
| |
| } |
| |
| this.setRenderTarget( renderTarget ); |
| |
| if ( this.autoClear || forceClear ) { |
| |
| this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil ); |
| |
| } |
| |
| // |
| |
| if ( scene.overrideMaterial ) { |
| |
| var overrideMaterial = scene.overrideMaterial; |
| |
| renderObjects( opaqueObjects, camera, fog, overrideMaterial ); |
| renderObjects( transparentObjects, camera, fog, overrideMaterial ); |
| |
| } else { |
| |
| // opaque pass (front-to-back order) |
| |
| state.setBlending( THREE.NoBlending ); |
| renderObjects( opaqueObjects, camera, fog ); |
| |
| // transparent pass (back-to-front order) |
| |
| renderObjects( transparentObjects, camera, fog ); |
| |
| } |
| |
| // custom render plugins (post pass) |
| |
| spritePlugin.render( scene, camera ); |
| lensFlarePlugin.render( scene, camera, _currentViewport ); |
| |
| // Generate mipmap if we're using any kind of mipmap filtering |
| |
| if ( renderTarget ) { |
| |
| var texture = renderTarget.texture; |
| |
| if ( texture.generateMipmaps && isPowerOfTwo( renderTarget ) && |
| texture.minFilter !== THREE.NearestFilter && |
| texture.minFilter !== THREE.LinearFilter ) { |
| |
| updateRenderTargetMipmap( renderTarget ); |
| |
| } |
| |
| } |
| |
| // Ensure depth buffer writing is enabled so it can be cleared on next render |
| |
| state.setDepthTest( true ); |
| state.setDepthWrite( true ); |
| state.setColorWrite( true ); |
| |
| // _gl.finish(); |
| |
| }; |
| |
| function pushRenderItem( object, geometry, material, z, group ) { |
| |
| var array, index; |
| |
| // allocate the next position in the appropriate array |
| |
| if ( material.transparent ) { |
| |
| array = transparentObjects; |
| index = ++ transparentObjectsLastIndex; |
| |
| } else { |
| |
| array = opaqueObjects; |
| index = ++ opaqueObjectsLastIndex; |
| |
| } |
| |
| // recycle existing render item or grow the array |
| |
| var renderItem = array[ index ]; |
| |
| if ( renderItem !== undefined ) { |
| |
| renderItem.id = object.id; |
| renderItem.object = object; |
| renderItem.geometry = geometry; |
| renderItem.material = material; |
| renderItem.z = _vector3.z; |
| renderItem.group = group; |
| |
| } else { |
| |
| renderItem = { |
| id: object.id, |
| object: object, |
| geometry: geometry, |
| material: material, |
| z: _vector3.z, |
| group: group |
| }; |
| |
| // assert( index === array.length ); |
| array.push( renderItem ); |
| |
| } |
| |
| } |
| |
| function projectObject( object, camera ) { |
| |
| if ( object.visible === false ) return; |
| |
| if ( object.layers.test( camera.layers ) ) { |
| |
| if ( object instanceof THREE.Light ) { |
| |
| lights.push( object ); |
| |
| } else if ( object instanceof THREE.Sprite ) { |
| |
| if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) { |
| |
| sprites.push( object ); |
| |
| } |
| |
| } else if ( object instanceof THREE.LensFlare ) { |
| |
| lensFlares.push( object ); |
| |
| } else if ( object instanceof THREE.ImmediateRenderObject ) { |
| |
| if ( _this.sortObjects === true ) { |
| |
| _vector3.setFromMatrixPosition( object.matrixWorld ); |
| _vector3.applyProjection( _projScreenMatrix ); |
| |
| } |
| |
| pushRenderItem( object, null, object.material, _vector3.z, null ); |
| |
| } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) { |
| |
| if ( object instanceof THREE.SkinnedMesh ) { |
| |
| object.skeleton.update(); |
| |
| } |
| |
| if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) { |
| |
| var material = object.material; |
| |
| if ( material.visible === true ) { |
| |
| if ( _this.sortObjects === true ) { |
| |
| _vector3.setFromMatrixPosition( object.matrixWorld ); |
| _vector3.applyProjection( _projScreenMatrix ); |
| |
| } |
| |
| var geometry = objects.update( object ); |
| |
| if ( material instanceof THREE.MultiMaterial ) { |
| |
| var groups = geometry.groups; |
| var materials = material.materials; |
| |
| for ( var i = 0, l = groups.length; i < l; i ++ ) { |
| |
| var group = groups[ i ]; |
| var groupMaterial = materials[ group.materialIndex ]; |
| |
| if ( groupMaterial.visible === true ) { |
| |
| pushRenderItem( object, geometry, groupMaterial, _vector3.z, group ); |
| |
| } |
| |
| } |
| |
| } else { |
| |
| pushRenderItem( object, geometry, material, _vector3.z, null ); |
| |
| } |
| |
| } |
| |
| } |
| |
| } |
| |
| } |
| |
| var children = object.children; |
| |
| for ( var i = 0, l = children.length; i < l; i ++ ) { |
| |
| projectObject( children[ i ], camera ); |
| |
| } |
| |
| } |
| |
| function renderObjects( renderList, camera, fog, overrideMaterial ) { |
| |
| for ( var i = 0, l = renderList.length; i < l; i ++ ) { |
| |
| var renderItem = renderList[ i ]; |
| |
| var object = renderItem.object; |
| var geometry = renderItem.geometry; |
| var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial; |
| var group = renderItem.group; |
| |
| object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); |
| object.normalMatrix.getNormalMatrix( object.modelViewMatrix ); |
| |
| if ( object instanceof THREE.ImmediateRenderObject ) { |
| |
| setMaterial( material ); |
| |
| var program = setProgram( camera, fog, material, object ); |
| |
| _currentGeometryProgram = ''; |
| |
| object.render( function ( object ) { |
| |
| _this.renderBufferImmediate( object, program, material ); |
| |
| } ); |
| |
| } else { |
| |
| _this.renderBufferDirect( camera, fog, geometry, material, object, group ); |
| |
| } |
| |
| } |
| |
| } |
| |
| function initMaterial( material, fog, object ) { |
| |
| var materialProperties = properties.get( material ); |
| |
| var parameters = programCache.getParameters( material, _lights, fog, object ); |
| var code = programCache.getProgramCode( material, parameters ); |
| |
| var program = materialProperties.program; |
| var programChange = true; |
| |
| if ( program === undefined ) { |
| |
| // new material |
| material.addEventListener( 'dispose', onMaterialDispose ); |
| |
| } else if ( program.code !== code ) { |
| |
| // changed glsl or parameters |
| releaseMaterialProgramReference( material ); |
| |
| } else if ( parameters.shaderID !== undefined ) { |
| |
| // same glsl and uniform list |
| return; |
| |
| } else { |
| |
| // only rebuild uniform list |
| programChange = false; |
| |
| } |
| |
| if ( programChange ) { |
| |
| if ( parameters.shaderID ) { |
| |
| var shader = THREE.ShaderLib[ parameters.shaderID ]; |
| |
| materialProperties.__webglShader = { |
| name: material.type, |
| uniforms: THREE.UniformsUtils.clone( shader.uniforms ), |
| vertexShader: shader.vertexShader, |
| fragmentShader: shader.fragmentShader |
| }; |
| |
| } else { |
| |
| materialProperties.__webglShader = { |
| name: material.type, |
| uniforms: material.uniforms, |
| vertexShader: material.vertexShader, |
| fragmentShader: material.fragmentShader |
| }; |
| |
| } |
| |
| material.__webglShader = materialProperties.__webglShader; |
| |
| program = programCache.acquireProgram( material, parameters, code ); |
| |
| materialProperties.program = program; |
| material.program = program; |
| |
| } |
| |
| var attributes = program.getAttributes(); |
| |
| if ( material.morphTargets ) { |
| |
| material.numSupportedMorphTargets = 0; |
| |
| for ( var i = 0; i < _this.maxMorphTargets; i ++ ) { |
| |
| if ( attributes[ 'morphTarget' + i ] >= 0 ) { |
| |
| material.numSupportedMorphTargets ++; |
| |
| } |
| |
| } |
| |
| } |
| |
| if ( material.morphNormals ) { |
| |
| material.numSupportedMorphNormals = 0; |
| |
| for ( var i = 0; i < _this.maxMorphNormals; i ++ ) { |
| |
| if ( attributes[ 'morphNormal' + i ] >= 0 ) { |
| |
| material.numSupportedMorphNormals ++; |
| |
| } |
| |
| } |
| |
| } |
| |
| materialProperties.uniformsList = []; |
| |
| var uniforms = materialProperties.__webglShader.uniforms, |
| uniformLocations = materialProperties.program.getUniforms(); |
| |
| for ( var u in uniforms ) { |
| |
| var location = uniformLocations[ u ]; |
| |
| if ( location ) { |
| |
| materialProperties.uniformsList.push( [ materialProperties.__webglShader.uniforms[ u ], location ] ); |
| |
| } |
| |
| } |
| |
| if ( material instanceof THREE.MeshPhongMaterial || |
| material instanceof THREE.MeshLambertMaterial || |
| material instanceof THREE.MeshStandardMaterial || |
| material.lights ) { |
| |
| // store the light setup it was created for |
| |
| materialProperties.lightsHash = _lights.hash; |
| |
| // wire up the material to this renderer's lighting state |
| |
| uniforms.ambientLightColor.value = _lights.ambient; |
| uniforms.directionalLights.value = _lights.directional; |
| uniforms.spotLights.value = _lights.spot; |
| uniforms.pointLights.value = _lights.point; |
| uniforms.hemisphereLights.value = _lights.hemi; |
| |
| uniforms.directionalShadowMap.value = _lights.directionalShadowMap; |
| uniforms.directionalShadowMatrix.value = _lights.directionalShadowMatrix; |
| uniforms.spotShadowMap.value = _lights.spotShadowMap; |
| uniforms.spotShadowMatrix.value = _lights.spotShadowMatrix; |
| uniforms.pointShadowMap.value = _lights.pointShadowMap; |
| uniforms.pointShadowMatrix.value = _lights.pointShadowMatrix; |
| |
| } |
| |
| // detect dynamic uniforms |
| |
| materialProperties.hasDynamicUniforms = false; |
| |
| for ( var j = 0, jl = materialProperties.uniformsList.length; j < jl; j ++ ) { |
| |
| var uniform = materialProperties.uniformsList[ j ][ 0 ]; |
| |
| if ( uniform.dynamic === true ) { |
| |
| materialProperties.hasDynamicUniforms = true; |
| break; |
| |
| } |
| |
| } |
| |
| } |
| |
| function setMaterial( material ) { |
| |
| setMaterialFaces( material ); |
| |
| if ( material.transparent === true ) { |
| |
| state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha ); |
| |
| } else { |
| |
| state.setBlending( THREE.NoBlending ); |
| |
| } |
| |
| state.setDepthFunc( material.depthFunc ); |
| state.setDepthTest( material.depthTest ); |
| state.setDepthWrite( material.depthWrite ); |
| state.setColorWrite( material.colorWrite ); |
| state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); |
| |
| } |
| |
| function setMaterialFaces( material ) { |
| |
| material.side !== THREE.DoubleSide ? state.enable( _gl.CULL_FACE ) : state.disable( _gl.CULL_FACE ); |
| state.setFlipSided( material.side === THREE.BackSide ); |
| |
| } |
| |
| function setProgram( camera, fog, material, object ) { |
| |
| _usedTextureUnits = 0; |
| |
| var materialProperties = properties.get( material ); |
| |
| if ( materialProperties.program === undefined ) { |
| |
| material.needsUpdate = true; |
| |
| } |
| |
| if ( materialProperties.lightsHash !== undefined && |
| materialProperties.lightsHash !== _lights.hash ) { |
| |
| material.needsUpdate = true; |
| |
| } |
| |
| if ( material.needsUpdate ) { |
| |
| initMaterial( material, fog, object ); |
| material.needsUpdate = false; |
| |
| } |
| |
| var refreshProgram = false; |
| var refreshMaterial = false; |
| var refreshLights = false; |
| |
| var program = materialProperties.program, |
| p_uniforms = program.getUniforms(), |
| m_uniforms = materialProperties.__webglShader.uniforms; |
| |
| if ( program.id !== _currentProgram ) { |
| |
| _gl.useProgram( program.program ); |
| _currentProgram = program.id; |
| |
| refreshProgram = true; |
| refreshMaterial = true; |
| refreshLights = true; |
| |
| } |
| |
| if ( material.id !== _currentMaterialId ) { |
| |
| _currentMaterialId = material.id; |
| |
| refreshMaterial = true; |
| |
| } |
| |
| if ( refreshProgram || camera !== _currentCamera ) { |
| |
| _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements ); |
| |
| if ( capabilities.logarithmicDepthBuffer ) { |
| |
| _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) ); |
| |
| } |
| |
| |
| if ( camera !== _currentCamera ) { |
| |
| _currentCamera = camera; |
| |
| // lighting uniforms depend on the camera so enforce an update |
| // now, in case this material supports lights - or later, when |
| // the next material that does gets activated: |
| |
| refreshMaterial = true; // set to true on material change |
| refreshLights = true; // remains set until update done |
| |
| } |
| |
| // load material specific uniforms |
| // (shader material also gets them for the sake of genericity) |
| |
| if ( material instanceof THREE.ShaderMaterial || |
| material instanceof THREE.MeshPhongMaterial || |
| material instanceof THREE.MeshStandardMaterial || |
| material.envMap ) { |
| |
| if ( p_uniforms.cameraPosition !== undefined ) { |
| |
| _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.MeshBasicMaterial || |
| material instanceof THREE.MeshStandardMaterial || |
| material instanceof THREE.ShaderMaterial || |
| material.skinning ) { |
| |
| if ( p_uniforms.viewMatrix !== undefined ) { |
| |
| _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 !== undefined ) { |
| |
| _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements ); |
| |
| } |
| |
| if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== undefined ) { |
| |
| _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements ); |
| |
| } |
| |
| if ( capabilities.floatVertexTextures && object.skeleton && object.skeleton.useVertexTexture ) { |
| |
| if ( p_uniforms.boneTexture !== undefined ) { |
| |
| var textureUnit = getTextureUnit(); |
| |
| _gl.uniform1i( p_uniforms.boneTexture, textureUnit ); |
| _this.setTexture( object.skeleton.boneTexture, textureUnit ); |
| |
| } |
| |
| if ( p_uniforms.boneTextureWidth !== undefined ) { |
| |
| _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth ); |
| |
| } |
| |
| if ( p_uniforms.boneTextureHeight !== undefined ) { |
| |
| _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight ); |
| |
| } |
| |
| } else if ( object.skeleton && object.skeleton.boneMatrices ) { |
| |
| if ( p_uniforms.boneGlobalMatrices !== undefined ) { |
| |
| _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices ); |
| |
| } |
| |
| } |
| |
| } |
| |
| if ( refreshMaterial ) { |
| |
| if ( material instanceof THREE.MeshPhongMaterial || |
| material instanceof THREE.MeshLambertMaterial || |
| material instanceof THREE.MeshStandardMaterial || |
| material.lights ) { |
| |
| // the current material requires lighting info |
| |
| // note: all lighting uniforms are always set correctly |
| // they simply reference the renderer's state for their |
| // values |
| // |
| // use the current material's .needsUpdate flags to set |
| // the GL state when required |
| |
| markUniformsLightsNeedsUpdate( m_uniforms, refreshLights ); |
| |
| } |
| |
| // refresh uniforms common to several materials |
| |
| if ( fog && material.fog ) { |
| |
| refreshUniformsFog( m_uniforms, fog ); |
| |
| } |
| |
| if ( material instanceof THREE.MeshBasicMaterial || |
| material instanceof THREE.MeshLambertMaterial || |
| material instanceof THREE.MeshPhongMaterial || |
| material instanceof THREE.MeshStandardMaterial ) { |
| |
| 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.PointsMaterial ) { |
| |
| refreshUniformsPoints( m_uniforms, material ); |
| |
| } else if ( material instanceof THREE.MeshLambertMaterial ) { |
| |
| refreshUniformsLambert( m_uniforms, material ); |
| |
| } else if ( material instanceof THREE.MeshPhongMaterial ) { |
| |
| refreshUniformsPhong( m_uniforms, material ); |
| |
| } else if ( material instanceof THREE.MeshStandardMaterial ) { |
| |
| refreshUniformsStandard( 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; |
| |
| } |
| |
| // load common uniforms |
| |
| loadUniformsGeneric( materialProperties.uniformsList ); |
| |
| } |
| |
| loadUniformsMatrices( p_uniforms, object ); |
| |
| if ( p_uniforms.modelMatrix !== undefined ) { |
| |
| _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements ); |
| |
| } |
| |
| if ( materialProperties.hasDynamicUniforms === true ) { |
| |
| updateDynamicUniforms( materialProperties.uniformsList, object, camera ); |
| |
| } |
| |
| return program; |
| |
| } |
| |
| function updateDynamicUniforms ( uniforms, object, camera ) { |
| |
| var dynamicUniforms = []; |
| |
| for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) { |
| |
| var uniform = uniforms[ j ][ 0 ]; |
| var onUpdateCallback = uniform.onUpdateCallback; |
| |
| if ( onUpdateCallback !== undefined ) { |
| |
| onUpdateCallback.bind( uniform )( object, camera ); |
| dynamicUniforms.push( uniforms[ j ] ); |
| |
| } |
| |
| } |
| |
| loadUniformsGeneric( dynamicUniforms ); |
| |
| } |
| |
| // Uniforms (refresh uniforms objects) |
| |
| function refreshUniformsCommon ( uniforms, material ) { |
| |
| uniforms.opacity.value = material.opacity; |
| |
| uniforms.diffuse.value = material.color; |
| |
| if ( material.emissive ) { |
| |
| uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity ); |
| |
| } |
| |
| uniforms.map.value = material.map; |
| uniforms.specularMap.value = material.specularMap; |
| uniforms.alphaMap.value = material.alphaMap; |
| |
| if ( material.aoMap ) { |
| |
| uniforms.aoMap.value = material.aoMap; |
| uniforms.aoMapIntensity.value = material.aoMapIntensity; |
| |
| } |
| |
| // uv repeat and offset setting priorities |
| // 1. color map |
| // 2. specular map |
| // 3. normal map |
| // 4. bump map |
| // 5. alpha map |
| // 6. emissive map |
| |
| var uvScaleMap; |
| |
| if ( material.map ) { |
| |
| uvScaleMap = material.map; |
| |
| } else if ( material.specularMap ) { |
| |
| uvScaleMap = material.specularMap; |
| |
| } else if ( material.displacementMap ) { |
| |
| uvScaleMap = material.displacementMap; |
| |
| } else if ( material.normalMap ) { |
| |
| uvScaleMap = material.normalMap; |
| |
| } else if ( material.bumpMap ) { |
| |
| uvScaleMap = material.bumpMap; |
| |
| } else if ( material.roughnessMap ) { |
| |
| uvScaleMap = material.roughnessMap; |
| |
| } else if ( material.metalnessMap ) { |
| |
| uvScaleMap = material.metalnessMap; |
| |
| } else if ( material.alphaMap ) { |
| |
| uvScaleMap = material.alphaMap; |
| |
| } else if ( material.emissiveMap ) { |
| |
| uvScaleMap = material.emissiveMap; |
| |
| } |
| |
| if ( uvScaleMap !== undefined ) { |
| |
| if ( uvScaleMap instanceof THREE.WebGLRenderTarget ) { |
| |
| uvScaleMap = uvScaleMap.texture; |
| |
| } |
| |
| 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; |
| |
| uniforms.reflectivity.value = material.reflectivity; |
| uniforms.refractionRatio.value = material.refractionRatio; |
| |
| } |
| |
| function refreshUniformsLine ( uniforms, material ) { |
| |
| uniforms.diffuse.value = material.color; |
| uniforms.opacity.value = material.opacity; |
| |
| } |
| |
| function refreshUniformsDash ( uniforms, material ) { |
| |
| uniforms.dashSize.value = material.dashSize; |
| uniforms.totalSize.value = material.dashSize + material.gapSize; |
| uniforms.scale.value = material.scale; |
| |
| } |
| |
| function refreshUniformsPoints ( uniforms, material ) { |
| |
| uniforms.diffuse.value = material.color; |
| uniforms.opacity.value = material.opacity; |
| uniforms.size.value = material.size * _pixelRatio; |
| uniforms.scale.value = _canvas.clientHeight / 2.0; // TODO: Cache this. |
| |
| uniforms.map.value = material.map; |
| |
| if ( material.map !== null ) { |
| |
| var offset = material.map.offset; |
| var repeat = material.map.repeat; |
| |
| uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y ); |
| |
| } |
| |
| } |
| |
| 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 refreshUniformsLambert ( uniforms, material ) { |
| |
| if ( material.lightMap ) { |
| |
| uniforms.lightMap.value = material.lightMap; |
| uniforms.lightMapIntensity.value = material.lightMapIntensity; |
| |
| } |
| |
| if ( material.emissiveMap ) { |
| |
| uniforms.emissiveMap.value = material.emissiveMap; |
| |
| } |
| |
| } |
| |
| function refreshUniformsPhong ( uniforms, material ) { |
| |
| uniforms.specular.value = material.specular; |
| uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 ) |
| |
| if ( material.lightMap ) { |
| |
| uniforms.lightMap.value = material.lightMap; |
| uniforms.lightMapIntensity.value = material.lightMapIntensity; |
| |
| } |
| |
| if ( material.emissiveMap ) { |
| |
| uniforms.emissiveMap.value = material.emissiveMap; |
| |
| } |
| |
| 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 ); |
| |
| } |
| |
| if ( material.displacementMap ) { |
| |
| uniforms.displacementMap.value = material.displacementMap; |
| uniforms.displacementScale.value = material.displacementScale; |
| uniforms.displacementBias.value = material.displacementBias; |
| |
| } |
| |
| } |
| |
| function refreshUniformsStandard ( uniforms, material ) { |
| |
| uniforms.roughness.value = material.roughness; |
| uniforms.metalness.value = material.metalness; |
| |
| if ( material.roughnessMap ) { |
| |
| uniforms.roughnessMap.value = material.roughnessMap; |
| |
| } |
| |
| if ( material.metalnessMap ) { |
| |
| uniforms.metalnessMap.value = material.metalnessMap; |
| |
| } |
| |
| if ( material.lightMap ) { |
| |
| uniforms.lightMap.value = material.lightMap; |
| uniforms.lightMapIntensity.value = material.lightMapIntensity; |
| |
| } |
| |
| if ( material.emissiveMap ) { |
| |
| uniforms.emissiveMap.value = material.emissiveMap; |
| |
| } |
| |
| 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 ); |
| |
| } |
| |
| if ( material.displacementMap ) { |
| |
| uniforms.displacementMap.value = material.displacementMap; |
| uniforms.displacementScale.value = material.displacementScale; |
| uniforms.displacementBias.value = material.displacementBias; |
| |
| } |
| |
| if ( material.envMap ) { |
| |
| //uniforms.envMap.value = material.envMap; // part of uniforms common |
| uniforms.envMapIntensity.value = material.envMapIntensity; |
| |
| } |
| |
| } |
| |
| // If uniforms are marked as clean, they don't need to be loaded to the GPU. |
| |
| function markUniformsLightsNeedsUpdate ( uniforms, value ) { |
| |
| uniforms.ambientLightColor.needsUpdate = value; |
| |
| uniforms.directionalLights.needsUpdate = value; |
| uniforms.pointLights.needsUpdate = value; |
| uniforms.spotLights.needsUpdate = value; |
| uniforms.hemisphereLights.needsUpdate = value; |
| |
| } |
| |
| // 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 >= capabilities.maxTextures ) { |
| |
| console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures ); |
| |
| } |
| |
| _usedTextureUnits += 1; |
| |
| return textureUnit; |
| |
| } |
| |
| function loadUniformsGeneric ( uniforms ) { |
| |
| var texture, textureUnit; |
| |
| 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 'Matrix2fv': |
| _gl.uniformMatrix2fv( location, false, 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 's': |
| |
| // TODO: Optimize this. |
| for( var propertyName in uniform.properties ) { |
| |
| var property = uniform.properties[ propertyName ]; |
| var locationProperty = location[ propertyName ]; |
| var valueProperty = value[ propertyName ]; |
| |
| switch( property.type ) { |
| case 'i': |
| _gl.uniform1i( locationProperty, valueProperty ); |
| break; |
| case 'f': |
| _gl.uniform1f( locationProperty, valueProperty ); |
| break; |
| case 'v2': |
| _gl.uniform2f( locationProperty, valueProperty.x, valueProperty.y ); |
| break; |
| case 'v3': |
| _gl.uniform3f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z ); |
| break; |
| case 'v4': |
| _gl.uniform4f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z, valueProperty.w ); |
| break; |
| case 'c': |
| _gl.uniform3f( locationProperty, valueProperty.r, valueProperty.g, valueProperty.b ); |
| break; |
| }; |
| |
| } |
| |
| break; |
| */ |
| |
| case 'sa': |
| |
| // TODO: Optimize this. |
| for ( var i = 0; i < value.length; i ++ ) { |
| |
| for ( var propertyName in uniform.properties ) { |
| |
| var property = uniform.properties[ propertyName ]; |
| var locationProperty = location[ i ][ propertyName ]; |
| var valueProperty = value[ i ][ propertyName ]; |
| |
| switch ( property.type ) { |
| case 'i': |
| _gl.uniform1i( locationProperty, valueProperty ); |
| break; |
| case 'f': |
| _gl.uniform1f( locationProperty, valueProperty ); |
| break; |
| case 'v2': |
| _gl.uniform2f( locationProperty, valueProperty.x, valueProperty.y ); |
| break; |
| case 'v3': |
| _gl.uniform3f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z ); |
| break; |
| case 'v4': |
| _gl.uniform4f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z, valueProperty.w ); |
| break; |
| case 'c': |
| _gl.uniform3f( locationProperty, valueProperty.r, valueProperty.g, valueProperty.b ); |
| break; |
| case 'm4': |
| _gl.uniformMatrix4fv( locationProperty, false, valueProperty.elements ); |
| break; |
| } |
| |
| } |
| |
| } |
| |
| 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, i2 = 0, il = value.length; i < il; i ++, i2 += 2 ) { |
| |
| uniform._array[ i2 + 0 ] = value[ i ].x; |
| uniform._array[ i2 + 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, i3 = 0, il = value.length; i < il; i ++, i3 += 3 ) { |
| |
| uniform._array[ i3 + 0 ] = value[ i ].x; |
| uniform._array[ i3 + 1 ] = value[ i ].y; |
| uniform._array[ i3 + 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, i4 = 0, il = value.length; i < il; i ++, i4 += 4 ) { |
| |
| uniform._array[ i4 + 0 ] = value[ i ].x; |
| uniform._array[ i4 + 1 ] = value[ i ].y; |
| uniform._array[ i4 + 2 ] = value[ i ].z; |
| uniform._array[ i4 + 3 ] = value[ i ].w; |
| |
| } |
| |
| _gl.uniform4fv( location, uniform._array ); |
| |
| break; |
| |
| case 'm2': |
| |
| // single THREE.Matrix2 |
| _gl.uniformMatrix2fv( location, false, value.elements ); |
| |
| 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 || |
| ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) { |
| |
| // CompressedTexture can have Array in image :/ |
| |
| setCubeTexture( texture, textureUnit ); |
| |
| } else if ( texture instanceof THREE.WebGLRenderTargetCube ) { |
| |
| setCubeTextureDynamic( texture.texture, textureUnit ); |
| |
| } else if ( texture instanceof THREE.WebGLRenderTarget ) { |
| |
| _this.setTexture( texture.texture, textureUnit ); |
| |
| } else { |
| |
| _this.setTexture( texture, textureUnit ); |
| |
| } |
| |
| break; |
| |
| case 'tv': |
| |
| // array of THREE.Texture (2d or cube) |
| |
| 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; |
| |
| 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.WebGLRenderTarget ) { |
| |
| _this.setTexture( texture.texture, textureUnit ); |
| |
| } else if ( texture instanceof THREE.WebGLRenderTargetCube ) { |
| |
| setCubeTextureDynamic( texture.texture, textureUnit ); |
| |
| } else { |
| |
| _this.setTexture( texture, textureUnit ); |
| |
| } |
| |
| } |
| |
| break; |
| |
| default: |
| |
| console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type ); |
| |
| } |
| |
| } |
| |
| } |
| |
| function setupLights ( lights, camera ) { |
| |
| var l, ll, light, |
| r = 0, g = 0, b = 0, |
| color, |
| intensity, |
| distance, |
| |
| viewMatrix = camera.matrixWorldInverse, |
| |
| directionalLength = 0, |
| pointLength = 0, |
| spotLength = 0, |
| hemiLength = 0, |
| |
| shadowsLength = 0; |
| |
| _lights.shadowsPointLight = 0; |
| |
| for ( l = 0, ll = lights.length; l < ll; l ++ ) { |
| |
| light = lights[ l ]; |
| |
| color = light.color; |
| intensity = light.intensity; |
| distance = light.distance; |
| |
| if ( light instanceof THREE.AmbientLight ) { |
| |
| r += color.r * intensity; |
| g += color.g * intensity; |
| b += color.b * intensity; |
| |
| } else if ( light instanceof THREE.DirectionalLight ) { |
| |
| var uniforms = lightCache.get( light ); |
| |
| uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); |
| uniforms.direction.setFromMatrixPosition( light.matrixWorld ); |
| _vector3.setFromMatrixPosition( light.target.matrixWorld ); |
| uniforms.direction.sub( _vector3 ); |
| uniforms.direction.transformDirection( viewMatrix ); |
| |
| uniforms.shadow = light.castShadow; |
| |
| if ( light.castShadow ) { |
| |
| uniforms.shadowBias = light.shadow.bias; |
| uniforms.shadowRadius = light.shadow.radius; |
| uniforms.shadowMapSize = light.shadow.mapSize; |
| |
| _lights.shadows[ shadowsLength ++ ] = light; |
| |
| } |
| |
| _lights.directionalShadowMap[ directionalLength ] = light.shadow.map; |
| _lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix; |
| _lights.directional[ directionalLength ++ ] = uniforms; |
| |
| } else if ( light instanceof THREE.SpotLight ) { |
| |
| var uniforms = lightCache.get( light ); |
| |
| uniforms.position.setFromMatrixPosition( light.matrixWorld ); |
| uniforms.position.applyMatrix4( viewMatrix ); |
| |
| uniforms.color.copy( color ).multiplyScalar( intensity ); |
| uniforms.distance = distance; |
| |
| uniforms.direction.setFromMatrixPosition( light.matrixWorld ); |
| _vector3.setFromMatrixPosition( light.target.matrixWorld ); |
| uniforms.direction.sub( _vector3 ); |
| uniforms.direction.transformDirection( viewMatrix ); |
| |
| uniforms.angleCos = Math.cos( light.angle ); |
| uniforms.exponent = light.exponent; |
| uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay; |
| |
| uniforms.shadow = light.castShadow; |
| |
| if ( light.castShadow ) { |
| |
| uniforms.shadowBias = light.shadow.bias; |
| uniforms.shadowRadius = light.shadow.radius; |
| uniforms.shadowMapSize = light.shadow.mapSize; |
| |
| _lights.shadows[ shadowsLength ++ ] = light; |
| |
| } |
| |
| _lights.spotShadowMap[ spotLength ] = light.shadow.map; |
| _lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix; |
| _lights.spot[ spotLength ++ ] = uniforms; |
| |
| } else if ( light instanceof THREE.PointLight ) { |
| |
| var uniforms = lightCache.get( light ); |
| |
| uniforms.position.setFromMatrixPosition( light.matrixWorld ); |
| uniforms.position.applyMatrix4( viewMatrix ); |
| |
| uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); |
| uniforms.distance = light.distance; |
| uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay; |
| |
| uniforms.shadow = light.castShadow; |
| |
| if ( light.castShadow ) { |
| |
| uniforms.shadowBias = light.shadow.bias; |
| uniforms.shadowRadius = light.shadow.radius; |
| uniforms.shadowMapSize = light.shadow.mapSize; |
| |
| _lights.shadows[ shadowsLength ++ ] = light; |
| |
| } |
| |
| _lights.pointShadowMap[ pointLength ] = light.shadow.map; |
| |
| if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) { |
| |
| _lights.pointShadowMatrix[ pointLength ] = new THREE.Matrix4(); |
| |
| } |
| |
| // for point lights we set the shadow matrix to be a translation-only matrix |
| // equal to inverse of the light's position |
| _vector3.setFromMatrixPosition( light.matrixWorld ).negate(); |
| _lights.pointShadowMatrix[ pointLength ].identity().setPosition( _vector3 ); |
| |
| _lights.point[ pointLength ++ ] = uniforms; |
| |
| } else if ( light instanceof THREE.HemisphereLight ) { |
| |
| var uniforms = lightCache.get( light ); |
| |
| uniforms.direction.setFromMatrixPosition( light.matrixWorld ); |
| uniforms.direction.transformDirection( viewMatrix ); |
| uniforms.direction.normalize(); |
| |
| uniforms.skyColor.copy( light.color ).multiplyScalar( intensity ); |
| uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity ); |
| |
| _lights.hemi[ hemiLength ++ ] = uniforms; |
| |
| } |
| |
| } |
| |
| _lights.ambient[ 0 ] = r; |
| _lights.ambient[ 1 ] = g; |
| _lights.ambient[ 2 ] = b; |
| |
| _lights.directional.length = directionalLength; |
| _lights.spot.length = spotLength; |
| _lights.point.length = pointLength; |
| _lights.hemi.length = hemiLength; |
| |
| _lights.shadows.length = shadowsLength; |
| |
| _lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + hemiLength + ',' + shadowsLength; |
| |
| } |
| |
| // GL state setting |
| |
| this.setFaceCulling = function ( cullFace, frontFaceDirection ) { |
| |
| if ( cullFace === THREE.CullFaceNone ) { |
| |
| state.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 ); |
| |
| } |
| |
| state.enable( _gl.CULL_FACE ); |
| |
| } |
| |
| }; |
| |
| // Textures |
| |
| function setTextureParameters ( textureType, texture, isPowerOfTwoImage ) { |
| |
| var extension; |
| |
| if ( isPowerOfTwoImage ) { |
| |
| _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 ); |
| |
| if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) { |
| |
| console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture ); |
| |
| } |
| |
| _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) ); |
| _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) ); |
| |
| if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) { |
| |
| console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture ); |
| |
| } |
| |
| } |
| |
| extension = extensions.get( 'EXT_texture_filter_anisotropic' ); |
| |
| if ( extension ) { |
| |
| if ( texture.type === THREE.FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return; |
| if ( texture.type === THREE.HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return; |
| |
| if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) { |
| |
| _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) ); |
| properties.get( texture ).__currentAnisotropy = texture.anisotropy; |
| |
| } |
| |
| } |
| |
| } |
| |
| function uploadTexture( textureProperties, texture, slot ) { |
| |
| if ( textureProperties.__webglInit === undefined ) { |
| |
| textureProperties.__webglInit = true; |
| |
| texture.addEventListener( 'dispose', onTextureDispose ); |
| |
| textureProperties.__webglTexture = _gl.createTexture(); |
| |
| _infoMemory.textures ++; |
| |
| } |
| |
| state.activeTexture( _gl.TEXTURE0 + slot ); |
| state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); |
| |
| _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); |
| _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); |
| _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment ); |
| |
| var image = clampToMaxSize( texture.image, capabilities.maxTextureSize ); |
| |
| if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( image ) === false ) { |
| |
| image = makePowerOfTwo( image ); |
| |
| } |
| |
| var isPowerOfTwoImage = isPowerOfTwo( image ), |
| glFormat = paramThreeToGL( texture.format ), |
| glType = paramThreeToGL( texture.type ); |
| |
| setTextureParameters( _gl.TEXTURE_2D, texture, isPowerOfTwoImage ); |
| |
| 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 && isPowerOfTwoImage ) { |
| |
| for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { |
| |
| mipmap = mipmaps[ i ]; |
| state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); |
| |
| } |
| |
| texture.generateMipmaps = false; |
| |
| } else { |
| |
| state.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 ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) { |
| |
| state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); |
| |
| } else { |
| |
| console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" ); |
| |
| } |
| |
| } else { |
| |
| state.texImage2D( _gl.TEXTURE_2D, i, 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 && isPowerOfTwoImage ) { |
| |
| for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { |
| |
| mipmap = mipmaps[ i ]; |
| state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap ); |
| |
| } |
| |
| texture.generateMipmaps = false; |
| |
| } else { |
| |
| state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, image ); |
| |
| } |
| |
| } |
| |
| if ( texture.generateMipmaps && isPowerOfTwoImage ) _gl.generateMipmap( _gl.TEXTURE_2D ); |
| |
| textureProperties.__version = texture.version; |
| |
| if ( texture.onUpdate ) texture.onUpdate( texture ); |
| |
| } |
| |
| this.setTexture = function ( texture, slot ) { |
| |
| var textureProperties = properties.get( texture ); |
| |
| if ( texture.version > 0 && textureProperties.__version !== texture.version ) { |
| |
| var image = texture.image; |
| |
| if ( image === undefined ) { |
| |
| console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture ); |
| return; |
| |
| } |
| |
| if ( image.complete === false ) { |
| |
| console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture ); |
| return; |
| |
| } |
| |
| uploadTexture( textureProperties, texture, slot ); |
| |
| return; |
| |
| } |
| |
| state.activeTexture( _gl.TEXTURE0 + slot ); |
| state.bindTexture( _gl.TEXTURE_2D, textureProperties.__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.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image ); |
| |
| return canvas; |
| |
| } |
| |
| return image; |
| |
| } |
| |
| function isPowerOfTwo( image ) { |
| |
| return THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ); |
| |
| } |
| |
| function textureNeedsPowerOfTwo( texture ) { |
| |
| if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) return true; |
| if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) return true; |
| |
| return false; |
| |
| } |
| |
| function makePowerOfTwo( image ) { |
| |
| if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement ) { |
| |
| var canvas = document.createElement( 'canvas' ); |
| canvas.width = THREE.Math.nearestPowerOfTwo( image.width ); |
| canvas.height = THREE.Math.nearestPowerOfTwo( image.height ); |
| |
| var context = canvas.getContext( '2d' ); |
| context.drawImage( image, 0, 0, canvas.width, canvas.height ); |
| |
| console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image ); |
| |
| return canvas; |
| |
| } |
| |
| return image; |
| |
| } |
| |
| function setCubeTexture ( texture, slot ) { |
| |
| var textureProperties = properties.get( texture ); |
| |
| if ( texture.image.length === 6 ) { |
| |
| if ( texture.version > 0 && textureProperties.__version !== texture.version ) { |
| |
| if ( ! textureProperties.__image__webglTextureCube ) { |
| |
| texture.addEventListener( 'dispose', onTextureDispose ); |
| |
| textureProperties.__image__webglTextureCube = _gl.createTexture(); |
| |
| _infoMemory.textures ++; |
| |
| } |
| |
| state.activeTexture( _gl.TEXTURE0 + slot ); |
| state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube ); |
| |
| _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); |
| |
| var isCompressed = texture 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 ], capabilities.maxCubemapSize ); |
| |
| } else { |
| |
| cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ]; |
| |
| } |
| |
| } |
| |
| var image = cubeImage[ 0 ], |
| isPowerOfTwoImage = isPowerOfTwo( image ), |
| glFormat = paramThreeToGL( texture.format ), |
| glType = paramThreeToGL( texture.type ); |
| |
| setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isPowerOfTwoImage ); |
| |
| for ( var i = 0; i < 6; i ++ ) { |
| |
| if ( ! isCompressed ) { |
| |
| if ( isDataTexture ) { |
| |
| state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data ); |
| |
| } else { |
| |
| state.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 ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) { |
| |
| state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); |
| |
| } else { |
| |
| console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" ); |
| |
| } |
| |
| } else { |
| |
| state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); |
| |
| } |
| |
| } |
| |
| } |
| |
| } |
| |
| if ( texture.generateMipmaps && isPowerOfTwoImage ) { |
| |
| _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); |
| |
| } |
| |
| textureProperties.__version = texture.version; |
| |
| if ( texture.onUpdate ) texture.onUpdate( texture ); |
| |
| } else { |
| |
| state.activeTexture( _gl.TEXTURE0 + slot ); |
| state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube ); |
| |
| } |
| |
| } |
| |
| } |
| |
| function setCubeTextureDynamic ( texture, slot ) { |
| |
| state.activeTexture( _gl.TEXTURE0 + slot ); |
| state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture ); |
| |
| } |
| |
| // Render targets |
| |
| // Setup storage for target texture and bind it to correct framebuffer |
| function setupFrameBufferTexture ( framebuffer, renderTarget, attachment, textureTarget ) { |
| |
| var glFormat = paramThreeToGL( renderTarget.texture.format ); |
| var glType = paramThreeToGL( renderTarget.texture.type ); |
| state.texImage2D( textureTarget, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); |
| _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); |
| _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 ); |
| _gl.bindFramebuffer( _gl.FRAMEBUFFER, null ); |
| |
| } |
| |
| // Setup storage for internal depth/stencil buffers and bind to correct framebuffer |
| function setupRenderBufferStorage ( renderbuffer, renderTarget ) { |
| |
| _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); |
| |
| if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { |
| |
| _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height ); |
| _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); |
| |
| } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) { |
| |
| _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height ); |
| _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); |
| |
| } else { |
| |
| // FIXME: We don't support !depth !stencil |
| _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height ); |
| |
| } |
| |
| _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); |
| |
| } |
| |
| // Setup GL resources for a non-texture depth buffer |
| function setupDepthRenderbuffer( renderTarget ) { |
| |
| var renderTargetProperties = properties.get( renderTarget ); |
| |
| var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube ); |
| |
| if ( isCube ) { |
| |
| renderTargetProperties.__webglDepthbuffer = []; |
| |
| for ( var i = 0; i < 6; i ++ ) { |
| |
| _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] ); |
| renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer(); |
| setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget ); |
| |
| } |
| |
| } else { |
| |
| _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); |
| renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer(); |
| setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget ); |
| |
| } |
| |
| _gl.bindFramebuffer( _gl.FRAMEBUFFER, null ); |
| |
| } |
| |
| // Set up GL resources for the render target |
| function setupRenderTarget( renderTarget ) { |
| |
| var renderTargetProperties = properties.get( renderTarget ); |
| var textureProperties = properties.get( renderTarget.texture ); |
| |
| renderTarget.addEventListener( 'dispose', onRenderTargetDispose ); |
| |
| textureProperties.__webglTexture = _gl.createTexture(); |
| |
| _infoMemory.textures ++; |
| |
| var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube ); |
| var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ); |
| |
| // Setup framebuffer |
| |
| if ( isCube ) { |
| |
| renderTargetProperties.__webglFramebuffer = []; |
| |
| for ( var i = 0; i < 6; i ++ ) { |
| |
| renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer(); |
| |
| } |
| |
| } else { |
| |
| renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer(); |
| |
| } |
| |
| // Setup color buffer |
| |
| if ( isCube ) { |
| |
| state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture ); |
| setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo ); |
| |
| for ( var i = 0; i < 6; i ++ ) { |
| |
| setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i ); |
| |
| } |
| |
| if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); |
| state.bindTexture( _gl.TEXTURE_CUBE_MAP, null ); |
| |
| } else { |
| |
| state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); |
| setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo ); |
| setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D ); |
| |
| if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D ); |
| state.bindTexture( _gl.TEXTURE_2D, null ); |
| |
| } |
| |
| // Setup depth and stencil buffers |
| |
| if ( renderTarget.depthBuffer ) { |
| |
| setupDepthRenderbuffer( renderTarget ); |
| |
| } |
| |
| } |
| |
| this.setRenderTarget = function ( renderTarget ) { |
| |
| _currentRenderTarget = renderTarget; |
| |
| if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) { |
| |
| setupRenderTarget( renderTarget ); |
| |
| } |
| |
| var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube ); |
| var framebuffer; |
| |
| if ( renderTarget ) { |
| |
| var renderTargetProperties = properties.get( renderTarget ); |
| |
| if ( isCube ) { |
| |
| framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ]; |
| |
| } else { |
| |
| framebuffer = renderTargetProperties.__webglFramebuffer; |
| |
| } |
| |
| _currentScissor.copy( renderTarget.scissor ); |
| _currentScissorTest = renderTarget.scissorTest; |
| |
| _currentViewport.copy( renderTarget.viewport ); |
| |
| } else { |
| |
| framebuffer = null; |
| |
| _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ); |
| _currentScissorTest = _scissorTest; |
| |
| _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ); |
| |
| } |
| |
| if ( _currentFramebuffer !== framebuffer ) { |
| |
| _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); |
| _currentFramebuffer = framebuffer; |
| |
| } |
| |
| state.scissor( _currentScissor ); |
| state.setScissorTest( _currentScissorTest ); |
| |
| state.viewport( _currentViewport ); |
| |
| if ( isCube ) { |
| |
| var textureProperties = properties.get( renderTarget.texture ); |
| _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, 0 ); |
| |
| } |
| |
| }; |
| |
| this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) { |
| |
| if ( renderTarget instanceof THREE.WebGLRenderTarget === false ) { |
| |
| console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' ); |
| return; |
| |
| } |
| |
| var framebuffer = properties.get( renderTarget ).__webglFramebuffer; |
| |
| if ( framebuffer ) { |
| |
| var restore = false; |
| |
| if ( framebuffer !== _currentFramebuffer ) { |
| |
| _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); |
| |
| restore = true; |
| |
| } |
| |
| try { |
| |
| var texture = renderTarget.texture; |
| |
| if ( texture.format !== THREE.RGBAFormat |
| && paramThreeToGL( texture.format ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) { |
| |
| console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' ); |
| return; |
| |
| } |
| |
| if ( texture.type !== THREE.UnsignedByteType |
| && paramThreeToGL( texture.type ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) |
| && ! ( texture.type === THREE.FloatType && extensions.get( 'WEBGL_color_buffer_float' ) ) |
| && ! ( texture.type === THREE.HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) { |
| |
| console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' ); |
| return; |
| |
| } |
| |
| if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) { |
| |
| _gl.readPixels( x, y, width, height, paramThreeToGL( texture.format ), paramThreeToGL( texture.type ), buffer ); |
| |
| } else { |
| |
| console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' ); |
| |
| } |
| |
| } finally { |
| |
| if ( restore ) { |
| |
| _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer ); |
| |
| } |
| |
| } |
| |
| } |
| |
| }; |
| |
| function updateRenderTargetMipmap( renderTarget ) { |
| |
| var target = renderTarget instanceof THREE.WebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D; |
| var texture = properties.get( renderTarget.texture ).__webglTexture; |
| |
| state.bindTexture( target, texture ); |
| _gl.generateMipmap( target ); |
| state.bindTexture( target, 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; |
| |
| extension = extensions.get( 'OES_texture_half_float' ); |
| |
| if ( extension !== null ) { |
| |
| if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES; |
| |
| } |
| |
| 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( 'WEBGL_compressed_texture_etc1' ); |
| |
| if ( extension !== null ) { |
| |
| if ( p === THREE.RGB_ETC1_Format ) return extension.COMPRESSED_RGB_ETC1_WEBGL; |
| |
| } |
| |
| 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; |
| |
| } |
| |
| }; |
| |
| // File:src/renderers/WebGLRenderTarget.js |
| |
| /** |
| * @author szimek / https://github.com/szimek/ |
| * @author alteredq / http://alteredqualia.com/ |
| * @author Marius Kintel / https://github.com/kintel |
| */ |
| |
| /* |
| In options, we can specify: |
| * Texture parameters for an auto-generated target texture |
| * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers |
| */ |
| THREE.WebGLRenderTarget = function ( width, height, options ) { |
| |
| this.uuid = THREE.Math.generateUUID(); |
| |
| this.width = width; |
| this.height = height; |
| |
| this.scissor = new THREE.Vector4( 0, 0, width, height ); |
| this.scissorTest = false; |
| |
| this.viewport = new THREE.Vector4( 0, 0, width, height ); |
| |
| options = options || {}; |
| |
| if ( options.minFilter === undefined ) options.minFilter = THREE.LinearFilter; |
| |
| this.texture = new THREE.Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy ); |
| |
| this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; |
| this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true; |
| |
| }; |
| |
| THREE.WebGLRenderTarget.prototype = { |
| |
| constructor: THREE.WebGLRenderTarget, |
| |
| setSize: function ( width, height ) { |
| |
| if ( this.width !== width || this.height !== height ) { |
| |
| this.width = width; |
| this.height = height; |
| |
| this.dispose(); |
| |
| } |
| |
| this.viewport.set( 0, 0, width, height ); |
| this.scissor.set( 0, 0, width, height ); |
| |
| }, |
| |
| clone: function () { |
| |
| return new this.constructor().copy( this ); |
| |
| }, |
| |
| copy: function ( source ) { |
| |
| this.width = source.width; |
| this.height = source.height; |
| |
| this.viewport.copy( source.viewport ); |
| |
| this.texture = source.texture.clone(); |
| |
| this.depthBuffer = source.depthBuffer; |
| this.stencilBuffer = source.stencilBuffer; |
| |
| this.shareDepthFrom = source.shareDepthFrom; |
| |
| return this; |
| |
| }, |
| |
| 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 ); |
| THREE.WebGLRenderTargetCube.prototype.constructor = THREE.WebGLRenderTargetCube; |
| |
| // File:src/renderers/webgl/WebGLBufferRenderer.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.WebGLBufferRenderer = function ( _gl, extensions, _infoRender ) { |
| |
| var mode; |
| |
| function setMode( value ) { |
| |
| mode = value; |
| |
| } |
| |
| function render( start, count ) { |
| |
| _gl.drawArrays( mode, start, count ); |
| |
| _infoRender.calls ++; |
| _infoRender.vertices += count; |
| if ( mode === _gl.TRIANGLES ) _infoRender.faces += count / 3; |
| |
| } |
| |
| function renderInstances( geometry ) { |
| |
| var extension = extensions.get( 'ANGLE_instanced_arrays' ); |
| |
| if ( extension === null ) { |
| |
| console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); |
| return; |
| |
| } |
| |
| var position = geometry.attributes.position; |
| |
| var count = 0; |
| |
| if ( position instanceof THREE.InterleavedBufferAttribute ) { |
| |
| count = position.data.count; |
| |
| extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount ); |
| |
| } else { |
| |
| count = position.count; |
| |
| extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount ); |
| |
| } |
| |
| _infoRender.calls ++; |
| _infoRender.vertices += count * geometry.maxInstancedCount; |
| if ( mode === _gl.TRIANGLES ) _infoRender.faces += geometry.maxInstancedCount * count / 3; |
| |
| } |
| |
| this.setMode = setMode; |
| this.render = render; |
| this.renderInstances = renderInstances; |
| |
| }; |
| |
| // File:src/renderers/webgl/WebGLIndexedBufferRenderer.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.WebGLIndexedBufferRenderer = function ( _gl, extensions, _infoRender ) { |
| |
| var mode; |
| |
| function setMode( value ) { |
| |
| mode = value; |
| |
| } |
| |
| var type, size; |
| |
| function setIndex( index ) { |
| |
| if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) { |
| |
| type = _gl.UNSIGNED_INT; |
| size = 4; |
| |
| } else { |
| |
| type = _gl.UNSIGNED_SHORT; |
| size = 2; |
| |
| } |
| |
| } |
| |
| function render( start, count ) { |
| |
| _gl.drawElements( mode, count, type, start * size ); |
| |
| _infoRender.calls ++; |
| _infoRender.vertices += count; |
| if ( mode === _gl.TRIANGLES ) _infoRender.faces += count / 3; |
| |
| } |
| |
| function renderInstances( geometry, start, count ) { |
| |
| var extension = extensions.get( 'ANGLE_instanced_arrays' ); |
| |
| if ( extension === null ) { |
| |
| console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); |
| return; |
| |
| } |
| |
| extension.drawElementsInstancedANGLE( mode, count, type, start * size, geometry.maxInstancedCount ); |
| |
| _infoRender.calls ++; |
| _infoRender.vertices += count * geometry.maxInstancedCount; |
| if ( mode === _gl.TRIANGLES ) _infoRender.faces += geometry.maxInstancedCount * count / 3; |
| } |
| |
| this.setMode = setMode; |
| this.setIndex = setIndex; |
| this.render = render; |
| this.renderInstances = renderInstances; |
| |
| }; |
| |
| // File:src/renderers/webgl/WebGLExtensions.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.WebGLExtensions = function ( gl ) { |
| |
| var extensions = {}; |
| |
| this.get = function ( name ) { |
| |
| if ( extensions[ name ] !== undefined ) { |
| |
| return extensions[ name ]; |
| |
| } |
| |
| var extension; |
| |
| switch ( name ) { |
| |
| case 'EXT_texture_filter_anisotropic': |
| extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' ); |
| break; |
| |
| 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 'WEBGL_compressed_texture_etc1': |
| extension = gl.getExtension( 'WEBGL_compressed_texture_etc1' ); |
| break; |
| |
| default: |
| extension = gl.getExtension( name ); |
| |
| } |
| |
| if ( extension === null ) { |
| |
| console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' ); |
| |
| } |
| |
| extensions[ name ] = extension; |
| |
| return extension; |
| |
| }; |
| |
| }; |
| |
| // File:src/renderers/webgl/WebGLCapabilities.js |
| |
| THREE.WebGLCapabilities = function ( gl, extensions, parameters ) { |
| |
| function getMaxPrecision( precision ) { |
| |
| if ( precision === 'highp' ) { |
| |
| if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 && |
| gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) { |
| |
| return 'highp'; |
| |
| } |
| |
| precision = 'mediump'; |
| |
| } |
| |
| if ( precision === 'mediump' ) { |
| |
| if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 && |
| gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) { |
| |
| return 'mediump'; |
| |
| } |
| |
| } |
| |
| return 'lowp'; |
| |
| } |
| |
| this.getMaxPrecision = getMaxPrecision; |
| |
| this.precision = parameters.precision !== undefined ? parameters.precision : 'highp', |
| this.logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false; |
| |
| this.maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS ); |
| this.maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ); |
| this.maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE ); |
| this.maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE ); |
| |
| this.maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); |
| this.maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS ); |
| this.maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS ); |
| this.maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS ); |
| |
| this.vertexTextures = this.maxVertexTextures > 0; |
| this.floatFragmentTextures = !! extensions.get( 'OES_texture_float' ); |
| this.floatVertexTextures = this.vertexTextures && this.floatFragmentTextures; |
| |
| var _maxPrecision = getMaxPrecision( this.precision ); |
| |
| if ( _maxPrecision !== this.precision ) { |
| |
| console.warn( 'THREE.WebGLRenderer:', this.precision, 'not supported, using', _maxPrecision, 'instead.' ); |
| this.precision = _maxPrecision; |
| |
| } |
| |
| if ( this.logarithmicDepthBuffer ) { |
| |
| this.logarithmicDepthBuffer = !! extensions.get( 'EXT_frag_depth' ); |
| |
| } |
| |
| }; |
| |
| // File:src/renderers/webgl/WebGLGeometries.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.WebGLGeometries = function ( gl, properties, info ) { |
| |
| var geometries = {}; |
| |
| function get( object ) { |
| |
| var geometry = object.geometry; |
| |
| if ( geometries[ geometry.id ] !== undefined ) { |
| |
| return geometries[ geometry.id ]; |
| |
| } |
| |
| geometry.addEventListener( 'dispose', onGeometryDispose ); |
| |
| var buffergeometry; |
| |
| if ( geometry instanceof THREE.BufferGeometry ) { |
| |
| buffergeometry = geometry; |
| |
| } else if ( geometry instanceof THREE.Geometry ) { |
| |
| if ( geometry._bufferGeometry === undefined ) { |
| |
| geometry._bufferGeometry = new THREE.BufferGeometry().setFromObject( object ); |
| |
| } |
| |
| buffergeometry = geometry._bufferGeometry; |
| |
| } |
| |
| geometries[ geometry.id ] = buffergeometry; |
| |
| info.memory.geometries ++; |
| |
| return buffergeometry; |
| |
| } |
| |
| function onGeometryDispose( event ) { |
| |
| var geometry = event.target; |
| var buffergeometry = geometries[ geometry.id ]; |
| |
| if ( buffergeometry.index !== null ) { |
| |
| deleteAttribute( buffergeometry.index ); |
| |
| } |
| |
| deleteAttributes( buffergeometry.attributes ); |
| |
| geometry.removeEventListener( 'dispose', onGeometryDispose ); |
| |
| delete geometries[ geometry.id ]; |
| |
| // TODO |
| |
| var property = properties.get( geometry ); |
| |
| if ( property.wireframe ) { |
| |
| deleteAttribute( property.wireframe ); |
| |
| } |
| |
| properties.delete( geometry ); |
| |
| var bufferproperty = properties.get( buffergeometry ); |
| |
| if ( bufferproperty.wireframe ) { |
| |
| deleteAttribute( bufferproperty.wireframe ); |
| |
| } |
| |
| properties.delete( buffergeometry ); |
| |
| // |
| |
| info.memory.geometries --; |
| |
| } |
| |
| function getAttributeBuffer( attribute ) { |
| |
| if ( attribute instanceof THREE.InterleavedBufferAttribute ) { |
| |
| return properties.get( attribute.data ).__webglBuffer; |
| |
| } |
| |
| return properties.get( attribute ).__webglBuffer; |
| |
| } |
| |
| function deleteAttribute( attribute ) { |
| |
| var buffer = getAttributeBuffer( attribute ); |
| |
| if ( buffer !== undefined ) { |
| |
| gl.deleteBuffer( buffer ); |
| removeAttributeBuffer( attribute ); |
| |
| } |
| |
| } |
| |
| function deleteAttributes( attributes ) { |
| |
| for ( var name in attributes ) { |
| |
| deleteAttribute( attributes[ name ] ); |
| |
| } |
| |
| } |
| |
| function removeAttributeBuffer( attribute ) { |
| |
| if ( attribute instanceof THREE.InterleavedBufferAttribute ) { |
| |
| properties.delete( attribute.data ); |
| |
| } else { |
| |
| properties.delete( attribute ); |
| |
| } |
| |
| } |
| |
| this.get = get; |
| |
| }; |
| |
| // File:src/renderers/webgl/WebGLLights.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.WebGLLights = function () { |
| |
| var lights = {}; |
| |
| this.get = function ( light ) { |
| |
| if ( lights[ light.id ] !== undefined ) { |
| |
| return lights[ light.id ]; |
| |
| } |
| |
| var uniforms; |
| |
| switch ( light.type ) { |
| |
| case 'DirectionalLight': |
| uniforms = { |
| direction: new THREE.Vector3(), |
| color: new THREE.Color(), |
| |
| shadow: false, |
| shadowBias: 0, |
| shadowRadius: 1, |
| shadowMapSize: new THREE.Vector2() |
| }; |
| break; |
| |
| case 'SpotLight': |
| uniforms = { |
| position: new THREE.Vector3(), |
| direction: new THREE.Vector3(), |
| color: new THREE.Color(), |
| distance: 0, |
| angleCos: 0, |
| exponent: 0, |
| decay: 0, |
| |
| shadow: false, |
| shadowBias: 0, |
| shadowRadius: 1, |
| shadowMapSize: new THREE.Vector2() |
| }; |
| break; |
| |
| case 'PointLight': |
| uniforms = { |
| position: new THREE.Vector3(), |
| color: new THREE.Color(), |
| distance: 0, |
| decay: 0, |
| |
| shadow: false, |
| shadowBias: 0, |
| shadowRadius: 1, |
| shadowMapSize: new THREE.Vector2() |
| }; |
| break; |
| |
| case 'HemisphereLight': |
| uniforms = { |
| direction: new THREE.Vector3(), |
| skyColor: new THREE.Color(), |
| groundColor: new THREE.Color() |
| }; |
| break; |
| |
| } |
| |
| lights[ light.id ] = uniforms; |
| |
| return uniforms; |
| |
| }; |
| |
| }; |
| |
| // File:src/renderers/webgl/WebGLObjects.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.WebGLObjects = function ( gl, properties, info ) { |
| |
| var geometries = new THREE.WebGLGeometries( gl, properties, info ); |
| |
| // |
| |
| function update( object ) { |
| |
| // TODO: Avoid updating twice (when using shadowMap). Maybe add frame counter. |
| |
| var geometry = geometries.get( object ); |
| |
| if ( object.geometry instanceof THREE.Geometry ) { |
| |
| geometry.updateFromObject( object ); |
| |
| } |
| |
| var index = geometry.index; |
| var attributes = geometry.attributes; |
| |
| if ( index !== null ) { |
| |
| updateAttribute( index, gl.ELEMENT_ARRAY_BUFFER ); |
| |
| } |
| |
| for ( var name in attributes ) { |
| |
| updateAttribute( attributes[ name ], gl.ARRAY_BUFFER ); |
| |
| } |
| |
| // morph targets |
| |
| var morphAttributes = geometry.morphAttributes; |
| |
| for ( var name in morphAttributes ) { |
| |
| var array = morphAttributes[ name ]; |
| |
| for ( var i = 0, l = array.length; i < l; i ++ ) { |
| |
| updateAttribute( array[ i ], gl.ARRAY_BUFFER ); |
| |
| } |
| |
| } |
| |
| return geometry; |
| |
| } |
| |
| function updateAttribute( attribute, bufferType ) { |
| |
| var data = ( attribute instanceof THREE.InterleavedBufferAttribute ) ? attribute.data : attribute; |
| |
| var attributeProperties = properties.get( data ); |
| |
| if ( attributeProperties.__webglBuffer === undefined ) { |
| |
| createBuffer( attributeProperties, data, bufferType ); |
| |
| } else if ( attributeProperties.version !== data.version ) { |
| |
| updateBuffer( attributeProperties, data, bufferType ); |
| |
| } |
| |
| } |
| |
| function createBuffer( attributeProperties, data, bufferType ) { |
| |
| attributeProperties.__webglBuffer = gl.createBuffer(); |
| gl.bindBuffer( bufferType, attributeProperties.__webglBuffer ); |
| |
| var usage = data.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW; |
| |
| gl.bufferData( bufferType, data.array, usage ); |
| |
| attributeProperties.version = data.version; |
| |
| } |
| |
| function updateBuffer( attributeProperties, data, bufferType ) { |
| |
| gl.bindBuffer( bufferType, attributeProperties.__webglBuffer ); |
| |
| if ( data.dynamic === false || data.updateRange.count === - 1 ) { |
| |
| // Not using update ranges |
| |
| gl.bufferSubData( bufferType, 0, data.array ); |
| |
| } else if ( data.updateRange.count === 0 ) { |
| |
| console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' ); |
| |
| } else { |
| |
| gl.bufferSubData( bufferType, data.updateRange.offset * data.array.BYTES_PER_ELEMENT, |
| data.array.subarray( data.updateRange.offset, data.updateRange.offset + data.updateRange.count ) ); |
| |
| data.updateRange.count = 0; // reset range |
| |
| } |
| |
| attributeProperties.version = data.version; |
| |
| } |
| |
| function getAttributeBuffer( attribute ) { |
| |
| if ( attribute instanceof THREE.InterleavedBufferAttribute ) { |
| |
| return properties.get( attribute.data ).__webglBuffer; |
| |
| } |
| |
| return properties.get( attribute ).__webglBuffer; |
| |
| } |
| |
| function getWireframeAttribute( geometry ) { |
| |
| var property = properties.get( geometry ); |
| |
| if ( property.wireframe !== undefined ) { |
| |
| return property.wireframe; |
| |
| } |
| |
| var indices = []; |
| |
| var index = geometry.index; |
| var attributes = geometry.attributes; |
| var position = attributes.position; |
| |
| // console.time( 'wireframe' ); |
| |
| if ( index !== null ) { |
| |
| var edges = {}; |
| var array = index.array; |
| |
| for ( var i = 0, l = array.length; i < l; i += 3 ) { |
| |
| var a = array[ i + 0 ]; |
| var b = array[ i + 1 ]; |
| var c = array[ i + 2 ]; |
| |
| if ( checkEdge( edges, a, b ) ) indices.push( a, b ); |
| if ( checkEdge( edges, b, c ) ) indices.push( b, c ); |
| if ( checkEdge( edges, c, a ) ) indices.push( c, a ); |
| |
| } |
| |
| } else { |
| |
| var array = attributes.position.array; |
| |
| for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) { |
| |
| var a = i + 0; |
| var b = i + 1; |
| var c = i + 2; |
| |
| indices.push( a, b, b, c, c, a ); |
| |
| } |
| |
| } |
| |
| // console.timeEnd( 'wireframe' ); |
| |
| var TypeArray = position.count > 65535 ? Uint32Array : Uint16Array; |
| var attribute = new THREE.BufferAttribute( new TypeArray( indices ), 1 ); |
| |
| updateAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER ); |
| |
| property.wireframe = attribute; |
| |
| return attribute; |
| |
| } |
| |
| function checkEdge( edges, a, b ) { |
| |
| if ( a > b ) { |
| |
| var tmp = a; |
| a = b; |
| b = tmp; |
| |
| } |
| |
| var list = edges[ a ]; |
| |
| if ( list === undefined ) { |
| |
| edges[ a ] = [ b ]; |
| return true; |
| |
| } else if ( list.indexOf( b ) === -1 ) { |
| |
| list.push( b ); |
| return true; |
| |
| } |
| |
| return false; |
| |
| } |
| |
| this.getAttributeBuffer = getAttributeBuffer; |
| this.getWireframeAttribute = getWireframeAttribute; |
| |
| this.update = update; |
| |
| }; |
| |
| // File:src/renderers/webgl/WebGLProgram.js |
| |
| THREE.WebGLProgram = ( function () { |
| |
| var programIdCount = 0; |
| |
| // TODO: Combine the regex |
| var structRe = /^([\w\d_]+)\.([\w\d_]+)$/; |
| var arrayStructRe = /^([\w\d_]+)\[(\d+)\]\.([\w\d_]+)$/; |
| var arrayRe = /^([\w\d_]+)\[0\]$/; |
| |
| function generateExtensions( extensions, parameters, rendererExtensions ) { |
| |
| extensions = extensions || {}; |
| |
| var chunks = [ |
| ( extensions.derivatives || parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '', |
| ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '', |
| ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '', |
| ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : '', |
| ]; |
| |
| return chunks.filter( filterEmptyLine ).join( '\n' ); |
| |
| } |
| |
| function generateDefines( defines ) { |
| |
| var chunks = []; |
| |
| for ( var name in defines ) { |
| |
| var value = defines[ name ]; |
| |
| if ( value === false ) continue; |
| |
| chunks.push( '#define ' + name + ' ' + value ); |
| |
| } |
| |
| return chunks.join( '\n' ); |
| |
| } |
| |
| function fetchUniformLocations( gl, program, identifiers ) { |
| |
| var uniforms = {}; |
| |
| var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS ); |
| |
| for ( var i = 0; i < n; i ++ ) { |
| |
| var info = gl.getActiveUniform( program, i ); |
| var name = info.name; |
| var location = gl.getUniformLocation( program, name ); |
| |
| //console.log("THREE.WebGLProgram: ACTIVE UNIFORM:", name); |
| |
| var matches = structRe.exec( name ); |
| if ( matches ) { |
| |
| var structName = matches[ 1 ]; |
| var structProperty = matches[ 2 ]; |
| |
| var uniformsStruct = uniforms[ structName ]; |
| |
| if ( ! uniformsStruct ) { |
| |
| uniformsStruct = uniforms[ structName ] = {}; |
| |
| } |
| |
| uniformsStruct[ structProperty ] = location; |
| |
| continue; |
| |
| } |
| |
| matches = arrayStructRe.exec( name ); |
| |
| if ( matches ) { |
| |
| var arrayName = matches[ 1 ]; |
| var arrayIndex = matches[ 2 ]; |
| var arrayProperty = matches[ 3 ]; |
| |
| var uniformsArray = uniforms[ arrayName ]; |
| |
| if ( ! uniformsArray ) { |
| |
| uniformsArray = uniforms[ arrayName ] = []; |
| |
| } |
| |
| var uniformsArrayIndex = uniformsArray[ arrayIndex ]; |
| |
| if ( ! uniformsArrayIndex ) { |
| |
| uniformsArrayIndex = uniformsArray[ arrayIndex ] = {}; |
| |
| } |
| |
| uniformsArrayIndex[ arrayProperty ] = location; |
| |
| continue; |
| |
| } |
| |
| matches = arrayRe.exec( name ); |
| |
| if ( matches ) { |
| |
| var arrayName = matches[ 1 ]; |
| |
| uniforms[ arrayName ] = location; |
| |
| continue; |
| |
| } |
| |
| uniforms[ name ] = location; |
| |
| } |
| |
| return uniforms; |
| |
| } |
| |
| function fetchAttributeLocations( gl, program, identifiers ) { |
| |
| var attributes = {}; |
| |
| var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES ); |
| |
| for ( var i = 0; i < n; i ++ ) { |
| |
| var info = gl.getActiveAttrib( program, i ); |
| var name = info.name; |
| |
| // console.log("THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:", name, i ); |
| |
| attributes[ name ] = gl.getAttribLocation( program, name ); |
| |
| } |
| |
| return attributes; |
| |
| } |
| |
| function filterEmptyLine( string ) { |
| |
| return string !== ''; |
| |
| } |
| |
| function replaceLightNums( string, parameters ) { |
| |
| return string |
| .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights ) |
| .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights ) |
| .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights ) |
| .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights ); |
| |
| } |
| |
| function unrollLoops( string ) { |
| |
| var pattern = /for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g; |
| |
| function replace( match, start, end, snippet ) { |
| |
| var unroll = ''; |
| |
| for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) { |
| |
| unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' ); |
| |
| } |
| |
| return unroll; |
| |
| } |
| |
| return string.replace( pattern, replace ); |
| |
| } |
| |
| return function WebGLProgram( renderer, code, material, parameters ) { |
| |
| var gl = renderer.context; |
| |
| var extensions = material.extensions; |
| var defines = material.defines; |
| |
| var vertexShader = material.__webglShader.vertexShader; |
| var fragmentShader = material.__webglShader.fragmentShader; |
| |
| 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'; |
| |
| } |
| |
| var envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; |
| var envMapModeDefine = 'ENVMAP_MODE_REFLECTION'; |
| var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; |
| |
| if ( parameters.envMap ) { |
| |
| switch ( material.envMap.mapping ) { |
| |
| case THREE.CubeReflectionMapping: |
| case THREE.CubeRefractionMapping: |
| envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; |
| break; |
| |
| case THREE.EquirectangularReflectionMapping: |
| case THREE.EquirectangularRefractionMapping: |
| envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC'; |
| break; |
| |
| case THREE.SphericalReflectionMapping: |
| envMapTypeDefine = 'ENVMAP_TYPE_SPHERE'; |
| break; |
| |
| } |
| |
| switch ( material.envMap.mapping ) { |
| |
| case THREE.CubeRefractionMapping: |
| case THREE.EquirectangularRefractionMapping: |
| envMapModeDefine = 'ENVMAP_MODE_REFRACTION'; |
| break; |
| |
| } |
| |
| switch ( material.combine ) { |
| |
| case THREE.MultiplyOperation: |
| envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; |
| break; |
| |
| case THREE.MixOperation: |
| envMapBlendingDefine = 'ENVMAP_BLENDING_MIX'; |
| break; |
| |
| case THREE.AddOperation: |
| envMapBlendingDefine = 'ENVMAP_BLENDING_ADD'; |
| break; |
| |
| } |
| |
| } |
| |
| var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0; |
| |
| // console.log( 'building new program ' ); |
| |
| // |
| |
| var customExtensions = generateExtensions( extensions, parameters, renderer.extensions ); |
| |
| var customDefines = generateDefines( defines ); |
| |
| // |
| |
| var program = gl.createProgram(); |
| |
| var prefixVertex, prefixFragment; |
| |
| if ( material instanceof THREE.RawShaderMaterial ) { |
| |
| prefixVertex = ''; |
| prefixFragment = ''; |
| |
| } else { |
| |
| prefixVertex = [ |
| |
| 'precision ' + parameters.precision + ' float;', |
| 'precision ' + parameters.precision + ' int;', |
| |
| '#define SHADER_NAME ' + material.__webglShader.name, |
| |
| customDefines, |
| |
| parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', |
| |
| renderer.gammaInput ? '#define GAMMA_INPUT' : '', |
| renderer.gammaOutput ? '#define GAMMA_OUTPUT' : '', |
| '#define GAMMA_FACTOR ' + gammaFactorDefine, |
| |
| '#define MAX_BONES ' + parameters.maxBones, |
| |
| parameters.map ? '#define USE_MAP' : '', |
| parameters.envMap ? '#define USE_ENVMAP' : '', |
| parameters.envMap ? '#define ' + envMapModeDefine : '', |
| parameters.lightMap ? '#define USE_LIGHTMAP' : '', |
| parameters.aoMap ? '#define USE_AOMAP' : '', |
| parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', |
| parameters.bumpMap ? '#define USE_BUMPMAP' : '', |
| parameters.normalMap ? '#define USE_NORMALMAP' : '', |
| parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '', |
| parameters.specularMap ? '#define USE_SPECULARMAP' : '', |
| parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', |
| parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', |
| parameters.alphaMap ? '#define USE_ALPHAMAP' : '', |
| parameters.vertexColors ? '#define USE_COLOR' : '', |
| |
| parameters.flatShading ? '#define FLAT_SHADED' : '', |
| |
| parameters.skinning ? '#define USE_SKINNING' : '', |
| parameters.useVertexTexture ? '#define BONE_TEXTURE' : '', |
| |
| parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', |
| parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', |
| parameters.doubleSided ? '#define DOUBLE_SIDED' : '', |
| parameters.flipSided ? '#define FLIP_SIDED' : '', |
| |
| parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', |
| parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', |
| parameters.pointLightShadows > 0 ? '#define POINT_LIGHT_SHADOWS' : '', |
| |
| parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', |
| |
| parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', |
| parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '', |
| |
| |
| 'uniform mat4 modelMatrix;', |
| 'uniform mat4 modelViewMatrix;', |
| 'uniform mat4 projectionMatrix;', |
| 'uniform mat4 viewMatrix;', |
| 'uniform mat3 normalMatrix;', |
| 'uniform vec3 cameraPosition;', |
| |
| 'attribute vec3 position;', |
| 'attribute vec3 normal;', |
| 'attribute vec2 uv;', |
| |
| '#ifdef USE_COLOR', |
| |
| ' attribute vec3 color;', |
| |
| '#endif', |
| |
| '#ifdef USE_MORPHTARGETS', |
| |
| ' attribute vec3 morphTarget0;', |
| ' attribute vec3 morphTarget1;', |
| ' attribute vec3 morphTarget2;', |
| ' attribute vec3 morphTarget3;', |
| |
| ' #ifdef USE_MORPHNORMALS', |
| |
| ' attribute vec3 morphNormal0;', |
| ' attribute vec3 morphNormal1;', |
| ' attribute vec3 morphNormal2;', |
| ' attribute vec3 morphNormal3;', |
| |
| ' #else', |
| |
| ' attribute vec3 morphTarget4;', |
| ' attribute vec3 morphTarget5;', |
| ' attribute vec3 morphTarget6;', |
| ' attribute vec3 morphTarget7;', |
| |
| ' #endif', |
| |
| '#endif', |
| |
| '#ifdef USE_SKINNING', |
| |
| ' attribute vec4 skinIndex;', |
| ' attribute vec4 skinWeight;', |
| |
| '#endif', |
| |
| '\n' |
| |
| ].filter( filterEmptyLine ).join( '\n' ); |
| |
| |
| prefixFragment = [ |
| |
| customExtensions, |
| |
| 'precision ' + parameters.precision + ' float;', |
| 'precision ' + parameters.precision + ' int;', |
| |
| '#define SHADER_NAME ' + material.__webglShader.name, |
| |
| customDefines, |
| |
| parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '', |
| |
| renderer.gammaInput ? '#define GAMMA_INPUT' : '', |
| renderer.gammaOutput ? '#define GAMMA_OUTPUT' : '', |
| '#define GAMMA_FACTOR ' + gammaFactorDefine, |
| |
| ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '', |
| ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '', |
| |
| parameters.map ? '#define USE_MAP' : '', |
| parameters.envMap ? '#define USE_ENVMAP' : '', |
| parameters.envMap ? '#define ' + envMapTypeDefine : '', |
| parameters.envMap ? '#define ' + envMapModeDefine : '', |
| parameters.envMap ? '#define ' + envMapBlendingDefine : '', |
| parameters.lightMap ? '#define USE_LIGHTMAP' : '', |
| parameters.aoMap ? '#define USE_AOMAP' : '', |
| parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', |
| parameters.bumpMap ? '#define USE_BUMPMAP' : '', |
| parameters.normalMap ? '#define USE_NORMALMAP' : '', |
| parameters.specularMap ? '#define USE_SPECULARMAP' : '', |
| parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', |
| parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', |
| parameters.alphaMap ? '#define USE_ALPHAMAP' : '', |
| parameters.vertexColors ? '#define USE_COLOR' : '', |
| |
| parameters.flatShading ? '#define FLAT_SHADED' : '', |
| |
| parameters.doubleSided ? '#define DOUBLE_SIDED' : '', |
| parameters.flipSided ? '#define FLIP_SIDED' : '', |
| |
| parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', |
| parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', |
| parameters.pointLightShadows > 0 ? '#define POINT_LIGHT_SHADOWS' : '', |
| |
| parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', |
| parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '', |
| |
| parameters.envMap && renderer.extensions.get( 'EXT_shader_texture_lod' ) ? '#define TEXTURE_LOD_EXT' : '', |
| |
| 'uniform mat4 viewMatrix;', |
| 'uniform vec3 cameraPosition;', |
| |
| '\n' |
| |
| ].filter( filterEmptyLine ).join( '\n' ); |
| |
| } |
| |
| vertexShader = replaceLightNums( vertexShader, parameters ); |
| fragmentShader = replaceLightNums( fragmentShader, parameters ); |
| |
| if ( material instanceof THREE.ShaderMaterial === false ) { |
| |
| vertexShader = unrollLoops( vertexShader ); |
| fragmentShader = unrollLoops( fragmentShader ); |
| |
| } |
| |
| var vertexGlsl = prefixVertex + vertexShader; |
| var fragmentGlsl = prefixFragment + fragmentShader; |
| |
| // console.log( '*VERTEX*', vertexGlsl ); |
| // console.log( '*FRAGMENT*', fragmentGlsl ); |
| |
| var glVertexShader = THREE.WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl ); |
| var glFragmentShader = THREE.WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl ); |
| |
| gl.attachShader( program, glVertexShader ); |
| gl.attachShader( program, glFragmentShader ); |
| |
| // Force a particular attribute to index 0. |
| |
| if ( material.index0AttributeName !== undefined ) { |
| |
| gl.bindAttribLocation( program, 0, material.index0AttributeName ); |
| |
| } else if ( parameters.morphTargets === true ) { |
| |
| // programs with morphTargets displace position out of attribute 0 |
| gl.bindAttribLocation( program, 0, 'position' ); |
| |
| } |
| |
| gl.linkProgram( program ); |
| |
| var programLog = gl.getProgramInfoLog( program ); |
| var vertexLog = gl.getShaderInfoLog( glVertexShader ); |
| var fragmentLog = gl.getShaderInfoLog( glFragmentShader ); |
| |
| var runnable = true; |
| var haveDiagnostics = true; |
| |
| // console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) ); |
| // console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) ); |
| |
| if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) { |
| |
| runnable = false; |
| |
| console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog ); |
| |
| } else if ( programLog !== '' ) { |
| |
| console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog ); |
| |
| } else if ( vertexLog === '' || fragmentLog === '' ) { |
| |
| haveDiagnostics = false; |
| |
| } |
| |
| if ( haveDiagnostics ) { |
| |
| this.diagnostics = { |
| |
| runnable: runnable, |
| material: material, |
| |
| programLog: programLog, |
| |
| vertexShader: { |
| |
| log: vertexLog, |
| prefix: prefixVertex |
| |
| }, |
| |
| fragmentShader: { |
| |
| log: fragmentLog, |
| prefix: prefixFragment |
| |
| } |
| |
| }; |
| |
| } |
| |
| // clean up |
| |
| gl.deleteShader( glVertexShader ); |
| gl.deleteShader( glFragmentShader ); |
| |
| // set up caching for uniform locations |
| |
| var cachedUniforms; |
| |
| this.getUniforms = function() { |
| |
| if ( cachedUniforms === undefined ) { |
| |
| cachedUniforms = fetchUniformLocations( gl, program ); |
| |
| } |
| |
| return cachedUniforms; |
| |
| }; |
| |
| // set up caching for attribute locations |
| |
| var cachedAttributes; |
| |
| this.getAttributes = function() { |
| |
| if ( cachedAttributes === undefined ) { |
| |
| cachedAttributes = fetchAttributeLocations( gl, program ); |
| |
| } |
| |
| return cachedAttributes; |
| |
| }; |
| |
| // free resource |
| |
| this.destroy = function() { |
| |
| gl.deleteProgram( program ); |
| this.program = undefined; |
| |
| }; |
| |
| // DEPRECATED |
| |
| Object.defineProperties( this, { |
| |
| uniforms: { |
| get: function() { |
| |
| console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' ); |
| return this.getUniforms(); |
| |
| } |
| }, |
| |
| attributes: { |
| get: function() { |
| |
| console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' ); |
| return this.getAttributes(); |
| |
| } |
| } |
| |
| } ); |
| |
| |
| // |
| |
| this.id = programIdCount ++; |
| this.code = code; |
| this.usedTimes = 1; |
| this.program = program; |
| this.vertexShader = glVertexShader; |
| this.fragmentShader = glFragmentShader; |
| |
| return this; |
| |
| }; |
| |
| } )(); |
| |
| // File:src/renderers/webgl/WebGLPrograms.js |
| |
| THREE.WebGLPrograms = function ( renderer, capabilities ) { |
| |
| var programs = []; |
| |
| var shaderIDs = { |
| MeshDepthMaterial: 'depth', |
| MeshNormalMaterial: 'normal', |
| MeshBasicMaterial: 'basic', |
| MeshLambertMaterial: 'lambert', |
| MeshPhongMaterial: 'phong', |
| MeshStandardMaterial: 'standard', |
| LineBasicMaterial: 'basic', |
| LineDashedMaterial: 'dashed', |
| PointsMaterial: 'points' |
| }; |
| |
| var parameterNames = [ |
| "precision", "supportsVertexTextures", "map", "envMap", "envMapMode", |
| "lightMap", "aoMap", "emissiveMap", "bumpMap", "normalMap", "displacementMap", "specularMap", |
| "roughnessMap", "metalnessMap", |
| "alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp", |
| "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning", |
| "maxBones", "useVertexTexture", "morphTargets", "morphNormals", |
| "maxMorphTargets", "maxMorphNormals", |
| "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", |
| "shadowMapEnabled", "pointLightShadows", |
| "shadowMapType", |
| "alphaTest", "doubleSided", "flipSided" |
| ]; |
| |
| |
| function allocateBones ( object ) { |
| |
| if ( capabilities.floatVertexTextures && 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 = capabilities.maxVertexUniforms; |
| 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; |
| |
| } |
| |
| } |
| |
| this.getParameters = function ( material, lights, fog, object ) { |
| |
| var shaderID = shaderIDs[ material.type ]; |
| // heuristics to create shader parameters according to lights in the scene |
| // (not to blow over maxLights budget) |
| |
| var maxBones = allocateBones( object ); |
| var precision = renderer.getPrecision(); |
| |
| if ( material.precision !== null ) { |
| |
| precision = capabilities.getMaxPrecision( material.precision ); |
| |
| if ( precision !== material.precision ) { |
| |
| console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' ); |
| |
| } |
| |
| } |
| |
| var parameters = { |
| |
| shaderID: shaderID, |
| |
| precision: precision, |
| supportsVertexTextures: capabilities.vertexTextures, |
| |
| map: !! material.map, |
| envMap: !! material.envMap, |
| envMapMode: material.envMap && material.envMap.mapping, |
| lightMap: !! material.lightMap, |
| aoMap: !! material.aoMap, |
| emissiveMap: !! material.emissiveMap, |
| bumpMap: !! material.bumpMap, |
| normalMap: !! material.normalMap, |
| displacementMap: !! material.displacementMap, |
| roughnessMap: !! material.roughnessMap, |
| metalnessMap: !! material.metalnessMap, |
| specularMap: !! material.specularMap, |
| alphaMap: !! material.alphaMap, |
| |
| combine: material.combine, |
| |
| vertexColors: material.vertexColors, |
| |
| fog: fog, |
| useFog: material.fog, |
| fogExp: fog instanceof THREE.FogExp2, |
| |
| flatShading: material.shading === THREE.FlatShading, |
| |
| sizeAttenuation: material.sizeAttenuation, |
| logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer, |
| |
| skinning: material.skinning, |
| maxBones: maxBones, |
| useVertexTexture: capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture, |
| |
| morphTargets: material.morphTargets, |
| morphNormals: material.morphNormals, |
| maxMorphTargets: renderer.maxMorphTargets, |
| maxMorphNormals: renderer.maxMorphNormals, |
| |
| numDirLights: lights.directional.length, |
| numPointLights: lights.point.length, |
| numSpotLights: lights.spot.length, |
| numHemiLights: lights.hemi.length, |
| |
| pointLightShadows: lights.shadowsPointLight, |
| |
| shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && lights.shadows.length > 0, |
| shadowMapType: renderer.shadowMap.type, |
| |
| alphaTest: material.alphaTest, |
| doubleSided: material.side === THREE.DoubleSide, |
| flipSided: material.side === THREE.BackSide |
| |
| }; |
| |
| return parameters; |
| |
| }; |
| |
| this.getProgramCode = function ( material, parameters ) { |
| |
| var chunks = []; |
| |
| if ( parameters.shaderID ) { |
| |
| chunks.push( parameters.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 i = 0; i < parameterNames.length; i ++ ) { |
| |
| var parameterName = parameterNames[ i ]; |
| chunks.push( parameterName ); |
| chunks.push( parameters[ parameterName ] ); |
| |
| } |
| |
| return chunks.join(); |
| |
| }; |
| |
| this.acquireProgram = function ( material, parameters, code ) { |
| |
| var program; |
| |
| // Check if code has been already compiled |
| for ( var p = 0, pl = programs.length; p < pl; p ++ ) { |
| |
| var programInfo = programs[ p ]; |
| |
| if ( programInfo.code === code ) { |
| |
| program = programInfo; |
| ++ program.usedTimes; |
| |
| break; |
| |
| } |
| |
| } |
| |
| if ( program === undefined ) { |
| |
| program = new THREE.WebGLProgram( renderer, code, material, parameters ); |
| programs.push( program ); |
| |
| } |
| |
| return program; |
| |
| }; |
| |
| this.releaseProgram = function( program ) { |
| |
| if ( -- program.usedTimes === 0 ) { |
| |
| // Remove from unordered set |
| var i = programs.indexOf( program ); |
| programs[ i ] = programs[ programs.length - 1 ]; |
| programs.pop(); |
| |
| // Free WebGL resources |
| program.destroy(); |
| |
| } |
| |
| }; |
| |
| // Exposed for resource monitoring & error feedback via renderer.info: |
| this.programs = programs; |
| |
| }; |
| |
| // File:src/renderers/webgl/WebGLProperties.js |
| |
| /** |
| * @author fordacious / fordacious.github.io |
| */ |
| |
| THREE.WebGLProperties = function () { |
| |
| var properties = {}; |
| |
| this.get = function ( object ) { |
| |
| var uuid = object.uuid; |
| var map = properties[ uuid ]; |
| |
| if ( map === undefined ) { |
| |
| map = {}; |
| properties[ uuid ] = map; |
| |
| } |
| |
| return map; |
| |
| }; |
| |
| this.delete = function ( object ) { |
| |
| delete properties[ object.uuid ]; |
| |
| }; |
| |
| this.clear = function () { |
| |
| properties = {}; |
| |
| }; |
| |
| }; |
| |
| // File:src/renderers/webgl/WebGLShader.js |
| |
| THREE.WebGLShader = ( function () { |
| |
| function addLineNumbers( string ) { |
| |
| var lines = string.split( '\n' ); |
| |
| for ( var i = 0; i < lines.length; i ++ ) { |
| |
| lines[ i ] = ( i + 1 ) + ': ' + lines[ i ]; |
| |
| } |
| |
| return lines.join( '\n' ); |
| |
| } |
| |
| return function WebGLShader( gl, type, string ) { |
| |
| var shader = gl.createShader( type ); |
| |
| gl.shaderSource( shader, string ); |
| gl.compileShader( shader ); |
| |
| if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) { |
| |
| console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' ); |
| |
| } |
| |
| if ( gl.getShaderInfoLog( shader ) !== '' ) { |
| |
| console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === gl.VERTEX_SHADER ? 'vertex' : 'fragment', gl.getShaderInfoLog( shader ), addLineNumbers( string ) ); |
| |
| } |
| |
| // --enable-privileged-webgl-extension |
| // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) ); |
| |
| return shader; |
| |
| }; |
| |
| } )(); |
| |
| // File:src/renderers/webgl/WebGLShadowMap.js |
| |
| /** |
| * @author alteredq / http://alteredqualia.com/ |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) { |
| |
| var _gl = _renderer.context, |
| _state = _renderer.state, |
| _frustum = new THREE.Frustum(), |
| _projScreenMatrix = new THREE.Matrix4(), |
| |
| _lookTarget = new THREE.Vector3(), |
| _lightPositionWorld = new THREE.Vector3(), |
| |
| _renderList = [], |
| |
| _MorphingFlag = 1, |
| _SkinningFlag = 2, |
| |
| _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1, |
| |
| _depthMaterials = new Array( _NumberOfMaterialVariants ), |
| _distanceMaterials = new Array( _NumberOfMaterialVariants ); |
| |
| var cubeDirections = [ |
| new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( - 1, 0, 0 ), new THREE.Vector3( 0, 0, 1 ), |
| new THREE.Vector3( 0, 0, - 1 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, - 1, 0 ) |
| ]; |
| |
| var cubeUps = [ |
| new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 1, 0 ), |
| new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 1 ), new THREE.Vector3( 0, 0, - 1 ) |
| ]; |
| |
| var cube2DViewPorts = [ |
| new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4(), |
| new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4() |
| ]; |
| |
| // init |
| |
| var depthShader = THREE.ShaderLib[ "depthRGBA" ]; |
| var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms ); |
| |
| var distanceShader = THREE.ShaderLib[ "distanceRGBA" ]; |
| var distanceUniforms = THREE.UniformsUtils.clone( distanceShader.uniforms ); |
| |
| for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) { |
| |
| var useMorphing = ( i & _MorphingFlag ) !== 0; |
| var useSkinning = ( i & _SkinningFlag ) !== 0; |
| |
| var depthMaterial = new THREE.ShaderMaterial( { |
| uniforms: depthUniforms, |
| vertexShader: depthShader.vertexShader, |
| fragmentShader: depthShader.fragmentShader, |
| morphTargets: useMorphing, |
| skinning: useSkinning |
| } ); |
| |
| depthMaterial._shadowPass = true; |
| |
| _depthMaterials[ i ] = depthMaterial; |
| |
| var distanceMaterial = new THREE.ShaderMaterial( { |
| uniforms: distanceUniforms, |
| vertexShader: distanceShader.vertexShader, |
| fragmentShader: distanceShader.fragmentShader, |
| morphTargets: useMorphing, |
| skinning: useSkinning |
| } ); |
| |
| distanceMaterial._shadowPass = true; |
| |
| _distanceMaterials[ i ] = distanceMaterial; |
| |
| } |
| |
| // |
| |
| var scope = this; |
| |
| this.enabled = false; |
| |
| this.autoUpdate = true; |
| this.needsUpdate = false; |
| |
| this.type = THREE.PCFShadowMap; |
| this.cullFace = THREE.CullFaceFront; |
| |
| this.render = function ( scene, camera ) { |
| |
| var faceCount, isPointLight; |
| |
| if ( scope.enabled === false ) return; |
| if ( scope.autoUpdate === false && scope.needsUpdate === false ) return; |
| |
| // Set GL state for depth map. |
| _state.clearColor( 1, 1, 1, 1 ); |
| _state.disable( _gl.BLEND ); |
| _state.enable( _gl.CULL_FACE ); |
| _gl.frontFace( _gl.CCW ); |
| _gl.cullFace( scope.cullFace === THREE.CullFaceFront ? _gl.FRONT : _gl.BACK ); |
| _state.setDepthTest( true ); |
| _state.setScissorTest( false ); |
| |
| // render depth map |
| |
| var shadows = _lights.shadows; |
| |
| for ( var i = 0, il = shadows.length; i < il; i ++ ) { |
| |
| var light = shadows[ i ]; |
| |
| var shadow = light.shadow; |
| var shadowCamera = shadow.camera; |
| var shadowMapSize = shadow.mapSize; |
| |
| if ( light instanceof THREE.PointLight ) { |
| |
| faceCount = 6; |
| isPointLight = true; |
| |
| var vpWidth = shadowMapSize.x / 4.0; |
| var vpHeight = shadowMapSize.y / 2.0; |
| |
| // These viewports map a cube-map onto a 2D texture with the |
| // following orientation: |
| // |
| // xzXZ |
| // y Y |
| // |
| // X - Positive x direction |
| // x - Negative x direction |
| // Y - Positive y direction |
| // y - Negative y direction |
| // Z - Positive z direction |
| // z - Negative z direction |
| |
| // positive X |
| cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight ); |
| // negative X |
| cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight ); |
| // positive Z |
| cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight ); |
| // negative Z |
| cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight ); |
| // positive Y |
| cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight ); |
| // negative Y |
| cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight ); |
| |
| } else { |
| |
| faceCount = 1; |
| isPointLight = false; |
| |
| } |
| |
| if ( shadow.map === null ) { |
| |
| var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat }; |
| |
| shadow.map = new THREE.WebGLRenderTarget( shadowMapSize.x, shadowMapSize.y, pars ); |
| |
| // |
| |
| if ( light instanceof THREE.SpotLight ) { |
| |
| shadowCamera.aspect = shadowMapSize.x / shadowMapSize.y; |
| |
| } |
| |
| shadowCamera.updateProjectionMatrix(); |
| |
| } |
| |
| var shadowMap = shadow.map; |
| var shadowMatrix = shadow.matrix; |
| |
| _lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); |
| shadowCamera.position.copy( _lightPositionWorld ); |
| |
| _renderer.setRenderTarget( shadowMap ); |
| _renderer.clear(); |
| |
| // render shadow map for each cube face (if omni-directional) or |
| // run a single pass if not |
| |
| for ( var face = 0; face < faceCount; face ++ ) { |
| |
| if ( isPointLight ) { |
| |
| _lookTarget.copy( shadowCamera.position ); |
| _lookTarget.add( cubeDirections[ face ] ); |
| shadowCamera.up.copy( cubeUps[ face ] ); |
| shadowCamera.lookAt( _lookTarget ); |
| |
| var vpDimensions = cube2DViewPorts[ face ]; |
| _state.viewport( vpDimensions ); |
| |
| } else { |
| |
| _lookTarget.setFromMatrixPosition( light.target.matrixWorld ); |
| shadowCamera.lookAt( _lookTarget ); |
| |
| } |
| |
| shadowCamera.updateMatrixWorld(); |
| shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld ); |
| |
| // 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 ); |
| |
| // set object matrices & frustum culling |
| |
| _renderList.length = 0; |
| |
| projectObject( scene, camera, shadowCamera ); |
| |
| // render shadow map |
| // render regular objects |
| |
| for ( var j = 0, jl = _renderList.length; j < jl; j ++ ) { |
| |
| var object = _renderList[ j ]; |
| var geometry = _objects.update( object ); |
| var material = object.material; |
| |
| if ( material instanceof THREE.MultiMaterial ) { |
| |
| var groups = geometry.groups; |
| var materials = material.materials; |
| |
| for ( var k = 0, kl = groups.length; k < kl; k ++ ) { |
| |
| var group = groups[ k ]; |
| var groupMaterial = materials[ group.materialIndex ]; |
| |
| if ( groupMaterial.visible === true ) { |
| |
| var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld ); |
| _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group ); |
| |
| } |
| |
| } |
| |
| } else { |
| |
| var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld ); |
| _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null ); |
| |
| } |
| |
| } |
| |
| } |
| |
| // We must call _renderer.resetGLState() at the end of each iteration of |
| // the light loop in order to force material updates for each light. |
| _renderer.resetGLState(); |
| |
| } |
| |
| // Restore GL state. |
| var clearColor = _renderer.getClearColor(), |
| clearAlpha = _renderer.getClearAlpha(); |
| _renderer.setClearColor( clearColor, clearAlpha ); |
| |
| _state.enable( _gl.BLEND ); |
| |
| if ( scope.cullFace === THREE.CullFaceFront ) { |
| |
| _gl.cullFace( _gl.BACK ); |
| |
| } |
| |
| _renderer.resetGLState(); |
| |
| scope.needsUpdate = false; |
| |
| }; |
| |
| function getDepthMaterial( object, material, isPointLight, lightPositionWorld ) { |
| |
| var geometry = object.geometry; |
| |
| var newMaterial = null; |
| |
| var materialVariants = _depthMaterials; |
| var customMaterial = object.customDepthMaterial; |
| |
| if ( isPointLight ) { |
| |
| materialVariants = _distanceMaterials; |
| customMaterial = object.customDistanceMaterial; |
| |
| } |
| |
| if ( ! customMaterial ) { |
| |
| var useMorphing = geometry.morphTargets !== undefined && |
| geometry.morphTargets.length > 0 && material.morphTargets; |
| |
| var useSkinning = object instanceof THREE.SkinnedMesh && material.skinning; |
| |
| var variantIndex = 0; |
| |
| if ( useMorphing ) variantIndex |= _MorphingFlag; |
| if ( useSkinning ) variantIndex |= _SkinningFlag; |
| |
| newMaterial = materialVariants[ variantIndex ]; |
| |
| } else { |
| |
| newMaterial = customMaterial; |
| |
| } |
| |
| newMaterial.visible = material.visible; |
| newMaterial.wireframe = material.wireframe; |
| newMaterial.wireframeLinewidth = material.wireframeLinewidth; |
| |
| if ( isPointLight && newMaterial.uniforms.lightPos !== undefined ) { |
| |
| newMaterial.uniforms.lightPos.value.copy( lightPositionWorld ); |
| |
| } |
| |
| return newMaterial; |
| |
| } |
| |
| function projectObject( object, camera, shadowCamera ) { |
| |
| if ( object.visible === false ) return; |
| |
| if ( object.layers.test( camera.layers ) && ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) ) { |
| |
| if ( object.castShadow && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) { |
| |
| var material = object.material; |
| |
| if ( material.visible === true ) { |
| |
| object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); |
| _renderList.push( object ); |
| |
| } |
| |
| } |
| |
| } |
| |
| var children = object.children; |
| |
| for ( var i = 0, l = children.length; i < l; i ++ ) { |
| |
| projectObject( children[ i ], camera, shadowCamera ); |
| |
| } |
| |
| } |
| |
| }; |
| |
| // File:src/renderers/webgl/WebGLState.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.WebGLState = function ( gl, extensions, paramThreeToGL ) { |
| |
| var _this = this; |
| |
| var color = new THREE.Vector4(); |
| |
| var newAttributes = new Uint8Array( 16 ); |
| var enabledAttributes = new Uint8Array( 16 ); |
| var attributeDivisors = new Uint8Array( 16 ); |
| |
| var capabilities = {}; |
| |
| var compressedTextureFormats = null; |
| |
| var currentBlending = null; |
| var currentBlendEquation = null; |
| var currentBlendSrc = null; |
| var currentBlendDst = null; |
| var currentBlendEquationAlpha = null; |
| var currentBlendSrcAlpha = null; |
| var currentBlendDstAlpha = null; |
| |
| var currentDepthFunc = null; |
| var currentDepthWrite = null; |
| |
| var currentColorWrite = null; |
| |
| var currentStencilWrite = null; |
| var currentStencilFunc = null; |
| var currentStencilRef = null; |
| var currentStencilMask = null; |
| var currentStencilFail = null; |
| var currentStencilZFail = null; |
| var currentStencilZPass = null; |
| |
| var currentFlipSided = null; |
| |
| var currentLineWidth = null; |
| |
| var currentPolygonOffsetFactor = null; |
| var currentPolygonOffsetUnits = null; |
| |
| var currentScissorTest = null; |
| |
| var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS ); |
| |
| var currentTextureSlot = undefined; |
| var currentBoundTextures = {}; |
| |
| var currentClearColor = new THREE.Vector4(); |
| var currentClearDepth = null; |
| var currentClearStencil = null; |
| |
| var currentScissor = new THREE.Vector4(); |
| var currentViewport = new THREE.Vector4(); |
| |
| this.init = function () { |
| |
| this.clearColor( 0, 0, 0, 1 ); |
| this.clearDepth( 1 ); |
| this.clearStencil( 0 ); |
| |
| this.enable( gl.DEPTH_TEST ); |
| gl.depthFunc( gl.LEQUAL ); |
| |
| gl.frontFace( gl.CCW ); |
| gl.cullFace( gl.BACK ); |
| this.enable( gl.CULL_FACE ); |
| |
| this.enable( gl.BLEND ); |
| gl.blendEquation( gl.FUNC_ADD ); |
| gl.blendFunc( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA ); |
| |
| }; |
| |
| this.initAttributes = function () { |
| |
| for ( var i = 0, l = newAttributes.length; i < l; i ++ ) { |
| |
| newAttributes[ i ] = 0; |
| |
| } |
| |
| }; |
| |
| this.enableAttribute = function ( attribute ) { |
| |
| newAttributes[ attribute ] = 1; |
| |
| if ( enabledAttributes[ attribute ] === 0 ) { |
| |
| gl.enableVertexAttribArray( attribute ); |
| enabledAttributes[ attribute ] = 1; |
| |
| } |
| |
| if ( attributeDivisors[ attribute ] !== 0 ) { |
| |
| var extension = extensions.get( 'ANGLE_instanced_arrays' ); |
| |
| extension.vertexAttribDivisorANGLE( attribute, 0 ); |
| attributeDivisors[ attribute ] = 0; |
| |
| } |
| |
| }; |
| |
| this.enableAttributeAndDivisor = function ( attribute, meshPerAttribute, extension ) { |
| |
| newAttributes[ attribute ] = 1; |
| |
| if ( enabledAttributes[ attribute ] === 0 ) { |
| |
| gl.enableVertexAttribArray( attribute ); |
| enabledAttributes[ attribute ] = 1; |
| |
| } |
| |
| if ( attributeDivisors[ attribute ] !== meshPerAttribute ) { |
| |
| extension.vertexAttribDivisorANGLE( attribute, meshPerAttribute ); |
| attributeDivisors[ attribute ] = meshPerAttribute; |
| |
| } |
| |
| }; |
| |
| this.disableUnusedAttributes = function () { |
| |
| for ( var i = 0, l = enabledAttributes.length; i < l; i ++ ) { |
| |
| if ( enabledAttributes[ i ] !== newAttributes[ i ] ) { |
| |
| gl.disableVertexAttribArray( i ); |
| enabledAttributes[ i ] = 0; |
| |
| } |
| |
| } |
| |
| }; |
| |
| this.enable = function ( id ) { |
| |
| if ( capabilities[ id ] !== true ) { |
| |
| gl.enable( id ); |
| capabilities[ id ] = true; |
| |
| } |
| |
| }; |
| |
| this.disable = function ( id ) { |
| |
| if ( capabilities[ id ] !== false ) { |
| |
| gl.disable( id ); |
| capabilities[ id ] = false; |
| |
| } |
| |
| }; |
| |
| this.getCompressedTextureFormats = function () { |
| |
| if ( compressedTextureFormats === null ) { |
| |
| compressedTextureFormats = []; |
| |
| if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || |
| extensions.get( 'WEBGL_compressed_texture_s3tc' ) || |
| extensions.get( 'WEBGL_compressed_texture_etc1' )) { |
| |
| var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS ); |
| |
| for ( var i = 0; i < formats.length; i ++ ) { |
| |
| compressedTextureFormats.push( formats[ i ] ); |
| |
| } |
| |
| } |
| |
| } |
| |
| return compressedTextureFormats; |
| |
| }; |
| |
| this.setBlending = function ( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha ) { |
| |
| if ( blending === THREE.NoBlending ) { |
| |
| this.disable( gl.BLEND ); |
| |
| } else { |
| |
| this.enable( gl.BLEND ); |
| |
| } |
| |
| if ( blending !== currentBlending ) { |
| |
| if ( blending === THREE.AdditiveBlending ) { |
| |
| gl.blendEquation( gl.FUNC_ADD ); |
| gl.blendFunc( gl.SRC_ALPHA, gl.ONE ); |
| |
| } else if ( blending === THREE.SubtractiveBlending ) { |
| |
| // TODO: Find blendFuncSeparate() combination |
| |
| gl.blendEquation( gl.FUNC_ADD ); |
| gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR ); |
| |
| } else if ( blending === THREE.MultiplyBlending ) { |
| |
| // TODO: Find blendFuncSeparate() combination |
| |
| gl.blendEquation( gl.FUNC_ADD ); |
| gl.blendFunc( gl.ZERO, gl.SRC_COLOR ); |
| |
| } else { |
| |
| 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 ); |
| |
| } |
| |
| currentBlending = blending; |
| |
| } |
| |
| if ( blending === THREE.CustomBlending ) { |
| |
| blendEquationAlpha = blendEquationAlpha || blendEquation; |
| blendSrcAlpha = blendSrcAlpha || blendSrc; |
| blendDstAlpha = blendDstAlpha || blendDst; |
| |
| if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) { |
| |
| gl.blendEquationSeparate( paramThreeToGL( blendEquation ), paramThreeToGL( blendEquationAlpha ) ); |
| |
| currentBlendEquation = blendEquation; |
| currentBlendEquationAlpha = blendEquationAlpha; |
| |
| } |
| |
| if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) { |
| |
| gl.blendFuncSeparate( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ), paramThreeToGL( blendSrcAlpha ), paramThreeToGL( blendDstAlpha ) ); |
| |
| currentBlendSrc = blendSrc; |
| currentBlendDst = blendDst; |
| currentBlendSrcAlpha = blendSrcAlpha; |
| currentBlendDstAlpha = blendDstAlpha; |
| |
| } |
| |
| } else { |
| |
| currentBlendEquation = null; |
| currentBlendSrc = null; |
| currentBlendDst = null; |
| currentBlendEquationAlpha = null; |
| currentBlendSrcAlpha = null; |
| currentBlendDstAlpha = null; |
| |
| } |
| |
| }; |
| |
| this.setDepthFunc = function ( depthFunc ) { |
| |
| if ( currentDepthFunc !== depthFunc ) { |
| |
| if ( depthFunc ) { |
| |
| switch ( depthFunc ) { |
| |
| case THREE.NeverDepth: |
| |
| gl.depthFunc( gl.NEVER ); |
| break; |
| |
| case THREE.AlwaysDepth: |
| |
| gl.depthFunc( gl.ALWAYS ); |
| break; |
| |
| case THREE.LessDepth: |
| |
| gl.depthFunc( gl.LESS ); |
| break; |
| |
| case THREE.LessEqualDepth: |
| |
| gl.depthFunc( gl.LEQUAL ); |
| break; |
| |
| case THREE.EqualDepth: |
| |
| gl.depthFunc( gl.EQUAL ); |
| break; |
| |
| case THREE.GreaterEqualDepth: |
| |
| gl.depthFunc( gl.GEQUAL ); |
| break; |
| |
| case THREE.GreaterDepth: |
| |
| gl.depthFunc( gl.GREATER ); |
| break; |
| |
| case THREE.NotEqualDepth: |
| |
| gl.depthFunc( gl.NOTEQUAL ); |
| break; |
| |
| default: |
| |
| gl.depthFunc( gl.LEQUAL ); |
| |
| } |
| |
| } else { |
| |
| gl.depthFunc( gl.LEQUAL ); |
| |
| } |
| |
| currentDepthFunc = depthFunc; |
| |
| } |
| |
| }; |
| |
| this.setDepthTest = function ( depthTest ) { |
| |
| if ( depthTest ) { |
| |
| this.enable( gl.DEPTH_TEST ); |
| |
| } else { |
| |
| this.disable( gl.DEPTH_TEST ); |
| |
| } |
| |
| }; |
| |
| this.setDepthWrite = function ( depthWrite ) { |
| |
| // TODO: Rename to setDepthMask |
| |
| if ( currentDepthWrite !== depthWrite ) { |
| |
| gl.depthMask( depthWrite ); |
| currentDepthWrite = depthWrite; |
| |
| } |
| |
| }; |
| |
| this.setColorWrite = function ( colorWrite ) { |
| |
| // TODO: Rename to setColorMask |
| |
| if ( currentColorWrite !== colorWrite ) { |
| |
| gl.colorMask( colorWrite, colorWrite, colorWrite, colorWrite ); |
| currentColorWrite = colorWrite; |
| |
| } |
| |
| }; |
| |
| this.setStencilFunc = function ( stencilFunc, stencilRef, stencilMask ) { |
| |
| if ( currentStencilFunc !== stencilFunc || |
| currentStencilRef !== stencilRef || |
| currentStencilMask !== stencilMask ) { |
| |
| gl.stencilFunc( stencilFunc, stencilRef, stencilMask ); |
| |
| currentStencilFunc = stencilFunc; |
| currentStencilRef = stencilRef; |
| currentStencilMask = stencilMask; |
| |
| } |
| |
| }; |
| |
| this.setStencilOp = function ( stencilFail, stencilZFail, stencilZPass ) { |
| |
| if ( currentStencilFail !== stencilFail || |
| currentStencilZFail !== stencilZFail || |
| currentStencilZPass !== stencilZPass ) { |
| |
| gl.stencilOp( stencilFail, stencilZFail, stencilZPass ); |
| |
| currentStencilFail = stencilFail; |
| currentStencilZFail = stencilZFail; |
| currentStencilZPass = stencilZPass; |
| |
| } |
| |
| }; |
| |
| this.setStencilTest = function ( stencilTest ) { |
| |
| if ( stencilTest ) { |
| |
| this.enable( gl.STENCIL_TEST ); |
| |
| } else { |
| |
| this.disable( gl.STENCIL_TEST ); |
| |
| } |
| |
| }; |
| |
| this.setStencilWrite = function ( stencilWrite ) { |
| |
| // TODO: Rename to setStencilMask |
| |
| if ( currentStencilWrite !== stencilWrite ) { |
| |
| gl.stencilMask( stencilWrite ); |
| currentStencilWrite = stencilWrite; |
| |
| } |
| |
| }; |
| |
| this.setFlipSided = function ( flipSided ) { |
| |
| if ( currentFlipSided !== flipSided ) { |
| |
| if ( flipSided ) { |
| |
| gl.frontFace( gl.CW ); |
| |
| } else { |
| |
| gl.frontFace( gl.CCW ); |
| |
| } |
| |
| currentFlipSided = flipSided; |
| |
| } |
| |
| }; |
| |
| this.setLineWidth = function ( width ) { |
| |
| if ( width !== currentLineWidth ) { |
| |
| gl.lineWidth( width ); |
| |
| currentLineWidth = width; |
| |
| } |
| |
| }; |
| |
| this.setPolygonOffset = function ( polygonOffset, factor, units ) { |
| |
| if ( polygonOffset ) { |
| |
| this.enable( gl.POLYGON_OFFSET_FILL ); |
| |
| } else { |
| |
| this.disable( gl.POLYGON_OFFSET_FILL ); |
| |
| } |
| |
| if ( polygonOffset && ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) ) { |
| |
| gl.polygonOffset( factor, units ); |
| |
| currentPolygonOffsetFactor = factor; |
| currentPolygonOffsetUnits = units; |
| |
| } |
| |
| }; |
| |
| this.getScissorTest = function () { |
| |
| return currentScissorTest; |
| |
| }; |
| |
| this.setScissorTest = function ( scissorTest ) { |
| |
| currentScissorTest = scissorTest; |
| |
| if ( scissorTest ) { |
| |
| this.enable( gl.SCISSOR_TEST ); |
| |
| } else { |
| |
| this.disable( gl.SCISSOR_TEST ); |
| |
| } |
| |
| }; |
| |
| // texture |
| |
| this.activeTexture = function ( webglSlot ) { |
| |
| if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1; |
| |
| if ( currentTextureSlot !== webglSlot ) { |
| |
| gl.activeTexture( webglSlot ); |
| currentTextureSlot = webglSlot; |
| |
| } |
| |
| }; |
| |
| this.bindTexture = function ( webglType, webglTexture ) { |
| |
| if ( currentTextureSlot === undefined ) { |
| |
| _this.activeTexture(); |
| |
| } |
| |
| var boundTexture = currentBoundTextures[ currentTextureSlot ]; |
| |
| if ( boundTexture === undefined ) { |
| |
| boundTexture = { type: undefined, texture: undefined }; |
| currentBoundTextures[ currentTextureSlot ] = boundTexture; |
| |
| } |
| |
| if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) { |
| |
| gl.bindTexture( webglType, webglTexture ); |
| |
| boundTexture.type = webglType; |
| boundTexture.texture = webglTexture; |
| |
| } |
| |
| }; |
| |
| this.compressedTexImage2D = function () { |
| |
| try { |
| |
| gl.compressedTexImage2D.apply( gl, arguments ); |
| |
| } catch ( error ) { |
| |
| console.error( error ); |
| |
| } |
| |
| }; |
| |
| this.texImage2D = function () { |
| |
| try { |
| |
| gl.texImage2D.apply( gl, arguments ); |
| |
| } catch ( error ) { |
| |
| console.error( error ); |
| |
| } |
| |
| }; |
| |
| // clear values |
| |
| this.clearColor = function ( r, g, b, a ) { |
| |
| color.set( r, g, b, a ); |
| |
| if ( currentClearColor.equals( color ) === false ) { |
| |
| gl.clearColor( r, g, b, a ); |
| currentClearColor.copy( color ); |
| |
| } |
| |
| }; |
| |
| this.clearDepth = function ( depth ) { |
| |
| if ( currentClearDepth !== depth ) { |
| |
| gl.clearDepth( depth ); |
| currentClearDepth = depth; |
| |
| } |
| |
| }; |
| |
| this.clearStencil = function ( stencil ) { |
| |
| if ( currentClearStencil !== stencil ) { |
| |
| gl.clearStencil( stencil ); |
| currentClearStencil = stencil; |
| |
| } |
| |
| }; |
| |
| // |
| |
| this.scissor = function ( scissor ) { |
| |
| if ( currentScissor.equals( scissor ) === false ) { |
| |
| gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w ); |
| currentScissor.copy( scissor ); |
| |
| } |
| |
| }; |
| |
| this.viewport = function ( viewport ) { |
| |
| if ( currentViewport.equals( viewport ) === false ) { |
| |
| gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w ); |
| currentViewport.copy( viewport ); |
| |
| } |
| |
| }; |
| |
| // |
| |
| this.reset = function () { |
| |
| for ( var i = 0; i < enabledAttributes.length; i ++ ) { |
| |
| if ( enabledAttributes[ i ] === 1 ) { |
| |
| gl.disableVertexAttribArray( i ); |
| enabledAttributes[ i ] = 0; |
| |
| } |
| |
| } |
| |
| capabilities = {}; |
| |
| compressedTextureFormats = null; |
| |
| currentBlending = null; |
| |
| currentColorWrite = null; |
| currentDepthWrite = null; |
| currentStencilWrite = null; |
| |
| currentFlipSided = null; |
| |
| }; |
| |
| }; |
| |
| // 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 state = renderer.state; |
| |
| var vertexBuffer, elementBuffer; |
| var program, attributes, uniforms; |
| var hasVertexTexture; |
| |
| var tempTexture, occlusionTexture; |
| |
| function init() { |
| |
| 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(); |
| |
| state.bindTexture( gl.TEXTURE_2D, tempTexture ); |
| gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGB, 16, 16, 0, gl.RGB, gl.UNSIGNED_BYTE, null ); |
| gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE ); |
| gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE ); |
| gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); |
| gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); |
| |
| state.bindTexture( gl.TEXTURE_2D, 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, viewport ) { |
| |
| if ( flares.length === 0 ) return; |
| |
| var tempPosition = new THREE.Vector3(); |
| |
| var invAspect = viewport.w / viewport.z, |
| halfViewportWidth = viewport.z * 0.5, |
| halfViewportHeight = viewport.w * 0.5; |
| |
| var size = 16 / viewport.w, |
| 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 ); |
| |
| state.initAttributes(); |
| state.enableAttribute( attributes.vertex ); |
| state.enableAttribute( attributes.uv ); |
| state.disableUnusedAttributes(); |
| |
| // loop through all lens flares to update their occlusion and positions |
| // setup gl and common used attribs/uniforms |
| |
| 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 ); |
| |
| state.disable( gl.CULL_FACE ); |
| state.setDepthWrite( false ); |
| |
| for ( var i = 0, l = flares.length; i < l; i ++ ) { |
| |
| size = 16 / viewport.w; |
| 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 < viewport.z && |
| screenPositionPixels.y > 0 && |
| screenPositionPixels.y < viewport.w ) ) { |
| |
| // save current RGB to temp texture |
| |
| state.activeTexture( gl.TEXTURE0 ); |
| state.bindTexture( gl.TEXTURE_2D, null ); |
| state.activeTexture( gl.TEXTURE1 ); |
| state.bindTexture( gl.TEXTURE_2D, tempTexture ); |
| gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGB, viewport.x + screenPositionPixels.x - 8, viewport.y + 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 ); |
| |
| state.disable( gl.BLEND ); |
| state.enable( gl.DEPTH_TEST ); |
| |
| gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); |
| |
| |
| // copy result to occlusionMap |
| |
| state.activeTexture( gl.TEXTURE0 ); |
| state.bindTexture( gl.TEXTURE_2D, occlusionTexture ); |
| gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, viewport.x + screenPositionPixels.x - 8, viewport.y + screenPositionPixels.y - 8, 16, 16, 0 ); |
| |
| |
| // restore graphics |
| |
| gl.uniform1i( uniforms.renderType, 1 ); |
| state.disable( gl.DEPTH_TEST ); |
| |
| state.activeTexture( gl.TEXTURE1 ); |
| state.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 ); |
| state.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 / viewport.w; |
| |
| 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 ); |
| |
| state.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 |
| |
| state.enable( gl.CULL_FACE ); |
| state.enable( gl.DEPTH_TEST ); |
| state.setDepthWrite( 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/SpritePlugin.js |
| |
| /** |
| * @author mikael emtinger / http://gomo.se/ |
| * @author alteredq / http://alteredqualia.com/ |
| */ |
| |
| THREE.SpritePlugin = function ( renderer, sprites ) { |
| |
| var gl = renderer.context; |
| var state = renderer.state; |
| |
| var vertexBuffer, elementBuffer; |
| var program, attributes, uniforms; |
| |
| var texture; |
| |
| // decompose matrixWorld |
| |
| var spritePosition = new THREE.Vector3(); |
| var spriteRotation = new THREE.Quaternion(); |
| var spriteScale = new THREE.Vector3(); |
| |
| function init() { |
| |
| 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 ); |
| |
| state.initAttributes(); |
| state.enableAttribute( attributes.position ); |
| state.enableAttribute( attributes.uv ); |
| state.disableUnusedAttributes(); |
| |
| state.disable( gl.CULL_FACE ); |
| state.enable( gl.BLEND ); |
| |
| gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); |
| gl.vertexAttribPointer( attributes.position, 2, gl.FLOAT, false, 2 * 8, 0 ); |
| gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 ); |
| |
| gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); |
| |
| gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements ); |
| |
| state.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 ); |
| sprite.z = - sprite.modelViewMatrix.elements[ 14 ]; |
| |
| } |
| |
| sprites.sort( painterSortStable ); |
| |
| // render all sprites |
| |
| var scale = []; |
| |
| for ( var i = 0, l = sprites.length; i < l; i ++ ) { |
| |
| var sprite = sprites[ i ]; |
| var material = sprite.material; |
| |
| gl.uniform1f( uniforms.alphaTest, material.alphaTest ); |
| gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite.modelViewMatrix.elements ); |
| |
| sprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale ); |
| |
| scale[ 0 ] = spriteScale.x; |
| scale[ 1 ] = spriteScale.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 ); |
| |
| state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); |
| state.setDepthTest( material.depthTest ); |
| state.setDepthWrite( material.depthWrite ); |
| |
| if ( material.map && material.map.image && material.map.image.width ) { |
| |
| renderer.setTexture( material.map, 0 ); |
| |
| } else { |
| |
| renderer.setTexture( texture, 0 ); |
| |
| } |
| |
| gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); |
| |
| } |
| |
| // restore gl |
| |
| state.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;', |
| '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.renderOrder !== b.renderOrder ) { |
| |
| return a.renderOrder - b.renderOrder; |
| |
| } else if ( a.z !== b.z ) { |
| |
| return b.z - a.z; |
| |
| } else { |
| |
| return b.id - a.id; |
| |
| } |
| |
| } |
| |
| }; |
| |
| // File:src/Three.Legacy.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| Object.defineProperties( THREE.Box2.prototype, { |
| empty: { |
| value: function () { |
| console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' ); |
| return this.isEmpty(); |
| } |
| }, |
| isIntersectionBox: { |
| value: function ( box ) { |
| console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' ); |
| return this.intersectsBox( box ); |
| } |
| } |
| } ); |
| |
| Object.defineProperties( THREE.Box3.prototype, { |
| empty: { |
| value: function () { |
| console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' ); |
| return this.isEmpty(); |
| } |
| }, |
| isIntersectionBox: { |
| value: function ( box ) { |
| console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' ); |
| return this.intersectsBox( box ); |
| } |
| }, |
| isIntersectionSphere: { |
| value: function ( sphere ) { |
| console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); |
| return this.intersectsSphere( sphere ); |
| } |
| } |
| } ); |
| |
| Object.defineProperties( THREE.Matrix3.prototype, { |
| multiplyVector3: { |
| value: function ( vector ) { |
| console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' ); |
| return vector.applyMatrix3( this ); |
| } |
| }, |
| multiplyVector3Array: { |
| value: function ( a ) { |
| console.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' ); |
| return this.applyToVector3Array( a ); |
| } |
| } |
| } ); |
| |
| Object.defineProperties( THREE.Matrix4.prototype, { |
| extractPosition: { |
| value: function ( m ) { |
| console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' ); |
| return this.copyPosition( m ); |
| } |
| }, |
| setRotationFromQuaternion: { |
| value: function ( q ) { |
| console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' ); |
| return this.makeRotationFromQuaternion( q ); |
| } |
| }, |
| multiplyVector3: { |
| value: function ( vector ) { |
| console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' ); |
| return vector.applyProjection( this ); |
| } |
| }, |
| multiplyVector4: { |
| value: function ( vector ) { |
| console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); |
| return vector.applyMatrix4( this ); |
| } |
| }, |
| multiplyVector3Array: { |
| value: function ( a ) { |
| console.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' ); |
| return this.applyToVector3Array( a ); |
| } |
| }, |
| rotateAxis: { |
| value: function ( v ) { |
| console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' ); |
| v.transformDirection( this ); |
| } |
| }, |
| crossVector: { |
| value: function ( vector ) { |
| console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); |
| return vector.applyMatrix4( this ); |
| } |
| }, |
| translate: { |
| value: function ( v ) { |
| console.error( 'THREE.Matrix4: .translate() has been removed.' ); |
| } |
| }, |
| rotateX: { |
| value: function ( angle ) { |
| console.error( 'THREE.Matrix4: .rotateX() has been removed.' ); |
| } |
| }, |
| rotateY: { |
| value: function ( angle ) { |
| console.error( 'THREE.Matrix4: .rotateY() has been removed.' ); |
| } |
| }, |
| rotateZ: { |
| value: function ( angle ) { |
| console.error( 'THREE.Matrix4: .rotateZ() has been removed.' ); |
| } |
| }, |
| rotateByAxis: { |
| value: function ( axis, angle ) { |
| console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' ); |
| } |
| } |
| } ); |
| |
| Object.defineProperties( THREE.Plane.prototype, { |
| isIntersectionLine: { |
| value: function ( line ) { |
| console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' ); |
| return this.intersectsLine( line ); |
| } |
| } |
| } ); |
| |
| Object.defineProperties( THREE.Quaternion.prototype, { |
| multiplyVector3: { |
| value: function ( vector ) { |
| console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' ); |
| return vector.applyQuaternion( this ); |
| } |
| } |
| } ); |
| |
| Object.defineProperties( THREE.Ray.prototype, { |
| isIntersectionBox: { |
| value: function ( box ) { |
| console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' ); |
| return this.intersectsBox( box ); |
| } |
| }, |
| isIntersectionPlane: { |
| value: function ( plane ) { |
| console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' ); |
| return this.intersectsPlane( plane ); |
| } |
| }, |
| isIntersectionSphere: { |
| value: function ( sphere ) { |
| console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); |
| return this.intersectsSphere( sphere ); |
| } |
| } |
| } ); |
| |
| Object.defineProperties( THREE.Vector3.prototype, { |
| setEulerFromRotationMatrix: { |
| value: function () { |
| console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' ); |
| } |
| }, |
| setEulerFromQuaternion: { |
| value: function () { |
| console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' ); |
| } |
| }, |
| getPositionFromMatrix: { |
| value: function ( m ) { |
| console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' ); |
| return this.setFromMatrixPosition( m ); |
| } |
| }, |
| getScaleFromMatrix: { |
| value: function ( m ) { |
| console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' ); |
| return this.setFromMatrixScale( m ); |
| } |
| }, |
| getColumnFromMatrix: { |
| value: function ( index, matrix ) { |
| console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' ); |
| return this.setFromMatrixColumn( index, matrix ); |
| } |
| } |
| } ); |
| |
| // |
| |
| 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 ); |
| |
| }; |
| |
| // |
| |
| Object.defineProperties( THREE.Object3D.prototype, { |
| eulerOrder: { |
| get: function () { |
| console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' ); |
| return this.rotation.order; |
| }, |
| set: function ( value ) { |
| console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' ); |
| this.rotation.order = value; |
| } |
| }, |
| getChildByName: { |
| value: function ( name ) { |
| console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' ); |
| return this.getObjectByName( name ); |
| } |
| }, |
| renderDepth: { |
| set: function ( value ) { |
| console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' ); |
| } |
| }, |
| translate: { |
| value: function ( distance, axis ) { |
| console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' ); |
| return this.translateOnAxis( axis, distance ); |
| } |
| }, |
| useQuaternion: { |
| get: function () { |
| console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); |
| }, |
| set: function ( value ) { |
| console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); |
| } |
| } |
| } ); |
| |
| // |
| |
| Object.defineProperties( THREE, { |
| PointCloud: { |
| value: function ( geometry, material ) { |
| console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' ); |
| return new THREE.Points( geometry, material ); |
| } |
| }, |
| ParticleSystem: { |
| value: function ( geometry, material ) { |
| console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' ); |
| return new THREE.Points( geometry, material ); |
| } |
| } |
| } ); |
| |
| // |
| |
| Object.defineProperties( THREE.Light.prototype, { |
| onlyShadow: { |
| set: function ( value ) { |
| console.warn( 'THREE.Light: .onlyShadow has been removed.' ); |
| } |
| }, |
| shadowCameraFov: { |
| set: function ( value ) { |
| console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' ); |
| this.shadow.camera.fov = value; |
| } |
| }, |
| shadowCameraLeft: { |
| set: function ( value ) { |
| console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' ); |
| this.shadow.camera.left = value; |
| } |
| }, |
| shadowCameraRight: { |
| set: function ( value ) { |
| console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' ); |
| this.shadow.camera.right = value; |
| } |
| }, |
| shadowCameraTop: { |
| set: function ( value ) { |
| console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' ); |
| this.shadow.camera.top = value; |
| } |
| }, |
| shadowCameraBottom: { |
| set: function ( value ) { |
| console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' ); |
| this.shadow.camera.bottom = value; |
| } |
| }, |
| shadowCameraNear: { |
| set: function ( value ) { |
| console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' ); |
| this.shadow.camera.near = value; |
| } |
| }, |
| shadowCameraFar: { |
| set: function ( value ) { |
| console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' ); |
| this.shadow.camera.far = value; |
| } |
| }, |
| shadowCameraVisible: { |
| set: function ( value ) { |
| console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' ); |
| } |
| }, |
| shadowBias: { |
| set: function ( value ) { |
| console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' ); |
| this.shadow.bias = value; |
| } |
| }, |
| shadowDarkness: { |
| set: function ( value ) { |
| console.warn( 'THREE.Light: .shadowDarkness has been removed.' ); |
| } |
| }, |
| shadowMapWidth: { |
| set: function ( value ) { |
| console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' ); |
| this.shadow.mapSize.width = value; |
| } |
| }, |
| shadowMapHeight: { |
| set: function ( value ) { |
| console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' ); |
| this.shadow.mapSize.height = value; |
| } |
| } |
| } ); |
| |
| // |
| |
| Object.defineProperties( THREE.BufferAttribute.prototype, { |
| length: { |
| get: function () { |
| console.warn( 'THREE.BufferAttribute: .length has been deprecated. Please use .count.' ); |
| return this.array.length; |
| } |
| } |
| } ); |
| |
| Object.defineProperties( THREE.BufferGeometry.prototype, { |
| drawcalls: { |
| get: function () { |
| console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' ); |
| return this.groups; |
| } |
| }, |
| offsets: { |
| get: function () { |
| console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' ); |
| return this.groups; |
| } |
| }, |
| addIndex: { |
| value: function ( index ) { |
| console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' ); |
| this.setIndex( index ); |
| } |
| }, |
| addDrawCall: { |
| value: function ( start, count, indexOffset ) { |
| if ( indexOffset !== undefined ) { |
| console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' ); |
| } |
| console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' ); |
| this.addGroup( start, count ); |
| } |
| }, |
| clearDrawCalls: { |
| value: function () { |
| console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' ); |
| this.clearGroups(); |
| } |
| }, |
| computeTangents: { |
| value: function () { |
| console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' ); |
| } |
| }, |
| computeOffsets: { |
| value: function () { |
| console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' ); |
| } |
| } |
| } ); |
| |
| // |
| |
| Object.defineProperties( THREE.Material.prototype, { |
| wrapAround: { |
| get: function () { |
| console.warn( 'THREE.' + this.type + ': .wrapAround has been removed.' ); |
| }, |
| set: function ( value ) { |
| console.warn( 'THREE.' + this.type + ': .wrapAround has been removed.' ); |
| } |
| }, |
| wrapRGB: { |
| get: function () { |
| console.warn( 'THREE.' + this.type + ': .wrapRGB has been removed.' ); |
| return new THREE.Color(); |
| } |
| } |
| } ); |
| |
| Object.defineProperties( THREE, { |
| PointCloudMaterial: { |
| value: function ( parameters ) { |
| console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' ); |
| return new THREE.PointsMaterial( parameters ); |
| } |
| }, |
| ParticleBasicMaterial: { |
| value: function ( parameters ) { |
| console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' ); |
| return new THREE.PointsMaterial( parameters ); |
| } |
| }, |
| ParticleSystemMaterial:{ |
| value: function ( parameters ) { |
| console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' ); |
| return new THREE.PointsMaterial( parameters ); |
| } |
| } |
| } ); |
| |
| Object.defineProperties( THREE.MeshPhongMaterial.prototype, { |
| metal: { |
| get: function () { |
| console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' ); |
| return false; |
| }, |
| set: function ( value ) { |
| console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' ); |
| } |
| } |
| } ); |
| |
| Object.defineProperties( THREE.ShaderMaterial.prototype, { |
| derivatives: { |
| get: function () { |
| console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' ); |
| return this.extensions.derivatives; |
| }, |
| set: function ( value ) { |
| console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' ); |
| this.extensions.derivatives = value; |
| } |
| } |
| } ); |
| |
| // |
| |
| Object.defineProperties( THREE.WebGLRenderer.prototype, { |
| supportsFloatTextures: { |
| value: function () { |
| console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' ); |
| return this.extensions.get( 'OES_texture_float' ); |
| } |
| }, |
| supportsHalfFloatTextures: { |
| value: function () { |
| console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' ); |
| return this.extensions.get( 'OES_texture_half_float' ); |
| } |
| }, |
| supportsStandardDerivatives: { |
| value: function () { |
| console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' ); |
| return this.extensions.get( 'OES_standard_derivatives' ); |
| } |
| }, |
| supportsCompressedTextureS3TC: { |
| value: function () { |
| console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' ); |
| return this.extensions.get( 'WEBGL_compressed_texture_s3tc' ); |
| } |
| }, |
| supportsCompressedTexturePVRTC: { |
| value: function () { |
| console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' ); |
| return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' ); |
| } |
| }, |
| supportsBlendMinMax: { |
| value: function () { |
| console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' ); |
| return this.extensions.get( 'EXT_blend_minmax' ); |
| } |
| }, |
| supportsVertexTextures: { |
| value: function () { |
| return this.capabilities.vertexTextures; |
| } |
| }, |
| supportsInstancedArrays: { |
| value: function () { |
| console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' ); |
| return this.extensions.get( 'ANGLE_instanced_arrays' ); |
| } |
| }, |
| enableScissorTest: { |
| value: function ( boolean ) { |
| console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' ); |
| this.setScissorTest( boolean ); |
| } |
| }, |
| initMaterial: { |
| value: function () { |
| console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' ); |
| } |
| }, |
| addPrePlugin: { |
| value: function () { |
| console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' ); |
| } |
| }, |
| addPostPlugin: { |
| value: function () { |
| console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' ); |
| } |
| }, |
| updateShadowMap: { |
| value: function () { |
| console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' ); |
| } |
| }, |
| shadowMapEnabled: { |
| get: function () { |
| return this.shadowMap.enabled; |
| }, |
| set: function ( value ) { |
| console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' ); |
| this.shadowMap.enabled = value; |
| } |
| }, |
| shadowMapType: { |
| get: function () { |
| return this.shadowMap.type; |
| }, |
| set: function ( value ) { |
| console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' ); |
| this.shadowMap.type = value; |
| } |
| }, |
| shadowMapCullFace: { |
| get: function () { |
| return this.shadowMap.cullFace; |
| }, |
| set: function ( value ) { |
| console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' ); |
| this.shadowMap.cullFace = value; |
| } |
| } |
| } ); |
| |
| // |
| |
| Object.defineProperties( THREE.WebGLRenderTarget.prototype, { |
| wrapS: { |
| get: function () { |
| console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' ); |
| return this.texture.wrapS; |
| }, |
| set: function ( value ) { |
| console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' ); |
| this.texture.wrapS = value; |
| } |
| }, |
| wrapT: { |
| get: function () { |
| console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' ); |
| return this.texture.wrapT; |
| }, |
| set: function ( value ) { |
| console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' ); |
| this.texture.wrapT = value; |
| } |
| }, |
| magFilter: { |
| get: function () { |
| console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' ); |
| return this.texture.magFilter; |
| }, |
| set: function ( value ) { |
| console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' ); |
| this.texture.magFilter = value; |
| } |
| }, |
| minFilter: { |
| get: function () { |
| console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' ); |
| return this.texture.minFilter; |
| }, |
| set: function ( value ) { |
| console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' ); |
| this.texture.minFilter = value; |
| } |
| }, |
| anisotropy: { |
| get: function () { |
| console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' ); |
| return this.texture.anisotropy; |
| }, |
| set: function ( value ) { |
| console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' ); |
| this.texture.anisotropy = value; |
| } |
| }, |
| offset: { |
| get: function () { |
| console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' ); |
| return this.texture.offset; |
| }, |
| set: function ( value ) { |
| console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' ); |
| this.texture.offset = value; |
| } |
| }, |
| repeat: { |
| get: function () { |
| console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' ); |
| return this.texture.repeat; |
| }, |
| set: function ( value ) { |
| console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' ); |
| this.texture.repeat = value; |
| } |
| }, |
| format: { |
| get: function () { |
| console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' ); |
| return this.texture.format; |
| }, |
| set: function ( value ) { |
| console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' ); |
| this.texture.format = value; |
| } |
| }, |
| type: { |
| get: function () { |
| console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' ); |
| return this.texture.type; |
| }, |
| set: function ( value ) { |
| console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' ); |
| this.texture.type = value; |
| } |
| }, |
| generateMipmaps: { |
| get: function () { |
| console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' ); |
| return this.texture.generateMipmaps; |
| }, |
| set: function ( value ) { |
| console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' ); |
| this.texture.generateMipmaps = value; |
| } |
| } |
| } ); |
| |
| // |
| |
| 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(); |
| |
| } |
| |
| }; |
| |
| THREE.ImageUtils = { |
| |
| crossOrigin: undefined, |
| |
| loadTexture: function ( url, mapping, onLoad, onError ) { |
| |
| console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' ); |
| |
| var loader = new THREE.TextureLoader(); |
| loader.setCrossOrigin( this.crossOrigin ); |
| |
| var texture = loader.load( url, onLoad, undefined, onError ); |
| |
| if ( mapping ) texture.mapping = mapping; |
| |
| return texture; |
| |
| }, |
| |
| loadTextureCube: function ( urls, mapping, onLoad, onError ) { |
| |
| console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' ); |
| |
| var loader = new THREE.CubeTextureLoader(); |
| loader.setCrossOrigin( this.crossOrigin ); |
| |
| var texture = loader.load( urls, onLoad, undefined, onError ); |
| |
| if ( mapping ) texture.mapping = mapping; |
| |
| 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.' ); |
| |
| } |
| |
| }; |
| |
| // |
| |
| THREE.Projector = function () { |
| |
| console.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' ); |
| |
| this.projectVector = function ( vector, camera ) { |
| |
| console.warn( 'THREE.Projector: .projectVector() is now vector.project().' ); |
| vector.project( camera ); |
| |
| }; |
| |
| this.unprojectVector = function ( vector, camera ) { |
| |
| console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' ); |
| vector.unproject( camera ); |
| |
| }; |
| |
| this.pickingRay = function ( vector, camera ) { |
| |
| console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' ); |
| |
| }; |
| |
| }; |
| |
| // |
| |
| THREE.CanvasRenderer = function () { |
| |
| console.error( 'THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js' ); |
| |
| this.domElement = document.createElement( 'canvas' ); |
| this.clear = function () {}; |
| this.render = function () {}; |
| this.setClearColor = function () {}; |
| this.setSize = function () {}; |
| |
| }; |
| |
| // |
| |
| THREE.MeshFaceMaterial = THREE.MultiMaterial; |
| |
| // File:src/extras/CurveUtils.js |
| |
| /** |
| * @author zz85 / http://www.lab4games.net/zz85/blog |
| */ |
| |
| THREE.CurveUtils = { |
| |
| 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; |
| |
| } |
| |
| }; |
| |
| // File:src/extras/SceneUtils.js |
| |
| /** |
| * @author alteredq / http://alteredqualia.com/ |
| */ |
| |
| THREE.SceneUtils = { |
| |
| createMultiMaterialObject: function ( geometry, materials ) { |
| |
| var group = new THREE.Group(); |
| |
| 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/ShapeUtils.js |
| |
| /** |
| * @author zz85 / http://www.lab4games.net/zz85/blog |
| */ |
| |
| THREE.ShapeUtils = { |
| |
| // calculate area of the contour polygon |
| |
| area: function ( contour ) { |
| |
| var n = contour.length; |
| var a = 0.0; |
| |
| for ( var p = n - 1, q = 0; q < n; p = q ++ ) { |
| |
| a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y; |
| |
| } |
| |
| return a * 0.5; |
| |
| }, |
| |
| triangulate: ( function () { |
| |
| /** |
| * 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 snip( 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 ( Number.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 >= - Number.EPSILON ) && ( bCROSScp >= - Number.EPSILON ) && ( cCROSSap >= - Number.EPSILON ) ) return false; |
| |
| } |
| |
| return true; |
| |
| } |
| |
| // takes in an contour array and returns |
| |
| return 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 ( THREE.ShapeUtils.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.warn( 'THREE.ShapeUtils: Unable to triangulate polygon! in triangulate()' ); |
| |
| if ( indices ) return vertIndices; |
| return result; |
| |
| } |
| |
| /* three consecutive vertices in current polygon, <u,v,w> */ |
| |
| 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; |
| |
| } |
| |
| } )(), |
| |
| triangulateShape: function ( contour, holes ) { |
| |
| function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) { |
| |
| // inOtherPt needs to be collinear 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 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 ) > Number.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 collinear |
| if ( ( perpSeg1 !== 0 ) || |
| ( seg2dy * seg1seg2dx !== seg2dx * seg1seg2dy ) ) return []; |
| |
| // they are collinear or degenerate |
| var seg1Pt = ( ( seg1dx === 0 ) && ( seg1dy === 0 ) ); // segment1 is just a point? |
| var seg2Pt = ( ( seg2dx === 0 ) && ( seg2dy === 0 ) ); // segment2 is just a point? |
| // both segments are points |
| if ( seg1Pt && seg2Pt ) { |
| |
| 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 |
| |
| // 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 ) > Number.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.warn( "THREE.Shape: 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.ShapeUtils.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.ShapeUtils.area( pts ) < 0; |
| |
| }, |
| |
| // Bezier Curves formulas obtained from |
| // http://en.wikipedia.org/wiki/B%C3%A9zier_curve |
| |
| // Quad Bezier Functions |
| |
| b2: ( function () { |
| |
| function b2p0( t, p ) { |
| |
| var k = 1 - t; |
| return k * k * p; |
| |
| } |
| |
| function b2p1( t, p ) { |
| |
| return 2 * ( 1 - t ) * t * p; |
| |
| } |
| |
| function b2p2( t, p ) { |
| |
| return t * t * p; |
| |
| } |
| |
| return function ( t, p0, p1, p2 ) { |
| |
| return b2p0( t, p0 ) + b2p1( t, p1 ) + b2p2( t, p2 ); |
| |
| }; |
| |
| } )(), |
| |
| // Cubic Bezier Functions |
| |
| b3: ( function () { |
| |
| function b3p0( t, p ) { |
| |
| var k = 1 - t; |
| return k * k * k * p; |
| |
| } |
| |
| function b3p1( t, p ) { |
| |
| var k = 1 - t; |
| return 3 * k * k * t * p; |
| |
| } |
| |
| function b3p2( t, p ) { |
| |
| var k = 1 - t; |
| return 3 * k * t * t * p; |
| |
| } |
| |
| function b3p3( t, p ) { |
| |
| return t * t * t * p; |
| |
| } |
| |
| return function ( t, p0, p1, p2, p3 ) { |
| |
| return b3p0( t, p0 ) + b3p1( t, p1 ) + b3p2( t, p2 ) + b3p3( t, p3 ); |
| |
| }; |
| |
| } )() |
| |
| }; |
| |
| // 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 () { |
| |
| }; |
| |
| THREE.Curve.prototype = { |
| |
| constructor: THREE.Curve, |
| |
| // Virtual base class method to overwrite and implement in subclasses |
| // - t [0 .. 1] |
| |
| getPoint: function ( t ) { |
| |
| console.warn( "THREE.Curve: Warning, getPoint() not implemented!" ); |
| return null; |
| |
| }, |
| |
| // Get point at relative position in curve according to arc length |
| // - u [0 .. 1] |
| |
| getPointAt: function ( u ) { |
| |
| var t = this.getUtoTmapping( u ); |
| return this.getPoint( t ); |
| |
| }, |
| |
| // Get sequence of points using getPoint( t ) |
| |
| 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 ) |
| |
| 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 |
| |
| getLength: function () { |
| |
| var lengths = this.getLengths(); |
| return lengths[ lengths.length - 1 ]; |
| |
| }, |
| |
| // Get list of cumulative segment lengths |
| |
| 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. |
| |
| }, |
| |
| updateArcLengths: function() { |
| |
| this.needsUpdate = true; |
| this.getLengths(); |
| |
| }, |
| |
| // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant |
| |
| getUtoTmapping: function ( u, distance ) { |
| |
| var arcLengths = this.getLengths(); |
| |
| var i = 0, il = arcLengths.length; |
| |
| var targetArcLength; // The targeted u distance value to get |
| |
| if ( distance ) { |
| |
| targetArcLength = distance; |
| |
| } else { |
| |
| targetArcLength = u * arcLengths[ il - 1 ]; |
| |
| } |
| |
| //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; |
| |
| } else if ( comparison > 0 ) { |
| |
| high = i - 1; |
| |
| } 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 interpolation between two points |
| |
| var lengthBefore = arcLengths[ i ]; |
| var lengthAfter = arcLengths[ i + 1 ]; |
| |
| var segmentLength = lengthAfter - lengthBefore; |
| |
| // determine where we are between the 'before' and 'after' points |
| |
| var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength; |
| |
| // add that fractional amount to t |
| |
| var t = ( i + segmentFraction ) / ( il - 1 ); |
| |
| return t; |
| |
| }, |
| |
| // Returns a unit vector tangent at t |
| // In case any sub curve does not implement its tangent derivation, |
| // 2 points a small delta apart will be used to find its gradient |
| // which seems to give a reasonable approximation |
| |
| getTangent: function( t ) { |
| |
| var delta = 0.0001; |
| var t1 = t - delta; |
| var t2 = t + delta; |
| |
| // Capping in case of danger |
| |
| if ( t1 < 0 ) t1 = 0; |
| if ( t2 > 1 ) t2 = 1; |
| |
| var pt1 = this.getPoint( t1 ); |
| var pt2 = this.getPoint( t2 ); |
| |
| var vec = pt2.clone().sub( pt1 ); |
| return vec.normalize(); |
| |
| }, |
| |
| getTangentAt: function ( u ) { |
| |
| var t = this.getUtoTmapping( u ); |
| return this.getTangent( t ); |
| |
| } |
| |
| }; |
| |
| // 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.constructor = constructor; |
| 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.autoClose = false; // Automatically closes the path |
| |
| }; |
| |
| THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype ); |
| THREE.CurvePath.prototype.constructor = THREE.CurvePath; |
| |
| THREE.CurvePath.prototype.add = function ( curve ) { |
| |
| this.curves.push( curve ); |
| |
| }; |
| |
| /* |
| THREE.CurvePath.prototype.checkConnection = function() { |
| // TODO |
| // If the ending of curve is not connected to the starting |
| // or the next curve, then, this is not a real path |
| }; |
| */ |
| |
| THREE.CurvePath.prototype.closePath = function() { |
| |
| // TODO Test |
| // and verify for vector3 (needs to implement equals) |
| // Add a line curve if start and end of lines are not connected |
| var startPoint = this.curves[ 0 ].getPoint( 0 ); |
| var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 ); |
| |
| if ( ! startPoint.equals( endPoint ) ) { |
| |
| this.curves.push( new THREE.LineCurve( endPoint, startPoint ) ); |
| |
| } |
| |
| }; |
| |
| // To get accurate point with reference to |
| // entire path distance at time t, |
| // following has to be done: |
| |
| // 1. Length of each sub path have to be known |
| // 2. Locate and identify type of curve |
| // 3. Get t for the curve |
| // 4. Return curve.getPointAt(t') |
| |
| THREE.CurvePath.prototype.getPoint = function( t ) { |
| |
| var d = t * this.getLength(); |
| var curveLengths = this.getCurveLengths(); |
| var i = 0; |
| |
| // To think about boundaries points. |
| |
| while ( i < curveLengths.length ) { |
| |
| if ( curveLengths[ i ] >= d ) { |
| |
| var diff = curveLengths[ i ] - d; |
| var curve = this.curves[ i ]; |
| |
| var u = 1 - diff / curve.getLength(); |
| |
| return curve.getPointAt( u ); |
| |
| } |
| |
| i ++; |
| |
| } |
| |
| return null; |
| |
| // loop where sum != 0, sum > d , sum+1 <d |
| |
| }; |
| |
| /* |
| THREE.CurvePath.prototype.getTangent = function( t ) { |
| }; |
| */ |
| |
| // We cannot use the default THREE.Curve getPoint() with getLength() because in |
| // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath |
| // getPoint() depends on getLength |
| |
| THREE.CurvePath.prototype.getLength = function() { |
| |
| var lens = this.getCurveLengths(); |
| return lens[ lens.length - 1 ]; |
| |
| }; |
| |
| // Compute lengths and cache them |
| // We cannot overwrite getLengths() because UtoT mapping uses it. |
| |
| THREE.CurvePath.prototype.getCurveLengths = function() { |
| |
| // We use cache values if curves and cache array are same length |
| |
| if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) { |
| |
| return this.cacheLengths; |
| |
| } |
| |
| // Get length of sub-curve |
| // Push sums into cached array |
| |
| var lengths = [], sums = 0; |
| |
| for ( var i = 0, l = this.curves.length; i < l; i ++ ) { |
| |
| sums += this.curves[ i ].getLength(); |
| lengths.push( sums ); |
| |
| } |
| |
| this.cacheLengths = lengths; |
| |
| return lengths; |
| |
| }; |
| |
| |
| |
| /************************************************************** |
| * Create Geometries Helpers |
| **************************************************************/ |
| |
| /// Generate geometry from path points (for Line or Points objects) |
| |
| THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) { |
| |
| var pts = this.getPoints( divisions ); |
| return this.createGeometry( pts ); |
| |
| }; |
| |
| // Generate geometry from equidistant sampling along the path |
| |
| THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) { |
| |
| var pts = this.getSpacedPoints( divisions ); |
| return this.createGeometry( pts ); |
| |
| }; |
| |
| THREE.CurvePath.prototype.createGeometry = function( points ) { |
| |
| var geometry = new THREE.Geometry(); |
| |
| for ( var i = 0, l = points.length; i < l; i ++ ) { |
| |
| var point = points[ i ]; |
| geometry.vertices.push( new THREE.Vector3( point.x, point.y, point.z || 0 ) ); |
| |
| } |
| |
| return geometry; |
| |
| }; |
| |
| // File:src/extras/core/Font.js |
| |
| /** |
| * @author zz85 / http://www.lab4games.net/zz85/blog |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.Font = function ( data ) { |
| |
| this.data = data; |
| |
| }; |
| |
| THREE.Font.prototype = { |
| |
| constructor: THREE.Font, |
| |
| generateShapes: function ( text, size, divisions ) { |
| |
| function createPaths( text ) { |
| |
| var chars = String( text ).split( '' ); |
| var scale = size / data.resolution; |
| var offset = 0; |
| |
| var paths = []; |
| |
| for ( var i = 0; i < chars.length; i ++ ) { |
| |
| var ret = createPath( chars[ i ], scale, offset ); |
| offset += ret.offset; |
| |
| paths.push( ret.path ); |
| |
| } |
| |
| return paths; |
| |
| } |
| |
| function createPath( c, scale, offset ) { |
| |
| var glyph = data.glyphs[ c ] || data.glyphs[ '?' ]; |
| |
| if ( ! glyph ) return; |
| |
| var path = new THREE.Path(); |
| |
| var pts = [], b2 = THREE.ShapeUtils.b2, b3 = THREE.ShapeUtils.b3; |
| var x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2, laste; |
| |
| if ( glyph.o ) { |
| |
| var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) ); |
| |
| for ( var i = 0, l = outline.length; i < l; ) { |
| |
| var action = outline[ i ++ ]; |
| |
| switch ( action ) { |
| |
| case 'm': // moveTo |
| |
| x = outline[ i ++ ] * scale + offset; |
| y = outline[ i ++ ] * scale; |
| |
| path.moveTo( x, y ); |
| |
| break; |
| |
| case 'l': // lineTo |
| |
| x = outline[ i ++ ] * scale + offset; |
| y = outline[ i ++ ] * scale; |
| |
| path.lineTo( x, y ); |
| |
| break; |
| |
| case 'q': // quadraticCurveTo |
| |
| cpx = outline[ i ++ ] * scale + offset; |
| cpy = outline[ i ++ ] * scale; |
| cpx1 = outline[ i ++ ] * scale + offset; |
| cpy1 = outline[ i ++ ] * scale; |
| |
| path.quadraticCurveTo( cpx1, cpy1, cpx, cpy ); |
| |
| laste = pts[ pts.length - 1 ]; |
| |
| if ( laste ) { |
| |
| cpx0 = laste.x; |
| cpy0 = laste.y; |
| |
| for ( var i2 = 1; i2 <= divisions; i2 ++ ) { |
| |
| var t = i2 / divisions; |
| b2( t, cpx0, cpx1, cpx ); |
| b2( t, cpy0, cpy1, cpy ); |
| |
| } |
| |
| } |
| |
| break; |
| |
| case 'b': // bezierCurveTo |
| |
| cpx = outline[ i ++ ] * scale + offset; |
| cpy = outline[ i ++ ] * scale; |
| cpx1 = outline[ i ++ ] * scale + offset; |
| cpy1 = outline[ i ++ ] * scale; |
| cpx2 = outline[ i ++ ] * scale + offset; |
| cpy2 = outline[ i ++ ] * scale; |
| |
| path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy ); |
| |
| laste = pts[ pts.length - 1 ]; |
| |
| if ( laste ) { |
| |
| cpx0 = laste.x; |
| cpy0 = laste.y; |
| |
| for ( var i2 = 1; i2 <= divisions; i2 ++ ) { |
| |
| var t = i2 / divisions; |
| b3( t, cpx0, cpx1, cpx2, cpx ); |
| b3( t, cpy0, cpy1, cpy2, cpy ); |
| |
| } |
| |
| } |
| |
| break; |
| |
| } |
| |
| } |
| |
| } |
| |
| return { offset: glyph.ha * scale, path: path }; |
| |
| } |
| |
| // |
| |
| if ( size === undefined ) size = 100; |
| if ( divisions === undefined ) divisions = 4; |
| |
| var data = this.data; |
| |
| var paths = createPaths( text ); |
| var shapes = []; |
| |
| for ( var p = 0, pl = paths.length; p < pl; p ++ ) { |
| |
| Array.prototype.push.apply( shapes, paths[ p ].toShapes() ); |
| |
| } |
| |
| return shapes; |
| |
| } |
| |
| }; |
| |
| // 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.Path.prototype.constructor = THREE.Path; |
| |
| // 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 i = 1, l = vectors.length; i < l; i ++ ) { |
| |
| this.lineTo( vectors[ i ].x, vectors[ i ].y ); |
| |
| } |
| |
| }; |
| |
| // startPath() endPath()? |
| |
| THREE.Path.prototype.moveTo = function ( x, y ) { |
| |
| this.actions.push( { action: 'moveTo', args: [ x, y ] } ); |
| |
| }; |
| |
| THREE.Path.prototype.lineTo = function ( x, y ) { |
| |
| 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: 'lineTo', args: [ x, y ] } ); |
| |
| }; |
| |
| THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) { |
| |
| 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: 'quadraticCurveTo', args: [ aCPx, aCPy, aX, aY ] } ); |
| |
| }; |
| |
| THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { |
| |
| 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: 'bezierCurveTo', args: [ aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ] } ); |
| |
| }; |
| |
| 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: 'splineThru', 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, aRotation ) { |
| |
| 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, aRotation ); |
| |
| }; |
| |
| |
| THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { |
| |
| var args = [ |
| aX, aY, |
| xRadius, yRadius, |
| aStartAngle, aEndAngle, |
| aClockwise, |
| aRotation || 0 // aRotation is optional. |
| ]; |
| |
| var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); |
| this.curves.push( curve ); |
| |
| var lastPoint = curve.getPoint( 1 ); |
| args.push( lastPoint.x ); |
| args.push( lastPoint.y ); |
| |
| this.actions.push( { action: 'ellipse', args: args } ); |
| |
| }; |
| |
| THREE.Path.prototype.getSpacedPoints = function ( divisions ) { |
| |
| 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 ( this.autoClose ) { |
| |
| points.push( points[ 0 ] ); |
| |
| } |
| |
| return points; |
| |
| }; |
| |
| /* Return an array of vectors based on contour of the path */ |
| |
| THREE.Path.prototype.getPoints = function( divisions ) { |
| |
| divisions = divisions || 12; |
| |
| var b2 = THREE.ShapeUtils.b2; |
| var b3 = THREE.ShapeUtils.b3; |
| |
| var points = []; |
| |
| var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0, |
| laste, tx, ty; |
| |
| for ( var i = 0, l = this.actions.length; i < l; i ++ ) { |
| |
| var item = this.actions[ i ]; |
| |
| var action = item.action; |
| var args = item.args; |
| |
| switch ( action ) { |
| |
| case 'moveTo': |
| |
| points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) ); |
| |
| break; |
| |
| case 'lineTo': |
| |
| points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) ); |
| |
| break; |
| |
| case 'quadraticCurveTo': |
| |
| 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 ( var j = 1; j <= divisions; j ++ ) { |
| |
| var t = j / divisions; |
| |
| tx = b2( t, cpx0, cpx1, cpx ); |
| ty = b2( t, cpy0, cpy1, cpy ); |
| |
| points.push( new THREE.Vector2( tx, ty ) ); |
| |
| } |
| |
| break; |
| |
| case 'bezierCurveTo': |
| |
| 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 ( var j = 1; j <= divisions; j ++ ) { |
| |
| var t = j / divisions; |
| |
| tx = b3( t, cpx0, cpx1, cpx2, cpx ); |
| ty = b3( t, cpy0, cpy1, cpy2, cpy ); |
| |
| points.push( new THREE.Vector2( tx, ty ) ); |
| |
| } |
| |
| break; |
| |
| case 'splineThru': |
| |
| 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 ( var j = 1; j <= n; j ++ ) { |
| |
| points.push( spline.getPointAt( j / n ) ); |
| |
| } |
| |
| break; |
| |
| case '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 ( var j = 1; j <= tdivisions; j ++ ) { |
| |
| var 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 'ellipse': |
| |
| var aX = args[ 0 ], aY = args[ 1 ], |
| xRadius = args[ 2 ], |
| yRadius = args[ 3 ], |
| aStartAngle = args[ 4 ], aEndAngle = args[ 5 ], |
| aClockwise = !! args[ 6 ], |
| aRotation = args[ 7 ]; |
| |
| |
| var deltaAngle = aEndAngle - aStartAngle; |
| var angle; |
| var tdivisions = divisions * 2; |
| |
| var cos, sin; |
| if ( aRotation !== 0 ) { |
| |
| cos = Math.cos( aRotation ); |
| sin = Math.sin( aRotation ); |
| |
| } |
| |
| for ( var j = 1; j <= tdivisions; j ++ ) { |
| |
| var t = j / tdivisions; |
| |
| if ( ! aClockwise ) { |
| |
| t = 1 - t; |
| |
| } |
| |
| angle = aStartAngle + t * deltaAngle; |
| |
| tx = aX + xRadius * Math.cos( angle ); |
| ty = aY + yRadius * Math.sin( angle ); |
| |
| if ( aRotation !== 0 ) { |
| |
| var x = tx, y = ty; |
| |
| // Rotate the point about the center of the ellipse. |
| tx = ( x - aX ) * cos - ( y - aY ) * sin + aX; |
| ty = ( x - aX ) * sin + ( y - aY ) * cos + aY; |
| |
| } |
| |
| //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 ]; |
| if ( Math.abs( lastPoint.x - points[ 0 ].x ) < Number.EPSILON && |
| Math.abs( lastPoint.y - points[ 0 ].y ) < Number.EPSILON ) |
| points.splice( points.length - 1, 1 ); |
| |
| if ( this.autoClose ) { |
| |
| 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 subPaths = [], lastPath = new THREE.Path(); |
| |
| for ( var i = 0, l = inActions.length; i < l; i ++ ) { |
| |
| var item = inActions[ i ]; |
| |
| var args = item.args; |
| var action = item.action; |
| |
| if ( action === 'moveTo' ) { |
| |
| 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, l = inSubpaths.length; i < l; 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 polyLen = inPolygon.length; |
| |
| // inPt on polygon contour => immediate success or |
| // toggling of inside/outside at every single! intersection point of an edge |
| // with the horizontal line through inPt, left of inPt |
| // not counting lowerY endpoints of edges and whole edges on that line |
| var inside = false; |
| for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) { |
| |
| var edgeLowPt = inPolygon[ p ]; |
| var edgeHighPt = inPolygon[ q ]; |
| |
| var edgeDx = edgeHighPt.x - edgeLowPt.x; |
| var edgeDy = edgeHighPt.y - edgeLowPt.y; |
| |
| if ( Math.abs( edgeDy ) > Number.EPSILON ) { |
| |
| // not parallel |
| if ( edgeDy < 0 ) { |
| |
| edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx; |
| edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy; |
| |
| } |
| if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue; |
| |
| if ( inPt.y === edgeLowPt.y ) { |
| |
| if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ? |
| // continue; // no intersection or edgeLowPt => doesn't count !!! |
| |
| } else { |
| |
| var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y ); |
| if ( perpEdge === 0 ) return true; // inPt is on contour ? |
| if ( perpEdge < 0 ) continue; |
| inside = ! inside; // true intersection left of inPt |
| |
| } |
| |
| } else { |
| |
| // parallel or collinear |
| if ( inPt.y !== edgeLowPt.y ) continue; // parallel |
| // edge lies on the same horizontal line as inPt |
| if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) || |
| ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour ! |
| // continue; |
| |
| } |
| |
| } |
| |
| return inside; |
| |
| } |
| |
| var isClockWise = THREE.ShapeUtils.isClockWise; |
| |
| 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 = ! isClockWise( subPaths[ 0 ].getPoints() ); |
| holesFirst = isCCW ? ! holesFirst : holesFirst; |
| |
| // console.log("Holes first", holesFirst); |
| |
| var betterShapeHoles = []; |
| var newShapes = []; |
| var newShapeHoles = []; |
| var mainIdx = 0; |
| var tmpPoints; |
| |
| newShapes[ mainIdx ] = undefined; |
| newShapeHoles[ mainIdx ] = []; |
| |
| for ( var i = 0, l = subPaths.length; i < l; i ++ ) { |
| |
| tmpPath = subPaths[ i ]; |
| tmpPoints = tmpPath.getPoints(); |
| solid = isClockWise( tmpPoints ); |
| solid = isCCW ? ! solid : solid; |
| |
| if ( solid ) { |
| |
| if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++; |
| |
| newShapes[ mainIdx ] = { s: new 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 ambiguous = false; |
| var toChange = []; |
| |
| for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { |
| |
| betterShapeHoles[ sIdx ] = []; |
| |
| } |
| |
| for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { |
| |
| var sho = newShapeHoles[ sIdx ]; |
| |
| for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) { |
| |
| var ho = sho[ hIdx ]; |
| var hole_unassigned = true; |
| |
| for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) { |
| |
| if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) { |
| |
| if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); |
| if ( hole_unassigned ) { |
| |
| hole_unassigned = false; |
| betterShapeHoles[ s2Idx ].push( ho ); |
| |
| } else { |
| |
| ambiguous = true; |
| |
| } |
| |
| } |
| |
| } |
| if ( hole_unassigned ) { |
| |
| betterShapeHoles[ sIdx ].push( ho ); |
| |
| } |
| |
| } |
| |
| } |
| // console.log("ambiguous: ", ambiguous); |
| if ( toChange.length > 0 ) { |
| |
| // console.log("to change: ", toChange); |
| if ( ! ambiguous ) newShapeHoles = betterShapeHoles; |
| |
| } |
| |
| } |
| |
| var tmpHoles; |
| |
| for ( var i = 0, il = newShapes.length; i < il; i ++ ) { |
| |
| tmpShape = newShapes[ i ].s; |
| shapes.push( tmpShape ); |
| tmpHoles = newShapeHoles[ i ]; |
| |
| for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) { |
| |
| tmpShape.holes.push( tmpHoles[ j ].h ); |
| |
| } |
| |
| } |
| |
| //console.log("shape", shapes); |
| |
| return shapes; |
| |
| }; |
| |
| // 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 ); |
| THREE.Shape.prototype.constructor = THREE.Shape; |
| |
| // Convenience method to return ExtrudeGeometry |
| |
| THREE.Shape.prototype.extrude = function ( options ) { |
| |
| return new THREE.ExtrudeGeometry( this, options ); |
| |
| }; |
| |
| // Convenience method to return ShapeGeometry |
| |
| THREE.Shape.prototype.makeGeometry = function ( options ) { |
| |
| return new THREE.ShapeGeometry( this, options ); |
| |
| }; |
| |
| // Get points of holes |
| |
| THREE.Shape.prototype.getPointsHoles = function ( divisions ) { |
| |
| var holesPts = []; |
| |
| for ( var i = 0, l = this.holes.length; i < l; i ++ ) { |
| |
| holesPts[ i ] = this.holes[ i ].getPoints( divisions ); |
| |
| } |
| |
| return holesPts; |
| |
| }; |
| |
| |
| // Get points of shape and holes (keypoints based on segments parameter) |
| |
| THREE.Shape.prototype.extractAllPoints = function ( divisions ) { |
| |
| return { |
| |
| shape: this.getPoints( divisions ), |
| holes: this.getPointsHoles( divisions ) |
| |
| }; |
| |
| }; |
| |
| THREE.Shape.prototype.extractPoints = function ( divisions ) { |
| |
| return this.extractAllPoints( divisions ); |
| |
| }; |
| |
| // 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.constructor = THREE.LineCurve; |
| |
| 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.constructor = THREE.QuadraticBezierCurve; |
| |
| |
| THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) { |
| |
| var b2 = THREE.ShapeUtils.b2; |
| |
| return new THREE.Vector2( |
| b2( t, this.v0.x, this.v1.x, this.v2.x ), |
| b2( t, this.v0.y, this.v1.y, this.v2.y ) |
| ); |
| |
| }; |
| |
| |
| THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) { |
| |
| var tangentQuadraticBezier = THREE.CurveUtils.tangentQuadraticBezier; |
| |
| return new THREE.Vector2( |
| tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x ), |
| tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y ) |
| ).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.constructor = THREE.CubicBezierCurve; |
| |
| THREE.CubicBezierCurve.prototype.getPoint = function ( t ) { |
| |
| var b3 = THREE.ShapeUtils.b3; |
| |
| return new THREE.Vector2( |
| b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ), |
| b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ) |
| ); |
| |
| }; |
| |
| THREE.CubicBezierCurve.prototype.getTangent = function( t ) { |
| |
| var tangentCubicBezier = THREE.CurveUtils.tangentCubicBezier; |
| |
| return new THREE.Vector2( |
| tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ), |
| tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ) |
| ).normalize(); |
| |
| }; |
| |
| // 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.constructor = THREE.SplineCurve; |
| |
| 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 interpolate = THREE.CurveUtils.interpolate; |
| |
| return new THREE.Vector2( |
| interpolate( point0.x, point1.x, point2.x, point3.x, weight ), |
| interpolate( point0.y, point1.y, point2.y, point3.y, weight ) |
| ); |
| |
| }; |
| |
| // File:src/extras/curves/EllipseCurve.js |
| |
| /************************************************************** |
| * Ellipse curve |
| **************************************************************/ |
| |
| THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { |
| |
| this.aX = aX; |
| this.aY = aY; |
| |
| this.xRadius = xRadius; |
| this.yRadius = yRadius; |
| |
| this.aStartAngle = aStartAngle; |
| this.aEndAngle = aEndAngle; |
| |
| this.aClockwise = aClockwise; |
| |
| this.aRotation = aRotation || 0; |
| |
| }; |
| |
| THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype ); |
| THREE.EllipseCurve.prototype.constructor = THREE.EllipseCurve; |
| |
| 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 x = this.aX + this.xRadius * Math.cos( angle ); |
| var y = this.aY + this.yRadius * Math.sin( angle ); |
| |
| if ( this.aRotation !== 0 ) { |
| |
| var cos = Math.cos( this.aRotation ); |
| var sin = Math.sin( this.aRotation ); |
| |
| var tx = x, ty = y; |
| |
| // Rotate the point about the center of the ellipse. |
| x = ( tx - this.aX ) * cos - ( ty - this.aY ) * sin + this.aX; |
| y = ( tx - this.aX ) * sin + ( ty - this.aY ) * cos + this.aY; |
| |
| } |
| |
| return new THREE.Vector2( x, y ); |
| |
| }; |
| |
| // 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 ); |
| THREE.ArcCurve.prototype.constructor = THREE.ArcCurve; |
| |
| // 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 b2 = THREE.ShapeUtils.b2; |
| |
| return new THREE.Vector3( |
| b2( t, this.v0.x, this.v1.x, this.v2.x ), |
| b2( t, this.v0.y, this.v1.y, this.v2.y ), |
| b2( t, this.v0.z, this.v1.z, this.v2.z ) |
| ); |
| |
| } |
| |
| ); |
| |
| // 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 b3 = THREE.ShapeUtils.b3; |
| |
| return new THREE.Vector3( |
| b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ), |
| b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ), |
| b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z ) |
| ); |
| |
| } |
| |
| ); |
| |
| // File:src/extras/curves/SplineCurve3.js |
| |
| /************************************************************** |
| * Spline 3D curve |
| **************************************************************/ |
| |
| |
| THREE.SplineCurve3 = THREE.Curve.create( |
| |
| function ( points /* array of Vector3 */ ) { |
| |
| console.warn( 'THREE.SplineCurve3 will be deprecated. Please use THREE.CatmullRomCurve3' ); |
| 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 interpolate = THREE.CurveUtils.interpolate; |
| |
| return new THREE.Vector3( |
| interpolate( point0.x, point1.x, point2.x, point3.x, weight ), |
| interpolate( point0.y, point1.y, point2.y, point3.y, weight ), |
| interpolate( point0.z, point1.z, point2.z, point3.z, weight ) |
| ); |
| |
| } |
| |
| ); |
| |
| // File:src/extras/curves/CatmullRomCurve3.js |
| |
| /** |
| * @author zz85 https://github.com/zz85 |
| * |
| * Centripetal CatmullRom Curve - which is useful for avoiding |
| * cusps and self-intersections in non-uniform catmull rom curves. |
| * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf |
| * |
| * curve.type accepts centripetal(default), chordal and catmullrom |
| * curve.tension is used for catmullrom which defaults to 0.5 |
| */ |
| |
| THREE.CatmullRomCurve3 = ( function() { |
| |
| var |
| tmp = new THREE.Vector3(), |
| px = new CubicPoly(), |
| py = new CubicPoly(), |
| pz = new CubicPoly(); |
| |
| /* |
| Based on an optimized c++ solution in |
| - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/ |
| - http://ideone.com/NoEbVM |
| |
| This CubicPoly class could be used for reusing some variables and calculations, |
| but for three.js curve use, it could be possible inlined and flatten into a single function call |
| which can be placed in CurveUtils. |
| */ |
| |
| function CubicPoly() { |
| |
| } |
| |
| /* |
| * Compute coefficients for a cubic polynomial |
| * p(s) = c0 + c1*s + c2*s^2 + c3*s^3 |
| * such that |
| * p(0) = x0, p(1) = x1 |
| * and |
| * p'(0) = t0, p'(1) = t1. |
| */ |
| CubicPoly.prototype.init = function( x0, x1, t0, t1 ) { |
| |
| this.c0 = x0; |
| this.c1 = t0; |
| this.c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1; |
| this.c3 = 2 * x0 - 2 * x1 + t0 + t1; |
| |
| }; |
| |
| CubicPoly.prototype.initNonuniformCatmullRom = function( x0, x1, x2, x3, dt0, dt1, dt2 ) { |
| |
| // compute tangents when parameterized in [t1,t2] |
| var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1; |
| var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2; |
| |
| // rescale tangents for parametrization in [0,1] |
| t1 *= dt1; |
| t2 *= dt1; |
| |
| // initCubicPoly |
| this.init( x1, x2, t1, t2 ); |
| |
| }; |
| |
| // standard Catmull-Rom spline: interpolate between x1 and x2 with previous/following points x1/x4 |
| CubicPoly.prototype.initCatmullRom = function( x0, x1, x2, x3, tension ) { |
| |
| this.init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) ); |
| |
| }; |
| |
| CubicPoly.prototype.calc = function( t ) { |
| |
| var t2 = t * t; |
| var t3 = t2 * t; |
| return this.c0 + this.c1 * t + this.c2 * t2 + this.c3 * t3; |
| |
| }; |
| |
| // Subclass Three.js curve |
| return THREE.Curve.create( |
| |
| function ( p /* array of Vector3 */ ) { |
| |
| this.points = p || []; |
| this.closed = false; |
| |
| }, |
| |
| function ( t ) { |
| |
| var points = this.points, |
| point, intPoint, weight, l; |
| |
| l = points.length; |
| |
| if ( l < 2 ) console.log( 'duh, you need at least 2 points' ); |
| |
| point = ( l - ( this.closed ? 0 : 1 ) ) * t; |
| intPoint = Math.floor( point ); |
| weight = point - intPoint; |
| |
| if ( this.closed ) { |
| |
| intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length; |
| |
| } else if ( weight === 0 && intPoint === l - 1 ) { |
| |
| intPoint = l - 2; |
| weight = 1; |
| |
| } |
| |
| var p0, p1, p2, p3; // 4 points |
| |
| if ( this.closed || intPoint > 0 ) { |
| |
| p0 = points[ ( intPoint - 1 ) % l ]; |
| |
| } else { |
| |
| // extrapolate first point |
| tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] ); |
| p0 = tmp; |
| |
| } |
| |
| p1 = points[ intPoint % l ]; |
| p2 = points[ ( intPoint + 1 ) % l ]; |
| |
| if ( this.closed || intPoint + 2 < l ) { |
| |
| p3 = points[ ( intPoint + 2 ) % l ]; |
| |
| } else { |
| |
| // extrapolate last point |
| tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] ); |
| p3 = tmp; |
| |
| } |
| |
| if ( this.type === undefined || this.type === 'centripetal' || this.type === 'chordal' ) { |
| |
| // init Centripetal / Chordal Catmull-Rom |
| var pow = this.type === 'chordal' ? 0.5 : 0.25; |
| var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow ); |
| var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow ); |
| var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow ); |
| |
| // safety check for repeated points |
| if ( dt1 < 1e-4 ) dt1 = 1.0; |
| if ( dt0 < 1e-4 ) dt0 = dt1; |
| if ( dt2 < 1e-4 ) dt2 = dt1; |
| |
| px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 ); |
| py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 ); |
| pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 ); |
| |
| } else if ( this.type === 'catmullrom' ) { |
| |
| var tension = this.tension !== undefined ? this.tension : 0.5; |
| px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, tension ); |
| py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, tension ); |
| pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, tension ); |
| |
| } |
| |
| var v = new THREE.Vector3( |
| px.calc( weight ), |
| py.calc( weight ), |
| pz.calc( weight ) |
| ); |
| |
| return v; |
| |
| } |
| |
| ); |
| |
| } )(); |
| |
| // File:src/extras/curves/ClosedSplineCurve3.js |
| |
| /************************************************************** |
| * Closed Spline 3D curve |
| **************************************************************/ |
| |
| |
| THREE.ClosedSplineCurve3 = function ( points ) { |
| |
| console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Please use THREE.CatmullRomCurve3.' ); |
| |
| THREE.CatmullRomCurve3.call( this, points ); |
| this.type = 'catmullrom'; |
| this.closed = true; |
| |
| }; |
| |
| THREE.ClosedSplineCurve3.prototype = Object.create( THREE.CatmullRomCurve3.prototype ); |
| |
| // 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.faces.push( face ); |
| scope.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] ); |
| |
| face = new THREE.Face3( b + offset, c + offset, d + offset ); |
| face.normal.copy( normal ); |
| face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() ); |
| face.materialIndex = materialIndex; |
| |
| scope.faces.push( face ); |
| scope.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] ); |
| |
| } |
| |
| } |
| |
| } |
| |
| this.mergeVertices(); |
| |
| }; |
| |
| THREE.BoxGeometry.prototype = Object.create( THREE.Geometry.prototype ); |
| THREE.BoxGeometry.prototype.constructor = THREE.BoxGeometry; |
| |
| THREE.CubeGeometry = THREE.BoxGeometry; |
| |
| // 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 |
| }; |
| |
| this.fromBufferGeometry( new THREE.CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) ); |
| |
| }; |
| |
| THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype ); |
| THREE.CircleGeometry.prototype.constructor = THREE.CircleGeometry; |
| |
| // File:src/extras/geometries/CircleBufferGeometry.js |
| |
| /** |
| * @author benaadams / https://twitter.com/ben_a_adams |
| */ |
| |
| THREE.CircleBufferGeometry = function ( radius, segments, thetaStart, thetaLength ) { |
| |
| THREE.BufferGeometry.call( this ); |
| |
| this.type = 'CircleBufferGeometry'; |
| |
| 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 vertices = segments + 2; |
| |
| var positions = new Float32Array( vertices * 3 ); |
| var normals = new Float32Array( vertices * 3 ); |
| var uvs = new Float32Array( vertices * 2 ); |
| |
| // center data is already zero, but need to set a few extras |
| normals[ 2 ] = 1.0; |
| uvs[ 0 ] = 0.5; |
| uvs[ 1 ] = 0.5; |
| |
| for ( var s = 0, i = 3, ii = 2 ; s <= segments; s ++, i += 3, ii += 2 ) { |
| |
| var segment = thetaStart + s / segments * thetaLength; |
| |
| positions[ i ] = radius * Math.cos( segment ); |
| positions[ i + 1 ] = radius * Math.sin( segment ); |
| |
| normals[ i + 2 ] = 1; // normal z |
| |
| uvs[ ii ] = ( positions[ i ] / radius + 1 ) / 2; |
| uvs[ ii + 1 ] = ( positions[ i + 1 ] / radius + 1 ) / 2; |
| |
| } |
| |
| var indices = []; |
| |
| for ( var i = 1; i <= segments; i ++ ) { |
| |
| indices.push( i, i + 1, 0 ); |
| |
| } |
| |
| this.setIndex( new THREE.BufferAttribute( new Uint16Array( indices ), 1 ) ); |
| this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) ); |
| this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) ); |
| this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) ); |
| |
| this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius ); |
| |
| }; |
| |
| THREE.CircleBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); |
| THREE.CircleBufferGeometry.prototype.constructor = THREE.CircleBufferGeometry; |
| |
| // File:src/extras/geometries/CylinderGeometry.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { |
| |
| THREE.Geometry.call( this ); |
| |
| this.type = 'CylinderGeometry'; |
| |
| this.parameters = { |
| radiusTop: radiusTop, |
| radiusBottom: radiusBottom, |
| height: height, |
| radialSegments: radialSegments, |
| heightSegments: heightSegments, |
| openEnded: openEnded, |
| thetaStart: thetaStart, |
| thetaLength: thetaLength |
| }; |
| |
| radiusTop = radiusTop !== undefined ? radiusTop : 20; |
| radiusBottom = radiusBottom !== undefined ? radiusBottom : 20; |
| height = height !== undefined ? height : 100; |
| |
| radialSegments = radialSegments || 8; |
| heightSegments = heightSegments || 1; |
| |
| openEnded = openEnded !== undefined ? openEnded : false; |
| thetaStart = thetaStart !== undefined ? thetaStart : 0; |
| thetaLength = thetaLength !== undefined ? thetaLength : 2 * Math.PI; |
| |
| 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 * thetaLength + thetaStart ); |
| vertex.y = - v * height + heightHalf; |
| vertex.z = radius * Math.cos( u * thetaLength + thetaStart ); |
| |
| this.vertices.push( vertex ); |
| |
| verticesRow.push( this.vertices.length - 1 ); |
| uvsRow.push( new THREE.Vector2( u, 1 - v ) ); |
| |
| } |
| |
| vertices.push( verticesRow ); |
| uvs.push( uvsRow ); |
| |
| } |
| |
| var tanTheta = ( radiusBottom - radiusTop ) / height; |
| var na, nb; |
| |
| for ( x = 0; x < radialSegments; x ++ ) { |
| |
| if ( radiusTop !== 0 ) { |
| |
| na = this.vertices[ vertices[ 0 ][ x ] ].clone(); |
| nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone(); |
| |
| } else { |
| |
| na = this.vertices[ vertices[ 1 ][ x ] ].clone(); |
| nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone(); |
| |
| } |
| |
| na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize(); |
| nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize(); |
| |
| for ( y = 0; y < heightSegments; y ++ ) { |
| |
| var v1 = vertices[ y ][ x ]; |
| var v2 = vertices[ y + 1 ][ x ]; |
| var v3 = vertices[ y + 1 ][ x + 1 ]; |
| var v4 = vertices[ y ][ x + 1 ]; |
| |
| var n1 = na.clone(); |
| var n2 = na.clone(); |
| var n3 = nb.clone(); |
| var n4 = nb.clone(); |
| |
| var uv1 = uvs[ y ][ x ].clone(); |
| var uv2 = uvs[ y + 1 ][ x ].clone(); |
| var uv3 = uvs[ y + 1 ][ x + 1 ].clone(); |
| var uv4 = uvs[ y ][ x + 1 ].clone(); |
| |
| this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) ); |
| this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] ); |
| |
| this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) ); |
| this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] ); |
| |
| } |
| |
| } |
| |
| // top cap |
| |
| if ( openEnded === false && radiusTop > 0 ) { |
| |
| this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) ); |
| |
| for ( x = 0; x < radialSegments; x ++ ) { |
| |
| var v1 = vertices[ 0 ][ x ]; |
| var v2 = vertices[ 0 ][ x + 1 ]; |
| var v3 = this.vertices.length - 1; |
| |
| var n1 = new THREE.Vector3( 0, 1, 0 ); |
| var n2 = new THREE.Vector3( 0, 1, 0 ); |
| var n3 = new THREE.Vector3( 0, 1, 0 ); |
| |
| var uv1 = uvs[ 0 ][ x ].clone(); |
| var uv2 = uvs[ 0 ][ x + 1 ].clone(); |
| var uv3 = new THREE.Vector2( uv2.x, 0 ); |
| |
| this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ], undefined, 1 ) ); |
| 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[ heightSegments ][ x + 1 ]; |
| var v2 = vertices[ heightSegments ][ x ]; |
| var v3 = this.vertices.length - 1; |
| |
| var n1 = new THREE.Vector3( 0, - 1, 0 ); |
| var n2 = new THREE.Vector3( 0, - 1, 0 ); |
| var n3 = new THREE.Vector3( 0, - 1, 0 ); |
| |
| var uv1 = uvs[ heightSegments ][ x + 1 ].clone(); |
| var uv2 = uvs[ heightSegments ][ x ].clone(); |
| var uv3 = new THREE.Vector2( uv2.x, 1 ); |
| |
| this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ], undefined, 2 ) ); |
| this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] ); |
| |
| } |
| |
| } |
| |
| this.computeFaceNormals(); |
| |
| }; |
| |
| THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype ); |
| THREE.CylinderGeometry.prototype.constructor = THREE.CylinderGeometry; |
| |
| // File:src/extras/geometries/EdgesGeometry.js |
| |
| /** |
| * @author WestLangley / http://github.com/WestLangley |
| */ |
| |
| THREE.EdgesGeometry = function ( geometry, thresholdAngle ) { |
| |
| THREE.BufferGeometry.call( this ); |
| |
| thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1; |
| |
| var thresholdDot = Math.cos( THREE.Math.degToRad( thresholdAngle ) ); |
| |
| var edge = [ 0, 0 ], hash = {}; |
| |
| function sortFunction( a, b ) { |
| |
| return a - b; |
| |
| } |
| |
| var keys = [ 'a', 'b', 'c' ]; |
| |
| var geometry2; |
| |
| if ( geometry instanceof THREE.BufferGeometry ) { |
| |
| geometry2 = new THREE.Geometry(); |
| geometry2.fromBufferGeometry( geometry ); |
| |
| } else { |
| |
| geometry2 = geometry.clone(); |
| |
| } |
| |
| geometry2.mergeVertices(); |
| geometry2.computeFaceNormals(); |
| |
| var vertices = geometry2.vertices; |
| var faces = geometry2.faces; |
| |
| for ( var i = 0, l = faces.length; i < l; i ++ ) { |
| |
| var face = faces[ i ]; |
| |
| for ( var j = 0; j < 3; j ++ ) { |
| |
| edge[ 0 ] = face[ keys[ j ] ]; |
| edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ]; |
| edge.sort( sortFunction ); |
| |
| var key = edge.toString(); |
| |
| if ( hash[ key ] === undefined ) { |
| |
| hash[ key ] = { vert1: edge[ 0 ], vert2: edge[ 1 ], face1: i, face2: undefined }; |
| |
| } else { |
| |
| hash[ key ].face2 = i; |
| |
| } |
| |
| } |
| |
| } |
| |
| var coords = []; |
| |
| for ( var key in hash ) { |
| |
| var h = hash[ key ]; |
| |
| if ( h.face2 === undefined || faces[ h.face1 ].normal.dot( faces[ h.face2 ].normal ) <= thresholdDot ) { |
| |
| var vertex = vertices[ h.vert1 ]; |
| coords.push( vertex.x ); |
| coords.push( vertex.y ); |
| coords.push( vertex.z ); |
| |
| vertex = vertices[ h.vert2 ]; |
| coords.push( vertex.x ); |
| coords.push( vertex.y ); |
| coords.push( vertex.z ); |
| |
| } |
| |
| } |
| |
| this.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( coords ), 3 ) ); |
| |
| }; |
| |
| THREE.EdgesGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); |
| THREE.EdgesGeometry.prototype.constructor = THREE.EdgesGeometry; |
| |
| // File:src/extras/geometries/ExtrudeGeometry.js |
| |
| /** |
| * @author zz85 / http://www.lab4games.net/zz85/blog |
| * |
| * Creates extruded geometry from a path shape. |
| * |
| * parameters = { |
| * |
| * curveSegments: <int>, // number of points on the curves |
| * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too |
| * amount: <int>, // Depth to extrude the shape |
| * |
| * bevelEnabled: <bool>, // turn on bevel |
| * bevelThickness: <float>, // how deep into the original shape bevel goes |
| * bevelSize: <float>, // how far from shape outline is bevel |
| * bevelSegments: <int>, // number of bevel layers |
| * |
| * extrudePath: <THREE.CurvePath> // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined) |
| * frames: <THREE.TubeGeometry.FrenetFrames> // containing arrays of tangents, normals, binormals |
| * |
| * uvGenerator: <Object> // object that provides UV generator functions |
| * |
| * } |
| **/ |
| |
| THREE.ExtrudeGeometry = function ( shapes, options ) { |
| |
| if ( typeof( shapes ) === "undefined" ) { |
| |
| shapes = []; |
| return; |
| |
| } |
| |
| THREE.Geometry.call( this ); |
| |
| this.type = 'ExtrudeGeometry'; |
| |
| shapes = Array.isArray( shapes ) ? shapes : [ shapes ]; |
| |
| this.addShapeList( shapes, options ); |
| |
| this.computeFaceNormals(); |
| |
| // can't really use automatic vertex normals |
| // as then front and back sides get smoothed too |
| // should do separate smoothing just for sides |
| |
| //this.computeVertexNormals(); |
| |
| //console.log( "took", ( Date.now() - startTime ) ); |
| |
| }; |
| |
| THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype ); |
| THREE.ExtrudeGeometry.prototype.constructor = THREE.ExtrudeGeometry; |
| |
| THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) { |
| |
| var sl = shapes.length; |
| |
| for ( var s = 0; s < sl; s ++ ) { |
| |
| var shape = shapes[ s ]; |
| this.addShape( shape, options ); |
| |
| } |
| |
| }; |
| |
| THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) { |
| |
| var amount = options.amount !== undefined ? options.amount : 100; |
| |
| var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10 |
| var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8 |
| var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3; |
| |
| var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false |
| |
| var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; |
| |
| var steps = options.steps !== undefined ? options.steps : 1; |
| |
| var extrudePath = options.extrudePath; |
| var extrudePts, extrudeByPath = false; |
| |
| // Use default WorldUVGenerator if no UV generators are specified. |
| var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator; |
| |
| var splineTube, binormal, normal, position2; |
| if ( extrudePath ) { |
| |
| extrudePts = extrudePath.getSpacedPoints( steps ); |
| |
| extrudeByPath = true; |
| bevelEnabled = false; // bevels not supported for path extrusion |
| |
| // SETUP TNB variables |
| |
| // Reuse TNB from TubeGeomtry for now. |
| // TODO1 - have a .isClosed in spline? |
| |
| splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames( extrudePath, steps, false ); |
| |
| // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); |
| |
| binormal = new THREE.Vector3(); |
| normal = new THREE.Vector3(); |
| position2 = new THREE.Vector3(); |
| |
| } |
| |
| // Safeguards if bevels are not enabled |
| |
| if ( ! bevelEnabled ) { |
| |
| bevelSegments = 0; |
| bevelThickness = 0; |
| bevelSize = 0; |
| |
| } |
| |
| // Variables initialization |
| |
| var ahole, h, hl; // looping of holes |
| var scope = this; |
| |
| var shapesOffset = this.vertices.length; |
| |
| var shapePoints = shape.extractPoints( curveSegments ); |
| |
| var vertices = shapePoints.shape; |
| var holes = shapePoints.holes; |
| |
| var reverse = ! THREE.ShapeUtils.isClockWise( vertices ); |
| |
| if ( reverse ) { |
| |
| vertices = vertices.reverse(); |
| |
| // Maybe we should also check if holes are in the opposite direction, just to be safe ... |
| |
| for ( h = 0, hl = holes.length; h < hl; h ++ ) { |
| |
| ahole = holes[ h ]; |
| |
| if ( THREE.ShapeUtils.isClockWise( ahole ) ) { |
| |
| holes[ h ] = ahole.reverse(); |
| |
| } |
| |
| } |
| |
| reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)! |
| |
| } |
| |
| |
| var faces = THREE.ShapeUtils.triangulateShape( vertices, holes ); |
| |
| /* Vertices */ |
| |
| var contour = vertices; // vertices has all points but contour has only points of circumference |
| |
| for ( h = 0, hl = holes.length; h < hl; h ++ ) { |
| |
| ahole = holes[ h ]; |
| |
| vertices = vertices.concat( ahole ); |
| |
| } |
| |
| |
| function scalePt2 ( pt, vec, size ) { |
| |
| if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" ); |
| |
| return vec.clone().multiplyScalar( size ).add( pt ); |
| |
| } |
| |
| var b, bs, t, z, |
| vert, vlen = vertices.length, |
| face, flen = faces.length; |
| |
| |
| // Find directions for point movement |
| |
| |
| function getBevelVec( inPt, inPrev, inNext ) { |
| |
| // computes for inPt the corresponding point inPt' on a new contour |
| // shifted by 1 unit (length of normalized vector) to the left |
| // if we walk along contour clockwise, this new contour is outside the old one |
| // |
| // inPt' is the intersection of the two lines parallel to the two |
| // adjacent edges of inPt at a distance of 1 unit on the left side. |
| |
| var v_trans_x, v_trans_y, shrink_by = 1; // resulting translation vector for inPt |
| |
| // good reading for geometry algorithms (here: line-line intersection) |
| // http://geomalgorithms.com/a05-_intersect-1.html |
| |
| var v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y; |
| var v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y; |
| |
| var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y ); |
| |
| // check for collinear edges |
| var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x ); |
| |
| if ( Math.abs( collinear0 ) > Number.EPSILON ) { |
| |
| // not collinear |
| |
| // length of vectors for normalizing |
| |
| var v_prev_len = Math.sqrt( v_prev_lensq ); |
| var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y ); |
| |
| // shift adjacent points by unit vectors to the left |
| |
| var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len ); |
| var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len ); |
| |
| var ptNextShift_x = ( inNext.x - v_next_y / v_next_len ); |
| var ptNextShift_y = ( inNext.y + v_next_x / v_next_len ); |
| |
| // scaling factor for v_prev to intersection point |
| |
| var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y - |
| ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) / |
| ( v_prev_x * v_next_y - v_prev_y * v_next_x ); |
| |
| // vector from inPt to intersection point |
| |
| v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x ); |
| v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y ); |
| |
| // Don't normalize!, otherwise sharp corners become ugly |
| // but prevent crazy spikes |
| var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y ); |
| if ( v_trans_lensq <= 2 ) { |
| |
| return new THREE.Vector2( v_trans_x, v_trans_y ); |
| |
| } else { |
| |
| shrink_by = Math.sqrt( v_trans_lensq / 2 ); |
| |
| } |
| |
| } else { |
| |
| // handle special case of collinear edges |
| |
| var direction_eq = false; // assumes: opposite |
| if ( v_prev_x > Number.EPSILON ) { |
| |
| if ( v_next_x > Number.EPSILON ) { |
| |
| direction_eq = true; |
| |
| } |
| |
| } else { |
| |
| if ( v_prev_x < - Number.EPSILON ) { |
| |
| if ( v_next_x < - Number.EPSILON ) { |
| |
| direction_eq = true; |
| |
| } |
| |
| } else { |
| |
| if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) { |
| |
| direction_eq = true; |
| |
| } |
| |
| } |
| |
| } |
| |
| if ( direction_eq ) { |
| |
| // console.log("Warning: lines are a straight sequence"); |
| v_trans_x = - v_prev_y; |
| v_trans_y = v_prev_x; |
| shrink_by = Math.sqrt( v_prev_lensq ); |
| |
| } else { |
| |
| // console.log("Warning: lines are a straight spike"); |
| v_trans_x = v_prev_x; |
| v_trans_y = v_prev_y; |
| shrink_by = Math.sqrt( v_prev_lensq / 2 ); |
| |
| } |
| |
| } |
| |
| return new THREE.Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by ); |
| |
| } |
| |
| |
| var contourMovements = []; |
| |
| for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { |
| |
| if ( j === il ) j = 0; |
| if ( k === il ) k = 0; |
| |
| // (j)---(i)---(k) |
| // console.log('i,j,k', i, j , k) |
| |
| contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); |
| |
| } |
| |
| var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat(); |
| |
| for ( h = 0, hl = holes.length; h < hl; h ++ ) { |
| |
| ahole = holes[ h ]; |
| |
| oneHoleMovements = []; |
| |
| for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { |
| |
| if ( j === il ) j = 0; |
| if ( k === il ) k = 0; |
| |
| // (j)---(i)---(k) |
| oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); |
| |
| } |
| |
| holesMovements.push( oneHoleMovements ); |
| verticesMovements = verticesMovements.concat( oneHoleMovements ); |
| |
| } |
| |
| |
| // Loop bevelSegments, 1 for the front, 1 for the back |
| |
| for ( b = 0; b < bevelSegments; b ++ ) { |
| |
| //for ( b = bevelSegments; b > 0; b -- ) { |
| |
| t = b / bevelSegments; |
| z = bevelThickness * ( 1 - t ); |
| |
| //z = bevelThickness * t; |
| bs = bevelSize * ( Math.sin ( t * Math.PI / 2 ) ); // curved |
| //bs = bevelSize * t; // linear |
| |
| // contract shape |
| |
| for ( i = 0, il = contour.length; i < il; i ++ ) { |
| |
| vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); |
| |
| v( vert.x, vert.y, - z ); |
| |
| } |
| |
| // expand holes |
| |
| for ( h = 0, hl = holes.length; h < hl; h ++ ) { |
| |
| ahole = holes[ h ]; |
| oneHoleMovements = holesMovements[ h ]; |
| |
| for ( i = 0, il = ahole.length; i < il; i ++ ) { |
| |
| vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); |
| |
| v( vert.x, vert.y, - z ); |
| |
| } |
| |
| } |
| |
| } |
| |
| bs = bevelSize; |
| |
| // Back facing vertices |
| |
| for ( i = 0; i < vlen; i ++ ) { |
| |
| vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; |
| |
| if ( ! extrudeByPath ) { |
| |
| v( vert.x, vert.y, 0 ); |
| |
| } else { |
| |
| // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); |
| |
| normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x ); |
| binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y ); |
| |
| position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal ); |
| |
| v( position2.x, position2.y, position2.z ); |
| |
| } |
| |
| } |
| |
| // Add stepped vertices... |
| // Including front facing vertices |
| |
| var s; |
| |
| for ( s = 1; s <= steps; s ++ ) { |
| |
| for ( i = 0; i < vlen; i ++ ) { |
| |
| vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; |
| |
| if ( ! extrudeByPath ) { |
| |
| v( vert.x, vert.y, amount / steps * s ); |
| |
| } else { |
| |
| // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); |
| |
| normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x ); |
| binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y ); |
| |
| position2.copy( extrudePts[ s ] ).add( normal ).add( binormal ); |
| |
| v( position2.x, position2.y, position2.z ); |
| |
| } |
| |
| } |
| |
| } |
| |
| |
| // Add bevel segments planes |
| |
| //for ( b = 1; b <= bevelSegments; b ++ ) { |
| for ( b = bevelSegments - 1; b >= 0; b -- ) { |
| |
| t = b / bevelSegments; |
| z = bevelThickness * ( 1 - t ); |
| //bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) ); |
| bs = bevelSize * Math.sin ( t * Math.PI / 2 ); |
| |
| // contract shape |
| |
| for ( i = 0, il = contour.length; i < il; i ++ ) { |
| |
| vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); |
| v( vert.x, vert.y, amount + z ); |
| |
| } |
| |
| // expand holes |
| |
| for ( h = 0, hl = holes.length; h < hl; h ++ ) { |
| |
| ahole = holes[ h ]; |
| oneHoleMovements = holesMovements[ h ]; |
| |
| for ( i = 0, il = ahole.length; i < il; i ++ ) { |
| |
| vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); |
| |
| if ( ! extrudeByPath ) { |
| |
| v( vert.x, vert.y, amount + z ); |
| |
| } else { |
| |
| v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); |
| |
| } |
| |
| } |
| |
| } |
| |
| } |
| |
| /* Faces */ |
| |
| // Top and bottom faces |
| |
| buildLidFaces(); |
| |
| // Sides faces |
| |
| buildSideFaces(); |
| |
| |
| ///// Internal functions |
| |
| function buildLidFaces() { |
| |
| if ( bevelEnabled ) { |
| |
| var layer = 0; // steps + 1 |
| var offset = vlen * layer; |
| |
| // Bottom faces |
| |
| for ( i = 0; i < flen; i ++ ) { |
| |
| face = faces[ i ]; |
| f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset ); |
| |
| } |
| |
| layer = steps + bevelSegments * 2; |
| offset = vlen * layer; |
| |
| // Top faces |
| |
| for ( i = 0; i < flen; i ++ ) { |
| |
| face = faces[ i ]; |
| f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset ); |
| |
| } |
| |
| } else { |
| |
| // Bottom faces |
| |
| for ( i = 0; i < flen; i ++ ) { |
| |
| face = faces[ i ]; |
| f3( face[ 2 ], face[ 1 ], face[ 0 ] ); |
| |
| } |
| |
| // Top faces |
| |
| for ( i = 0; i < flen; i ++ ) { |
| |
| face = faces[ i ]; |
| f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps ); |
| |
| } |
| |
| } |
| |
| } |
| |
| // Create faces for the z-sides of the shape |
| |
| function buildSideFaces() { |
| |
| var layeroffset = 0; |
| sidewalls( contour, layeroffset ); |
| layeroffset += contour.length; |
| |
| for ( h = 0, hl = holes.length; h < hl; h ++ ) { |
| |
| ahole = holes[ h ]; |
| sidewalls( ahole, layeroffset ); |
| |
| //, true |
| layeroffset += ahole.length; |
| |
| } |
| |
| } |
| |
| function sidewalls( contour, layeroffset ) { |
| |
| var j, k; |
| i = contour.length; |
| |
| while ( -- i >= 0 ) { |
| |
| j = i; |
| k = i - 1; |
| if ( k < 0 ) k = contour.length - 1; |
| |
| //console.log('b', i,j, i-1, k,vertices.length); |
| |
| var s = 0, sl = steps + bevelSegments * 2; |
| |
| for ( s = 0; s < sl; s ++ ) { |
| |
| var slen1 = vlen * s; |
| var slen2 = vlen * ( s + 1 ); |
| |
| var a = layeroffset + j + slen1, |
| b = layeroffset + k + slen1, |
| c = layeroffset + k + slen2, |
| d = layeroffset + j + slen2; |
| |
| f4( a, b, c, d, contour, s, sl, j, k ); |
| |
| } |
| |
| } |
| |
| } |
| |
| |
| function v( x, y, z ) { |
| |
| scope.vertices.push( new THREE.Vector3( x, y, z ) ); |
| |
| } |
| |
| function f3( a, b, c ) { |
| |
| a += shapesOffset; |
| b += shapesOffset; |
| c += shapesOffset; |
| |
| scope.faces.push( new THREE.Face3( a, b, c, null, null, 0 ) ); |
| |
| var uvs = uvgen.generateTopUV( scope, a, b, c ); |
| |
| scope.faceVertexUvs[ 0 ].push( uvs ); |
| |
| } |
| |
| function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) { |
| |
| a += shapesOffset; |
| b += shapesOffset; |
| c += shapesOffset; |
| d += shapesOffset; |
| |
| scope.faces.push( new THREE.Face3( a, b, d, null, null, 1 ) ); |
| scope.faces.push( new THREE.Face3( b, c, d, null, null, 1 ) ); |
| |
| var uvs = uvgen.generateSideWallUV( scope, a, b, c, d ); |
| |
| scope.faceVertexUvs[ 0 ].push( [ uvs[ 0 ], uvs[ 1 ], uvs[ 3 ] ] ); |
| scope.faceVertexUvs[ 0 ].push( [ uvs[ 1 ], uvs[ 2 ], uvs[ 3 ] ] ); |
| |
| } |
| |
| }; |
| |
| THREE.ExtrudeGeometry.WorldUVGenerator = { |
| |
| generateTopUV: function ( geometry, indexA, indexB, indexC ) { |
| |
| var vertices = geometry.vertices; |
| |
| var a = vertices[ indexA ]; |
| var b = vertices[ indexB ]; |
| var c = vertices[ indexC ]; |
| |
| return [ |
| new THREE.Vector2( a.x, a.y ), |
| new THREE.Vector2( b.x, b.y ), |
| new THREE.Vector2( c.x, c.y ) |
| ]; |
| |
| }, |
| |
| generateSideWallUV: function ( geometry, indexA, indexB, indexC, indexD ) { |
| |
| var vertices = geometry.vertices; |
| |
| var a = vertices[ indexA ]; |
| var b = vertices[ indexB ]; |
| var c = vertices[ indexC ]; |
| var d = vertices[ indexD ]; |
| |
| if ( Math.abs( a.y - b.y ) < 0.01 ) { |
| |
| return [ |
| new THREE.Vector2( a.x, 1 - a.z ), |
| new THREE.Vector2( b.x, 1 - b.z ), |
| new THREE.Vector2( c.x, 1 - c.z ), |
| new THREE.Vector2( d.x, 1 - d.z ) |
| ]; |
| |
| } else { |
| |
| return [ |
| new THREE.Vector2( a.y, 1 - a.z ), |
| new THREE.Vector2( b.y, 1 - b.z ), |
| new THREE.Vector2( c.y, 1 - c.z ), |
| new THREE.Vector2( d.y, 1 - d.z ) |
| ]; |
| |
| } |
| |
| } |
| }; |
| |
| // File:src/extras/geometries/ShapeGeometry.js |
| |
| /** |
| * @author jonobr1 / http://jonobr1.com |
| * |
| * Creates a one-sided polygonal geometry from a path shape. Similar to |
| * ExtrudeGeometry. |
| * |
| * parameters = { |
| * |
| * curveSegments: <int>, // number of points on the curves. NOT USED AT THE MOMENT. |
| * |
| * material: <int> // material index for front and back faces |
| * uvGenerator: <Object> // object that provides UV generator functions |
| * |
| * } |
| **/ |
| |
| THREE.ShapeGeometry = function ( shapes, options ) { |
| |
| THREE.Geometry.call( this ); |
| |
| this.type = 'ShapeGeometry'; |
| |
| if ( Array.isArray( shapes ) === false ) shapes = [ shapes ]; |
| |
| this.addShapeList( shapes, options ); |
| |
| this.computeFaceNormals(); |
| |
| }; |
| |
| THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype ); |
| THREE.ShapeGeometry.prototype.constructor = THREE.ShapeGeometry; |
| |
| /** |
| * Add an array of shapes to THREE.ShapeGeometry. |
| */ |
| THREE.ShapeGeometry.prototype.addShapeList = function ( shapes, options ) { |
| |
| for ( var i = 0, l = shapes.length; i < l; i ++ ) { |
| |
| this.addShape( shapes[ i ], options ); |
| |
| } |
| |
| return this; |
| |
| }; |
| |
| /** |
| * Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry. |
| */ |
| THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) { |
| |
| if ( options === undefined ) options = {}; |
| var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; |
| |
| var material = options.material; |
| var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator; |
| |
| // |
| |
| var i, l, hole; |
| |
| var shapesOffset = this.vertices.length; |
| var shapePoints = shape.extractPoints( curveSegments ); |
| |
| var vertices = shapePoints.shape; |
| var holes = shapePoints.holes; |
| |
| var reverse = ! THREE.ShapeUtils.isClockWise( vertices ); |
| |
| if ( reverse ) { |
| |
| vertices = vertices.reverse(); |
| |
| // Maybe we should also check if holes are in the opposite direction, just to be safe... |
| |
| for ( i = 0, l = holes.length; i < l; i ++ ) { |
| |
| hole = holes[ i ]; |
| |
| if ( THREE.ShapeUtils.isClockWise( hole ) ) { |
| |
| holes[ i ] = hole.reverse(); |
| |
| } |
| |
| } |
| |
| reverse = false; |
| |
| } |
| |
| var faces = THREE.ShapeUtils.triangulateShape( vertices, holes ); |
| |
| // Vertices |
| |
| for ( i = 0, l = holes.length; i < l; i ++ ) { |
| |
| hole = holes[ i ]; |
| vertices = vertices.concat( hole ); |
| |
| } |
| |
| // |
| |
| var vert, vlen = vertices.length; |
| var face, flen = faces.length; |
| |
| for ( i = 0; i < vlen; i ++ ) { |
| |
| vert = vertices[ i ]; |
| |
| this.vertices.push( new THREE.Vector3( vert.x, vert.y, 0 ) ); |
| |
| } |
| |
| for ( i = 0; i < flen; i ++ ) { |
| |
| face = faces[ i ]; |
| |
| var a = face[ 0 ] + shapesOffset; |
| var b = face[ 1 ] + shapesOffset; |
| var c = face[ 2 ] + shapesOffset; |
| |
| this.faces.push( new THREE.Face3( a, b, c, null, null, material ) ); |
| this.faceVertexUvs[ 0 ].push( uvgen.generateTopUV( this, a, b, c ) ); |
| |
| } |
| |
| }; |
| |
| // File:src/extras/geometries/LatheGeometry.js |
| |
| /** |
| * @author astrodud / http://astrodud.isgreat.org/ |
| * @author zz85 / https://github.com/zz85 |
| * @author bhouston / http://clara.io |
| */ |
| |
| // points - to create a closed torus, one must use a set of points |
| // like so: [ a, b, c, d, a ], see first is the same as last. |
| // segments - the number of circumference segments to create |
| // phiStart - the starting radian |
| // phiLength - the radian (0 to 2*PI) range of the lathed section |
| // 2*pi is a closed lathe, less than 2PI is a portion. |
| |
| THREE.LatheGeometry = function ( points, segments, phiStart, phiLength ) { |
| |
| THREE.Geometry.call( this ); |
| |
| this.type = 'LatheGeometry'; |
| |
| this.parameters = { |
| points: points, |
| segments: segments, |
| phiStart: phiStart, |
| phiLength: phiLength |
| }; |
| |
| segments = segments || 12; |
| phiStart = phiStart || 0; |
| phiLength = phiLength || 2 * Math.PI; |
| |
| var inversePointLength = 1.0 / ( points.length - 1 ); |
| var inverseSegments = 1.0 / segments; |
| |
| for ( var i = 0, il = segments; i <= il; i ++ ) { |
| |
| var phi = phiStart + i * inverseSegments * phiLength; |
| |
| var sin = Math.sin( phi ); |
| var cos = Math.cos( phi ); |
| |
| for ( var j = 0, jl = points.length; j < jl; j ++ ) { |
| |
| var point = points[ j ]; |
| |
| var vertex = new THREE.Vector3(); |
| |
| vertex.x = point.x * sin; |
| vertex.y = point.y; |
| vertex.z = point.x * cos; |
| |
| this.vertices.push( vertex ); |
| |
| } |
| |
| } |
| |
| var np = points.length; |
| |
| for ( var i = 0, il = segments; i < il; i ++ ) { |
| |
| for ( var j = 0, jl = points.length - 1; j < jl; j ++ ) { |
| |
| var base = j + np * i; |
| var a = base; |
| var b = base + np; |
| var c = base + 1 + np; |
| var d = base + 1; |
| |
| var u0 = i * inverseSegments; |
| var v0 = j * inversePointLength; |
| var u1 = u0 + inverseSegments; |
| var v1 = v0 + inversePointLength; |
| |
| this.faces.push( new THREE.Face3( a, b, d ) ); |
| |
| this.faceVertexUvs[ 0 ].push( [ |
| |
| new THREE.Vector2( u0, v0 ), |
| new THREE.Vector2( u1, v0 ), |
| new THREE.Vector2( u0, v1 ) |
| |
| ] ); |
| |
| this.faces.push( new THREE.Face3( b, c, d ) ); |
| |
| this.faceVertexUvs[ 0 ].push( [ |
| |
| new THREE.Vector2( u1, v0 ), |
| new THREE.Vector2( u1, v1 ), |
| new THREE.Vector2( u0, v1 ) |
| |
| ] ); |
| |
| |
| } |
| |
| } |
| |
| this.mergeVertices(); |
| this.computeFaceNormals(); |
| this.computeVertexNormals(); |
| |
| }; |
| |
| THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype ); |
| THREE.LatheGeometry.prototype.constructor = THREE.LatheGeometry; |
| |
| // File:src/extras/geometries/PlaneGeometry.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as |
| */ |
| |
| THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) { |
| |
| THREE.Geometry.call( this ); |
| |
| this.type = 'PlaneGeometry'; |
| |
| this.parameters = { |
| width: width, |
| height: height, |
| widthSegments: widthSegments, |
| heightSegments: heightSegments |
| }; |
| |
| this.fromBufferGeometry( new THREE.PlaneBufferGeometry( width, height, widthSegments, heightSegments ) ); |
| |
| }; |
| |
| THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype ); |
| THREE.PlaneGeometry.prototype.constructor = THREE.PlaneGeometry; |
| |
| // File:src/extras/geometries/PlaneBufferGeometry.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as |
| */ |
| |
| THREE.PlaneBufferGeometry = function ( width, height, widthSegments, heightSegments ) { |
| |
| THREE.BufferGeometry.call( this ); |
| |
| this.type = 'PlaneBufferGeometry'; |
| |
| this.parameters = { |
| width: width, |
| height: height, |
| widthSegments: widthSegments, |
| heightSegments: heightSegments |
| }; |
| |
| var width_half = width / 2; |
| var height_half = height / 2; |
| |
| var gridX = Math.floor( widthSegments ) || 1; |
| var gridY = Math.floor( heightSegments ) || 1; |
| |
| var gridX1 = gridX + 1; |
| var gridY1 = gridY + 1; |
| |
| var segment_width = width / gridX; |
| var segment_height = height / gridY; |
| |
| var vertices = new Float32Array( gridX1 * gridY1 * 3 ); |
| var normals = new Float32Array( gridX1 * gridY1 * 3 ); |
| var uvs = new Float32Array( gridX1 * gridY1 * 2 ); |
| |
| var offset = 0; |
| var offset2 = 0; |
| |
| for ( var iy = 0; iy < gridY1; iy ++ ) { |
| |
| var y = iy * segment_height - height_half; |
| |
| for ( var ix = 0; ix < gridX1; ix ++ ) { |
| |
| var x = ix * segment_width - width_half; |
| |
| vertices[ offset ] = x; |
| vertices[ offset + 1 ] = - y; |
| |
| normals[ offset + 2 ] = 1; |
| |
| uvs[ offset2 ] = ix / gridX; |
| uvs[ offset2 + 1 ] = 1 - ( iy / gridY ); |
| |
| offset += 3; |
| offset2 += 2; |
| |
| } |
| |
| } |
| |
| offset = 0; |
| |
| var indices = new ( ( vertices.length / 3 ) > 65535 ? Uint32Array : Uint16Array )( gridX * gridY * 6 ); |
| |
| for ( var iy = 0; iy < gridY; iy ++ ) { |
| |
| for ( var 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; |
| |
| indices[ offset ] = a; |
| indices[ offset + 1 ] = b; |
| indices[ offset + 2 ] = d; |
| |
| indices[ offset + 3 ] = b; |
| indices[ offset + 4 ] = c; |
| indices[ offset + 5 ] = d; |
| |
| offset += 6; |
| |
| } |
| |
| } |
| |
| this.setIndex( new THREE.BufferAttribute( indices, 1 ) ); |
| this.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) ); |
| this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) ); |
| this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) ); |
| |
| }; |
| |
| THREE.PlaneBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); |
| THREE.PlaneBufferGeometry.prototype.constructor = THREE.PlaneBufferGeometry; |
| |
| // File:src/extras/geometries/RingGeometry.js |
| |
| /** |
| * @author Kaleb Murphy |
| */ |
| |
| THREE.RingGeometry = function ( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { |
| |
| THREE.Geometry.call( this ); |
| |
| this.type = 'RingGeometry'; |
| |
| this.parameters = { |
| innerRadius: innerRadius, |
| outerRadius: outerRadius, |
| thetaSegments: thetaSegments, |
| phiSegments: phiSegments, |
| thetaStart: thetaStart, |
| thetaLength: thetaLength |
| }; |
| |
| innerRadius = innerRadius || 0; |
| outerRadius = outerRadius || 50; |
| |
| thetaStart = thetaStart !== undefined ? thetaStart : 0; |
| thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; |
| |
| thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8; |
| phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 8; |
| |
| var i, o, uvs = [], radius = innerRadius, radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); |
| |
| for ( i = 0; i < phiSegments + 1; i ++ ) { |
| |
| // concentric circles inside ring |
| |
| for ( o = 0; o < thetaSegments + 1; o ++ ) { |
| |
| // number of segments per circle |
| |
| var vertex = new THREE.Vector3(); |
| var segment = thetaStart + o / thetaSegments * thetaLength; |
| vertex.x = radius * Math.cos( segment ); |
| vertex.y = radius * Math.sin( segment ); |
| |
| this.vertices.push( vertex ); |
| uvs.push( new THREE.Vector2( ( vertex.x / outerRadius + 1 ) / 2, ( vertex.y / outerRadius + 1 ) / 2 ) ); |
| |
| } |
| |
| radius += radiusStep; |
| |
| } |
| |
| var n = new THREE.Vector3( 0, 0, 1 ); |
| |
| for ( i = 0; i < phiSegments; i ++ ) { |
| |
| // concentric circles inside ring |
| |
| var thetaSegment = i * ( thetaSegments + 1 ); |
| |
| for ( o = 0; o < thetaSegments ; o ++ ) { |
| |
| // number of segments per circle |
| |
| var segment = o + thetaSegment; |
| |
| var v1 = segment; |
| var v2 = segment + thetaSegments + 1; |
| var v3 = segment + thetaSegments + 2; |
| |
| this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) ); |
| this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ] ); |
| |
| v1 = segment; |
| v2 = segment + thetaSegments + 2; |
| v3 = segment + 1; |
| |
| this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) ); |
| this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ] ); |
| |
| } |
| |
| } |
| |
| this.computeFaceNormals(); |
| |
| this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius ); |
| |
| }; |
| |
| THREE.RingGeometry.prototype = Object.create( THREE.Geometry.prototype ); |
| THREE.RingGeometry.prototype.constructor = THREE.RingGeometry; |
| |
| // File:src/extras/geometries/SphereGeometry.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { |
| |
| THREE.Geometry.call( this ); |
| |
| this.type = 'SphereGeometry'; |
| |
| this.parameters = { |
| radius: radius, |
| widthSegments: widthSegments, |
| heightSegments: heightSegments, |
| phiStart: phiStart, |
| phiLength: phiLength, |
| thetaStart: thetaStart, |
| thetaLength: thetaLength |
| }; |
| |
| this.fromBufferGeometry( new THREE.SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) ); |
| |
| }; |
| |
| THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype ); |
| THREE.SphereGeometry.prototype.constructor = THREE.SphereGeometry; |
| |
| // File:src/extras/geometries/SphereBufferGeometry.js |
| |
| /** |
| * @author benaadams / https://twitter.com/ben_a_adams |
| * based on THREE.SphereGeometry |
| */ |
| |
| THREE.SphereBufferGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { |
| |
| THREE.BufferGeometry.call( this ); |
| |
| this.type = 'SphereBufferGeometry'; |
| |
| this.parameters = { |
| radius: radius, |
| widthSegments: widthSegments, |
| heightSegments: heightSegments, |
| phiStart: phiStart, |
| phiLength: phiLength, |
| thetaStart: thetaStart, |
| thetaLength: thetaLength |
| }; |
| |
| radius = radius || 50; |
| |
| widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 ); |
| heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 ); |
| |
| phiStart = phiStart !== undefined ? phiStart : 0; |
| phiLength = phiLength !== undefined ? phiLength : Math.PI * 2; |
| |
| thetaStart = thetaStart !== undefined ? thetaStart : 0; |
| thetaLength = thetaLength !== undefined ? thetaLength : Math.PI; |
| |
| var thetaEnd = thetaStart + thetaLength; |
| |
| var vertexCount = ( ( widthSegments + 1 ) * ( heightSegments + 1 ) ); |
| |
| var positions = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); |
| var normals = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); |
| var uvs = new THREE.BufferAttribute( new Float32Array( vertexCount * 2 ), 2 ); |
| |
| var index = 0, vertices = [], normal = new THREE.Vector3(); |
| |
| for ( var y = 0; y <= heightSegments; y ++ ) { |
| |
| var verticesRow = []; |
| |
| var v = y / heightSegments; |
| |
| for ( var x = 0; x <= widthSegments; x ++ ) { |
| |
| var u = x / widthSegments; |
| |
| var px = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); |
| var py = radius * Math.cos( thetaStart + v * thetaLength ); |
| var pz = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); |
| |
| normal.set( px, py, pz ).normalize(); |
| |
| positions.setXYZ( index, px, py, pz ); |
| normals.setXYZ( index, normal.x, normal.y, normal.z ); |
| uvs.setXY( index, u, 1 - v ); |
| |
| verticesRow.push( index ); |
| |
| index ++; |
| |
| } |
| |
| vertices.push( verticesRow ); |
| |
| } |
| |
| var indices = []; |
| |
| for ( var y = 0; y < heightSegments; y ++ ) { |
| |
| for ( var x = 0; x < widthSegments; x ++ ) { |
| |
| var v1 = vertices[ y ][ x + 1 ]; |
| var v2 = vertices[ y ][ x ]; |
| var v3 = vertices[ y + 1 ][ x ]; |
| var v4 = vertices[ y + 1 ][ x + 1 ]; |
| |
| if ( y !== 0 || thetaStart > 0 ) indices.push( v1, v2, v4 ); |
| if ( y !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( v2, v3, v4 ); |
| |
| } |
| |
| } |
| |
| this.setIndex( new ( positions.count > 65535 ? THREE.Uint32Attribute : THREE.Uint16Attribute )( indices, 1 ) ); |
| this.addAttribute( 'position', positions ); |
| this.addAttribute( 'normal', normals ); |
| this.addAttribute( 'uv', uvs ); |
| |
| this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius ); |
| |
| }; |
| |
| THREE.SphereBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); |
| THREE.SphereBufferGeometry.prototype.constructor = THREE.SphereBufferGeometry; |
| |
| // File:src/extras/geometries/TextGeometry.js |
| |
| /** |
| * @author zz85 / http://www.lab4games.net/zz85/blog |
| * @author alteredq / http://alteredqualia.com/ |
| * |
| * Text = 3D Text |
| * |
| * parameters = { |
| * font: <THREE.Font>, // font |
| * |
| * size: <float>, // size of the text |
| * height: <float>, // thickness to extrude text |
| * curveSegments: <int>, // number of points on the curves |
| * |
| * bevelEnabled: <bool>, // turn on bevel |
| * bevelThickness: <float>, // how deep into text bevel goes |
| * bevelSize: <float> // how far from text outline is bevel |
| * } |
| */ |
| |
| THREE.TextGeometry = function ( text, parameters ) { |
| |
| parameters = parameters || {}; |
| |
| var font = parameters.font; |
| |
| if ( font instanceof THREE.Font === false ) { |
| |
| console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' ); |
| return new THREE.Geometry(); |
| |
| } |
| |
| var shapes = font.generateShapes( text, parameters.size, parameters.curveSegments ); |
| |
| // translate parameters to ExtrudeGeometry API |
| |
| parameters.amount = parameters.height !== undefined ? parameters.height : 50; |
| |
| // defaults |
| |
| if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10; |
| if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8; |
| if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false; |
| |
| THREE.ExtrudeGeometry.call( this, shapes, parameters ); |
| |
| this.type = 'TextGeometry'; |
| |
| }; |
| |
| THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype ); |
| THREE.TextGeometry.prototype.constructor = THREE.TextGeometry; |
| |
| // File:src/extras/geometries/TorusGeometry.js |
| |
| /** |
| * @author oosmoxiecode |
| * @author mrdoob / http://mrdoob.com/ |
| * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888 |
| */ |
| |
| THREE.TorusGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) { |
| |
| THREE.Geometry.call( this ); |
| |
| this.type = 'TorusGeometry'; |
| |
| this.parameters = { |
| radius: radius, |
| tube: tube, |
| radialSegments: radialSegments, |
| tubularSegments: tubularSegments, |
| arc: arc |
| }; |
| |
| radius = radius || 100; |
| tube = tube || 40; |
| radialSegments = radialSegments || 8; |
| tubularSegments = tubularSegments || 6; |
| arc = arc || Math.PI * 2; |
| |
| var center = new THREE.Vector3(), uvs = [], normals = []; |
| |
| for ( var j = 0; j <= radialSegments; j ++ ) { |
| |
| for ( var i = 0; i <= tubularSegments; i ++ ) { |
| |
| var u = i / tubularSegments * arc; |
| var v = j / radialSegments * Math.PI * 2; |
| |
| center.x = radius * Math.cos( u ); |
| center.y = radius * Math.sin( u ); |
| |
| var vertex = new THREE.Vector3(); |
| vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u ); |
| vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u ); |
| vertex.z = tube * Math.sin( v ); |
| |
| this.vertices.push( vertex ); |
| |
| uvs.push( new THREE.Vector2( i / tubularSegments, j / radialSegments ) ); |
| normals.push( vertex.clone().sub( center ).normalize() ); |
| |
| } |
| |
| } |
| |
| for ( var j = 1; j <= radialSegments; j ++ ) { |
| |
| for ( var i = 1; i <= tubularSegments; i ++ ) { |
| |
| var a = ( tubularSegments + 1 ) * j + i - 1; |
| var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1; |
| var c = ( tubularSegments + 1 ) * ( j - 1 ) + i; |
| var d = ( tubularSegments + 1 ) * j + i; |
| |
| var face = new THREE.Face3( a, b, d, [ normals[ a ].clone(), normals[ b ].clone(), normals[ d ].clone() ] ); |
| this.faces.push( face ); |
| this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ d ].clone() ] ); |
| |
| face = new THREE.Face3( b, c, d, [ normals[ b ].clone(), normals[ c ].clone(), normals[ d ].clone() ] ); |
| this.faces.push( face ); |
| this.faceVertexUvs[ 0 ].push( [ uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] ); |
| |
| } |
| |
| } |
| |
| this.computeFaceNormals(); |
| |
| }; |
| |
| THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype ); |
| THREE.TorusGeometry.prototype.constructor = THREE.TorusGeometry; |
| |
| // File:src/extras/geometries/TorusKnotGeometry.js |
| |
| /** |
| * @author oosmoxiecode |
| * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473 |
| */ |
| |
| THREE.TorusKnotGeometry = function ( radius, tube, radialSegments, tubularSegments, p, q, heightScale ) { |
| |
| THREE.Geometry.call( this ); |
| |
| this.type = 'TorusKnotGeometry'; |
| |
| this.parameters = { |
| radius: radius, |
| tube: tube, |
| radialSegments: radialSegments, |
| tubularSegments: tubularSegments, |
| p: p, |
| q: q, |
| heightScale: heightScale |
| }; |
| |
| radius = radius || 100; |
| tube = tube || 40; |
| radialSegments = radialSegments || 64; |
| tubularSegments = tubularSegments || 8; |
| p = p || 2; |
| q = q || 3; |
| heightScale = heightScale || 1; |
| |
| var grid = new Array( radialSegments ); |
| var tang = new THREE.Vector3(); |
| var n = new THREE.Vector3(); |
| var bitan = new THREE.Vector3(); |
| |
| for ( var i = 0; i < radialSegments; ++ i ) { |
| |
| grid[ i ] = new Array( tubularSegments ); |
| var u = i / radialSegments * 2 * p * Math.PI; |
| var p1 = getPos( u, q, p, radius, heightScale ); |
| var p2 = getPos( u + 0.01, q, p, radius, heightScale ); |
| tang.subVectors( p2, p1 ); |
| n.addVectors( p2, p1 ); |
| |
| bitan.crossVectors( tang, n ); |
| n.crossVectors( bitan, tang ); |
| bitan.normalize(); |
| n.normalize(); |
| |
| for ( var j = 0; j < tubularSegments; ++ j ) { |
| |
| var v = j / tubularSegments * 2 * Math.PI; |
| var cx = - tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside. |
| var cy = tube * Math.sin( v ); |
| |
| var pos = new THREE.Vector3(); |
| pos.x = p1.x + cx * n.x + cy * bitan.x; |
| pos.y = p1.y + cx * n.y + cy * bitan.y; |
| pos.z = p1.z + cx * n.z + cy * bitan.z; |
| |
| grid[ i ][ j ] = this.vertices.push( pos ) - 1; |
| |
| } |
| |
| } |
| |
| for ( var i = 0; i < radialSegments; ++ i ) { |
| |
| for ( var j = 0; j < tubularSegments; ++ j ) { |
| |
| var ip = ( i + 1 ) % radialSegments; |
| var jp = ( j + 1 ) % tubularSegments; |
| |
| var a = grid[ i ][ j ]; |
| var b = grid[ ip ][ j ]; |
| var c = grid[ ip ][ jp ]; |
| var d = grid[ i ][ jp ]; |
| |
| var uva = new THREE.Vector2( i / radialSegments, j / tubularSegments ); |
| var uvb = new THREE.Vector2( ( i + 1 ) / radialSegments, j / tubularSegments ); |
| var uvc = new THREE.Vector2( ( i + 1 ) / radialSegments, ( j + 1 ) / tubularSegments ); |
| var uvd = new THREE.Vector2( i / radialSegments, ( j + 1 ) / tubularSegments ); |
| |
| this.faces.push( new THREE.Face3( a, b, d ) ); |
| this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] ); |
| |
| this.faces.push( new THREE.Face3( b, c, d ) ); |
| this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] ); |
| |
| } |
| |
| } |
| |
| this.computeFaceNormals(); |
| this.computeVertexNormals(); |
| |
| function getPos( u, in_q, in_p, radius, heightScale ) { |
| |
| var cu = Math.cos( u ); |
| var su = Math.sin( u ); |
| var quOverP = in_q / in_p * u; |
| var cs = Math.cos( quOverP ); |
| |
| var tx = radius * ( 2 + cs ) * 0.5 * cu; |
| var ty = radius * ( 2 + cs ) * su * 0.5; |
| var tz = heightScale * radius * Math.sin( quOverP ) * 0.5; |
| |
| return new THREE.Vector3( tx, ty, tz ); |
| |
| } |
| |
| }; |
| |
| THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype ); |
| THREE.TorusKnotGeometry.prototype.constructor = THREE.TorusKnotGeometry; |
| |
| // File:src/extras/geometries/TubeGeometry.js |
| |
| /** |
| * @author WestLangley / https://github.com/WestLangley |
| * @author zz85 / https://github.com/zz85 |
| * @author miningold / https://github.com/miningold |
| * @author jonobr1 / https://github.com/jonobr1 |
| * |
| * Modified from the TorusKnotGeometry by @oosmoxiecode |
| * |
| * Creates a tube which extrudes along a 3d spline |
| * |
| * Uses parallel transport frames as described in |
| * http://www.cs.indiana.edu/pub/techreports/TR425.pdf |
| */ |
| |
| THREE.TubeGeometry = function ( path, segments, radius, radialSegments, closed, taper ) { |
| |
| THREE.Geometry.call( this ); |
| |
| this.type = 'TubeGeometry'; |
| |
| this.parameters = { |
| path: path, |
| segments: segments, |
| radius: radius, |
| radialSegments: radialSegments, |
| closed: closed, |
| taper: taper |
| }; |
| |
| segments = segments || 64; |
| radius = radius || 1; |
| radialSegments = radialSegments || 8; |
| closed = closed || false; |
| taper = taper || THREE.TubeGeometry.NoTaper; |
| |
| var grid = []; |
| |
| var scope = this, |
| |
| tangent, |
| normal, |
| binormal, |
| |
| numpoints = segments + 1, |
| |
| u, v, r, |
| |
| cx, cy, |
| pos, pos2 = new THREE.Vector3(), |
| i, j, |
| ip, jp, |
| a, b, c, d, |
| uva, uvb, uvc, uvd; |
| |
| var frames = new THREE.TubeGeometry.FrenetFrames( path, segments, closed ), |
| tangents = frames.tangents, |
| normals = frames.normals, |
| binormals = frames.binormals; |
| |
| // proxy internals |
| this.tangents = tangents; |
| this.normals = normals; |
| this.binormals = binormals; |
| |
| function vert( x, y, z ) { |
| |
| return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1; |
| |
| } |
| |
| // construct the grid |
| |
| for ( i = 0; i < numpoints; i ++ ) { |
| |
| grid[ i ] = []; |
| |
| u = i / ( numpoints - 1 ); |
| |
| pos = path.getPointAt( u ); |
| |
| tangent = tangents[ i ]; |
| normal = normals[ i ]; |
| binormal = binormals[ i ]; |
| |
| r = radius * taper( u ); |
| |
| for ( j = 0; j < radialSegments; j ++ ) { |
| |
| v = j / radialSegments * 2 * Math.PI; |
| |
| cx = - r * Math.cos( v ); // TODO: Hack: Negating it so it faces outside. |
| cy = r * Math.sin( v ); |
| |
| pos2.copy( pos ); |
| pos2.x += cx * normal.x + cy * binormal.x; |
| pos2.y += cx * normal.y + cy * binormal.y; |
| pos2.z += cx * normal.z + cy * binormal.z; |
| |
| grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z ); |
| |
| } |
| |
| } |
| |
| |
| // construct the mesh |
| |
| for ( i = 0; i < segments; i ++ ) { |
| |
| for ( j = 0; j < radialSegments; j ++ ) { |
| |
| ip = ( closed ) ? ( i + 1 ) % segments : i + 1; |
| jp = ( j + 1 ) % radialSegments; |
| |
| a = grid[ i ][ j ]; // *** NOT NECESSARILY PLANAR ! *** |
| b = grid[ ip ][ j ]; |
| c = grid[ ip ][ jp ]; |
| d = grid[ i ][ jp ]; |
| |
| uva = new THREE.Vector2( i / segments, j / radialSegments ); |
| uvb = new THREE.Vector2( ( i + 1 ) / segments, j / radialSegments ); |
| uvc = new THREE.Vector2( ( i + 1 ) / segments, ( j + 1 ) / radialSegments ); |
| uvd = new THREE.Vector2( i / segments, ( j + 1 ) / radialSegments ); |
| |
| this.faces.push( new THREE.Face3( a, b, d ) ); |
| this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] ); |
| |
| this.faces.push( new THREE.Face3( b, c, d ) ); |
| this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] ); |
| |
| } |
| |
| } |
| |
| this.computeFaceNormals(); |
| this.computeVertexNormals(); |
| |
| }; |
| |
| THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype ); |
| THREE.TubeGeometry.prototype.constructor = THREE.TubeGeometry; |
| |
| THREE.TubeGeometry.NoTaper = function ( u ) { |
| |
| return 1; |
| |
| }; |
| |
| THREE.TubeGeometry.SinusoidalTaper = function ( u ) { |
| |
| return Math.sin( Math.PI * u ); |
| |
| }; |
| |
| // For computing of Frenet frames, exposing the tangents, normals and binormals the spline |
| THREE.TubeGeometry.FrenetFrames = function ( path, segments, closed ) { |
| |
| var normal = new THREE.Vector3(), |
| |
| tangents = [], |
| normals = [], |
| binormals = [], |
| |
| vec = new THREE.Vector3(), |
| mat = new THREE.Matrix4(), |
| |
| numpoints = segments + 1, |
| theta, |
| smallest, |
| |
| tx, ty, tz, |
| i, u; |
| |
| |
| // expose internals |
| this.tangents = tangents; |
| this.normals = normals; |
| this.binormals = binormals; |
| |
| // compute the tangent vectors for each segment on the path |
| |
| for ( i = 0; i < numpoints; i ++ ) { |
| |
| u = i / ( numpoints - 1 ); |
| |
| tangents[ i ] = path.getTangentAt( u ); |
| tangents[ i ].normalize(); |
| |
| } |
| |
| initialNormal3(); |
| |
| /* |
| function initialNormal1(lastBinormal) { |
| // fixed start binormal. Has dangers of 0 vectors |
| normals[ 0 ] = new THREE.Vector3(); |
| binormals[ 0 ] = new THREE.Vector3(); |
| if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 ); |
| normals[ 0 ].crossVectors( lastBinormal, tangents[ 0 ] ).normalize(); |
| binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize(); |
| } |
| |
| function initialNormal2() { |
| |
| // This uses the Frenet-Serret formula for deriving binormal |
| var t2 = path.getTangentAt( epsilon ); |
| |
| normals[ 0 ] = new THREE.Vector3().subVectors( t2, tangents[ 0 ] ).normalize(); |
| binormals[ 0 ] = new THREE.Vector3().crossVectors( tangents[ 0 ], normals[ 0 ] ); |
| |
| normals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent |
| binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize(); |
| |
| } |
| */ |
| |
| function initialNormal3() { |
| |
| // select an initial normal vector perpendicular to the first tangent vector, |
| // and in the direction of the smallest tangent xyz component |
| |
| normals[ 0 ] = new THREE.Vector3(); |
| binormals[ 0 ] = new THREE.Vector3(); |
| smallest = Number.MAX_VALUE; |
| tx = Math.abs( tangents[ 0 ].x ); |
| ty = Math.abs( tangents[ 0 ].y ); |
| tz = Math.abs( tangents[ 0 ].z ); |
| |
| if ( tx <= smallest ) { |
| |
| smallest = tx; |
| normal.set( 1, 0, 0 ); |
| |
| } |
| |
| if ( ty <= smallest ) { |
| |
| smallest = ty; |
| normal.set( 0, 1, 0 ); |
| |
| } |
| |
| if ( tz <= smallest ) { |
| |
| normal.set( 0, 0, 1 ); |
| |
| } |
| |
| vec.crossVectors( tangents[ 0 ], normal ).normalize(); |
| |
| normals[ 0 ].crossVectors( tangents[ 0 ], vec ); |
| binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ); |
| |
| } |
| |
| |
| // compute the slowly-varying normal and binormal vectors for each segment on the path |
| |
| for ( i = 1; i < numpoints; i ++ ) { |
| |
| normals[ i ] = normals[ i - 1 ].clone(); |
| |
| binormals[ i ] = binormals[ i - 1 ].clone(); |
| |
| vec.crossVectors( tangents[ i - 1 ], tangents[ i ] ); |
| |
| if ( vec.length() > Number.EPSILON ) { |
| |
| vec.normalize(); |
| |
| theta = Math.acos( THREE.Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors |
| |
| normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) ); |
| |
| } |
| |
| binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); |
| |
| } |
| |
| |
| // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same |
| |
| if ( closed ) { |
| |
| theta = Math.acos( THREE.Math.clamp( normals[ 0 ].dot( normals[ numpoints - 1 ] ), - 1, 1 ) ); |
| theta /= ( numpoints - 1 ); |
| |
| if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ numpoints - 1 ] ) ) > 0 ) { |
| |
| theta = - theta; |
| |
| } |
| |
| for ( i = 1; i < numpoints; i ++ ) { |
| |
| // twist a little... |
| normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) ); |
| binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); |
| |
| } |
| |
| } |
| |
| }; |
| |
| // File:src/extras/geometries/PolyhedronGeometry.js |
| |
| /** |
| * @author clockworkgeek / https://github.com/clockworkgeek |
| * @author timothypratley / https://github.com/timothypratley |
| * @author WestLangley / http://github.com/WestLangley |
| */ |
| |
| THREE.PolyhedronGeometry = function ( vertices, indices, radius, detail ) { |
| |
| THREE.Geometry.call( this ); |
| |
| this.type = 'PolyhedronGeometry'; |
| |
| this.parameters = { |
| vertices: vertices, |
| indices: indices, |
| radius: radius, |
| detail: detail |
| }; |
| |
| radius = radius || 1; |
| detail = detail || 0; |
| |
| var that = this; |
| |
| for ( var i = 0, l = vertices.length; i < l; i += 3 ) { |
| |
| prepare( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) ); |
| |
| } |
| |
| var p = this.vertices; |
| |
| var faces = []; |
| |
| for ( var i = 0, j = 0, l = indices.length; i < l; i += 3, j ++ ) { |
| |
| var v1 = p[ indices[ i ] ]; |
| var v2 = p[ indices[ i + 1 ] ]; |
| var v3 = p[ indices[ i + 2 ] ]; |
| |
| faces[ j ] = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ], undefined, j ); |
| |
| } |
| |
| var centroid = new THREE.Vector3(); |
| |
| for ( var i = 0, l = faces.length; i < l; i ++ ) { |
| |
| subdivide( faces[ i ], detail ); |
| |
| } |
| |
| |
| // Handle case when face straddles the seam |
| |
| for ( var i = 0, l = this.faceVertexUvs[ 0 ].length; i < l; i ++ ) { |
| |
| var uvs = this.faceVertexUvs[ 0 ][ i ]; |
| |
| var x0 = uvs[ 0 ].x; |
| var x1 = uvs[ 1 ].x; |
| var x2 = uvs[ 2 ].x; |
| |
| var max = Math.max( x0, x1, x2 ); |
| var min = Math.min( x0, x1, x2 ); |
| |
| if ( max > 0.9 && min < 0.1 ) { |
| |
| // 0.9 is somewhat arbitrary |
| |
| if ( x0 < 0.2 ) uvs[ 0 ].x += 1; |
| if ( x1 < 0.2 ) uvs[ 1 ].x += 1; |
| if ( x2 < 0.2 ) uvs[ 2 ].x += 1; |
| |
| } |
| |
| } |
| |
| |
| // Apply radius |
| |
| for ( var i = 0, l = this.vertices.length; i < l; i ++ ) { |
| |
| this.vertices[ i ].multiplyScalar( radius ); |
| |
| } |
| |
| |
| // Merge vertices |
| |
| this.mergeVertices(); |
| |
| this.computeFaceNormals(); |
| |
| this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius ); |
| |
| |
| // Project vector onto sphere's surface |
| |
| function prepare( vector ) { |
| |
| var vertex = vector.normalize().clone(); |
| vertex.index = that.vertices.push( vertex ) - 1; |
| |
| // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle. |
| |
| var u = azimuth( vector ) / 2 / Math.PI + 0.5; |
| var v = inclination( vector ) / Math.PI + 0.5; |
| vertex.uv = new THREE.Vector2( u, 1 - v ); |
| |
| return vertex; |
| |
| } |
| |
| |
| // Approximate a curved face with recursively sub-divided triangles. |
| |
| function make( v1, v2, v3, materialIndex ) { |
| |
| var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ], undefined, materialIndex ); |
| that.faces.push( face ); |
| |
| centroid.copy( v1 ).add( v2 ).add( v3 ).divideScalar( 3 ); |
| |
| var azi = azimuth( centroid ); |
| |
| that.faceVertexUvs[ 0 ].push( [ |
| correctUV( v1.uv, v1, azi ), |
| correctUV( v2.uv, v2, azi ), |
| correctUV( v3.uv, v3, azi ) |
| ] ); |
| |
| } |
| |
| |
| // Analytically subdivide a face to the required detail level. |
| |
| function subdivide( face, detail ) { |
| |
| var cols = Math.pow( 2, detail ); |
| var a = prepare( that.vertices[ face.a ] ); |
| var b = prepare( that.vertices[ face.b ] ); |
| var c = prepare( that.vertices[ face.c ] ); |
| var v = []; |
| |
| var materialIndex = face.materialIndex; |
| |
| // Construct all of the vertices for this subdivision. |
| |
| for ( var i = 0 ; i <= cols; i ++ ) { |
| |
| v[ i ] = []; |
| |
| var aj = prepare( a.clone().lerp( c, i / cols ) ); |
| var bj = prepare( b.clone().lerp( c, i / cols ) ); |
| var rows = cols - i; |
| |
| for ( var j = 0; j <= rows; j ++ ) { |
| |
| if ( j === 0 && i === cols ) { |
| |
| v[ i ][ j ] = aj; |
| |
| } else { |
| |
| v[ i ][ j ] = prepare( aj.clone().lerp( bj, j / rows ) ); |
| |
| } |
| |
| } |
| |
| } |
| |
| // Construct all of the faces. |
| |
| for ( var i = 0; i < cols ; i ++ ) { |
| |
| for ( var j = 0; j < 2 * ( cols - i ) - 1; j ++ ) { |
| |
| var k = Math.floor( j / 2 ); |
| |
| if ( j % 2 === 0 ) { |
| |
| make( |
| v[ i ][ k + 1 ], |
| v[ i + 1 ][ k ], |
| v[ i ][ k ], |
| materialIndex |
| ); |
| |
| } else { |
| |
| make( |
| v[ i ][ k + 1 ], |
| v[ i + 1 ][ k + 1 ], |
| v[ i + 1 ][ k ], |
| materialIndex |
| ); |
| |
| } |
| |
| } |
| |
| } |
| |
| } |
| |
| |
| // Angle around the Y axis, counter-clockwise when looking from above. |
| |
| function azimuth( vector ) { |
| |
| return Math.atan2( vector.z, - vector.x ); |
| |
| } |
| |
| |
| // Angle above the XZ plane. |
| |
| function inclination( vector ) { |
| |
| return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); |
| |
| } |
| |
| |
| // Texture fixing helper. Spheres have some odd behaviours. |
| |
| function correctUV( uv, vector, azimuth ) { |
| |
| if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) uv = new THREE.Vector2( uv.x - 1, uv.y ); |
| if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.Vector2( azimuth / 2 / Math.PI + 0.5, uv.y ); |
| return uv.clone(); |
| |
| } |
| |
| |
| }; |
| |
| THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype ); |
| THREE.PolyhedronGeometry.prototype.constructor = THREE.PolyhedronGeometry; |
| |
| // File:src/extras/geometries/DodecahedronGeometry.js |
| |
| /** |
| * @author Abe Pazos / https://hamoid.com |
| */ |
| |
| THREE.DodecahedronGeometry = function ( radius, detail ) { |
| |
| var t = ( 1 + Math.sqrt( 5 ) ) / 2; |
| var r = 1 / t; |
| |
| var vertices = [ |
| |
| // (±1, ±1, ±1) |
| - 1, - 1, - 1, - 1, - 1, 1, |
| - 1, 1, - 1, - 1, 1, 1, |
| 1, - 1, - 1, 1, - 1, 1, |
| 1, 1, - 1, 1, 1, 1, |
| |
| // (0, ±1/φ, ±φ) |
| 0, - r, - t, 0, - r, t, |
| 0, r, - t, 0, r, t, |
| |
| // (±1/φ, ±φ, 0) |
| - r, - t, 0, - r, t, 0, |
| r, - t, 0, r, t, 0, |
| |
| // (±φ, 0, ±1/φ) |
| - t, 0, - r, t, 0, - r, |
| - t, 0, r, t, 0, r |
| ]; |
| |
| var indices = [ |
| 3, 11, 7, 3, 7, 15, 3, 15, 13, |
| 7, 19, 17, 7, 17, 6, 7, 6, 15, |
| 17, 4, 8, 17, 8, 10, 17, 10, 6, |
| 8, 0, 16, 8, 16, 2, 8, 2, 10, |
| 0, 12, 1, 0, 1, 18, 0, 18, 16, |
| 6, 10, 2, 6, 2, 13, 6, 13, 15, |
| 2, 16, 18, 2, 18, 3, 2, 3, 13, |
| 18, 1, 9, 18, 9, 11, 18, 11, 3, |
| 4, 14, 12, 4, 12, 0, 4, 0, 8, |
| 11, 9, 5, 11, 5, 19, 11, 19, 7, |
| 19, 5, 14, 19, 14, 4, 19, 4, 17, |
| 1, 12, 14, 1, 14, 5, 1, 5, 9 |
| ]; |
| |
| THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail ); |
| |
| this.type = 'DodecahedronGeometry'; |
| |
| this.parameters = { |
| radius: radius, |
| detail: detail |
| }; |
| |
| }; |
| |
| THREE.DodecahedronGeometry.prototype = Object.create( THREE.PolyhedronGeometry.prototype ); |
| THREE.DodecahedronGeometry.prototype.constructor = THREE.DodecahedronGeometry; |
| |
| // File:src/extras/geometries/IcosahedronGeometry.js |
| |
| /** |
| * @author timothypratley / https://github.com/timothypratley |
| */ |
| |
| THREE.IcosahedronGeometry = function ( radius, detail ) { |
| |
| var t = ( 1 + Math.sqrt( 5 ) ) / 2; |
| |
| var vertices = [ |
| - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0, |
| 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, |
| t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1 |
| ]; |
| |
| var indices = [ |
| 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11, |
| 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8, |
| 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9, |
| 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1 |
| ]; |
| |
| THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail ); |
| |
| this.type = 'IcosahedronGeometry'; |
| |
| this.parameters = { |
| radius: radius, |
| detail: detail |
| }; |
| |
| }; |
| |
| THREE.IcosahedronGeometry.prototype = Object.create( THREE.PolyhedronGeometry.prototype ); |
| THREE.IcosahedronGeometry.prototype.constructor = THREE.IcosahedronGeometry; |
| |
| // File:src/extras/geometries/OctahedronGeometry.js |
| |
| /** |
| * @author timothypratley / https://github.com/timothypratley |
| */ |
| |
| THREE.OctahedronGeometry = function ( radius, detail ) { |
| |
| var vertices = [ |
| 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0, - 1 |
| ]; |
| |
| var indices = [ |
| 0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2 |
| ]; |
| |
| THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail ); |
| |
| this.type = 'OctahedronGeometry'; |
| |
| this.parameters = { |
| radius: radius, |
| detail: detail |
| }; |
| |
| }; |
| |
| THREE.OctahedronGeometry.prototype = Object.create( THREE.PolyhedronGeometry.prototype ); |
| THREE.OctahedronGeometry.prototype.constructor = THREE.OctahedronGeometry; |
| |
| // File:src/extras/geometries/TetrahedronGeometry.js |
| |
| /** |
| * @author timothypratley / https://github.com/timothypratley |
| */ |
| |
| THREE.TetrahedronGeometry = function ( radius, detail ) { |
| |
| var vertices = [ |
| 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1 |
| ]; |
| |
| var indices = [ |
| 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1 |
| ]; |
| |
| THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail ); |
| |
| this.type = 'TetrahedronGeometry'; |
| |
| this.parameters = { |
| radius: radius, |
| detail: detail |
| }; |
| |
| }; |
| |
| THREE.TetrahedronGeometry.prototype = Object.create( THREE.PolyhedronGeometry.prototype ); |
| THREE.TetrahedronGeometry.prototype.constructor = THREE.TetrahedronGeometry; |
| |
| // File:src/extras/geometries/ParametricGeometry.js |
| |
| /** |
| * @author zz85 / https://github.com/zz85 |
| * Parametric Surfaces Geometry |
| * based on the brilliant article by @prideout http://prideout.net/blog/?p=44 |
| * |
| * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements ); |
| * |
| */ |
| |
| THREE.ParametricGeometry = function ( func, slices, stacks ) { |
| |
| THREE.Geometry.call( this ); |
| |
| this.type = 'ParametricGeometry'; |
| |
| this.parameters = { |
| func: func, |
| slices: slices, |
| stacks: stacks |
| }; |
| |
| var verts = this.vertices; |
| var faces = this.faces; |
| var uvs = this.faceVertexUvs[ 0 ]; |
| |
| var i, j, p; |
| var u, v; |
| |
| var sliceCount = slices + 1; |
| |
| for ( i = 0; i <= stacks; i ++ ) { |
| |
| v = i / stacks; |
| |
| for ( j = 0; j <= slices; j ++ ) { |
| |
| u = j / slices; |
| |
| p = func( u, v ); |
| verts.push( p ); |
| |
| } |
| |
| } |
| |
| var a, b, c, d; |
| var uva, uvb, uvc, uvd; |
| |
| for ( i = 0; i < stacks; i ++ ) { |
| |
| for ( j = 0; j < slices; j ++ ) { |
| |
| a = i * sliceCount + j; |
| b = i * sliceCount + j + 1; |
| c = ( i + 1 ) * sliceCount + j + 1; |
| d = ( i + 1 ) * sliceCount + j; |
| |
| uva = new THREE.Vector2( j / slices, i / stacks ); |
| uvb = new THREE.Vector2( ( j + 1 ) / slices, i / stacks ); |
| uvc = new THREE.Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks ); |
| uvd = new THREE.Vector2( j / slices, ( i + 1 ) / stacks ); |
| |
| faces.push( new THREE.Face3( a, b, d ) ); |
| uvs.push( [ uva, uvb, uvd ] ); |
| |
| faces.push( new THREE.Face3( b, c, d ) ); |
| uvs.push( [ uvb.clone(), uvc, uvd.clone() ] ); |
| |
| } |
| |
| } |
| |
| // console.log(this); |
| |
| // magic bullet |
| // var diff = this.mergeVertices(); |
| // console.log('removed ', diff, ' vertices by merging'); |
| |
| this.computeFaceNormals(); |
| this.computeVertexNormals(); |
| |
| }; |
| |
| THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype ); |
| THREE.ParametricGeometry.prototype.constructor = THREE.ParametricGeometry; |
| |
| // File:src/extras/geometries/WireframeGeometry.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.WireframeGeometry = function ( geometry ) { |
| |
| THREE.BufferGeometry.call( this ); |
| |
| var edge = [ 0, 0 ], hash = {}; |
| |
| function sortFunction( a, b ) { |
| |
| return a - b; |
| |
| } |
| |
| var keys = [ 'a', 'b', 'c' ]; |
| |
| if ( geometry instanceof THREE.Geometry ) { |
| |
| var vertices = geometry.vertices; |
| var faces = geometry.faces; |
| var numEdges = 0; |
| |
| // allocate maximal size |
| var edges = new Uint32Array( 6 * faces.length ); |
| |
| for ( var i = 0, l = faces.length; i < l; i ++ ) { |
| |
| var face = faces[ i ]; |
| |
| for ( var j = 0; j < 3; j ++ ) { |
| |
| edge[ 0 ] = face[ keys[ j ] ]; |
| edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ]; |
| edge.sort( sortFunction ); |
| |
| var key = edge.toString(); |
| |
| if ( hash[ key ] === undefined ) { |
| |
| edges[ 2 * numEdges ] = edge[ 0 ]; |
| edges[ 2 * numEdges + 1 ] = edge[ 1 ]; |
| hash[ key ] = true; |
| numEdges ++; |
| |
| } |
| |
| } |
| |
| } |
| |
| var coords = new Float32Array( numEdges * 2 * 3 ); |
| |
| for ( var i = 0, l = numEdges; i < l; i ++ ) { |
| |
| for ( var j = 0; j < 2; j ++ ) { |
| |
| var vertex = vertices[ edges [ 2 * i + j ] ]; |
| |
| var index = 6 * i + 3 * j; |
| coords[ index + 0 ] = vertex.x; |
| coords[ index + 1 ] = vertex.y; |
| coords[ index + 2 ] = vertex.z; |
| |
| } |
| |
| } |
| |
| this.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) ); |
| |
| } else if ( geometry instanceof THREE.BufferGeometry ) { |
| |
| if ( geometry.index !== null ) { |
| |
| // Indexed BufferGeometry |
| |
| var indices = geometry.index.array; |
| var vertices = geometry.attributes.position; |
| var groups = geometry.groups; |
| var numEdges = 0; |
| |
| if ( groups.length === 0 ) { |
| |
| geometry.addGroup( 0, indices.length ); |
| |
| } |
| |
| // allocate maximal size |
| var edges = new Uint32Array( 2 * indices.length ); |
| |
| for ( var o = 0, ol = groups.length; o < ol; ++ o ) { |
| |
| var group = groups[ o ]; |
| |
| var start = group.start; |
| var count = group.count; |
| |
| for ( var i = start, il = start + count; i < il; i += 3 ) { |
| |
| for ( var j = 0; j < 3; j ++ ) { |
| |
| edge[ 0 ] = indices[ i + j ]; |
| edge[ 1 ] = indices[ i + ( j + 1 ) % 3 ]; |
| edge.sort( sortFunction ); |
| |
| var key = edge.toString(); |
| |
| if ( hash[ key ] === undefined ) { |
| |
| edges[ 2 * numEdges ] = edge[ 0 ]; |
| edges[ 2 * numEdges + 1 ] = edge[ 1 ]; |
| hash[ key ] = true; |
| numEdges ++; |
| |
| } |
| |
| } |
| |
| } |
| |
| } |
| |
| var coords = new Float32Array( numEdges * 2 * 3 ); |
| |
| for ( var i = 0, l = numEdges; i < l; i ++ ) { |
| |
| for ( var j = 0; j < 2; j ++ ) { |
| |
| var index = 6 * i + 3 * j; |
| var index2 = edges[ 2 * i + j ]; |
| |
| coords[ index + 0 ] = vertices.getX( index2 ); |
| coords[ index + 1 ] = vertices.getY( index2 ); |
| coords[ index + 2 ] = vertices.getZ( index2 ); |
| |
| } |
| |
| } |
| |
| this.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) ); |
| |
| } else { |
| |
| // non-indexed BufferGeometry |
| |
| var vertices = geometry.attributes.position.array; |
| var numEdges = vertices.length / 3; |
| var numTris = numEdges / 3; |
| |
| var coords = new Float32Array( numEdges * 2 * 3 ); |
| |
| for ( var i = 0, l = numTris; i < l; i ++ ) { |
| |
| for ( var j = 0; j < 3; j ++ ) { |
| |
| var index = 18 * i + 6 * j; |
| |
| var index1 = 9 * i + 3 * j; |
| coords[ index + 0 ] = vertices[ index1 ]; |
| coords[ index + 1 ] = vertices[ index1 + 1 ]; |
| coords[ index + 2 ] = vertices[ index1 + 2 ]; |
| |
| var index2 = 9 * i + 3 * ( ( j + 1 ) % 3 ); |
| coords[ index + 3 ] = vertices[ index2 ]; |
| coords[ index + 4 ] = vertices[ index2 + 1 ]; |
| coords[ index + 5 ] = vertices[ index2 + 2 ]; |
| |
| } |
| |
| } |
| |
| this.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) ); |
| |
| } |
| |
| } |
| |
| }; |
| |
| THREE.WireframeGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); |
| THREE.WireframeGeometry.prototype.constructor = THREE.WireframeGeometry; |
| |
| // File:src/extras/helpers/AxisHelper.js |
| |
| /** |
| * @author sroucheray / http://sroucheray.org/ |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.AxisHelper = function ( size ) { |
| |
| size = size || 1; |
| |
| var vertices = new Float32Array( [ |
| 0, 0, 0, size, 0, 0, |
| 0, 0, 0, 0, size, 0, |
| 0, 0, 0, 0, 0, size |
| ] ); |
| |
| var colors = new Float32Array( [ |
| 1, 0, 0, 1, 0.6, 0, |
| 0, 1, 0, 0.6, 1, 0, |
| 0, 0, 1, 0, 0.6, 1 |
| ] ); |
| |
| var geometry = new THREE.BufferGeometry(); |
| geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) ); |
| geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) ); |
| |
| var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } ); |
| |
| THREE.LineSegments.call( this, geometry, material ); |
| |
| }; |
| |
| THREE.AxisHelper.prototype = Object.create( THREE.LineSegments.prototype ); |
| THREE.AxisHelper.prototype.constructor = THREE.AxisHelper; |
| |
| // File:src/extras/helpers/ArrowHelper.js |
| |
| /** |
| * @author WestLangley / http://github.com/WestLangley |
| * @author zz85 / http://github.com/zz85 |
| * @author bhouston / http://clara.io |
| * |
| * Creates an arrow for visualizing directions |
| * |
| * Parameters: |
| * dir - Vector3 |
| * origin - Vector3 |
| * length - Number |
| * color - color in hex value |
| * headLength - Number |
| * headWidth - Number |
| */ |
| |
| THREE.ArrowHelper = ( function () { |
| |
| var lineGeometry = new THREE.Geometry(); |
| lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 0, 1, 0 ) ); |
| |
| var coneGeometry = new THREE.CylinderGeometry( 0, 0.5, 1, 5, 1 ); |
| coneGeometry.translate( 0, - 0.5, 0 ); |
| |
| return function ArrowHelper( dir, origin, length, color, headLength, headWidth ) { |
| |
| // dir is assumed to be normalized |
| |
| THREE.Object3D.call( this ); |
| |
| if ( color === undefined ) color = 0xffff00; |
| if ( length === undefined ) length = 1; |
| if ( headLength === undefined ) headLength = 0.2 * length; |
| if ( headWidth === undefined ) headWidth = 0.2 * headLength; |
| |
| this.position.copy( origin ); |
| |
| this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: color } ) ); |
| this.line.matrixAutoUpdate = false; |
| this.add( this.line ); |
| |
| this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: color } ) ); |
| this.cone.matrixAutoUpdate = false; |
| this.add( this.cone ); |
| |
| this.setDirection( dir ); |
| this.setLength( length, headLength, headWidth ); |
| |
| } |
| |
| }() ); |
| |
| THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype ); |
| THREE.ArrowHelper.prototype.constructor = THREE.ArrowHelper; |
| |
| THREE.ArrowHelper.prototype.setDirection = ( function () { |
| |
| var axis = new THREE.Vector3(); |
| var radians; |
| |
| return function setDirection( dir ) { |
| |
| // dir is assumed to be normalized |
| |
| if ( dir.y > 0.99999 ) { |
| |
| this.quaternion.set( 0, 0, 0, 1 ); |
| |
| } else if ( dir.y < - 0.99999 ) { |
| |
| this.quaternion.set( 1, 0, 0, 0 ); |
| |
| } else { |
| |
| axis.set( dir.z, 0, - dir.x ).normalize(); |
| |
| radians = Math.acos( dir.y ); |
| |
| this.quaternion.setFromAxisAngle( axis, radians ); |
| |
| } |
| |
| }; |
| |
| }() ); |
| |
| THREE.ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) { |
| |
| if ( headLength === undefined ) headLength = 0.2 * length; |
| if ( headWidth === undefined ) headWidth = 0.2 * headLength; |
| |
| this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 ); |
| this.line.updateMatrix(); |
| |
| this.cone.scale.set( headWidth, headLength, headWidth ); |
| this.cone.position.y = length; |
| this.cone.updateMatrix(); |
| |
| }; |
| |
| THREE.ArrowHelper.prototype.setColor = function ( color ) { |
| |
| this.line.material.color.set( color ); |
| this.cone.material.color.set( color ); |
| |
| }; |
| |
| // File:src/extras/helpers/BoxHelper.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.BoxHelper = function ( object ) { |
| |
| var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); |
| var positions = new Float32Array( 8 * 3 ); |
| |
| var geometry = new THREE.BufferGeometry(); |
| geometry.setIndex( new THREE.BufferAttribute( indices, 1 ) ); |
| geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) ); |
| |
| THREE.LineSegments.call( this, geometry, new THREE.LineBasicMaterial( { color: 0xffff00 } ) ); |
| |
| if ( object !== undefined ) { |
| |
| this.update( object ); |
| |
| } |
| |
| }; |
| |
| THREE.BoxHelper.prototype = Object.create( THREE.LineSegments.prototype ); |
| THREE.BoxHelper.prototype.constructor = THREE.BoxHelper; |
| |
| THREE.BoxHelper.prototype.update = ( function () { |
| |
| var box = new THREE.Box3(); |
| |
| return function ( object ) { |
| |
| box.setFromObject( object ); |
| |
| if ( box.isEmpty() ) return; |
| |
| var min = box.min; |
| var max = box.max; |
| |
| /* |
| 5____4 |
| 1/___0/| |
| | 6__|_7 |
| 2/___3/ |
| |
| 0: max.x, max.y, max.z |
| 1: min.x, max.y, max.z |
| 2: min.x, min.y, max.z |
| 3: max.x, min.y, max.z |
| 4: max.x, max.y, min.z |
| 5: min.x, max.y, min.z |
| 6: min.x, min.y, min.z |
| 7: max.x, min.y, min.z |
| */ |
| |
| var position = this.geometry.attributes.position; |
| var array = position.array; |
| |
| array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z; |
| array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z; |
| array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z; |
| array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z; |
| array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z; |
| array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z; |
| array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z; |
| array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z; |
| |
| position.needsUpdate = true; |
| |
| this.geometry.computeBoundingSphere(); |
| |
| }; |
| |
| } )(); |
| |
| // File:src/extras/helpers/BoundingBoxHelper.js |
| |
| /** |
| * @author WestLangley / http://github.com/WestLangley |
| */ |
| |
| // a helper to show the world-axis-aligned bounding box for an object |
| |
| THREE.BoundingBoxHelper = function ( object, hex ) { |
| |
| var color = ( hex !== undefined ) ? hex : 0x888888; |
| |
| this.object = object; |
| |
| this.box = new THREE.Box3(); |
| |
| THREE.Mesh.call( this, new THREE.BoxGeometry( 1, 1, 1 ), new THREE.MeshBasicMaterial( { color: color, wireframe: true } ) ); |
| |
| }; |
| |
| THREE.BoundingBoxHelper.prototype = Object.create( THREE.Mesh.prototype ); |
| THREE.BoundingBoxHelper.prototype.constructor = THREE.BoundingBoxHelper; |
| |
| THREE.BoundingBoxHelper.prototype.update = function () { |
| |
| this.box.setFromObject( this.object ); |
| |
| this.box.size( this.scale ); |
| |
| this.box.center( this.position ); |
| |
| }; |
| |
| // File:src/extras/helpers/CameraHelper.js |
| |
| /** |
| * @author alteredq / http://alteredqualia.com/ |
| * |
| * - shows frustum, line of sight and up of the camera |
| * - suitable for fast updates |
| * - based on frustum visualization in lightgl.js shadowmap example |
| * http://evanw.github.com/lightgl.js/tests/shadowmap.html |
| */ |
| |
| THREE.CameraHelper = function ( camera ) { |
| |
| var geometry = new THREE.Geometry(); |
| var material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } ); |
| |
| var pointMap = {}; |
| |
| // colors |
| |
| var hexFrustum = 0xffaa00; |
| var hexCone = 0xff0000; |
| var hexUp = 0x00aaff; |
| var hexTarget = 0xffffff; |
| var hexCross = 0x333333; |
| |
| // near |
| |
| addLine( "n1", "n2", hexFrustum ); |
| addLine( "n2", "n4", hexFrustum ); |
| addLine( "n4", "n3", hexFrustum ); |
| addLine( "n3", "n1", hexFrustum ); |
| |
| // far |
| |
| addLine( "f1", "f2", hexFrustum ); |
| addLine( "f2", "f4", hexFrustum ); |
| addLine( "f4", "f3", hexFrustum ); |
| addLine( "f3", "f1", hexFrustum ); |
| |
| // sides |
| |
| addLine( "n1", "f1", hexFrustum ); |
| addLine( "n2", "f2", hexFrustum ); |
| addLine( "n3", "f3", hexFrustum ); |
| addLine( "n4", "f4", hexFrustum ); |
| |
| // cone |
| |
| addLine( "p", "n1", hexCone ); |
| addLine( "p", "n2", hexCone ); |
| addLine( "p", "n3", hexCone ); |
| addLine( "p", "n4", hexCone ); |
| |
| // up |
| |
| addLine( "u1", "u2", hexUp ); |
| addLine( "u2", "u3", hexUp ); |
| addLine( "u3", "u1", hexUp ); |
| |
| // target |
| |
| addLine( "c", "t", hexTarget ); |
| addLine( "p", "c", hexCross ); |
| |
| // cross |
| |
| addLine( "cn1", "cn2", hexCross ); |
| addLine( "cn3", "cn4", hexCross ); |
| |
| addLine( "cf1", "cf2", hexCross ); |
| addLine( "cf3", "cf4", hexCross ); |
| |
| function addLine( a, b, hex ) { |
| |
| addPoint( a, hex ); |
| addPoint( b, hex ); |
| |
| } |
| |
| function addPoint( id, hex ) { |
| |
| geometry.vertices.push( new THREE.Vector3() ); |
| geometry.colors.push( new THREE.Color( hex ) ); |
| |
| if ( pointMap[ id ] === undefined ) { |
| |
| pointMap[ id ] = []; |
| |
| } |
| |
| pointMap[ id ].push( geometry.vertices.length - 1 ); |
| |
| } |
| |
| THREE.LineSegments.call( this, geometry, material ); |
| |
| this.camera = camera; |
| this.camera.updateProjectionMatrix(); |
| |
| this.matrix = camera.matrixWorld; |
| this.matrixAutoUpdate = false; |
| |
| this.pointMap = pointMap; |
| |
| this.update(); |
| |
| }; |
| |
| THREE.CameraHelper.prototype = Object.create( THREE.LineSegments.prototype ); |
| THREE.CameraHelper.prototype.constructor = THREE.CameraHelper; |
| |
| THREE.CameraHelper.prototype.update = function () { |
| |
| var geometry, pointMap; |
| |
| var vector = new THREE.Vector3(); |
| var camera = new THREE.Camera(); |
| |
| function setPoint( point, x, y, z ) { |
| |
| vector.set( x, y, z ).unproject( camera ); |
| |
| var points = pointMap[ point ]; |
| |
| if ( points !== undefined ) { |
| |
| for ( var i = 0, il = points.length; i < il; i ++ ) { |
| |
| geometry.vertices[ points[ i ] ].copy( vector ); |
| |
| } |
| |
| } |
| |
| } |
| |
| return function () { |
| |
| geometry = this.geometry; |
| pointMap = this.pointMap; |
| |
| var w = 1, h = 1; |
| |
| // we need just camera projection matrix |
| // world matrix must be identity |
| |
| camera.projectionMatrix.copy( this.camera.projectionMatrix ); |
| |
| // center / target |
| |
| setPoint( "c", 0, 0, - 1 ); |
| setPoint( "t", 0, 0, 1 ); |
| |
| // near |
| |
| setPoint( "n1", - w, - h, - 1 ); |
| setPoint( "n2", w, - h, - 1 ); |
| setPoint( "n3", - w, h, - 1 ); |
| setPoint( "n4", w, h, - 1 ); |
| |
| // far |
| |
| setPoint( "f1", - w, - h, 1 ); |
| setPoint( "f2", w, - h, 1 ); |
| setPoint( "f3", - w, h, 1 ); |
| setPoint( "f4", w, h, 1 ); |
| |
| // up |
| |
| setPoint( "u1", w * 0.7, h * 1.1, - 1 ); |
| setPoint( "u2", - w * 0.7, h * 1.1, - 1 ); |
| setPoint( "u3", 0, h * 2, - 1 ); |
| |
| // cross |
| |
| setPoint( "cf1", - w, 0, 1 ); |
| setPoint( "cf2", w, 0, 1 ); |
| setPoint( "cf3", 0, - h, 1 ); |
| setPoint( "cf4", 0, h, 1 ); |
| |
| setPoint( "cn1", - w, 0, - 1 ); |
| setPoint( "cn2", w, 0, - 1 ); |
| setPoint( "cn3", 0, - h, - 1 ); |
| setPoint( "cn4", 0, h, - 1 ); |
| |
| geometry.verticesNeedUpdate = true; |
| |
| }; |
| |
| }(); |
| |
| // File:src/extras/helpers/DirectionalLightHelper.js |
| |
| /** |
| * @author alteredq / http://alteredqualia.com/ |
| * @author mrdoob / http://mrdoob.com/ |
| * @author WestLangley / http://github.com/WestLangley |
| */ |
| |
| THREE.DirectionalLightHelper = function ( light, size ) { |
| |
| THREE.Object3D.call( this ); |
| |
| this.light = light; |
| this.light.updateMatrixWorld(); |
| |
| this.matrix = light.matrixWorld; |
| this.matrixAutoUpdate = false; |
| |
| size = size || 1; |
| |
| var geometry = new THREE.Geometry(); |
| geometry.vertices.push( |
| new THREE.Vector3( - size, size, 0 ), |
| new THREE.Vector3( size, size, 0 ), |
| new THREE.Vector3( size, - size, 0 ), |
| new THREE.Vector3( - size, - size, 0 ), |
| new THREE.Vector3( - size, size, 0 ) |
| ); |
| |
| var material = new THREE.LineBasicMaterial( { fog: false } ); |
| material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); |
| |
| this.lightPlane = new THREE.Line( geometry, material ); |
| this.add( this.lightPlane ); |
| |
| geometry = new THREE.Geometry(); |
| geometry.vertices.push( |
| new THREE.Vector3(), |
| new THREE.Vector3() |
| ); |
| |
| material = new THREE.LineBasicMaterial( { fog: false } ); |
| material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); |
| |
| this.targetLine = new THREE.Line( geometry, material ); |
| this.add( this.targetLine ); |
| |
| this.update(); |
| |
| }; |
| |
| THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype ); |
| THREE.DirectionalLightHelper.prototype.constructor = THREE.DirectionalLightHelper; |
| |
| THREE.DirectionalLightHelper.prototype.dispose = function () { |
| |
| this.lightPlane.geometry.dispose(); |
| this.lightPlane.material.dispose(); |
| this.targetLine.geometry.dispose(); |
| this.targetLine.material.dispose(); |
| |
| }; |
| |
| THREE.DirectionalLightHelper.prototype.update = function () { |
| |
| var v1 = new THREE.Vector3(); |
| var v2 = new THREE.Vector3(); |
| var v3 = new THREE.Vector3(); |
| |
| return function () { |
| |
| v1.setFromMatrixPosition( this.light.matrixWorld ); |
| v2.setFromMatrixPosition( this.light.target.matrixWorld ); |
| v3.subVectors( v2, v1 ); |
| |
| this.lightPlane.lookAt( v3 ); |
| this.lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); |
| |
| this.targetLine.geometry.vertices[ 1 ].copy( v3 ); |
| this.targetLine.geometry.verticesNeedUpdate = true; |
| this.targetLine.material.color.copy( this.lightPlane.material.color ); |
| |
| }; |
| |
| }(); |
| |
| // File:src/extras/helpers/EdgesHelper.js |
| |
| /** |
| * @author WestLangley / http://github.com/WestLangley |
| * @param object THREE.Mesh whose geometry will be used |
| * @param hex line color |
| * @param thresholdAngle the minimum angle (in degrees), |
| * between the face normals of adjacent faces, |
| * that is required to render an edge. A value of 10 means |
| * an edge is only rendered if the angle is at least 10 degrees. |
| */ |
| |
| THREE.EdgesHelper = function ( object, hex, thresholdAngle ) { |
| |
| var color = ( hex !== undefined ) ? hex : 0xffffff; |
| |
| THREE.LineSegments.call( this, new THREE.EdgesGeometry( object.geometry, thresholdAngle ), new THREE.LineBasicMaterial( { color: color } ) ); |
| |
| this.matrix = object.matrixWorld; |
| this.matrixAutoUpdate = false; |
| |
| }; |
| |
| THREE.EdgesHelper.prototype = Object.create( THREE.LineSegments.prototype ); |
| THREE.EdgesHelper.prototype.constructor = THREE.EdgesHelper; |
| |
| // File:src/extras/helpers/FaceNormalsHelper.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| * @author WestLangley / http://github.com/WestLangley |
| */ |
| |
| THREE.FaceNormalsHelper = function ( object, size, hex, linewidth ) { |
| |
| // FaceNormalsHelper only supports THREE.Geometry |
| |
| this.object = object; |
| |
| this.size = ( size !== undefined ) ? size : 1; |
| |
| var color = ( hex !== undefined ) ? hex : 0xffff00; |
| |
| var width = ( linewidth !== undefined ) ? linewidth : 1; |
| |
| // |
| |
| var nNormals = 0; |
| |
| var objGeometry = this.object.geometry; |
| |
| if ( objGeometry instanceof THREE.Geometry ) { |
| |
| nNormals = objGeometry.faces.length; |
| |
| } else { |
| |
| console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' ); |
| |
| } |
| |
| // |
| |
| var geometry = new THREE.BufferGeometry(); |
| |
| var positions = new THREE.Float32Attribute( nNormals * 2 * 3, 3 ); |
| |
| geometry.addAttribute( 'position', positions ); |
| |
| THREE.LineSegments.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ) ); |
| |
| // |
| |
| this.matrixAutoUpdate = false; |
| this.update(); |
| |
| }; |
| |
| THREE.FaceNormalsHelper.prototype = Object.create( THREE.LineSegments.prototype ); |
| THREE.FaceNormalsHelper.prototype.constructor = THREE.FaceNormalsHelper; |
| |
| THREE.FaceNormalsHelper.prototype.update = ( function () { |
| |
| var v1 = new THREE.Vector3(); |
| var v2 = new THREE.Vector3(); |
| var normalMatrix = new THREE.Matrix3(); |
| |
| return function update() { |
| |
| this.object.updateMatrixWorld( true ); |
| |
| normalMatrix.getNormalMatrix( this.object.matrixWorld ); |
| |
| var matrixWorld = this.object.matrixWorld; |
| |
| var position = this.geometry.attributes.position; |
| |
| // |
| |
| var objGeometry = this.object.geometry; |
| |
| var vertices = objGeometry.vertices; |
| |
| var faces = objGeometry.faces; |
| |
| var idx = 0; |
| |
| for ( var i = 0, l = faces.length; i < l; i ++ ) { |
| |
| var face = faces[ i ]; |
| |
| var normal = face.normal; |
| |
| v1.copy( vertices[ face.a ] ) |
| .add( vertices[ face.b ] ) |
| .add( vertices[ face.c ] ) |
| .divideScalar( 3 ) |
| .applyMatrix4( matrixWorld ); |
| |
| v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); |
| |
| position.setXYZ( idx, v1.x, v1.y, v1.z ); |
| |
| idx = idx + 1; |
| |
| position.setXYZ( idx, v2.x, v2.y, v2.z ); |
| |
| idx = idx + 1; |
| |
| } |
| |
| position.needsUpdate = true; |
| |
| return this; |
| |
| } |
| |
| }() ); |
| |
| // File:src/extras/helpers/GridHelper.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.GridHelper = function ( size, step ) { |
| |
| var geometry = new THREE.Geometry(); |
| var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } ); |
| |
| this.color1 = new THREE.Color( 0x444444 ); |
| this.color2 = new THREE.Color( 0x888888 ); |
| |
| for ( var i = - size; i <= size; i += step ) { |
| |
| geometry.vertices.push( |
| new THREE.Vector3( - size, 0, i ), new THREE.Vector3( size, 0, i ), |
| new THREE.Vector3( i, 0, - size ), new THREE.Vector3( i, 0, size ) |
| ); |
| |
| var color = i === 0 ? this.color1 : this.color2; |
| |
| geometry.colors.push( color, color, color, color ); |
| |
| } |
| |
| THREE.LineSegments.call( this, geometry, material ); |
| |
| }; |
| |
| THREE.GridHelper.prototype = Object.create( THREE.LineSegments.prototype ); |
| THREE.GridHelper.prototype.constructor = THREE.GridHelper; |
| |
| THREE.GridHelper.prototype.setColors = function( colorCenterLine, colorGrid ) { |
| |
| this.color1.set( colorCenterLine ); |
| this.color2.set( colorGrid ); |
| |
| this.geometry.colorsNeedUpdate = true; |
| |
| }; |
| |
| // File:src/extras/helpers/HemisphereLightHelper.js |
| |
| /** |
| * @author alteredq / http://alteredqualia.com/ |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.HemisphereLightHelper = function ( light, sphereSize ) { |
| |
| THREE.Object3D.call( this ); |
| |
| this.light = light; |
| this.light.updateMatrixWorld(); |
| |
| this.matrix = light.matrixWorld; |
| this.matrixAutoUpdate = false; |
| |
| this.colors = [ new THREE.Color(), new THREE.Color() ]; |
| |
| var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 ); |
| geometry.rotateX( - Math.PI / 2 ); |
| |
| for ( var i = 0, il = 8; i < il; i ++ ) { |
| |
| geometry.faces[ i ].color = this.colors[ i < 4 ? 0 : 1 ]; |
| |
| } |
| |
| var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, wireframe: true } ); |
| |
| this.lightSphere = new THREE.Mesh( geometry, material ); |
| this.add( this.lightSphere ); |
| |
| this.update(); |
| |
| }; |
| |
| THREE.HemisphereLightHelper.prototype = Object.create( THREE.Object3D.prototype ); |
| THREE.HemisphereLightHelper.prototype.constructor = THREE.HemisphereLightHelper; |
| |
| THREE.HemisphereLightHelper.prototype.dispose = function () { |
| |
| this.lightSphere.geometry.dispose(); |
| this.lightSphere.material.dispose(); |
| |
| }; |
| |
| THREE.HemisphereLightHelper.prototype.update = function () { |
| |
| var vector = new THREE.Vector3(); |
| |
| return function () { |
| |
| this.colors[ 0 ].copy( this.light.color ).multiplyScalar( this.light.intensity ); |
| this.colors[ 1 ].copy( this.light.groundColor ).multiplyScalar( this.light.intensity ); |
| |
| this.lightSphere.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() ); |
| this.lightSphere.geometry.colorsNeedUpdate = true; |
| |
| } |
| |
| }(); |
| |
| // File:src/extras/helpers/PointLightHelper.js |
| |
| /** |
| * @author alteredq / http://alteredqualia.com/ |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.PointLightHelper = function ( light, sphereSize ) { |
| |
| this.light = light; |
| this.light.updateMatrixWorld(); |
| |
| var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 ); |
| var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } ); |
| material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); |
| |
| THREE.Mesh.call( this, geometry, material ); |
| |
| this.matrix = this.light.matrixWorld; |
| this.matrixAutoUpdate = false; |
| |
| /* |
| var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 ); |
| var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } ); |
| |
| this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial ); |
| this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial ); |
| |
| var d = light.distance; |
| |
| if ( d === 0.0 ) { |
| |
| this.lightDistance.visible = false; |
| |
| } else { |
| |
| this.lightDistance.scale.set( d, d, d ); |
| |
| } |
| |
| this.add( this.lightDistance ); |
| */ |
| |
| }; |
| |
| THREE.PointLightHelper.prototype = Object.create( THREE.Mesh.prototype ); |
| THREE.PointLightHelper.prototype.constructor = THREE.PointLightHelper; |
| |
| THREE.PointLightHelper.prototype.dispose = function () { |
| |
| this.geometry.dispose(); |
| this.material.dispose(); |
| |
| }; |
| |
| THREE.PointLightHelper.prototype.update = function () { |
| |
| this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); |
| |
| /* |
| var d = this.light.distance; |
| |
| if ( d === 0.0 ) { |
| |
| this.lightDistance.visible = false; |
| |
| } else { |
| |
| this.lightDistance.visible = true; |
| this.lightDistance.scale.set( d, d, d ); |
| |
| } |
| */ |
| |
| }; |
| |
| // File:src/extras/helpers/SkeletonHelper.js |
| |
| /** |
| * @author Sean Griffin / http://twitter.com/sgrif |
| * @author Michael Guerrero / http://realitymeltdown.com |
| * @author mrdoob / http://mrdoob.com/ |
| * @author ikerr / http://verold.com |
| */ |
| |
| THREE.SkeletonHelper = function ( object ) { |
| |
| this.bones = this.getBoneList( object ); |
| |
| var geometry = new THREE.Geometry(); |
| |
| for ( var i = 0; i < this.bones.length; i ++ ) { |
| |
| var bone = this.bones[ i ]; |
| |
| if ( bone.parent instanceof THREE.Bone ) { |
| |
| geometry.vertices.push( new THREE.Vector3() ); |
| geometry.vertices.push( new THREE.Vector3() ); |
| geometry.colors.push( new THREE.Color( 0, 0, 1 ) ); |
| geometry.colors.push( new THREE.Color( 0, 1, 0 ) ); |
| |
| } |
| |
| } |
| |
| geometry.dynamic = true; |
| |
| var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors, depthTest: false, depthWrite: false, transparent: true } ); |
| |
| THREE.LineSegments.call( this, geometry, material ); |
| |
| this.root = object; |
| |
| this.matrix = object.matrixWorld; |
| this.matrixAutoUpdate = false; |
| |
| this.update(); |
| |
| }; |
| |
| |
| THREE.SkeletonHelper.prototype = Object.create( THREE.LineSegments.prototype ); |
| THREE.SkeletonHelper.prototype.constructor = THREE.SkeletonHelper; |
| |
| THREE.SkeletonHelper.prototype.getBoneList = function( object ) { |
| |
| var boneList = []; |
| |
| if ( object instanceof THREE.Bone ) { |
| |
| boneList.push( object ); |
| |
| } |
| |
| for ( var i = 0; i < object.children.length; i ++ ) { |
| |
| boneList.push.apply( boneList, this.getBoneList( object.children[ i ] ) ); |
| |
| } |
| |
| return boneList; |
| |
| }; |
| |
| THREE.SkeletonHelper.prototype.update = function () { |
| |
| var geometry = this.geometry; |
| |
| var matrixWorldInv = new THREE.Matrix4().getInverse( this.root.matrixWorld ); |
| |
| var boneMatrix = new THREE.Matrix4(); |
| |
| var j = 0; |
| |
| for ( var i = 0; i < this.bones.length; i ++ ) { |
| |
| var bone = this.bones[ i ]; |
| |
| if ( bone.parent instanceof THREE.Bone ) { |
| |
| boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld ); |
| geometry.vertices[ j ].setFromMatrixPosition( boneMatrix ); |
| |
| boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld ); |
| geometry.vertices[ j + 1 ].setFromMatrixPosition( boneMatrix ); |
| |
| j += 2; |
| |
| } |
| |
| } |
| |
| geometry.verticesNeedUpdate = true; |
| |
| geometry.computeBoundingSphere(); |
| |
| }; |
| |
| // File:src/extras/helpers/SpotLightHelper.js |
| |
| /** |
| * @author alteredq / http://alteredqualia.com/ |
| * @author mrdoob / http://mrdoob.com/ |
| * @author WestLangley / http://github.com/WestLangley |
| */ |
| |
| THREE.SpotLightHelper = function ( light ) { |
| |
| THREE.Object3D.call( this ); |
| |
| this.light = light; |
| this.light.updateMatrixWorld(); |
| |
| this.matrix = light.matrixWorld; |
| this.matrixAutoUpdate = false; |
| |
| var geometry = new THREE.CylinderGeometry( 0, 1, 1, 8, 1, true ); |
| |
| geometry.translate( 0, - 0.5, 0 ); |
| geometry.rotateX( - Math.PI / 2 ); |
| |
| var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } ); |
| |
| this.cone = new THREE.Mesh( geometry, material ); |
| this.add( this.cone ); |
| |
| this.update(); |
| |
| }; |
| |
| THREE.SpotLightHelper.prototype = Object.create( THREE.Object3D.prototype ); |
| THREE.SpotLightHelper.prototype.constructor = THREE.SpotLightHelper; |
| |
| THREE.SpotLightHelper.prototype.dispose = function () { |
| |
| this.cone.geometry.dispose(); |
| this.cone.material.dispose(); |
| |
| }; |
| |
| THREE.SpotLightHelper.prototype.update = function () { |
| |
| var vector = new THREE.Vector3(); |
| var vector2 = new THREE.Vector3(); |
| |
| return function () { |
| |
| var coneLength = this.light.distance ? this.light.distance : 10000; |
| var coneWidth = coneLength * Math.tan( this.light.angle ); |
| |
| this.cone.scale.set( coneWidth, coneWidth, coneLength ); |
| |
| vector.setFromMatrixPosition( this.light.matrixWorld ); |
| vector2.setFromMatrixPosition( this.light.target.matrixWorld ); |
| |
| this.cone.lookAt( vector2.sub( vector ) ); |
| |
| this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); |
| |
| }; |
| |
| }(); |
| |
| // File:src/extras/helpers/VertexNormalsHelper.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| * @author WestLangley / http://github.com/WestLangley |
| */ |
| |
| THREE.VertexNormalsHelper = function ( object, size, hex, linewidth ) { |
| |
| this.object = object; |
| |
| this.size = ( size !== undefined ) ? size : 1; |
| |
| var color = ( hex !== undefined ) ? hex : 0xff0000; |
| |
| var width = ( linewidth !== undefined ) ? linewidth : 1; |
| |
| // |
| |
| var nNormals = 0; |
| |
| var objGeometry = this.object.geometry; |
| |
| if ( objGeometry instanceof THREE.Geometry ) { |
| |
| nNormals = objGeometry.faces.length * 3; |
| |
| } else if ( objGeometry instanceof THREE.BufferGeometry ) { |
| |
| nNormals = objGeometry.attributes.normal.count |
| |
| } |
| |
| // |
| |
| var geometry = new THREE.BufferGeometry(); |
| |
| var positions = new THREE.Float32Attribute( nNormals * 2 * 3, 3 ); |
| |
| geometry.addAttribute( 'position', positions ); |
| |
| THREE.LineSegments.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ) ); |
| |
| // |
| |
| this.matrixAutoUpdate = false; |
| |
| this.update(); |
| |
| }; |
| |
| THREE.VertexNormalsHelper.prototype = Object.create( THREE.LineSegments.prototype ); |
| THREE.VertexNormalsHelper.prototype.constructor = THREE.VertexNormalsHelper; |
| |
| THREE.VertexNormalsHelper.prototype.update = ( function () { |
| |
| var v1 = new THREE.Vector3(); |
| var v2 = new THREE.Vector3(); |
| var normalMatrix = new THREE.Matrix3(); |
| |
| return function update() { |
| |
| var keys = [ 'a', 'b', 'c' ]; |
| |
| this.object.updateMatrixWorld( true ); |
| |
| normalMatrix.getNormalMatrix( this.object.matrixWorld ); |
| |
| var matrixWorld = this.object.matrixWorld; |
| |
| var position = this.geometry.attributes.position; |
| |
| // |
| |
| var objGeometry = this.object.geometry; |
| |
| if ( objGeometry instanceof THREE.Geometry ) { |
| |
| var vertices = objGeometry.vertices; |
| |
| var faces = objGeometry.faces; |
| |
| var idx = 0; |
| |
| for ( var i = 0, l = faces.length; i < l; i ++ ) { |
| |
| var face = faces[ i ]; |
| |
| for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { |
| |
| var vertex = vertices[ face[ keys[ j ] ] ]; |
| |
| var normal = face.vertexNormals[ j ]; |
| |
| v1.copy( vertex ).applyMatrix4( matrixWorld ); |
| |
| v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); |
| |
| position.setXYZ( idx, v1.x, v1.y, v1.z ); |
| |
| idx = idx + 1; |
| |
| position.setXYZ( idx, v2.x, v2.y, v2.z ); |
| |
| idx = idx + 1; |
| |
| } |
| |
| } |
| |
| } else if ( objGeometry instanceof THREE.BufferGeometry ) { |
| |
| var objPos = objGeometry.attributes.position; |
| |
| var objNorm = objGeometry.attributes.normal; |
| |
| var idx = 0; |
| |
| // for simplicity, ignore index and drawcalls, and render every normal |
| |
| for ( var j = 0, jl = objPos.count; j < jl; j ++ ) { |
| |
| v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld ); |
| |
| v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) ); |
| |
| v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); |
| |
| position.setXYZ( idx, v1.x, v1.y, v1.z ); |
| |
| idx = idx + 1; |
| |
| position.setXYZ( idx, v2.x, v2.y, v2.z ); |
| |
| idx = idx + 1; |
| |
| } |
| |
| } |
| |
| position.needsUpdate = true; |
| |
| return this; |
| |
| } |
| |
| }() ); |
| |
| // File:src/extras/helpers/WireframeHelper.js |
| |
| /** |
| * @author mrdoob / http://mrdoob.com/ |
| */ |
| |
| THREE.WireframeHelper = function ( object, hex ) { |
| |
| var color = ( hex !== undefined ) ? hex : 0xffffff; |
| |
| THREE.LineSegments.call( this, new THREE.WireframeGeometry( object.geometry ), new THREE.LineBasicMaterial( { color: color } ) ); |
| |
| this.matrix = object.matrixWorld; |
| this.matrixAutoUpdate = false; |
| |
| }; |
| |
| THREE.WireframeHelper.prototype = Object.create( THREE.LineSegments.prototype ); |
| THREE.WireframeHelper.prototype.constructor = THREE.WireframeHelper; |
| |
| // File:src/extras/objects/ImmediateRenderObject.js |
| |
| /** |
| * @author alteredq / http://alteredqualia.com/ |
| */ |
| |
| THREE.ImmediateRenderObject = function ( material ) { |
| |
| THREE.Object3D.call( this ); |
| |
| this.material = material; |
| this.render = function ( renderCallback ) {}; |
| |
| }; |
| |
| THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype ); |
| THREE.ImmediateRenderObject.prototype.constructor = THREE.ImmediateRenderObject; |
| |
| // File:src/extras/objects/MorphBlendMesh.js |
| |
| /** |
| * @author alteredq / http://alteredqualia.com/ |
| */ |
| |
| THREE.MorphBlendMesh = function( geometry, material ) { |
| |
| THREE.Mesh.call( this, geometry, material ); |
| |
| this.animationsMap = {}; |
| this.animationsList = []; |
| |
| // prepare default animation |
| // (all frames played together in 1 second) |
| |
| var numFrames = this.geometry.morphTargets.length; |
| |
| var name = "__default"; |
| |
| var startFrame = 0; |
| var endFrame = numFrames - 1; |
| |
| var fps = numFrames / 1; |
| |
| this.createAnimation( name, startFrame, endFrame, fps ); |
| this.setAnimationWeight( name, 1 ); |
| |
| }; |
| |
| THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype ); |
| THREE.MorphBlendMesh.prototype.constructor = THREE.MorphBlendMesh; |
| |
| THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) { |
| |
| var animation = { |
| |
| start: start, |
| end: end, |
| |
| length: end - start + 1, |
| |
| fps: fps, |
| duration: ( end - start ) / fps, |
| |
| lastFrame: 0, |
| currentFrame: 0, |
| |
| active: false, |
| |
| time: 0, |
| direction: 1, |
| weight: 1, |
| |
| directionBackwards: false, |
| mirroredLoop: false |
| |
| }; |
| |
| this.animationsMap[ name ] = animation; |
| this.animationsList.push( animation ); |
| |
| }; |
| |
| THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) { |
| |
| var pattern = /([a-z]+)_?(\d+)/i; |
| |
| var firstAnimation, frameRanges = {}; |
| |
| var geometry = this.geometry; |
| |
| for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) { |
| |
| var morph = geometry.morphTargets[ i ]; |
| var chunks = morph.name.match( pattern ); |
| |
| if ( chunks && chunks.length > 1 ) { |
| |
| var name = chunks[ 1 ]; |
| |
| if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: - Infinity }; |
| |
| var range = frameRanges[ name ]; |
| |
| if ( i < range.start ) range.start = i; |
| if ( i > range.end ) range.end = i; |
| |
| if ( ! firstAnimation ) firstAnimation = name; |
| |
| } |
| |
| } |
| |
| for ( var name in frameRanges ) { |
| |
| var range = frameRanges[ name ]; |
| this.createAnimation( name, range.start, range.end, fps ); |
| |
| } |
| |
| this.firstAnimation = firstAnimation; |
| |
| }; |
| |
| THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) { |
| |
| var animation = this.animationsMap[ name ]; |
| |
| if ( animation ) { |
| |
| animation.direction = 1; |
| animation.directionBackwards = false; |
| |
| } |
| |
| }; |
| |
| THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) { |
| |
| var animation = this.animationsMap[ name ]; |
| |
| if ( animation ) { |
| |
| animation.direction = - 1; |
| animation.directionBackwards = true; |
| |
| } |
| |
| }; |
| |
| THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) { |
| |
| var animation = this.animationsMap[ name ]; |
| |
| if ( animation ) { |
| |
| animation.fps = fps; |
| animation.duration = ( animation.end - animation.start ) / animation.fps; |
| |
| } |
| |
| }; |
| |
| THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) { |
| |
| var animation = this.animationsMap[ name ]; |
| |
| if ( animation ) { |
| |
| animation.duration = duration; |
| animation.fps = ( animation.end - animation.start ) / animation.duration; |
| |
| } |
| |
| }; |
| |
| THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) { |
| |
| var animation = this.animationsMap[ name ]; |
| |
| if ( animation ) { |
| |
| animation.weight = weight; |
| |
| } |
| |
| }; |
| |
| THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) { |
| |
| var animation = this.animationsMap[ name ]; |
| |
| if ( animation ) { |
| |
| animation.time = time; |
| |
| } |
| |
| }; |
| |
| THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) { |
| |
| var time = 0; |
| |
| var animation = this.animationsMap[ name ]; |
| |
| if ( animation ) { |
| |
| time = animation.time; |
| |
| } |
| |
| return time; |
| |
| }; |
| |
| THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) { |
| |
| var duration = - 1; |
| |
| var animation = this.animationsMap[ name ]; |
| |
| if ( animation ) { |
| |
| duration = animation.duration; |
| |
| } |
| |
| return duration; |
| |
| }; |
| |
| THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) { |
| |
| var animation = this.animationsMap[ name ]; |
| |
| if ( animation ) { |
| |
| animation.time = 0; |
| animation.active = true; |
| |
| } else { |
| |
| console.warn( "THREE.MorphBlendMesh: animation[" + name + "] undefined in .playAnimation()" ); |
| |
| } |
| |
| }; |
| |
| THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) { |
| |
| var animation = this.animationsMap[ name ]; |
| |
| if ( animation ) { |
| |
| animation.active = false; |
| |
| } |
| |
| }; |
| |
| THREE.MorphBlendMesh.prototype.update = function ( delta ) { |
| |
| for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) { |
| |
| var animation = this.animationsList[ i ]; |
| |
| if ( ! animation.active ) continue; |
| |
| var frameTime = animation.duration / animation.length; |
| |
| animation.time += animation.direction * delta; |
| |
| if ( animation.mirroredLoop ) { |
| |
| if ( animation.time > animation.duration || animation.time < 0 ) { |
| |
| animation.direction *= - 1; |
| |
| if ( animation.time > animation.duration ) { |
| |
| animation.time = animation.duration; |
| animation.directionBackwards = true; |
| |
| } |
| |
| if ( animation.time < 0 ) { |
| |
| animation.time = 0; |
| animation.directionBackwards = false; |
| |
| } |
| |
| } |
| |
| } else { |
| |
| animation.time = animation.time % animation.duration; |
| |
| if ( animation.time < 0 ) animation.time += animation.duration; |
| |
| } |
| |
| var keyframe = animation.start + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 ); |
| var weight = animation.weight; |
| |
| if ( keyframe !== animation.currentFrame ) { |
| |
| this.morphTargetInfluences[ animation.lastFrame ] = 0; |
| this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight; |
| |
| this.morphTargetInfluences[ keyframe ] = 0; |
| |
| animation.lastFrame = animation.currentFrame; |
| animation.currentFrame = keyframe; |
| |
| } |
| |
| var mix = ( animation.time % frameTime ) / frameTime; |
| |
| if ( animation.directionBackwards ) mix = 1 - mix; |
| |
| if ( animation.currentFrame !== animation.lastFrame ) { |
| |
| this.morphTargetInfluences[ animation.currentFrame ] = mix * weight; |
| this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight; |
| |
| } else { |
| |
| this.morphTargetInfluences[ animation.currentFrame ] = weight; |
| |
| } |
| |
| } |
| |
| }; |
| |