mirror of
https://github.com/YunoHost-Apps/Cubiks-2048_ynh.git
synced 2024-09-03 18:25:55 +02:00
37760 lines
818 KiB
JavaScript
37760 lines
818 KiB
JavaScript
/**
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* @author mrdoob / http://mrdoob.com/
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* @author Larry Battle / http://bateru.com/news
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* @author bhouston / http://exocortex.com
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*/
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var THREE = { REVISION: '66' };
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self.console = self.console || {
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info: function () {},
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log: function () {},
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debug: function () {},
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warn: function () {},
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error: function () {}
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};
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// http://paulirish.com/2011/requestanimationframe-for-smart-animating/
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// http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating
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// requestAnimationFrame polyfill by Erik Möller
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// fixes from Paul Irish and Tino Zijdel
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// using 'self' instead of 'window' for compatibility with both NodeJS and IE10.
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( function () {
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var lastTime = 0;
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var vendors = [ 'ms', 'moz', 'webkit', 'o' ];
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for ( var x = 0; x < vendors.length && !self.requestAnimationFrame; ++ x ) {
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self.requestAnimationFrame = self[ vendors[ x ] + 'RequestAnimationFrame' ];
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self.cancelAnimationFrame = self[ vendors[ x ] + 'CancelAnimationFrame' ] || self[ vendors[ x ] + 'CancelRequestAnimationFrame' ];
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}
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if ( self.requestAnimationFrame === undefined && self['setTimeout'] !== undefined ) {
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self.requestAnimationFrame = function ( callback ) {
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var currTime = Date.now(), timeToCall = Math.max( 0, 16 - ( currTime - lastTime ) );
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var id = self.setTimeout( function() { callback( currTime + timeToCall ); }, timeToCall );
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lastTime = currTime + timeToCall;
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return id;
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};
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}
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if( self.cancelAnimationFrame === undefined && self['clearTimeout'] !== undefined ) {
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self.cancelAnimationFrame = function ( id ) { self.clearTimeout( id ) };
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}
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}() );
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// GL STATE CONSTANTS
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THREE.CullFaceNone = 0;
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THREE.CullFaceBack = 1;
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THREE.CullFaceFront = 2;
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THREE.CullFaceFrontBack = 3;
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THREE.FrontFaceDirectionCW = 0;
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THREE.FrontFaceDirectionCCW = 1;
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// SHADOWING TYPES
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THREE.BasicShadowMap = 0;
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THREE.PCFShadowMap = 1;
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THREE.PCFSoftShadowMap = 2;
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// MATERIAL CONSTANTS
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// side
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THREE.FrontSide = 0;
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THREE.BackSide = 1;
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THREE.DoubleSide = 2;
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// shading
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THREE.NoShading = 0;
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THREE.FlatShading = 1;
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THREE.SmoothShading = 2;
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// colors
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THREE.NoColors = 0;
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THREE.FaceColors = 1;
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THREE.VertexColors = 2;
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// blending modes
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THREE.NoBlending = 0;
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THREE.NormalBlending = 1;
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THREE.AdditiveBlending = 2;
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THREE.SubtractiveBlending = 3;
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THREE.MultiplyBlending = 4;
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THREE.CustomBlending = 5;
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// custom blending equations
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// (numbers start from 100 not to clash with other
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// mappings to OpenGL constants defined in Texture.js)
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THREE.AddEquation = 100;
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THREE.SubtractEquation = 101;
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THREE.ReverseSubtractEquation = 102;
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// custom blending destination factors
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THREE.ZeroFactor = 200;
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THREE.OneFactor = 201;
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THREE.SrcColorFactor = 202;
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THREE.OneMinusSrcColorFactor = 203;
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THREE.SrcAlphaFactor = 204;
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THREE.OneMinusSrcAlphaFactor = 205;
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THREE.DstAlphaFactor = 206;
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THREE.OneMinusDstAlphaFactor = 207;
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// custom blending source factors
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//THREE.ZeroFactor = 200;
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//THREE.OneFactor = 201;
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//THREE.SrcAlphaFactor = 204;
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//THREE.OneMinusSrcAlphaFactor = 205;
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//THREE.DstAlphaFactor = 206;
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//THREE.OneMinusDstAlphaFactor = 207;
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THREE.DstColorFactor = 208;
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THREE.OneMinusDstColorFactor = 209;
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THREE.SrcAlphaSaturateFactor = 210;
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// TEXTURE CONSTANTS
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THREE.MultiplyOperation = 0;
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THREE.MixOperation = 1;
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THREE.AddOperation = 2;
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// Mapping modes
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THREE.UVMapping = function () {};
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THREE.CubeReflectionMapping = function () {};
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THREE.CubeRefractionMapping = function () {};
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THREE.SphericalReflectionMapping = function () {};
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THREE.SphericalRefractionMapping = function () {};
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// Wrapping modes
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THREE.RepeatWrapping = 1000;
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THREE.ClampToEdgeWrapping = 1001;
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THREE.MirroredRepeatWrapping = 1002;
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// Filters
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THREE.NearestFilter = 1003;
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THREE.NearestMipMapNearestFilter = 1004;
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THREE.NearestMipMapLinearFilter = 1005;
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THREE.LinearFilter = 1006;
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THREE.LinearMipMapNearestFilter = 1007;
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THREE.LinearMipMapLinearFilter = 1008;
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// Data types
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THREE.UnsignedByteType = 1009;
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THREE.ByteType = 1010;
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THREE.ShortType = 1011;
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THREE.UnsignedShortType = 1012;
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THREE.IntType = 1013;
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THREE.UnsignedIntType = 1014;
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THREE.FloatType = 1015;
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// Pixel types
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//THREE.UnsignedByteType = 1009;
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THREE.UnsignedShort4444Type = 1016;
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THREE.UnsignedShort5551Type = 1017;
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THREE.UnsignedShort565Type = 1018;
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// Pixel formats
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THREE.AlphaFormat = 1019;
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THREE.RGBFormat = 1020;
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THREE.RGBAFormat = 1021;
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THREE.LuminanceFormat = 1022;
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THREE.LuminanceAlphaFormat = 1023;
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// Compressed texture formats
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THREE.RGB_S3TC_DXT1_Format = 2001;
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THREE.RGBA_S3TC_DXT1_Format = 2002;
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THREE.RGBA_S3TC_DXT3_Format = 2003;
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THREE.RGBA_S3TC_DXT5_Format = 2004;
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/*
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// Potential future PVRTC compressed texture formats
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THREE.RGB_PVRTC_4BPPV1_Format = 2100;
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THREE.RGB_PVRTC_2BPPV1_Format = 2101;
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THREE.RGBA_PVRTC_4BPPV1_Format = 2102;
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THREE.RGBA_PVRTC_2BPPV1_Format = 2103;
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*/
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/**
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* @author mrdoob / http://mrdoob.com/
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*/
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THREE.Color = function ( color ) {
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if ( arguments.length === 3 ) {
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return this.setRGB( arguments[ 0 ], arguments[ 1 ], arguments[ 2 ] );
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}
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return this.set( color )
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};
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THREE.Color.prototype = {
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constructor: THREE.Color,
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r: 1, g: 1, b: 1,
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set: function ( value ) {
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if ( value instanceof THREE.Color ) {
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this.copy( value );
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} else if ( typeof value === 'number' ) {
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this.setHex( value );
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} else if ( typeof value === 'string' ) {
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this.setStyle( value );
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}
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return this;
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},
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setHex: function ( hex ) {
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hex = Math.floor( hex );
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this.r = ( hex >> 16 & 255 ) / 255;
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this.g = ( hex >> 8 & 255 ) / 255;
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this.b = ( hex & 255 ) / 255;
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return this;
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},
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setRGB: function ( r, g, b ) {
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this.r = r;
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this.g = g;
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this.b = b;
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return this;
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},
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setHSL: function ( h, s, l ) {
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// h,s,l ranges are in 0.0 - 1.0
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if ( s === 0 ) {
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this.r = this.g = this.b = l;
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} else {
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var hue2rgb = function ( p, q, t ) {
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if ( t < 0 ) t += 1;
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if ( t > 1 ) t -= 1;
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if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
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if ( t < 1 / 2 ) return q;
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if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
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return p;
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};
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var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
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var q = ( 2 * l ) - p;
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this.r = hue2rgb( q, p, h + 1 / 3 );
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this.g = hue2rgb( q, p, h );
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this.b = hue2rgb( q, p, h - 1 / 3 );
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}
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return this;
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},
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setStyle: function ( style ) {
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// rgb(255,0,0)
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if ( /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.test( style ) ) {
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var color = /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.exec( style );
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this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
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this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
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this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
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return this;
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}
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// rgb(100%,0%,0%)
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if ( /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.test( style ) ) {
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var color = /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.exec( style );
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this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
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this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
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this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
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return this;
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}
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// #ff0000
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if ( /^\#([0-9a-f]{6})$/i.test( style ) ) {
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var color = /^\#([0-9a-f]{6})$/i.exec( style );
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this.setHex( parseInt( color[ 1 ], 16 ) );
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return this;
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}
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// #f00
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if ( /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test( style ) ) {
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var color = /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec( style );
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this.setHex( parseInt( color[ 1 ] + color[ 1 ] + color[ 2 ] + color[ 2 ] + color[ 3 ] + color[ 3 ], 16 ) );
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return this;
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}
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// red
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if ( /^(\w+)$/i.test( style ) ) {
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this.setHex( THREE.ColorKeywords[ style ] );
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return this;
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}
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},
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copy: function ( color ) {
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this.r = color.r;
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this.g = color.g;
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this.b = color.b;
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return this;
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},
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copyGammaToLinear: function ( color ) {
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this.r = color.r * color.r;
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this.g = color.g * color.g;
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this.b = color.b * color.b;
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return this;
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},
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copyLinearToGamma: function ( color ) {
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this.r = Math.sqrt( color.r );
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this.g = Math.sqrt( color.g );
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this.b = Math.sqrt( color.b );
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return this;
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},
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convertGammaToLinear: function () {
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var r = this.r, g = this.g, b = this.b;
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this.r = r * r;
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this.g = g * g;
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this.b = b * b;
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return this;
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},
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convertLinearToGamma: function () {
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this.r = Math.sqrt( this.r );
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this.g = Math.sqrt( this.g );
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this.b = Math.sqrt( this.b );
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return this;
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},
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getHex: function () {
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return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
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},
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getHexString: function () {
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return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
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},
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getHSL: function ( optionalTarget ) {
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// h,s,l ranges are in 0.0 - 1.0
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var hsl = optionalTarget || { h: 0, s: 0, l: 0 };
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var r = this.r, g = this.g, b = this.b;
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var max = Math.max( r, g, b );
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var min = Math.min( r, g, b );
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var hue, saturation;
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var lightness = ( min + max ) / 2.0;
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if ( min === max ) {
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hue = 0;
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saturation = 0;
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} else {
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var delta = max - min;
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saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
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switch ( max ) {
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case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
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case g: hue = ( b - r ) / delta + 2; break;
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case b: hue = ( r - g ) / delta + 4; break;
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}
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hue /= 6;
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}
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hsl.h = hue;
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hsl.s = saturation;
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hsl.l = lightness;
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return hsl;
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},
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getStyle: function () {
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return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
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},
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offsetHSL: function ( h, s, l ) {
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var hsl = this.getHSL();
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hsl.h += h; hsl.s += s; hsl.l += l;
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this.setHSL( hsl.h, hsl.s, hsl.l );
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return this;
|
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},
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add: function ( color ) {
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this.r += color.r;
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this.g += color.g;
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this.b += color.b;
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return this;
|
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},
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addColors: function ( color1, color2 ) {
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this.r = color1.r + color2.r;
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this.g = color1.g + color2.g;
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this.b = color1.b + color2.b;
|
||
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return this;
|
||
|
||
},
|
||
|
||
addScalar: function ( s ) {
|
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this.r += s;
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this.g += s;
|
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this.b += s;
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||
|
||
return this;
|
||
|
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},
|
||
|
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multiply: function ( color ) {
|
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|
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this.r *= color.r;
|
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this.g *= color.g;
|
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this.b *= color.b;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
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multiplyScalar: function ( s ) {
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this.r *= s;
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this.g *= s;
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this.b *= s;
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||
|
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return this;
|
||
|
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},
|
||
|
||
lerp: function ( color, alpha ) {
|
||
|
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this.r += ( color.r - this.r ) * alpha;
|
||
this.g += ( color.g - this.g ) * alpha;
|
||
this.b += ( color.b - this.b ) * alpha;
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||
|
||
return this;
|
||
|
||
},
|
||
|
||
equals: function ( c ) {
|
||
|
||
return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
|
||
|
||
},
|
||
|
||
fromArray: function ( array ) {
|
||
|
||
this.r = array[ 0 ];
|
||
this.g = array[ 1 ];
|
||
this.b = array[ 2 ];
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
toArray: function () {
|
||
|
||
return [ this.r, this.g, this.b ];
|
||
|
||
},
|
||
|
||
clone: function () {
|
||
|
||
return new THREE.Color().setRGB( this.r, this.g, this.b );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
THREE.ColorKeywords = { "aliceblue": 0xF0F8FF, "antiquewhite": 0xFAEBD7, "aqua": 0x00FFFF, "aquamarine": 0x7FFFD4, "azure": 0xF0FFFF,
|
||
"beige": 0xF5F5DC, "bisque": 0xFFE4C4, "black": 0x000000, "blanchedalmond": 0xFFEBCD, "blue": 0x0000FF, "blueviolet": 0x8A2BE2,
|
||
"brown": 0xA52A2A, "burlywood": 0xDEB887, "cadetblue": 0x5F9EA0, "chartreuse": 0x7FFF00, "chocolate": 0xD2691E, "coral": 0xFF7F50,
|
||
"cornflowerblue": 0x6495ED, "cornsilk": 0xFFF8DC, "crimson": 0xDC143C, "cyan": 0x00FFFF, "darkblue": 0x00008B, "darkcyan": 0x008B8B,
|
||
"darkgoldenrod": 0xB8860B, "darkgray": 0xA9A9A9, "darkgreen": 0x006400, "darkgrey": 0xA9A9A9, "darkkhaki": 0xBDB76B, "darkmagenta": 0x8B008B,
|
||
"darkolivegreen": 0x556B2F, "darkorange": 0xFF8C00, "darkorchid": 0x9932CC, "darkred": 0x8B0000, "darksalmon": 0xE9967A, "darkseagreen": 0x8FBC8F,
|
||
"darkslateblue": 0x483D8B, "darkslategray": 0x2F4F4F, "darkslategrey": 0x2F4F4F, "darkturquoise": 0x00CED1, "darkviolet": 0x9400D3,
|
||
"deeppink": 0xFF1493, "deepskyblue": 0x00BFFF, "dimgray": 0x696969, "dimgrey": 0x696969, "dodgerblue": 0x1E90FF, "firebrick": 0xB22222,
|
||
"floralwhite": 0xFFFAF0, "forestgreen": 0x228B22, "fuchsia": 0xFF00FF, "gainsboro": 0xDCDCDC, "ghostwhite": 0xF8F8FF, "gold": 0xFFD700,
|
||
"goldenrod": 0xDAA520, "gray": 0x808080, "green": 0x008000, "greenyellow": 0xADFF2F, "grey": 0x808080, "honeydew": 0xF0FFF0, "hotpink": 0xFF69B4,
|
||
"indianred": 0xCD5C5C, "indigo": 0x4B0082, "ivory": 0xFFFFF0, "khaki": 0xF0E68C, "lavender": 0xE6E6FA, "lavenderblush": 0xFFF0F5, "lawngreen": 0x7CFC00,
|
||
"lemonchiffon": 0xFFFACD, "lightblue": 0xADD8E6, "lightcoral": 0xF08080, "lightcyan": 0xE0FFFF, "lightgoldenrodyellow": 0xFAFAD2, "lightgray": 0xD3D3D3,
|
||
"lightgreen": 0x90EE90, "lightgrey": 0xD3D3D3, "lightpink": 0xFFB6C1, "lightsalmon": 0xFFA07A, "lightseagreen": 0x20B2AA, "lightskyblue": 0x87CEFA,
|
||
"lightslategray": 0x778899, "lightslategrey": 0x778899, "lightsteelblue": 0xB0C4DE, "lightyellow": 0xFFFFE0, "lime": 0x00FF00, "limegreen": 0x32CD32,
|
||
"linen": 0xFAF0E6, "magenta": 0xFF00FF, "maroon": 0x800000, "mediumaquamarine": 0x66CDAA, "mediumblue": 0x0000CD, "mediumorchid": 0xBA55D3,
|
||
"mediumpurple": 0x9370DB, "mediumseagreen": 0x3CB371, "mediumslateblue": 0x7B68EE, "mediumspringgreen": 0x00FA9A, "mediumturquoise": 0x48D1CC,
|
||
"mediumvioletred": 0xC71585, "midnightblue": 0x191970, "mintcream": 0xF5FFFA, "mistyrose": 0xFFE4E1, "moccasin": 0xFFE4B5, "navajowhite": 0xFFDEAD,
|
||
"navy": 0x000080, "oldlace": 0xFDF5E6, "olive": 0x808000, "olivedrab": 0x6B8E23, "orange": 0xFFA500, "orangered": 0xFF4500, "orchid": 0xDA70D6,
|
||
"palegoldenrod": 0xEEE8AA, "palegreen": 0x98FB98, "paleturquoise": 0xAFEEEE, "palevioletred": 0xDB7093, "papayawhip": 0xFFEFD5, "peachpuff": 0xFFDAB9,
|
||
"peru": 0xCD853F, "pink": 0xFFC0CB, "plum": 0xDDA0DD, "powderblue": 0xB0E0E6, "purple": 0x800080, "red": 0xFF0000, "rosybrown": 0xBC8F8F,
|
||
"royalblue": 0x4169E1, "saddlebrown": 0x8B4513, "salmon": 0xFA8072, "sandybrown": 0xF4A460, "seagreen": 0x2E8B57, "seashell": 0xFFF5EE,
|
||
"sienna": 0xA0522D, "silver": 0xC0C0C0, "skyblue": 0x87CEEB, "slateblue": 0x6A5ACD, "slategray": 0x708090, "slategrey": 0x708090, "snow": 0xFFFAFA,
|
||
"springgreen": 0x00FF7F, "steelblue": 0x4682B4, "tan": 0xD2B48C, "teal": 0x008080, "thistle": 0xD8BFD8, "tomato": 0xFF6347, "turquoise": 0x40E0D0,
|
||
"violet": 0xEE82EE, "wheat": 0xF5DEB3, "white": 0xFFFFFF, "whitesmoke": 0xF5F5F5, "yellow": 0xFFFF00, "yellowgreen": 0x9ACD32 };
|
||
|
||
/**
|
||
* @author mikael emtinger / http://gomo.se/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author WestLangley / http://github.com/WestLangley
|
||
* @author bhouston / http://exocortex.com
|
||
*/
|
||
|
||
THREE.Quaternion = function ( x, y, z, w ) {
|
||
|
||
this._x = x || 0;
|
||
this._y = y || 0;
|
||
this._z = z || 0;
|
||
this._w = ( w !== undefined ) ? w : 1;
|
||
|
||
};
|
||
|
||
THREE.Quaternion.prototype = {
|
||
|
||
constructor: THREE.Quaternion,
|
||
|
||
_x: 0,_y: 0, _z: 0, _w: 0,
|
||
|
||
_euler: undefined,
|
||
|
||
_updateEuler: function ( callback ) {
|
||
|
||
if ( this._euler !== undefined ) {
|
||
|
||
this._euler.setFromQuaternion( this, undefined, false );
|
||
|
||
}
|
||
|
||
},
|
||
|
||
get x () {
|
||
|
||
return this._x;
|
||
|
||
},
|
||
|
||
set x ( value ) {
|
||
|
||
this._x = value;
|
||
this._updateEuler();
|
||
|
||
},
|
||
|
||
get y () {
|
||
|
||
return this._y;
|
||
|
||
},
|
||
|
||
set y ( value ) {
|
||
|
||
this._y = value;
|
||
this._updateEuler();
|
||
|
||
},
|
||
|
||
get z () {
|
||
|
||
return this._z;
|
||
|
||
},
|
||
|
||
set z ( value ) {
|
||
|
||
this._z = value;
|
||
this._updateEuler();
|
||
|
||
},
|
||
|
||
get w () {
|
||
|
||
return this._w;
|
||
|
||
},
|
||
|
||
set w ( value ) {
|
||
|
||
this._w = value;
|
||
this._updateEuler();
|
||
|
||
},
|
||
|
||
set: function ( x, y, z, w ) {
|
||
|
||
this._x = x;
|
||
this._y = y;
|
||
this._z = z;
|
||
this._w = w;
|
||
|
||
this._updateEuler();
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
copy: function ( quaternion ) {
|
||
|
||
this._x = quaternion._x;
|
||
this._y = quaternion._y;
|
||
this._z = quaternion._z;
|
||
this._w = quaternion._w;
|
||
|
||
this._updateEuler();
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setFromEuler: function ( euler, update ) {
|
||
|
||
if ( euler instanceof THREE.Euler === false ) {
|
||
|
||
throw new Error( 'ERROR: Quaternion\'s .setFromEuler() now expects a Euler rotation rather than a Vector3 and order. Please update your code.' );
|
||
}
|
||
|
||
// http://www.mathworks.com/matlabcentral/fileexchange/
|
||
// 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
|
||
// content/SpinCalc.m
|
||
|
||
var c1 = Math.cos( euler._x / 2 );
|
||
var c2 = Math.cos( euler._y / 2 );
|
||
var c3 = Math.cos( euler._z / 2 );
|
||
var s1 = Math.sin( euler._x / 2 );
|
||
var s2 = Math.sin( euler._y / 2 );
|
||
var s3 = Math.sin( euler._z / 2 );
|
||
|
||
if ( euler.order === 'XYZ' ) {
|
||
|
||
this._x = s1 * c2 * c3 + c1 * s2 * s3;
|
||
this._y = c1 * s2 * c3 - s1 * c2 * s3;
|
||
this._z = c1 * c2 * s3 + s1 * s2 * c3;
|
||
this._w = c1 * c2 * c3 - s1 * s2 * s3;
|
||
|
||
} else if ( euler.order === 'YXZ' ) {
|
||
|
||
this._x = s1 * c2 * c3 + c1 * s2 * s3;
|
||
this._y = c1 * s2 * c3 - s1 * c2 * s3;
|
||
this._z = c1 * c2 * s3 - s1 * s2 * c3;
|
||
this._w = c1 * c2 * c3 + s1 * s2 * s3;
|
||
|
||
} else if ( euler.order === 'ZXY' ) {
|
||
|
||
this._x = s1 * c2 * c3 - c1 * s2 * s3;
|
||
this._y = c1 * s2 * c3 + s1 * c2 * s3;
|
||
this._z = c1 * c2 * s3 + s1 * s2 * c3;
|
||
this._w = c1 * c2 * c3 - s1 * s2 * s3;
|
||
|
||
} else if ( euler.order === 'ZYX' ) {
|
||
|
||
this._x = s1 * c2 * c3 - c1 * s2 * s3;
|
||
this._y = c1 * s2 * c3 + s1 * c2 * s3;
|
||
this._z = c1 * c2 * s3 - s1 * s2 * c3;
|
||
this._w = c1 * c2 * c3 + s1 * s2 * s3;
|
||
|
||
} else if ( euler.order === 'YZX' ) {
|
||
|
||
this._x = s1 * c2 * c3 + c1 * s2 * s3;
|
||
this._y = c1 * s2 * c3 + s1 * c2 * s3;
|
||
this._z = c1 * c2 * s3 - s1 * s2 * c3;
|
||
this._w = c1 * c2 * c3 - s1 * s2 * s3;
|
||
|
||
} else if ( euler.order === 'XZY' ) {
|
||
|
||
this._x = s1 * c2 * c3 - c1 * s2 * s3;
|
||
this._y = c1 * s2 * c3 - s1 * c2 * s3;
|
||
this._z = c1 * c2 * s3 + s1 * s2 * c3;
|
||
this._w = c1 * c2 * c3 + s1 * s2 * s3;
|
||
|
||
}
|
||
|
||
if ( update !== false ) this._updateEuler();
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setFromAxisAngle: function ( axis, angle ) {
|
||
|
||
// from http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
|
||
// axis have to be normalized
|
||
|
||
var halfAngle = angle / 2, s = Math.sin( halfAngle );
|
||
|
||
this._x = axis.x * s;
|
||
this._y = axis.y * s;
|
||
this._z = axis.z * s;
|
||
this._w = Math.cos( halfAngle );
|
||
|
||
this._updateEuler();
|
||
|
||
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._updateEuler();
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
inverse: function () {
|
||
|
||
this.conjugate().normalize();
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
conjugate: function () {
|
||
|
||
this._x *= -1;
|
||
this._y *= -1;
|
||
this._z *= -1;
|
||
|
||
this._updateEuler();
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
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;
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
multiply: function ( q, p ) {
|
||
|
||
if ( p !== undefined ) {
|
||
|
||
console.warn( 'DEPRECATED: Quaternion\'s .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._updateEuler();
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
multiplyVector3: function ( vector ) {
|
||
|
||
console.warn( 'DEPRECATED: Quaternion\'s .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
|
||
return vector.applyQuaternion( this );
|
||
|
||
},
|
||
|
||
slerp: function ( qb, t ) {
|
||
|
||
var x = this._x, y = this._y, z = this._z, w = this._w;
|
||
|
||
// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
|
||
|
||
var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
|
||
|
||
if ( cosHalfTheta < 0 ) {
|
||
|
||
this._w = -qb._w;
|
||
this._x = -qb._x;
|
||
this._y = -qb._y;
|
||
this._z = -qb._z;
|
||
|
||
cosHalfTheta = -cosHalfTheta;
|
||
|
||
} else {
|
||
|
||
this.copy( qb );
|
||
|
||
}
|
||
|
||
if ( cosHalfTheta >= 1.0 ) {
|
||
|
||
this._w = w;
|
||
this._x = x;
|
||
this._y = y;
|
||
this._z = z;
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
var halfTheta = Math.acos( cosHalfTheta );
|
||
var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
|
||
|
||
if ( Math.abs( sinHalfTheta ) < 0.001 ) {
|
||
|
||
this._w = 0.5 * ( w + this._w );
|
||
this._x = 0.5 * ( x + this._x );
|
||
this._y = 0.5 * ( y + this._y );
|
||
this._z = 0.5 * ( z + this._z );
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
|
||
ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
|
||
|
||
this._w = ( w * ratioA + this._w * ratioB );
|
||
this._x = ( x * ratioA + this._x * ratioB );
|
||
this._y = ( y * ratioA + this._y * ratioB );
|
||
this._z = ( z * ratioA + this._z * ratioB );
|
||
|
||
this._updateEuler();
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
equals: function ( quaternion ) {
|
||
|
||
return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
|
||
|
||
},
|
||
|
||
fromArray: function ( array ) {
|
||
|
||
this._x = array[ 0 ];
|
||
this._y = array[ 1 ];
|
||
this._z = array[ 2 ];
|
||
this._w = array[ 3 ];
|
||
|
||
this._updateEuler();
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
toArray: function () {
|
||
|
||
return [ this._x, this._y, this._z, this._w ];
|
||
|
||
},
|
||
|
||
clone: function () {
|
||
|
||
return new THREE.Quaternion( this._x, this._y, this._z, this._w );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
|
||
|
||
return qm.copy( qa ).slerp( qb, t );
|
||
|
||
}
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author philogb / http://blog.thejit.org/
|
||
* @author egraether / http://egraether.com/
|
||
* @author zz85 / http://www.lab4games.net/zz85/blog
|
||
*/
|
||
|
||
THREE.Vector2 = function ( x, y ) {
|
||
|
||
this.x = x || 0;
|
||
this.y = y || 0;
|
||
|
||
};
|
||
|
||
THREE.Vector2.prototype = {
|
||
|
||
constructor: THREE.Vector2,
|
||
|
||
set: function ( x, y ) {
|
||
|
||
this.x = x;
|
||
this.y = y;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setX: function ( x ) {
|
||
|
||
this.x = x;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setY: function ( y ) {
|
||
|
||
this.y = y;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
|
||
setComponent: function ( index, value ) {
|
||
|
||
switch ( index ) {
|
||
|
||
case 0: this.x = value; break;
|
||
case 1: this.y = value; break;
|
||
default: throw new Error( "index is out of range: " + index );
|
||
|
||
}
|
||
|
||
},
|
||
|
||
getComponent: function ( index ) {
|
||
|
||
switch ( index ) {
|
||
|
||
case 0: return this.x;
|
||
case 1: return this.y;
|
||
default: throw new Error( "index is out of range: " + index );
|
||
|
||
}
|
||
|
||
},
|
||
|
||
copy: function ( v ) {
|
||
|
||
this.x = v.x;
|
||
this.y = v.y;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
add: function ( v, w ) {
|
||
|
||
if ( w !== undefined ) {
|
||
|
||
console.warn( 'DEPRECATED: Vector2\'s .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
|
||
return this.addVectors( v, w );
|
||
|
||
}
|
||
|
||
this.x += v.x;
|
||
this.y += v.y;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
addVectors: function ( a, b ) {
|
||
|
||
this.x = a.x + b.x;
|
||
this.y = a.y + b.y;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
addScalar: function ( s ) {
|
||
|
||
this.x += s;
|
||
this.y += s;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
sub: function ( v, w ) {
|
||
|
||
if ( w !== undefined ) {
|
||
|
||
console.warn( 'DEPRECATED: Vector2\'s .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
|
||
return this.subVectors( v, w );
|
||
|
||
}
|
||
|
||
this.x -= v.x;
|
||
this.y -= v.y;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
subVectors: function ( a, b ) {
|
||
|
||
this.x = a.x - b.x;
|
||
this.y = a.y - b.y;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
multiplyScalar: function ( s ) {
|
||
|
||
this.x *= s;
|
||
this.y *= s;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
divideScalar: function ( scalar ) {
|
||
|
||
if ( scalar !== 0 ) {
|
||
|
||
var invScalar = 1 / scalar;
|
||
|
||
this.x *= invScalar;
|
||
this.y *= invScalar;
|
||
|
||
} else {
|
||
|
||
this.x = 0;
|
||
this.y = 0;
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
min: function ( v ) {
|
||
|
||
if ( this.x > v.x ) {
|
||
|
||
this.x = v.x;
|
||
|
||
}
|
||
|
||
if ( this.y > v.y ) {
|
||
|
||
this.y = v.y;
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
max: function ( v ) {
|
||
|
||
if ( this.x < v.x ) {
|
||
|
||
this.x = v.x;
|
||
|
||
}
|
||
|
||
if ( this.y < v.y ) {
|
||
|
||
this.y = v.y;
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
clamp: function ( min, max ) {
|
||
|
||
// This function assumes min < max, if this assumption isn't true it will not operate correctly
|
||
|
||
if ( this.x < min.x ) {
|
||
|
||
this.x = min.x;
|
||
|
||
} else if ( this.x > max.x ) {
|
||
|
||
this.x = max.x;
|
||
|
||
}
|
||
|
||
if ( this.y < min.y ) {
|
||
|
||
this.y = min.y;
|
||
|
||
} else if ( this.y > max.y ) {
|
||
|
||
this.y = max.y;
|
||
|
||
}
|
||
|
||
return this;
|
||
},
|
||
|
||
clampScalar: ( function () {
|
||
|
||
var min, max;
|
||
|
||
return function ( minVal, maxVal ) {
|
||
|
||
if ( min === undefined ) {
|
||
|
||
min = new THREE.Vector2();
|
||
max = new THREE.Vector2();
|
||
|
||
}
|
||
|
||
min.set( minVal, minVal );
|
||
max.set( maxVal, maxVal );
|
||
|
||
return this.clamp( min, max );
|
||
|
||
};
|
||
|
||
} )(),
|
||
|
||
floor: function () {
|
||
|
||
this.x = Math.floor( this.x );
|
||
this.y = Math.floor( this.y );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
ceil: function () {
|
||
|
||
this.x = Math.ceil( this.x );
|
||
this.y = Math.ceil( this.y );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
round: function () {
|
||
|
||
this.x = Math.round( this.x );
|
||
this.y = Math.round( this.y );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
roundToZero: function () {
|
||
|
||
this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
|
||
this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
negate: function () {
|
||
|
||
return this.multiplyScalar( - 1 );
|
||
|
||
},
|
||
|
||
dot: function ( v ) {
|
||
|
||
return this.x * v.x + this.y * v.y;
|
||
|
||
},
|
||
|
||
lengthSq: function () {
|
||
|
||
return this.x * this.x + this.y * this.y;
|
||
|
||
},
|
||
|
||
length: function () {
|
||
|
||
return Math.sqrt( this.x * this.x + this.y * this.y );
|
||
|
||
},
|
||
|
||
normalize: function () {
|
||
|
||
return this.divideScalar( this.length() );
|
||
|
||
},
|
||
|
||
distanceTo: function ( v ) {
|
||
|
||
return Math.sqrt( this.distanceToSquared( v ) );
|
||
|
||
},
|
||
|
||
distanceToSquared: function ( v ) {
|
||
|
||
var dx = this.x - v.x, dy = this.y - v.y;
|
||
return dx * dx + dy * dy;
|
||
|
||
},
|
||
|
||
setLength: function ( l ) {
|
||
|
||
var oldLength = this.length();
|
||
|
||
if ( oldLength !== 0 && l !== oldLength ) {
|
||
|
||
this.multiplyScalar( l / oldLength );
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
lerp: function ( v, alpha ) {
|
||
|
||
this.x += ( v.x - this.x ) * alpha;
|
||
this.y += ( v.y - this.y ) * alpha;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
equals: function( v ) {
|
||
|
||
return ( ( v.x === this.x ) && ( v.y === this.y ) );
|
||
|
||
},
|
||
|
||
fromArray: function ( array ) {
|
||
|
||
this.x = array[ 0 ];
|
||
this.y = array[ 1 ];
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
toArray: function () {
|
||
|
||
return [ this.x, this.y ];
|
||
|
||
},
|
||
|
||
clone: function () {
|
||
|
||
return new THREE.Vector2( this.x, this.y );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author *kile / http://kile.stravaganza.org/
|
||
* @author philogb / http://blog.thejit.org/
|
||
* @author mikael emtinger / http://gomo.se/
|
||
* @author egraether / http://egraether.com/
|
||
* @author WestLangley / http://github.com/WestLangley
|
||
*/
|
||
|
||
THREE.Vector3 = function ( x, y, z ) {
|
||
|
||
this.x = x || 0;
|
||
this.y = y || 0;
|
||
this.z = z || 0;
|
||
|
||
};
|
||
|
||
THREE.Vector3.prototype = {
|
||
|
||
constructor: THREE.Vector3,
|
||
|
||
set: function ( x, y, z ) {
|
||
|
||
this.x = x;
|
||
this.y = y;
|
||
this.z = z;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setX: function ( x ) {
|
||
|
||
this.x = x;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setY: function ( y ) {
|
||
|
||
this.y = y;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setZ: function ( z ) {
|
||
|
||
this.z = z;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setComponent: function ( index, value ) {
|
||
|
||
switch ( index ) {
|
||
|
||
case 0: this.x = value; break;
|
||
case 1: this.y = value; break;
|
||
case 2: this.z = value; break;
|
||
default: throw new Error( "index is out of range: " + index );
|
||
|
||
}
|
||
|
||
},
|
||
|
||
getComponent: function ( index ) {
|
||
|
||
switch ( index ) {
|
||
|
||
case 0: return this.x;
|
||
case 1: return this.y;
|
||
case 2: return this.z;
|
||
default: throw new Error( "index is out of range: " + index );
|
||
|
||
}
|
||
|
||
},
|
||
|
||
copy: function ( v ) {
|
||
|
||
this.x = v.x;
|
||
this.y = v.y;
|
||
this.z = v.z;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
add: function ( v, w ) {
|
||
|
||
if ( w !== undefined ) {
|
||
|
||
console.warn( 'DEPRECATED: Vector3\'s .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
|
||
return this.addVectors( v, w );
|
||
|
||
}
|
||
|
||
this.x += v.x;
|
||
this.y += v.y;
|
||
this.z += v.z;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
addScalar: function ( s ) {
|
||
|
||
this.x += s;
|
||
this.y += s;
|
||
this.z += s;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
addVectors: function ( a, b ) {
|
||
|
||
this.x = a.x + b.x;
|
||
this.y = a.y + b.y;
|
||
this.z = a.z + b.z;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
sub: function ( v, w ) {
|
||
|
||
if ( w !== undefined ) {
|
||
|
||
console.warn( 'DEPRECATED: Vector3\'s .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
|
||
return this.subVectors( v, w );
|
||
|
||
}
|
||
|
||
this.x -= v.x;
|
||
this.y -= v.y;
|
||
this.z -= v.z;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
subVectors: function ( a, b ) {
|
||
|
||
this.x = a.x - b.x;
|
||
this.y = a.y - b.y;
|
||
this.z = a.z - b.z;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
multiply: function ( v, w ) {
|
||
|
||
if ( w !== undefined ) {
|
||
|
||
console.warn( 'DEPRECATED: Vector3\'s .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
|
||
return this.multiplyVectors( v, w );
|
||
|
||
}
|
||
|
||
this.x *= v.x;
|
||
this.y *= v.y;
|
||
this.z *= v.z;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
multiplyScalar: function ( scalar ) {
|
||
|
||
this.x *= scalar;
|
||
this.y *= scalar;
|
||
this.z *= scalar;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
multiplyVectors: function ( a, b ) {
|
||
|
||
this.x = a.x * b.x;
|
||
this.y = a.y * b.y;
|
||
this.z = a.z * b.z;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
applyEuler: function () {
|
||
|
||
var quaternion;
|
||
|
||
return function ( euler ) {
|
||
|
||
if ( euler instanceof THREE.Euler === false ) {
|
||
|
||
console.error( 'ERROR: Vector3\'s .applyEuler() now expects a Euler rotation rather than a Vector3 and order. Please update your code.' );
|
||
|
||
}
|
||
|
||
if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
|
||
|
||
this.applyQuaternion( quaternion.setFromEuler( euler ) );
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
applyAxisAngle: function () {
|
||
|
||
var quaternion;
|
||
|
||
return function ( axis, angle ) {
|
||
|
||
if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
|
||
|
||
this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
applyMatrix3: function ( m ) {
|
||
|
||
var x = this.x;
|
||
var y = this.y;
|
||
var z = this.z;
|
||
|
||
var e = m.elements;
|
||
|
||
this.x = e[0] * x + e[3] * y + e[6] * z;
|
||
this.y = e[1] * x + e[4] * y + e[7] * z;
|
||
this.z = e[2] * x + e[5] * y + e[8] * z;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
applyMatrix4: function ( m ) {
|
||
|
||
// input: THREE.Matrix4 affine matrix
|
||
|
||
var x = this.x, y = this.y, z = this.z;
|
||
|
||
var e = m.elements;
|
||
|
||
this.x = e[0] * x + e[4] * y + e[8] * z + e[12];
|
||
this.y = e[1] * x + e[5] * y + e[9] * z + e[13];
|
||
this.z = e[2] * x + e[6] * y + e[10] * z + e[14];
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
applyProjection: function ( m ) {
|
||
|
||
// input: THREE.Matrix4 projection matrix
|
||
|
||
var x = this.x, y = this.y, z = this.z;
|
||
|
||
var e = m.elements;
|
||
var d = 1 / ( e[3] * x + e[7] * y + e[11] * z + e[15] ); // perspective divide
|
||
|
||
this.x = ( e[0] * x + e[4] * y + e[8] * z + e[12] ) * d;
|
||
this.y = ( e[1] * x + e[5] * y + e[9] * z + e[13] ) * d;
|
||
this.z = ( e[2] * x + e[6] * y + e[10] * z + e[14] ) * d;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
applyQuaternion: function ( q ) {
|
||
|
||
var x = this.x;
|
||
var y = this.y;
|
||
var z = this.z;
|
||
|
||
var qx = q.x;
|
||
var qy = q.y;
|
||
var qz = q.z;
|
||
var qw = q.w;
|
||
|
||
// calculate quat * vector
|
||
|
||
var ix = qw * x + qy * z - qz * y;
|
||
var iy = qw * y + qz * x - qx * z;
|
||
var iz = qw * z + qx * y - qy * x;
|
||
var iw = -qx * x - qy * y - qz * z;
|
||
|
||
// calculate result * inverse quat
|
||
|
||
this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
|
||
this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
|
||
this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
transformDirection: function ( m ) {
|
||
|
||
// input: THREE.Matrix4 affine matrix
|
||
// vector interpreted as a direction
|
||
|
||
var x = this.x, y = this.y, z = this.z;
|
||
|
||
var e = m.elements;
|
||
|
||
this.x = e[0] * x + e[4] * y + e[8] * z;
|
||
this.y = e[1] * x + e[5] * y + e[9] * z;
|
||
this.z = e[2] * x + e[6] * y + e[10] * z;
|
||
|
||
this.normalize();
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
divide: function ( v ) {
|
||
|
||
this.x /= v.x;
|
||
this.y /= v.y;
|
||
this.z /= v.z;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
divideScalar: function ( scalar ) {
|
||
|
||
if ( scalar !== 0 ) {
|
||
|
||
var invScalar = 1 / scalar;
|
||
|
||
this.x *= invScalar;
|
||
this.y *= invScalar;
|
||
this.z *= invScalar;
|
||
|
||
} else {
|
||
|
||
this.x = 0;
|
||
this.y = 0;
|
||
this.z = 0;
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
min: function ( v ) {
|
||
|
||
if ( this.x > v.x ) {
|
||
|
||
this.x = v.x;
|
||
|
||
}
|
||
|
||
if ( this.y > v.y ) {
|
||
|
||
this.y = v.y;
|
||
|
||
}
|
||
|
||
if ( this.z > v.z ) {
|
||
|
||
this.z = v.z;
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
max: function ( v ) {
|
||
|
||
if ( this.x < v.x ) {
|
||
|
||
this.x = v.x;
|
||
|
||
}
|
||
|
||
if ( this.y < v.y ) {
|
||
|
||
this.y = v.y;
|
||
|
||
}
|
||
|
||
if ( this.z < v.z ) {
|
||
|
||
this.z = v.z;
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
clamp: function ( min, max ) {
|
||
|
||
// This function assumes min < max, if this assumption isn't true it will not operate correctly
|
||
|
||
if ( this.x < min.x ) {
|
||
|
||
this.x = min.x;
|
||
|
||
} else if ( this.x > max.x ) {
|
||
|
||
this.x = max.x;
|
||
|
||
}
|
||
|
||
if ( this.y < min.y ) {
|
||
|
||
this.y = min.y;
|
||
|
||
} else if ( this.y > max.y ) {
|
||
|
||
this.y = max.y;
|
||
|
||
}
|
||
|
||
if ( this.z < min.z ) {
|
||
|
||
this.z = min.z;
|
||
|
||
} else if ( this.z > max.z ) {
|
||
|
||
this.z = max.z;
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
clampScalar: ( function () {
|
||
|
||
var min, max;
|
||
|
||
return function ( minVal, maxVal ) {
|
||
|
||
if ( min === undefined ) {
|
||
|
||
min = new THREE.Vector3();
|
||
max = new THREE.Vector3();
|
||
|
||
}
|
||
|
||
min.set( minVal, minVal, minVal );
|
||
max.set( maxVal, maxVal, maxVal );
|
||
|
||
return this.clamp( min, max );
|
||
|
||
};
|
||
|
||
} )(),
|
||
|
||
floor: function () {
|
||
|
||
this.x = Math.floor( this.x );
|
||
this.y = Math.floor( this.y );
|
||
this.z = Math.floor( this.z );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
ceil: function () {
|
||
|
||
this.x = Math.ceil( this.x );
|
||
this.y = Math.ceil( this.y );
|
||
this.z = Math.ceil( this.z );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
round: function () {
|
||
|
||
this.x = Math.round( this.x );
|
||
this.y = Math.round( this.y );
|
||
this.z = Math.round( this.z );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
roundToZero: function () {
|
||
|
||
this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
|
||
this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
|
||
this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
negate: function () {
|
||
|
||
return this.multiplyScalar( - 1 );
|
||
|
||
},
|
||
|
||
dot: function ( v ) {
|
||
|
||
return this.x * v.x + this.y * v.y + this.z * v.z;
|
||
|
||
},
|
||
|
||
lengthSq: function () {
|
||
|
||
return this.x * this.x + this.y * this.y + this.z * this.z;
|
||
|
||
},
|
||
|
||
length: function () {
|
||
|
||
return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
|
||
|
||
},
|
||
|
||
lengthManhattan: function () {
|
||
|
||
return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
|
||
|
||
},
|
||
|
||
normalize: function () {
|
||
|
||
return this.divideScalar( this.length() );
|
||
|
||
},
|
||
|
||
setLength: function ( l ) {
|
||
|
||
var oldLength = this.length();
|
||
|
||
if ( oldLength !== 0 && l !== oldLength ) {
|
||
|
||
this.multiplyScalar( l / oldLength );
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
lerp: function ( v, alpha ) {
|
||
|
||
this.x += ( v.x - this.x ) * alpha;
|
||
this.y += ( v.y - this.y ) * alpha;
|
||
this.z += ( v.z - this.z ) * alpha;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
cross: function ( v, w ) {
|
||
|
||
if ( w !== undefined ) {
|
||
|
||
console.warn( 'DEPRECATED: Vector3\'s .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
|
||
return this.crossVectors( v, w );
|
||
|
||
}
|
||
|
||
var x = this.x, y = this.y, z = this.z;
|
||
|
||
this.x = y * v.z - z * v.y;
|
||
this.y = z * v.x - x * v.z;
|
||
this.z = x * v.y - y * v.x;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
crossVectors: function ( a, b ) {
|
||
|
||
var ax = a.x, ay = a.y, az = a.z;
|
||
var bx = b.x, by = b.y, bz = b.z;
|
||
|
||
this.x = ay * bz - az * by;
|
||
this.y = az * bx - ax * bz;
|
||
this.z = ax * by - ay * bx;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
projectOnVector: function () {
|
||
|
||
var v1, dot;
|
||
|
||
return function ( vector ) {
|
||
|
||
if ( v1 === undefined ) v1 = new THREE.Vector3();
|
||
|
||
v1.copy( vector ).normalize();
|
||
|
||
dot = this.dot( v1 );
|
||
|
||
return this.copy( v1 ).multiplyScalar( dot );
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
projectOnPlane: function () {
|
||
|
||
var v1;
|
||
|
||
return function ( planeNormal ) {
|
||
|
||
if ( v1 === undefined ) v1 = new THREE.Vector3();
|
||
|
||
v1.copy( this ).projectOnVector( planeNormal );
|
||
|
||
return this.sub( v1 );
|
||
|
||
}
|
||
|
||
}(),
|
||
|
||
reflect: function () {
|
||
|
||
// reflect incident vector off plane orthogonal to normal
|
||
// normal is assumed to have unit length
|
||
|
||
var v1;
|
||
|
||
return function ( normal ) {
|
||
|
||
if ( v1 === undefined ) v1 = new THREE.Vector3();
|
||
|
||
return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
|
||
|
||
}
|
||
|
||
}(),
|
||
|
||
angleTo: function ( v ) {
|
||
|
||
var theta = this.dot( v ) / ( this.length() * v.length() );
|
||
|
||
// clamp, to handle numerical problems
|
||
|
||
return Math.acos( THREE.Math.clamp( theta, -1, 1 ) );
|
||
|
||
},
|
||
|
||
distanceTo: function ( v ) {
|
||
|
||
return Math.sqrt( this.distanceToSquared( v ) );
|
||
|
||
},
|
||
|
||
distanceToSquared: function ( v ) {
|
||
|
||
var dx = this.x - v.x;
|
||
var dy = this.y - v.y;
|
||
var dz = this.z - v.z;
|
||
|
||
return dx * dx + dy * dy + dz * dz;
|
||
|
||
},
|
||
|
||
setEulerFromRotationMatrix: function ( m, order ) {
|
||
|
||
console.error( "REMOVED: Vector3\'s setEulerFromRotationMatrix has been removed in favor of Euler.setFromRotationMatrix(), please update your code.");
|
||
|
||
},
|
||
|
||
setEulerFromQuaternion: function ( q, order ) {
|
||
|
||
console.error( "REMOVED: Vector3\'s setEulerFromQuaternion: has been removed in favor of Euler.setFromQuaternion(), please update your code.");
|
||
|
||
},
|
||
|
||
getPositionFromMatrix: function ( m ) {
|
||
|
||
console.warn( "DEPRECATED: Vector3\'s .getPositionFromMatrix() has been renamed to .setFromMatrixPosition(). Please update your code." );
|
||
|
||
return this.setFromMatrixPosition( m );
|
||
|
||
},
|
||
|
||
getScaleFromMatrix: function ( m ) {
|
||
|
||
console.warn( "DEPRECATED: Vector3\'s .getScaleFromMatrix() has been renamed to .setFromMatrixScale(). Please update your code." );
|
||
|
||
return this.setFromMatrixScale( m );
|
||
},
|
||
|
||
getColumnFromMatrix: function ( index, matrix ) {
|
||
|
||
console.warn( "DEPRECATED: Vector3\'s .getColumnFromMatrix() has been renamed to .setFromMatrixColumn(). Please update your code." );
|
||
|
||
return this.setFromMatrixColumn( index, matrix );
|
||
|
||
},
|
||
|
||
setFromMatrixPosition: function ( m ) {
|
||
|
||
this.x = m.elements[ 12 ];
|
||
this.y = m.elements[ 13 ];
|
||
this.z = m.elements[ 14 ];
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setFromMatrixScale: function ( m ) {
|
||
|
||
var sx = this.set( m.elements[ 0 ], m.elements[ 1 ], m.elements[ 2 ] ).length();
|
||
var sy = this.set( m.elements[ 4 ], m.elements[ 5 ], m.elements[ 6 ] ).length();
|
||
var sz = this.set( m.elements[ 8 ], m.elements[ 9 ], m.elements[ 10 ] ).length();
|
||
|
||
this.x = sx;
|
||
this.y = sy;
|
||
this.z = sz;
|
||
|
||
return this;
|
||
},
|
||
|
||
setFromMatrixColumn: function ( index, matrix ) {
|
||
|
||
var offset = index * 4;
|
||
|
||
var me = matrix.elements;
|
||
|
||
this.x = me[ offset ];
|
||
this.y = me[ offset + 1 ];
|
||
this.z = me[ offset + 2 ];
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
equals: function ( v ) {
|
||
|
||
return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
|
||
|
||
},
|
||
|
||
fromArray: function ( array ) {
|
||
|
||
this.x = array[ 0 ];
|
||
this.y = array[ 1 ];
|
||
this.z = array[ 2 ];
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
toArray: function () {
|
||
|
||
return [ this.x, this.y, this.z ];
|
||
|
||
},
|
||
|
||
clone: function () {
|
||
|
||
return new THREE.Vector3( this.x, this.y, this.z );
|
||
|
||
}
|
||
|
||
};
|
||
/**
|
||
* @author supereggbert / http://www.paulbrunt.co.uk/
|
||
* @author philogb / http://blog.thejit.org/
|
||
* @author mikael emtinger / http://gomo.se/
|
||
* @author egraether / http://egraether.com/
|
||
* @author WestLangley / http://github.com/WestLangley
|
||
*/
|
||
|
||
THREE.Vector4 = function ( x, y, z, w ) {
|
||
|
||
this.x = x || 0;
|
||
this.y = y || 0;
|
||
this.z = z || 0;
|
||
this.w = ( w !== undefined ) ? w : 1;
|
||
|
||
};
|
||
|
||
THREE.Vector4.prototype = {
|
||
|
||
constructor: THREE.Vector4,
|
||
|
||
set: function ( x, y, z, w ) {
|
||
|
||
this.x = x;
|
||
this.y = y;
|
||
this.z = z;
|
||
this.w = w;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setX: function ( x ) {
|
||
|
||
this.x = x;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setY: function ( y ) {
|
||
|
||
this.y = y;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setZ: function ( z ) {
|
||
|
||
this.z = z;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setW: function ( w ) {
|
||
|
||
this.w = w;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setComponent: function ( index, value ) {
|
||
|
||
switch ( index ) {
|
||
|
||
case 0: this.x = value; break;
|
||
case 1: this.y = value; break;
|
||
case 2: this.z = value; break;
|
||
case 3: this.w = value; break;
|
||
default: throw new Error( "index is out of range: " + index );
|
||
|
||
}
|
||
|
||
},
|
||
|
||
getComponent: function ( index ) {
|
||
|
||
switch ( index ) {
|
||
|
||
case 0: return this.x;
|
||
case 1: return this.y;
|
||
case 2: return this.z;
|
||
case 3: return this.w;
|
||
default: throw new Error( "index is out of range: " + index );
|
||
|
||
}
|
||
|
||
},
|
||
|
||
copy: function ( v ) {
|
||
|
||
this.x = v.x;
|
||
this.y = v.y;
|
||
this.z = v.z;
|
||
this.w = ( v.w !== undefined ) ? v.w : 1;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
add: function ( v, w ) {
|
||
|
||
if ( w !== undefined ) {
|
||
|
||
console.warn( 'DEPRECATED: Vector4\'s .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
|
||
return this.addVectors( v, w );
|
||
|
||
}
|
||
|
||
this.x += v.x;
|
||
this.y += v.y;
|
||
this.z += v.z;
|
||
this.w += v.w;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
addScalar: function ( s ) {
|
||
|
||
this.x += s;
|
||
this.y += s;
|
||
this.z += s;
|
||
this.w += s;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
addVectors: function ( a, b ) {
|
||
|
||
this.x = a.x + b.x;
|
||
this.y = a.y + b.y;
|
||
this.z = a.z + b.z;
|
||
this.w = a.w + b.w;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
sub: function ( v, w ) {
|
||
|
||
if ( w !== undefined ) {
|
||
|
||
console.warn( 'DEPRECATED: Vector4\'s .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
|
||
return this.subVectors( v, w );
|
||
|
||
}
|
||
|
||
this.x -= v.x;
|
||
this.y -= v.y;
|
||
this.z -= v.z;
|
||
this.w -= v.w;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
subVectors: function ( a, b ) {
|
||
|
||
this.x = a.x - b.x;
|
||
this.y = a.y - b.y;
|
||
this.z = a.z - b.z;
|
||
this.w = a.w - b.w;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
multiplyScalar: function ( scalar ) {
|
||
|
||
this.x *= scalar;
|
||
this.y *= scalar;
|
||
this.z *= scalar;
|
||
this.w *= scalar;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
applyMatrix4: function ( m ) {
|
||
|
||
var x = this.x;
|
||
var y = this.y;
|
||
var z = this.z;
|
||
var w = this.w;
|
||
|
||
var e = m.elements;
|
||
|
||
this.x = e[0] * x + e[4] * y + e[8] * z + e[12] * w;
|
||
this.y = e[1] * x + e[5] * y + e[9] * z + e[13] * w;
|
||
this.z = e[2] * x + e[6] * y + e[10] * z + e[14] * w;
|
||
this.w = e[3] * x + e[7] * y + e[11] * z + e[15] * w;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
divideScalar: function ( scalar ) {
|
||
|
||
if ( scalar !== 0 ) {
|
||
|
||
var invScalar = 1 / scalar;
|
||
|
||
this.x *= invScalar;
|
||
this.y *= invScalar;
|
||
this.z *= invScalar;
|
||
this.w *= invScalar;
|
||
|
||
} else {
|
||
|
||
this.x = 0;
|
||
this.y = 0;
|
||
this.z = 0;
|
||
this.w = 1;
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setAxisAngleFromQuaternion: function ( q ) {
|
||
|
||
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
|
||
|
||
// q is assumed to be normalized
|
||
|
||
this.w = 2 * Math.acos( q.w );
|
||
|
||
var s = Math.sqrt( 1 - q.w * q.w );
|
||
|
||
if ( s < 0.0001 ) {
|
||
|
||
this.x = 1;
|
||
this.y = 0;
|
||
this.z = 0;
|
||
|
||
} else {
|
||
|
||
this.x = q.x / s;
|
||
this.y = q.y / s;
|
||
this.z = q.z / s;
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setAxisAngleFromRotationMatrix: function ( m ) {
|
||
|
||
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
|
||
|
||
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
|
||
|
||
var angle, x, y, z, // variables for result
|
||
epsilon = 0.01, // margin to allow for rounding errors
|
||
epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
|
||
|
||
te = m.elements,
|
||
|
||
m11 = te[0], m12 = te[4], m13 = te[8],
|
||
m21 = te[1], m22 = te[5], m23 = te[9],
|
||
m31 = te[2], m32 = te[6], m33 = te[10];
|
||
|
||
if ( ( Math.abs( m12 - m21 ) < epsilon )
|
||
&& ( Math.abs( m13 - m31 ) < epsilon )
|
||
&& ( Math.abs( m23 - m32 ) < epsilon ) ) {
|
||
|
||
// singularity found
|
||
// first check for identity matrix which must have +1 for all terms
|
||
// in leading diagonal and zero in other terms
|
||
|
||
if ( ( Math.abs( m12 + m21 ) < epsilon2 )
|
||
&& ( Math.abs( m13 + m31 ) < epsilon2 )
|
||
&& ( Math.abs( m23 + m32 ) < epsilon2 )
|
||
&& ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
|
||
|
||
// this singularity is identity matrix so angle = 0
|
||
|
||
this.set( 1, 0, 0, 0 );
|
||
|
||
return this; // zero angle, arbitrary axis
|
||
|
||
}
|
||
|
||
// otherwise this singularity is angle = 180
|
||
|
||
angle = Math.PI;
|
||
|
||
var xx = ( m11 + 1 ) / 2;
|
||
var yy = ( m22 + 1 ) / 2;
|
||
var zz = ( m33 + 1 ) / 2;
|
||
var xy = ( m12 + m21 ) / 4;
|
||
var xz = ( m13 + m31 ) / 4;
|
||
var yz = ( m23 + m32 ) / 4;
|
||
|
||
if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term
|
||
|
||
if ( xx < epsilon ) {
|
||
|
||
x = 0;
|
||
y = 0.707106781;
|
||
z = 0.707106781;
|
||
|
||
} else {
|
||
|
||
x = Math.sqrt( xx );
|
||
y = xy / x;
|
||
z = xz / x;
|
||
|
||
}
|
||
|
||
} else if ( yy > zz ) { // m22 is the largest diagonal term
|
||
|
||
if ( yy < epsilon ) {
|
||
|
||
x = 0.707106781;
|
||
y = 0;
|
||
z = 0.707106781;
|
||
|
||
} else {
|
||
|
||
y = Math.sqrt( yy );
|
||
x = xy / y;
|
||
z = yz / y;
|
||
|
||
}
|
||
|
||
} else { // m33 is the largest diagonal term so base result on this
|
||
|
||
if ( zz < epsilon ) {
|
||
|
||
x = 0.707106781;
|
||
y = 0.707106781;
|
||
z = 0;
|
||
|
||
} else {
|
||
|
||
z = Math.sqrt( zz );
|
||
x = xz / z;
|
||
y = yz / z;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
this.set( x, y, z, angle );
|
||
|
||
return this; // return 180 deg rotation
|
||
|
||
}
|
||
|
||
// as we have reached here there are no singularities so we can handle normally
|
||
|
||
var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 )
|
||
+ ( m13 - m31 ) * ( m13 - m31 )
|
||
+ ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
|
||
|
||
if ( Math.abs( s ) < 0.001 ) s = 1;
|
||
|
||
// prevent divide by zero, should not happen if matrix is orthogonal and should be
|
||
// caught by singularity test above, but I've left it in just in case
|
||
|
||
this.x = ( m32 - m23 ) / s;
|
||
this.y = ( m13 - m31 ) / s;
|
||
this.z = ( m21 - m12 ) / s;
|
||
this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
min: function ( v ) {
|
||
|
||
if ( this.x > v.x ) {
|
||
|
||
this.x = v.x;
|
||
|
||
}
|
||
|
||
if ( this.y > v.y ) {
|
||
|
||
this.y = v.y;
|
||
|
||
}
|
||
|
||
if ( this.z > v.z ) {
|
||
|
||
this.z = v.z;
|
||
|
||
}
|
||
|
||
if ( this.w > v.w ) {
|
||
|
||
this.w = v.w;
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
max: function ( v ) {
|
||
|
||
if ( this.x < v.x ) {
|
||
|
||
this.x = v.x;
|
||
|
||
}
|
||
|
||
if ( this.y < v.y ) {
|
||
|
||
this.y = v.y;
|
||
|
||
}
|
||
|
||
if ( this.z < v.z ) {
|
||
|
||
this.z = v.z;
|
||
|
||
}
|
||
|
||
if ( this.w < v.w ) {
|
||
|
||
this.w = v.w;
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
clamp: function ( min, max ) {
|
||
|
||
// This function assumes min < max, if this assumption isn't true it will not operate correctly
|
||
|
||
if ( this.x < min.x ) {
|
||
|
||
this.x = min.x;
|
||
|
||
} else if ( this.x > max.x ) {
|
||
|
||
this.x = max.x;
|
||
|
||
}
|
||
|
||
if ( this.y < min.y ) {
|
||
|
||
this.y = min.y;
|
||
|
||
} else if ( this.y > max.y ) {
|
||
|
||
this.y = max.y;
|
||
|
||
}
|
||
|
||
if ( this.z < min.z ) {
|
||
|
||
this.z = min.z;
|
||
|
||
} else if ( this.z > max.z ) {
|
||
|
||
this.z = max.z;
|
||
|
||
}
|
||
|
||
if ( this.w < min.w ) {
|
||
|
||
this.w = min.w;
|
||
|
||
} else if ( this.w > max.w ) {
|
||
|
||
this.w = max.w;
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
clampScalar: ( function () {
|
||
|
||
var min, max;
|
||
|
||
return function ( minVal, maxVal ) {
|
||
|
||
if ( min === undefined ) {
|
||
|
||
min = new THREE.Vector4();
|
||
max = new THREE.Vector4();
|
||
|
||
}
|
||
|
||
min.set( minVal, minVal, minVal, minVal );
|
||
max.set( maxVal, maxVal, maxVal, maxVal );
|
||
|
||
return this.clamp( min, max );
|
||
|
||
};
|
||
|
||
} )(),
|
||
|
||
floor: function () {
|
||
|
||
this.x = Math.floor( this.x );
|
||
this.y = Math.floor( this.y );
|
||
this.z = Math.floor( this.z );
|
||
this.w = Math.floor( this.w );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
ceil: function () {
|
||
|
||
this.x = Math.ceil( this.x );
|
||
this.y = Math.ceil( this.y );
|
||
this.z = Math.ceil( this.z );
|
||
this.w = Math.ceil( this.w );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
round: function () {
|
||
|
||
this.x = Math.round( this.x );
|
||
this.y = Math.round( this.y );
|
||
this.z = Math.round( this.z );
|
||
this.w = Math.round( this.w );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
roundToZero: function () {
|
||
|
||
this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
|
||
this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
|
||
this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
|
||
this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
negate: function () {
|
||
|
||
return this.multiplyScalar( -1 );
|
||
|
||
},
|
||
|
||
dot: function ( v ) {
|
||
|
||
return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
|
||
|
||
},
|
||
|
||
lengthSq: function () {
|
||
|
||
return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
|
||
|
||
},
|
||
|
||
length: function () {
|
||
|
||
return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
|
||
|
||
},
|
||
|
||
lengthManhattan: function () {
|
||
|
||
return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
|
||
|
||
},
|
||
|
||
normalize: function () {
|
||
|
||
return this.divideScalar( this.length() );
|
||
|
||
},
|
||
|
||
setLength: function ( l ) {
|
||
|
||
var oldLength = this.length();
|
||
|
||
if ( oldLength !== 0 && l !== oldLength ) {
|
||
|
||
this.multiplyScalar( l / oldLength );
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
lerp: function ( v, alpha ) {
|
||
|
||
this.x += ( v.x - this.x ) * alpha;
|
||
this.y += ( v.y - this.y ) * alpha;
|
||
this.z += ( v.z - this.z ) * alpha;
|
||
this.w += ( v.w - this.w ) * alpha;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
equals: function ( v ) {
|
||
|
||
return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
|
||
|
||
},
|
||
|
||
fromArray: function ( array ) {
|
||
|
||
this.x = array[ 0 ];
|
||
this.y = array[ 1 ];
|
||
this.z = array[ 2 ];
|
||
this.w = array[ 3 ];
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
toArray: function () {
|
||
|
||
return [ this.x, this.y, this.z, this.w ];
|
||
|
||
},
|
||
|
||
clone: function () {
|
||
|
||
return new THREE.Vector4( this.x, this.y, this.z, this.w );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author WestLangley / http://github.com/WestLangley
|
||
* @author bhouston / http://exocortex.com
|
||
*/
|
||
|
||
THREE.Euler = function ( x, y, z, order ) {
|
||
|
||
this._x = x || 0;
|
||
this._y = y || 0;
|
||
this._z = z || 0;
|
||
this._order = order || THREE.Euler.DefaultOrder;
|
||
|
||
};
|
||
|
||
THREE.Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
|
||
|
||
THREE.Euler.DefaultOrder = 'XYZ';
|
||
|
||
THREE.Euler.prototype = {
|
||
|
||
constructor: THREE.Euler,
|
||
|
||
_x: 0, _y: 0, _z: 0, _order: THREE.Euler.DefaultOrder,
|
||
|
||
_quaternion: undefined,
|
||
|
||
_updateQuaternion: function () {
|
||
|
||
if ( this._quaternion !== undefined ) {
|
||
|
||
this._quaternion.setFromEuler( this, false );
|
||
|
||
}
|
||
|
||
},
|
||
|
||
get x () {
|
||
|
||
return this._x;
|
||
|
||
},
|
||
|
||
set x ( value ) {
|
||
|
||
this._x = value;
|
||
this._updateQuaternion();
|
||
|
||
},
|
||
|
||
get y () {
|
||
|
||
return this._y;
|
||
|
||
},
|
||
|
||
set y ( value ) {
|
||
|
||
this._y = value;
|
||
this._updateQuaternion();
|
||
|
||
},
|
||
|
||
get z () {
|
||
|
||
return this._z;
|
||
|
||
},
|
||
|
||
set z ( value ) {
|
||
|
||
this._z = value;
|
||
this._updateQuaternion();
|
||
|
||
},
|
||
|
||
get order () {
|
||
|
||
return this._order;
|
||
|
||
},
|
||
|
||
set order ( value ) {
|
||
|
||
this._order = value;
|
||
this._updateQuaternion();
|
||
|
||
},
|
||
|
||
set: function ( x, y, z, order ) {
|
||
|
||
this._x = x;
|
||
this._y = y;
|
||
this._z = z;
|
||
this._order = order || this._order;
|
||
|
||
this._updateQuaternion();
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
copy: function ( euler ) {
|
||
|
||
this._x = euler._x;
|
||
this._y = euler._y;
|
||
this._z = euler._z;
|
||
this._order = euler._order;
|
||
|
||
this._updateQuaternion();
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setFromRotationMatrix: function ( m, order ) {
|
||
|
||
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
|
||
|
||
// clamp, to handle numerical problems
|
||
|
||
function clamp( x ) {
|
||
|
||
return Math.min( Math.max( x, -1 ), 1 );
|
||
|
||
}
|
||
|
||
var te = m.elements;
|
||
var m11 = te[0], m12 = te[4], m13 = te[8];
|
||
var m21 = te[1], m22 = te[5], m23 = te[9];
|
||
var m31 = te[2], m32 = te[6], m33 = te[10];
|
||
|
||
order = order || this._order;
|
||
|
||
if ( order === 'XYZ' ) {
|
||
|
||
this._y = Math.asin( clamp( m13 ) );
|
||
|
||
if ( Math.abs( m13 ) < 0.99999 ) {
|
||
|
||
this._x = Math.atan2( - m23, m33 );
|
||
this._z = Math.atan2( - m12, m11 );
|
||
|
||
} else {
|
||
|
||
this._x = Math.atan2( m32, m22 );
|
||
this._z = 0;
|
||
|
||
}
|
||
|
||
} else if ( order === 'YXZ' ) {
|
||
|
||
this._x = Math.asin( - clamp( m23 ) );
|
||
|
||
if ( Math.abs( m23 ) < 0.99999 ) {
|
||
|
||
this._y = Math.atan2( m13, m33 );
|
||
this._z = Math.atan2( m21, m22 );
|
||
|
||
} else {
|
||
|
||
this._y = Math.atan2( - m31, m11 );
|
||
this._z = 0;
|
||
|
||
}
|
||
|
||
} else if ( order === 'ZXY' ) {
|
||
|
||
this._x = Math.asin( clamp( m32 ) );
|
||
|
||
if ( Math.abs( m32 ) < 0.99999 ) {
|
||
|
||
this._y = Math.atan2( - m31, m33 );
|
||
this._z = Math.atan2( - m12, m22 );
|
||
|
||
} else {
|
||
|
||
this._y = 0;
|
||
this._z = Math.atan2( m21, m11 );
|
||
|
||
}
|
||
|
||
} else if ( order === 'ZYX' ) {
|
||
|
||
this._y = Math.asin( - clamp( m31 ) );
|
||
|
||
if ( Math.abs( m31 ) < 0.99999 ) {
|
||
|
||
this._x = Math.atan2( m32, m33 );
|
||
this._z = Math.atan2( m21, m11 );
|
||
|
||
} else {
|
||
|
||
this._x = 0;
|
||
this._z = Math.atan2( - m12, m22 );
|
||
|
||
}
|
||
|
||
} else if ( order === 'YZX' ) {
|
||
|
||
this._z = Math.asin( clamp( m21 ) );
|
||
|
||
if ( Math.abs( m21 ) < 0.99999 ) {
|
||
|
||
this._x = Math.atan2( - m23, m22 );
|
||
this._y = Math.atan2( - m31, m11 );
|
||
|
||
} else {
|
||
|
||
this._x = 0;
|
||
this._y = Math.atan2( m13, m33 );
|
||
|
||
}
|
||
|
||
} else if ( order === 'XZY' ) {
|
||
|
||
this._z = Math.asin( - clamp( m12 ) );
|
||
|
||
if ( Math.abs( m12 ) < 0.99999 ) {
|
||
|
||
this._x = Math.atan2( m32, m22 );
|
||
this._y = Math.atan2( m13, m11 );
|
||
|
||
} else {
|
||
|
||
this._x = Math.atan2( - m23, m33 );
|
||
this._y = 0;
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
console.warn( 'WARNING: Euler.setFromRotationMatrix() given unsupported order: ' + order )
|
||
|
||
}
|
||
|
||
this._order = order;
|
||
|
||
this._updateQuaternion();
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setFromQuaternion: function ( q, order, update ) {
|
||
|
||
// q is assumed to be normalized
|
||
|
||
// clamp, to handle numerical problems
|
||
|
||
function clamp( x ) {
|
||
|
||
return Math.min( Math.max( x, -1 ), 1 );
|
||
|
||
}
|
||
|
||
// http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m
|
||
|
||
var sqx = q.x * q.x;
|
||
var sqy = q.y * q.y;
|
||
var sqz = q.z * q.z;
|
||
var sqw = q.w * q.w;
|
||
|
||
order = order || this._order;
|
||
|
||
if ( order === 'XYZ' ) {
|
||
|
||
this._x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) );
|
||
this._y = Math.asin( clamp( 2 * ( q.x * q.z + q.y * q.w ) ) );
|
||
this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) );
|
||
|
||
} else if ( order === 'YXZ' ) {
|
||
|
||
this._x = Math.asin( clamp( 2 * ( q.x * q.w - q.y * q.z ) ) );
|
||
this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) );
|
||
this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) );
|
||
|
||
} else if ( order === 'ZXY' ) {
|
||
|
||
this._x = Math.asin( clamp( 2 * ( q.x * q.w + q.y * q.z ) ) );
|
||
this._y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) );
|
||
this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) );
|
||
|
||
} else if ( order === 'ZYX' ) {
|
||
|
||
this._x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) );
|
||
this._y = Math.asin( clamp( 2 * ( q.y * q.w - q.x * q.z ) ) );
|
||
this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) );
|
||
|
||
} else if ( order === 'YZX' ) {
|
||
|
||
this._x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) );
|
||
this._y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) );
|
||
this._z = Math.asin( clamp( 2 * ( q.x * q.y + q.z * q.w ) ) );
|
||
|
||
} else if ( order === 'XZY' ) {
|
||
|
||
this._x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) );
|
||
this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) );
|
||
this._z = Math.asin( clamp( 2 * ( q.z * q.w - q.x * q.y ) ) );
|
||
|
||
} else {
|
||
|
||
console.warn( 'WARNING: Euler.setFromQuaternion() given unsupported order: ' + order )
|
||
|
||
}
|
||
|
||
this._order = order;
|
||
|
||
if ( update !== false ) this._updateQuaternion();
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
reorder: function () {
|
||
|
||
// WARNING: this discards revolution information -bhouston
|
||
|
||
var q = new THREE.Quaternion();
|
||
|
||
return function ( newOrder ) {
|
||
|
||
q.setFromEuler( this );
|
||
this.setFromQuaternion( q, newOrder );
|
||
|
||
};
|
||
|
||
|
||
}(),
|
||
|
||
fromArray: function ( array ) {
|
||
|
||
this._x = array[ 0 ];
|
||
this._y = array[ 1 ];
|
||
this._z = array[ 2 ];
|
||
if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
|
||
|
||
this._updateQuaternion();
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
toArray: function () {
|
||
|
||
return [ this._x, this._y, this._z, this._order ];
|
||
|
||
},
|
||
|
||
equals: function ( euler ) {
|
||
|
||
return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
|
||
|
||
},
|
||
|
||
clone: function () {
|
||
|
||
return new THREE.Euler( this._x, this._y, this._z, this._order );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* @author bhouston / http://exocortex.com
|
||
*/
|
||
|
||
THREE.Line3 = function ( start, end ) {
|
||
|
||
this.start = ( start !== undefined ) ? start : new THREE.Vector3();
|
||
this.end = ( end !== undefined ) ? end : new THREE.Vector3();
|
||
|
||
};
|
||
|
||
THREE.Line3.prototype = {
|
||
|
||
constructor: THREE.Line3,
|
||
|
||
set: function ( start, end ) {
|
||
|
||
this.start.copy( start );
|
||
this.end.copy( end );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
copy: function ( line ) {
|
||
|
||
this.start.copy( line.start );
|
||
this.end.copy( line.end );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
center: function ( optionalTarget ) {
|
||
|
||
var result = optionalTarget || new THREE.Vector3();
|
||
return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
|
||
|
||
},
|
||
|
||
delta: function ( optionalTarget ) {
|
||
|
||
var result = optionalTarget || new THREE.Vector3();
|
||
return result.subVectors( this.end, this.start );
|
||
|
||
},
|
||
|
||
distanceSq: function () {
|
||
|
||
return this.start.distanceToSquared( this.end );
|
||
|
||
},
|
||
|
||
distance: function () {
|
||
|
||
return this.start.distanceTo( this.end );
|
||
|
||
},
|
||
|
||
at: function ( t, optionalTarget ) {
|
||
|
||
var result = optionalTarget || new THREE.Vector3();
|
||
|
||
return this.delta( result ).multiplyScalar( t ).add( this.start );
|
||
|
||
},
|
||
|
||
closestPointToPointParameter: function() {
|
||
|
||
var startP = new THREE.Vector3();
|
||
var startEnd = new THREE.Vector3();
|
||
|
||
return function ( point, clampToLine ) {
|
||
|
||
startP.subVectors( point, this.start );
|
||
startEnd.subVectors( this.end, this.start );
|
||
|
||
var startEnd2 = startEnd.dot( startEnd );
|
||
var startEnd_startP = startEnd.dot( startP );
|
||
|
||
var t = startEnd_startP / startEnd2;
|
||
|
||
if ( clampToLine ) {
|
||
|
||
t = THREE.Math.clamp( t, 0, 1 );
|
||
|
||
}
|
||
|
||
return t;
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
closestPointToPoint: function ( point, clampToLine, optionalTarget ) {
|
||
|
||
var t = this.closestPointToPointParameter( point, clampToLine );
|
||
|
||
var result = optionalTarget || new THREE.Vector3();
|
||
|
||
return this.delta( result ).multiplyScalar( t ).add( this.start );
|
||
|
||
},
|
||
|
||
applyMatrix4: function ( matrix ) {
|
||
|
||
this.start.applyMatrix4( matrix );
|
||
this.end.applyMatrix4( matrix );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
equals: function ( line ) {
|
||
|
||
return line.start.equals( this.start ) && line.end.equals( this.end );
|
||
|
||
},
|
||
|
||
clone: function () {
|
||
|
||
return new THREE.Line3().copy( this );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* @author bhouston / http://exocortex.com
|
||
*/
|
||
|
||
THREE.Box2 = function ( min, max ) {
|
||
|
||
this.min = ( min !== undefined ) ? min : new THREE.Vector2( Infinity, Infinity );
|
||
this.max = ( max !== undefined ) ? max : new THREE.Vector2( -Infinity, -Infinity );
|
||
|
||
};
|
||
|
||
THREE.Box2.prototype = {
|
||
|
||
constructor: THREE.Box2,
|
||
|
||
set: function ( min, max ) {
|
||
|
||
this.min.copy( min );
|
||
this.max.copy( max );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setFromPoints: function ( points ) {
|
||
|
||
if ( points.length > 0 ) {
|
||
|
||
var point = points[ 0 ];
|
||
|
||
this.min.copy( point );
|
||
this.max.copy( point );
|
||
|
||
for ( var i = 1, il = points.length; i < il; i ++ ) {
|
||
|
||
point = points[ i ];
|
||
|
||
if ( point.x < this.min.x ) {
|
||
|
||
this.min.x = point.x;
|
||
|
||
} else if ( point.x > this.max.x ) {
|
||
|
||
this.max.x = point.x;
|
||
|
||
}
|
||
|
||
if ( point.y < this.min.y ) {
|
||
|
||
this.min.y = point.y;
|
||
|
||
} else if ( point.y > this.max.y ) {
|
||
|
||
this.max.y = point.y;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
this.makeEmpty();
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setFromCenterAndSize: function () {
|
||
|
||
var v1 = new THREE.Vector2();
|
||
|
||
return function ( center, size ) {
|
||
|
||
var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
|
||
this.min.copy( center ).sub( halfSize );
|
||
this.max.copy( center ).add( halfSize );
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
copy: function ( box ) {
|
||
|
||
this.min.copy( box.min );
|
||
this.max.copy( box.max );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
makeEmpty: function () {
|
||
|
||
this.min.x = this.min.y = Infinity;
|
||
this.max.x = this.max.y = -Infinity;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
empty: function () {
|
||
|
||
// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
|
||
|
||
return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
|
||
|
||
},
|
||
|
||
center: function ( optionalTarget ) {
|
||
|
||
var result = optionalTarget || new THREE.Vector2();
|
||
return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
|
||
|
||
},
|
||
|
||
size: function ( optionalTarget ) {
|
||
|
||
var result = optionalTarget || new THREE.Vector2();
|
||
return result.subVectors( this.max, this.min );
|
||
|
||
},
|
||
|
||
expandByPoint: function ( point ) {
|
||
|
||
this.min.min( point );
|
||
this.max.max( point );
|
||
|
||
return this;
|
||
},
|
||
|
||
expandByVector: function ( vector ) {
|
||
|
||
this.min.sub( vector );
|
||
this.max.add( vector );
|
||
|
||
return this;
|
||
},
|
||
|
||
expandByScalar: function ( scalar ) {
|
||
|
||
this.min.addScalar( -scalar );
|
||
this.max.addScalar( scalar );
|
||
|
||
return this;
|
||
},
|
||
|
||
containsPoint: function ( point ) {
|
||
|
||
if ( point.x < this.min.x || point.x > this.max.x ||
|
||
point.y < this.min.y || point.y > this.max.y ) {
|
||
|
||
return false;
|
||
|
||
}
|
||
|
||
return true;
|
||
|
||
},
|
||
|
||
containsBox: function ( box ) {
|
||
|
||
if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
|
||
( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) ) {
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
return false;
|
||
|
||
},
|
||
|
||
getParameter: function ( point, optionalTarget ) {
|
||
|
||
// This can potentially have a divide by zero if the box
|
||
// has a size dimension of 0.
|
||
|
||
var result = optionalTarget || new THREE.Vector2();
|
||
|
||
return result.set(
|
||
( point.x - this.min.x ) / ( this.max.x - this.min.x ),
|
||
( point.y - this.min.y ) / ( this.max.y - this.min.y )
|
||
);
|
||
|
||
},
|
||
|
||
isIntersectionBox: function ( box ) {
|
||
|
||
// using 6 splitting planes to rule out intersections.
|
||
|
||
if ( box.max.x < this.min.x || box.min.x > this.max.x ||
|
||
box.max.y < this.min.y || box.min.y > this.max.y ) {
|
||
|
||
return false;
|
||
|
||
}
|
||
|
||
return true;
|
||
|
||
},
|
||
|
||
clampPoint: function ( point, optionalTarget ) {
|
||
|
||
var result = optionalTarget || new THREE.Vector2();
|
||
return result.copy( point ).clamp( this.min, this.max );
|
||
|
||
},
|
||
|
||
distanceToPoint: function () {
|
||
|
||
var v1 = new THREE.Vector2();
|
||
|
||
return function ( point ) {
|
||
|
||
var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
|
||
return clampedPoint.sub( point ).length();
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
intersect: function ( box ) {
|
||
|
||
this.min.max( box.min );
|
||
this.max.min( box.max );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
union: function ( box ) {
|
||
|
||
this.min.min( box.min );
|
||
this.max.max( box.max );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
translate: function ( offset ) {
|
||
|
||
this.min.add( offset );
|
||
this.max.add( offset );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
equals: function ( box ) {
|
||
|
||
return box.min.equals( this.min ) && box.max.equals( this.max );
|
||
|
||
},
|
||
|
||
clone: function () {
|
||
|
||
return new THREE.Box2().copy( this );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* @author bhouston / http://exocortex.com
|
||
* @author WestLangley / http://github.com/WestLangley
|
||
*/
|
||
|
||
THREE.Box3 = function ( min, max ) {
|
||
|
||
this.min = ( min !== undefined ) ? min : new THREE.Vector3( Infinity, Infinity, Infinity );
|
||
this.max = ( max !== undefined ) ? max : new THREE.Vector3( -Infinity, -Infinity, -Infinity );
|
||
|
||
};
|
||
|
||
THREE.Box3.prototype = {
|
||
|
||
constructor: THREE.Box3,
|
||
|
||
set: function ( min, max ) {
|
||
|
||
this.min.copy( min );
|
||
this.max.copy( max );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
addPoint: function ( point ) {
|
||
|
||
if ( point.x < this.min.x ) {
|
||
|
||
this.min.x = point.x;
|
||
|
||
} else if ( point.x > this.max.x ) {
|
||
|
||
this.max.x = point.x;
|
||
|
||
}
|
||
|
||
if ( point.y < this.min.y ) {
|
||
|
||
this.min.y = point.y;
|
||
|
||
} else if ( point.y > this.max.y ) {
|
||
|
||
this.max.y = point.y;
|
||
|
||
}
|
||
|
||
if ( point.z < this.min.z ) {
|
||
|
||
this.min.z = point.z;
|
||
|
||
} else if ( point.z > this.max.z ) {
|
||
|
||
this.max.z = point.z;
|
||
|
||
}
|
||
|
||
},
|
||
|
||
setFromPoints: function ( points ) {
|
||
|
||
if ( points.length > 0 ) {
|
||
|
||
var point = points[ 0 ];
|
||
|
||
this.min.copy( point );
|
||
this.max.copy( point );
|
||
|
||
for ( var i = 1, il = points.length; i < il; i ++ ) {
|
||
|
||
this.addPoint( points[ i ] )
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
this.makeEmpty();
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setFromCenterAndSize: function() {
|
||
|
||
var v1 = new THREE.Vector3();
|
||
|
||
return function ( center, size ) {
|
||
|
||
var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
|
||
|
||
this.min.copy( center ).sub( halfSize );
|
||
this.max.copy( center ).add( halfSize );
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
setFromObject: function() {
|
||
|
||
// Computes the world-axis-aligned bounding box of an object (including its children),
|
||
// accounting for both the object's, and childrens', world transforms
|
||
|
||
var v1 = new THREE.Vector3();
|
||
|
||
return function( object ) {
|
||
|
||
var scope = this;
|
||
|
||
object.updateMatrixWorld( true );
|
||
|
||
this.makeEmpty();
|
||
|
||
object.traverse( function ( node ) {
|
||
|
||
if ( node.geometry !== undefined && node.geometry.vertices !== undefined ) {
|
||
|
||
var vertices = node.geometry.vertices;
|
||
|
||
for ( var i = 0, il = vertices.length; i < il; i++ ) {
|
||
|
||
v1.copy( vertices[ i ] );
|
||
|
||
v1.applyMatrix4( node.matrixWorld );
|
||
|
||
scope.expandByPoint( v1 );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
copy: function ( box ) {
|
||
|
||
this.min.copy( box.min );
|
||
this.max.copy( box.max );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
makeEmpty: function () {
|
||
|
||
this.min.x = this.min.y = this.min.z = Infinity;
|
||
this.max.x = this.max.y = this.max.z = -Infinity;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
empty: function () {
|
||
|
||
// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
|
||
|
||
return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
|
||
|
||
},
|
||
|
||
center: function ( optionalTarget ) {
|
||
|
||
var result = optionalTarget || new THREE.Vector3();
|
||
return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
|
||
|
||
},
|
||
|
||
size: function ( optionalTarget ) {
|
||
|
||
var result = optionalTarget || new THREE.Vector3();
|
||
return result.subVectors( this.max, this.min );
|
||
|
||
},
|
||
|
||
expandByPoint: function ( point ) {
|
||
|
||
this.min.min( point );
|
||
this.max.max( point );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
expandByVector: function ( vector ) {
|
||
|
||
this.min.sub( vector );
|
||
this.max.add( vector );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
expandByScalar: function ( scalar ) {
|
||
|
||
this.min.addScalar( -scalar );
|
||
this.max.addScalar( scalar );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
containsPoint: function ( point ) {
|
||
|
||
if ( point.x < this.min.x || point.x > this.max.x ||
|
||
point.y < this.min.y || point.y > this.max.y ||
|
||
point.z < this.min.z || point.z > this.max.z ) {
|
||
|
||
return false;
|
||
|
||
}
|
||
|
||
return true;
|
||
|
||
},
|
||
|
||
containsBox: function ( box ) {
|
||
|
||
if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
|
||
( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) &&
|
||
( this.min.z <= box.min.z ) && ( box.max.z <= this.max.z ) ) {
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
return false;
|
||
|
||
},
|
||
|
||
getParameter: function ( point, optionalTarget ) {
|
||
|
||
// This can potentially have a divide by zero if the box
|
||
// has a size dimension of 0.
|
||
|
||
var result = optionalTarget || new THREE.Vector3();
|
||
|
||
return result.set(
|
||
( point.x - this.min.x ) / ( this.max.x - this.min.x ),
|
||
( point.y - this.min.y ) / ( this.max.y - this.min.y ),
|
||
( point.z - this.min.z ) / ( this.max.z - this.min.z )
|
||
);
|
||
|
||
},
|
||
|
||
isIntersectionBox: function ( box ) {
|
||
|
||
// using 6 splitting planes to rule out intersections.
|
||
|
||
if ( box.max.x < this.min.x || box.min.x > this.max.x ||
|
||
box.max.y < this.min.y || box.min.y > this.max.y ||
|
||
box.max.z < this.min.z || box.min.z > this.max.z ) {
|
||
|
||
return false;
|
||
|
||
}
|
||
|
||
return true;
|
||
|
||
},
|
||
|
||
clampPoint: function ( point, optionalTarget ) {
|
||
|
||
var result = optionalTarget || new THREE.Vector3();
|
||
return result.copy( point ).clamp( this.min, this.max );
|
||
|
||
},
|
||
|
||
distanceToPoint: function() {
|
||
|
||
var v1 = new THREE.Vector3();
|
||
|
||
return function ( point ) {
|
||
|
||
var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
|
||
return clampedPoint.sub( point ).length();
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
getBoundingSphere: function() {
|
||
|
||
var v1 = new THREE.Vector3();
|
||
|
||
return function ( optionalTarget ) {
|
||
|
||
var result = optionalTarget || new THREE.Sphere();
|
||
|
||
result.center = this.center();
|
||
result.radius = this.size( v1 ).length() * 0.5;
|
||
|
||
return result;
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
intersect: function ( box ) {
|
||
|
||
this.min.max( box.min );
|
||
this.max.min( box.max );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
union: function ( box ) {
|
||
|
||
this.min.min( box.min );
|
||
this.max.max( box.max );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
applyMatrix4: function() {
|
||
|
||
var points = [
|
||
new THREE.Vector3(),
|
||
new THREE.Vector3(),
|
||
new THREE.Vector3(),
|
||
new THREE.Vector3(),
|
||
new THREE.Vector3(),
|
||
new THREE.Vector3(),
|
||
new THREE.Vector3(),
|
||
new THREE.Vector3()
|
||
];
|
||
|
||
return function ( matrix ) {
|
||
|
||
// NOTE: I am using a binary pattern to specify all 2^3 combinations below
|
||
points[0].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
|
||
points[1].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
|
||
points[2].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
|
||
points[3].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
|
||
points[4].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
|
||
points[5].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
|
||
points[6].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
|
||
points[7].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
|
||
|
||
this.makeEmpty();
|
||
this.setFromPoints( points );
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
translate: function ( offset ) {
|
||
|
||
this.min.add( offset );
|
||
this.max.add( offset );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
equals: function ( box ) {
|
||
|
||
return box.min.equals( this.min ) && box.max.equals( this.max );
|
||
|
||
},
|
||
|
||
clone: function () {
|
||
|
||
return new THREE.Box3().copy( this );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author WestLangley / http://github.com/WestLangley
|
||
* @author bhouston / http://exocortex.com
|
||
*/
|
||
|
||
THREE.Matrix3 = function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
|
||
|
||
this.elements = new Float32Array(9);
|
||
|
||
this.set(
|
||
|
||
( n11 !== undefined ) ? n11 : 1, n12 || 0, n13 || 0,
|
||
n21 || 0, ( n22 !== undefined ) ? n22 : 1, n23 || 0,
|
||
n31 || 0, n32 || 0, ( n33 !== undefined ) ? n33 : 1
|
||
|
||
);
|
||
};
|
||
|
||
THREE.Matrix3.prototype = {
|
||
|
||
constructor: THREE.Matrix3,
|
||
|
||
set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
|
||
|
||
var te = this.elements;
|
||
|
||
te[0] = n11; te[3] = n12; te[6] = n13;
|
||
te[1] = n21; te[4] = n22; te[7] = n23;
|
||
te[2] = n31; te[5] = n32; te[8] = n33;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
identity: function () {
|
||
|
||
this.set(
|
||
|
||
1, 0, 0,
|
||
0, 1, 0,
|
||
0, 0, 1
|
||
|
||
);
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
copy: function ( m ) {
|
||
|
||
var me = m.elements;
|
||
|
||
this.set(
|
||
|
||
me[0], me[3], me[6],
|
||
me[1], me[4], me[7],
|
||
me[2], me[5], me[8]
|
||
|
||
);
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
multiplyVector3: function ( vector ) {
|
||
|
||
console.warn( 'DEPRECATED: Matrix3\'s .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
|
||
return vector.applyMatrix3( this );
|
||
|
||
},
|
||
|
||
multiplyVector3Array: function() {
|
||
|
||
var v1 = new THREE.Vector3();
|
||
|
||
return function ( a ) {
|
||
|
||
for ( var i = 0, il = a.length; i < il; i += 3 ) {
|
||
|
||
v1.x = a[ i ];
|
||
v1.y = a[ i + 1 ];
|
||
v1.z = a[ i + 2 ];
|
||
|
||
v1.applyMatrix3(this);
|
||
|
||
a[ i ] = v1.x;
|
||
a[ i + 1 ] = v1.y;
|
||
a[ i + 2 ] = v1.z;
|
||
|
||
}
|
||
|
||
return a;
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
multiplyScalar: function ( s ) {
|
||
|
||
var te = this.elements;
|
||
|
||
te[0] *= s; te[3] *= s; te[6] *= s;
|
||
te[1] *= s; te[4] *= s; te[7] *= s;
|
||
te[2] *= s; te[5] *= s; te[8] *= s;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
determinant: function () {
|
||
|
||
var te = this.elements;
|
||
|
||
var a = te[0], b = te[1], c = te[2],
|
||
d = te[3], e = te[4], f = te[5],
|
||
g = te[6], h = te[7], i = te[8];
|
||
|
||
return a*e*i - a*f*h - b*d*i + b*f*g + c*d*h - c*e*g;
|
||
|
||
},
|
||
|
||
getInverse: function ( matrix, throwOnInvertible ) {
|
||
|
||
// input: THREE.Matrix4
|
||
// ( based on http://code.google.com/p/webgl-mjs/ )
|
||
|
||
var me = matrix.elements;
|
||
var te = this.elements;
|
||
|
||
te[ 0 ] = me[10] * me[5] - me[6] * me[9];
|
||
te[ 1 ] = - me[10] * me[1] + me[2] * me[9];
|
||
te[ 2 ] = me[6] * me[1] - me[2] * me[5];
|
||
te[ 3 ] = - me[10] * me[4] + me[6] * me[8];
|
||
te[ 4 ] = me[10] * me[0] - me[2] * me[8];
|
||
te[ 5 ] = - me[6] * me[0] + me[2] * me[4];
|
||
te[ 6 ] = me[9] * me[4] - me[5] * me[8];
|
||
te[ 7 ] = - me[9] * me[0] + me[1] * me[8];
|
||
te[ 8 ] = me[5] * me[0] - me[1] * me[4];
|
||
|
||
var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 3 ] + me[ 2 ] * te[ 6 ];
|
||
|
||
// no inverse
|
||
|
||
if ( det === 0 ) {
|
||
|
||
var msg = "Matrix3.getInverse(): can't invert matrix, determinant is 0";
|
||
|
||
if ( throwOnInvertible || false ) {
|
||
|
||
throw new Error( msg );
|
||
|
||
} else {
|
||
|
||
console.warn( msg );
|
||
|
||
}
|
||
|
||
this.identity();
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
this.multiplyScalar( 1.0 / det );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
transpose: function () {
|
||
|
||
var tmp, m = this.elements;
|
||
|
||
tmp = m[1]; m[1] = m[3]; m[3] = tmp;
|
||
tmp = m[2]; m[2] = m[6]; m[6] = tmp;
|
||
tmp = m[5]; m[5] = m[7]; m[7] = tmp;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
getNormalMatrix: function ( m ) {
|
||
|
||
// input: THREE.Matrix4
|
||
|
||
this.getInverse( m ).transpose();
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
transposeIntoArray: function ( r ) {
|
||
|
||
var m = this.elements;
|
||
|
||
r[ 0 ] = m[ 0 ];
|
||
r[ 1 ] = m[ 3 ];
|
||
r[ 2 ] = m[ 6 ];
|
||
r[ 3 ] = m[ 1 ];
|
||
r[ 4 ] = m[ 4 ];
|
||
r[ 5 ] = m[ 7 ];
|
||
r[ 6 ] = m[ 2 ];
|
||
r[ 7 ] = m[ 5 ];
|
||
r[ 8 ] = m[ 8 ];
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
fromArray: function ( array ) {
|
||
|
||
this.elements.set( array );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
toArray: function () {
|
||
|
||
var te = this.elements;
|
||
|
||
return [
|
||
te[ 0 ], te[ 1 ], te[ 2 ],
|
||
te[ 3 ], te[ 4 ], te[ 5 ],
|
||
te[ 6 ], te[ 7 ], te[ 8 ]
|
||
];
|
||
|
||
},
|
||
|
||
clone: function () {
|
||
|
||
var te = this.elements;
|
||
|
||
return new THREE.Matrix3(
|
||
|
||
te[0], te[3], te[6],
|
||
te[1], te[4], te[7],
|
||
te[2], te[5], te[8]
|
||
|
||
);
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author supereggbert / http://www.paulbrunt.co.uk/
|
||
* @author philogb / http://blog.thejit.org/
|
||
* @author jordi_ros / http://plattsoft.com
|
||
* @author D1plo1d / http://github.com/D1plo1d
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author mikael emtinger / http://gomo.se/
|
||
* @author timknip / http://www.floorplanner.com/
|
||
* @author bhouston / http://exocortex.com
|
||
* @author WestLangley / http://github.com/WestLangley
|
||
*/
|
||
|
||
|
||
THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
|
||
|
||
this.elements = new Float32Array( 16 );
|
||
|
||
// TODO: if n11 is undefined, then just set to identity, otherwise copy all other values into matrix
|
||
// we should not support semi specification of Matrix4, it is just weird.
|
||
|
||
var te = this.elements;
|
||
|
||
te[0] = ( n11 !== undefined ) ? n11 : 1; te[4] = n12 || 0; te[8] = n13 || 0; te[12] = n14 || 0;
|
||
te[1] = n21 || 0; te[5] = ( n22 !== undefined ) ? n22 : 1; te[9] = n23 || 0; te[13] = n24 || 0;
|
||
te[2] = n31 || 0; te[6] = n32 || 0; te[10] = ( n33 !== undefined ) ? n33 : 1; te[14] = n34 || 0;
|
||
te[3] = n41 || 0; te[7] = n42 || 0; te[11] = n43 || 0; te[15] = ( n44 !== undefined ) ? n44 : 1;
|
||
|
||
};
|
||
|
||
THREE.Matrix4.prototype = {
|
||
|
||
constructor: THREE.Matrix4,
|
||
|
||
set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
|
||
|
||
var te = this.elements;
|
||
|
||
te[0] = n11; te[4] = n12; te[8] = n13; te[12] = n14;
|
||
te[1] = n21; te[5] = n22; te[9] = n23; te[13] = n24;
|
||
te[2] = n31; te[6] = n32; te[10] = n33; te[14] = n34;
|
||
te[3] = n41; te[7] = n42; te[11] = n43; te[15] = n44;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
identity: function () {
|
||
|
||
this.set(
|
||
|
||
1, 0, 0, 0,
|
||
0, 1, 0, 0,
|
||
0, 0, 1, 0,
|
||
0, 0, 0, 1
|
||
|
||
);
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
copy: function ( m ) {
|
||
|
||
this.elements.set( m.elements );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
extractPosition: function ( m ) {
|
||
|
||
console.warn( 'DEPRECATED: Matrix4\'s .extractPosition() has been renamed to .copyPosition().' );
|
||
return this.copyPosition( m );
|
||
|
||
},
|
||
|
||
copyPosition: function ( m ) {
|
||
|
||
var te = this.elements;
|
||
var me = m.elements;
|
||
|
||
te[12] = me[12];
|
||
te[13] = me[13];
|
||
te[14] = me[14];
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
extractRotation: function () {
|
||
|
||
var v1 = new THREE.Vector3();
|
||
|
||
return function ( m ) {
|
||
|
||
var te = this.elements;
|
||
var me = m.elements;
|
||
|
||
var scaleX = 1 / v1.set( me[0], me[1], me[2] ).length();
|
||
var scaleY = 1 / v1.set( me[4], me[5], me[6] ).length();
|
||
var scaleZ = 1 / v1.set( me[8], me[9], me[10] ).length();
|
||
|
||
te[0] = me[0] * scaleX;
|
||
te[1] = me[1] * scaleX;
|
||
te[2] = me[2] * scaleX;
|
||
|
||
te[4] = me[4] * scaleY;
|
||
te[5] = me[5] * scaleY;
|
||
te[6] = me[6] * scaleY;
|
||
|
||
te[8] = me[8] * scaleZ;
|
||
te[9] = me[9] * scaleZ;
|
||
te[10] = me[10] * scaleZ;
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
makeRotationFromEuler: function ( euler ) {
|
||
|
||
if ( euler instanceof THREE.Euler === false ) {
|
||
|
||
console.error( 'ERROR: Matrix\'s .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order. Please update your code.' );
|
||
|
||
}
|
||
|
||
var te = this.elements;
|
||
|
||
var x = euler.x, y = euler.y, z = euler.z;
|
||
var a = Math.cos( x ), b = Math.sin( x );
|
||
var c = Math.cos( y ), d = Math.sin( y );
|
||
var e = Math.cos( z ), f = Math.sin( z );
|
||
|
||
if ( euler.order === 'XYZ' ) {
|
||
|
||
var ae = a * e, af = a * f, be = b * e, bf = b * f;
|
||
|
||
te[0] = c * e;
|
||
te[4] = - c * f;
|
||
te[8] = d;
|
||
|
||
te[1] = af + be * d;
|
||
te[5] = ae - bf * d;
|
||
te[9] = - b * c;
|
||
|
||
te[2] = bf - ae * d;
|
||
te[6] = be + af * d;
|
||
te[10] = a * c;
|
||
|
||
} else if ( euler.order === 'YXZ' ) {
|
||
|
||
var ce = c * e, cf = c * f, de = d * e, df = d * f;
|
||
|
||
te[0] = ce + df * b;
|
||
te[4] = de * b - cf;
|
||
te[8] = a * d;
|
||
|
||
te[1] = a * f;
|
||
te[5] = a * e;
|
||
te[9] = - b;
|
||
|
||
te[2] = cf * b - de;
|
||
te[6] = df + ce * b;
|
||
te[10] = a * c;
|
||
|
||
} else if ( euler.order === 'ZXY' ) {
|
||
|
||
var ce = c * e, cf = c * f, de = d * e, df = d * f;
|
||
|
||
te[0] = ce - df * b;
|
||
te[4] = - a * f;
|
||
te[8] = de + cf * b;
|
||
|
||
te[1] = cf + de * b;
|
||
te[5] = a * e;
|
||
te[9] = df - ce * b;
|
||
|
||
te[2] = - a * d;
|
||
te[6] = b;
|
||
te[10] = a * c;
|
||
|
||
} else if ( euler.order === 'ZYX' ) {
|
||
|
||
var ae = a * e, af = a * f, be = b * e, bf = b * f;
|
||
|
||
te[0] = c * e;
|
||
te[4] = be * d - af;
|
||
te[8] = ae * d + bf;
|
||
|
||
te[1] = c * f;
|
||
te[5] = bf * d + ae;
|
||
te[9] = af * d - be;
|
||
|
||
te[2] = - d;
|
||
te[6] = b * c;
|
||
te[10] = a * c;
|
||
|
||
} else if ( euler.order === 'YZX' ) {
|
||
|
||
var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
|
||
|
||
te[0] = c * e;
|
||
te[4] = bd - ac * f;
|
||
te[8] = bc * f + ad;
|
||
|
||
te[1] = f;
|
||
te[5] = a * e;
|
||
te[9] = - b * e;
|
||
|
||
te[2] = - d * e;
|
||
te[6] = ad * f + bc;
|
||
te[10] = ac - bd * f;
|
||
|
||
} else if ( euler.order === 'XZY' ) {
|
||
|
||
var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
|
||
|
||
te[0] = c * e;
|
||
te[4] = - f;
|
||
te[8] = d * e;
|
||
|
||
te[1] = ac * f + bd;
|
||
te[5] = a * e;
|
||
te[9] = ad * f - bc;
|
||
|
||
te[2] = bc * f - ad;
|
||
te[6] = b * e;
|
||
te[10] = bd * f + ac;
|
||
|
||
}
|
||
|
||
// last column
|
||
te[3] = 0;
|
||
te[7] = 0;
|
||
te[11] = 0;
|
||
|
||
// bottom row
|
||
te[12] = 0;
|
||
te[13] = 0;
|
||
te[14] = 0;
|
||
te[15] = 1;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setRotationFromQuaternion: function ( q ) {
|
||
|
||
console.warn( 'DEPRECATED: Matrix4\'s .setRotationFromQuaternion() has been deprecated in favor of makeRotationFromQuaternion. Please update your code.' );
|
||
|
||
return this.makeRotationFromQuaternion( q );
|
||
|
||
},
|
||
|
||
makeRotationFromQuaternion: function ( q ) {
|
||
|
||
var te = this.elements;
|
||
|
||
var x = q.x, y = q.y, z = q.z, w = q.w;
|
||
var x2 = x + x, y2 = y + y, z2 = z + z;
|
||
var xx = x * x2, xy = x * y2, xz = x * z2;
|
||
var yy = y * y2, yz = y * z2, zz = z * z2;
|
||
var wx = w * x2, wy = w * y2, wz = w * z2;
|
||
|
||
te[0] = 1 - ( yy + zz );
|
||
te[4] = xy - wz;
|
||
te[8] = xz + wy;
|
||
|
||
te[1] = xy + wz;
|
||
te[5] = 1 - ( xx + zz );
|
||
te[9] = yz - wx;
|
||
|
||
te[2] = xz - wy;
|
||
te[6] = yz + wx;
|
||
te[10] = 1 - ( xx + yy );
|
||
|
||
// last column
|
||
te[3] = 0;
|
||
te[7] = 0;
|
||
te[11] = 0;
|
||
|
||
// bottom row
|
||
te[12] = 0;
|
||
te[13] = 0;
|
||
te[14] = 0;
|
||
te[15] = 1;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
lookAt: function() {
|
||
|
||
var x = new THREE.Vector3();
|
||
var y = new THREE.Vector3();
|
||
var z = new THREE.Vector3();
|
||
|
||
return function ( eye, target, up ) {
|
||
|
||
var te = this.elements;
|
||
|
||
z.subVectors( eye, target ).normalize();
|
||
|
||
if ( z.length() === 0 ) {
|
||
|
||
z.z = 1;
|
||
|
||
}
|
||
|
||
x.crossVectors( up, z ).normalize();
|
||
|
||
if ( x.length() === 0 ) {
|
||
|
||
z.x += 0.0001;
|
||
x.crossVectors( up, z ).normalize();
|
||
|
||
}
|
||
|
||
y.crossVectors( z, x );
|
||
|
||
|
||
te[0] = x.x; te[4] = y.x; te[8] = z.x;
|
||
te[1] = x.y; te[5] = y.y; te[9] = z.y;
|
||
te[2] = x.z; te[6] = y.z; te[10] = z.z;
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
multiply: function ( m, n ) {
|
||
|
||
if ( n !== undefined ) {
|
||
|
||
console.warn( 'DEPRECATED: Matrix4\'s .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
|
||
return this.multiplyMatrices( m, n );
|
||
|
||
}
|
||
|
||
return this.multiplyMatrices( this, m );
|
||
|
||
},
|
||
|
||
multiplyMatrices: function ( a, b ) {
|
||
|
||
var ae = a.elements;
|
||
var be = b.elements;
|
||
var te = this.elements;
|
||
|
||
var a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12];
|
||
var a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13];
|
||
var a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14];
|
||
var a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15];
|
||
|
||
var b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12];
|
||
var b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13];
|
||
var b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14];
|
||
var b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15];
|
||
|
||
te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
|
||
te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
|
||
te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
|
||
te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
|
||
|
||
te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
|
||
te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
|
||
te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
|
||
te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
|
||
|
||
te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
|
||
te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
|
||
te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
|
||
te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
|
||
|
||
te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
|
||
te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
|
||
te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
|
||
te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
multiplyToArray: function ( a, b, r ) {
|
||
|
||
var te = this.elements;
|
||
|
||
this.multiplyMatrices( a, b );
|
||
|
||
r[ 0 ] = te[0]; r[ 1 ] = te[1]; r[ 2 ] = te[2]; r[ 3 ] = te[3];
|
||
r[ 4 ] = te[4]; r[ 5 ] = te[5]; r[ 6 ] = te[6]; r[ 7 ] = te[7];
|
||
r[ 8 ] = te[8]; r[ 9 ] = te[9]; r[ 10 ] = te[10]; r[ 11 ] = te[11];
|
||
r[ 12 ] = te[12]; r[ 13 ] = te[13]; r[ 14 ] = te[14]; r[ 15 ] = te[15];
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
multiplyScalar: function ( s ) {
|
||
|
||
var te = this.elements;
|
||
|
||
te[0] *= s; te[4] *= s; te[8] *= s; te[12] *= s;
|
||
te[1] *= s; te[5] *= s; te[9] *= s; te[13] *= s;
|
||
te[2] *= s; te[6] *= s; te[10] *= s; te[14] *= s;
|
||
te[3] *= s; te[7] *= s; te[11] *= s; te[15] *= s;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
multiplyVector3: function ( vector ) {
|
||
|
||
console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
|
||
return vector.applyProjection( this );
|
||
|
||
},
|
||
|
||
multiplyVector4: function ( vector ) {
|
||
|
||
console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
|
||
return vector.applyMatrix4( this );
|
||
|
||
},
|
||
|
||
multiplyVector3Array: function() {
|
||
|
||
var v1 = new THREE.Vector3();
|
||
|
||
return function ( a ) {
|
||
|
||
for ( var i = 0, il = a.length; i < il; i += 3 ) {
|
||
|
||
v1.x = a[ i ];
|
||
v1.y = a[ i + 1 ];
|
||
v1.z = a[ i + 2 ];
|
||
|
||
v1.applyProjection( this );
|
||
|
||
a[ i ] = v1.x;
|
||
a[ i + 1 ] = v1.y;
|
||
a[ i + 2 ] = v1.z;
|
||
|
||
}
|
||
|
||
return a;
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
rotateAxis: function ( v ) {
|
||
|
||
console.warn( 'DEPRECATED: Matrix4\'s .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
|
||
|
||
v.transformDirection( this );
|
||
|
||
},
|
||
|
||
crossVector: function ( vector ) {
|
||
|
||
console.warn( 'DEPRECATED: Matrix4\'s .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
|
||
return vector.applyMatrix4( this );
|
||
|
||
},
|
||
|
||
determinant: function () {
|
||
|
||
var te = this.elements;
|
||
|
||
var n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12];
|
||
var n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13];
|
||
var n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14];
|
||
var n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15];
|
||
|
||
//TODO: make this more efficient
|
||
//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
|
||
|
||
return (
|
||
n41 * (
|
||
+n14 * n23 * n32
|
||
-n13 * n24 * n32
|
||
-n14 * n22 * n33
|
||
+n12 * n24 * n33
|
||
+n13 * n22 * n34
|
||
-n12 * n23 * n34
|
||
) +
|
||
n42 * (
|
||
+n11 * n23 * n34
|
||
-n11 * n24 * n33
|
||
+n14 * n21 * n33
|
||
-n13 * n21 * n34
|
||
+n13 * n24 * n31
|
||
-n14 * n23 * n31
|
||
) +
|
||
n43 * (
|
||
+n11 * n24 * n32
|
||
-n11 * n22 * n34
|
||
-n14 * n21 * n32
|
||
+n12 * n21 * n34
|
||
+n14 * n22 * n31
|
||
-n12 * n24 * n31
|
||
) +
|
||
n44 * (
|
||
-n13 * n22 * n31
|
||
-n11 * n23 * n32
|
||
+n11 * n22 * n33
|
||
+n13 * n21 * n32
|
||
-n12 * n21 * n33
|
||
+n12 * n23 * n31
|
||
)
|
||
|
||
);
|
||
|
||
},
|
||
|
||
transpose: function () {
|
||
|
||
var te = this.elements;
|
||
var tmp;
|
||
|
||
tmp = te[1]; te[1] = te[4]; te[4] = tmp;
|
||
tmp = te[2]; te[2] = te[8]; te[8] = tmp;
|
||
tmp = te[6]; te[6] = te[9]; te[9] = tmp;
|
||
|
||
tmp = te[3]; te[3] = te[12]; te[12] = tmp;
|
||
tmp = te[7]; te[7] = te[13]; te[13] = tmp;
|
||
tmp = te[11]; te[11] = te[14]; te[14] = tmp;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
flattenToArray: function ( flat ) {
|
||
|
||
var te = this.elements;
|
||
flat[ 0 ] = te[0]; flat[ 1 ] = te[1]; flat[ 2 ] = te[2]; flat[ 3 ] = te[3];
|
||
flat[ 4 ] = te[4]; flat[ 5 ] = te[5]; flat[ 6 ] = te[6]; flat[ 7 ] = te[7];
|
||
flat[ 8 ] = te[8]; flat[ 9 ] = te[9]; flat[ 10 ] = te[10]; flat[ 11 ] = te[11];
|
||
flat[ 12 ] = te[12]; flat[ 13 ] = te[13]; flat[ 14 ] = te[14]; flat[ 15 ] = te[15];
|
||
|
||
return flat;
|
||
|
||
},
|
||
|
||
flattenToArrayOffset: function( flat, offset ) {
|
||
|
||
var te = this.elements;
|
||
flat[ offset ] = te[0];
|
||
flat[ offset + 1 ] = te[1];
|
||
flat[ offset + 2 ] = te[2];
|
||
flat[ offset + 3 ] = te[3];
|
||
|
||
flat[ offset + 4 ] = te[4];
|
||
flat[ offset + 5 ] = te[5];
|
||
flat[ offset + 6 ] = te[6];
|
||
flat[ offset + 7 ] = te[7];
|
||
|
||
flat[ offset + 8 ] = te[8];
|
||
flat[ offset + 9 ] = te[9];
|
||
flat[ offset + 10 ] = te[10];
|
||
flat[ offset + 11 ] = te[11];
|
||
|
||
flat[ offset + 12 ] = te[12];
|
||
flat[ offset + 13 ] = te[13];
|
||
flat[ offset + 14 ] = te[14];
|
||
flat[ offset + 15 ] = te[15];
|
||
|
||
return flat;
|
||
|
||
},
|
||
|
||
getPosition: function() {
|
||
|
||
var v1 = new THREE.Vector3();
|
||
|
||
return function () {
|
||
|
||
console.warn( 'DEPRECATED: Matrix4\'s .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
|
||
|
||
var te = this.elements;
|
||
return v1.set( te[12], te[13], te[14] );
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
setPosition: function ( v ) {
|
||
|
||
var te = this.elements;
|
||
|
||
te[12] = v.x;
|
||
te[13] = v.y;
|
||
te[14] = v.z;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
getInverse: function ( m, throwOnInvertible ) {
|
||
|
||
// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
|
||
var te = this.elements;
|
||
var me = m.elements;
|
||
|
||
var n11 = me[0], n12 = me[4], n13 = me[8], n14 = me[12];
|
||
var n21 = me[1], n22 = me[5], n23 = me[9], n24 = me[13];
|
||
var n31 = me[2], n32 = me[6], n33 = me[10], n34 = me[14];
|
||
var n41 = me[3], n42 = me[7], n43 = me[11], n44 = me[15];
|
||
|
||
te[0] = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44;
|
||
te[4] = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44;
|
||
te[8] = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44;
|
||
te[12] = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34;
|
||
te[1] = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44;
|
||
te[5] = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44;
|
||
te[9] = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44;
|
||
te[13] = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34;
|
||
te[2] = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44;
|
||
te[6] = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44;
|
||
te[10] = n12*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44;
|
||
te[14] = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34;
|
||
te[3] = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43;
|
||
te[7] = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43;
|
||
te[11] = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43;
|
||
te[15] = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33;
|
||
|
||
var det = n11 * te[ 0 ] + n21 * te[ 4 ] + n31 * te[ 8 ] + n41 * te[ 12 ];
|
||
|
||
if ( det == 0 ) {
|
||
|
||
var msg = "Matrix4.getInverse(): can't invert matrix, determinant is 0";
|
||
|
||
if ( throwOnInvertible || false ) {
|
||
|
||
throw new Error( msg );
|
||
|
||
} else {
|
||
|
||
console.warn( msg );
|
||
|
||
}
|
||
|
||
this.identity();
|
||
|
||
return this;
|
||
}
|
||
|
||
this.multiplyScalar( 1 / det );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
translate: function ( v ) {
|
||
|
||
console.warn( 'DEPRECATED: Matrix4\'s .translate() has been removed.');
|
||
|
||
},
|
||
|
||
rotateX: function ( angle ) {
|
||
|
||
console.warn( 'DEPRECATED: Matrix4\'s .rotateX() has been removed.');
|
||
|
||
},
|
||
|
||
rotateY: function ( angle ) {
|
||
|
||
console.warn( 'DEPRECATED: Matrix4\'s .rotateY() has been removed.');
|
||
|
||
},
|
||
|
||
rotateZ: function ( angle ) {
|
||
|
||
console.warn( 'DEPRECATED: Matrix4\'s .rotateZ() has been removed.');
|
||
|
||
},
|
||
|
||
rotateByAxis: function ( axis, angle ) {
|
||
|
||
console.warn( 'DEPRECATED: Matrix4\'s .rotateByAxis() has been removed.');
|
||
|
||
},
|
||
|
||
scale: function ( v ) {
|
||
|
||
var te = this.elements;
|
||
var x = v.x, y = v.y, z = v.z;
|
||
|
||
te[0] *= x; te[4] *= y; te[8] *= z;
|
||
te[1] *= x; te[5] *= y; te[9] *= z;
|
||
te[2] *= x; te[6] *= y; te[10] *= z;
|
||
te[3] *= x; te[7] *= y; te[11] *= z;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
getMaxScaleOnAxis: function () {
|
||
|
||
var te = this.elements;
|
||
|
||
var scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
|
||
var scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
|
||
var scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];
|
||
|
||
return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) );
|
||
|
||
},
|
||
|
||
makeTranslation: function ( x, y, z ) {
|
||
|
||
this.set(
|
||
|
||
1, 0, 0, x,
|
||
0, 1, 0, y,
|
||
0, 0, 1, z,
|
||
0, 0, 0, 1
|
||
|
||
);
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
makeRotationX: function ( theta ) {
|
||
|
||
var c = Math.cos( theta ), s = Math.sin( theta );
|
||
|
||
this.set(
|
||
|
||
1, 0, 0, 0,
|
||
0, c, -s, 0,
|
||
0, s, c, 0,
|
||
0, 0, 0, 1
|
||
|
||
);
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
makeRotationY: function ( theta ) {
|
||
|
||
var c = Math.cos( theta ), s = Math.sin( theta );
|
||
|
||
this.set(
|
||
|
||
c, 0, s, 0,
|
||
0, 1, 0, 0,
|
||
-s, 0, c, 0,
|
||
0, 0, 0, 1
|
||
|
||
);
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
makeRotationZ: function ( theta ) {
|
||
|
||
var c = Math.cos( theta ), s = Math.sin( theta );
|
||
|
||
this.set(
|
||
|
||
c, -s, 0, 0,
|
||
s, c, 0, 0,
|
||
0, 0, 1, 0,
|
||
0, 0, 0, 1
|
||
|
||
);
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
makeRotationAxis: function ( axis, angle ) {
|
||
|
||
// Based on http://www.gamedev.net/reference/articles/article1199.asp
|
||
|
||
var c = Math.cos( angle );
|
||
var s = Math.sin( angle );
|
||
var t = 1 - c;
|
||
var x = axis.x, y = axis.y, z = axis.z;
|
||
var tx = t * x, ty = t * y;
|
||
|
||
this.set(
|
||
|
||
tx * x + c, tx * y - s * z, tx * z + s * y, 0,
|
||
tx * y + s * z, ty * y + c, ty * z - s * x, 0,
|
||
tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
|
||
0, 0, 0, 1
|
||
|
||
);
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
makeScale: function ( x, y, z ) {
|
||
|
||
this.set(
|
||
|
||
x, 0, 0, 0,
|
||
0, y, 0, 0,
|
||
0, 0, z, 0,
|
||
0, 0, 0, 1
|
||
|
||
);
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
compose: function ( position, quaternion, scale ) {
|
||
|
||
this.makeRotationFromQuaternion( quaternion );
|
||
this.scale( scale );
|
||
this.setPosition( position );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
decompose: function () {
|
||
|
||
var vector = new THREE.Vector3();
|
||
var matrix = new THREE.Matrix4();
|
||
|
||
return function ( position, quaternion, scale ) {
|
||
|
||
var te = this.elements;
|
||
|
||
var sx = vector.set( te[0], te[1], te[2] ).length();
|
||
var sy = vector.set( te[4], te[5], te[6] ).length();
|
||
var sz = vector.set( te[8], te[9], te[10] ).length();
|
||
|
||
// if determine is negative, we need to invert one scale
|
||
var det = this.determinant();
|
||
if( det < 0 ) {
|
||
sx = -sx;
|
||
}
|
||
|
||
position.x = te[12];
|
||
position.y = te[13];
|
||
position.z = te[14];
|
||
|
||
// scale the rotation part
|
||
|
||
matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()
|
||
|
||
var invSX = 1 / sx;
|
||
var invSY = 1 / sy;
|
||
var invSZ = 1 / sz;
|
||
|
||
matrix.elements[0] *= invSX;
|
||
matrix.elements[1] *= invSX;
|
||
matrix.elements[2] *= invSX;
|
||
|
||
matrix.elements[4] *= invSY;
|
||
matrix.elements[5] *= invSY;
|
||
matrix.elements[6] *= invSY;
|
||
|
||
matrix.elements[8] *= invSZ;
|
||
matrix.elements[9] *= invSZ;
|
||
matrix.elements[10] *= invSZ;
|
||
|
||
quaternion.setFromRotationMatrix( matrix );
|
||
|
||
scale.x = sx;
|
||
scale.y = sy;
|
||
scale.z = sz;
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
makeFrustum: function ( left, right, bottom, top, near, far ) {
|
||
|
||
var te = this.elements;
|
||
var x = 2 * near / ( right - left );
|
||
var y = 2 * near / ( top - bottom );
|
||
|
||
var a = ( right + left ) / ( right - left );
|
||
var b = ( top + bottom ) / ( top - bottom );
|
||
var c = - ( far + near ) / ( far - near );
|
||
var d = - 2 * far * near / ( far - near );
|
||
|
||
te[0] = x; te[4] = 0; te[8] = a; te[12] = 0;
|
||
te[1] = 0; te[5] = y; te[9] = b; te[13] = 0;
|
||
te[2] = 0; te[6] = 0; te[10] = c; te[14] = d;
|
||
te[3] = 0; te[7] = 0; te[11] = - 1; te[15] = 0;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
makePerspective: function ( fov, aspect, near, far ) {
|
||
|
||
var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) );
|
||
var ymin = - ymax;
|
||
var xmin = ymin * aspect;
|
||
var xmax = ymax * aspect;
|
||
|
||
return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
|
||
|
||
},
|
||
|
||
makeOrthographic: function ( left, right, top, bottom, near, far ) {
|
||
|
||
var te = this.elements;
|
||
var w = right - left;
|
||
var h = top - bottom;
|
||
var p = far - near;
|
||
|
||
var x = ( right + left ) / w;
|
||
var y = ( top + bottom ) / h;
|
||
var z = ( far + near ) / p;
|
||
|
||
te[0] = 2 / w; te[4] = 0; te[8] = 0; te[12] = -x;
|
||
te[1] = 0; te[5] = 2 / h; te[9] = 0; te[13] = -y;
|
||
te[2] = 0; te[6] = 0; te[10] = -2/p; te[14] = -z;
|
||
te[3] = 0; te[7] = 0; te[11] = 0; te[15] = 1;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
fromArray: function ( array ) {
|
||
|
||
this.elements.set( array );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
toArray: function () {
|
||
|
||
var te = this.elements;
|
||
|
||
return [
|
||
te[ 0 ], te[ 1 ], te[ 2 ], te[ 3 ],
|
||
te[ 4 ], te[ 5 ], te[ 6 ], te[ 7 ],
|
||
te[ 8 ], te[ 9 ], te[ 10 ], te[ 11 ],
|
||
te[ 12 ], te[ 13 ], te[ 14 ], te[ 15 ]
|
||
];
|
||
|
||
},
|
||
|
||
clone: function () {
|
||
|
||
var te = this.elements;
|
||
|
||
return new THREE.Matrix4(
|
||
|
||
te[0], te[4], te[8], te[12],
|
||
te[1], te[5], te[9], te[13],
|
||
te[2], te[6], te[10], te[14],
|
||
te[3], te[7], te[11], te[15]
|
||
|
||
);
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* @author bhouston / http://exocortex.com
|
||
*/
|
||
|
||
THREE.Ray = function ( origin, direction ) {
|
||
|
||
this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3();
|
||
this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3();
|
||
|
||
};
|
||
|
||
THREE.Ray.prototype = {
|
||
|
||
constructor: THREE.Ray,
|
||
|
||
set: function ( origin, direction ) {
|
||
|
||
this.origin.copy( origin );
|
||
this.direction.copy( direction );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
copy: function ( ray ) {
|
||
|
||
this.origin.copy( ray.origin );
|
||
this.direction.copy( ray.direction );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
at: function ( t, optionalTarget ) {
|
||
|
||
var result = optionalTarget || new THREE.Vector3();
|
||
|
||
return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );
|
||
|
||
},
|
||
|
||
recast: function () {
|
||
|
||
var v1 = new THREE.Vector3();
|
||
|
||
return function ( t ) {
|
||
|
||
this.origin.copy( this.at( t, v1 ) );
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
closestPointToPoint: function ( point, optionalTarget ) {
|
||
|
||
var result = optionalTarget || new THREE.Vector3();
|
||
result.subVectors( point, this.origin );
|
||
var directionDistance = result.dot( this.direction );
|
||
|
||
if ( directionDistance < 0 ) {
|
||
|
||
return result.copy( this.origin );
|
||
|
||
}
|
||
|
||
return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
|
||
|
||
},
|
||
|
||
distanceToPoint: function () {
|
||
|
||
var v1 = new THREE.Vector3();
|
||
|
||
return function ( point ) {
|
||
|
||
var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
|
||
|
||
// point behind the ray
|
||
|
||
if ( directionDistance < 0 ) {
|
||
|
||
return this.origin.distanceTo( point );
|
||
|
||
}
|
||
|
||
v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
|
||
|
||
return v1.distanceTo( point );
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
distanceSqToSegment: function( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
|
||
|
||
// from http://www.geometrictools.com/LibMathematics/Distance/Wm5DistRay3Segment3.cpp
|
||
// It returns the min distance between the ray and the segment
|
||
// defined by v0 and v1
|
||
// It can also set two optional targets :
|
||
// - The closest point on the ray
|
||
// - The closest point on the segment
|
||
|
||
var segCenter = v0.clone().add( v1 ).multiplyScalar( 0.5 );
|
||
var segDir = v1.clone().sub( v0 ).normalize();
|
||
var segExtent = v0.distanceTo( v1 ) * 0.5;
|
||
var diff = this.origin.clone().sub( segCenter );
|
||
var a01 = - this.direction.dot( segDir );
|
||
var b0 = diff.dot( this.direction );
|
||
var b1 = - diff.dot( segDir );
|
||
var c = diff.lengthSq();
|
||
var det = Math.abs( 1 - a01 * a01 );
|
||
var s0, s1, sqrDist, extDet;
|
||
|
||
if ( det >= 0 ) {
|
||
|
||
// The ray and segment are not parallel.
|
||
|
||
s0 = a01 * b1 - b0;
|
||
s1 = a01 * b0 - b1;
|
||
extDet = segExtent * det;
|
||
|
||
if ( s0 >= 0 ) {
|
||
|
||
if ( s1 >= - extDet ) {
|
||
|
||
if ( s1 <= extDet ) {
|
||
|
||
// region 0
|
||
// Minimum at interior points of ray and segment.
|
||
|
||
var invDet = 1 / det;
|
||
s0 *= invDet;
|
||
s1 *= invDet;
|
||
sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
|
||
|
||
} else {
|
||
|
||
// region 1
|
||
|
||
s1 = segExtent;
|
||
s0 = Math.max( 0, - ( a01 * s1 + b0) );
|
||
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
// region 5
|
||
|
||
s1 = - segExtent;
|
||
s0 = Math.max( 0, - ( a01 * s1 + b0) );
|
||
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
if ( s1 <= - extDet) {
|
||
|
||
// region 4
|
||
|
||
s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
|
||
s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
|
||
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
|
||
|
||
} else if ( s1 <= extDet ) {
|
||
|
||
// region 3
|
||
|
||
s0 = 0;
|
||
s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
|
||
sqrDist = s1 * ( s1 + 2 * b1 ) + c;
|
||
|
||
} else {
|
||
|
||
// region 2
|
||
|
||
s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
|
||
s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
|
||
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
// Ray and segment are parallel.
|
||
|
||
s1 = ( a01 > 0 ) ? - segExtent : segExtent;
|
||
s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
|
||
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
|
||
|
||
}
|
||
|
||
if ( optionalPointOnRay ) {
|
||
|
||
optionalPointOnRay.copy( this.direction.clone().multiplyScalar( s0 ).add( this.origin ) );
|
||
|
||
}
|
||
|
||
if ( optionalPointOnSegment ) {
|
||
|
||
optionalPointOnSegment.copy( segDir.clone().multiplyScalar( s1 ).add( segCenter ) );
|
||
|
||
}
|
||
|
||
return sqrDist;
|
||
|
||
},
|
||
|
||
isIntersectionSphere: function ( sphere ) {
|
||
|
||
return this.distanceToPoint( sphere.center ) <= sphere.radius;
|
||
|
||
},
|
||
|
||
isIntersectionPlane: function ( plane ) {
|
||
|
||
// check if the ray lies on the plane first
|
||
|
||
var distToPoint = plane.distanceToPoint( this.origin );
|
||
|
||
if ( distToPoint === 0 ) {
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
var denominator = plane.normal.dot( this.direction );
|
||
|
||
if ( denominator * distToPoint < 0 ) {
|
||
|
||
return true
|
||
|
||
}
|
||
|
||
// ray origin is behind the plane (and is pointing behind it)
|
||
|
||
return false;
|
||
|
||
},
|
||
|
||
distanceToPlane: function ( plane ) {
|
||
|
||
var denominator = plane.normal.dot( this.direction );
|
||
if ( denominator == 0 ) {
|
||
|
||
// line is coplanar, return origin
|
||
if( plane.distanceToPoint( this.origin ) == 0 ) {
|
||
|
||
return 0;
|
||
|
||
}
|
||
|
||
// Null is preferable to undefined since undefined means.... it is undefined
|
||
|
||
return null;
|
||
|
||
}
|
||
|
||
var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
|
||
|
||
// Return if the ray never intersects the plane
|
||
|
||
return t >= 0 ? t : null;
|
||
|
||
},
|
||
|
||
intersectPlane: function ( plane, optionalTarget ) {
|
||
|
||
var t = this.distanceToPlane( plane );
|
||
|
||
if ( t === null ) {
|
||
|
||
return null;
|
||
}
|
||
|
||
return this.at( t, optionalTarget );
|
||
|
||
},
|
||
|
||
isIntersectionBox: function () {
|
||
|
||
var v = new THREE.Vector3();
|
||
|
||
return function ( box ) {
|
||
|
||
return this.intersectBox( box, v ) !== null;
|
||
|
||
}
|
||
|
||
}(),
|
||
|
||
intersectBox: function ( box , optionalTarget ) {
|
||
|
||
// http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-box-intersection/
|
||
|
||
var tmin,tmax,tymin,tymax,tzmin,tzmax;
|
||
|
||
var invdirx = 1/this.direction.x,
|
||
invdiry = 1/this.direction.y,
|
||
invdirz = 1/this.direction.z;
|
||
|
||
var origin = this.origin;
|
||
|
||
if (invdirx >= 0) {
|
||
|
||
tmin = (box.min.x - origin.x) * invdirx;
|
||
tmax = (box.max.x - origin.x) * invdirx;
|
||
|
||
} else {
|
||
|
||
tmin = (box.max.x - origin.x) * invdirx;
|
||
tmax = (box.min.x - origin.x) * invdirx;
|
||
}
|
||
|
||
if (invdiry >= 0) {
|
||
|
||
tymin = (box.min.y - origin.y) * invdiry;
|
||
tymax = (box.max.y - origin.y) * invdiry;
|
||
|
||
} else {
|
||
|
||
tymin = (box.max.y - origin.y) * invdiry;
|
||
tymax = (box.min.y - origin.y) * invdiry;
|
||
}
|
||
|
||
if ((tmin > tymax) || (tymin > tmax)) return null;
|
||
|
||
// These lines also handle the case where tmin or tmax is NaN
|
||
// (result of 0 * Infinity). x !== x returns true if x is NaN
|
||
|
||
if (tymin > tmin || tmin !== tmin ) tmin = tymin;
|
||
|
||
if (tymax < tmax || tmax !== tmax ) tmax = tymax;
|
||
|
||
if (invdirz >= 0) {
|
||
|
||
tzmin = (box.min.z - origin.z) * invdirz;
|
||
tzmax = (box.max.z - origin.z) * invdirz;
|
||
|
||
} else {
|
||
|
||
tzmin = (box.max.z - origin.z) * invdirz;
|
||
tzmax = (box.min.z - origin.z) * invdirz;
|
||
}
|
||
|
||
if ((tmin > tzmax) || (tzmin > tmax)) return null;
|
||
|
||
if (tzmin > tmin || tmin !== tmin ) tmin = tzmin;
|
||
|
||
if (tzmax < tmax || tmax !== tmax ) tmax = tzmax;
|
||
|
||
//return point closest to the ray (positive side)
|
||
|
||
if ( tmax < 0 ) return null;
|
||
|
||
return this.at( tmin >= 0 ? tmin : tmax, optionalTarget );
|
||
|
||
},
|
||
|
||
intersectTriangle: function() {
|
||
|
||
// Compute the offset origin, edges, and normal.
|
||
var diff = new THREE.Vector3();
|
||
var edge1 = new THREE.Vector3();
|
||
var edge2 = new THREE.Vector3();
|
||
var normal = new THREE.Vector3();
|
||
|
||
return function ( a, b, c, backfaceCulling, optionalTarget ) {
|
||
|
||
// from http://www.geometrictools.com/LibMathematics/Intersection/Wm5IntrRay3Triangle3.cpp
|
||
|
||
edge1.subVectors( b, a );
|
||
edge2.subVectors( c, a );
|
||
normal.crossVectors( edge1, edge2 );
|
||
|
||
// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
|
||
// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
|
||
// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
|
||
// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
|
||
// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
|
||
var DdN = this.direction.dot( normal );
|
||
var sign;
|
||
|
||
if ( DdN > 0 ) {
|
||
|
||
if ( backfaceCulling ) return null;
|
||
sign = 1;
|
||
|
||
} else if ( DdN < 0 ) {
|
||
|
||
sign = - 1;
|
||
DdN = - DdN;
|
||
|
||
} else {
|
||
|
||
return null;
|
||
|
||
}
|
||
|
||
diff.subVectors( this.origin, a );
|
||
var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
|
||
|
||
// b1 < 0, no intersection
|
||
if ( DdQxE2 < 0 ) {
|
||
|
||
return null;
|
||
|
||
}
|
||
|
||
var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
|
||
|
||
// b2 < 0, no intersection
|
||
if ( DdE1xQ < 0 ) {
|
||
|
||
return null;
|
||
|
||
}
|
||
|
||
// b1+b2 > 1, no intersection
|
||
if ( DdQxE2 + DdE1xQ > DdN ) {
|
||
|
||
return null;
|
||
|
||
}
|
||
|
||
// Line intersects triangle, check if ray does.
|
||
var QdN = - sign * diff.dot( normal );
|
||
|
||
// t < 0, no intersection
|
||
if ( QdN < 0 ) {
|
||
|
||
return null;
|
||
|
||
}
|
||
|
||
// Ray intersects triangle.
|
||
return this.at( QdN / DdN, optionalTarget );
|
||
|
||
}
|
||
|
||
}(),
|
||
|
||
applyMatrix4: function ( matrix4 ) {
|
||
|
||
this.direction.add( this.origin ).applyMatrix4( matrix4 );
|
||
this.origin.applyMatrix4( matrix4 );
|
||
this.direction.sub( this.origin );
|
||
this.direction.normalize();
|
||
|
||
return this;
|
||
},
|
||
|
||
equals: function ( ray ) {
|
||
|
||
return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
|
||
|
||
},
|
||
|
||
clone: function () {
|
||
|
||
return new THREE.Ray().copy( this );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* @author bhouston / http://exocortex.com
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
THREE.Sphere = function ( center, radius ) {
|
||
|
||
this.center = ( center !== undefined ) ? center : new THREE.Vector3();
|
||
this.radius = ( radius !== undefined ) ? radius : 0;
|
||
|
||
};
|
||
|
||
THREE.Sphere.prototype = {
|
||
|
||
constructor: THREE.Sphere,
|
||
|
||
set: function ( center, radius ) {
|
||
|
||
this.center.copy( center );
|
||
this.radius = radius;
|
||
|
||
return this;
|
||
},
|
||
|
||
|
||
setFromPoints: function () {
|
||
|
||
var box = new THREE.Box3();
|
||
|
||
return function ( points, optionalCenter ) {
|
||
|
||
var center = this.center;
|
||
|
||
if ( optionalCenter !== undefined ) {
|
||
|
||
center.copy( optionalCenter );
|
||
|
||
} else {
|
||
|
||
box.setFromPoints( points ).center( center );
|
||
|
||
}
|
||
|
||
var maxRadiusSq = 0;
|
||
|
||
for ( var i = 0, il = points.length; i < il; i ++ ) {
|
||
|
||
maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
|
||
|
||
}
|
||
|
||
this.radius = Math.sqrt( maxRadiusSq );
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
copy: function ( sphere ) {
|
||
|
||
this.center.copy( sphere.center );
|
||
this.radius = sphere.radius;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
empty: function () {
|
||
|
||
return ( this.radius <= 0 );
|
||
|
||
},
|
||
|
||
containsPoint: function ( point ) {
|
||
|
||
return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
|
||
|
||
},
|
||
|
||
distanceToPoint: function ( point ) {
|
||
|
||
return ( point.distanceTo( this.center ) - this.radius );
|
||
|
||
},
|
||
|
||
intersectsSphere: function ( sphere ) {
|
||
|
||
var radiusSum = this.radius + sphere.radius;
|
||
|
||
return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
|
||
|
||
},
|
||
|
||
clampPoint: function ( point, optionalTarget ) {
|
||
|
||
var deltaLengthSq = this.center.distanceToSquared( point );
|
||
|
||
var result = optionalTarget || new THREE.Vector3();
|
||
result.copy( point );
|
||
|
||
if ( deltaLengthSq > ( this.radius * this.radius ) ) {
|
||
|
||
result.sub( this.center ).normalize();
|
||
result.multiplyScalar( this.radius ).add( this.center );
|
||
|
||
}
|
||
|
||
return result;
|
||
|
||
},
|
||
|
||
getBoundingBox: function ( optionalTarget ) {
|
||
|
||
var box = optionalTarget || new THREE.Box3();
|
||
|
||
box.set( this.center, this.center );
|
||
box.expandByScalar( this.radius );
|
||
|
||
return box;
|
||
|
||
},
|
||
|
||
applyMatrix4: function ( matrix ) {
|
||
|
||
this.center.applyMatrix4( matrix );
|
||
this.radius = this.radius * matrix.getMaxScaleOnAxis();
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
translate: function ( offset ) {
|
||
|
||
this.center.add( offset );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
equals: function ( sphere ) {
|
||
|
||
return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
|
||
|
||
},
|
||
|
||
clone: function () {
|
||
|
||
return new THREE.Sphere().copy( this );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author bhouston / http://exocortex.com
|
||
*/
|
||
|
||
THREE.Frustum = function ( p0, p1, p2, p3, p4, p5 ) {
|
||
|
||
this.planes = [
|
||
|
||
( p0 !== undefined ) ? p0 : new THREE.Plane(),
|
||
( p1 !== undefined ) ? p1 : new THREE.Plane(),
|
||
( p2 !== undefined ) ? p2 : new THREE.Plane(),
|
||
( p3 !== undefined ) ? p3 : new THREE.Plane(),
|
||
( p4 !== undefined ) ? p4 : new THREE.Plane(),
|
||
( p5 !== undefined ) ? p5 : new THREE.Plane()
|
||
|
||
];
|
||
|
||
};
|
||
|
||
THREE.Frustum.prototype = {
|
||
|
||
constructor: THREE.Frustum,
|
||
|
||
set: function ( p0, p1, p2, p3, p4, p5 ) {
|
||
|
||
var planes = this.planes;
|
||
|
||
planes[0].copy( p0 );
|
||
planes[1].copy( p1 );
|
||
planes[2].copy( p2 );
|
||
planes[3].copy( p3 );
|
||
planes[4].copy( p4 );
|
||
planes[5].copy( p5 );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
copy: function ( frustum ) {
|
||
|
||
var planes = this.planes;
|
||
|
||
for( var i = 0; i < 6; i ++ ) {
|
||
|
||
planes[i].copy( frustum.planes[i] );
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setFromMatrix: function ( m ) {
|
||
|
||
var planes = this.planes;
|
||
var me = m.elements;
|
||
var me0 = me[0], me1 = me[1], me2 = me[2], me3 = me[3];
|
||
var me4 = me[4], me5 = me[5], me6 = me[6], me7 = me[7];
|
||
var me8 = me[8], me9 = me[9], me10 = me[10], me11 = me[11];
|
||
var me12 = me[12], me13 = me[13], me14 = me[14], me15 = me[15];
|
||
|
||
planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
|
||
planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
|
||
planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
|
||
planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
|
||
planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
|
||
planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
intersectsObject: function () {
|
||
|
||
var sphere = new THREE.Sphere();
|
||
|
||
return function ( object ) {
|
||
|
||
var geometry = object.geometry;
|
||
|
||
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
|
||
|
||
sphere.copy( geometry.boundingSphere );
|
||
sphere.applyMatrix4( object.matrixWorld );
|
||
|
||
return this.intersectsSphere( sphere );
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
intersectsSphere: function ( sphere ) {
|
||
|
||
var planes = this.planes;
|
||
var center = sphere.center;
|
||
var negRadius = -sphere.radius;
|
||
|
||
for ( var i = 0; i < 6; i ++ ) {
|
||
|
||
var distance = planes[ i ].distanceToPoint( center );
|
||
|
||
if ( distance < negRadius ) {
|
||
|
||
return false;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return true;
|
||
|
||
},
|
||
|
||
intersectsBox : function() {
|
||
|
||
var p1 = new THREE.Vector3(),
|
||
p2 = new THREE.Vector3();
|
||
|
||
return function( box ) {
|
||
|
||
var planes = this.planes;
|
||
|
||
for ( var i = 0; i < 6 ; i ++ ) {
|
||
|
||
var plane = planes[i];
|
||
|
||
p1.x = plane.normal.x > 0 ? box.min.x : box.max.x;
|
||
p2.x = plane.normal.x > 0 ? box.max.x : box.min.x;
|
||
p1.y = plane.normal.y > 0 ? box.min.y : box.max.y;
|
||
p2.y = plane.normal.y > 0 ? box.max.y : box.min.y;
|
||
p1.z = plane.normal.z > 0 ? box.min.z : box.max.z;
|
||
p2.z = plane.normal.z > 0 ? box.max.z : box.min.z;
|
||
|
||
var d1 = plane.distanceToPoint( p1 );
|
||
var d2 = plane.distanceToPoint( p2 );
|
||
|
||
// if both outside plane, no intersection
|
||
|
||
if ( d1 < 0 && d2 < 0 ) {
|
||
|
||
return false;
|
||
|
||
}
|
||
}
|
||
|
||
return true;
|
||
};
|
||
|
||
}(),
|
||
|
||
|
||
containsPoint: function ( point ) {
|
||
|
||
var planes = this.planes;
|
||
|
||
for ( var i = 0; i < 6; i ++ ) {
|
||
|
||
if ( planes[ i ].distanceToPoint( point ) < 0 ) {
|
||
|
||
return false;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return true;
|
||
|
||
},
|
||
|
||
clone: function () {
|
||
|
||
return new THREE.Frustum().copy( this );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* @author bhouston / http://exocortex.com
|
||
*/
|
||
|
||
THREE.Plane = function ( normal, constant ) {
|
||
|
||
this.normal = ( normal !== undefined ) ? normal : new THREE.Vector3( 1, 0, 0 );
|
||
this.constant = ( constant !== undefined ) ? constant : 0;
|
||
|
||
};
|
||
|
||
THREE.Plane.prototype = {
|
||
|
||
constructor: THREE.Plane,
|
||
|
||
set: function ( normal, constant ) {
|
||
|
||
this.normal.copy( normal );
|
||
this.constant = constant;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setComponents: function ( x, y, z, w ) {
|
||
|
||
this.normal.set( x, y, z );
|
||
this.constant = w;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setFromNormalAndCoplanarPoint: function ( normal, point ) {
|
||
|
||
this.normal.copy( normal );
|
||
this.constant = - point.dot( this.normal ); // must be this.normal, not normal, as this.normal is normalized
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setFromCoplanarPoints: function() {
|
||
|
||
var v1 = new THREE.Vector3();
|
||
var v2 = new THREE.Vector3();
|
||
|
||
return function ( a, b, c ) {
|
||
|
||
var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
|
||
|
||
// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
|
||
|
||
this.setFromNormalAndCoplanarPoint( normal, a );
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
|
||
copy: function ( plane ) {
|
||
|
||
this.normal.copy( plane.normal );
|
||
this.constant = plane.constant;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
normalize: function () {
|
||
|
||
// Note: will lead to a divide by zero if the plane is invalid.
|
||
|
||
var inverseNormalLength = 1.0 / this.normal.length();
|
||
this.normal.multiplyScalar( inverseNormalLength );
|
||
this.constant *= inverseNormalLength;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
negate: function () {
|
||
|
||
this.constant *= -1;
|
||
this.normal.negate();
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
distanceToPoint: function ( point ) {
|
||
|
||
return this.normal.dot( point ) + this.constant;
|
||
|
||
},
|
||
|
||
distanceToSphere: function ( sphere ) {
|
||
|
||
return this.distanceToPoint( sphere.center ) - sphere.radius;
|
||
|
||
},
|
||
|
||
projectPoint: function ( point, optionalTarget ) {
|
||
|
||
return this.orthoPoint( point, optionalTarget ).sub( point ).negate();
|
||
|
||
},
|
||
|
||
orthoPoint: function ( point, optionalTarget ) {
|
||
|
||
var perpendicularMagnitude = this.distanceToPoint( point );
|
||
|
||
var result = optionalTarget || new THREE.Vector3();
|
||
return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );
|
||
|
||
},
|
||
|
||
isIntersectionLine: function ( line ) {
|
||
|
||
// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
|
||
|
||
var startSign = this.distanceToPoint( line.start );
|
||
var endSign = this.distanceToPoint( line.end );
|
||
|
||
return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
|
||
|
||
},
|
||
|
||
intersectLine: function() {
|
||
|
||
var v1 = new THREE.Vector3();
|
||
|
||
return function ( line, optionalTarget ) {
|
||
|
||
var result = optionalTarget || new THREE.Vector3();
|
||
|
||
var direction = line.delta( v1 );
|
||
|
||
var denominator = this.normal.dot( direction );
|
||
|
||
if ( denominator == 0 ) {
|
||
|
||
// line is coplanar, return origin
|
||
if( this.distanceToPoint( line.start ) == 0 ) {
|
||
|
||
return result.copy( line.start );
|
||
|
||
}
|
||
|
||
// Unsure if this is the correct method to handle this case.
|
||
return undefined;
|
||
|
||
}
|
||
|
||
var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
|
||
|
||
if( t < 0 || t > 1 ) {
|
||
|
||
return undefined;
|
||
|
||
}
|
||
|
||
return result.copy( direction ).multiplyScalar( t ).add( line.start );
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
|
||
coplanarPoint: function ( optionalTarget ) {
|
||
|
||
var result = optionalTarget || new THREE.Vector3();
|
||
return result.copy( this.normal ).multiplyScalar( - this.constant );
|
||
|
||
},
|
||
|
||
applyMatrix4: function() {
|
||
|
||
var v1 = new THREE.Vector3();
|
||
var v2 = new THREE.Vector3();
|
||
var m1 = new THREE.Matrix3();
|
||
|
||
return function ( matrix, optionalNormalMatrix ) {
|
||
|
||
// compute new normal based on theory here:
|
||
// http://www.songho.ca/opengl/gl_normaltransform.html
|
||
var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
|
||
var newNormal = v1.copy( this.normal ).applyMatrix3( normalMatrix );
|
||
|
||
var newCoplanarPoint = this.coplanarPoint( v2 );
|
||
newCoplanarPoint.applyMatrix4( matrix );
|
||
|
||
this.setFromNormalAndCoplanarPoint( newNormal, newCoplanarPoint );
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
translate: function ( offset ) {
|
||
|
||
this.constant = this.constant - offset.dot( this.normal );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
equals: function ( plane ) {
|
||
|
||
return plane.normal.equals( this.normal ) && ( plane.constant == this.constant );
|
||
|
||
},
|
||
|
||
clone: function () {
|
||
|
||
return new THREE.Plane().copy( this );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
THREE.Math = {
|
||
|
||
PI2: Math.PI * 2,
|
||
|
||
generateUUID: function () {
|
||
|
||
// http://www.broofa.com/Tools/Math.uuid.htm
|
||
|
||
var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split('');
|
||
var uuid = new Array(36);
|
||
var rnd = 0, r;
|
||
|
||
return function () {
|
||
|
||
for ( var i = 0; i < 36; i ++ ) {
|
||
|
||
if ( i == 8 || i == 13 || i == 18 || i == 23 ) {
|
||
|
||
uuid[ i ] = '-';
|
||
|
||
} else if ( i == 14 ) {
|
||
|
||
uuid[ i ] = '4';
|
||
|
||
} else {
|
||
|
||
if (rnd <= 0x02) rnd = 0x2000000 + (Math.random()*0x1000000)|0;
|
||
r = rnd & 0xf;
|
||
rnd = rnd >> 4;
|
||
uuid[i] = chars[(i == 19) ? (r & 0x3) | 0x8 : r];
|
||
|
||
}
|
||
}
|
||
|
||
return uuid.join('');
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
// Clamp value to range <a, b>
|
||
|
||
clamp: function ( x, a, b ) {
|
||
|
||
return ( x < a ) ? a : ( ( x > b ) ? b : x );
|
||
|
||
},
|
||
|
||
// Clamp value to range <a, inf)
|
||
|
||
clampBottom: function ( x, a ) {
|
||
|
||
return x < a ? a : x;
|
||
|
||
},
|
||
|
||
// 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);
|
||
|
||
},
|
||
|
||
// Random float from <0, 1> with 16 bits of randomness
|
||
// (standard Math.random() creates repetitive patterns when applied over larger space)
|
||
|
||
random16: function () {
|
||
|
||
return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
|
||
|
||
},
|
||
|
||
// Random integer from <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() );
|
||
|
||
},
|
||
|
||
sign: function ( x ) {
|
||
|
||
return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : 0;
|
||
|
||
},
|
||
|
||
degToRad: function() {
|
||
|
||
var degreeToRadiansFactor = Math.PI / 180;
|
||
|
||
return function ( degrees ) {
|
||
|
||
return degrees * degreeToRadiansFactor;
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
radToDeg: function() {
|
||
|
||
var radianToDegreesFactor = 180 / Math.PI;
|
||
|
||
return function ( radians ) {
|
||
|
||
return radians * radianToDegreesFactor;
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
isPowerOfTwo: function ( value ) {
|
||
return ( value & ( value - 1 ) ) === 0 && value !== 0;
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* Spline from Tween.js, slightly optimized (and trashed)
|
||
* http://sole.github.com/tween.js/examples/05_spline.html
|
||
*
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.Spline = function ( points ) {
|
||
|
||
this.points = points;
|
||
|
||
var c = [], v3 = { x: 0, y: 0, z: 0 },
|
||
point, intPoint, weight, w2, w3,
|
||
pa, pb, pc, pd;
|
||
|
||
this.initFromArray = function( a ) {
|
||
|
||
this.points = [];
|
||
|
||
for ( var i = 0; i < a.length; i++ ) {
|
||
|
||
this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };
|
||
|
||
}
|
||
|
||
};
|
||
|
||
this.getPoint = function ( k ) {
|
||
|
||
point = ( this.points.length - 1 ) * k;
|
||
intPoint = Math.floor( point );
|
||
weight = point - intPoint;
|
||
|
||
c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
|
||
c[ 1 ] = intPoint;
|
||
c[ 2 ] = intPoint > this.points.length - 2 ? this.points.length - 1 : intPoint + 1;
|
||
c[ 3 ] = intPoint > this.points.length - 3 ? this.points.length - 1 : intPoint + 2;
|
||
|
||
pa = this.points[ c[ 0 ] ];
|
||
pb = this.points[ c[ 1 ] ];
|
||
pc = this.points[ c[ 2 ] ];
|
||
pd = this.points[ c[ 3 ] ];
|
||
|
||
w2 = weight * weight;
|
||
w3 = weight * w2;
|
||
|
||
v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
|
||
v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
|
||
v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );
|
||
|
||
return v3;
|
||
|
||
};
|
||
|
||
this.getControlPointsArray = function () {
|
||
|
||
var i, p, l = this.points.length,
|
||
coords = [];
|
||
|
||
for ( i = 0; i < l; i ++ ) {
|
||
|
||
p = this.points[ i ];
|
||
coords[ i ] = [ p.x, p.y, p.z ];
|
||
|
||
}
|
||
|
||
return coords;
|
||
|
||
};
|
||
|
||
// approximate length by summing linear segments
|
||
|
||
this.getLength = function ( nSubDivisions ) {
|
||
|
||
var i, index, nSamples, position,
|
||
point = 0, intPoint = 0, oldIntPoint = 0,
|
||
oldPosition = new THREE.Vector3(),
|
||
tmpVec = new THREE.Vector3(),
|
||
chunkLengths = [],
|
||
totalLength = 0;
|
||
|
||
// first point has 0 length
|
||
|
||
chunkLengths[ 0 ] = 0;
|
||
|
||
if ( !nSubDivisions ) nSubDivisions = 100;
|
||
|
||
nSamples = this.points.length * nSubDivisions;
|
||
|
||
oldPosition.copy( this.points[ 0 ] );
|
||
|
||
for ( i = 1; i < nSamples; i ++ ) {
|
||
|
||
index = i / nSamples;
|
||
|
||
position = this.getPoint( index );
|
||
tmpVec.copy( position );
|
||
|
||
totalLength += tmpVec.distanceTo( oldPosition );
|
||
|
||
oldPosition.copy( position );
|
||
|
||
point = ( this.points.length - 1 ) * index;
|
||
intPoint = Math.floor( point );
|
||
|
||
if ( intPoint != oldIntPoint ) {
|
||
|
||
chunkLengths[ intPoint ] = totalLength;
|
||
oldIntPoint = intPoint;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// last point ends with total length
|
||
|
||
chunkLengths[ chunkLengths.length ] = totalLength;
|
||
|
||
return { chunks: chunkLengths, total: totalLength };
|
||
|
||
};
|
||
|
||
this.reparametrizeByArcLength = function ( samplingCoef ) {
|
||
|
||
var i, j,
|
||
index, indexCurrent, indexNext,
|
||
linearDistance, realDistance,
|
||
sampling, position,
|
||
newpoints = [],
|
||
tmpVec = new THREE.Vector3(),
|
||
sl = this.getLength();
|
||
|
||
newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() );
|
||
|
||
for ( i = 1; i < this.points.length; i++ ) {
|
||
|
||
//tmpVec.copy( this.points[ i - 1 ] );
|
||
//linearDistance = tmpVec.distanceTo( this.points[ i ] );
|
||
|
||
realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ];
|
||
|
||
sampling = Math.ceil( samplingCoef * realDistance / sl.total );
|
||
|
||
indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
|
||
indexNext = i / ( this.points.length - 1 );
|
||
|
||
for ( j = 1; j < sampling - 1; j++ ) {
|
||
|
||
index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );
|
||
|
||
position = this.getPoint( index );
|
||
newpoints.push( tmpVec.copy( position ).clone() );
|
||
|
||
}
|
||
|
||
newpoints.push( tmpVec.copy( this.points[ i ] ).clone() );
|
||
|
||
}
|
||
|
||
this.points = newpoints;
|
||
|
||
};
|
||
|
||
// Catmull-Rom
|
||
|
||
function interpolate( p0, p1, p2, p3, t, t2, t3 ) {
|
||
|
||
var v0 = ( p2 - p0 ) * 0.5,
|
||
v1 = ( p3 - p1 ) * 0.5;
|
||
|
||
return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
|
||
|
||
};
|
||
|
||
};
|
||
|
||
/**
|
||
* @author bhouston / http://exocortex.com
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
THREE.Triangle = function ( a, b, c ) {
|
||
|
||
this.a = ( a !== undefined ) ? a : new THREE.Vector3();
|
||
this.b = ( b !== undefined ) ? b : new THREE.Vector3();
|
||
this.c = ( c !== undefined ) ? c : new THREE.Vector3();
|
||
|
||
};
|
||
|
||
THREE.Triangle.normal = function() {
|
||
|
||
var v0 = new THREE.Vector3();
|
||
|
||
return function ( a, b, c, optionalTarget ) {
|
||
|
||
var result = optionalTarget || new THREE.Vector3();
|
||
|
||
result.subVectors( c, b );
|
||
v0.subVectors( a, b );
|
||
result.cross( v0 );
|
||
|
||
var resultLengthSq = result.lengthSq();
|
||
if( resultLengthSq > 0 ) {
|
||
|
||
return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
|
||
|
||
}
|
||
|
||
return result.set( 0, 0, 0 );
|
||
|
||
};
|
||
|
||
}();
|
||
|
||
// static/instance method to calculate barycoordinates
|
||
// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
|
||
THREE.Triangle.barycoordFromPoint = function() {
|
||
|
||
var v0 = new THREE.Vector3();
|
||
var v1 = new THREE.Vector3();
|
||
var v2 = new THREE.Vector3();
|
||
|
||
return function ( point, a, b, c, optionalTarget ) {
|
||
|
||
v0.subVectors( c, a );
|
||
v1.subVectors( b, a );
|
||
v2.subVectors( point, a );
|
||
|
||
var dot00 = v0.dot( v0 );
|
||
var dot01 = v0.dot( v1 );
|
||
var dot02 = v0.dot( v2 );
|
||
var dot11 = v1.dot( v1 );
|
||
var dot12 = v1.dot( v2 );
|
||
|
||
var denom = ( dot00 * dot11 - dot01 * dot01 );
|
||
|
||
var result = optionalTarget || new THREE.Vector3();
|
||
|
||
// colinear or singular triangle
|
||
if( denom == 0 ) {
|
||
// arbitrary location outside of triangle?
|
||
// not sure if this is the best idea, maybe should be returning undefined
|
||
return result.set( -2, -1, -1 );
|
||
}
|
||
|
||
var invDenom = 1 / denom;
|
||
var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
|
||
var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
|
||
|
||
// barycoordinates must always sum to 1
|
||
return result.set( 1 - u - v, v, u );
|
||
|
||
};
|
||
|
||
}();
|
||
|
||
THREE.Triangle.containsPoint = function() {
|
||
|
||
var v1 = new THREE.Vector3();
|
||
|
||
return function ( point, a, b, c ) {
|
||
|
||
var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, v1 );
|
||
|
||
return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
|
||
|
||
};
|
||
|
||
}();
|
||
|
||
THREE.Triangle.prototype = {
|
||
|
||
constructor: THREE.Triangle,
|
||
|
||
set: function ( a, b, c ) {
|
||
|
||
this.a.copy( a );
|
||
this.b.copy( b );
|
||
this.c.copy( c );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
|
||
|
||
this.a.copy( points[i0] );
|
||
this.b.copy( points[i1] );
|
||
this.c.copy( points[i2] );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
copy: function ( triangle ) {
|
||
|
||
this.a.copy( triangle.a );
|
||
this.b.copy( triangle.b );
|
||
this.c.copy( triangle.c );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
area: function() {
|
||
|
||
var v0 = new THREE.Vector3();
|
||
var v1 = new THREE.Vector3();
|
||
|
||
return function () {
|
||
|
||
v0.subVectors( this.c, this.b );
|
||
v1.subVectors( this.a, this.b );
|
||
|
||
return v0.cross( v1 ).length() * 0.5;
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
midpoint: function ( optionalTarget ) {
|
||
|
||
var result = optionalTarget || new THREE.Vector3();
|
||
return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
|
||
|
||
},
|
||
|
||
normal: function ( optionalTarget ) {
|
||
|
||
return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget );
|
||
|
||
},
|
||
|
||
plane: function ( optionalTarget ) {
|
||
|
||
var result = optionalTarget || new THREE.Plane();
|
||
|
||
return result.setFromCoplanarPoints( this.a, this.b, this.c );
|
||
|
||
},
|
||
|
||
barycoordFromPoint: function ( point, optionalTarget ) {
|
||
|
||
return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
|
||
|
||
},
|
||
|
||
containsPoint: function ( point ) {
|
||
|
||
return THREE.Triangle.containsPoint( point, this.a, this.b, this.c );
|
||
|
||
},
|
||
|
||
equals: function ( triangle ) {
|
||
|
||
return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
|
||
|
||
},
|
||
|
||
clone: function () {
|
||
|
||
return new THREE.Triangle().copy( this );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
THREE.Vertex = function ( v ) {
|
||
|
||
console.warn( 'THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.')
|
||
return v;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
THREE.UV = function ( u, v ) {
|
||
|
||
console.warn( 'THREE.UV has been DEPRECATED. Use THREE.Vector2 instead.')
|
||
return new THREE.Vector2( u, v );
|
||
|
||
};
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.Clock = function ( autoStart ) {
|
||
|
||
this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
|
||
|
||
this.startTime = 0;
|
||
this.oldTime = 0;
|
||
this.elapsedTime = 0;
|
||
|
||
this.running = false;
|
||
|
||
};
|
||
|
||
THREE.Clock.prototype = {
|
||
|
||
constructor: THREE.Clock,
|
||
|
||
start: function () {
|
||
|
||
this.startTime = self.performance !== undefined && self.performance.now !== undefined
|
||
? self.performance.now()
|
||
: Date.now();
|
||
|
||
this.oldTime = this.startTime;
|
||
this.running = true;
|
||
},
|
||
|
||
stop: function () {
|
||
|
||
this.getElapsedTime();
|
||
this.running = false;
|
||
|
||
},
|
||
|
||
getElapsedTime: function () {
|
||
|
||
this.getDelta();
|
||
return this.elapsedTime;
|
||
|
||
},
|
||
|
||
getDelta: function () {
|
||
|
||
var diff = 0;
|
||
|
||
if ( this.autoStart && ! this.running ) {
|
||
|
||
this.start();
|
||
|
||
}
|
||
|
||
if ( this.running ) {
|
||
|
||
var newTime = self.performance !== undefined && self.performance.now !== undefined
|
||
? self.performance.now()
|
||
: Date.now();
|
||
|
||
diff = 0.001 * ( newTime - this.oldTime );
|
||
this.oldTime = newTime;
|
||
|
||
this.elapsedTime += diff;
|
||
|
||
}
|
||
|
||
return diff;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* 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 () {
|
||
|
||
var array = [];
|
||
|
||
return function ( event ) {
|
||
|
||
if ( this._listeners === undefined ) return;
|
||
|
||
var listeners = this._listeners;
|
||
var listenerArray = listeners[ event.type ];
|
||
|
||
if ( listenerArray !== undefined ) {
|
||
|
||
event.target = this;
|
||
|
||
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 );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
}()
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author bhouston / http://exocortex.com/
|
||
* @author stephomi / http://stephaneginier.com/
|
||
*/
|
||
|
||
( function ( THREE ) {
|
||
|
||
THREE.Raycaster = function ( origin, direction, near, far ) {
|
||
|
||
this.ray = new THREE.Ray( origin, direction );
|
||
// direction is assumed to be normalized (for accurate distance calculations)
|
||
|
||
this.near = near || 0;
|
||
this.far = far || Infinity;
|
||
|
||
};
|
||
|
||
var sphere = new THREE.Sphere();
|
||
var localRay = new THREE.Ray();
|
||
var facePlane = new THREE.Plane();
|
||
var intersectPoint = new THREE.Vector3();
|
||
var matrixPosition = new THREE.Vector3();
|
||
|
||
var inverseMatrix = new THREE.Matrix4();
|
||
|
||
var descSort = function ( a, b ) {
|
||
|
||
return a.distance - b.distance;
|
||
|
||
};
|
||
|
||
var vA = new THREE.Vector3();
|
||
var vB = new THREE.Vector3();
|
||
var vC = new THREE.Vector3();
|
||
|
||
var intersectObject = function ( object, raycaster, intersects ) {
|
||
|
||
if ( object instanceof THREE.Sprite ) {
|
||
|
||
matrixPosition.setFromMatrixPosition( object.matrixWorld );
|
||
|
||
var distance = raycaster.ray.distanceToPoint( matrixPosition );
|
||
|
||
if ( distance > object.scale.x ) {
|
||
|
||
return intersects;
|
||
|
||
}
|
||
|
||
intersects.push( {
|
||
|
||
distance: distance,
|
||
point: object.position,
|
||
face: null,
|
||
object: object
|
||
|
||
} );
|
||
|
||
} else if ( object instanceof THREE.LOD ) {
|
||
|
||
matrixPosition.setFromMatrixPosition( object.matrixWorld );
|
||
var distance = raycaster.ray.origin.distanceTo( matrixPosition );
|
||
|
||
intersectObject( object.getObjectForDistance( distance ), raycaster, intersects );
|
||
|
||
} else if ( object instanceof THREE.Mesh ) {
|
||
|
||
var geometry = object.geometry;
|
||
|
||
// Checking boundingSphere distance to ray
|
||
|
||
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
|
||
|
||
sphere.copy( geometry.boundingSphere );
|
||
sphere.applyMatrix4( object.matrixWorld );
|
||
|
||
if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
|
||
|
||
return intersects;
|
||
|
||
}
|
||
|
||
// Check boundingBox before continuing
|
||
|
||
inverseMatrix.getInverse( object.matrixWorld );
|
||
localRay.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
|
||
|
||
if ( geometry.boundingBox !== null ) {
|
||
|
||
if ( localRay.isIntersectionBox( geometry.boundingBox ) === false ) {
|
||
|
||
return intersects;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( geometry instanceof THREE.BufferGeometry ) {
|
||
|
||
var material = object.material;
|
||
|
||
if ( material === undefined ) return intersects;
|
||
|
||
var attributes = geometry.attributes;
|
||
|
||
var a, b, c;
|
||
var precision = raycaster.precision;
|
||
|
||
if ( attributes.index !== undefined ) {
|
||
|
||
var offsets = geometry.offsets;
|
||
var indices = attributes.index.array;
|
||
var positions = attributes.position.array;
|
||
|
||
for ( var oi = 0, ol = offsets.length; oi < ol; ++oi ) {
|
||
|
||
var start = offsets[ oi ].start;
|
||
var count = offsets[ oi ].count;
|
||
var index = offsets[ oi ].index;
|
||
|
||
for ( var i = start, il = start + count; i < il; i += 3 ) {
|
||
|
||
a = index + indices[ i ];
|
||
b = index + indices[ i + 1 ];
|
||
c = index + indices[ i + 2 ];
|
||
|
||
vA.set(
|
||
positions[ a * 3 ],
|
||
positions[ a * 3 + 1 ],
|
||
positions[ a * 3 + 2 ]
|
||
);
|
||
vB.set(
|
||
positions[ b * 3 ],
|
||
positions[ b * 3 + 1 ],
|
||
positions[ b * 3 + 2 ]
|
||
);
|
||
vC.set(
|
||
positions[ c * 3 ],
|
||
positions[ c * 3 + 1 ],
|
||
positions[ c * 3 + 2 ]
|
||
);
|
||
|
||
|
||
if ( material.side === THREE.BackSide ) {
|
||
|
||
var intersectionPoint = localRay.intersectTriangle( vC, vB, vA, true );
|
||
|
||
} else {
|
||
|
||
var intersectionPoint = localRay.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
|
||
|
||
}
|
||
|
||
if ( intersectionPoint === null ) continue;
|
||
|
||
intersectionPoint.applyMatrix4( object.matrixWorld );
|
||
|
||
var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
|
||
|
||
if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
|
||
|
||
intersects.push( {
|
||
|
||
distance: distance,
|
||
point: intersectionPoint,
|
||
indices: [a, b, c],
|
||
face: null,
|
||
faceIndex: null,
|
||
object: object
|
||
|
||
} );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
var offsets = geometry.offsets;
|
||
var positions = attributes.position.array;
|
||
|
||
for ( var i = 0, il = attributes.position.array.length; i < il; i += 3 ) {
|
||
|
||
a = i;
|
||
b = i + 1;
|
||
c = i + 2;
|
||
|
||
vA.set(
|
||
positions[ a * 3 ],
|
||
positions[ a * 3 + 1 ],
|
||
positions[ a * 3 + 2 ]
|
||
);
|
||
vB.set(
|
||
positions[ b * 3 ],
|
||
positions[ b * 3 + 1 ],
|
||
positions[ b * 3 + 2 ]
|
||
);
|
||
vC.set(
|
||
positions[ c * 3 ],
|
||
positions[ c * 3 + 1 ],
|
||
positions[ c * 3 + 2 ]
|
||
);
|
||
|
||
|
||
if ( material.side === THREE.BackSide ) {
|
||
|
||
var intersectionPoint = localRay.intersectTriangle( vC, vB, vA, true );
|
||
|
||
} else {
|
||
|
||
var intersectionPoint = localRay.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
|
||
|
||
}
|
||
|
||
if ( intersectionPoint === null ) continue;
|
||
|
||
intersectionPoint.applyMatrix4( object.matrixWorld );
|
||
|
||
var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
|
||
|
||
if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
|
||
|
||
intersects.push( {
|
||
|
||
distance: distance,
|
||
point: intersectionPoint,
|
||
indices: [a, b, c],
|
||
face: null,
|
||
faceIndex: null,
|
||
object: object
|
||
|
||
} );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else if ( geometry instanceof THREE.Geometry ) {
|
||
|
||
var isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
|
||
var objectMaterials = isFaceMaterial === true ? object.material.materials : null;
|
||
|
||
var a, b, c, d;
|
||
var precision = raycaster.precision;
|
||
|
||
var vertices = geometry.vertices;
|
||
|
||
for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
|
||
|
||
var face = geometry.faces[ f ];
|
||
|
||
var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : object.material;
|
||
|
||
if ( material === undefined ) continue;
|
||
|
||
a = vertices[ face.a ];
|
||
b = vertices[ face.b ];
|
||
c = vertices[ face.c ];
|
||
|
||
if ( material.morphTargets === true ) {
|
||
|
||
var morphTargets = geometry.morphTargets;
|
||
var morphInfluences = object.morphTargetInfluences;
|
||
|
||
vA.set( 0, 0, 0 );
|
||
vB.set( 0, 0, 0 );
|
||
vC.set( 0, 0, 0 );
|
||
|
||
for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
|
||
|
||
var influence = morphInfluences[ t ];
|
||
|
||
if ( influence === 0 ) continue;
|
||
|
||
var targets = morphTargets[ t ].vertices;
|
||
|
||
vA.x += ( targets[ face.a ].x - a.x ) * influence;
|
||
vA.y += ( targets[ face.a ].y - a.y ) * influence;
|
||
vA.z += ( targets[ face.a ].z - a.z ) * influence;
|
||
|
||
vB.x += ( targets[ face.b ].x - b.x ) * influence;
|
||
vB.y += ( targets[ face.b ].y - b.y ) * influence;
|
||
vB.z += ( targets[ face.b ].z - b.z ) * influence;
|
||
|
||
vC.x += ( targets[ face.c ].x - c.x ) * influence;
|
||
vC.y += ( targets[ face.c ].y - c.y ) * influence;
|
||
vC.z += ( targets[ face.c ].z - c.z ) * influence;
|
||
|
||
}
|
||
|
||
vA.add( a );
|
||
vB.add( b );
|
||
vC.add( c );
|
||
|
||
a = vA;
|
||
b = vB;
|
||
c = vC;
|
||
|
||
}
|
||
|
||
if ( material.side === THREE.BackSide ) {
|
||
|
||
var intersectionPoint = localRay.intersectTriangle( c, b, a, true );
|
||
|
||
} else {
|
||
|
||
var intersectionPoint = localRay.intersectTriangle( a, b, c, material.side !== THREE.DoubleSide );
|
||
|
||
}
|
||
|
||
if ( intersectionPoint === null ) continue;
|
||
|
||
intersectionPoint.applyMatrix4( object.matrixWorld );
|
||
|
||
var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
|
||
|
||
if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
|
||
|
||
intersects.push( {
|
||
|
||
distance: distance,
|
||
point: intersectionPoint,
|
||
face: face,
|
||
faceIndex: f,
|
||
object: object
|
||
|
||
} );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else if ( object instanceof THREE.Line ) {
|
||
|
||
var precision = raycaster.linePrecision;
|
||
var precisionSq = precision * precision;
|
||
|
||
var geometry = object.geometry;
|
||
|
||
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
|
||
|
||
// Checking boundingSphere distance to ray
|
||
|
||
sphere.copy( geometry.boundingSphere );
|
||
sphere.applyMatrix4( object.matrixWorld );
|
||
|
||
if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
|
||
|
||
return intersects;
|
||
|
||
}
|
||
|
||
inverseMatrix.getInverse( object.matrixWorld );
|
||
localRay.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
|
||
|
||
/* if ( geometry instanceof THREE.BufferGeometry ) {
|
||
|
||
} else */ if ( geometry instanceof THREE.Geometry ) {
|
||
|
||
var vertices = geometry.vertices;
|
||
var nbVertices = vertices.length;
|
||
var interSegment = new THREE.Vector3();
|
||
var interRay = new THREE.Vector3();
|
||
var step = object.type === THREE.LineStrip ? 1 : 2;
|
||
|
||
for ( var i = 0; i < nbVertices - 1; i = i + step ) {
|
||
|
||
var distSq = localRay.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
|
||
|
||
if ( distSq > precisionSq ) continue;
|
||
|
||
var distance = localRay.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( object.matrixWorld ),
|
||
face: null,
|
||
faceIndex: null,
|
||
object: object
|
||
|
||
} );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
var intersectDescendants = function ( object, raycaster, intersects ) {
|
||
|
||
var descendants = object.getDescendants();
|
||
|
||
for ( var i = 0, l = descendants.length; i < l; i ++ ) {
|
||
|
||
intersectObject( descendants[ i ], raycaster, intersects );
|
||
|
||
}
|
||
};
|
||
|
||
//
|
||
|
||
THREE.Raycaster.prototype.precision = 0.0001;
|
||
THREE.Raycaster.prototype.linePrecision = 1;
|
||
|
||
THREE.Raycaster.prototype.set = function ( origin, direction ) {
|
||
|
||
this.ray.set( origin, direction );
|
||
// direction is assumed to be normalized (for accurate distance calculations)
|
||
|
||
};
|
||
|
||
THREE.Raycaster.prototype.intersectObject = function ( object, recursive ) {
|
||
|
||
var intersects = [];
|
||
|
||
if ( recursive === true ) {
|
||
|
||
intersectDescendants( object, this, intersects );
|
||
|
||
}
|
||
|
||
intersectObject( object, this, intersects );
|
||
|
||
intersects.sort( descSort );
|
||
|
||
return intersects;
|
||
|
||
};
|
||
|
||
THREE.Raycaster.prototype.intersectObjects = function ( objects, recursive ) {
|
||
|
||
var intersects = [];
|
||
|
||
for ( var i = 0, l = objects.length; i < l; i ++ ) {
|
||
|
||
intersectObject( objects[ i ], this, intersects );
|
||
|
||
if ( recursive === true ) {
|
||
|
||
intersectDescendants( objects[ i ], this, intersects );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
intersects.sort( descSort );
|
||
|
||
return intersects;
|
||
|
||
};
|
||
|
||
}( THREE ) );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author mikael emtinger / http://gomo.se/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author WestLangley / http://github.com/WestLangley
|
||
*/
|
||
|
||
THREE.Object3D = function () {
|
||
|
||
this.id = THREE.Object3DIdCount ++;
|
||
this.uuid = THREE.Math.generateUUID();
|
||
|
||
this.name = '';
|
||
|
||
this.parent = undefined;
|
||
this.children = [];
|
||
|
||
this.up = new THREE.Vector3( 0, 1, 0 );
|
||
|
||
this.position = new THREE.Vector3();
|
||
this._rotation = new THREE.Euler();
|
||
this._quaternion = new THREE.Quaternion();
|
||
this.scale = new THREE.Vector3( 1, 1, 1 );
|
||
|
||
// keep rotation and quaternion in sync
|
||
|
||
this._rotation._quaternion = this.quaternion;
|
||
this._quaternion._euler = this.rotation;
|
||
|
||
this.renderDepth = null;
|
||
|
||
this.rotationAutoUpdate = true;
|
||
|
||
this.matrix = new THREE.Matrix4();
|
||
this.matrixWorld = new THREE.Matrix4();
|
||
|
||
this.matrixAutoUpdate = true;
|
||
this.matrixWorldNeedsUpdate = true;
|
||
|
||
this.visible = true;
|
||
|
||
this.castShadow = false;
|
||
this.receiveShadow = false;
|
||
|
||
this.frustumCulled = true;
|
||
|
||
this.userData = {};
|
||
|
||
};
|
||
|
||
|
||
THREE.Object3D.prototype = {
|
||
|
||
constructor: THREE.Object3D,
|
||
|
||
get rotation () {
|
||
return this._rotation;
|
||
},
|
||
|
||
set rotation ( value ) {
|
||
|
||
this._rotation = value;
|
||
this._rotation._quaternion = this._quaternion;
|
||
this._quaternion._euler = this._rotation;
|
||
this._rotation._updateQuaternion();
|
||
|
||
},
|
||
|
||
get quaternion () {
|
||
return this._quaternion;
|
||
},
|
||
|
||
set quaternion ( value ) {
|
||
|
||
this._quaternion = value;
|
||
this._quaternion._euler = this._rotation;
|
||
this._rotation._quaternion = this._quaternion;
|
||
this._quaternion._updateEuler();
|
||
|
||
},
|
||
|
||
get eulerOrder () {
|
||
|
||
console.warn( 'DEPRECATED: Object3D\'s .eulerOrder has been moved to Object3D\'s .rotation.order.' );
|
||
|
||
return this.rotation.order;
|
||
|
||
},
|
||
|
||
set eulerOrder ( value ) {
|
||
|
||
console.warn( 'DEPRECATED: Object3D\'s .eulerOrder has been moved to Object3D\'s .rotation.order.' );
|
||
|
||
this.rotation.order = value;
|
||
|
||
},
|
||
|
||
get useQuaternion () {
|
||
|
||
console.warn( 'DEPRECATED: Object3D\'s .useQuaternion has been removed. The library now uses quaternions by default.' );
|
||
|
||
},
|
||
|
||
set useQuaternion ( value ) {
|
||
|
||
console.warn( 'DEPRECATED: Object3D\'s .useQuaternion has been removed. The library now uses quaternions by default.' );
|
||
|
||
},
|
||
|
||
applyMatrix: function ( matrix ) {
|
||
|
||
this.matrix.multiplyMatrices( matrix, this.matrix );
|
||
|
||
this.matrix.decompose( this.position, this.quaternion, this.scale );
|
||
|
||
},
|
||
|
||
setRotationFromAxisAngle: function ( axis, angle ) {
|
||
|
||
// assumes axis is normalized
|
||
|
||
this.quaternion.setFromAxisAngle( axis, angle );
|
||
|
||
},
|
||
|
||
setRotationFromEuler: function ( euler ) {
|
||
|
||
this.quaternion.setFromEuler( euler, true );
|
||
|
||
},
|
||
|
||
setRotationFromMatrix: function ( m ) {
|
||
|
||
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
|
||
|
||
this.quaternion.setFromRotationMatrix( m );
|
||
|
||
},
|
||
|
||
setRotationFromQuaternion: function ( q ) {
|
||
|
||
// assumes q is normalized
|
||
|
||
this.quaternion.copy( q );
|
||
|
||
},
|
||
|
||
rotateOnAxis: function() {
|
||
|
||
// rotate object on axis in object space
|
||
// axis is assumed to be normalized
|
||
|
||
var q1 = new THREE.Quaternion();
|
||
|
||
return function ( axis, angle ) {
|
||
|
||
q1.setFromAxisAngle( axis, angle );
|
||
|
||
this.quaternion.multiply( q1 );
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
}(),
|
||
|
||
rotateX: function () {
|
||
|
||
var v1 = new THREE.Vector3( 1, 0, 0 );
|
||
|
||
return function ( angle ) {
|
||
|
||
return this.rotateOnAxis( v1, angle );
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
rotateY: function () {
|
||
|
||
var v1 = new THREE.Vector3( 0, 1, 0 );
|
||
|
||
return function ( angle ) {
|
||
|
||
return this.rotateOnAxis( v1, angle );
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
rotateZ: function () {
|
||
|
||
var v1 = new THREE.Vector3( 0, 0, 1 );
|
||
|
||
return function ( angle ) {
|
||
|
||
return this.rotateOnAxis( v1, angle );
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
translateOnAxis: function () {
|
||
|
||
// translate object by distance along axis in object space
|
||
// axis is assumed to be normalized
|
||
|
||
var v1 = new THREE.Vector3();
|
||
|
||
return function ( axis, distance ) {
|
||
|
||
v1.copy( axis );
|
||
|
||
v1.applyQuaternion( this.quaternion );
|
||
|
||
this.position.add( v1.multiplyScalar( distance ) );
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
}(),
|
||
|
||
translate: function ( distance, axis ) {
|
||
|
||
console.warn( 'DEPRECATED: Object3D\'s .translate() has been removed. Use .translateOnAxis( axis, distance ) instead. Note args have been changed.' );
|
||
return this.translateOnAxis( axis, distance );
|
||
|
||
},
|
||
|
||
translateX: function () {
|
||
|
||
var v1 = new THREE.Vector3( 1, 0, 0 );
|
||
|
||
return function ( distance ) {
|
||
|
||
return this.translateOnAxis( v1, distance );
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
translateY: function () {
|
||
|
||
var v1 = new THREE.Vector3( 0, 1, 0 );
|
||
|
||
return function ( distance ) {
|
||
|
||
return this.translateOnAxis( v1, distance );
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
translateZ: function () {
|
||
|
||
var v1 = new THREE.Vector3( 0, 0, 1 );
|
||
|
||
return function ( distance ) {
|
||
|
||
return this.translateOnAxis( v1, distance );
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
localToWorld: function ( vector ) {
|
||
|
||
return vector.applyMatrix4( this.matrixWorld );
|
||
|
||
},
|
||
|
||
worldToLocal: function () {
|
||
|
||
var m1 = new THREE.Matrix4();
|
||
|
||
return function ( vector ) {
|
||
|
||
return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
lookAt: function () {
|
||
|
||
// This routine does not support objects with rotated and/or translated parent(s)
|
||
|
||
var m1 = new THREE.Matrix4();
|
||
|
||
return function ( vector ) {
|
||
|
||
m1.lookAt( vector, this.position, this.up );
|
||
|
||
this.quaternion.setFromRotationMatrix( m1 );
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
add: function ( object ) {
|
||
|
||
if ( object === this ) {
|
||
|
||
console.warn( 'THREE.Object3D.add: An object can\'t be added as a child of itself.' );
|
||
return;
|
||
|
||
}
|
||
|
||
if ( object instanceof THREE.Object3D ) {
|
||
|
||
if ( object.parent !== undefined ) {
|
||
|
||
object.parent.remove( object );
|
||
|
||
}
|
||
|
||
object.parent = this;
|
||
object.dispatchEvent( { type: 'added' } );
|
||
|
||
this.children.push( object );
|
||
|
||
// add to scene
|
||
|
||
var scene = this;
|
||
|
||
while ( scene.parent !== undefined ) {
|
||
|
||
scene = scene.parent;
|
||
|
||
}
|
||
|
||
if ( scene !== undefined && scene instanceof THREE.Scene ) {
|
||
|
||
scene.__addObject( object );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
},
|
||
|
||
remove: function ( object ) {
|
||
|
||
var index = this.children.indexOf( object );
|
||
|
||
if ( index !== - 1 ) {
|
||
|
||
object.parent = undefined;
|
||
object.dispatchEvent( { type: 'removed' } );
|
||
|
||
this.children.splice( index, 1 );
|
||
|
||
// remove from scene
|
||
|
||
var scene = this;
|
||
|
||
while ( scene.parent !== undefined ) {
|
||
|
||
scene = scene.parent;
|
||
|
||
}
|
||
|
||
if ( scene !== undefined && scene instanceof THREE.Scene ) {
|
||
|
||
scene.__removeObject( object );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
},
|
||
|
||
traverse: function ( callback ) {
|
||
|
||
callback( this );
|
||
|
||
for ( var i = 0, l = this.children.length; i < l; i ++ ) {
|
||
|
||
this.children[ i ].traverse( callback );
|
||
|
||
}
|
||
|
||
},
|
||
|
||
getObjectById: function ( id, recursive ) {
|
||
|
||
for ( var i = 0, l = this.children.length; i < l; i ++ ) {
|
||
|
||
var child = this.children[ i ];
|
||
|
||
if ( child.id === id ) {
|
||
|
||
return child;
|
||
|
||
}
|
||
|
||
if ( recursive === true ) {
|
||
|
||
child = child.getObjectById( id, recursive );
|
||
|
||
if ( child !== undefined ) {
|
||
|
||
return child;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return undefined;
|
||
|
||
},
|
||
|
||
getObjectByName: function ( name, recursive ) {
|
||
|
||
for ( var i = 0, l = this.children.length; i < l; i ++ ) {
|
||
|
||
var child = this.children[ i ];
|
||
|
||
if ( child.name === name ) {
|
||
|
||
return child;
|
||
|
||
}
|
||
|
||
if ( recursive === true ) {
|
||
|
||
child = child.getObjectByName( name, recursive );
|
||
|
||
if ( child !== undefined ) {
|
||
|
||
return child;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return undefined;
|
||
|
||
},
|
||
|
||
getChildByName: function ( name, recursive ) {
|
||
|
||
console.warn( 'DEPRECATED: Object3D\'s .getChildByName() has been renamed to .getObjectByName().' );
|
||
return this.getObjectByName( name, recursive );
|
||
|
||
},
|
||
|
||
getDescendants: function ( array ) {
|
||
|
||
if ( array === undefined ) array = [];
|
||
|
||
Array.prototype.push.apply( array, this.children );
|
||
|
||
for ( var i = 0, l = this.children.length; i < l; i ++ ) {
|
||
|
||
this.children[ i ].getDescendants( array );
|
||
|
||
}
|
||
|
||
return array;
|
||
|
||
},
|
||
|
||
updateMatrix: function () {
|
||
|
||
this.matrix.compose( this.position, this.quaternion, this.scale );
|
||
|
||
this.matrixWorldNeedsUpdate = true;
|
||
|
||
},
|
||
|
||
updateMatrixWorld: function ( force ) {
|
||
|
||
if ( this.matrixAutoUpdate === true ) this.updateMatrix();
|
||
|
||
if ( this.matrixWorldNeedsUpdate === true || force === true ) {
|
||
|
||
if ( this.parent === undefined ) {
|
||
|
||
this.matrixWorld.copy( this.matrix );
|
||
|
||
} else {
|
||
|
||
this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
|
||
|
||
}
|
||
|
||
this.matrixWorldNeedsUpdate = false;
|
||
|
||
force = true;
|
||
|
||
}
|
||
|
||
// update children
|
||
|
||
for ( var i = 0, l = this.children.length; i < l; i ++ ) {
|
||
|
||
this.children[ i ].updateMatrixWorld( force );
|
||
|
||
}
|
||
|
||
},
|
||
|
||
clone: function ( object, recursive ) {
|
||
|
||
if ( object === undefined ) object = new THREE.Object3D();
|
||
if ( recursive === undefined ) recursive = true;
|
||
|
||
object.name = this.name;
|
||
|
||
object.up.copy( this.up );
|
||
|
||
object.position.copy( this.position );
|
||
object.quaternion.copy( this.quaternion );
|
||
object.scale.copy( this.scale );
|
||
|
||
object.renderDepth = this.renderDepth;
|
||
|
||
object.rotationAutoUpdate = this.rotationAutoUpdate;
|
||
|
||
object.matrix.copy( this.matrix );
|
||
object.matrixWorld.copy( this.matrixWorld );
|
||
|
||
object.matrixAutoUpdate = this.matrixAutoUpdate;
|
||
object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate;
|
||
|
||
object.visible = this.visible;
|
||
|
||
object.castShadow = this.castShadow;
|
||
object.receiveShadow = this.receiveShadow;
|
||
|
||
object.frustumCulled = this.frustumCulled;
|
||
|
||
object.userData = JSON.parse( JSON.stringify( this.userData ) );
|
||
|
||
if ( recursive === true ) {
|
||
|
||
for ( var i = 0; i < this.children.length; i ++ ) {
|
||
|
||
var child = this.children[ i ];
|
||
object.add( child.clone() );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return object;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
THREE.EventDispatcher.prototype.apply( THREE.Object3D.prototype );
|
||
|
||
THREE.Object3DIdCount = 0;
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author supereggbert / http://www.paulbrunt.co.uk/
|
||
* @author julianwa / https://github.com/julianwa
|
||
*/
|
||
|
||
THREE.Projector = function () {
|
||
|
||
var _object, _objectCount, _objectPool = [], _objectPoolLength = 0,
|
||
_vertex, _vertexCount, _vertexPool = [], _vertexPoolLength = 0,
|
||
_face, _faceCount, _facePool = [], _facePoolLength = 0,
|
||
_line, _lineCount, _linePool = [], _linePoolLength = 0,
|
||
_sprite, _spriteCount, _spritePool = [], _spritePoolLength = 0,
|
||
|
||
_renderData = { objects: [], lights: [], elements: [] },
|
||
|
||
_vA = new THREE.Vector3(),
|
||
_vB = new THREE.Vector3(),
|
||
_vC = new THREE.Vector3(),
|
||
|
||
_vector3 = new THREE.Vector3(),
|
||
_vector4 = new THREE.Vector4(),
|
||
|
||
_clipBox = new THREE.Box3( new THREE.Vector3( -1, -1, -1 ), new THREE.Vector3( 1, 1, 1 ) ),
|
||
_boundingBox = new THREE.Box3(),
|
||
_points3 = new Array( 3 ),
|
||
_points4 = new Array( 4 ),
|
||
|
||
_viewMatrix = new THREE.Matrix4(),
|
||
_viewProjectionMatrix = new THREE.Matrix4(),
|
||
|
||
_modelMatrix,
|
||
_modelViewProjectionMatrix = new THREE.Matrix4(),
|
||
|
||
_normalMatrix = new THREE.Matrix3(),
|
||
|
||
_frustum = new THREE.Frustum(),
|
||
|
||
_clippedVertex1PositionScreen = new THREE.Vector4(),
|
||
_clippedVertex2PositionScreen = new THREE.Vector4();
|
||
|
||
this.projectVector = function ( vector, camera ) {
|
||
|
||
camera.matrixWorldInverse.getInverse( camera.matrixWorld );
|
||
|
||
_viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
|
||
|
||
return vector.applyProjection( _viewProjectionMatrix );
|
||
|
||
};
|
||
|
||
this.unprojectVector = function () {
|
||
|
||
var projectionMatrixInverse = new THREE.Matrix4();
|
||
|
||
return function ( vector, camera ) {
|
||
|
||
projectionMatrixInverse.getInverse( camera.projectionMatrix );
|
||
_viewProjectionMatrix.multiplyMatrices( camera.matrixWorld, projectionMatrixInverse );
|
||
|
||
return vector.applyProjection( _viewProjectionMatrix );
|
||
|
||
};
|
||
|
||
}();
|
||
|
||
this.pickingRay = function ( vector, camera ) {
|
||
|
||
// set two vectors with opposing z values
|
||
vector.z = -1.0;
|
||
var end = new THREE.Vector3( vector.x, vector.y, 1.0 );
|
||
|
||
this.unprojectVector( vector, camera );
|
||
this.unprojectVector( end, camera );
|
||
|
||
// find direction from vector to end
|
||
end.sub( vector ).normalize();
|
||
|
||
return new THREE.Raycaster( vector, end );
|
||
|
||
};
|
||
|
||
var projectObject = function ( object ) {
|
||
|
||
if ( object.visible === false ) return;
|
||
|
||
if ( object instanceof THREE.Light ) {
|
||
|
||
_renderData.lights.push( object );
|
||
|
||
} else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Sprite ) {
|
||
|
||
if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
|
||
|
||
_object = getNextObjectInPool();
|
||
_object.id = object.id;
|
||
_object.object = object;
|
||
|
||
if ( object.renderDepth !== null ) {
|
||
|
||
_object.z = object.renderDepth;
|
||
|
||
} else {
|
||
|
||
_vector3.setFromMatrixPosition( object.matrixWorld );
|
||
_vector3.applyProjection( _viewProjectionMatrix );
|
||
_object.z = _vector3.z;
|
||
|
||
}
|
||
|
||
_renderData.objects.push( _object );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
for ( var i = 0, l = object.children.length; i < l; i ++ ) {
|
||
|
||
projectObject( object.children[ i ] );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
var projectGraph = function ( root, sortObjects ) {
|
||
|
||
_objectCount = 0;
|
||
|
||
_renderData.objects.length = 0;
|
||
_renderData.lights.length = 0;
|
||
|
||
projectObject( root );
|
||
|
||
if ( sortObjects === true ) {
|
||
|
||
_renderData.objects.sort( painterSort );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
var RenderList = function () {
|
||
|
||
var normals = [];
|
||
|
||
var object = null;
|
||
var normalMatrix = new THREE.Matrix3();
|
||
|
||
var setObject = function ( value ) {
|
||
|
||
object = value;
|
||
normalMatrix.getNormalMatrix( object.matrixWorld );
|
||
|
||
normals.length = 0;
|
||
|
||
};
|
||
|
||
var projectVertex = function ( vertex ) {
|
||
|
||
var position = vertex.position;
|
||
var positionWorld = vertex.positionWorld;
|
||
var positionScreen = vertex.positionScreen;
|
||
|
||
positionWorld.copy( position ).applyMatrix4( _modelMatrix );
|
||
positionScreen.copy( positionWorld ).applyMatrix4( _viewProjectionMatrix );
|
||
|
||
var invW = 1 / positionScreen.w;
|
||
|
||
positionScreen.x *= invW;
|
||
positionScreen.y *= invW;
|
||
positionScreen.z *= invW;
|
||
|
||
vertex.visible = positionScreen.x >= -1 && positionScreen.x <= 1 &&
|
||
positionScreen.y >= -1 && positionScreen.y <= 1 &&
|
||
positionScreen.z >= -1 && positionScreen.z <= 1;
|
||
|
||
};
|
||
|
||
var pushVertex = function ( x, y, z ) {
|
||
|
||
_vertex = getNextVertexInPool();
|
||
_vertex.position.set( x, y, z );
|
||
|
||
projectVertex( _vertex );
|
||
|
||
};
|
||
|
||
var pushNormal = function ( x, y, z ) {
|
||
|
||
normals.push( x, y, z );
|
||
|
||
};
|
||
|
||
var checkTriangleVisibility = function ( v1, v2, v3 ) {
|
||
|
||
_points3[ 0 ] = v1.positionScreen;
|
||
_points3[ 1 ] = v2.positionScreen;
|
||
_points3[ 2 ] = v3.positionScreen;
|
||
|
||
if ( v1.visible === true || v2.visible === true || v3.visible === true ||
|
||
_clipBox.isIntersectionBox( _boundingBox.setFromPoints( _points3 ) ) ) {
|
||
|
||
return ( ( v3.positionScreen.x - v1.positionScreen.x ) *
|
||
( v2.positionScreen.y - v1.positionScreen.y ) -
|
||
( v3.positionScreen.y - v1.positionScreen.y ) *
|
||
( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;
|
||
|
||
}
|
||
|
||
return false;
|
||
|
||
};
|
||
|
||
var pushLine = function ( a, b ) {
|
||
|
||
var v1 = _vertexPool[ a ];
|
||
var v2 = _vertexPool[ b ];
|
||
|
||
_line = getNextLineInPool();
|
||
|
||
_line.id = object.id;
|
||
_line.v1.copy( v1 );
|
||
_line.v2.copy( v2 );
|
||
_line.z = ( v1.positionScreen.z + v2.positionScreen.z ) / 2;
|
||
|
||
_line.material = object.material;
|
||
|
||
_renderData.elements.push( _line );
|
||
|
||
};
|
||
|
||
var pushTriangle = function ( a, b, c ) {
|
||
|
||
var v1 = _vertexPool[ a ];
|
||
var v2 = _vertexPool[ b ];
|
||
var v3 = _vertexPool[ c ];
|
||
|
||
if ( checkTriangleVisibility( v1, v2, v3 ) === true ) {
|
||
|
||
_face = getNextFaceInPool();
|
||
|
||
_face.id = object.id;
|
||
_face.v1.copy( v1 );
|
||
_face.v2.copy( v2 );
|
||
_face.v3.copy( v3 );
|
||
_face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
|
||
|
||
for ( var i = 0; i < 3; i ++ ) {
|
||
|
||
var offset = arguments[ i ] * 3;
|
||
var normal = _face.vertexNormalsModel[ i ];
|
||
|
||
normal.set( normals[ offset + 0 ], normals[ offset + 1 ], normals[ offset + 2 ] );
|
||
normal.applyMatrix3( normalMatrix ).normalize();
|
||
|
||
}
|
||
|
||
_face.vertexNormalsLength = 3;
|
||
|
||
_face.material = object.material;
|
||
|
||
_renderData.elements.push( _face );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
return {
|
||
setObject: setObject,
|
||
projectVertex: projectVertex,
|
||
checkTriangleVisibility: checkTriangleVisibility,
|
||
pushVertex: pushVertex,
|
||
pushNormal: pushNormal,
|
||
pushLine: pushLine,
|
||
pushTriangle: pushTriangle
|
||
}
|
||
|
||
};
|
||
|
||
var renderList = new RenderList();
|
||
|
||
this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
|
||
|
||
var object, geometry, vertices, faces, face, faceVertexNormals, faceVertexUvs, uvs,
|
||
isFaceMaterial, objectMaterials;
|
||
|
||
_faceCount = 0;
|
||
_lineCount = 0;
|
||
_spriteCount = 0;
|
||
|
||
_renderData.elements.length = 0;
|
||
|
||
if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
|
||
if ( camera.parent === undefined ) camera.updateMatrixWorld();
|
||
|
||
_viewMatrix.copy( camera.matrixWorldInverse.getInverse( camera.matrixWorld ) );
|
||
_viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
|
||
|
||
_frustum.setFromMatrix( _viewProjectionMatrix );
|
||
|
||
projectGraph( scene, sortObjects );
|
||
|
||
for ( var o = 0, ol = _renderData.objects.length; o < ol; o ++ ) {
|
||
|
||
object = _renderData.objects[ o ].object;
|
||
geometry = object.geometry;
|
||
|
||
renderList.setObject( object );
|
||
|
||
_modelMatrix = object.matrixWorld;
|
||
|
||
_vertexCount = 0;
|
||
|
||
if ( object instanceof THREE.Mesh ) {
|
||
|
||
if ( geometry instanceof THREE.BufferGeometry ) {
|
||
|
||
var attributes = geometry.attributes;
|
||
var offsets = geometry.offsets;
|
||
|
||
if ( attributes.position === undefined ) continue;
|
||
|
||
var positions = attributes.position.array;
|
||
|
||
for ( var i = 0, l = positions.length; i < l; i += 3 ) {
|
||
|
||
renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
|
||
|
||
}
|
||
|
||
var normals = attributes.normal.array;
|
||
|
||
for ( var i = 0, l = normals.length; i < l; i += 3 ) {
|
||
|
||
renderList.pushNormal( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] );
|
||
|
||
}
|
||
|
||
if ( attributes.index !== undefined ) {
|
||
|
||
var indices = attributes.index.array;
|
||
|
||
if ( offsets.length > 0 ) {
|
||
|
||
for ( var o = 0; o < offsets.length; o ++ ) {
|
||
|
||
var offset = offsets[ o ];
|
||
var index = offset.index;
|
||
|
||
for ( var i = offset.start, l = offset.start + offset.count; i < l; i += 3 ) {
|
||
|
||
renderList.pushTriangle( indices[ i ] + index, indices[ i + 1 ] + index, indices[ i + 2 ] + index );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
for ( var i = 0, l = indices.length; i < l; i += 3 ) {
|
||
|
||
renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
for ( var i = 0, l = positions.length / 3; i < l; i += 3 ) {
|
||
|
||
renderList.pushTriangle( i, i + 1, i + 2 );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else if ( geometry instanceof THREE.Geometry ) {
|
||
|
||
vertices = geometry.vertices;
|
||
faces = geometry.faces;
|
||
faceVertexUvs = geometry.faceVertexUvs;
|
||
|
||
_normalMatrix.getNormalMatrix( _modelMatrix );
|
||
|
||
isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
|
||
objectMaterials = isFaceMaterial === true ? object.material : null;
|
||
|
||
for ( var v = 0, vl = vertices.length; v < vl; v ++ ) {
|
||
|
||
var vertex = vertices[ v ];
|
||
renderList.pushVertex( vertex.x, vertex.y, vertex.z );
|
||
|
||
}
|
||
|
||
for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
|
||
|
||
face = faces[ f ];
|
||
|
||
var material = isFaceMaterial === true
|
||
? objectMaterials.materials[ face.materialIndex ]
|
||
: object.material;
|
||
|
||
if ( material === undefined ) continue;
|
||
|
||
var side = material.side;
|
||
|
||
var v1 = _vertexPool[ face.a ];
|
||
var v2 = _vertexPool[ face.b ];
|
||
var v3 = _vertexPool[ face.c ];
|
||
|
||
if ( material.morphTargets === true ) {
|
||
|
||
var morphTargets = geometry.morphTargets;
|
||
var morphInfluences = object.morphTargetInfluences;
|
||
|
||
var v1p = v1.position;
|
||
var v2p = v2.position;
|
||
var v3p = v3.position;
|
||
|
||
_vA.set( 0, 0, 0 );
|
||
_vB.set( 0, 0, 0 );
|
||
_vC.set( 0, 0, 0 );
|
||
|
||
for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
|
||
|
||
var influence = morphInfluences[ t ];
|
||
|
||
if ( influence === 0 ) continue;
|
||
|
||
var targets = morphTargets[ t ].vertices;
|
||
|
||
_vA.x += ( targets[ face.a ].x - v1p.x ) * influence;
|
||
_vA.y += ( targets[ face.a ].y - v1p.y ) * influence;
|
||
_vA.z += ( targets[ face.a ].z - v1p.z ) * influence;
|
||
|
||
_vB.x += ( targets[ face.b ].x - v2p.x ) * influence;
|
||
_vB.y += ( targets[ face.b ].y - v2p.y ) * influence;
|
||
_vB.z += ( targets[ face.b ].z - v2p.z ) * influence;
|
||
|
||
_vC.x += ( targets[ face.c ].x - v3p.x ) * influence;
|
||
_vC.y += ( targets[ face.c ].y - v3p.y ) * influence;
|
||
_vC.z += ( targets[ face.c ].z - v3p.z ) * influence;
|
||
|
||
}
|
||
|
||
v1.position.add( _vA );
|
||
v2.position.add( _vB );
|
||
v3.position.add( _vC );
|
||
|
||
renderList.projectVertex( v1 );
|
||
renderList.projectVertex( v2 );
|
||
renderList.projectVertex( v3 );
|
||
|
||
}
|
||
|
||
var visible = renderList.checkTriangleVisibility( v1, v2, v3 );
|
||
|
||
if ( ( visible === false && side === THREE.FrontSide ) ||
|
||
( visible === true && side === THREE.BackSide ) ) continue;
|
||
|
||
_face = getNextFaceInPool();
|
||
|
||
_face.id = object.id;
|
||
_face.v1.copy( v1 );
|
||
_face.v2.copy( v2 );
|
||
_face.v3.copy( v3 );
|
||
|
||
_face.normalModel.copy( face.normal );
|
||
|
||
if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
|
||
|
||
_face.normalModel.negate();
|
||
|
||
}
|
||
|
||
_face.normalModel.applyMatrix3( _normalMatrix ).normalize();
|
||
|
||
_face.centroidModel.copy( face.centroid ).applyMatrix4( _modelMatrix );
|
||
|
||
faceVertexNormals = face.vertexNormals;
|
||
|
||
for ( var n = 0, nl = Math.min( faceVertexNormals.length, 3 ); n < nl; n ++ ) {
|
||
|
||
var normalModel = _face.vertexNormalsModel[ n ];
|
||
normalModel.copy( faceVertexNormals[ n ] );
|
||
|
||
if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
|
||
|
||
normalModel.negate();
|
||
|
||
}
|
||
|
||
normalModel.applyMatrix3( _normalMatrix ).normalize();
|
||
|
||
}
|
||
|
||
_face.vertexNormalsLength = faceVertexNormals.length;
|
||
|
||
for ( var c = 0, cl = Math.min( faceVertexUvs.length, 3 ); c < cl; c ++ ) {
|
||
|
||
uvs = faceVertexUvs[ c ][ f ];
|
||
|
||
if ( uvs === undefined ) continue;
|
||
|
||
for ( var u = 0, ul = uvs.length; u < ul; u ++ ) {
|
||
|
||
_face.uvs[ c ][ u ] = uvs[ u ];
|
||
|
||
}
|
||
|
||
}
|
||
|
||
_face.color = face.color;
|
||
_face.material = material;
|
||
|
||
_face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
|
||
|
||
_renderData.elements.push( _face );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else if ( object instanceof THREE.Line ) {
|
||
|
||
if ( geometry instanceof THREE.BufferGeometry ) {
|
||
|
||
var attributes = geometry.attributes;
|
||
|
||
if ( attributes.position !== undefined ) {
|
||
|
||
var positions = attributes.position.array;
|
||
|
||
for ( var i = 0, l = positions.length; i < l; i += 3 ) {
|
||
|
||
renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
|
||
|
||
}
|
||
|
||
if ( attributes.index !== undefined ) {
|
||
|
||
var indices = attributes.index.array;
|
||
|
||
for ( var i = 0, l = indices.length; i < l; i += 2 ) {
|
||
|
||
renderList.pushLine( indices[ i ], indices[ i + 1 ] );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
for ( var i = 0, l = ( positions.length / 3 ) - 1; i < l; i ++ ) {
|
||
|
||
renderList.pushLine( i, i + 1 );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else if ( geometry instanceof THREE.Geometry ) {
|
||
|
||
_modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
|
||
|
||
vertices = object.geometry.vertices;
|
||
|
||
if ( vertices.length === 0 ) continue;
|
||
|
||
v1 = getNextVertexInPool();
|
||
v1.positionScreen.copy( vertices[ 0 ] ).applyMatrix4( _modelViewProjectionMatrix );
|
||
|
||
// Handle LineStrip and LinePieces
|
||
var step = object.type === THREE.LinePieces ? 2 : 1;
|
||
|
||
for ( var v = 1, vl = vertices.length; v < vl; v ++ ) {
|
||
|
||
v1 = getNextVertexInPool();
|
||
v1.positionScreen.copy( vertices[ v ] ).applyMatrix4( _modelViewProjectionMatrix );
|
||
|
||
if ( ( v + 1 ) % step > 0 ) continue;
|
||
|
||
v2 = _vertexPool[ _vertexCount - 2 ];
|
||
|
||
_clippedVertex1PositionScreen.copy( v1.positionScreen );
|
||
_clippedVertex2PositionScreen.copy( v2.positionScreen );
|
||
|
||
if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) {
|
||
|
||
// Perform the perspective divide
|
||
_clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
|
||
_clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
|
||
|
||
_line = getNextLineInPool();
|
||
|
||
_line.id = object.id;
|
||
_line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
|
||
_line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
|
||
|
||
_line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
|
||
|
||
_line.material = object.material;
|
||
|
||
if ( object.material.vertexColors === THREE.VertexColors ) {
|
||
|
||
_line.vertexColors[ 0 ].copy( object.geometry.colors[ v ] );
|
||
_line.vertexColors[ 1 ].copy( object.geometry.colors[ v - 1 ] );
|
||
|
||
}
|
||
|
||
_renderData.elements.push( _line );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else if ( object instanceof THREE.Sprite ) {
|
||
|
||
_vector4.set( _modelMatrix.elements[12], _modelMatrix.elements[13], _modelMatrix.elements[14], 1 );
|
||
_vector4.applyMatrix4( _viewProjectionMatrix );
|
||
|
||
var invW = 1 / _vector4.w;
|
||
|
||
_vector4.z *= invW;
|
||
|
||
if ( _vector4.z >= -1 && _vector4.z <= 1 ) {
|
||
|
||
_sprite = getNextSpriteInPool();
|
||
_sprite.id = object.id;
|
||
_sprite.x = _vector4.x * invW;
|
||
_sprite.y = _vector4.y * invW;
|
||
_sprite.z = _vector4.z;
|
||
_sprite.object = object;
|
||
|
||
_sprite.rotation = object.rotation;
|
||
|
||
_sprite.scale.x = object.scale.x * Math.abs( _sprite.x - ( _vector4.x + camera.projectionMatrix.elements[0] ) / ( _vector4.w + camera.projectionMatrix.elements[12] ) );
|
||
_sprite.scale.y = object.scale.y * Math.abs( _sprite.y - ( _vector4.y + camera.projectionMatrix.elements[5] ) / ( _vector4.w + camera.projectionMatrix.elements[13] ) );
|
||
|
||
_sprite.material = object.material;
|
||
|
||
_renderData.elements.push( _sprite );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( sortElements === true ) _renderData.elements.sort( painterSort );
|
||
|
||
return _renderData;
|
||
|
||
};
|
||
|
||
// Pools
|
||
|
||
function getNextObjectInPool() {
|
||
|
||
if ( _objectCount === _objectPoolLength ) {
|
||
|
||
var object = new THREE.RenderableObject();
|
||
_objectPool.push( object );
|
||
_objectPoolLength ++;
|
||
_objectCount ++;
|
||
return object;
|
||
|
||
}
|
||
|
||
return _objectPool[ _objectCount ++ ];
|
||
|
||
}
|
||
|
||
function getNextVertexInPool() {
|
||
|
||
if ( _vertexCount === _vertexPoolLength ) {
|
||
|
||
var vertex = new THREE.RenderableVertex();
|
||
_vertexPool.push( vertex );
|
||
_vertexPoolLength ++;
|
||
_vertexCount ++;
|
||
return vertex;
|
||
|
||
}
|
||
|
||
return _vertexPool[ _vertexCount ++ ];
|
||
|
||
}
|
||
|
||
function getNextFaceInPool() {
|
||
|
||
if ( _faceCount === _facePoolLength ) {
|
||
|
||
var face = new THREE.RenderableFace();
|
||
_facePool.push( face );
|
||
_facePoolLength ++;
|
||
_faceCount ++;
|
||
return face;
|
||
|
||
}
|
||
|
||
return _facePool[ _faceCount ++ ];
|
||
|
||
|
||
}
|
||
|
||
function getNextLineInPool() {
|
||
|
||
if ( _lineCount === _linePoolLength ) {
|
||
|
||
var line = new THREE.RenderableLine();
|
||
_linePool.push( line );
|
||
_linePoolLength ++;
|
||
_lineCount ++
|
||
return line;
|
||
|
||
}
|
||
|
||
return _linePool[ _lineCount ++ ];
|
||
|
||
}
|
||
|
||
function getNextSpriteInPool() {
|
||
|
||
if ( _spriteCount === _spritePoolLength ) {
|
||
|
||
var sprite = new THREE.RenderableSprite();
|
||
_spritePool.push( sprite );
|
||
_spritePoolLength ++;
|
||
_spriteCount ++
|
||
return sprite;
|
||
|
||
}
|
||
|
||
return _spritePool[ _spriteCount ++ ];
|
||
|
||
}
|
||
|
||
//
|
||
|
||
function painterSort( a, b ) {
|
||
|
||
if ( a.z !== b.z ) {
|
||
|
||
return b.z - a.z;
|
||
|
||
} else if ( a.id !== b.id ) {
|
||
|
||
return a.id - b.id;
|
||
|
||
} else {
|
||
|
||
return 0;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function clipLine( s1, s2 ) {
|
||
|
||
var alpha1 = 0, alpha2 = 1,
|
||
|
||
// Calculate the boundary coordinate of each vertex for the near and far clip planes,
|
||
// Z = -1 and Z = +1, respectively.
|
||
bc1near = s1.z + s1.w,
|
||
bc2near = s2.z + s2.w,
|
||
bc1far = - s1.z + s1.w,
|
||
bc2far = - s2.z + s2.w;
|
||
|
||
if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
|
||
|
||
// Both vertices lie entirely within all clip planes.
|
||
return true;
|
||
|
||
} else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) {
|
||
|
||
// Both vertices lie entirely outside one of the clip planes.
|
||
return false;
|
||
|
||
} else {
|
||
|
||
// The line segment spans at least one clip plane.
|
||
|
||
if ( bc1near < 0 ) {
|
||
|
||
// v1 lies outside the near plane, v2 inside
|
||
alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
|
||
|
||
} else if ( bc2near < 0 ) {
|
||
|
||
// v2 lies outside the near plane, v1 inside
|
||
alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
|
||
|
||
}
|
||
|
||
if ( bc1far < 0 ) {
|
||
|
||
// v1 lies outside the far plane, v2 inside
|
||
alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
|
||
|
||
} else if ( bc2far < 0 ) {
|
||
|
||
// v2 lies outside the far plane, v2 inside
|
||
alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
|
||
|
||
}
|
||
|
||
if ( alpha2 < alpha1 ) {
|
||
|
||
// The line segment spans two boundaries, but is outside both of them.
|
||
// (This can't happen when we're only clipping against just near/far but good
|
||
// to leave the check here for future usage if other clip planes are added.)
|
||
return false;
|
||
|
||
} else {
|
||
|
||
// Update the s1 and s2 vertices to match the clipped line segment.
|
||
s1.lerp( s2, alpha1 );
|
||
s2.lerp( s1, 1 - alpha2 );
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) {
|
||
|
||
this.a = a;
|
||
this.b = b;
|
||
this.c = c;
|
||
|
||
this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
|
||
this.vertexNormals = normal instanceof Array ? normal : [ ];
|
||
|
||
this.color = color instanceof THREE.Color ? color : new THREE.Color();
|
||
this.vertexColors = color instanceof Array ? color : [];
|
||
|
||
this.vertexTangents = [];
|
||
|
||
this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
|
||
|
||
this.centroid = new THREE.Vector3();
|
||
|
||
};
|
||
|
||
THREE.Face3.prototype = {
|
||
|
||
constructor: THREE.Face3,
|
||
|
||
clone: function () {
|
||
|
||
var face = new THREE.Face3( this.a, this.b, this.c );
|
||
|
||
face.normal.copy( this.normal );
|
||
face.color.copy( this.color );
|
||
face.centroid.copy( this.centroid );
|
||
|
||
face.materialIndex = this.materialIndex;
|
||
|
||
var i, il;
|
||
for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
|
||
for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
|
||
for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
|
||
|
||
return face;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
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 );
|
||
|
||
};
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.BufferGeometry = function () {
|
||
|
||
this.id = THREE.GeometryIdCount ++;
|
||
this.uuid = THREE.Math.generateUUID();
|
||
|
||
this.name = '';
|
||
|
||
// attributes
|
||
|
||
this.attributes = {};
|
||
|
||
// offsets for chunks when using indexed elements
|
||
|
||
this.offsets = [];
|
||
|
||
// boundings
|
||
|
||
this.boundingBox = null;
|
||
this.boundingSphere = null;
|
||
|
||
};
|
||
|
||
THREE.BufferGeometry.prototype = {
|
||
|
||
constructor: THREE.BufferGeometry,
|
||
|
||
addAttribute: function ( name, type, numItems, itemSize ) {
|
||
|
||
this.attributes[ name ] = {
|
||
|
||
array: new type( numItems * itemSize ),
|
||
itemSize: itemSize
|
||
|
||
};
|
||
|
||
return this.attributes[ name ];
|
||
|
||
},
|
||
|
||
applyMatrix: function ( matrix ) {
|
||
|
||
var position = this.attributes.position;
|
||
|
||
if ( position !== undefined ) {
|
||
|
||
matrix.multiplyVector3Array( position.array );
|
||
position.needsUpdate = true;
|
||
|
||
}
|
||
|
||
var normal = this.attributes.normal;
|
||
|
||
if ( normal !== undefined ) {
|
||
|
||
var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
|
||
|
||
normalMatrix.multiplyVector3Array( normal.array );
|
||
normal.needsUpdate = true;
|
||
|
||
}
|
||
|
||
},
|
||
|
||
computeBoundingBox: function () {
|
||
|
||
if ( this.boundingBox === null ) {
|
||
|
||
this.boundingBox = new THREE.Box3();
|
||
|
||
}
|
||
|
||
var positions = this.attributes[ "position" ].array;
|
||
|
||
if ( positions ) {
|
||
|
||
var bb = this.boundingBox;
|
||
|
||
if( positions.length >= 3 ) {
|
||
bb.min.x = bb.max.x = positions[ 0 ];
|
||
bb.min.y = bb.max.y = positions[ 1 ];
|
||
bb.min.z = bb.max.z = positions[ 2 ];
|
||
}
|
||
|
||
for ( var i = 3, il = positions.length; i < il; i += 3 ) {
|
||
|
||
var x = positions[ i ];
|
||
var y = positions[ i + 1 ];
|
||
var z = positions[ i + 2 ];
|
||
|
||
// bounding box
|
||
|
||
if ( x < bb.min.x ) {
|
||
|
||
bb.min.x = x;
|
||
|
||
} else if ( x > bb.max.x ) {
|
||
|
||
bb.max.x = x;
|
||
|
||
}
|
||
|
||
if ( y < bb.min.y ) {
|
||
|
||
bb.min.y = y;
|
||
|
||
} else if ( y > bb.max.y ) {
|
||
|
||
bb.max.y = y;
|
||
|
||
}
|
||
|
||
if ( z < bb.min.z ) {
|
||
|
||
bb.min.z = z;
|
||
|
||
} else if ( z > bb.max.z ) {
|
||
|
||
bb.max.z = z;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( positions === undefined || positions.length === 0 ) {
|
||
|
||
this.boundingBox.min.set( 0, 0, 0 );
|
||
this.boundingBox.max.set( 0, 0, 0 );
|
||
|
||
}
|
||
|
||
},
|
||
|
||
computeBoundingSphere: function () {
|
||
|
||
var box = new THREE.Box3();
|
||
var vector = new THREE.Vector3();
|
||
|
||
return function () {
|
||
|
||
if ( this.boundingSphere === null ) {
|
||
|
||
this.boundingSphere = new THREE.Sphere();
|
||
|
||
}
|
||
|
||
var positions = this.attributes[ "position" ].array;
|
||
|
||
if ( positions ) {
|
||
|
||
box.makeEmpty();
|
||
|
||
var center = this.boundingSphere.center;
|
||
|
||
for ( var i = 0, il = positions.length; i < il; i += 3 ) {
|
||
|
||
vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
|
||
box.addPoint( vector );
|
||
|
||
}
|
||
|
||
box.center( center );
|
||
|
||
var maxRadiusSq = 0;
|
||
|
||
for ( var i = 0, il = positions.length; i < il; i += 3 ) {
|
||
|
||
vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
|
||
maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
|
||
|
||
}
|
||
|
||
this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}(),
|
||
|
||
computeVertexNormals: function () {
|
||
|
||
if ( this.attributes[ "position" ] ) {
|
||
|
||
var i, il;
|
||
var j, jl;
|
||
|
||
var nVertexElements = this.attributes[ "position" ].array.length;
|
||
|
||
if ( this.attributes[ "normal" ] === undefined ) {
|
||
|
||
this.attributes[ "normal" ] = {
|
||
|
||
itemSize: 3,
|
||
array: new Float32Array( nVertexElements )
|
||
|
||
};
|
||
|
||
} else {
|
||
|
||
// reset existing normals to zero
|
||
|
||
for ( i = 0, il = this.attributes[ "normal" ].array.length; i < il; i ++ ) {
|
||
|
||
this.attributes[ "normal" ].array[ i ] = 0;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
var positions = this.attributes[ "position" ].array;
|
||
var normals = this.attributes[ "normal" ].array;
|
||
|
||
var vA, vB, vC, x, y, z,
|
||
|
||
pA = new THREE.Vector3(),
|
||
pB = new THREE.Vector3(),
|
||
pC = new THREE.Vector3(),
|
||
|
||
cb = new THREE.Vector3(),
|
||
ab = new THREE.Vector3();
|
||
|
||
// indexed elements
|
||
|
||
if ( this.attributes[ "index" ] ) {
|
||
|
||
var indices = this.attributes[ "index" ].array;
|
||
|
||
var offsets = this.offsets;
|
||
|
||
for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
|
||
|
||
var start = offsets[ j ].start;
|
||
var count = offsets[ j ].count;
|
||
var index = offsets[ j ].index;
|
||
|
||
for ( i = start, il = start + count; i < il; i += 3 ) {
|
||
|
||
vA = index + indices[ i ];
|
||
vB = index + indices[ i + 1 ];
|
||
vC = index + indices[ i + 2 ];
|
||
|
||
x = positions[ vA * 3 ];
|
||
y = positions[ vA * 3 + 1 ];
|
||
z = positions[ vA * 3 + 2 ];
|
||
pA.set( x, y, z );
|
||
|
||
x = positions[ vB * 3 ];
|
||
y = positions[ vB * 3 + 1 ];
|
||
z = positions[ vB * 3 + 2 ];
|
||
pB.set( x, y, z );
|
||
|
||
x = positions[ vC * 3 ];
|
||
y = positions[ vC * 3 + 1 ];
|
||
z = positions[ vC * 3 + 2 ];
|
||
pC.set( x, y, z );
|
||
|
||
cb.subVectors( pC, pB );
|
||
ab.subVectors( pA, pB );
|
||
cb.cross( ab );
|
||
|
||
normals[ vA * 3 ] += cb.x;
|
||
normals[ vA * 3 + 1 ] += cb.y;
|
||
normals[ vA * 3 + 2 ] += cb.z;
|
||
|
||
normals[ vB * 3 ] += cb.x;
|
||
normals[ vB * 3 + 1 ] += cb.y;
|
||
normals[ vB * 3 + 2 ] += cb.z;
|
||
|
||
normals[ vC * 3 ] += cb.x;
|
||
normals[ vC * 3 + 1 ] += cb.y;
|
||
normals[ vC * 3 + 2 ] += cb.z;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// non-indexed elements (unconnected triangle soup)
|
||
|
||
} else {
|
||
|
||
for ( i = 0, il = positions.length; i < il; i += 9 ) {
|
||
|
||
x = positions[ i ];
|
||
y = positions[ i + 1 ];
|
||
z = positions[ i + 2 ];
|
||
pA.set( x, y, z );
|
||
|
||
x = positions[ i + 3 ];
|
||
y = positions[ i + 4 ];
|
||
z = positions[ i + 5 ];
|
||
pB.set( x, y, z );
|
||
|
||
x = positions[ i + 6 ];
|
||
y = positions[ i + 7 ];
|
||
z = positions[ i + 8 ];
|
||
pC.set( x, y, z );
|
||
|
||
cb.subVectors( pC, pB );
|
||
ab.subVectors( pA, pB );
|
||
cb.cross( ab );
|
||
|
||
normals[ i ] = cb.x;
|
||
normals[ i + 1 ] = cb.y;
|
||
normals[ i + 2 ] = cb.z;
|
||
|
||
normals[ i + 3 ] = cb.x;
|
||
normals[ i + 4 ] = cb.y;
|
||
normals[ i + 5 ] = cb.z;
|
||
|
||
normals[ i + 6 ] = cb.x;
|
||
normals[ i + 7 ] = cb.y;
|
||
normals[ i + 8 ] = cb.z;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
this.normalizeNormals();
|
||
|
||
this.normalsNeedUpdate = true;
|
||
|
||
}
|
||
|
||
},
|
||
|
||
normalizeNormals: function () {
|
||
|
||
var normals = this.attributes[ "normal" ].array;
|
||
|
||
var x, y, z, n;
|
||
|
||
for ( var i = 0, il = normals.length; i < il; i += 3 ) {
|
||
|
||
x = normals[ i ];
|
||
y = normals[ i + 1 ];
|
||
z = normals[ i + 2 ];
|
||
|
||
n = 1.0 / Math.sqrt( x * x + y * y + z * z );
|
||
|
||
normals[ i ] *= n;
|
||
normals[ i + 1 ] *= n;
|
||
normals[ i + 2 ] *= n;
|
||
|
||
}
|
||
|
||
},
|
||
|
||
computeTangents: function () {
|
||
|
||
// based on http://www.terathon.com/code/tangent.html
|
||
// (per vertex tangents)
|
||
|
||
if ( this.attributes[ "index" ] === undefined ||
|
||
this.attributes[ "position" ] === undefined ||
|
||
this.attributes[ "normal" ] === undefined ||
|
||
this.attributes[ "uv" ] === undefined ) {
|
||
|
||
console.warn( "Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()" );
|
||
return;
|
||
|
||
}
|
||
|
||
var indices = this.attributes[ "index" ].array;
|
||
var positions = this.attributes[ "position" ].array;
|
||
var normals = this.attributes[ "normal" ].array;
|
||
var uvs = this.attributes[ "uv" ].array;
|
||
|
||
var nVertices = positions.length / 3;
|
||
|
||
if ( this.attributes[ "tangent" ] === undefined ) {
|
||
|
||
var nTangentElements = 4 * nVertices;
|
||
|
||
this.attributes[ "tangent" ] = {
|
||
|
||
itemSize: 4,
|
||
array: new Float32Array( nTangentElements )
|
||
|
||
};
|
||
|
||
}
|
||
|
||
var tangents = this.attributes[ "tangent" ].array;
|
||
|
||
var tan1 = [], tan2 = [];
|
||
|
||
for ( var k = 0; k < nVertices; k ++ ) {
|
||
|
||
tan1[ k ] = new THREE.Vector3();
|
||
tan2[ k ] = new THREE.Vector3();
|
||
|
||
}
|
||
|
||
var xA, yA, zA,
|
||
xB, yB, zB,
|
||
xC, yC, zC,
|
||
|
||
uA, vA,
|
||
uB, vB,
|
||
uC, vC,
|
||
|
||
x1, x2, y1, y2, z1, z2,
|
||
s1, s2, t1, t2, r;
|
||
|
||
var sdir = new THREE.Vector3(), tdir = new THREE.Vector3();
|
||
|
||
function handleTriangle( a, b, c ) {
|
||
|
||
xA = positions[ a * 3 ];
|
||
yA = positions[ a * 3 + 1 ];
|
||
zA = positions[ a * 3 + 2 ];
|
||
|
||
xB = positions[ b * 3 ];
|
||
yB = positions[ b * 3 + 1 ];
|
||
zB = positions[ b * 3 + 2 ];
|
||
|
||
xC = positions[ c * 3 ];
|
||
yC = positions[ c * 3 + 1 ];
|
||
zC = positions[ c * 3 + 2 ];
|
||
|
||
uA = uvs[ a * 2 ];
|
||
vA = uvs[ a * 2 + 1 ];
|
||
|
||
uB = uvs[ b * 2 ];
|
||
vB = uvs[ b * 2 + 1 ];
|
||
|
||
uC = uvs[ c * 2 ];
|
||
vC = uvs[ c * 2 + 1 ];
|
||
|
||
x1 = xB - xA;
|
||
x2 = xC - xA;
|
||
|
||
y1 = yB - yA;
|
||
y2 = yC - yA;
|
||
|
||
z1 = zB - zA;
|
||
z2 = zC - zA;
|
||
|
||
s1 = uB - uA;
|
||
s2 = uC - uA;
|
||
|
||
t1 = vB - vA;
|
||
t2 = vC - vA;
|
||
|
||
r = 1.0 / ( s1 * t2 - s2 * t1 );
|
||
|
||
sdir.set(
|
||
( t2 * x1 - t1 * x2 ) * r,
|
||
( t2 * y1 - t1 * y2 ) * r,
|
||
( t2 * z1 - t1 * z2 ) * r
|
||
);
|
||
|
||
tdir.set(
|
||
( s1 * x2 - s2 * x1 ) * r,
|
||
( s1 * y2 - s2 * y1 ) * r,
|
||
( s1 * z2 - s2 * z1 ) * r
|
||
);
|
||
|
||
tan1[ a ].add( sdir );
|
||
tan1[ b ].add( sdir );
|
||
tan1[ c ].add( sdir );
|
||
|
||
tan2[ a ].add( tdir );
|
||
tan2[ b ].add( tdir );
|
||
tan2[ c ].add( tdir );
|
||
|
||
}
|
||
|
||
var i, il;
|
||
var j, jl;
|
||
var iA, iB, iC;
|
||
|
||
var offsets = this.offsets;
|
||
|
||
for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
|
||
|
||
var start = offsets[ j ].start;
|
||
var count = offsets[ j ].count;
|
||
var index = offsets[ j ].index;
|
||
|
||
for ( i = start, il = start + count; i < il; i += 3 ) {
|
||
|
||
iA = index + indices[ i ];
|
||
iB = index + indices[ i + 1 ];
|
||
iC = index + indices[ i + 2 ];
|
||
|
||
handleTriangle( iA, iB, iC );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3();
|
||
var n = new THREE.Vector3(), n2 = new THREE.Vector3();
|
||
var w, t, test;
|
||
|
||
function handleVertex( v ) {
|
||
|
||
n.x = normals[ v * 3 ];
|
||
n.y = normals[ v * 3 + 1 ];
|
||
n.z = normals[ v * 3 + 2 ];
|
||
|
||
n2.copy( n );
|
||
|
||
t = tan1[ v ];
|
||
|
||
// Gram-Schmidt orthogonalize
|
||
|
||
tmp.copy( t );
|
||
tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
|
||
|
||
// Calculate handedness
|
||
|
||
tmp2.crossVectors( n2, t );
|
||
test = tmp2.dot( tan2[ v ] );
|
||
w = ( test < 0.0 ) ? -1.0 : 1.0;
|
||
|
||
tangents[ v * 4 ] = tmp.x;
|
||
tangents[ v * 4 + 1 ] = tmp.y;
|
||
tangents[ v * 4 + 2 ] = tmp.z;
|
||
tangents[ v * 4 + 3 ] = w;
|
||
|
||
}
|
||
|
||
for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
|
||
|
||
var start = offsets[ j ].start;
|
||
var count = offsets[ j ].count;
|
||
var index = offsets[ j ].index;
|
||
|
||
for ( i = start, il = start + count; i < il; i += 3 ) {
|
||
|
||
iA = index + indices[ i ];
|
||
iB = index + indices[ i + 1 ];
|
||
iC = index + indices[ i + 2 ];
|
||
|
||
handleVertex( iA );
|
||
handleVertex( iB );
|
||
handleVertex( iC );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
},
|
||
|
||
/*
|
||
computeOffsets
|
||
Compute the draw offset for large models by chunking the index buffer into chunks of 65k addressable vertices.
|
||
This method will effectively rewrite the index buffer and remap all attributes to match the new indices.
|
||
WARNING: This method will also expand the vertex count to prevent sprawled triangles across draw offsets.
|
||
indexBufferSize - Defaults to 65535, but allows for larger or smaller chunks.
|
||
*/
|
||
computeOffsets: function(indexBufferSize) {
|
||
|
||
var size = indexBufferSize;
|
||
if(indexBufferSize === undefined)
|
||
size = 65535; //WebGL limits type of index buffer values to 16-bit.
|
||
|
||
var s = Date.now();
|
||
|
||
var indices = this.attributes['index'].array;
|
||
var vertices = this.attributes['position'].array;
|
||
|
||
var verticesCount = (vertices.length/3);
|
||
var facesCount = (indices.length/3);
|
||
|
||
/*
|
||
console.log("Computing buffers in offsets of "+size+" -> indices:"+indices.length+" vertices:"+vertices.length);
|
||
console.log("Faces to process: "+(indices.length/3));
|
||
console.log("Reordering "+verticesCount+" vertices.");
|
||
*/
|
||
|
||
var sortedIndices = new Uint16Array( indices.length ); //16-bit buffers
|
||
var indexPtr = 0;
|
||
var vertexPtr = 0;
|
||
|
||
var offsets = [ { start:0, count:0, index:0 } ];
|
||
var offset = offsets[0];
|
||
|
||
var duplicatedVertices = 0;
|
||
var newVerticeMaps = 0;
|
||
var faceVertices = new Int32Array(6);
|
||
var vertexMap = new Int32Array( vertices.length );
|
||
var revVertexMap = new Int32Array( vertices.length );
|
||
for(var j = 0; j < vertices.length; j++) { vertexMap[j] = -1; revVertexMap[j] = -1; }
|
||
|
||
/*
|
||
Traverse every face and reorder vertices in the proper offsets of 65k.
|
||
We can have more than 65k entries in the index buffer per offset, but only reference 65k values.
|
||
*/
|
||
for(var findex = 0; findex < facesCount; findex++) {
|
||
newVerticeMaps = 0;
|
||
|
||
for(var vo = 0; vo < 3; vo++) {
|
||
var vid = indices[ findex*3 + vo ];
|
||
if(vertexMap[vid] == -1) {
|
||
//Unmapped vertice
|
||
faceVertices[vo*2] = vid;
|
||
faceVertices[vo*2+1] = -1;
|
||
newVerticeMaps++;
|
||
} else if(vertexMap[vid] < offset.index) {
|
||
//Reused vertices from previous block (duplicate)
|
||
faceVertices[vo*2] = vid;
|
||
faceVertices[vo*2+1] = -1;
|
||
duplicatedVertices++;
|
||
} else {
|
||
//Reused vertice in the current block
|
||
faceVertices[vo*2] = vid;
|
||
faceVertices[vo*2+1] = vertexMap[vid];
|
||
}
|
||
}
|
||
|
||
var faceMax = vertexPtr + newVerticeMaps;
|
||
if(faceMax > (offset.index + size)) {
|
||
var new_offset = { start:indexPtr, count:0, index:vertexPtr };
|
||
offsets.push(new_offset);
|
||
offset = new_offset;
|
||
|
||
//Re-evaluate reused vertices in light of new offset.
|
||
for(var v = 0; v < 6; v+=2) {
|
||
var new_vid = faceVertices[v+1];
|
||
if(new_vid > -1 && new_vid < offset.index)
|
||
faceVertices[v+1] = -1;
|
||
}
|
||
}
|
||
|
||
//Reindex the face.
|
||
for(var v = 0; v < 6; v+=2) {
|
||
var vid = faceVertices[v];
|
||
var new_vid = faceVertices[v+1];
|
||
|
||
if(new_vid === -1)
|
||
new_vid = vertexPtr++;
|
||
|
||
vertexMap[vid] = new_vid;
|
||
revVertexMap[new_vid] = vid;
|
||
sortedIndices[indexPtr++] = new_vid - offset.index; //XXX overflows at 16bit
|
||
offset.count++;
|
||
}
|
||
}
|
||
|
||
/* Move all attribute values to map to the new computed indices , also expand the vertice stack to match our new vertexPtr. */
|
||
this.reorderBuffers(sortedIndices, revVertexMap, vertexPtr);
|
||
this.offsets = offsets;
|
||
|
||
/*
|
||
var orderTime = Date.now();
|
||
console.log("Reorder time: "+(orderTime-s)+"ms");
|
||
console.log("Duplicated "+duplicatedVertices+" vertices.");
|
||
console.log("Compute Buffers time: "+(Date.now()-s)+"ms");
|
||
console.log("Draw offsets: "+offsets.length);
|
||
*/
|
||
|
||
return offsets;
|
||
},
|
||
|
||
/*
|
||
reoderBuffers:
|
||
Reorder attributes based on a new indexBuffer and indexMap.
|
||
indexBuffer - Uint16Array of the new ordered indices.
|
||
indexMap - Int32Array where the position is the new vertex ID and the value the old vertex ID for each vertex.
|
||
vertexCount - Amount of total vertices considered in this reordering (in case you want to grow the vertice stack).
|
||
*/
|
||
reorderBuffers: function(indexBuffer, indexMap, vertexCount) {
|
||
|
||
/* Create a copy of all attributes for reordering. */
|
||
var sortedAttributes = {};
|
||
var types = [ Int8Array, Uint8Array, Uint8ClampedArray, Int16Array, Uint16Array, Int32Array, Uint32Array, Float32Array, Float64Array ];
|
||
for( var attr in this.attributes ) {
|
||
if(attr == 'index')
|
||
continue;
|
||
var sourceArray = this.attributes[attr].array;
|
||
for ( var i = 0, il = types.length; i < il; i++ ) {
|
||
var type = types[i];
|
||
if (sourceArray instanceof type) {
|
||
sortedAttributes[attr] = new type( this.attributes[attr].itemSize * vertexCount );
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
/* Move attribute positions based on the new index map */
|
||
for(var new_vid = 0; new_vid < vertexCount; new_vid++) {
|
||
var vid = indexMap[new_vid];
|
||
for ( var attr in this.attributes ) {
|
||
if(attr == 'index')
|
||
continue;
|
||
var attrArray = this.attributes[attr].array;
|
||
var attrSize = this.attributes[attr].itemSize;
|
||
var sortedAttr = sortedAttributes[attr];
|
||
for(var k = 0; k < attrSize; k++)
|
||
sortedAttr[ new_vid * attrSize + k ] = attrArray[ vid * attrSize + k ];
|
||
}
|
||
}
|
||
|
||
/* Carry the new sorted buffers locally */
|
||
this.attributes['index'].array = indexBuffer;
|
||
for ( var attr in this.attributes ) {
|
||
if(attr == 'index')
|
||
continue;
|
||
this.attributes[attr].array = sortedAttributes[attr];
|
||
this.attributes[attr].numItems = this.attributes[attr].itemSize * vertexCount;
|
||
}
|
||
},
|
||
|
||
clone: function () {
|
||
|
||
var geometry = new THREE.BufferGeometry();
|
||
|
||
var types = [ Int8Array, Uint8Array, Uint8ClampedArray, Int16Array, Uint16Array, Int32Array, Uint32Array, Float32Array, Float64Array ];
|
||
|
||
for ( var attr in this.attributes ) {
|
||
|
||
var sourceAttr = this.attributes[ attr ];
|
||
var sourceArray = sourceAttr.array;
|
||
|
||
var attribute = {
|
||
|
||
itemSize: sourceAttr.itemSize,
|
||
array: null
|
||
|
||
};
|
||
|
||
for ( var i = 0, il = types.length; i < il; i ++ ) {
|
||
|
||
var type = types[ i ];
|
||
|
||
if ( sourceArray instanceof type ) {
|
||
|
||
attribute.array = new type( sourceArray );
|
||
break;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
geometry.attributes[ attr ] = attribute;
|
||
|
||
}
|
||
|
||
for ( var i = 0, il = this.offsets.length; i < il; i ++ ) {
|
||
|
||
var offset = this.offsets[ i ];
|
||
|
||
geometry.offsets.push( {
|
||
|
||
start: offset.start,
|
||
index: offset.index,
|
||
count: offset.count
|
||
|
||
} );
|
||
|
||
}
|
||
|
||
return geometry;
|
||
|
||
},
|
||
|
||
dispose: function () {
|
||
|
||
this.dispatchEvent( { type: 'dispose' } );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
THREE.EventDispatcher.prototype.apply( THREE.BufferGeometry.prototype );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author kile / http://kile.stravaganza.org/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author mikael emtinger / http://gomo.se/
|
||
* @author zz85 / http://www.lab4games.net/zz85/blog
|
||
* @author bhouston / http://exocortex.com
|
||
*/
|
||
|
||
THREE.Geometry = function () {
|
||
|
||
this.id = THREE.GeometryIdCount ++;
|
||
this.uuid = THREE.Math.generateUUID();
|
||
|
||
this.name = '';
|
||
|
||
this.vertices = [];
|
||
this.colors = []; // one-to-one vertex colors, used in ParticleSystem and Line
|
||
|
||
this.faces = [];
|
||
|
||
this.faceVertexUvs = [[]];
|
||
|
||
this.morphTargets = [];
|
||
this.morphColors = [];
|
||
this.morphNormals = [];
|
||
|
||
this.skinWeights = [];
|
||
this.skinIndices = [];
|
||
|
||
this.lineDistances = [];
|
||
|
||
this.boundingBox = null;
|
||
this.boundingSphere = null;
|
||
|
||
this.hasTangents = false;
|
||
|
||
this.dynamic = true; // the intermediate typed arrays will be deleted when set to false
|
||
|
||
// update flags
|
||
|
||
this.verticesNeedUpdate = false;
|
||
this.elementsNeedUpdate = false;
|
||
this.uvsNeedUpdate = false;
|
||
this.normalsNeedUpdate = false;
|
||
this.tangentsNeedUpdate = false;
|
||
this.colorsNeedUpdate = false;
|
||
this.lineDistancesNeedUpdate = false;
|
||
|
||
this.buffersNeedUpdate = false;
|
||
|
||
};
|
||
|
||
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();
|
||
|
||
}
|
||
|
||
face.centroid.applyMatrix4( matrix );
|
||
|
||
}
|
||
|
||
if ( this.boundingBox instanceof THREE.Box3 ) {
|
||
|
||
this.computeBoundingBox();
|
||
|
||
}
|
||
|
||
if ( this.boundingSphere instanceof THREE.Sphere ) {
|
||
|
||
this.computeBoundingSphere();
|
||
|
||
}
|
||
|
||
},
|
||
|
||
computeCentroids: function () {
|
||
|
||
var f, fl, face;
|
||
|
||
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
||
|
||
face = this.faces[ f ];
|
||
face.centroid.set( 0, 0, 0 );
|
||
|
||
face.centroid.add( this.vertices[ face.a ] );
|
||
face.centroid.add( this.vertices[ face.b ] );
|
||
face.centroid.add( this.vertices[ face.c ] );
|
||
face.centroid.divideScalar( 3 );
|
||
|
||
}
|
||
|
||
},
|
||
|
||
computeFaceNormals: function () {
|
||
|
||
var cb = new THREE.Vector3(), ab = new THREE.Vector3();
|
||
|
||
for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
||
|
||
var face = this.faces[ f ];
|
||
|
||
var vA = this.vertices[ face.a ];
|
||
var vB = this.vertices[ face.b ];
|
||
var vC = this.vertices[ face.c ];
|
||
|
||
cb.subVectors( vC, vB );
|
||
ab.subVectors( vA, vB );
|
||
cb.cross( ab );
|
||
|
||
cb.normalize();
|
||
|
||
face.normal.copy( cb );
|
||
|
||
}
|
||
|
||
},
|
||
|
||
computeVertexNormals: function ( areaWeighted ) {
|
||
|
||
var v, vl, f, fl, face, vertices;
|
||
|
||
vertices = new Array( this.vertices.length );
|
||
|
||
for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
|
||
|
||
vertices[ v ] = new THREE.Vector3();
|
||
|
||
}
|
||
|
||
if ( areaWeighted ) {
|
||
|
||
// vertex normals weighted by triangle areas
|
||
// http://www.iquilezles.org/www/articles/normals/normals.htm
|
||
|
||
var vA, vB, vC, vD;
|
||
var cb = new THREE.Vector3(), ab = new THREE.Vector3(),
|
||
db = new THREE.Vector3(), dc = new THREE.Vector3(), bc = new THREE.Vector3();
|
||
|
||
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
||
|
||
face = this.faces[ f ];
|
||
|
||
vA = this.vertices[ face.a ];
|
||
vB = this.vertices[ face.b ];
|
||
vC = this.vertices[ face.c ];
|
||
|
||
cb.subVectors( vC, vB );
|
||
ab.subVectors( vA, vB );
|
||
cb.cross( ab );
|
||
|
||
vertices[ face.a ].add( cb );
|
||
vertices[ face.b ].add( cb );
|
||
vertices[ face.c ].add( cb );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
||
|
||
face = this.faces[ f ];
|
||
|
||
vertices[ face.a ].add( face.normal );
|
||
vertices[ face.b ].add( face.normal );
|
||
vertices[ face.c ].add( face.normal );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
|
||
|
||
vertices[ v ].normalize();
|
||
|
||
}
|
||
|
||
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
||
|
||
face = this.faces[ f ];
|
||
|
||
face.vertexNormals[ 0 ] = vertices[ face.a ].clone();
|
||
face.vertexNormals[ 1 ] = vertices[ face.b ].clone();
|
||
face.vertexNormals[ 2 ] = vertices[ face.c ].clone();
|
||
|
||
}
|
||
|
||
},
|
||
|
||
computeMorphNormals: function () {
|
||
|
||
var i, il, f, fl, face;
|
||
|
||
// save original normals
|
||
// - create temp variables on first access
|
||
// otherwise just copy (for faster repeated calls)
|
||
|
||
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
||
|
||
face = this.faces[ f ];
|
||
|
||
if ( ! face.__originalFaceNormal ) {
|
||
|
||
face.__originalFaceNormal = face.normal.clone();
|
||
|
||
} else {
|
||
|
||
face.__originalFaceNormal.copy( face.normal );
|
||
|
||
}
|
||
|
||
if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
|
||
|
||
for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
|
||
|
||
if ( ! face.__originalVertexNormals[ i ] ) {
|
||
|
||
face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
|
||
|
||
} else {
|
||
|
||
face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// use temp geometry to compute face and vertex normals for each morph
|
||
|
||
var tmpGeo = new THREE.Geometry();
|
||
tmpGeo.faces = this.faces;
|
||
|
||
for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
|
||
|
||
// create on first access
|
||
|
||
if ( ! this.morphNormals[ i ] ) {
|
||
|
||
this.morphNormals[ i ] = {};
|
||
this.morphNormals[ i ].faceNormals = [];
|
||
this.morphNormals[ i ].vertexNormals = [];
|
||
|
||
var dstNormalsFace = this.morphNormals[ i ].faceNormals;
|
||
var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
|
||
|
||
var faceNormal, vertexNormals;
|
||
|
||
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
||
|
||
face = this.faces[ f ];
|
||
|
||
faceNormal = new THREE.Vector3();
|
||
vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
|
||
|
||
dstNormalsFace.push( faceNormal );
|
||
dstNormalsVertex.push( vertexNormals );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
var morphNormals = this.morphNormals[ i ];
|
||
|
||
// set vertices to morph target
|
||
|
||
tmpGeo.vertices = this.morphTargets[ i ].vertices;
|
||
|
||
// compute morph normals
|
||
|
||
tmpGeo.computeFaceNormals();
|
||
tmpGeo.computeVertexNormals();
|
||
|
||
// store morph normals
|
||
|
||
var faceNormal, vertexNormals;
|
||
|
||
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
||
|
||
face = this.faces[ f ];
|
||
|
||
faceNormal = morphNormals.faceNormals[ f ];
|
||
vertexNormals = morphNormals.vertexNormals[ f ];
|
||
|
||
faceNormal.copy( face.normal );
|
||
|
||
vertexNormals.a.copy( face.vertexNormals[ 0 ] );
|
||
vertexNormals.b.copy( face.vertexNormals[ 1 ] );
|
||
vertexNormals.c.copy( face.vertexNormals[ 2 ] );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// restore original normals
|
||
|
||
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
||
|
||
face = this.faces[ f ];
|
||
|
||
face.normal = face.__originalFaceNormal;
|
||
face.vertexNormals = face.__originalVertexNormals;
|
||
|
||
}
|
||
|
||
},
|
||
|
||
computeTangents: function () {
|
||
|
||
// based on http://www.terathon.com/code/tangent.html
|
||
// tangents go to vertices
|
||
|
||
var f, fl, v, vl, i, il, vertexIndex,
|
||
face, uv, vA, vB, vC, uvA, uvB, uvC,
|
||
x1, x2, y1, y2, z1, z2,
|
||
s1, s2, t1, t2, r, t, test,
|
||
tan1 = [], tan2 = [],
|
||
sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
|
||
tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
|
||
n = new THREE.Vector3(), w;
|
||
|
||
for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
|
||
|
||
tan1[ v ] = new THREE.Vector3();
|
||
tan2[ v ] = new THREE.Vector3();
|
||
|
||
}
|
||
|
||
function handleTriangle( context, a, b, c, ua, ub, uc ) {
|
||
|
||
vA = context.vertices[ a ];
|
||
vB = context.vertices[ b ];
|
||
vC = context.vertices[ c ];
|
||
|
||
uvA = uv[ ua ];
|
||
uvB = uv[ ub ];
|
||
uvC = uv[ uc ];
|
||
|
||
x1 = vB.x - vA.x;
|
||
x2 = vC.x - vA.x;
|
||
y1 = vB.y - vA.y;
|
||
y2 = vC.y - vA.y;
|
||
z1 = vB.z - vA.z;
|
||
z2 = vC.z - vA.z;
|
||
|
||
s1 = uvB.x - uvA.x;
|
||
s2 = uvC.x - uvA.x;
|
||
t1 = uvB.y - uvA.y;
|
||
t2 = uvC.y - uvA.y;
|
||
|
||
r = 1.0 / ( s1 * t2 - s2 * t1 );
|
||
sdir.set( ( t2 * x1 - t1 * x2 ) * r,
|
||
( t2 * y1 - t1 * y2 ) * r,
|
||
( t2 * z1 - t1 * z2 ) * r );
|
||
tdir.set( ( s1 * x2 - s2 * x1 ) * r,
|
||
( s1 * y2 - s2 * y1 ) * r,
|
||
( s1 * z2 - s2 * z1 ) * r );
|
||
|
||
tan1[ a ].add( sdir );
|
||
tan1[ b ].add( sdir );
|
||
tan1[ c ].add( sdir );
|
||
|
||
tan2[ a ].add( tdir );
|
||
tan2[ b ].add( tdir );
|
||
tan2[ c ].add( tdir );
|
||
|
||
}
|
||
|
||
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
||
|
||
face = this.faces[ f ];
|
||
uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents
|
||
|
||
handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
|
||
|
||
}
|
||
|
||
var faceIndex = [ 'a', 'b', 'c', 'd' ];
|
||
|
||
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
||
|
||
face = this.faces[ f ];
|
||
|
||
for ( i = 0; i < Math.min( face.vertexNormals.length, 3 ); i++ ) {
|
||
|
||
n.copy( face.vertexNormals[ i ] );
|
||
|
||
vertexIndex = face[ faceIndex[ i ] ];
|
||
|
||
t = tan1[ vertexIndex ];
|
||
|
||
// Gram-Schmidt orthogonalize
|
||
|
||
tmp.copy( t );
|
||
tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
|
||
|
||
// Calculate handedness
|
||
|
||
tmp2.crossVectors( face.vertexNormals[ i ], t );
|
||
test = tmp2.dot( tan2[ vertexIndex ] );
|
||
w = (test < 0.0) ? -1.0 : 1.0;
|
||
|
||
face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
this.hasTangents = true;
|
||
|
||
},
|
||
|
||
computeLineDistances: function ( ) {
|
||
|
||
var d = 0;
|
||
var vertices = this.vertices;
|
||
|
||
for ( var i = 0, il = vertices.length; i < il; i ++ ) {
|
||
|
||
if ( i > 0 ) {
|
||
|
||
d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
|
||
|
||
}
|
||
|
||
this.lineDistances[ i ] = d;
|
||
|
||
}
|
||
|
||
},
|
||
|
||
computeBoundingBox: function () {
|
||
|
||
if ( this.boundingBox === null ) {
|
||
|
||
this.boundingBox = new THREE.Box3();
|
||
|
||
}
|
||
|
||
this.boundingBox.setFromPoints( this.vertices );
|
||
|
||
},
|
||
|
||
computeBoundingSphere: function () {
|
||
|
||
if ( this.boundingSphere === null ) {
|
||
|
||
this.boundingSphere = new THREE.Sphere();
|
||
|
||
}
|
||
|
||
this.boundingSphere.setFromPoints( this.vertices );
|
||
|
||
},
|
||
|
||
/*
|
||
* Checks for duplicate vertices with hashmap.
|
||
* Duplicated vertices are removed
|
||
* and faces' vertices are updated.
|
||
*/
|
||
|
||
mergeVertices: function () {
|
||
|
||
var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
|
||
var unique = [], changes = [];
|
||
|
||
var v, key;
|
||
var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
|
||
var precision = Math.pow( 10, precisionPoints );
|
||
var i,il, face;
|
||
var indices, k, j, jl, u;
|
||
|
||
for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
|
||
|
||
v = this.vertices[ i ];
|
||
key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
|
||
|
||
if ( verticesMap[ key ] === undefined ) {
|
||
|
||
verticesMap[ key ] = i;
|
||
unique.push( this.vertices[ i ] );
|
||
changes[ i ] = unique.length - 1;
|
||
|
||
} else {
|
||
|
||
//console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
|
||
changes[ i ] = changes[ verticesMap[ key ] ];
|
||
|
||
}
|
||
|
||
};
|
||
|
||
|
||
// if faces are completely degenerate after merging vertices, we
|
||
// have to remove them from the geometry.
|
||
var faceIndicesToRemove = [];
|
||
|
||
for( i = 0, il = this.faces.length; i < il; i ++ ) {
|
||
|
||
face = this.faces[ i ];
|
||
|
||
face.a = changes[ face.a ];
|
||
face.b = changes[ face.b ];
|
||
face.c = changes[ face.c ];
|
||
|
||
indices = [ face.a, face.b, face.c ];
|
||
|
||
var dupIndex = -1;
|
||
|
||
// if any duplicate vertices are found in a Face3
|
||
// we have to remove the face as nothing can be saved
|
||
for ( var n = 0; n < 3; n ++ ) {
|
||
if ( indices[ n ] == indices[ ( n + 1 ) % 3 ] ) {
|
||
|
||
dupIndex = n;
|
||
faceIndicesToRemove.push( i );
|
||
break;
|
||
|
||
}
|
||
}
|
||
|
||
}
|
||
|
||
for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
|
||
var idx = faceIndicesToRemove[ i ];
|
||
|
||
this.faces.splice( idx, 1 );
|
||
|
||
for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
|
||
|
||
this.faceVertexUvs[ j ].splice( idx, 1 );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// Use unique set of vertices
|
||
|
||
var diff = this.vertices.length - unique.length;
|
||
this.vertices = unique;
|
||
return diff;
|
||
|
||
},
|
||
|
||
// Geometry splitting
|
||
|
||
makeGroups: ( function () {
|
||
|
||
var geometryGroupCounter = 0;
|
||
|
||
return function ( usesFaceMaterial ) {
|
||
|
||
var f, fl, face, materialIndex,
|
||
groupHash, hash_map = {};
|
||
|
||
var numMorphTargets = this.morphTargets.length;
|
||
var numMorphNormals = this.morphNormals.length;
|
||
|
||
this.geometryGroups = {};
|
||
|
||
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
||
|
||
face = this.faces[ f ];
|
||
materialIndex = usesFaceMaterial ? face.materialIndex : 0;
|
||
|
||
if ( ! ( materialIndex in hash_map ) ) {
|
||
|
||
hash_map[ materialIndex ] = { 'hash': materialIndex, 'counter': 0 };
|
||
|
||
}
|
||
|
||
groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
|
||
|
||
if ( ! ( groupHash in this.geometryGroups ) ) {
|
||
|
||
this.geometryGroups[ groupHash ] = { 'faces3': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
|
||
|
||
}
|
||
|
||
if ( this.geometryGroups[ groupHash ].vertices + 3 > 65535 ) {
|
||
|
||
hash_map[ materialIndex ].counter += 1;
|
||
groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
|
||
|
||
if ( ! ( groupHash in this.geometryGroups ) ) {
|
||
|
||
this.geometryGroups[ groupHash ] = { 'faces3': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
|
||
|
||
}
|
||
|
||
}
|
||
|
||
this.geometryGroups[ groupHash ].faces3.push( f );
|
||
this.geometryGroups[ groupHash ].vertices += 3;
|
||
|
||
}
|
||
|
||
this.geometryGroupsList = [];
|
||
|
||
for ( var g in this.geometryGroups ) {
|
||
|
||
this.geometryGroups[ g ].id = geometryGroupCounter ++;
|
||
|
||
this.geometryGroupsList.push( this.geometryGroups[ g ] );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
} )(),
|
||
|
||
clone: function () {
|
||
|
||
var geometry = new THREE.Geometry();
|
||
|
||
var vertices = this.vertices;
|
||
|
||
for ( var i = 0, il = vertices.length; i < il; i ++ ) {
|
||
|
||
geometry.vertices.push( vertices[ i ].clone() );
|
||
|
||
}
|
||
|
||
var faces = this.faces;
|
||
|
||
for ( var i = 0, il = faces.length; i < il; i ++ ) {
|
||
|
||
geometry.faces.push( faces[ i ].clone() );
|
||
|
||
}
|
||
|
||
var uvs = this.faceVertexUvs[ 0 ];
|
||
|
||
for ( var i = 0, il = uvs.length; i < il; i ++ ) {
|
||
|
||
var uv = uvs[ i ], uvCopy = [];
|
||
|
||
for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
|
||
|
||
uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
|
||
|
||
}
|
||
|
||
geometry.faceVertexUvs[ 0 ].push( uvCopy );
|
||
|
||
}
|
||
|
||
return geometry;
|
||
|
||
},
|
||
|
||
dispose: function () {
|
||
|
||
this.dispatchEvent( { type: 'dispose' } );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
THREE.EventDispatcher.prototype.apply( THREE.Geometry.prototype );
|
||
|
||
THREE.GeometryIdCount = 0;
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
THREE.Geometry2 = function ( size ) {
|
||
|
||
THREE.BufferGeometry.call( this );
|
||
|
||
this.vertices = this.addAttribute( 'position', Float32Array, size, 3 ).array;
|
||
this.normals = this.addAttribute( 'normal', Float32Array, size, 3 ).array;
|
||
this.uvs = this.addAttribute( 'uv', Float32Array, size, 2 ).array;
|
||
|
||
this.boundingBox = null;
|
||
this.boundingSphere = null;
|
||
|
||
};
|
||
|
||
THREE.Geometry2.prototype = Object.create( THREE.BufferGeometry.prototype );
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author mikael emtinger / http://gomo.se/
|
||
* @author WestLangley / http://github.com/WestLangley
|
||
*/
|
||
|
||
THREE.Camera = function () {
|
||
|
||
THREE.Object3D.call( this );
|
||
|
||
this.matrixWorldInverse = new THREE.Matrix4();
|
||
this.projectionMatrix = new THREE.Matrix4();
|
||
|
||
};
|
||
|
||
THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );
|
||
|
||
THREE.Camera.prototype.lookAt = function () {
|
||
|
||
// This routine does not support cameras with rotated and/or translated parent(s)
|
||
|
||
var m1 = new THREE.Matrix4();
|
||
|
||
return function ( vector ) {
|
||
|
||
m1.lookAt( this.position, vector, this.up );
|
||
|
||
this.quaternion.setFromRotationMatrix( m1 );
|
||
|
||
};
|
||
|
||
}();
|
||
|
||
THREE.Camera.prototype.clone = function (camera) {
|
||
|
||
if ( camera === undefined ) camera = new THREE.Camera();
|
||
|
||
THREE.Object3D.prototype.clone.call( this, camera );
|
||
|
||
camera.matrixWorldInverse.copy( this.matrixWorldInverse );
|
||
camera.projectionMatrix.copy( this.projectionMatrix );
|
||
|
||
return camera;
|
||
};
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {
|
||
|
||
THREE.Camera.call( this );
|
||
|
||
this.left = left;
|
||
this.right = right;
|
||
this.top = top;
|
||
this.bottom = bottom;
|
||
|
||
this.near = ( near !== undefined ) ? near : 0.1;
|
||
this.far = ( far !== undefined ) ? far : 2000;
|
||
|
||
this.updateProjectionMatrix();
|
||
|
||
};
|
||
|
||
THREE.OrthographicCamera.prototype = Object.create( THREE.Camera.prototype );
|
||
|
||
THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {
|
||
|
||
this.projectionMatrix.makeOrthographic( this.left, this.right, this.top, this.bottom, this.near, this.far );
|
||
|
||
};
|
||
|
||
THREE.OrthographicCamera.prototype.clone = function () {
|
||
|
||
var camera = new THREE.OrthographicCamera();
|
||
|
||
THREE.Camera.prototype.clone.call( this, camera );
|
||
|
||
camera.left = this.left;
|
||
camera.right = this.right;
|
||
camera.top = this.top;
|
||
camera.bottom = this.bottom;
|
||
|
||
camera.near = this.near;
|
||
camera.far = this.far;
|
||
|
||
return camera;
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author greggman / http://games.greggman.com/
|
||
* @author zz85 / http://www.lab4games.net/zz85/blog
|
||
*/
|
||
|
||
THREE.PerspectiveCamera = function ( fov, aspect, near, far ) {
|
||
|
||
THREE.Camera.call( this );
|
||
|
||
this.fov = fov !== undefined ? fov : 50;
|
||
this.aspect = aspect !== undefined ? aspect : 1;
|
||
this.near = near !== undefined ? near : 0.1;
|
||
this.far = far !== undefined ? far : 2000;
|
||
|
||
this.updateProjectionMatrix();
|
||
|
||
};
|
||
|
||
THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype );
|
||
|
||
|
||
/**
|
||
* Uses Focal Length (in mm) to estimate and set FOV
|
||
* 35mm (fullframe) camera is used if frame size is not specified;
|
||
* Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
|
||
*/
|
||
|
||
THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) {
|
||
|
||
if ( frameHeight === undefined ) frameHeight = 24;
|
||
|
||
this.fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
|
||
this.updateProjectionMatrix();
|
||
|
||
}
|
||
|
||
|
||
/**
|
||
* Sets an offset in a larger frustum. This is useful for multi-window or
|
||
* multi-monitor/multi-machine setups.
|
||
*
|
||
* For example, if you have 3x2 monitors and each monitor is 1920x1080 and
|
||
* the monitors are in grid like this
|
||
*
|
||
* +---+---+---+
|
||
* | A | B | C |
|
||
* +---+---+---+
|
||
* | D | E | F |
|
||
* +---+---+---+
|
||
*
|
||
* then for each monitor you would call it like this
|
||
*
|
||
* var w = 1920;
|
||
* var h = 1080;
|
||
* var fullWidth = w * 3;
|
||
* var fullHeight = h * 2;
|
||
*
|
||
* --A--
|
||
* camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
|
||
* --B--
|
||
* camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
|
||
* --C--
|
||
* camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
|
||
* --D--
|
||
* camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
|
||
* --E--
|
||
* camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
|
||
* --F--
|
||
* camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
|
||
*
|
||
* Note there is no reason monitors have to be the same size or in a grid.
|
||
*/
|
||
|
||
THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) {
|
||
|
||
this.fullWidth = fullWidth;
|
||
this.fullHeight = fullHeight;
|
||
this.x = x;
|
||
this.y = y;
|
||
this.width = width;
|
||
this.height = height;
|
||
|
||
this.updateProjectionMatrix();
|
||
|
||
};
|
||
|
||
|
||
THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
|
||
|
||
if ( this.fullWidth ) {
|
||
|
||
var aspect = this.fullWidth / this.fullHeight;
|
||
var top = Math.tan( THREE.Math.degToRad( this.fov * 0.5 ) ) * this.near;
|
||
var bottom = -top;
|
||
var left = aspect * bottom;
|
||
var right = aspect * top;
|
||
var width = Math.abs( right - left );
|
||
var height = Math.abs( top - bottom );
|
||
|
||
this.projectionMatrix.makeFrustum(
|
||
left + this.x * width / this.fullWidth,
|
||
left + ( this.x + this.width ) * width / this.fullWidth,
|
||
top - ( this.y + this.height ) * height / this.fullHeight,
|
||
top - this.y * height / this.fullHeight,
|
||
this.near,
|
||
this.far
|
||
);
|
||
|
||
} else {
|
||
|
||
this.projectionMatrix.makePerspective( this.fov, this.aspect, this.near, this.far );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
THREE.PerspectiveCamera.prototype.clone = function () {
|
||
|
||
var camera = new THREE.PerspectiveCamera();
|
||
|
||
THREE.Camera.prototype.clone.call( this, camera );
|
||
|
||
camera.fov = this.fov;
|
||
camera.aspect = this.aspect;
|
||
camera.near = this.near;
|
||
camera.far = this.far;
|
||
|
||
return camera;
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.Light = function ( color ) {
|
||
|
||
THREE.Object3D.call( this );
|
||
|
||
this.color = new THREE.Color( color );
|
||
|
||
};
|
||
|
||
THREE.Light.prototype = Object.create( THREE.Object3D.prototype );
|
||
|
||
THREE.Light.prototype.clone = function ( light ) {
|
||
|
||
if ( light === undefined ) light = new THREE.Light();
|
||
|
||
THREE.Object3D.prototype.clone.call( this, light );
|
||
|
||
light.color.copy( this.color );
|
||
|
||
return light;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
THREE.AmbientLight = function ( color ) {
|
||
|
||
THREE.Light.call( this, color );
|
||
|
||
};
|
||
|
||
THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );
|
||
|
||
THREE.AmbientLight.prototype.clone = function () {
|
||
|
||
var light = new THREE.AmbientLight();
|
||
|
||
THREE.Light.prototype.clone.call( this, light );
|
||
|
||
return light;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author MPanknin / http://www.redplant.de/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.AreaLight = function ( color, intensity ) {
|
||
|
||
THREE.Light.call( this, color );
|
||
|
||
this.normal = new THREE.Vector3( 0, -1, 0 );
|
||
this.right = new THREE.Vector3( 1, 0, 0 );
|
||
|
||
this.intensity = ( intensity !== undefined ) ? intensity : 1;
|
||
|
||
this.width = 1.0;
|
||
this.height = 1.0;
|
||
|
||
this.constantAttenuation = 1.5;
|
||
this.linearAttenuation = 0.5;
|
||
this.quadraticAttenuation = 0.1;
|
||
|
||
};
|
||
|
||
THREE.AreaLight.prototype = Object.create( THREE.Light.prototype );
|
||
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.DirectionalLight = function ( color, intensity ) {
|
||
|
||
THREE.Light.call( this, color );
|
||
|
||
this.position.set( 0, 1, 0 );
|
||
this.target = new THREE.Object3D();
|
||
|
||
this.intensity = ( intensity !== undefined ) ? intensity : 1;
|
||
|
||
this.castShadow = false;
|
||
this.onlyShadow = false;
|
||
|
||
//
|
||
|
||
this.shadowCameraNear = 50;
|
||
this.shadowCameraFar = 5000;
|
||
|
||
this.shadowCameraLeft = -500;
|
||
this.shadowCameraRight = 500;
|
||
this.shadowCameraTop = 500;
|
||
this.shadowCameraBottom = -500;
|
||
|
||
this.shadowCameraVisible = false;
|
||
|
||
this.shadowBias = 0;
|
||
this.shadowDarkness = 0.5;
|
||
|
||
this.shadowMapWidth = 512;
|
||
this.shadowMapHeight = 512;
|
||
|
||
//
|
||
|
||
this.shadowCascade = false;
|
||
|
||
this.shadowCascadeOffset = new THREE.Vector3( 0, 0, -1000 );
|
||
this.shadowCascadeCount = 2;
|
||
|
||
this.shadowCascadeBias = [ 0, 0, 0 ];
|
||
this.shadowCascadeWidth = [ 512, 512, 512 ];
|
||
this.shadowCascadeHeight = [ 512, 512, 512 ];
|
||
|
||
this.shadowCascadeNearZ = [ -1.000, 0.990, 0.998 ];
|
||
this.shadowCascadeFarZ = [ 0.990, 0.998, 1.000 ];
|
||
|
||
this.shadowCascadeArray = [];
|
||
|
||
//
|
||
|
||
this.shadowMap = null;
|
||
this.shadowMapSize = null;
|
||
this.shadowCamera = null;
|
||
this.shadowMatrix = null;
|
||
|
||
};
|
||
|
||
THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype );
|
||
|
||
THREE.DirectionalLight.prototype.clone = function () {
|
||
|
||
var light = new THREE.DirectionalLight();
|
||
|
||
THREE.Light.prototype.clone.call( this, light );
|
||
|
||
light.target = this.target.clone();
|
||
|
||
light.intensity = this.intensity;
|
||
|
||
light.castShadow = this.castShadow;
|
||
light.onlyShadow = this.onlyShadow;
|
||
|
||
return light;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.HemisphereLight = function ( skyColor, groundColor, intensity ) {
|
||
|
||
THREE.Light.call( this, skyColor );
|
||
|
||
this.position.set( 0, 100, 0 );
|
||
|
||
this.groundColor = new THREE.Color( groundColor );
|
||
this.intensity = ( intensity !== undefined ) ? intensity : 1;
|
||
|
||
};
|
||
|
||
THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
|
||
|
||
THREE.HemisphereLight.prototype.clone = function () {
|
||
|
||
var light = new THREE.HemisphereLight();
|
||
|
||
THREE.Light.prototype.clone.call( this, light );
|
||
|
||
light.groundColor.copy( this.groundColor );
|
||
light.intensity = this.intensity;
|
||
|
||
return light;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
THREE.PointLight = function ( color, intensity, distance ) {
|
||
|
||
THREE.Light.call( this, color );
|
||
|
||
this.intensity = ( intensity !== undefined ) ? intensity : 1;
|
||
this.distance = ( distance !== undefined ) ? distance : 0;
|
||
|
||
};
|
||
|
||
THREE.PointLight.prototype = Object.create( THREE.Light.prototype );
|
||
|
||
THREE.PointLight.prototype.clone = function () {
|
||
|
||
var light = new THREE.PointLight();
|
||
|
||
THREE.Light.prototype.clone.call( this, light );
|
||
|
||
light.intensity = this.intensity;
|
||
light.distance = this.distance;
|
||
|
||
return light;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.SpotLight = function ( color, intensity, distance, angle, exponent ) {
|
||
|
||
THREE.Light.call( this, color );
|
||
|
||
this.position.set( 0, 1, 0 );
|
||
this.target = new THREE.Object3D();
|
||
|
||
this.intensity = ( intensity !== undefined ) ? intensity : 1;
|
||
this.distance = ( distance !== undefined ) ? distance : 0;
|
||
this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
|
||
this.exponent = ( exponent !== undefined ) ? exponent : 10;
|
||
|
||
this.castShadow = false;
|
||
this.onlyShadow = false;
|
||
|
||
//
|
||
|
||
this.shadowCameraNear = 50;
|
||
this.shadowCameraFar = 5000;
|
||
this.shadowCameraFov = 50;
|
||
|
||
this.shadowCameraVisible = false;
|
||
|
||
this.shadowBias = 0;
|
||
this.shadowDarkness = 0.5;
|
||
|
||
this.shadowMapWidth = 512;
|
||
this.shadowMapHeight = 512;
|
||
|
||
//
|
||
|
||
this.shadowMap = null;
|
||
this.shadowMapSize = null;
|
||
this.shadowCamera = null;
|
||
this.shadowMatrix = null;
|
||
|
||
};
|
||
|
||
THREE.SpotLight.prototype = Object.create( THREE.Light.prototype );
|
||
|
||
THREE.SpotLight.prototype.clone = function () {
|
||
|
||
var light = new THREE.SpotLight();
|
||
|
||
THREE.Light.prototype.clone.call( this, light );
|
||
|
||
light.target = this.target.clone();
|
||
|
||
light.intensity = this.intensity;
|
||
light.distance = this.distance;
|
||
light.angle = this.angle;
|
||
light.exponent = this.exponent;
|
||
|
||
light.castShadow = this.castShadow;
|
||
light.onlyShadow = this.onlyShadow;
|
||
|
||
return light;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.Loader = function ( showStatus ) {
|
||
|
||
this.showStatus = showStatus;
|
||
this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null;
|
||
|
||
this.onLoadStart = function () {};
|
||
this.onLoadProgress = function () {};
|
||
this.onLoadComplete = function () {};
|
||
|
||
};
|
||
|
||
THREE.Loader.prototype = {
|
||
|
||
constructor: THREE.Loader,
|
||
|
||
crossOrigin: undefined,
|
||
|
||
addStatusElement: function () {
|
||
|
||
var e = document.createElement( "div" );
|
||
|
||
e.style.position = "absolute";
|
||
e.style.right = "0px";
|
||
e.style.top = "0px";
|
||
e.style.fontSize = "0.8em";
|
||
e.style.textAlign = "left";
|
||
e.style.background = "rgba(0,0,0,0.25)";
|
||
e.style.color = "#fff";
|
||
e.style.width = "120px";
|
||
e.style.padding = "0.5em 0.5em 0.5em 0.5em";
|
||
e.style.zIndex = 1000;
|
||
|
||
e.innerHTML = "Loading ...";
|
||
|
||
return e;
|
||
|
||
},
|
||
|
||
updateProgress: function ( progress ) {
|
||
|
||
var message = "Loaded ";
|
||
|
||
if ( progress.total ) {
|
||
|
||
message += ( 100 * progress.loaded / progress.total ).toFixed(0) + "%";
|
||
|
||
|
||
} else {
|
||
|
||
message += ( progress.loaded / 1000 ).toFixed(2) + " KB";
|
||
|
||
}
|
||
|
||
this.statusDomElement.innerHTML = message;
|
||
|
||
},
|
||
|
||
extractUrlBase: function ( url ) {
|
||
|
||
var parts = url.split( '/' );
|
||
|
||
if ( parts.length === 1 ) return './';
|
||
|
||
parts.pop();
|
||
|
||
return parts.join( '/' ) + '/';
|
||
|
||
},
|
||
|
||
initMaterials: function ( materials, texturePath ) {
|
||
|
||
var array = [];
|
||
|
||
for ( var i = 0; i < materials.length; ++ i ) {
|
||
|
||
array[ i ] = THREE.Loader.prototype.createMaterial( materials[ i ], texturePath );
|
||
|
||
}
|
||
|
||
return array;
|
||
|
||
},
|
||
|
||
needsTangents: function ( materials ) {
|
||
|
||
for( var i = 0, il = materials.length; i < il; i ++ ) {
|
||
|
||
var m = materials[ i ];
|
||
|
||
if ( m instanceof THREE.ShaderMaterial ) return true;
|
||
|
||
}
|
||
|
||
return false;
|
||
|
||
},
|
||
|
||
createMaterial: function ( m, texturePath ) {
|
||
|
||
var _this = this;
|
||
|
||
function is_pow2( n ) {
|
||
|
||
var l = Math.log( n ) / Math.LN2;
|
||
return Math.floor( l ) == l;
|
||
|
||
}
|
||
|
||
function nearest_pow2( n ) {
|
||
|
||
var l = Math.log( n ) / Math.LN2;
|
||
return Math.pow( 2, Math.round( l ) );
|
||
|
||
}
|
||
|
||
function load_image( where, url ) {
|
||
|
||
var image = new Image();
|
||
|
||
image.onload = function () {
|
||
|
||
if ( !is_pow2( this.width ) || !is_pow2( this.height ) ) {
|
||
|
||
var width = nearest_pow2( this.width );
|
||
var height = nearest_pow2( this.height );
|
||
|
||
where.image.width = width;
|
||
where.image.height = height;
|
||
where.image.getContext( '2d' ).drawImage( this, 0, 0, width, height );
|
||
|
||
} else {
|
||
|
||
where.image = this;
|
||
|
||
}
|
||
|
||
where.needsUpdate = true;
|
||
|
||
};
|
||
|
||
if ( _this.crossOrigin !== undefined ) image.crossOrigin = _this.crossOrigin;
|
||
image.src = url;
|
||
|
||
}
|
||
|
||
function create_texture( where, name, sourceFile, repeat, offset, wrap, anisotropy ) {
|
||
|
||
var isCompressed = /\.dds$/i.test( sourceFile );
|
||
|
||
var fullPath = texturePath + sourceFile;
|
||
|
||
if ( isCompressed ) {
|
||
|
||
var texture = THREE.ImageUtils.loadCompressedTexture( fullPath );
|
||
|
||
where[ name ] = texture;
|
||
|
||
} else {
|
||
|
||
var texture = document.createElement( 'canvas' );
|
||
|
||
where[ name ] = new THREE.Texture( texture );
|
||
|
||
}
|
||
|
||
where[ name ].sourceFile = sourceFile;
|
||
|
||
if( repeat ) {
|
||
|
||
where[ name ].repeat.set( repeat[ 0 ], repeat[ 1 ] );
|
||
|
||
if ( repeat[ 0 ] !== 1 ) where[ name ].wrapS = THREE.RepeatWrapping;
|
||
if ( repeat[ 1 ] !== 1 ) where[ name ].wrapT = THREE.RepeatWrapping;
|
||
|
||
}
|
||
|
||
if ( offset ) {
|
||
|
||
where[ name ].offset.set( offset[ 0 ], offset[ 1 ] );
|
||
|
||
}
|
||
|
||
if ( wrap ) {
|
||
|
||
var wrapMap = {
|
||
"repeat": THREE.RepeatWrapping,
|
||
"mirror": THREE.MirroredRepeatWrapping
|
||
}
|
||
|
||
if ( wrapMap[ wrap[ 0 ] ] !== undefined ) where[ name ].wrapS = wrapMap[ wrap[ 0 ] ];
|
||
if ( wrapMap[ wrap[ 1 ] ] !== undefined ) where[ name ].wrapT = wrapMap[ wrap[ 1 ] ];
|
||
|
||
}
|
||
|
||
if ( anisotropy ) {
|
||
|
||
where[ name ].anisotropy = anisotropy;
|
||
|
||
}
|
||
|
||
if ( ! isCompressed ) {
|
||
|
||
load_image( where[ name ], fullPath );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function rgb2hex( rgb ) {
|
||
|
||
return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255;
|
||
|
||
}
|
||
|
||
// defaults
|
||
|
||
var mtype = "MeshLambertMaterial";
|
||
var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false };
|
||
|
||
// parameters from model file
|
||
|
||
if ( m.shading ) {
|
||
|
||
var shading = m.shading.toLowerCase();
|
||
|
||
if ( shading === "phong" ) mtype = "MeshPhongMaterial";
|
||
else if ( shading === "basic" ) mtype = "MeshBasicMaterial";
|
||
|
||
}
|
||
|
||
if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) {
|
||
|
||
mpars.blending = THREE[ m.blending ];
|
||
|
||
}
|
||
|
||
if ( m.transparent !== undefined || m.opacity < 1.0 ) {
|
||
|
||
mpars.transparent = m.transparent;
|
||
|
||
}
|
||
|
||
if ( m.depthTest !== undefined ) {
|
||
|
||
mpars.depthTest = m.depthTest;
|
||
|
||
}
|
||
|
||
if ( m.depthWrite !== undefined ) {
|
||
|
||
mpars.depthWrite = m.depthWrite;
|
||
|
||
}
|
||
|
||
if ( m.visible !== undefined ) {
|
||
|
||
mpars.visible = m.visible;
|
||
|
||
}
|
||
|
||
if ( m.flipSided !== undefined ) {
|
||
|
||
mpars.side = THREE.BackSide;
|
||
|
||
}
|
||
|
||
if ( m.doubleSided !== undefined ) {
|
||
|
||
mpars.side = THREE.DoubleSide;
|
||
|
||
}
|
||
|
||
if ( m.wireframe !== undefined ) {
|
||
|
||
mpars.wireframe = m.wireframe;
|
||
|
||
}
|
||
|
||
if ( m.vertexColors !== undefined ) {
|
||
|
||
if ( m.vertexColors === "face" ) {
|
||
|
||
mpars.vertexColors = THREE.FaceColors;
|
||
|
||
} else if ( m.vertexColors ) {
|
||
|
||
mpars.vertexColors = THREE.VertexColors;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// colors
|
||
|
||
if ( m.colorDiffuse ) {
|
||
|
||
mpars.color = rgb2hex( m.colorDiffuse );
|
||
|
||
} else if ( m.DbgColor ) {
|
||
|
||
mpars.color = m.DbgColor;
|
||
|
||
}
|
||
|
||
if ( m.colorSpecular ) {
|
||
|
||
mpars.specular = rgb2hex( m.colorSpecular );
|
||
|
||
}
|
||
|
||
if ( m.colorAmbient ) {
|
||
|
||
mpars.ambient = rgb2hex( m.colorAmbient );
|
||
|
||
}
|
||
|
||
// modifiers
|
||
|
||
if ( m.transparency ) {
|
||
|
||
mpars.opacity = m.transparency;
|
||
|
||
}
|
||
|
||
if ( m.specularCoef ) {
|
||
|
||
mpars.shininess = m.specularCoef;
|
||
|
||
}
|
||
|
||
// textures
|
||
|
||
if ( m.mapDiffuse && texturePath ) {
|
||
|
||
create_texture( mpars, "map", m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
|
||
|
||
}
|
||
|
||
if ( m.mapLight && texturePath ) {
|
||
|
||
create_texture( mpars, "lightMap", m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
|
||
|
||
}
|
||
|
||
if ( m.mapBump && texturePath ) {
|
||
|
||
create_texture( mpars, "bumpMap", m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
|
||
|
||
}
|
||
|
||
if ( m.mapNormal && texturePath ) {
|
||
|
||
create_texture( mpars, "normalMap", m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
|
||
|
||
}
|
||
|
||
if ( m.mapSpecular && texturePath ) {
|
||
|
||
create_texture( mpars, "specularMap", m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
|
||
|
||
}
|
||
|
||
//
|
||
|
||
if ( m.mapBumpScale ) {
|
||
|
||
mpars.bumpScale = m.mapBumpScale;
|
||
|
||
}
|
||
|
||
// special case for normal mapped material
|
||
|
||
if ( m.mapNormal ) {
|
||
|
||
var shader = THREE.ShaderLib[ "normalmap" ];
|
||
var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
|
||
|
||
uniforms[ "tNormal" ].value = mpars.normalMap;
|
||
|
||
if ( m.mapNormalFactor ) {
|
||
|
||
uniforms[ "uNormalScale" ].value.set( m.mapNormalFactor, m.mapNormalFactor );
|
||
|
||
}
|
||
|
||
if ( mpars.map ) {
|
||
|
||
uniforms[ "tDiffuse" ].value = mpars.map;
|
||
uniforms[ "enableDiffuse" ].value = true;
|
||
|
||
}
|
||
|
||
if ( mpars.specularMap ) {
|
||
|
||
uniforms[ "tSpecular" ].value = mpars.specularMap;
|
||
uniforms[ "enableSpecular" ].value = true;
|
||
|
||
}
|
||
|
||
if ( mpars.lightMap ) {
|
||
|
||
uniforms[ "tAO" ].value = mpars.lightMap;
|
||
uniforms[ "enableAO" ].value = true;
|
||
|
||
}
|
||
|
||
// for the moment don't handle displacement texture
|
||
|
||
uniforms[ "diffuse" ].value.setHex( mpars.color );
|
||
uniforms[ "specular" ].value.setHex( mpars.specular );
|
||
uniforms[ "ambient" ].value.setHex( mpars.ambient );
|
||
|
||
uniforms[ "shininess" ].value = mpars.shininess;
|
||
|
||
if ( mpars.opacity !== undefined ) {
|
||
|
||
uniforms[ "opacity" ].value = mpars.opacity;
|
||
|
||
}
|
||
|
||
var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
|
||
var material = new THREE.ShaderMaterial( parameters );
|
||
|
||
if ( mpars.transparent ) {
|
||
|
||
material.transparent = true;
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
var material = new THREE[ mtype ]( mpars );
|
||
|
||
}
|
||
|
||
if ( m.DbgName !== undefined ) material.name = m.DbgName;
|
||
|
||
return material;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* @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 ) {
|
||
|
||
var scope = this;
|
||
var request = new XMLHttpRequest();
|
||
|
||
if ( onLoad !== undefined ) {
|
||
|
||
request.addEventListener( 'load', function ( event ) {
|
||
|
||
onLoad( event.target.responseText );
|
||
scope.manager.itemEnd( url );
|
||
|
||
}, false );
|
||
|
||
}
|
||
|
||
if ( onProgress !== undefined ) {
|
||
|
||
request.addEventListener( 'progress', function ( event ) {
|
||
|
||
onProgress( event );
|
||
|
||
}, false );
|
||
|
||
}
|
||
|
||
if ( onError !== undefined ) {
|
||
|
||
request.addEventListener( 'error', function ( event ) {
|
||
|
||
onError( event );
|
||
|
||
}, false );
|
||
|
||
}
|
||
|
||
if ( this.crossOrigin !== undefined ) request.crossOrigin = this.crossOrigin;
|
||
|
||
request.open( 'GET', url, true );
|
||
request.send( null );
|
||
|
||
scope.manager.itemStart( url );
|
||
|
||
},
|
||
|
||
setCrossOrigin: function ( value ) {
|
||
|
||
this.crossOrigin = value;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* @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 ) {
|
||
|
||
var scope = this;
|
||
var image = document.createElement( 'img' );
|
||
|
||
if ( onLoad !== undefined ) {
|
||
|
||
image.addEventListener( 'load', function ( event ) {
|
||
|
||
scope.manager.itemEnd( url );
|
||
onLoad( this );
|
||
|
||
}, false );
|
||
|
||
}
|
||
|
||
if ( onProgress !== undefined ) {
|
||
|
||
image.addEventListener( 'progress', function ( event ) {
|
||
|
||
onProgress( event );
|
||
|
||
}, false );
|
||
|
||
}
|
||
|
||
if ( onError !== undefined ) {
|
||
|
||
image.addEventListener( 'error', function ( event ) {
|
||
|
||
onError( event );
|
||
|
||
}, false );
|
||
|
||
}
|
||
|
||
if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
|
||
|
||
image.src = url;
|
||
|
||
scope.manager.itemStart( url );
|
||
|
||
return image;
|
||
|
||
},
|
||
|
||
setCrossOrigin: function ( value ) {
|
||
|
||
this.crossOrigin = value;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.JSONLoader = function ( showStatus ) {
|
||
|
||
THREE.Loader.call( this, showStatus );
|
||
|
||
this.withCredentials = false;
|
||
|
||
};
|
||
|
||
THREE.JSONLoader.prototype = Object.create( THREE.Loader.prototype );
|
||
|
||
THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) {
|
||
|
||
var scope = this;
|
||
|
||
// todo: unify load API to for easier SceneLoader use
|
||
|
||
texturePath = texturePath && ( typeof texturePath === "string" ) ? texturePath : this.extractUrlBase( url );
|
||
|
||
this.onLoadStart();
|
||
this.loadAjaxJSON( this, url, callback, texturePath );
|
||
|
||
};
|
||
|
||
THREE.JSONLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, callbackProgress ) {
|
||
|
||
var xhr = new XMLHttpRequest();
|
||
|
||
var length = 0;
|
||
|
||
xhr.onreadystatechange = function () {
|
||
|
||
if ( xhr.readyState === xhr.DONE ) {
|
||
|
||
if ( xhr.status === 200 || xhr.status === 0 ) {
|
||
|
||
if ( xhr.responseText ) {
|
||
|
||
var json = JSON.parse( xhr.responseText );
|
||
|
||
if ( json.metadata.type === 'scene' ) {
|
||
|
||
console.error( 'THREE.JSONLoader: "' + url + '" seems to be a Scene. Use THREE.SceneLoader instead.' );
|
||
return;
|
||
|
||
}
|
||
|
||
var result = context.parse( json, texturePath );
|
||
callback( result.geometry, result.materials );
|
||
|
||
} else {
|
||
|
||
console.error( 'THREE.JSONLoader: "' + url + '" seems to be unreachable or the file is empty.' );
|
||
|
||
}
|
||
|
||
// in context of more complex asset initialization
|
||
// do not block on single failed file
|
||
// maybe should go even one more level up
|
||
|
||
context.onLoadComplete();
|
||
|
||
} else {
|
||
|
||
console.error( 'THREE.JSONLoader: Couldn\'t load "' + url + '" (' + xhr.status + ')' );
|
||
|
||
}
|
||
|
||
} else if ( xhr.readyState === xhr.LOADING ) {
|
||
|
||
if ( callbackProgress ) {
|
||
|
||
if ( length === 0 ) {
|
||
|
||
length = xhr.getResponseHeader( 'Content-Length' );
|
||
|
||
}
|
||
|
||
callbackProgress( { total: length, loaded: xhr.responseText.length } );
|
||
|
||
}
|
||
|
||
} else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) {
|
||
|
||
if ( callbackProgress !== undefined ) {
|
||
|
||
length = xhr.getResponseHeader( "Content-Length" );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
xhr.open( "GET", url, true );
|
||
xhr.withCredentials = this.withCredentials;
|
||
xhr.send( null );
|
||
|
||
};
|
||
|
||
THREE.JSONLoader.prototype.parse = function ( json, texturePath ) {
|
||
|
||
var scope = this,
|
||
geometry = new THREE.Geometry(),
|
||
scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
|
||
|
||
parseModel( scale );
|
||
|
||
parseSkin();
|
||
parseMorphing( scale );
|
||
|
||
geometry.computeCentroids();
|
||
geometry.computeFaceNormals();
|
||
geometry.computeBoundingSphere();
|
||
|
||
function parseModel( scale ) {
|
||
|
||
function isBitSet( value, position ) {
|
||
|
||
return value & ( 1 << position );
|
||
|
||
}
|
||
|
||
var i, j, fi,
|
||
|
||
offset, zLength,
|
||
|
||
colorIndex, normalIndex, uvIndex, materialIndex,
|
||
|
||
type,
|
||
isQuad,
|
||
hasMaterial,
|
||
hasFaceVertexUv,
|
||
hasFaceNormal, hasFaceVertexNormal,
|
||
hasFaceColor, hasFaceVertexColor,
|
||
|
||
vertex, face, faceA, faceB, color, hex, normal,
|
||
|
||
uvLayer, uv, u, v,
|
||
|
||
faces = json.faces,
|
||
vertices = json.vertices,
|
||
normals = json.normals,
|
||
colors = json.colors,
|
||
|
||
nUvLayers = 0;
|
||
|
||
if ( json.uvs !== undefined ) {
|
||
|
||
// disregard empty arrays
|
||
|
||
for ( i = 0; i < json.uvs.length; i++ ) {
|
||
|
||
if ( json.uvs[ i ].length ) nUvLayers ++;
|
||
|
||
}
|
||
|
||
for ( i = 0; i < nUvLayers; i++ ) {
|
||
|
||
geometry.faceVertexUvs[ i ] = [];
|
||
|
||
}
|
||
|
||
}
|
||
|
||
offset = 0;
|
||
zLength = vertices.length;
|
||
|
||
while ( offset < zLength ) {
|
||
|
||
vertex = new THREE.Vector3();
|
||
|
||
vertex.x = vertices[ offset ++ ] * scale;
|
||
vertex.y = vertices[ offset ++ ] * scale;
|
||
vertex.z = vertices[ offset ++ ] * scale;
|
||
|
||
geometry.vertices.push( vertex );
|
||
|
||
}
|
||
|
||
offset = 0;
|
||
zLength = faces.length;
|
||
|
||
while ( offset < zLength ) {
|
||
|
||
type = faces[ offset ++ ];
|
||
|
||
|
||
isQuad = isBitSet( type, 0 );
|
||
hasMaterial = isBitSet( type, 1 );
|
||
hasFaceVertexUv = isBitSet( type, 3 );
|
||
hasFaceNormal = isBitSet( type, 4 );
|
||
hasFaceVertexNormal = isBitSet( type, 5 );
|
||
hasFaceColor = isBitSet( type, 6 );
|
||
hasFaceVertexColor = isBitSet( type, 7 );
|
||
|
||
// console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
|
||
|
||
if ( isQuad ) {
|
||
|
||
faceA = new THREE.Face3();
|
||
faceA.a = faces[ offset ];
|
||
faceA.b = faces[ offset + 1 ];
|
||
faceA.c = faces[ offset + 3 ];
|
||
|
||
faceB = new THREE.Face3();
|
||
faceB.a = faces[ offset + 1 ];
|
||
faceB.b = faces[ offset + 2 ];
|
||
faceB.c = faces[ offset + 3 ];
|
||
|
||
offset += 4;
|
||
|
||
if ( hasMaterial ) {
|
||
|
||
materialIndex = faces[ offset ++ ];
|
||
faceA.materialIndex = materialIndex;
|
||
faceB.materialIndex = materialIndex;
|
||
|
||
}
|
||
|
||
// to get face <=> uv index correspondence
|
||
|
||
fi = geometry.faces.length;
|
||
|
||
if ( hasFaceVertexUv ) {
|
||
|
||
for ( i = 0; i < nUvLayers; i++ ) {
|
||
|
||
uvLayer = json.uvs[ i ];
|
||
|
||
geometry.faceVertexUvs[ i ][ fi ] = [];
|
||
geometry.faceVertexUvs[ i ][ fi + 1 ] = []
|
||
|
||
for ( j = 0; j < 4; j ++ ) {
|
||
|
||
uvIndex = faces[ offset ++ ];
|
||
|
||
u = uvLayer[ uvIndex * 2 ];
|
||
v = uvLayer[ uvIndex * 2 + 1 ];
|
||
|
||
uv = new THREE.Vector2( u, v );
|
||
|
||
if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv );
|
||
if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( hasFaceNormal ) {
|
||
|
||
normalIndex = faces[ offset ++ ] * 3;
|
||
|
||
faceA.normal.set(
|
||
normals[ normalIndex ++ ],
|
||
normals[ normalIndex ++ ],
|
||
normals[ normalIndex ]
|
||
);
|
||
|
||
faceB.normal.copy( faceA.normal );
|
||
|
||
}
|
||
|
||
if ( hasFaceVertexNormal ) {
|
||
|
||
for ( i = 0; i < 4; i++ ) {
|
||
|
||
normalIndex = faces[ offset ++ ] * 3;
|
||
|
||
normal = new THREE.Vector3(
|
||
normals[ normalIndex ++ ],
|
||
normals[ normalIndex ++ ],
|
||
normals[ normalIndex ]
|
||
);
|
||
|
||
|
||
if ( i !== 2 ) faceA.vertexNormals.push( normal );
|
||
if ( i !== 0 ) faceB.vertexNormals.push( normal );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
|
||
if ( hasFaceColor ) {
|
||
|
||
colorIndex = faces[ offset ++ ];
|
||
hex = colors[ colorIndex ];
|
||
|
||
faceA.color.setHex( hex );
|
||
faceB.color.setHex( hex );
|
||
|
||
}
|
||
|
||
|
||
if ( hasFaceVertexColor ) {
|
||
|
||
for ( i = 0; i < 4; i++ ) {
|
||
|
||
colorIndex = faces[ offset ++ ];
|
||
hex = colors[ colorIndex ];
|
||
|
||
if ( i !== 2 ) faceA.vertexColors.push( new THREE.Color( hex ) );
|
||
if ( i !== 0 ) faceB.vertexColors.push( new THREE.Color( hex ) );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
geometry.faces.push( faceA );
|
||
geometry.faces.push( faceB );
|
||
|
||
} else {
|
||
|
||
face = new THREE.Face3();
|
||
face.a = faces[ offset ++ ];
|
||
face.b = faces[ offset ++ ];
|
||
face.c = faces[ offset ++ ];
|
||
|
||
if ( hasMaterial ) {
|
||
|
||
materialIndex = faces[ offset ++ ];
|
||
face.materialIndex = materialIndex;
|
||
|
||
}
|
||
|
||
// to get face <=> uv index correspondence
|
||
|
||
fi = geometry.faces.length;
|
||
|
||
if ( hasFaceVertexUv ) {
|
||
|
||
for ( i = 0; i < nUvLayers; i++ ) {
|
||
|
||
uvLayer = json.uvs[ i ];
|
||
|
||
geometry.faceVertexUvs[ i ][ fi ] = [];
|
||
|
||
for ( j = 0; j < 3; j ++ ) {
|
||
|
||
uvIndex = faces[ offset ++ ];
|
||
|
||
u = uvLayer[ uvIndex * 2 ];
|
||
v = uvLayer[ uvIndex * 2 + 1 ];
|
||
|
||
uv = new THREE.Vector2( u, v );
|
||
|
||
geometry.faceVertexUvs[ i ][ fi ].push( uv );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( hasFaceNormal ) {
|
||
|
||
normalIndex = faces[ offset ++ ] * 3;
|
||
|
||
face.normal.set(
|
||
normals[ normalIndex ++ ],
|
||
normals[ normalIndex ++ ],
|
||
normals[ normalIndex ]
|
||
);
|
||
|
||
}
|
||
|
||
if ( hasFaceVertexNormal ) {
|
||
|
||
for ( i = 0; i < 3; i++ ) {
|
||
|
||
normalIndex = faces[ offset ++ ] * 3;
|
||
|
||
normal = new THREE.Vector3(
|
||
normals[ normalIndex ++ ],
|
||
normals[ normalIndex ++ ],
|
||
normals[ normalIndex ]
|
||
);
|
||
|
||
face.vertexNormals.push( normal );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
|
||
if ( hasFaceColor ) {
|
||
|
||
colorIndex = faces[ offset ++ ];
|
||
face.color.setHex( colors[ colorIndex ] );
|
||
|
||
}
|
||
|
||
|
||
if ( hasFaceVertexColor ) {
|
||
|
||
for ( i = 0; i < 3; i++ ) {
|
||
|
||
colorIndex = faces[ offset ++ ];
|
||
face.vertexColors.push( new THREE.Color( colors[ colorIndex ] ) );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
geometry.faces.push( face );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function parseSkin() {
|
||
|
||
if ( json.skinWeights ) {
|
||
|
||
for ( var i = 0, l = json.skinWeights.length; i < l; i += 2 ) {
|
||
|
||
var x = json.skinWeights[ i ];
|
||
var y = json.skinWeights[ i + 1 ];
|
||
var z = 0;
|
||
var w = 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 += 2 ) {
|
||
|
||
var a = json.skinIndices[ i ];
|
||
var b = json.skinIndices[ i + 1 ];
|
||
var c = 0;
|
||
var d = 0;
|
||
|
||
geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
geometry.bones = json.bones;
|
||
|
||
if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) {
|
||
|
||
console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' +
|
||
geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' );
|
||
|
||
}
|
||
|
||
|
||
// could change this to json.animations[0] or remove completely
|
||
|
||
geometry.animation = json.animation;
|
||
geometry.animations = json.animations;
|
||
|
||
};
|
||
|
||
function parseMorphing( scale ) {
|
||
|
||
if ( json.morphTargets !== undefined ) {
|
||
|
||
var i, l, v, vl, dstVertices, srcVertices;
|
||
|
||
for ( i = 0, l = json.morphTargets.length; i < l; i ++ ) {
|
||
|
||
geometry.morphTargets[ i ] = {};
|
||
geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
|
||
geometry.morphTargets[ i ].vertices = [];
|
||
|
||
dstVertices = geometry.morphTargets[ i ].vertices;
|
||
srcVertices = json.morphTargets [ i ].vertices;
|
||
|
||
for( v = 0, vl = srcVertices.length; v < vl; v += 3 ) {
|
||
|
||
var vertex = new THREE.Vector3();
|
||
vertex.x = srcVertices[ v ] * scale;
|
||
vertex.y = srcVertices[ v + 1 ] * scale;
|
||
vertex.z = srcVertices[ v + 2 ] * scale;
|
||
|
||
dstVertices.push( vertex );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( json.morphColors !== undefined ) {
|
||
|
||
var i, l, c, cl, dstColors, srcColors, color;
|
||
|
||
for ( i = 0, l = json.morphColors.length; i < l; i++ ) {
|
||
|
||
geometry.morphColors[ i ] = {};
|
||
geometry.morphColors[ i ].name = json.morphColors[ i ].name;
|
||
geometry.morphColors[ i ].colors = [];
|
||
|
||
dstColors = geometry.morphColors[ i ].colors;
|
||
srcColors = json.morphColors [ i ].colors;
|
||
|
||
for ( c = 0, cl = srcColors.length; c < cl; c += 3 ) {
|
||
|
||
color = new THREE.Color( 0xffaa00 );
|
||
color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] );
|
||
dstColors.push( color );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
if ( json.materials === undefined ) {
|
||
|
||
return { geometry: geometry };
|
||
|
||
} else {
|
||
|
||
var materials = this.initMaterials( json.materials, texturePath );
|
||
|
||
if ( this.needsTangents( materials ) ) {
|
||
|
||
geometry.computeTangents();
|
||
|
||
}
|
||
|
||
return { geometry: geometry, materials: materials };
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
THREE.LoadingManager = function ( onLoad, onProgress, onError ) {
|
||
|
||
var scope = this;
|
||
|
||
var loaded = 0, total = 0;
|
||
|
||
this.onLoad = onLoad;
|
||
this.onProgress = onProgress;
|
||
this.onError = onError;
|
||
|
||
this.itemStart = function ( url ) {
|
||
|
||
total ++;
|
||
|
||
};
|
||
|
||
this.itemEnd = function ( url ) {
|
||
|
||
loaded ++;
|
||
|
||
if ( scope.onProgress !== undefined ) {
|
||
|
||
scope.onProgress( url, loaded, total );
|
||
|
||
}
|
||
|
||
if ( loaded === total && scope.onLoad !== undefined ) {
|
||
|
||
scope.onLoad();
|
||
|
||
}
|
||
|
||
};
|
||
|
||
};
|
||
|
||
THREE.DefaultLoadingManager = new THREE.LoadingManager();
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
THREE.BufferGeometryLoader = function ( manager ) {
|
||
|
||
this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
|
||
|
||
};
|
||
|
||
THREE.BufferGeometryLoader.prototype = {
|
||
|
||
constructor: THREE.BufferGeometryLoader,
|
||
|
||
load: function ( url, onLoad, onProgress, onError ) {
|
||
|
||
var scope = this;
|
||
|
||
var loader = new THREE.XHRLoader();
|
||
loader.setCrossOrigin( this.crossOrigin );
|
||
loader.load( url, function ( text ) {
|
||
|
||
onLoad( scope.parse( JSON.parse( text ) ) );
|
||
|
||
} );
|
||
|
||
},
|
||
|
||
setCrossOrigin: function ( value ) {
|
||
|
||
this.crossOrigin = value;
|
||
|
||
},
|
||
|
||
parse: function ( json ) {
|
||
|
||
var geometry = new THREE.BufferGeometry();
|
||
|
||
var attributes = json.attributes;
|
||
var offsets = json.offsets;
|
||
var boundingSphere = json.boundingSphere;
|
||
|
||
for ( var key in attributes ) {
|
||
|
||
var attribute = attributes[ key ];
|
||
|
||
geometry.attributes[ key ] = {
|
||
itemSize: attribute.itemSize,
|
||
array: new self[ attribute.type ]( attribute.array )
|
||
}
|
||
|
||
}
|
||
|
||
if ( offsets !== undefined ) {
|
||
|
||
geometry.offsets = JSON.parse( JSON.stringify( offsets ) );
|
||
|
||
}
|
||
|
||
if ( boundingSphere !== undefined ) {
|
||
|
||
geometry.boundingSphere = new THREE.Sphere(
|
||
new THREE.Vector3().fromArray( boundingSphere.center !== undefined ? boundingSphere.center : [ 0, 0, 0 ] ),
|
||
boundingSphere.radius
|
||
);
|
||
|
||
}
|
||
|
||
return geometry;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
THREE.Geometry2Loader = function ( manager ) {
|
||
|
||
this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
|
||
|
||
};
|
||
|
||
THREE.Geometry2Loader.prototype = {
|
||
|
||
constructor: THREE.Geometry2Loader,
|
||
|
||
load: function ( url, onLoad, onProgress, onError ) {
|
||
|
||
var scope = this;
|
||
|
||
var loader = new THREE.XHRLoader();
|
||
loader.setCrossOrigin( this.crossOrigin );
|
||
loader.load( url, function ( text ) {
|
||
|
||
onLoad( scope.parse( JSON.parse( text ) ) );
|
||
|
||
} );
|
||
|
||
},
|
||
|
||
setCrossOrigin: function ( value ) {
|
||
|
||
this.crossOrigin = value;
|
||
|
||
},
|
||
|
||
parse: function ( json ) {
|
||
|
||
var geometry = new THREE.Geometry2( json.vertices.length / 3 );
|
||
|
||
var attributes = [ 'vertices', 'normals', 'uvs' ];
|
||
var boundingSphere = json.boundingSphere;
|
||
|
||
for ( var key in attributes ) {
|
||
|
||
var attribute = attributes[ key ];
|
||
geometry[ attribute ].set( json[ attribute ] );
|
||
|
||
}
|
||
|
||
if ( boundingSphere !== undefined ) {
|
||
|
||
geometry.boundingSphere = new THREE.Sphere(
|
||
new THREE.Vector3().fromArray( boundingSphere.center !== undefined ? boundingSphere.center : [ 0, 0, 0 ] ),
|
||
boundingSphere.radius
|
||
);
|
||
|
||
}
|
||
|
||
return geometry;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
THREE.MaterialLoader = function ( manager ) {
|
||
|
||
this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
|
||
|
||
};
|
||
|
||
THREE.MaterialLoader.prototype = {
|
||
|
||
constructor: THREE.MaterialLoader,
|
||
|
||
load: function ( url, onLoad, onProgress, onError ) {
|
||
|
||
var scope = this;
|
||
|
||
var loader = new THREE.XHRLoader();
|
||
loader.setCrossOrigin( this.crossOrigin );
|
||
loader.load( url, function ( text ) {
|
||
|
||
onLoad( scope.parse( JSON.parse( text ) ) );
|
||
|
||
} );
|
||
|
||
},
|
||
|
||
setCrossOrigin: function ( value ) {
|
||
|
||
this.crossOrigin = value;
|
||
|
||
},
|
||
|
||
parse: function ( json ) {
|
||
|
||
var material = new THREE[ json.type ];
|
||
|
||
if ( json.color !== undefined ) material.color.setHex( json.color );
|
||
if ( json.ambient !== undefined ) material.ambient.setHex( json.ambient );
|
||
if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
|
||
if ( json.specular !== undefined ) material.specular.setHex( json.specular );
|
||
if ( json.shininess !== undefined ) material.shininess = json.shininess;
|
||
if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
|
||
if ( json.blending !== undefined ) material.blending = json.blending;
|
||
if ( json.side !== undefined ) material.side = json.side;
|
||
if ( json.opacity !== undefined ) material.opacity = json.opacity;
|
||
if ( json.transparent !== undefined ) material.transparent = json.transparent;
|
||
if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
|
||
|
||
if ( json.materials !== undefined ) {
|
||
|
||
for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
|
||
|
||
material.materials.push( this.parse( json.materials[ i ] ) );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return material;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
THREE.ObjectLoader = function ( manager ) {
|
||
|
||
this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
|
||
|
||
};
|
||
|
||
THREE.ObjectLoader.prototype = {
|
||
|
||
constructor: THREE.ObjectLoader,
|
||
|
||
load: function ( url, onLoad, onProgress, onError ) {
|
||
|
||
var scope = this;
|
||
|
||
var loader = new THREE.XHRLoader( scope.manager );
|
||
loader.setCrossOrigin( this.crossOrigin );
|
||
loader.load( url, function ( text ) {
|
||
|
||
onLoad( scope.parse( JSON.parse( text ) ) );
|
||
|
||
} );
|
||
|
||
},
|
||
|
||
setCrossOrigin: function ( value ) {
|
||
|
||
this.crossOrigin = value;
|
||
|
||
},
|
||
|
||
parse: function ( json ) {
|
||
|
||
var geometries = this.parseGeometries( json.geometries );
|
||
var materials = this.parseMaterials( json.materials );
|
||
var object = this.parseObject( json.object, geometries, materials );
|
||
|
||
return object;
|
||
|
||
},
|
||
|
||
parseGeometries: function ( json ) {
|
||
|
||
var geometries = {};
|
||
|
||
if ( json !== undefined ) {
|
||
|
||
var geometryLoader = new THREE.JSONLoader();
|
||
var geometry2Loader = new THREE.Geometry2Loader();
|
||
var bufferGeometryLoader = new THREE.BufferGeometryLoader();
|
||
|
||
for ( var i = 0, l = json.length; i < l; i ++ ) {
|
||
|
||
var geometry;
|
||
var data = json[ i ];
|
||
|
||
switch ( data.type ) {
|
||
|
||
case 'PlaneGeometry':
|
||
|
||
geometry = new THREE.PlaneGeometry(
|
||
data.width,
|
||
data.height,
|
||
data.widthSegments,
|
||
data.heightSegments
|
||
);
|
||
|
||
break;
|
||
|
||
case 'BoxGeometry':
|
||
case 'CubeGeometry': // DEPRECATED
|
||
|
||
geometry = new THREE.BoxGeometry(
|
||
data.width,
|
||
data.height,
|
||
data.depth,
|
||
data.widthSegments,
|
||
data.heightSegments,
|
||
data.depthSegments
|
||
);
|
||
|
||
break;
|
||
|
||
case 'CircleGeometry':
|
||
|
||
geometry = new THREE.CircleGeometry(
|
||
data.radius,
|
||
data.segments
|
||
);
|
||
|
||
break;
|
||
|
||
case 'CylinderGeometry':
|
||
|
||
geometry = new THREE.CylinderGeometry(
|
||
data.radiusTop,
|
||
data.radiusBottom,
|
||
data.height,
|
||
data.radialSegments,
|
||
data.heightSegments,
|
||
data.openEnded
|
||
);
|
||
|
||
break;
|
||
|
||
case 'SphereGeometry':
|
||
|
||
geometry = new THREE.SphereGeometry(
|
||
data.radius,
|
||
data.widthSegments,
|
||
data.heightSegments,
|
||
data.phiStart,
|
||
data.phiLength,
|
||
data.thetaStart,
|
||
data.thetaLength
|
||
);
|
||
|
||
break;
|
||
|
||
case 'IcosahedronGeometry':
|
||
|
||
geometry = new THREE.IcosahedronGeometry(
|
||
data.radius,
|
||
data.detail
|
||
);
|
||
|
||
break;
|
||
|
||
case 'TorusGeometry':
|
||
|
||
geometry = new THREE.TorusGeometry(
|
||
data.radius,
|
||
data.tube,
|
||
data.radialSegments,
|
||
data.tubularSegments,
|
||
data.arc
|
||
);
|
||
|
||
break;
|
||
|
||
case 'TorusKnotGeometry':
|
||
|
||
geometry = new THREE.TorusKnotGeometry(
|
||
data.radius,
|
||
data.tube,
|
||
data.radialSegments,
|
||
data.tubularSegments,
|
||
data.p,
|
||
data.q,
|
||
data.heightScale
|
||
);
|
||
|
||
break;
|
||
|
||
case 'BufferGeometry':
|
||
|
||
geometry = bufferGeometryLoader.parse( data.data );
|
||
|
||
break;
|
||
|
||
case 'Geometry2':
|
||
|
||
geometry = geometry2Loader.parse( data.data );
|
||
|
||
break;
|
||
|
||
case 'Geometry':
|
||
|
||
geometry = geometryLoader.parse( data.data ).geometry;
|
||
|
||
break;
|
||
|
||
}
|
||
|
||
geometry.uuid = data.uuid;
|
||
|
||
if ( data.name !== undefined ) geometry.name = data.name;
|
||
|
||
geometries[ data.uuid ] = geometry;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return geometries;
|
||
|
||
},
|
||
|
||
parseMaterials: function ( json ) {
|
||
|
||
var materials = {};
|
||
|
||
if ( json !== undefined ) {
|
||
|
||
var loader = new THREE.MaterialLoader();
|
||
|
||
for ( var i = 0, l = json.length; i < l; i ++ ) {
|
||
|
||
var data = json[ i ];
|
||
var material = loader.parse( data );
|
||
|
||
material.uuid = data.uuid;
|
||
|
||
if ( data.name !== undefined ) material.name = data.name;
|
||
|
||
materials[ data.uuid ] = material;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return materials;
|
||
|
||
},
|
||
|
||
parseObject: function () {
|
||
|
||
var matrix = new THREE.Matrix4();
|
||
|
||
return function ( data, geometries, materials ) {
|
||
|
||
var object;
|
||
|
||
switch ( data.type ) {
|
||
|
||
case 'Scene':
|
||
|
||
object = new THREE.Scene();
|
||
|
||
break;
|
||
|
||
case 'PerspectiveCamera':
|
||
|
||
object = new THREE.PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
|
||
|
||
break;
|
||
|
||
case 'OrthographicCamera':
|
||
|
||
object = new THREE.OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
|
||
|
||
break;
|
||
|
||
case 'AmbientLight':
|
||
|
||
object = new THREE.AmbientLight( data.color );
|
||
|
||
break;
|
||
|
||
case 'DirectionalLight':
|
||
|
||
object = new THREE.DirectionalLight( data.color, data.intensity );
|
||
|
||
break;
|
||
|
||
case 'PointLight':
|
||
|
||
object = new THREE.PointLight( data.color, data.intensity, data.distance );
|
||
|
||
break;
|
||
|
||
case 'SpotLight':
|
||
|
||
object = new THREE.SpotLight( data.color, data.intensity, data.distance, data.angle, data.exponent );
|
||
|
||
break;
|
||
|
||
case 'HemisphereLight':
|
||
|
||
object = new THREE.HemisphereLight( data.color, data.groundColor, data.intensity );
|
||
|
||
break;
|
||
|
||
case 'Mesh':
|
||
|
||
var geometry = geometries[ data.geometry ];
|
||
var material = materials[ data.material ];
|
||
|
||
if ( geometry === undefined ) {
|
||
|
||
console.error( 'THREE.ObjectLoader: Undefined geometry ' + data.geometry );
|
||
|
||
}
|
||
|
||
if ( material === undefined ) {
|
||
|
||
console.error( 'THREE.ObjectLoader: Undefined material ' + data.material );
|
||
|
||
}
|
||
|
||
object = new THREE.Mesh( geometry, material );
|
||
|
||
break;
|
||
|
||
case 'Sprite':
|
||
|
||
var material = materials[ data.material ];
|
||
|
||
if ( material === undefined ) {
|
||
|
||
console.error( 'THREE.ObjectLoader: Undefined material ' + data.material );
|
||
|
||
}
|
||
|
||
object = new THREE.Sprite( material );
|
||
|
||
break;
|
||
|
||
default:
|
||
|
||
object = new THREE.Object3D();
|
||
|
||
}
|
||
|
||
object.uuid = data.uuid;
|
||
|
||
if ( data.name !== undefined ) object.name = data.name;
|
||
if ( data.matrix !== undefined ) {
|
||
|
||
matrix.fromArray( data.matrix );
|
||
matrix.decompose( object.position, object.quaternion, object.scale );
|
||
|
||
} else {
|
||
|
||
if ( data.position !== undefined ) object.position.fromArray( data.position );
|
||
if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
|
||
if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
|
||
|
||
}
|
||
|
||
if ( data.visible !== undefined ) object.visible = data.visible;
|
||
if ( data.userData !== undefined ) object.userData = data.userData;
|
||
|
||
if ( data.children !== undefined ) {
|
||
|
||
for ( var child in data.children ) {
|
||
|
||
object.add( this.parseObject( data.children[ child ], geometries, materials ) );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return object;
|
||
|
||
}
|
||
|
||
}()
|
||
|
||
};
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.SceneLoader = function () {
|
||
|
||
this.onLoadStart = function () {};
|
||
this.onLoadProgress = function() {};
|
||
this.onLoadComplete = function () {};
|
||
|
||
this.callbackSync = function () {};
|
||
this.callbackProgress = function () {};
|
||
|
||
this.geometryHandlers = {};
|
||
this.hierarchyHandlers = {};
|
||
|
||
this.addGeometryHandler( "ascii", THREE.JSONLoader );
|
||
|
||
};
|
||
|
||
THREE.SceneLoader.prototype = {
|
||
|
||
constructor: THREE.SceneLoader,
|
||
|
||
load: function ( url, onLoad, onProgress, onError ) {
|
||
|
||
var scope = this;
|
||
|
||
var loader = new THREE.XHRLoader( scope.manager );
|
||
loader.setCrossOrigin( this.crossOrigin );
|
||
loader.load( url, function ( text ) {
|
||
|
||
scope.parse( JSON.parse( text ), onLoad, url );
|
||
|
||
} );
|
||
|
||
},
|
||
|
||
setCrossOrigin: function ( value ) {
|
||
|
||
this.crossOrigin = value;
|
||
|
||
},
|
||
|
||
addGeometryHandler: function ( typeID, loaderClass ) {
|
||
|
||
this.geometryHandlers[ typeID ] = { "loaderClass": loaderClass };
|
||
|
||
},
|
||
|
||
addHierarchyHandler: function ( typeID, loaderClass ) {
|
||
|
||
this.hierarchyHandlers[ typeID ] = { "loaderClass": loaderClass };
|
||
|
||
},
|
||
|
||
parse: function ( json, callbackFinished, url ) {
|
||
|
||
var scope = this;
|
||
|
||
var urlBase = THREE.Loader.prototype.extractUrlBase( url );
|
||
|
||
var geometry, material, camera, fog,
|
||
texture, images, color,
|
||
light, hex, intensity,
|
||
counter_models, counter_textures,
|
||
total_models, total_textures,
|
||
result;
|
||
|
||
var target_array = [];
|
||
|
||
var data = json;
|
||
|
||
// async geometry loaders
|
||
|
||
for ( var typeID in this.geometryHandlers ) {
|
||
|
||
var loaderClass = this.geometryHandlers[ typeID ][ "loaderClass" ];
|
||
this.geometryHandlers[ typeID ][ "loaderObject" ] = new loaderClass();
|
||
|
||
}
|
||
|
||
// async hierachy loaders
|
||
|
||
for ( var typeID in this.hierarchyHandlers ) {
|
||
|
||
var loaderClass = this.hierarchyHandlers[ typeID ][ "loaderClass" ];
|
||
this.hierarchyHandlers[ typeID ][ "loaderObject" ] = new loaderClass();
|
||
|
||
}
|
||
|
||
counter_models = 0;
|
||
counter_textures = 0;
|
||
|
||
result = {
|
||
|
||
scene: new THREE.Scene(),
|
||
geometries: {},
|
||
face_materials: {},
|
||
materials: {},
|
||
textures: {},
|
||
objects: {},
|
||
cameras: {},
|
||
lights: {},
|
||
fogs: {},
|
||
empties: {},
|
||
groups: {}
|
||
|
||
};
|
||
|
||
if ( data.transform ) {
|
||
|
||
var position = data.transform.position,
|
||
rotation = data.transform.rotation,
|
||
scale = data.transform.scale;
|
||
|
||
if ( position ) {
|
||
|
||
result.scene.position.fromArray( position );
|
||
|
||
}
|
||
|
||
if ( rotation ) {
|
||
|
||
result.scene.rotation.fromArray( rotation );
|
||
|
||
}
|
||
|
||
if ( scale ) {
|
||
|
||
result.scene.scale.fromArray( scale );
|
||
|
||
}
|
||
|
||
if ( position || rotation || scale ) {
|
||
|
||
result.scene.updateMatrix();
|
||
result.scene.updateMatrixWorld();
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function get_url( source_url, url_type ) {
|
||
|
||
if ( url_type == "relativeToHTML" ) {
|
||
|
||
return source_url;
|
||
|
||
} else {
|
||
|
||
return urlBase + source_url;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
// toplevel loader function, delegates to handle_children
|
||
|
||
function handle_objects() {
|
||
|
||
handle_children( result.scene, data.objects );
|
||
|
||
}
|
||
|
||
// handle all the children from the loaded json and attach them to given parent
|
||
|
||
function handle_children( parent, children ) {
|
||
|
||
var mat, dst, pos, rot, scl, quat;
|
||
|
||
for ( var objID in children ) {
|
||
|
||
// check by id if child has already been handled,
|
||
// if not, create new object
|
||
|
||
var object = result.objects[ objID ];
|
||
var objJSON = children[ objID ];
|
||
|
||
if ( object === undefined ) {
|
||
|
||
// meshes
|
||
|
||
if ( objJSON.type && ( objJSON.type in scope.hierarchyHandlers ) ) {
|
||
|
||
if ( objJSON.loading === undefined ) {
|
||
|
||
var reservedTypes = {
|
||
"type": 1, "url": 1, "material": 1,
|
||
"position": 1, "rotation": 1, "scale" : 1,
|
||
"visible": 1, "children": 1, "userData": 1,
|
||
"skin": 1, "morph": 1, "mirroredLoop": 1, "duration": 1
|
||
};
|
||
|
||
var loaderParameters = {};
|
||
|
||
for ( var parType in objJSON ) {
|
||
|
||
if ( ! ( parType in reservedTypes ) ) {
|
||
|
||
loaderParameters[ parType ] = objJSON[ parType ];
|
||
|
||
}
|
||
|
||
}
|
||
|
||
material = result.materials[ objJSON.material ];
|
||
|
||
objJSON.loading = true;
|
||
|
||
var loader = scope.hierarchyHandlers[ objJSON.type ][ "loaderObject" ];
|
||
|
||
// ColladaLoader
|
||
|
||
if ( loader.options ) {
|
||
|
||
loader.load( get_url( objJSON.url, data.urlBaseType ), create_callback_hierachy( objID, parent, material, objJSON ) );
|
||
|
||
// UTF8Loader
|
||
// OBJLoader
|
||
|
||
} else {
|
||
|
||
loader.load( get_url( objJSON.url, data.urlBaseType ), create_callback_hierachy( objID, parent, material, objJSON ), loaderParameters );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else if ( objJSON.geometry !== undefined ) {
|
||
|
||
geometry = result.geometries[ objJSON.geometry ];
|
||
|
||
// geometry already loaded
|
||
|
||
if ( geometry ) {
|
||
|
||
var needsTangents = false;
|
||
|
||
material = result.materials[ objJSON.material ];
|
||
needsTangents = material instanceof THREE.ShaderMaterial;
|
||
|
||
pos = objJSON.position;
|
||
rot = objJSON.rotation;
|
||
scl = objJSON.scale;
|
||
mat = objJSON.matrix;
|
||
quat = objJSON.quaternion;
|
||
|
||
// use materials from the model file
|
||
// if there is no material specified in the object
|
||
|
||
if ( ! objJSON.material ) {
|
||
|
||
material = new THREE.MeshFaceMaterial( result.face_materials[ objJSON.geometry ] );
|
||
|
||
}
|
||
|
||
// use materials from the model file
|
||
// if there is just empty face material
|
||
// (must create new material as each model has its own face material)
|
||
|
||
if ( ( material instanceof THREE.MeshFaceMaterial ) && material.materials.length === 0 ) {
|
||
|
||
material = new THREE.MeshFaceMaterial( result.face_materials[ objJSON.geometry ] );
|
||
|
||
}
|
||
|
||
if ( material instanceof THREE.MeshFaceMaterial ) {
|
||
|
||
for ( var i = 0; i < material.materials.length; i ++ ) {
|
||
|
||
needsTangents = needsTangents || ( material.materials[ i ] instanceof THREE.ShaderMaterial );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( needsTangents ) {
|
||
|
||
geometry.computeTangents();
|
||
|
||
}
|
||
|
||
if ( objJSON.skin ) {
|
||
|
||
object = new THREE.SkinnedMesh( geometry, material );
|
||
|
||
} else if ( objJSON.morph ) {
|
||
|
||
object = new THREE.MorphAnimMesh( geometry, material );
|
||
|
||
if ( objJSON.duration !== undefined ) {
|
||
|
||
object.duration = objJSON.duration;
|
||
|
||
}
|
||
|
||
if ( objJSON.time !== undefined ) {
|
||
|
||
object.time = objJSON.time;
|
||
|
||
}
|
||
|
||
if ( objJSON.mirroredLoop !== undefined ) {
|
||
|
||
object.mirroredLoop = objJSON.mirroredLoop;
|
||
|
||
}
|
||
|
||
if ( material.morphNormals ) {
|
||
|
||
geometry.computeMorphNormals();
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
object = new THREE.Mesh( geometry, material );
|
||
|
||
}
|
||
|
||
object.name = objID;
|
||
|
||
if ( mat ) {
|
||
|
||
object.matrixAutoUpdate = false;
|
||
object.matrix.set(
|
||
mat[0], mat[1], mat[2], mat[3],
|
||
mat[4], mat[5], mat[6], mat[7],
|
||
mat[8], mat[9], mat[10], mat[11],
|
||
mat[12], mat[13], mat[14], mat[15]
|
||
);
|
||
|
||
} else {
|
||
|
||
object.position.fromArray( pos );
|
||
|
||
if ( quat ) {
|
||
|
||
object.quaternion.fromArray( quat );
|
||
|
||
} else {
|
||
|
||
object.rotation.fromArray( rot );
|
||
|
||
}
|
||
|
||
object.scale.fromArray( scl );
|
||
|
||
}
|
||
|
||
object.visible = objJSON.visible;
|
||
object.castShadow = objJSON.castShadow;
|
||
object.receiveShadow = objJSON.receiveShadow;
|
||
|
||
parent.add( object );
|
||
|
||
result.objects[ objID ] = object;
|
||
|
||
}
|
||
|
||
// lights
|
||
|
||
} else if ( objJSON.type === "AmbientLight" || objJSON.type === "PointLight" ||
|
||
objJSON.type === "DirectionalLight" || objJSON.type === "SpotLight" ||
|
||
objJSON.type === "HemisphereLight" || objJSON.type === "AreaLight" ) {
|
||
|
||
var color = objJSON.color;
|
||
var intensity = objJSON.intensity;
|
||
var distance = objJSON.distance;
|
||
var position = objJSON.position;
|
||
var rotation = objJSON.rotation;
|
||
|
||
switch ( objJSON.type ) {
|
||
|
||
case 'AmbientLight':
|
||
light = new THREE.AmbientLight( color );
|
||
break;
|
||
|
||
case 'PointLight':
|
||
light = new THREE.PointLight( color, intensity, distance );
|
||
light.position.fromArray( position );
|
||
break;
|
||
|
||
case 'DirectionalLight':
|
||
light = new THREE.DirectionalLight( color, intensity );
|
||
light.position.fromArray( objJSON.direction );
|
||
break;
|
||
|
||
case 'SpotLight':
|
||
light = new THREE.SpotLight( color, intensity, distance, 1 );
|
||
light.angle = objJSON.angle;
|
||
light.position.fromArray( position );
|
||
light.target.set( position[ 0 ], position[ 1 ] - distance, position[ 2 ] );
|
||
light.target.applyEuler( new THREE.Euler( rotation[ 0 ], rotation[ 1 ], rotation[ 2 ], 'XYZ' ) );
|
||
break;
|
||
|
||
case 'HemisphereLight':
|
||
light = new THREE.DirectionalLight( color, intensity, distance );
|
||
light.target.set( position[ 0 ], position[ 1 ] - distance, position[ 2 ] );
|
||
light.target.applyEuler( new THREE.Euler( rotation[ 0 ], rotation[ 1 ], rotation[ 2 ], 'XYZ' ) );
|
||
break;
|
||
|
||
case 'AreaLight':
|
||
light = new THREE.AreaLight(color, intensity);
|
||
light.position.fromArray( position );
|
||
light.width = objJSON.size;
|
||
light.height = objJSON.size_y;
|
||
break;
|
||
|
||
}
|
||
|
||
parent.add( light );
|
||
|
||
light.name = objID;
|
||
result.lights[ objID ] = light;
|
||
result.objects[ objID ] = light;
|
||
|
||
// cameras
|
||
|
||
} else if ( objJSON.type === "PerspectiveCamera" || objJSON.type === "OrthographicCamera" ) {
|
||
|
||
pos = objJSON.position;
|
||
rot = objJSON.rotation;
|
||
quat = objJSON.quaternion;
|
||
|
||
if ( objJSON.type === "PerspectiveCamera" ) {
|
||
|
||
camera = new THREE.PerspectiveCamera( objJSON.fov, objJSON.aspect, objJSON.near, objJSON.far );
|
||
|
||
} else if ( objJSON.type === "OrthographicCamera" ) {
|
||
|
||
camera = new THREE.OrthographicCamera( objJSON.left, objJSON.right, objJSON.top, objJSON.bottom, objJSON.near, objJSON.far );
|
||
|
||
}
|
||
|
||
camera.name = objID;
|
||
camera.position.fromArray( pos );
|
||
|
||
if ( quat !== undefined ) {
|
||
|
||
camera.quaternion.fromArray( quat );
|
||
|
||
} else if ( rot !== undefined ) {
|
||
|
||
camera.rotation.fromArray( rot );
|
||
|
||
}
|
||
|
||
parent.add( camera );
|
||
|
||
result.cameras[ objID ] = camera;
|
||
result.objects[ objID ] = camera;
|
||
|
||
// pure Object3D
|
||
|
||
} else {
|
||
|
||
pos = objJSON.position;
|
||
rot = objJSON.rotation;
|
||
scl = objJSON.scale;
|
||
quat = objJSON.quaternion;
|
||
|
||
object = new THREE.Object3D();
|
||
object.name = objID;
|
||
object.position.fromArray( pos );
|
||
|
||
if ( quat ) {
|
||
|
||
object.quaternion.fromArray( quat );
|
||
|
||
} else {
|
||
|
||
object.rotation.fromArray( rot );
|
||
|
||
}
|
||
|
||
object.scale.fromArray( scl );
|
||
object.visible = ( objJSON.visible !== undefined ) ? objJSON.visible : false;
|
||
|
||
parent.add( object );
|
||
|
||
result.objects[ objID ] = object;
|
||
result.empties[ objID ] = object;
|
||
|
||
}
|
||
|
||
if ( object ) {
|
||
|
||
if ( objJSON.userData !== undefined ) {
|
||
|
||
for ( var key in objJSON.userData ) {
|
||
|
||
var value = objJSON.userData[ key ];
|
||
object.userData[ key ] = value;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( objJSON.groups !== undefined ) {
|
||
|
||
for ( var i = 0; i < objJSON.groups.length; i ++ ) {
|
||
|
||
var groupID = objJSON.groups[ i ];
|
||
|
||
if ( result.groups[ groupID ] === undefined ) {
|
||
|
||
result.groups[ groupID ] = [];
|
||
|
||
}
|
||
|
||
result.groups[ groupID ].push( objID );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( object !== undefined && objJSON.children !== undefined ) {
|
||
|
||
handle_children( object, objJSON.children );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function handle_mesh( geo, mat, id ) {
|
||
|
||
result.geometries[ id ] = geo;
|
||
result.face_materials[ id ] = mat;
|
||
handle_objects();
|
||
|
||
};
|
||
|
||
function handle_hierarchy( node, id, parent, material, obj ) {
|
||
|
||
var p = obj.position;
|
||
var r = obj.rotation;
|
||
var q = obj.quaternion;
|
||
var s = obj.scale;
|
||
|
||
node.position.fromArray( p );
|
||
|
||
if ( q ) {
|
||
|
||
node.quaternion.fromArray( q );
|
||
|
||
} else {
|
||
|
||
node.rotation.fromArray( r );
|
||
|
||
}
|
||
|
||
node.scale.fromArray( s );
|
||
|
||
// override children materials
|
||
// if object material was specified in JSON explicitly
|
||
|
||
if ( material ) {
|
||
|
||
node.traverse( function ( child ) {
|
||
|
||
child.material = material;
|
||
|
||
} );
|
||
|
||
}
|
||
|
||
// override children visibility
|
||
// with root node visibility as specified in JSON
|
||
|
||
var visible = ( obj.visible !== undefined ) ? obj.visible : true;
|
||
|
||
node.traverse( function ( child ) {
|
||
|
||
child.visible = visible;
|
||
|
||
} );
|
||
|
||
parent.add( node );
|
||
|
||
node.name = id;
|
||
|
||
result.objects[ id ] = node;
|
||
handle_objects();
|
||
|
||
};
|
||
|
||
function create_callback_geometry( id ) {
|
||
|
||
return function ( geo, mat ) {
|
||
|
||
geo.name = id;
|
||
|
||
handle_mesh( geo, mat, id );
|
||
|
||
counter_models -= 1;
|
||
|
||
scope.onLoadComplete();
|
||
|
||
async_callback_gate();
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function create_callback_hierachy( id, parent, material, obj ) {
|
||
|
||
return function ( event ) {
|
||
|
||
var result;
|
||
|
||
// loaders which use EventDispatcher
|
||
|
||
if ( event.content ) {
|
||
|
||
result = event.content;
|
||
|
||
// ColladaLoader
|
||
|
||
} else if ( event.dae ) {
|
||
|
||
result = event.scene;
|
||
|
||
|
||
// UTF8Loader
|
||
|
||
} else {
|
||
|
||
result = event;
|
||
|
||
}
|
||
|
||
handle_hierarchy( result, id, parent, material, obj );
|
||
|
||
counter_models -= 1;
|
||
|
||
scope.onLoadComplete();
|
||
|
||
async_callback_gate();
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function create_callback_embed( id ) {
|
||
|
||
return function ( geo, mat ) {
|
||
|
||
geo.name = id;
|
||
|
||
result.geometries[ id ] = geo;
|
||
result.face_materials[ id ] = mat;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function async_callback_gate() {
|
||
|
||
var progress = {
|
||
|
||
totalModels : total_models,
|
||
totalTextures : total_textures,
|
||
loadedModels : total_models - counter_models,
|
||
loadedTextures : total_textures - counter_textures
|
||
|
||
};
|
||
|
||
scope.callbackProgress( progress, result );
|
||
|
||
scope.onLoadProgress();
|
||
|
||
if ( counter_models === 0 && counter_textures === 0 ) {
|
||
|
||
finalize();
|
||
callbackFinished( result );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function finalize() {
|
||
|
||
// take care of targets which could be asynchronously loaded objects
|
||
|
||
for ( var i = 0; i < target_array.length; i ++ ) {
|
||
|
||
var ta = target_array[ i ];
|
||
|
||
var target = result.objects[ ta.targetName ];
|
||
|
||
if ( target ) {
|
||
|
||
ta.object.target = target;
|
||
|
||
} else {
|
||
|
||
// if there was error and target of specified name doesn't exist in the scene file
|
||
// create instead dummy target
|
||
// (target must be added to scene explicitly as parent is already added)
|
||
|
||
ta.object.target = new THREE.Object3D();
|
||
result.scene.add( ta.object.target );
|
||
|
||
}
|
||
|
||
ta.object.target.userData.targetInverse = ta.object;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
var callbackTexture = function ( count ) {
|
||
|
||
counter_textures -= count;
|
||
async_callback_gate();
|
||
|
||
scope.onLoadComplete();
|
||
|
||
};
|
||
|
||
// must use this instead of just directly calling callbackTexture
|
||
// because of closure in the calling context loop
|
||
|
||
var generateTextureCallback = function ( count ) {
|
||
|
||
return function () {
|
||
|
||
callbackTexture( count );
|
||
|
||
};
|
||
|
||
};
|
||
|
||
function traverse_json_hierarchy( objJSON, callback ) {
|
||
|
||
callback( objJSON );
|
||
|
||
if ( objJSON.children !== undefined ) {
|
||
|
||
for ( var objChildID in objJSON.children ) {
|
||
|
||
traverse_json_hierarchy( objJSON.children[ objChildID ], callback );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
// first go synchronous elements
|
||
|
||
// fogs
|
||
|
||
var fogID, fogJSON;
|
||
|
||
for ( fogID in data.fogs ) {
|
||
|
||
fogJSON = data.fogs[ fogID ];
|
||
|
||
if ( fogJSON.type === "linear" ) {
|
||
|
||
fog = new THREE.Fog( 0x000000, fogJSON.near, fogJSON.far );
|
||
|
||
} else if ( fogJSON.type === "exp2" ) {
|
||
|
||
fog = new THREE.FogExp2( 0x000000, fogJSON.density );
|
||
|
||
}
|
||
|
||
color = fogJSON.color;
|
||
fog.color.setRGB( color[0], color[1], color[2] );
|
||
|
||
result.fogs[ fogID ] = fog;
|
||
|
||
}
|
||
|
||
// now come potentially asynchronous elements
|
||
|
||
// geometries
|
||
|
||
// count how many geometries will be loaded asynchronously
|
||
|
||
var geoID, geoJSON;
|
||
|
||
for ( geoID in data.geometries ) {
|
||
|
||
geoJSON = data.geometries[ geoID ];
|
||
|
||
if ( geoJSON.type in this.geometryHandlers ) {
|
||
|
||
counter_models += 1;
|
||
|
||
scope.onLoadStart();
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// count how many hierarchies will be loaded asynchronously
|
||
|
||
for ( var objID in data.objects ) {
|
||
|
||
traverse_json_hierarchy( data.objects[ objID ], function ( objJSON ) {
|
||
|
||
if ( objJSON.type && ( objJSON.type in scope.hierarchyHandlers ) ) {
|
||
|
||
counter_models += 1;
|
||
|
||
scope.onLoadStart();
|
||
|
||
}
|
||
|
||
});
|
||
|
||
}
|
||
|
||
total_models = counter_models;
|
||
|
||
for ( geoID in data.geometries ) {
|
||
|
||
geoJSON = data.geometries[ geoID ];
|
||
|
||
if ( geoJSON.type === "cube" ) {
|
||
|
||
geometry = new THREE.BoxGeometry( geoJSON.width, geoJSON.height, geoJSON.depth, geoJSON.widthSegments, geoJSON.heightSegments, geoJSON.depthSegments );
|
||
geometry.name = geoID;
|
||
result.geometries[ geoID ] = geometry;
|
||
|
||
} else if ( geoJSON.type === "plane" ) {
|
||
|
||
geometry = new THREE.PlaneGeometry( geoJSON.width, geoJSON.height, geoJSON.widthSegments, geoJSON.heightSegments );
|
||
geometry.name = geoID;
|
||
result.geometries[ geoID ] = geometry;
|
||
|
||
} else if ( geoJSON.type === "sphere" ) {
|
||
|
||
geometry = new THREE.SphereGeometry( geoJSON.radius, geoJSON.widthSegments, geoJSON.heightSegments );
|
||
geometry.name = geoID;
|
||
result.geometries[ geoID ] = geometry;
|
||
|
||
} else if ( geoJSON.type === "cylinder" ) {
|
||
|
||
geometry = new THREE.CylinderGeometry( geoJSON.topRad, geoJSON.botRad, geoJSON.height, geoJSON.radSegs, geoJSON.heightSegs );
|
||
geometry.name = geoID;
|
||
result.geometries[ geoID ] = geometry;
|
||
|
||
} else if ( geoJSON.type === "torus" ) {
|
||
|
||
geometry = new THREE.TorusGeometry( geoJSON.radius, geoJSON.tube, geoJSON.segmentsR, geoJSON.segmentsT );
|
||
geometry.name = geoID;
|
||
result.geometries[ geoID ] = geometry;
|
||
|
||
} else if ( geoJSON.type === "icosahedron" ) {
|
||
|
||
geometry = new THREE.IcosahedronGeometry( geoJSON.radius, geoJSON.subdivisions );
|
||
geometry.name = geoID;
|
||
result.geometries[ geoID ] = geometry;
|
||
|
||
} else if ( geoJSON.type in this.geometryHandlers ) {
|
||
|
||
var loaderParameters = {};
|
||
|
||
for ( var parType in geoJSON ) {
|
||
|
||
if ( parType !== "type" && parType !== "url" ) {
|
||
|
||
loaderParameters[ parType ] = geoJSON[ parType ];
|
||
|
||
}
|
||
|
||
}
|
||
|
||
var loader = this.geometryHandlers[ geoJSON.type ][ "loaderObject" ];
|
||
loader.load( get_url( geoJSON.url, data.urlBaseType ), create_callback_geometry( geoID ), loaderParameters );
|
||
|
||
} else if ( geoJSON.type === "embedded" ) {
|
||
|
||
var modelJson = data.embeds[ geoJSON.id ],
|
||
texture_path = "";
|
||
|
||
// pass metadata along to jsonLoader so it knows the format version
|
||
|
||
modelJson.metadata = data.metadata;
|
||
|
||
if ( modelJson ) {
|
||
|
||
var jsonLoader = this.geometryHandlers[ "ascii" ][ "loaderObject" ];
|
||
var model = jsonLoader.parse( modelJson, texture_path );
|
||
create_callback_embed( geoID )( model.geometry, model.materials );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// textures
|
||
|
||
// count how many textures will be loaded asynchronously
|
||
|
||
var textureID, textureJSON;
|
||
|
||
for ( textureID in data.textures ) {
|
||
|
||
textureJSON = data.textures[ textureID ];
|
||
|
||
if ( textureJSON.url instanceof Array ) {
|
||
|
||
counter_textures += textureJSON.url.length;
|
||
|
||
for( var n = 0; n < textureJSON.url.length; n ++ ) {
|
||
|
||
scope.onLoadStart();
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
counter_textures += 1;
|
||
|
||
scope.onLoadStart();
|
||
|
||
}
|
||
|
||
}
|
||
|
||
total_textures = counter_textures;
|
||
|
||
for ( textureID in data.textures ) {
|
||
|
||
textureJSON = data.textures[ textureID ];
|
||
|
||
if ( textureJSON.mapping !== undefined && THREE[ textureJSON.mapping ] !== undefined ) {
|
||
|
||
textureJSON.mapping = new THREE[ textureJSON.mapping ]();
|
||
|
||
}
|
||
|
||
if ( textureJSON.url instanceof Array ) {
|
||
|
||
var count = textureJSON.url.length;
|
||
var url_array = [];
|
||
|
||
for( var i = 0; i < count; i ++ ) {
|
||
|
||
url_array[ i ] = get_url( textureJSON.url[ i ], data.urlBaseType );
|
||
|
||
}
|
||
|
||
var isCompressed = /\.dds$/i.test( url_array[ 0 ] );
|
||
|
||
if ( isCompressed ) {
|
||
|
||
texture = THREE.ImageUtils.loadCompressedTextureCube( url_array, textureJSON.mapping, generateTextureCallback( count ) );
|
||
|
||
} else {
|
||
|
||
texture = THREE.ImageUtils.loadTextureCube( url_array, textureJSON.mapping, generateTextureCallback( count ) );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
var isCompressed = /\.dds$/i.test( textureJSON.url );
|
||
var fullUrl = get_url( textureJSON.url, data.urlBaseType );
|
||
var textureCallback = generateTextureCallback( 1 );
|
||
|
||
if ( isCompressed ) {
|
||
|
||
texture = THREE.ImageUtils.loadCompressedTexture( fullUrl, textureJSON.mapping, textureCallback );
|
||
|
||
} else {
|
||
|
||
texture = THREE.ImageUtils.loadTexture( fullUrl, textureJSON.mapping, textureCallback );
|
||
|
||
}
|
||
|
||
if ( THREE[ textureJSON.minFilter ] !== undefined )
|
||
texture.minFilter = THREE[ textureJSON.minFilter ];
|
||
|
||
if ( THREE[ textureJSON.magFilter ] !== undefined )
|
||
texture.magFilter = THREE[ textureJSON.magFilter ];
|
||
|
||
if ( textureJSON.anisotropy ) texture.anisotropy = textureJSON.anisotropy;
|
||
|
||
if ( textureJSON.repeat ) {
|
||
|
||
texture.repeat.set( textureJSON.repeat[ 0 ], textureJSON.repeat[ 1 ] );
|
||
|
||
if ( textureJSON.repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping;
|
||
if ( textureJSON.repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping;
|
||
|
||
}
|
||
|
||
if ( textureJSON.offset ) {
|
||
|
||
texture.offset.set( textureJSON.offset[ 0 ], textureJSON.offset[ 1 ] );
|
||
|
||
}
|
||
|
||
// handle wrap after repeat so that default repeat can be overriden
|
||
|
||
if ( textureJSON.wrap ) {
|
||
|
||
var wrapMap = {
|
||
"repeat": THREE.RepeatWrapping,
|
||
"mirror": THREE.MirroredRepeatWrapping
|
||
}
|
||
|
||
if ( wrapMap[ textureJSON.wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ textureJSON.wrap[ 0 ] ];
|
||
if ( wrapMap[ textureJSON.wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ textureJSON.wrap[ 1 ] ];
|
||
|
||
}
|
||
|
||
}
|
||
|
||
result.textures[ textureID ] = texture;
|
||
|
||
}
|
||
|
||
// materials
|
||
|
||
var matID, matJSON;
|
||
var parID;
|
||
|
||
for ( matID in data.materials ) {
|
||
|
||
matJSON = data.materials[ matID ];
|
||
|
||
for ( parID in matJSON.parameters ) {
|
||
|
||
if ( parID === "envMap" || parID === "map" || parID === "lightMap" || parID === "bumpMap" ) {
|
||
|
||
matJSON.parameters[ parID ] = result.textures[ matJSON.parameters[ parID ] ];
|
||
|
||
} else if ( parID === "shading" ) {
|
||
|
||
matJSON.parameters[ parID ] = ( matJSON.parameters[ parID ] === "flat" ) ? THREE.FlatShading : THREE.SmoothShading;
|
||
|
||
} else if ( parID === "side" ) {
|
||
|
||
if ( matJSON.parameters[ parID ] == "double" ) {
|
||
|
||
matJSON.parameters[ parID ] = THREE.DoubleSide;
|
||
|
||
} else if ( matJSON.parameters[ parID ] == "back" ) {
|
||
|
||
matJSON.parameters[ parID ] = THREE.BackSide;
|
||
|
||
} else {
|
||
|
||
matJSON.parameters[ parID ] = THREE.FrontSide;
|
||
|
||
}
|
||
|
||
} else if ( parID === "blending" ) {
|
||
|
||
matJSON.parameters[ parID ] = matJSON.parameters[ parID ] in THREE ? THREE[ matJSON.parameters[ parID ] ] : THREE.NormalBlending;
|
||
|
||
} else if ( parID === "combine" ) {
|
||
|
||
matJSON.parameters[ parID ] = matJSON.parameters[ parID ] in THREE ? THREE[ matJSON.parameters[ parID ] ] : THREE.MultiplyOperation;
|
||
|
||
} else if ( parID === "vertexColors" ) {
|
||
|
||
if ( matJSON.parameters[ parID ] == "face" ) {
|
||
|
||
matJSON.parameters[ parID ] = THREE.FaceColors;
|
||
|
||
// default to vertex colors if "vertexColors" is anything else face colors or 0 / null / false
|
||
|
||
} else if ( matJSON.parameters[ parID ] ) {
|
||
|
||
matJSON.parameters[ parID ] = THREE.VertexColors;
|
||
|
||
}
|
||
|
||
} else if ( parID === "wrapRGB" ) {
|
||
|
||
var v3 = matJSON.parameters[ parID ];
|
||
matJSON.parameters[ parID ] = new THREE.Vector3( v3[ 0 ], v3[ 1 ], v3[ 2 ] );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( matJSON.parameters.opacity !== undefined && matJSON.parameters.opacity < 1.0 ) {
|
||
|
||
matJSON.parameters.transparent = true;
|
||
|
||
}
|
||
|
||
if ( matJSON.parameters.normalMap ) {
|
||
|
||
var shader = THREE.ShaderLib[ "normalmap" ];
|
||
var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
|
||
|
||
var diffuse = matJSON.parameters.color;
|
||
var specular = matJSON.parameters.specular;
|
||
var ambient = matJSON.parameters.ambient;
|
||
var shininess = matJSON.parameters.shininess;
|
||
|
||
uniforms[ "tNormal" ].value = result.textures[ matJSON.parameters.normalMap ];
|
||
|
||
if ( matJSON.parameters.normalScale ) {
|
||
|
||
uniforms[ "uNormalScale" ].value.set( matJSON.parameters.normalScale[ 0 ], matJSON.parameters.normalScale[ 1 ] );
|
||
|
||
}
|
||
|
||
if ( matJSON.parameters.map ) {
|
||
|
||
uniforms[ "tDiffuse" ].value = matJSON.parameters.map;
|
||
uniforms[ "enableDiffuse" ].value = true;
|
||
|
||
}
|
||
|
||
if ( matJSON.parameters.envMap ) {
|
||
|
||
uniforms[ "tCube" ].value = matJSON.parameters.envMap;
|
||
uniforms[ "enableReflection" ].value = true;
|
||
uniforms[ "reflectivity" ].value = matJSON.parameters.reflectivity;
|
||
|
||
}
|
||
|
||
if ( matJSON.parameters.lightMap ) {
|
||
|
||
uniforms[ "tAO" ].value = matJSON.parameters.lightMap;
|
||
uniforms[ "enableAO" ].value = true;
|
||
|
||
}
|
||
|
||
if ( matJSON.parameters.specularMap ) {
|
||
|
||
uniforms[ "tSpecular" ].value = result.textures[ matJSON.parameters.specularMap ];
|
||
uniforms[ "enableSpecular" ].value = true;
|
||
|
||
}
|
||
|
||
if ( matJSON.parameters.displacementMap ) {
|
||
|
||
uniforms[ "tDisplacement" ].value = result.textures[ matJSON.parameters.displacementMap ];
|
||
uniforms[ "enableDisplacement" ].value = true;
|
||
|
||
uniforms[ "uDisplacementBias" ].value = matJSON.parameters.displacementBias;
|
||
uniforms[ "uDisplacementScale" ].value = matJSON.parameters.displacementScale;
|
||
|
||
}
|
||
|
||
uniforms[ "diffuse" ].value.setHex( diffuse );
|
||
uniforms[ "specular" ].value.setHex( specular );
|
||
uniforms[ "ambient" ].value.setHex( ambient );
|
||
|
||
uniforms[ "shininess" ].value = shininess;
|
||
|
||
if ( matJSON.parameters.opacity ) {
|
||
|
||
uniforms[ "opacity" ].value = matJSON.parameters.opacity;
|
||
|
||
}
|
||
|
||
var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
|
||
|
||
material = new THREE.ShaderMaterial( parameters );
|
||
|
||
} else {
|
||
|
||
material = new THREE[ matJSON.type ]( matJSON.parameters );
|
||
|
||
}
|
||
|
||
material.name = matID;
|
||
|
||
result.materials[ matID ] = material;
|
||
|
||
}
|
||
|
||
// second pass through all materials to initialize MeshFaceMaterials
|
||
// that could be referring to other materials out of order
|
||
|
||
for ( matID in data.materials ) {
|
||
|
||
matJSON = data.materials[ matID ];
|
||
|
||
if ( matJSON.parameters.materials ) {
|
||
|
||
var materialArray = [];
|
||
|
||
for ( var i = 0; i < matJSON.parameters.materials.length; i ++ ) {
|
||
|
||
var label = matJSON.parameters.materials[ i ];
|
||
materialArray.push( result.materials[ label ] );
|
||
|
||
}
|
||
|
||
result.materials[ matID ].materials = materialArray;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// objects ( synchronous init of procedural primitives )
|
||
|
||
handle_objects();
|
||
|
||
// defaults
|
||
|
||
if ( result.cameras && data.defaults.camera ) {
|
||
|
||
result.currentCamera = result.cameras[ data.defaults.camera ];
|
||
|
||
}
|
||
|
||
if ( result.fogs && data.defaults.fog ) {
|
||
|
||
result.scene.fog = result.fogs[ data.defaults.fog ];
|
||
|
||
}
|
||
|
||
// synchronous callback
|
||
|
||
scope.callbackSync( result );
|
||
|
||
// just in case there are no async elements
|
||
|
||
async_callback_gate();
|
||
|
||
}
|
||
|
||
}
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
THREE.TextureLoader = function ( manager ) {
|
||
|
||
this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
|
||
|
||
};
|
||
|
||
THREE.TextureLoader.prototype = {
|
||
|
||
constructor: THREE.TextureLoader,
|
||
|
||
load: function ( url, onLoad, onProgress, onError ) {
|
||
|
||
var scope = this;
|
||
|
||
var loader = new THREE.ImageLoader( scope.manager );
|
||
loader.setCrossOrigin( this.crossOrigin );
|
||
loader.load( url, function ( image ) {
|
||
|
||
var texture = new THREE.Texture( image );
|
||
texture.needsUpdate = true;
|
||
|
||
if ( onLoad !== undefined ) {
|
||
|
||
onLoad( texture );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
},
|
||
|
||
setCrossOrigin: function ( value ) {
|
||
|
||
this.crossOrigin = value;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.Material = function () {
|
||
|
||
this.id = THREE.MaterialIdCount ++;
|
||
this.uuid = THREE.Math.generateUUID();
|
||
|
||
this.name = '';
|
||
|
||
this.side = THREE.FrontSide;
|
||
|
||
this.opacity = 1;
|
||
this.transparent = false;
|
||
|
||
this.blending = THREE.NormalBlending;
|
||
|
||
this.blendSrc = THREE.SrcAlphaFactor;
|
||
this.blendDst = THREE.OneMinusSrcAlphaFactor;
|
||
this.blendEquation = THREE.AddEquation;
|
||
|
||
this.depthTest = true;
|
||
this.depthWrite = true;
|
||
|
||
this.polygonOffset = false;
|
||
this.polygonOffsetFactor = 0;
|
||
this.polygonOffsetUnits = 0;
|
||
|
||
this.alphaTest = 0;
|
||
|
||
this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer
|
||
|
||
this.visible = true;
|
||
|
||
this.needsUpdate = true;
|
||
|
||
};
|
||
|
||
THREE.Material.prototype = {
|
||
|
||
constructor: THREE.Material,
|
||
|
||
setValues: function ( values ) {
|
||
|
||
if ( values === undefined ) return;
|
||
|
||
for ( var key in values ) {
|
||
|
||
var newValue = values[ key ];
|
||
|
||
if ( newValue === undefined ) {
|
||
|
||
console.warn( 'THREE.Material: \'' + key + '\' parameter is undefined.' );
|
||
continue;
|
||
|
||
}
|
||
|
||
if ( key in this ) {
|
||
|
||
var currentValue = this[ key ];
|
||
|
||
if ( currentValue instanceof THREE.Color ) {
|
||
|
||
currentValue.set( newValue );
|
||
|
||
} else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) {
|
||
|
||
currentValue.copy( newValue );
|
||
|
||
} else if ( key == 'overdraw') {
|
||
|
||
// ensure overdraw is backwards-compatable with legacy boolean type
|
||
this[ key ] = Number(newValue);
|
||
|
||
} else {
|
||
|
||
this[ key ] = newValue;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
},
|
||
|
||
clone: function ( material ) {
|
||
|
||
if ( material === undefined ) material = new THREE.Material();
|
||
|
||
material.name = this.name;
|
||
|
||
material.side = this.side;
|
||
|
||
material.opacity = this.opacity;
|
||
material.transparent = this.transparent;
|
||
|
||
material.blending = this.blending;
|
||
|
||
material.blendSrc = this.blendSrc;
|
||
material.blendDst = this.blendDst;
|
||
material.blendEquation = this.blendEquation;
|
||
|
||
material.depthTest = this.depthTest;
|
||
material.depthWrite = this.depthWrite;
|
||
|
||
material.polygonOffset = this.polygonOffset;
|
||
material.polygonOffsetFactor = this.polygonOffsetFactor;
|
||
material.polygonOffsetUnits = this.polygonOffsetUnits;
|
||
|
||
material.alphaTest = this.alphaTest;
|
||
|
||
material.overdraw = this.overdraw;
|
||
|
||
material.visible = this.visible;
|
||
|
||
return material;
|
||
|
||
},
|
||
|
||
dispose: function () {
|
||
|
||
this.dispatchEvent( { type: 'dispose' } );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
THREE.EventDispatcher.prototype.apply( THREE.Material.prototype );
|
||
|
||
THREE.MaterialIdCount = 0;
|
||
|
||
/**
|
||
* @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.color = new THREE.Color( 0xffffff );
|
||
|
||
this.linewidth = 1;
|
||
this.linecap = 'round';
|
||
this.linejoin = 'round';
|
||
|
||
this.vertexColors = false;
|
||
|
||
this.fog = true;
|
||
|
||
this.setValues( parameters );
|
||
|
||
};
|
||
|
||
THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype );
|
||
|
||
THREE.LineBasicMaterial.prototype.clone = function () {
|
||
|
||
var material = new THREE.LineBasicMaterial();
|
||
|
||
THREE.Material.prototype.clone.call( this, material );
|
||
|
||
material.color.copy( this.color );
|
||
|
||
material.linewidth = this.linewidth;
|
||
material.linecap = this.linecap;
|
||
material.linejoin = this.linejoin;
|
||
|
||
material.vertexColors = this.vertexColors;
|
||
|
||
material.fog = this.fog;
|
||
|
||
return material;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*
|
||
* parameters = {
|
||
* color: <hex>,
|
||
* opacity: <float>,
|
||
*
|
||
* blending: THREE.NormalBlending,
|
||
* depthTest: <bool>,
|
||
* depthWrite: <bool>,
|
||
*
|
||
* linewidth: <float>,
|
||
*
|
||
* scale: <float>,
|
||
* dashSize: <float>,
|
||
* gapSize: <float>,
|
||
*
|
||
* vertexColors: <bool>
|
||
*
|
||
* fog: <bool>
|
||
* }
|
||
*/
|
||
|
||
THREE.LineDashedMaterial = function ( parameters ) {
|
||
|
||
THREE.Material.call( this );
|
||
|
||
this.color = new THREE.Color( 0xffffff );
|
||
|
||
this.linewidth = 1;
|
||
|
||
this.scale = 1;
|
||
this.dashSize = 3;
|
||
this.gapSize = 1;
|
||
|
||
this.vertexColors = false;
|
||
|
||
this.fog = true;
|
||
|
||
this.setValues( parameters );
|
||
|
||
};
|
||
|
||
THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype );
|
||
|
||
THREE.LineDashedMaterial.prototype.clone = function () {
|
||
|
||
var material = new THREE.LineDashedMaterial();
|
||
|
||
THREE.Material.prototype.clone.call( this, material );
|
||
|
||
material.color.copy( this.color );
|
||
|
||
material.linewidth = this.linewidth;
|
||
|
||
material.scale = this.scale;
|
||
material.dashSize = this.dashSize;
|
||
material.gapSize = this.gapSize;
|
||
|
||
material.vertexColors = this.vertexColors;
|
||
|
||
material.fog = this.fog;
|
||
|
||
return material;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*
|
||
* parameters = {
|
||
* color: <hex>,
|
||
* opacity: <float>,
|
||
* map: new THREE.Texture( <Image> ),
|
||
*
|
||
* lightMap: new THREE.Texture( <Image> ),
|
||
*
|
||
* specularMap: 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.color = new THREE.Color( 0xffffff ); // emissive
|
||
|
||
this.map = null;
|
||
|
||
this.lightMap = null;
|
||
|
||
this.specularMap = null;
|
||
|
||
this.envMap = null;
|
||
this.combine = THREE.MultiplyOperation;
|
||
this.reflectivity = 1;
|
||
this.refractionRatio = 0.98;
|
||
|
||
this.fog = true;
|
||
|
||
this.shading = THREE.SmoothShading;
|
||
|
||
this.wireframe = false;
|
||
this.wireframeLinewidth = 1;
|
||
this.wireframeLinecap = 'round';
|
||
this.wireframeLinejoin = 'round';
|
||
|
||
this.vertexColors = THREE.NoColors;
|
||
|
||
this.skinning = false;
|
||
this.morphTargets = false;
|
||
|
||
this.setValues( parameters );
|
||
|
||
};
|
||
|
||
THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype );
|
||
|
||
THREE.MeshBasicMaterial.prototype.clone = function () {
|
||
|
||
var material = new THREE.MeshBasicMaterial();
|
||
|
||
THREE.Material.prototype.clone.call( this, material );
|
||
|
||
material.color.copy( this.color );
|
||
|
||
material.map = this.map;
|
||
|
||
material.lightMap = this.lightMap;
|
||
|
||
material.specularMap = this.specularMap;
|
||
|
||
material.envMap = this.envMap;
|
||
material.combine = this.combine;
|
||
material.reflectivity = this.reflectivity;
|
||
material.refractionRatio = this.refractionRatio;
|
||
|
||
material.fog = this.fog;
|
||
|
||
material.shading = this.shading;
|
||
|
||
material.wireframe = this.wireframe;
|
||
material.wireframeLinewidth = this.wireframeLinewidth;
|
||
material.wireframeLinecap = this.wireframeLinecap;
|
||
material.wireframeLinejoin = this.wireframeLinejoin;
|
||
|
||
material.vertexColors = this.vertexColors;
|
||
|
||
material.skinning = this.skinning;
|
||
material.morphTargets = this.morphTargets;
|
||
|
||
return material;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*
|
||
* parameters = {
|
||
* color: <hex>,
|
||
* ambient: <hex>,
|
||
* emissive: <hex>,
|
||
* opacity: <float>,
|
||
*
|
||
* map: new THREE.Texture( <Image> ),
|
||
*
|
||
* lightMap: new THREE.Texture( <Image> ),
|
||
*
|
||
* specularMap: 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.MeshLambertMaterial = function ( parameters ) {
|
||
|
||
THREE.Material.call( this );
|
||
|
||
this.color = new THREE.Color( 0xffffff ); // diffuse
|
||
this.ambient = new THREE.Color( 0xffffff );
|
||
this.emissive = new THREE.Color( 0x000000 );
|
||
|
||
this.wrapAround = false;
|
||
this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
|
||
|
||
this.map = null;
|
||
|
||
this.lightMap = null;
|
||
|
||
this.specularMap = null;
|
||
|
||
this.envMap = null;
|
||
this.combine = THREE.MultiplyOperation;
|
||
this.reflectivity = 1;
|
||
this.refractionRatio = 0.98;
|
||
|
||
this.fog = true;
|
||
|
||
this.shading = THREE.SmoothShading;
|
||
|
||
this.wireframe = false;
|
||
this.wireframeLinewidth = 1;
|
||
this.wireframeLinecap = 'round';
|
||
this.wireframeLinejoin = 'round';
|
||
|
||
this.vertexColors = THREE.NoColors;
|
||
|
||
this.skinning = false;
|
||
this.morphTargets = false;
|
||
this.morphNormals = false;
|
||
|
||
this.setValues( parameters );
|
||
|
||
};
|
||
|
||
THREE.MeshLambertMaterial.prototype = Object.create( THREE.Material.prototype );
|
||
|
||
THREE.MeshLambertMaterial.prototype.clone = function () {
|
||
|
||
var material = new THREE.MeshLambertMaterial();
|
||
|
||
THREE.Material.prototype.clone.call( this, material );
|
||
|
||
material.color.copy( this.color );
|
||
material.ambient.copy( this.ambient );
|
||
material.emissive.copy( this.emissive );
|
||
|
||
material.wrapAround = this.wrapAround;
|
||
material.wrapRGB.copy( this.wrapRGB );
|
||
|
||
material.map = this.map;
|
||
|
||
material.lightMap = this.lightMap;
|
||
|
||
material.specularMap = this.specularMap;
|
||
|
||
material.envMap = this.envMap;
|
||
material.combine = this.combine;
|
||
material.reflectivity = this.reflectivity;
|
||
material.refractionRatio = this.refractionRatio;
|
||
|
||
material.fog = this.fog;
|
||
|
||
material.shading = this.shading;
|
||
|
||
material.wireframe = this.wireframe;
|
||
material.wireframeLinewidth = this.wireframeLinewidth;
|
||
material.wireframeLinecap = this.wireframeLinecap;
|
||
material.wireframeLinejoin = this.wireframeLinejoin;
|
||
|
||
material.vertexColors = this.vertexColors;
|
||
|
||
material.skinning = this.skinning;
|
||
material.morphTargets = this.morphTargets;
|
||
material.morphNormals = this.morphNormals;
|
||
|
||
return material;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*
|
||
* parameters = {
|
||
* color: <hex>,
|
||
* ambient: <hex>,
|
||
* emissive: <hex>,
|
||
* specular: <hex>,
|
||
* shininess: <float>,
|
||
* opacity: <float>,
|
||
*
|
||
* map: new THREE.Texture( <Image> ),
|
||
*
|
||
* lightMap: new THREE.Texture( <Image> ),
|
||
*
|
||
* bumpMap: new THREE.Texture( <Image> ),
|
||
* bumpScale: <float>,
|
||
*
|
||
* normalMap: new THREE.Texture( <Image> ),
|
||
* normalScale: <Vector2>,
|
||
*
|
||
* specularMap: 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.color = new THREE.Color( 0xffffff ); // diffuse
|
||
this.ambient = new THREE.Color( 0xffffff );
|
||
this.emissive = new THREE.Color( 0x000000 );
|
||
this.specular = new THREE.Color( 0x111111 );
|
||
this.shininess = 30;
|
||
|
||
this.metal = false;
|
||
|
||
this.wrapAround = false;
|
||
this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
|
||
|
||
this.map = null;
|
||
|
||
this.lightMap = null;
|
||
|
||
this.bumpMap = null;
|
||
this.bumpScale = 1;
|
||
|
||
this.normalMap = null;
|
||
this.normalScale = new THREE.Vector2( 1, 1 );
|
||
|
||
this.specularMap = null;
|
||
|
||
this.envMap = null;
|
||
this.combine = THREE.MultiplyOperation;
|
||
this.reflectivity = 1;
|
||
this.refractionRatio = 0.98;
|
||
|
||
this.fog = true;
|
||
|
||
this.shading = THREE.SmoothShading;
|
||
|
||
this.wireframe = false;
|
||
this.wireframeLinewidth = 1;
|
||
this.wireframeLinecap = 'round';
|
||
this.wireframeLinejoin = 'round';
|
||
|
||
this.vertexColors = THREE.NoColors;
|
||
|
||
this.skinning = false;
|
||
this.morphTargets = false;
|
||
this.morphNormals = false;
|
||
|
||
this.setValues( parameters );
|
||
|
||
};
|
||
|
||
THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype );
|
||
|
||
THREE.MeshPhongMaterial.prototype.clone = function () {
|
||
|
||
var material = new THREE.MeshPhongMaterial();
|
||
|
||
THREE.Material.prototype.clone.call( this, material );
|
||
|
||
material.color.copy( this.color );
|
||
material.ambient.copy( this.ambient );
|
||
material.emissive.copy( this.emissive );
|
||
material.specular.copy( this.specular );
|
||
material.shininess = this.shininess;
|
||
|
||
material.metal = this.metal;
|
||
|
||
material.wrapAround = this.wrapAround;
|
||
material.wrapRGB.copy( this.wrapRGB );
|
||
|
||
material.map = this.map;
|
||
|
||
material.lightMap = this.lightMap;
|
||
|
||
material.bumpMap = this.bumpMap;
|
||
material.bumpScale = this.bumpScale;
|
||
|
||
material.normalMap = this.normalMap;
|
||
material.normalScale.copy( this.normalScale );
|
||
|
||
material.specularMap = this.specularMap;
|
||
|
||
material.envMap = this.envMap;
|
||
material.combine = this.combine;
|
||
material.reflectivity = this.reflectivity;
|
||
material.refractionRatio = this.refractionRatio;
|
||
|
||
material.fog = this.fog;
|
||
|
||
material.shading = this.shading;
|
||
|
||
material.wireframe = this.wireframe;
|
||
material.wireframeLinewidth = this.wireframeLinewidth;
|
||
material.wireframeLinecap = this.wireframeLinecap;
|
||
material.wireframeLinejoin = this.wireframeLinejoin;
|
||
|
||
material.vertexColors = this.vertexColors;
|
||
|
||
material.skinning = this.skinning;
|
||
material.morphTargets = this.morphTargets;
|
||
material.morphNormals = this.morphNormals;
|
||
|
||
return material;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*
|
||
* parameters = {
|
||
* opacity: <float>,
|
||
*
|
||
* blending: THREE.NormalBlending,
|
||
* depthTest: <bool>,
|
||
* depthWrite: <bool>,
|
||
*
|
||
* wireframe: <boolean>,
|
||
* wireframeLinewidth: <float>
|
||
* }
|
||
*/
|
||
|
||
THREE.MeshDepthMaterial = function ( parameters ) {
|
||
|
||
THREE.Material.call( this );
|
||
|
||
this.wireframe = false;
|
||
this.wireframeLinewidth = 1;
|
||
|
||
this.setValues( parameters );
|
||
|
||
};
|
||
|
||
THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype );
|
||
|
||
THREE.MeshDepthMaterial.prototype.clone = function () {
|
||
|
||
var material = new THREE.MeshDepthMaterial();
|
||
|
||
THREE.Material.prototype.clone.call( this, material );
|
||
|
||
material.wireframe = this.wireframe;
|
||
material.wireframeLinewidth = this.wireframeLinewidth;
|
||
|
||
return material;
|
||
|
||
};
|
||
|
||
/**
|
||
* @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.shading = THREE.FlatShading;
|
||
|
||
this.wireframe = false;
|
||
this.wireframeLinewidth = 1;
|
||
|
||
this.morphTargets = false;
|
||
|
||
this.setValues( parameters );
|
||
|
||
};
|
||
|
||
THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype );
|
||
|
||
THREE.MeshNormalMaterial.prototype.clone = function () {
|
||
|
||
var material = new THREE.MeshNormalMaterial();
|
||
|
||
THREE.Material.prototype.clone.call( this, material );
|
||
|
||
material.shading = this.shading;
|
||
|
||
material.wireframe = this.wireframe;
|
||
material.wireframeLinewidth = this.wireframeLinewidth;
|
||
|
||
return material;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
THREE.MeshFaceMaterial = function ( materials ) {
|
||
|
||
this.materials = materials instanceof Array ? materials : [];
|
||
|
||
};
|
||
|
||
THREE.MeshFaceMaterial.prototype.clone = function () {
|
||
|
||
var material = new THREE.MeshFaceMaterial();
|
||
|
||
for ( var i = 0; i < this.materials.length; i ++ ) {
|
||
|
||
material.materials.push( this.materials[ i ].clone() );
|
||
|
||
}
|
||
|
||
return material;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*
|
||
* parameters = {
|
||
* color: <hex>,
|
||
* opacity: <float>,
|
||
* map: new THREE.Texture( <Image> ),
|
||
*
|
||
* size: <float>,
|
||
*
|
||
* blending: THREE.NormalBlending,
|
||
* depthTest: <bool>,
|
||
* depthWrite: <bool>,
|
||
*
|
||
* vertexColors: <bool>,
|
||
*
|
||
* fog: <bool>
|
||
* }
|
||
*/
|
||
|
||
THREE.ParticleSystemMaterial = function ( parameters ) {
|
||
|
||
THREE.Material.call( this );
|
||
|
||
this.color = new THREE.Color( 0xffffff );
|
||
|
||
this.map = null;
|
||
|
||
this.size = 1;
|
||
this.sizeAttenuation = true;
|
||
|
||
this.vertexColors = false;
|
||
|
||
this.fog = true;
|
||
|
||
this.setValues( parameters );
|
||
|
||
};
|
||
|
||
THREE.ParticleSystemMaterial.prototype = Object.create( THREE.Material.prototype );
|
||
|
||
THREE.ParticleSystemMaterial.prototype.clone = function () {
|
||
|
||
var material = new THREE.ParticleSystemMaterial();
|
||
|
||
THREE.Material.prototype.clone.call( this, material );
|
||
|
||
material.color.copy( this.color );
|
||
|
||
material.map = this.map;
|
||
|
||
material.size = this.size;
|
||
material.sizeAttenuation = this.sizeAttenuation;
|
||
|
||
material.vertexColors = this.vertexColors;
|
||
|
||
material.fog = this.fog;
|
||
|
||
return material;
|
||
|
||
};
|
||
|
||
// backwards compatibility
|
||
|
||
THREE.ParticleBasicMaterial = THREE.ParticleSystemMaterial;
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*
|
||
* parameters = {
|
||
* fragmentShader: <string>,
|
||
* vertexShader: <string>,
|
||
*
|
||
* uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
|
||
*
|
||
* defines: { "label" : "value" },
|
||
*
|
||
* 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.fragmentShader = "void main() {}";
|
||
this.vertexShader = "void main() {}";
|
||
this.uniforms = {};
|
||
this.defines = {};
|
||
this.attributes = null;
|
||
|
||
this.shading = THREE.SmoothShading;
|
||
|
||
this.linewidth = 1;
|
||
|
||
this.wireframe = false;
|
||
this.wireframeLinewidth = 1;
|
||
|
||
this.fog = false; // set to use scene fog
|
||
|
||
this.lights = false; // set to use scene lights
|
||
|
||
this.vertexColors = THREE.NoColors; // set to use "color" attribute stream
|
||
|
||
this.skinning = false; // set to use skinning attribute streams
|
||
|
||
this.morphTargets = false; // set to use morph targets
|
||
this.morphNormals = false; // set to use morph normals
|
||
|
||
// When rendered geometry doesn't include these attributes but the material does,
|
||
// use these default values in WebGL. This avoids errors when buffer data is missing.
|
||
this.defaultAttributeValues = {
|
||
"color" : [ 1, 1, 1],
|
||
"uv" : [ 0, 0 ],
|
||
"uv2" : [ 0, 0 ]
|
||
};
|
||
|
||
// By default, bind position to attribute index 0. In WebGL, attribute 0
|
||
// should always be used to avoid potentially expensive emulation.
|
||
this.index0AttributeName = "position";
|
||
|
||
this.setValues( parameters );
|
||
|
||
};
|
||
|
||
THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );
|
||
|
||
THREE.ShaderMaterial.prototype.clone = function () {
|
||
|
||
var material = new THREE.ShaderMaterial();
|
||
|
||
THREE.Material.prototype.clone.call( this, material );
|
||
|
||
material.fragmentShader = this.fragmentShader;
|
||
material.vertexShader = this.vertexShader;
|
||
|
||
material.uniforms = THREE.UniformsUtils.clone( this.uniforms );
|
||
|
||
material.attributes = this.attributes;
|
||
material.defines = this.defines;
|
||
|
||
material.shading = this.shading;
|
||
|
||
material.wireframe = this.wireframe;
|
||
material.wireframeLinewidth = this.wireframeLinewidth;
|
||
|
||
material.fog = this.fog;
|
||
|
||
material.lights = this.lights;
|
||
|
||
material.vertexColors = this.vertexColors;
|
||
|
||
material.skinning = this.skinning;
|
||
|
||
material.morphTargets = this.morphTargets;
|
||
material.morphNormals = this.morphNormals;
|
||
|
||
return material;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*
|
||
* parameters = {
|
||
* color: <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 );
|
||
|
||
// defaults
|
||
|
||
this.color = new THREE.Color( 0xffffff );
|
||
this.map = null;
|
||
|
||
this.rotation = 0;
|
||
|
||
this.fog = false;
|
||
|
||
// set parameters
|
||
|
||
this.setValues( parameters );
|
||
|
||
};
|
||
|
||
THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype );
|
||
|
||
THREE.SpriteMaterial.prototype.clone = function () {
|
||
|
||
var material = new THREE.SpriteMaterial();
|
||
|
||
THREE.Material.prototype.clone.call( this, material );
|
||
|
||
material.color.copy( this.color );
|
||
material.map = this.map;
|
||
|
||
material.rotation = this.rotation;
|
||
|
||
material.fog = this.fog;
|
||
|
||
return material;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*
|
||
* parameters = {
|
||
* color: <hex>,
|
||
* program: <function>,
|
||
* opacity: <float>,
|
||
* blending: THREE.NormalBlending
|
||
* }
|
||
*/
|
||
|
||
THREE.SpriteCanvasMaterial = function ( parameters ) {
|
||
|
||
THREE.Material.call( this );
|
||
|
||
this.color = new THREE.Color( 0xffffff );
|
||
this.program = function ( context, color ) {};
|
||
|
||
this.setValues( parameters );
|
||
|
||
};
|
||
|
||
THREE.SpriteCanvasMaterial.prototype = Object.create( THREE.Material.prototype );
|
||
|
||
THREE.SpriteCanvasMaterial.prototype.clone = function () {
|
||
|
||
var material = new THREE.SpriteCanvasMaterial();
|
||
|
||
THREE.Material.prototype.clone.call( this, material );
|
||
|
||
material.color.copy( this.color );
|
||
material.program = this.program;
|
||
|
||
return material;
|
||
|
||
};
|
||
|
||
// backwards compatibility
|
||
|
||
THREE.ParticleCanvasMaterial = THREE.SpriteCanvasMaterial;
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author szimek / https://github.com/szimek/
|
||
*/
|
||
|
||
THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
|
||
|
||
this.id = THREE.TextureIdCount ++;
|
||
this.uuid = THREE.Math.generateUUID();
|
||
|
||
this.name = '';
|
||
|
||
this.image = image;
|
||
this.mipmaps = [];
|
||
|
||
this.mapping = mapping !== undefined ? mapping : new THREE.UVMapping();
|
||
|
||
this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping;
|
||
this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping;
|
||
|
||
this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter;
|
||
this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter;
|
||
|
||
this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
|
||
|
||
this.format = format !== undefined ? format : THREE.RGBAFormat;
|
||
this.type = type !== undefined ? type : THREE.UnsignedByteType;
|
||
|
||
this.offset = new THREE.Vector2( 0, 0 );
|
||
this.repeat = new THREE.Vector2( 1, 1 );
|
||
|
||
this.generateMipmaps = true;
|
||
this.premultiplyAlpha = false;
|
||
this.flipY = true;
|
||
this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
|
||
|
||
this._needsUpdate = false;
|
||
this.onUpdate = null;
|
||
|
||
};
|
||
|
||
THREE.Texture.prototype = {
|
||
|
||
constructor: THREE.Texture,
|
||
|
||
get needsUpdate () {
|
||
|
||
return this._needsUpdate;
|
||
|
||
},
|
||
|
||
set needsUpdate ( value ) {
|
||
|
||
if ( value === true ) this.update();
|
||
|
||
this._needsUpdate = value;
|
||
|
||
},
|
||
|
||
clone: function ( texture ) {
|
||
|
||
if ( texture === undefined ) texture = new THREE.Texture();
|
||
|
||
texture.image = this.image;
|
||
texture.mipmaps = this.mipmaps.slice(0);
|
||
|
||
texture.mapping = this.mapping;
|
||
|
||
texture.wrapS = this.wrapS;
|
||
texture.wrapT = this.wrapT;
|
||
|
||
texture.magFilter = this.magFilter;
|
||
texture.minFilter = this.minFilter;
|
||
|
||
texture.anisotropy = this.anisotropy;
|
||
|
||
texture.format = this.format;
|
||
texture.type = this.type;
|
||
|
||
texture.offset.copy( this.offset );
|
||
texture.repeat.copy( this.repeat );
|
||
|
||
texture.generateMipmaps = this.generateMipmaps;
|
||
texture.premultiplyAlpha = this.premultiplyAlpha;
|
||
texture.flipY = this.flipY;
|
||
texture.unpackAlignment = this.unpackAlignment;
|
||
|
||
return texture;
|
||
|
||
},
|
||
|
||
update: function () {
|
||
|
||
this.dispatchEvent( { type: 'update' } );
|
||
|
||
},
|
||
|
||
dispose: function () {
|
||
|
||
this.dispatchEvent( { type: 'dispose' } );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
THREE.EventDispatcher.prototype.apply( THREE.Texture.prototype );
|
||
|
||
THREE.TextureIdCount = 0;
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
|
||
|
||
THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
|
||
|
||
this.image = { width: width, height: height };
|
||
this.mipmaps = mipmaps;
|
||
|
||
this.generateMipmaps = false; // WebGL currently can't generate mipmaps for compressed textures, they must be embedded in DDS file
|
||
|
||
};
|
||
|
||
THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype );
|
||
|
||
THREE.CompressedTexture.prototype.clone = function () {
|
||
|
||
var texture = new THREE.CompressedTexture();
|
||
|
||
THREE.Texture.prototype.clone.call( this, texture );
|
||
|
||
return texture;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
|
||
|
||
THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
|
||
|
||
this.image = { data: data, width: width, height: height };
|
||
|
||
};
|
||
|
||
THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype );
|
||
|
||
THREE.DataTexture.prototype.clone = function () {
|
||
|
||
var texture = new THREE.DataTexture();
|
||
|
||
THREE.Texture.prototype.clone.call( this, texture );
|
||
|
||
return texture;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.ParticleSystem = function ( geometry, material ) {
|
||
|
||
THREE.Object3D.call( this );
|
||
|
||
this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
|
||
this.material = material !== undefined ? material : new THREE.ParticleSystemMaterial( { color: Math.random() * 0xffffff } );
|
||
|
||
this.sortParticles = false;
|
||
this.frustumCulled = false;
|
||
|
||
};
|
||
|
||
THREE.ParticleSystem.prototype = Object.create( THREE.Object3D.prototype );
|
||
|
||
THREE.ParticleSystem.prototype.clone = function ( object ) {
|
||
|
||
if ( object === undefined ) object = new THREE.ParticleSystem( this.geometry, this.material );
|
||
|
||
object.sortParticles = this.sortParticles;
|
||
|
||
THREE.Object3D.prototype.clone.call( this, object );
|
||
|
||
return object;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
THREE.Line = function ( geometry, material, type ) {
|
||
|
||
THREE.Object3D.call( this );
|
||
|
||
this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
|
||
this.material = material !== undefined ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
|
||
|
||
this.type = ( type !== undefined ) ? type : THREE.LineStrip;
|
||
|
||
};
|
||
|
||
THREE.LineStrip = 0;
|
||
THREE.LinePieces = 1;
|
||
|
||
THREE.Line.prototype = Object.create( THREE.Object3D.prototype );
|
||
|
||
THREE.Line.prototype.clone = function ( object ) {
|
||
|
||
if ( object === undefined ) object = new THREE.Line( this.geometry, this.material, this.type );
|
||
|
||
THREE.Object3D.prototype.clone.call( this, object );
|
||
|
||
return object;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author mikael emtinger / http://gomo.se/
|
||
* @author jonobr1 / http://jonobr1.com/
|
||
*/
|
||
|
||
THREE.Mesh = function ( geometry, material ) {
|
||
|
||
THREE.Object3D.call( this );
|
||
|
||
this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
|
||
this.material = material !== undefined ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } );
|
||
|
||
this.updateMorphTargets();
|
||
|
||
};
|
||
|
||
THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype );
|
||
|
||
THREE.Mesh.prototype.updateMorphTargets = function () {
|
||
|
||
if ( this.geometry.morphTargets !== undefined && this.geometry.morphTargets.length > 0 ) {
|
||
|
||
this.morphTargetBase = -1;
|
||
this.morphTargetForcedOrder = [];
|
||
this.morphTargetInfluences = [];
|
||
this.morphTargetDictionary = {};
|
||
|
||
for ( var m = 0, ml = this.geometry.morphTargets.length; m < ml; m ++ ) {
|
||
|
||
this.morphTargetInfluences.push( 0 );
|
||
this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
THREE.Mesh.prototype.getMorphTargetIndexByName = function ( name ) {
|
||
|
||
if ( this.morphTargetDictionary[ name ] !== undefined ) {
|
||
|
||
return this.morphTargetDictionary[ name ];
|
||
|
||
}
|
||
|
||
console.log( "THREE.Mesh.getMorphTargetIndexByName: morph target " + name + " does not exist. Returning 0." );
|
||
|
||
return 0;
|
||
|
||
};
|
||
|
||
THREE.Mesh.prototype.clone = function ( object ) {
|
||
|
||
if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material );
|
||
|
||
THREE.Object3D.prototype.clone.call( this, object );
|
||
|
||
return object;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mikael emtinger / http://gomo.se/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.Bone = function( belongsToSkin ) {
|
||
|
||
THREE.Object3D.call( this );
|
||
|
||
this.skin = belongsToSkin;
|
||
this.skinMatrix = new THREE.Matrix4();
|
||
|
||
};
|
||
|
||
THREE.Bone.prototype = Object.create( THREE.Object3D.prototype );
|
||
|
||
THREE.Bone.prototype.update = function ( parentSkinMatrix, forceUpdate ) {
|
||
|
||
// update local
|
||
|
||
if ( this.matrixAutoUpdate ) {
|
||
|
||
forceUpdate |= this.updateMatrix();
|
||
|
||
}
|
||
|
||
// update skin matrix
|
||
|
||
if ( forceUpdate || this.matrixWorldNeedsUpdate ) {
|
||
|
||
if( parentSkinMatrix ) {
|
||
|
||
this.skinMatrix.multiplyMatrices( parentSkinMatrix, this.matrix );
|
||
|
||
} else {
|
||
|
||
this.skinMatrix.copy( this.matrix );
|
||
|
||
}
|
||
|
||
this.matrixWorldNeedsUpdate = false;
|
||
forceUpdate = true;
|
||
|
||
}
|
||
|
||
// update children
|
||
|
||
var child, i, l = this.children.length;
|
||
|
||
for ( i = 0; i < l; i ++ ) {
|
||
|
||
this.children[ i ].update( this.skinMatrix, forceUpdate );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
|
||
/**
|
||
* @author mikael emtinger / http://gomo.se/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {
|
||
|
||
THREE.Mesh.call( this, geometry, material );
|
||
|
||
//
|
||
|
||
this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
|
||
|
||
// init bones
|
||
|
||
this.identityMatrix = new THREE.Matrix4();
|
||
|
||
this.bones = [];
|
||
this.boneMatrices = [];
|
||
|
||
var b, bone, gbone, p, q, s;
|
||
|
||
if ( this.geometry && this.geometry.bones !== undefined ) {
|
||
|
||
for ( b = 0; b < this.geometry.bones.length; b ++ ) {
|
||
|
||
gbone = this.geometry.bones[ b ];
|
||
|
||
p = gbone.pos;
|
||
q = gbone.rotq;
|
||
s = gbone.scl;
|
||
|
||
bone = this.addBone();
|
||
|
||
bone.name = gbone.name;
|
||
bone.position.set( p[0], p[1], p[2] );
|
||
bone.quaternion.set( q[0], q[1], q[2], q[3] );
|
||
|
||
if ( s !== undefined ) {
|
||
|
||
bone.scale.set( s[0], s[1], s[2] );
|
||
|
||
} else {
|
||
|
||
bone.scale.set( 1, 1, 1 );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
for ( b = 0; b < this.bones.length; b ++ ) {
|
||
|
||
gbone = this.geometry.bones[ b ];
|
||
bone = this.bones[ b ];
|
||
|
||
if ( gbone.parent === -1 ) {
|
||
|
||
this.add( bone );
|
||
|
||
} else {
|
||
|
||
this.bones[ gbone.parent ].add( bone );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
//
|
||
|
||
var nBones = this.bones.length;
|
||
|
||
if ( this.useVertexTexture ) {
|
||
|
||
// layout (1 matrix = 4 pixels)
|
||
// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
|
||
// with 8x8 pixel texture max 16 bones (8 * 8 / 4)
|
||
// 16x16 pixel texture max 64 bones (16 * 16 / 4)
|
||
// 32x32 pixel texture max 256 bones (32 * 32 / 4)
|
||
// 64x64 pixel texture max 1024 bones (64 * 64 / 4)
|
||
|
||
var size;
|
||
|
||
if ( nBones > 256 )
|
||
size = 64;
|
||
else if ( nBones > 64 )
|
||
size = 32;
|
||
else if ( nBones > 16 )
|
||
size = 16;
|
||
else
|
||
size = 8;
|
||
|
||
this.boneTextureWidth = size;
|
||
this.boneTextureHeight = size;
|
||
|
||
this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
|
||
this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
|
||
this.boneTexture.minFilter = THREE.NearestFilter;
|
||
this.boneTexture.magFilter = THREE.NearestFilter;
|
||
this.boneTexture.generateMipmaps = false;
|
||
this.boneTexture.flipY = false;
|
||
|
||
} else {
|
||
|
||
this.boneMatrices = new Float32Array( 16 * nBones );
|
||
|
||
}
|
||
|
||
this.pose();
|
||
|
||
}
|
||
|
||
};
|
||
|
||
THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );
|
||
|
||
THREE.SkinnedMesh.prototype.addBone = function( bone ) {
|
||
|
||
if ( bone === undefined ) {
|
||
|
||
bone = new THREE.Bone( this );
|
||
|
||
}
|
||
|
||
this.bones.push( bone );
|
||
|
||
return bone;
|
||
|
||
};
|
||
|
||
THREE.SkinnedMesh.prototype.updateMatrixWorld = function () {
|
||
|
||
var offsetMatrix = new THREE.Matrix4();
|
||
|
||
return function ( force ) {
|
||
|
||
this.matrixAutoUpdate && this.updateMatrix();
|
||
|
||
// update matrixWorld
|
||
|
||
if ( this.matrixWorldNeedsUpdate || force ) {
|
||
|
||
if ( this.parent ) {
|
||
|
||
this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
|
||
|
||
} else {
|
||
|
||
this.matrixWorld.copy( this.matrix );
|
||
|
||
}
|
||
|
||
this.matrixWorldNeedsUpdate = false;
|
||
|
||
force = true;
|
||
|
||
}
|
||
|
||
// update children
|
||
|
||
for ( var i = 0, l = this.children.length; i < l; i ++ ) {
|
||
|
||
var child = this.children[ i ];
|
||
|
||
if ( child instanceof THREE.Bone ) {
|
||
|
||
child.update( this.identityMatrix, false );
|
||
|
||
} else {
|
||
|
||
child.updateMatrixWorld( true );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// make a snapshot of the bones' rest position
|
||
|
||
if ( this.boneInverses == undefined ) {
|
||
|
||
this.boneInverses = [];
|
||
|
||
for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
|
||
|
||
var inverse = new THREE.Matrix4();
|
||
|
||
inverse.getInverse( this.bones[ b ].skinMatrix );
|
||
|
||
this.boneInverses.push( inverse );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// flatten bone matrices to array
|
||
|
||
for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
|
||
|
||
// compute the offset between the current and the original transform;
|
||
|
||
// TODO: we could get rid of this multiplication step if the skinMatrix
|
||
// was already representing the offset; however, this requires some
|
||
// major changes to the animation system
|
||
|
||
offsetMatrix.multiplyMatrices( this.bones[ b ].skinMatrix, this.boneInverses[ b ] );
|
||
offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );
|
||
|
||
}
|
||
|
||
if ( this.useVertexTexture ) {
|
||
|
||
this.boneTexture.needsUpdate = true;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
}();
|
||
|
||
THREE.SkinnedMesh.prototype.pose = function () {
|
||
|
||
this.updateMatrixWorld( true );
|
||
|
||
this.normalizeSkinWeights();
|
||
|
||
};
|
||
|
||
THREE.SkinnedMesh.prototype.normalizeSkinWeights = function () {
|
||
|
||
if ( this.geometry instanceof THREE.Geometry ) {
|
||
|
||
for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
|
||
|
||
var sw = this.geometry.skinWeights[ i ];
|
||
|
||
var scale = 1.0 / sw.lengthManhattan();
|
||
|
||
if ( scale !== Infinity ) {
|
||
|
||
sw.multiplyScalar( scale );
|
||
|
||
} else {
|
||
|
||
sw.set( 1 ); // this will be normalized by the shader anyway
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
// skinning weights assumed to be normalized for THREE.BufferGeometry
|
||
|
||
}
|
||
|
||
};
|
||
|
||
THREE.SkinnedMesh.prototype.clone = function ( object ) {
|
||
|
||
if ( object === undefined ) {
|
||
|
||
object = new THREE.SkinnedMesh( this.geometry, this.material, this.useVertexTexture );
|
||
|
||
}
|
||
|
||
THREE.Mesh.prototype.clone.call( this, object );
|
||
|
||
return object;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.MorphAnimMesh = function ( geometry, material ) {
|
||
|
||
THREE.Mesh.call( this, geometry, material );
|
||
|
||
// API
|
||
|
||
this.duration = 1000; // milliseconds
|
||
this.mirroredLoop = false;
|
||
this.time = 0;
|
||
|
||
// internals
|
||
|
||
this.lastKeyframe = 0;
|
||
this.currentKeyframe = 0;
|
||
|
||
this.direction = 1;
|
||
this.directionBackwards = false;
|
||
|
||
this.setFrameRange( 0, this.geometry.morphTargets.length - 1 );
|
||
|
||
};
|
||
|
||
THREE.MorphAnimMesh.prototype = Object.create( THREE.Mesh.prototype );
|
||
|
||
THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) {
|
||
|
||
this.startKeyframe = start;
|
||
this.endKeyframe = end;
|
||
|
||
this.length = this.endKeyframe - this.startKeyframe + 1;
|
||
|
||
};
|
||
|
||
THREE.MorphAnimMesh.prototype.setDirectionForward = function () {
|
||
|
||
this.direction = 1;
|
||
this.directionBackwards = false;
|
||
|
||
};
|
||
|
||
THREE.MorphAnimMesh.prototype.setDirectionBackward = function () {
|
||
|
||
this.direction = -1;
|
||
this.directionBackwards = true;
|
||
|
||
};
|
||
|
||
THREE.MorphAnimMesh.prototype.parseAnimations = function () {
|
||
|
||
var geometry = this.geometry;
|
||
|
||
if ( ! geometry.animations ) geometry.animations = {};
|
||
|
||
var firstAnimation, animations = geometry.animations;
|
||
|
||
var pattern = /([a-z]+)(\d+)/;
|
||
|
||
for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
|
||
|
||
var morph = geometry.morphTargets[ i ];
|
||
var parts = morph.name.match( pattern );
|
||
|
||
if ( parts && parts.length > 1 ) {
|
||
|
||
var label = parts[ 1 ];
|
||
var num = parts[ 2 ];
|
||
|
||
if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: -Infinity };
|
||
|
||
var animation = animations[ label ];
|
||
|
||
if ( i < animation.start ) animation.start = i;
|
||
if ( i > animation.end ) animation.end = i;
|
||
|
||
if ( ! firstAnimation ) firstAnimation = label;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
geometry.firstAnimation = firstAnimation;
|
||
|
||
};
|
||
|
||
THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) {
|
||
|
||
if ( ! this.geometry.animations ) this.geometry.animations = {};
|
||
|
||
this.geometry.animations[ label ] = { start: start, end: end };
|
||
|
||
};
|
||
|
||
THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) {
|
||
|
||
var animation = this.geometry.animations[ label ];
|
||
|
||
if ( animation ) {
|
||
|
||
this.setFrameRange( animation.start, animation.end );
|
||
this.duration = 1000 * ( ( animation.end - animation.start ) / fps );
|
||
this.time = 0;
|
||
|
||
} else {
|
||
|
||
console.warn( "animation[" + label + "] undefined" );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) {
|
||
|
||
var frameTime = this.duration / this.length;
|
||
|
||
this.time += this.direction * delta;
|
||
|
||
if ( this.mirroredLoop ) {
|
||
|
||
if ( this.time > this.duration || this.time < 0 ) {
|
||
|
||
this.direction *= -1;
|
||
|
||
if ( this.time > this.duration ) {
|
||
|
||
this.time = this.duration;
|
||
this.directionBackwards = true;
|
||
|
||
}
|
||
|
||
if ( this.time < 0 ) {
|
||
|
||
this.time = 0;
|
||
this.directionBackwards = false;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
this.time = this.time % this.duration;
|
||
|
||
if ( this.time < 0 ) this.time += this.duration;
|
||
|
||
}
|
||
|
||
var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 );
|
||
|
||
if ( keyframe !== this.currentKeyframe ) {
|
||
|
||
this.morphTargetInfluences[ this.lastKeyframe ] = 0;
|
||
this.morphTargetInfluences[ this.currentKeyframe ] = 1;
|
||
|
||
this.morphTargetInfluences[ keyframe ] = 0;
|
||
|
||
this.lastKeyframe = this.currentKeyframe;
|
||
this.currentKeyframe = keyframe;
|
||
|
||
}
|
||
|
||
var mix = ( this.time % frameTime ) / frameTime;
|
||
|
||
if ( this.directionBackwards ) {
|
||
|
||
mix = 1 - mix;
|
||
|
||
}
|
||
|
||
this.morphTargetInfluences[ this.currentKeyframe ] = mix;
|
||
this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix;
|
||
|
||
};
|
||
|
||
THREE.MorphAnimMesh.prototype.clone = function ( object ) {
|
||
|
||
if ( object === undefined ) object = new THREE.MorphAnimMesh( this.geometry, this.material );
|
||
|
||
object.duration = this.duration;
|
||
object.mirroredLoop = this.mirroredLoop;
|
||
object.time = this.time;
|
||
|
||
object.lastKeyframe = this.lastKeyframe;
|
||
object.currentKeyframe = this.currentKeyframe;
|
||
|
||
object.direction = this.direction;
|
||
object.directionBackwards = this.directionBackwards;
|
||
|
||
THREE.Mesh.prototype.clone.call( this, object );
|
||
|
||
return object;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mikael emtinger / http://gomo.se/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
THREE.LOD = function () {
|
||
|
||
THREE.Object3D.call( this );
|
||
|
||
this.objects = [];
|
||
|
||
};
|
||
|
||
|
||
THREE.LOD.prototype = Object.create( THREE.Object3D.prototype );
|
||
|
||
THREE.LOD.prototype.addLevel = function ( object, distance ) {
|
||
|
||
if ( distance === undefined ) distance = 0;
|
||
|
||
distance = Math.abs( distance );
|
||
|
||
for ( var l = 0; l < this.objects.length; l ++ ) {
|
||
|
||
if ( distance < this.objects[ l ].distance ) {
|
||
|
||
break;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
this.objects.splice( l, 0, { distance: distance, object: object } );
|
||
this.add( object );
|
||
|
||
};
|
||
|
||
THREE.LOD.prototype.getObjectForDistance = function ( distance ) {
|
||
|
||
for ( var i = 1, l = this.objects.length; i < l; i ++ ) {
|
||
|
||
if ( distance < this.objects[ i ].distance ) {
|
||
|
||
break;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return this.objects[ i - 1 ].object;
|
||
|
||
};
|
||
|
||
THREE.LOD.prototype.update = function () {
|
||
|
||
var v1 = new THREE.Vector3();
|
||
var v2 = new THREE.Vector3();
|
||
|
||
return function ( camera ) {
|
||
|
||
if ( this.objects.length > 1 ) {
|
||
|
||
v1.setFromMatrixPosition( camera.matrixWorld );
|
||
v2.setFromMatrixPosition( this.matrixWorld );
|
||
|
||
var distance = v1.distanceTo( v2 );
|
||
|
||
this.objects[ 0 ].object.visible = true;
|
||
|
||
for ( var i = 1, l = this.objects.length; i < l; i ++ ) {
|
||
|
||
if ( distance >= this.objects[ i ].distance ) {
|
||
|
||
this.objects[ i - 1 ].object.visible = false;
|
||
this.objects[ i ].object.visible = true;
|
||
|
||
} else {
|
||
|
||
break;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
for( ; i < l; i ++ ) {
|
||
|
||
this.objects[ i ].object.visible = false;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
}();
|
||
|
||
THREE.LOD.prototype.clone = function ( object ) {
|
||
|
||
if ( object === undefined ) object = new THREE.LOD();
|
||
|
||
THREE.Object3D.prototype.clone.call( this, object );
|
||
|
||
for ( var i = 0, l = this.objects.length; i < l; i ++ ) {
|
||
var x = this.objects[i].object.clone();
|
||
x.visible = i === 0;
|
||
object.addLevel( x, this.objects[i].distance );
|
||
}
|
||
|
||
return object;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mikael emtinger / http://gomo.se/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.Sprite = ( function () {
|
||
|
||
var geometry = new THREE.Geometry2( 3 );
|
||
geometry.vertices.set( [ - 0.5, - 0.5, 0, 0.5, - 0.5, 0, 0.5, 0.5, 0 ] );
|
||
|
||
return function ( material ) {
|
||
|
||
THREE.Object3D.call( this );
|
||
|
||
this.geometry = geometry;
|
||
this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial();
|
||
|
||
};
|
||
|
||
} )();
|
||
|
||
THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );
|
||
|
||
/*
|
||
* Custom update matrix
|
||
*/
|
||
|
||
THREE.Sprite.prototype.updateMatrix = function () {
|
||
|
||
this.matrix.compose( this.position, this.quaternion, this.scale );
|
||
|
||
this.matrixWorldNeedsUpdate = true;
|
||
|
||
};
|
||
|
||
THREE.Sprite.prototype.clone = function ( object ) {
|
||
|
||
if ( object === undefined ) object = new THREE.Sprite( this.material );
|
||
|
||
THREE.Object3D.prototype.clone.call( this, object );
|
||
|
||
return object;
|
||
|
||
};
|
||
|
||
// Backwards compatibility
|
||
|
||
THREE.Particle = THREE.Sprite;
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
THREE.Scene = function () {
|
||
|
||
THREE.Object3D.call( this );
|
||
|
||
this.fog = null;
|
||
this.overrideMaterial = null;
|
||
|
||
this.autoUpdate = true; // checked by the renderer
|
||
this.matrixAutoUpdate = false;
|
||
|
||
this.__lights = [];
|
||
|
||
this.__objectsAdded = [];
|
||
this.__objectsRemoved = [];
|
||
|
||
};
|
||
|
||
THREE.Scene.prototype = Object.create( THREE.Object3D.prototype );
|
||
|
||
THREE.Scene.prototype.__addObject = function ( object ) {
|
||
|
||
if ( object instanceof THREE.Light ) {
|
||
|
||
if ( this.__lights.indexOf( object ) === - 1 ) {
|
||
|
||
this.__lights.push( object );
|
||
|
||
}
|
||
|
||
if ( object.target && object.target.parent === undefined ) {
|
||
|
||
this.add( object.target );
|
||
|
||
}
|
||
|
||
} else if ( !( object instanceof THREE.Camera || object instanceof THREE.Bone ) ) {
|
||
|
||
this.__objectsAdded.push( object );
|
||
|
||
// check if previously removed
|
||
|
||
var i = this.__objectsRemoved.indexOf( object );
|
||
|
||
if ( i !== -1 ) {
|
||
|
||
this.__objectsRemoved.splice( i, 1 );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
this.dispatchEvent( { type: 'objectAdded', object: object } );
|
||
object.dispatchEvent( { type: 'addedToScene', scene: this } );
|
||
|
||
for ( var c = 0; c < object.children.length; c ++ ) {
|
||
|
||
this.__addObject( object.children[ c ] );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
THREE.Scene.prototype.__removeObject = function ( object ) {
|
||
|
||
if ( object instanceof THREE.Light ) {
|
||
|
||
var i = this.__lights.indexOf( object );
|
||
|
||
if ( i !== -1 ) {
|
||
|
||
this.__lights.splice( i, 1 );
|
||
|
||
}
|
||
|
||
if ( object.shadowCascadeArray ) {
|
||
|
||
for ( var x = 0; x < object.shadowCascadeArray.length; x ++ ) {
|
||
|
||
this.__removeObject( object.shadowCascadeArray[ x ] );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else if ( !( object instanceof THREE.Camera ) ) {
|
||
|
||
this.__objectsRemoved.push( object );
|
||
|
||
// check if previously added
|
||
|
||
var i = this.__objectsAdded.indexOf( object );
|
||
|
||
if ( i !== -1 ) {
|
||
|
||
this.__objectsAdded.splice( i, 1 );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
this.dispatchEvent( { type: 'objectRemoved', object: object } );
|
||
object.dispatchEvent( { type: 'removedFromScene', scene: this } );
|
||
|
||
for ( var c = 0; c < object.children.length; c ++ ) {
|
||
|
||
this.__removeObject( object.children[ c ] );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
THREE.Scene.prototype.clone = function ( object ) {
|
||
|
||
if ( object === undefined ) object = new THREE.Scene();
|
||
|
||
THREE.Object3D.prototype.clone.call(this, object);
|
||
|
||
if ( this.fog !== null ) object.fog = this.fog.clone();
|
||
if ( this.overrideMaterial !== null ) object.overrideMaterial = this.overrideMaterial.clone();
|
||
|
||
object.autoUpdate = this.autoUpdate;
|
||
object.matrixAutoUpdate = this.matrixAutoUpdate;
|
||
|
||
return object;
|
||
|
||
};
|
||
|
||
/**
|
||
* @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 );
|
||
|
||
};
|
||
|
||
/**
|
||
* @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 );
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
THREE.CanvasRenderer = function ( parameters ) {
|
||
|
||
console.log( 'THREE.CanvasRenderer', THREE.REVISION );
|
||
|
||
var smoothstep = THREE.Math.smoothstep;
|
||
|
||
parameters = parameters || {};
|
||
|
||
var _this = this,
|
||
_renderData, _elements, _lights,
|
||
_projector = new THREE.Projector(),
|
||
|
||
_canvas = parameters.canvas !== undefined
|
||
? parameters.canvas
|
||
: document.createElement( 'canvas' ),
|
||
|
||
_canvasWidth = _canvas.width,
|
||
_canvasHeight = _canvas.height,
|
||
_canvasWidthHalf = Math.floor( _canvasWidth / 2 ),
|
||
_canvasHeightHalf = Math.floor( _canvasHeight / 2 ),
|
||
|
||
_context = _canvas.getContext( '2d', {
|
||
alpha: parameters.alpha === true
|
||
} ),
|
||
|
||
_clearColor = new THREE.Color( 0x000000 ),
|
||
_clearAlpha = 0,
|
||
|
||
_contextGlobalAlpha = 1,
|
||
_contextGlobalCompositeOperation = 0,
|
||
_contextStrokeStyle = null,
|
||
_contextFillStyle = null,
|
||
_contextLineWidth = null,
|
||
_contextLineCap = null,
|
||
_contextLineJoin = null,
|
||
_contextDashSize = null,
|
||
_contextGapSize = 0,
|
||
|
||
_camera,
|
||
|
||
_v1, _v2, _v3, _v4,
|
||
_v5 = new THREE.RenderableVertex(),
|
||
_v6 = new THREE.RenderableVertex(),
|
||
|
||
_v1x, _v1y, _v2x, _v2y, _v3x, _v3y,
|
||
_v4x, _v4y, _v5x, _v5y, _v6x, _v6y,
|
||
|
||
_color = new THREE.Color(),
|
||
_color1 = new THREE.Color(),
|
||
_color2 = new THREE.Color(),
|
||
_color3 = new THREE.Color(),
|
||
_color4 = new THREE.Color(),
|
||
|
||
_diffuseColor = new THREE.Color(),
|
||
_emissiveColor = new THREE.Color(),
|
||
|
||
_lightColor = new THREE.Color(),
|
||
|
||
_patterns = {},
|
||
|
||
_near, _far,
|
||
|
||
_image, _uvs,
|
||
_uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y,
|
||
|
||
_clipBox = new THREE.Box2(),
|
||
_clearBox = new THREE.Box2(),
|
||
_elemBox = new THREE.Box2(),
|
||
|
||
_ambientLight = new THREE.Color(),
|
||
_directionalLights = new THREE.Color(),
|
||
_pointLights = new THREE.Color(),
|
||
|
||
_vector3 = new THREE.Vector3(), // Needed for PointLight
|
||
_normal = new THREE.Vector3(),
|
||
_normalViewMatrix = new THREE.Matrix3(),
|
||
|
||
_pixelMap, _pixelMapContext, _pixelMapImage, _pixelMapData,
|
||
_gradientMap, _gradientMapContext, _gradientMapQuality = 16;
|
||
|
||
_pixelMap = document.createElement( 'canvas' );
|
||
_pixelMap.width = _pixelMap.height = 2;
|
||
|
||
_pixelMapContext = _pixelMap.getContext( '2d' );
|
||
_pixelMapContext.fillStyle = 'rgba(0,0,0,1)';
|
||
_pixelMapContext.fillRect( 0, 0, 2, 2 );
|
||
|
||
_pixelMapImage = _pixelMapContext.getImageData( 0, 0, 2, 2 );
|
||
_pixelMapData = _pixelMapImage.data;
|
||
|
||
_gradientMap = document.createElement( 'canvas' );
|
||
_gradientMap.width = _gradientMap.height = _gradientMapQuality;
|
||
|
||
_gradientMapContext = _gradientMap.getContext( '2d' );
|
||
_gradientMapContext.translate( - _gradientMapQuality / 2, - _gradientMapQuality / 2 );
|
||
_gradientMapContext.scale( _gradientMapQuality, _gradientMapQuality );
|
||
|
||
_gradientMapQuality --; // Fix UVs
|
||
|
||
// dash+gap fallbacks for Firefox and everything else
|
||
|
||
if ( _context.setLineDash === undefined ) {
|
||
|
||
if ( _context.mozDash !== undefined ) {
|
||
|
||
_context.setLineDash = function ( values ) {
|
||
|
||
_context.mozDash = values[ 0 ] !== null ? values : null;
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
_context.setLineDash = function () {}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
this.domElement = _canvas;
|
||
|
||
this.devicePixelRatio = parameters.devicePixelRatio !== undefined
|
||
? parameters.devicePixelRatio
|
||
: self.devicePixelRatio !== undefined
|
||
? self.devicePixelRatio
|
||
: 1;
|
||
|
||
this.autoClear = true;
|
||
this.sortObjects = true;
|
||
this.sortElements = true;
|
||
|
||
this.info = {
|
||
|
||
render: {
|
||
|
||
vertices: 0,
|
||
faces: 0
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// WebGLRenderer compatibility
|
||
|
||
this.supportsVertexTextures = function () {};
|
||
this.setFaceCulling = function () {};
|
||
|
||
this.setSize = function ( width, height, updateStyle ) {
|
||
|
||
_canvasWidth = width * this.devicePixelRatio;
|
||
_canvasHeight = height * this.devicePixelRatio;
|
||
|
||
_canvasWidthHalf = Math.floor( _canvasWidth / 2 );
|
||
_canvasHeightHalf = Math.floor( _canvasHeight / 2 );
|
||
|
||
_canvas.width = _canvasWidth;
|
||
_canvas.height = _canvasHeight;
|
||
|
||
if ( this.devicePixelRatio !== 1 && updateStyle !== false ) {
|
||
|
||
_canvas.style.width = width + 'px';
|
||
_canvas.style.height = height + 'px';
|
||
|
||
}
|
||
|
||
_clipBox.min.set( - _canvasWidthHalf, - _canvasHeightHalf ),
|
||
_clipBox.max.set( _canvasWidthHalf, _canvasHeightHalf );
|
||
|
||
_clearBox.min.set( - _canvasWidthHalf, - _canvasHeightHalf );
|
||
_clearBox.max.set( _canvasWidthHalf, _canvasHeightHalf );
|
||
|
||
_contextGlobalAlpha = 1;
|
||
_contextGlobalCompositeOperation = 0;
|
||
_contextStrokeStyle = null;
|
||
_contextFillStyle = null;
|
||
_contextLineWidth = null;
|
||
_contextLineCap = null;
|
||
_contextLineJoin = null;
|
||
|
||
};
|
||
|
||
this.setClearColor = function ( color, alpha ) {
|
||
|
||
_clearColor.set( color );
|
||
_clearAlpha = alpha !== undefined ? alpha : 1;
|
||
|
||
_clearBox.min.set( - _canvasWidthHalf, - _canvasHeightHalf );
|
||
_clearBox.max.set( _canvasWidthHalf, _canvasHeightHalf );
|
||
|
||
};
|
||
|
||
this.setClearColorHex = function ( hex, alpha ) {
|
||
|
||
console.warn( 'DEPRECATED: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
|
||
this.setClearColor( hex, alpha );
|
||
|
||
};
|
||
|
||
this.getMaxAnisotropy = function () {
|
||
|
||
return 0;
|
||
|
||
};
|
||
|
||
this.clear = function () {
|
||
|
||
_context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf );
|
||
|
||
if ( _clearBox.empty() === false ) {
|
||
|
||
_clearBox.intersect( _clipBox );
|
||
_clearBox.expandByScalar( 2 );
|
||
|
||
if ( _clearAlpha < 1 ) {
|
||
|
||
_context.clearRect(
|
||
_clearBox.min.x | 0,
|
||
_clearBox.min.y | 0,
|
||
( _clearBox.max.x - _clearBox.min.x ) | 0,
|
||
( _clearBox.max.y - _clearBox.min.y ) | 0
|
||
);
|
||
|
||
}
|
||
|
||
if ( _clearAlpha > 0 ) {
|
||
|
||
setBlending( THREE.NormalBlending );
|
||
setOpacity( 1 );
|
||
|
||
setFillStyle( 'rgba(' + Math.floor( _clearColor.r * 255 ) + ',' + Math.floor( _clearColor.g * 255 ) + ',' + Math.floor( _clearColor.b * 255 ) + ',' + _clearAlpha + ')' );
|
||
|
||
_context.fillRect(
|
||
_clearBox.min.x | 0,
|
||
_clearBox.min.y | 0,
|
||
( _clearBox.max.x - _clearBox.min.x ) | 0,
|
||
( _clearBox.max.y - _clearBox.min.y ) | 0
|
||
);
|
||
|
||
}
|
||
|
||
_clearBox.makeEmpty();
|
||
|
||
}
|
||
|
||
};
|
||
|
||
// compatibility
|
||
|
||
this.clearColor = function () {};
|
||
this.clearDepth = function () {};
|
||
this.clearStencil = function () {};
|
||
|
||
this.render = function ( scene, camera ) {
|
||
|
||
if ( camera instanceof THREE.Camera === false ) {
|
||
|
||
console.error( 'THREE.CanvasRenderer.render: camera is not an instance of THREE.Camera.' );
|
||
return;
|
||
|
||
}
|
||
|
||
if ( this.autoClear === true ) this.clear();
|
||
|
||
_context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf );
|
||
|
||
_this.info.render.vertices = 0;
|
||
_this.info.render.faces = 0;
|
||
|
||
_renderData = _projector.projectScene( scene, camera, this.sortObjects, this.sortElements );
|
||
_elements = _renderData.elements;
|
||
_lights = _renderData.lights;
|
||
_camera = camera;
|
||
|
||
_normalViewMatrix.getNormalMatrix( camera.matrixWorldInverse );
|
||
|
||
/* DEBUG
|
||
setFillStyle( 'rgba( 0, 255, 255, 0.5 )' );
|
||
_context.fillRect( _clipBox.min.x, _clipBox.min.y, _clipBox.max.x - _clipBox.min.x, _clipBox.max.y - _clipBox.min.y );
|
||
*/
|
||
|
||
calculateLights();
|
||
|
||
for ( var e = 0, el = _elements.length; e < el; e ++ ) {
|
||
|
||
var element = _elements[ e ];
|
||
|
||
var material = element.material;
|
||
|
||
if ( material === undefined || material.visible === false ) continue;
|
||
|
||
_elemBox.makeEmpty();
|
||
|
||
if ( element instanceof THREE.RenderableSprite ) {
|
||
|
||
_v1 = element;
|
||
_v1.x *= _canvasWidthHalf; _v1.y *= _canvasHeightHalf;
|
||
|
||
renderSprite( _v1, element, material );
|
||
|
||
} else if ( element instanceof THREE.RenderableLine ) {
|
||
|
||
_v1 = element.v1; _v2 = element.v2;
|
||
|
||
_v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
|
||
_v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
|
||
|
||
_elemBox.setFromPoints( [
|
||
_v1.positionScreen,
|
||
_v2.positionScreen
|
||
] );
|
||
|
||
if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {
|
||
|
||
renderLine( _v1, _v2, element, material );
|
||
|
||
}
|
||
|
||
} else if ( element instanceof THREE.RenderableFace ) {
|
||
|
||
_v1 = element.v1; _v2 = element.v2; _v3 = element.v3;
|
||
|
||
if ( _v1.positionScreen.z < -1 || _v1.positionScreen.z > 1 ) continue;
|
||
if ( _v2.positionScreen.z < -1 || _v2.positionScreen.z > 1 ) continue;
|
||
if ( _v3.positionScreen.z < -1 || _v3.positionScreen.z > 1 ) continue;
|
||
|
||
_v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
|
||
_v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
|
||
_v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf;
|
||
|
||
if ( material.overdraw > 0 ) {
|
||
|
||
expand( _v1.positionScreen, _v2.positionScreen, material.overdraw );
|
||
expand( _v2.positionScreen, _v3.positionScreen, material.overdraw );
|
||
expand( _v3.positionScreen, _v1.positionScreen, material.overdraw );
|
||
|
||
}
|
||
|
||
_elemBox.setFromPoints( [
|
||
_v1.positionScreen,
|
||
_v2.positionScreen,
|
||
_v3.positionScreen
|
||
] );
|
||
|
||
if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {
|
||
|
||
renderFace3( _v1, _v2, _v3, 0, 1, 2, element, material );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
/* DEBUG
|
||
setLineWidth( 1 );
|
||
setStrokeStyle( 'rgba( 0, 255, 0, 0.5 )' );
|
||
_context.strokeRect( _elemBox.min.x, _elemBox.min.y, _elemBox.max.x - _elemBox.min.x, _elemBox.max.y - _elemBox.min.y );
|
||
*/
|
||
|
||
_clearBox.union( _elemBox );
|
||
|
||
}
|
||
|
||
/* DEBUG
|
||
setLineWidth( 1 );
|
||
setStrokeStyle( 'rgba( 255, 0, 0, 0.5 )' );
|
||
_context.strokeRect( _clearBox.min.x, _clearBox.min.y, _clearBox.max.x - _clearBox.min.x, _clearBox.max.y - _clearBox.min.y );
|
||
*/
|
||
|
||
_context.setTransform( 1, 0, 0, 1, 0, 0 );
|
||
|
||
};
|
||
|
||
//
|
||
|
||
function calculateLights() {
|
||
|
||
_ambientLight.setRGB( 0, 0, 0 );
|
||
_directionalLights.setRGB( 0, 0, 0 );
|
||
_pointLights.setRGB( 0, 0, 0 );
|
||
|
||
for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
|
||
|
||
var light = _lights[ l ];
|
||
var lightColor = light.color;
|
||
|
||
if ( light instanceof THREE.AmbientLight ) {
|
||
|
||
_ambientLight.add( lightColor );
|
||
|
||
} else if ( light instanceof THREE.DirectionalLight ) {
|
||
|
||
// for sprites
|
||
|
||
_directionalLights.add( lightColor );
|
||
|
||
} else if ( light instanceof THREE.PointLight ) {
|
||
|
||
// for sprites
|
||
|
||
_pointLights.add( lightColor );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function calculateLight( position, normal, color ) {
|
||
|
||
for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
|
||
|
||
var light = _lights[ l ];
|
||
|
||
_lightColor.copy( light.color );
|
||
|
||
if ( light instanceof THREE.DirectionalLight ) {
|
||
|
||
var lightPosition = _vector3.setFromMatrixPosition( light.matrixWorld ).normalize();
|
||
|
||
var amount = normal.dot( lightPosition );
|
||
|
||
if ( amount <= 0 ) continue;
|
||
|
||
amount *= light.intensity;
|
||
|
||
color.add( _lightColor.multiplyScalar( amount ) );
|
||
|
||
} else if ( light instanceof THREE.PointLight ) {
|
||
|
||
var lightPosition = _vector3.setFromMatrixPosition( light.matrixWorld );
|
||
|
||
var amount = normal.dot( _vector3.subVectors( lightPosition, position ).normalize() );
|
||
|
||
if ( amount <= 0 ) continue;
|
||
|
||
amount *= light.distance == 0 ? 1 : 1 - Math.min( position.distanceTo( lightPosition ) / light.distance, 1 );
|
||
|
||
if ( amount == 0 ) continue;
|
||
|
||
amount *= light.intensity;
|
||
|
||
color.add( _lightColor.multiplyScalar( amount ) );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function renderSprite( v1, element, material ) {
|
||
|
||
setOpacity( material.opacity );
|
||
setBlending( material.blending );
|
||
|
||
var scaleX = element.scale.x * _canvasWidthHalf;
|
||
var scaleY = element.scale.y * _canvasHeightHalf;
|
||
|
||
var dist = 0.5 * Math.sqrt( scaleX * scaleX + scaleY * scaleY ); // allow for rotated sprite
|
||
_elemBox.min.set( v1.x - dist, v1.y - dist );
|
||
_elemBox.max.set( v1.x + dist, v1.y + dist );
|
||
|
||
if ( material instanceof THREE.SpriteMaterial ||
|
||
material instanceof THREE.ParticleSystemMaterial ) { // Backwards compatibility
|
||
|
||
var texture = material.map;
|
||
|
||
if ( texture !== null ) {
|
||
|
||
if ( texture.hasEventListener( 'update', onTextureUpdate ) === false ) {
|
||
|
||
if ( texture.image !== undefined && texture.image.width > 0 ) {
|
||
|
||
textureToPattern( texture );
|
||
|
||
}
|
||
|
||
texture.addEventListener( 'update', onTextureUpdate );
|
||
|
||
}
|
||
|
||
var pattern = _patterns[ texture.id ];
|
||
|
||
if ( pattern !== undefined ) {
|
||
|
||
setFillStyle( pattern );
|
||
|
||
} else {
|
||
|
||
setFillStyle( 'rgba( 0, 0, 0, 1 )' );
|
||
|
||
}
|
||
|
||
//
|
||
|
||
var bitmap = texture.image;
|
||
|
||
var ox = bitmap.width * texture.offset.x;
|
||
var oy = bitmap.height * texture.offset.y;
|
||
|
||
var sx = bitmap.width * texture.repeat.x;
|
||
var sy = bitmap.height * texture.repeat.y;
|
||
|
||
var cx = scaleX / sx;
|
||
var cy = scaleY / sy;
|
||
|
||
_context.save();
|
||
_context.translate( v1.x, v1.y );
|
||
if ( material.rotation !== 0 ) _context.rotate( material.rotation );
|
||
_context.translate( - scaleX / 2, - scaleY / 2 );
|
||
_context.scale( cx, cy );
|
||
_context.translate( - ox, - oy );
|
||
_context.fillRect( ox, oy, sx, sy );
|
||
_context.restore();
|
||
|
||
} else { // no texture
|
||
|
||
setFillStyle( material.color.getStyle() );
|
||
|
||
_context.save();
|
||
_context.translate( v1.x, v1.y );
|
||
if ( material.rotation !== 0 ) _context.rotate( material.rotation );
|
||
_context.scale( scaleX, - scaleY );
|
||
_context.fillRect( - 0.5, - 0.5, 1, 1 );
|
||
_context.restore();
|
||
|
||
}
|
||
|
||
} else if ( material instanceof THREE.SpriteCanvasMaterial ) {
|
||
|
||
setStrokeStyle( material.color.getStyle() );
|
||
setFillStyle( material.color.getStyle() );
|
||
|
||
_context.save();
|
||
_context.translate( v1.x, v1.y );
|
||
if ( material.rotation !== 0 ) _context.rotate( material.rotation );
|
||
_context.scale( scaleX, scaleY );
|
||
|
||
material.program( _context );
|
||
|
||
_context.restore();
|
||
|
||
}
|
||
|
||
/* DEBUG
|
||
setStrokeStyle( 'rgb(255,255,0)' );
|
||
_context.beginPath();
|
||
_context.moveTo( v1.x - 10, v1.y );
|
||
_context.lineTo( v1.x + 10, v1.y );
|
||
_context.moveTo( v1.x, v1.y - 10 );
|
||
_context.lineTo( v1.x, v1.y + 10 );
|
||
_context.stroke();
|
||
*/
|
||
|
||
}
|
||
|
||
function renderLine( v1, v2, element, material ) {
|
||
|
||
setOpacity( material.opacity );
|
||
setBlending( material.blending );
|
||
|
||
_context.beginPath();
|
||
_context.moveTo( v1.positionScreen.x, v1.positionScreen.y );
|
||
_context.lineTo( v2.positionScreen.x, v2.positionScreen.y );
|
||
|
||
if ( material instanceof THREE.LineBasicMaterial ) {
|
||
|
||
setLineWidth( material.linewidth );
|
||
setLineCap( material.linecap );
|
||
setLineJoin( material.linejoin );
|
||
|
||
if ( material.vertexColors !== THREE.VertexColors ) {
|
||
|
||
setStrokeStyle( material.color.getStyle() );
|
||
|
||
} else {
|
||
|
||
var colorStyle1 = element.vertexColors[0].getStyle();
|
||
var colorStyle2 = element.vertexColors[1].getStyle();
|
||
|
||
if ( colorStyle1 === colorStyle2 ) {
|
||
|
||
setStrokeStyle( colorStyle1 );
|
||
|
||
} else {
|
||
|
||
try {
|
||
|
||
var grad = _context.createLinearGradient(
|
||
v1.positionScreen.x,
|
||
v1.positionScreen.y,
|
||
v2.positionScreen.x,
|
||
v2.positionScreen.y
|
||
);
|
||
grad.addColorStop( 0, colorStyle1 );
|
||
grad.addColorStop( 1, colorStyle2 );
|
||
|
||
} catch ( exception ) {
|
||
|
||
grad = colorStyle1;
|
||
|
||
}
|
||
|
||
setStrokeStyle( grad );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
_context.stroke();
|
||
_elemBox.expandByScalar( material.linewidth * 2 );
|
||
|
||
} else if ( material instanceof THREE.LineDashedMaterial ) {
|
||
|
||
setLineWidth( material.linewidth );
|
||
setLineCap( material.linecap );
|
||
setLineJoin( material.linejoin );
|
||
setStrokeStyle( material.color.getStyle() );
|
||
setDashAndGap( material.dashSize, material.gapSize );
|
||
|
||
_context.stroke();
|
||
|
||
_elemBox.expandByScalar( material.linewidth * 2 );
|
||
|
||
setDashAndGap( null, null );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function renderFace3( v1, v2, v3, uv1, uv2, uv3, element, material ) {
|
||
|
||
_this.info.render.vertices += 3;
|
||
_this.info.render.faces ++;
|
||
|
||
setOpacity( material.opacity );
|
||
setBlending( material.blending );
|
||
|
||
_v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y;
|
||
_v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y;
|
||
_v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y;
|
||
|
||
drawTriangle( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y );
|
||
|
||
if ( ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) && material.map === null ) {
|
||
|
||
_diffuseColor.copy( material.color );
|
||
_emissiveColor.copy( material.emissive );
|
||
|
||
if ( material.vertexColors === THREE.FaceColors ) {
|
||
|
||
_diffuseColor.multiply( element.color );
|
||
|
||
}
|
||
|
||
if ( material.wireframe === false && material.shading === THREE.SmoothShading && element.vertexNormalsLength === 3 ) {
|
||
|
||
_color1.copy( _ambientLight );
|
||
_color2.copy( _ambientLight );
|
||
_color3.copy( _ambientLight );
|
||
|
||
calculateLight( element.v1.positionWorld, element.vertexNormalsModel[ 0 ], _color1 );
|
||
calculateLight( element.v2.positionWorld, element.vertexNormalsModel[ 1 ], _color2 );
|
||
calculateLight( element.v3.positionWorld, element.vertexNormalsModel[ 2 ], _color3 );
|
||
|
||
_color1.multiply( _diffuseColor ).add( _emissiveColor );
|
||
_color2.multiply( _diffuseColor ).add( _emissiveColor );
|
||
_color3.multiply( _diffuseColor ).add( _emissiveColor );
|
||
_color4.addColors( _color2, _color3 ).multiplyScalar( 0.5 );
|
||
|
||
_image = getGradientTexture( _color1, _color2, _color3, _color4 );
|
||
|
||
clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );
|
||
|
||
} else {
|
||
|
||
_color.copy( _ambientLight );
|
||
|
||
calculateLight( element.centroidModel, element.normalModel, _color );
|
||
|
||
_color.multiply( _diffuseColor ).add( _emissiveColor );
|
||
|
||
material.wireframe === true
|
||
? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
|
||
: fillPath( _color );
|
||
|
||
}
|
||
|
||
} else if ( material instanceof THREE.MeshBasicMaterial || material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) {
|
||
|
||
if ( material.map !== null ) {
|
||
|
||
if ( material.map.mapping instanceof THREE.UVMapping ) {
|
||
|
||
_uvs = element.uvs[ 0 ];
|
||
patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uvs[ uv1 ].x, _uvs[ uv1 ].y, _uvs[ uv2 ].x, _uvs[ uv2 ].y, _uvs[ uv3 ].x, _uvs[ uv3 ].y, material.map );
|
||
|
||
}
|
||
|
||
|
||
} else if ( material.envMap !== null ) {
|
||
|
||
if ( material.envMap.mapping instanceof THREE.SphericalReflectionMapping ) {
|
||
|
||
_normal.copy( element.vertexNormalsModel[ uv1 ] ).applyMatrix3( _normalViewMatrix );
|
||
_uv1x = 0.5 * _normal.x + 0.5;
|
||
_uv1y = 0.5 * _normal.y + 0.5;
|
||
|
||
_normal.copy( element.vertexNormalsModel[ uv2 ] ).applyMatrix3( _normalViewMatrix );
|
||
_uv2x = 0.5 * _normal.x + 0.5;
|
||
_uv2y = 0.5 * _normal.y + 0.5;
|
||
|
||
_normal.copy( element.vertexNormalsModel[ uv3 ] ).applyMatrix3( _normalViewMatrix );
|
||
_uv3x = 0.5 * _normal.x + 0.5;
|
||
_uv3y = 0.5 * _normal.y + 0.5;
|
||
|
||
patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap );
|
||
|
||
}/* else if ( material.envMap.mapping === THREE.SphericalRefractionMapping ) {
|
||
|
||
|
||
|
||
}*/
|
||
|
||
|
||
} else {
|
||
|
||
_color.copy( material.color );
|
||
|
||
if ( material.vertexColors === THREE.FaceColors ) {
|
||
|
||
_color.multiply( element.color );
|
||
|
||
}
|
||
|
||
material.wireframe === true
|
||
? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
|
||
: fillPath( _color );
|
||
|
||
}
|
||
|
||
} else if ( material instanceof THREE.MeshDepthMaterial ) {
|
||
|
||
_near = _camera.near;
|
||
_far = _camera.far;
|
||
|
||
_color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z * v1.positionScreen.w, _near, _far );
|
||
_color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z * v2.positionScreen.w, _near, _far );
|
||
_color3.r = _color3.g = _color3.b = 1 - smoothstep( v3.positionScreen.z * v3.positionScreen.w, _near, _far );
|
||
_color4.addColors( _color2, _color3 ).multiplyScalar( 0.5 );
|
||
|
||
_image = getGradientTexture( _color1, _color2, _color3, _color4 );
|
||
|
||
clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );
|
||
|
||
} else if ( material instanceof THREE.MeshNormalMaterial ) {
|
||
|
||
if ( material.shading === THREE.FlatShading ) {
|
||
|
||
_normal.copy( element.normalModel ).applyMatrix3( _normalViewMatrix );
|
||
|
||
_color.setRGB( _normal.x, _normal.y, _normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
|
||
|
||
material.wireframe === true
|
||
? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
|
||
: fillPath( _color );
|
||
|
||
} else if ( material.shading === THREE.SmoothShading ) {
|
||
|
||
_normal.copy( element.vertexNormalsModel[ uv1 ] ).applyMatrix3( _normalViewMatrix );
|
||
_color1.setRGB( _normal.x, _normal.y, _normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
|
||
|
||
_normal.copy( element.vertexNormalsModel[ uv2 ] ).applyMatrix3( _normalViewMatrix );
|
||
_color2.setRGB( _normal.x, _normal.y, _normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
|
||
|
||
_normal.copy( element.vertexNormalsModel[ uv3 ] ).applyMatrix3( _normalViewMatrix );
|
||
_color3.setRGB( _normal.x, _normal.y, _normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
|
||
|
||
_color4.addColors( _color2, _color3 ).multiplyScalar( 0.5 );
|
||
|
||
_image = getGradientTexture( _color1, _color2, _color3, _color4 );
|
||
|
||
clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
//
|
||
|
||
function drawTriangle( x0, y0, x1, y1, x2, y2 ) {
|
||
|
||
_context.beginPath();
|
||
_context.moveTo( x0, y0 );
|
||
_context.lineTo( x1, y1 );
|
||
_context.lineTo( x2, y2 );
|
||
_context.closePath();
|
||
|
||
}
|
||
|
||
function strokePath( color, linewidth, linecap, linejoin ) {
|
||
|
||
setLineWidth( linewidth );
|
||
setLineCap( linecap );
|
||
setLineJoin( linejoin );
|
||
setStrokeStyle( color.getStyle() );
|
||
|
||
_context.stroke();
|
||
|
||
_elemBox.expandByScalar( linewidth * 2 );
|
||
|
||
}
|
||
|
||
function fillPath( color ) {
|
||
|
||
setFillStyle( color.getStyle() );
|
||
_context.fill();
|
||
|
||
}
|
||
|
||
function onTextureUpdate ( event ) {
|
||
|
||
textureToPattern( event.target );
|
||
|
||
}
|
||
|
||
function textureToPattern( texture ) {
|
||
|
||
var repeatX = texture.wrapS === THREE.RepeatWrapping;
|
||
var repeatY = texture.wrapT === THREE.RepeatWrapping;
|
||
|
||
var image = texture.image;
|
||
|
||
var canvas = document.createElement( 'canvas' );
|
||
canvas.width = image.width;
|
||
canvas.height = image.height;
|
||
|
||
var context = canvas.getContext( '2d' );
|
||
context.setTransform( 1, 0, 0, - 1, 0, image.height );
|
||
context.drawImage( image, 0, 0 );
|
||
|
||
_patterns[ texture.id ] = _context.createPattern(
|
||
canvas, repeatX === true && repeatY === true
|
||
? 'repeat'
|
||
: repeatX === true && repeatY === false
|
||
? 'repeat-x'
|
||
: repeatX === false && repeatY === true
|
||
? 'repeat-y'
|
||
: 'no-repeat'
|
||
);
|
||
|
||
}
|
||
|
||
function patternPath( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, texture ) {
|
||
|
||
if ( texture instanceof THREE.DataTexture ) return;
|
||
|
||
if ( texture.hasEventListener( 'update', onTextureUpdate ) === false ) {
|
||
|
||
if ( texture.image !== undefined && texture.image.width > 0 ) {
|
||
|
||
textureToPattern( texture );
|
||
|
||
}
|
||
|
||
texture.addEventListener( 'update', onTextureUpdate );
|
||
|
||
}
|
||
|
||
var pattern = _patterns[ texture.id ];
|
||
|
||
if ( pattern !== undefined ) {
|
||
|
||
setFillStyle( pattern );
|
||
|
||
} else {
|
||
|
||
setFillStyle( 'rgba(0,0,0,1)' );
|
||
_context.fill();
|
||
|
||
return;
|
||
|
||
}
|
||
|
||
// http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
|
||
|
||
var a, b, c, d, e, f, det, idet,
|
||
offsetX = texture.offset.x / texture.repeat.x,
|
||
offsetY = texture.offset.y / texture.repeat.y,
|
||
width = texture.image.width * texture.repeat.x,
|
||
height = texture.image.height * texture.repeat.y;
|
||
|
||
u0 = ( u0 + offsetX ) * width;
|
||
v0 = ( v0 + offsetY ) * height;
|
||
|
||
u1 = ( u1 + offsetX ) * width;
|
||
v1 = ( v1 + offsetY ) * height;
|
||
|
||
u2 = ( u2 + offsetX ) * width;
|
||
v2 = ( v2 + offsetY ) * height;
|
||
|
||
x1 -= x0; y1 -= y0;
|
||
x2 -= x0; y2 -= y0;
|
||
|
||
u1 -= u0; v1 -= v0;
|
||
u2 -= u0; v2 -= v0;
|
||
|
||
det = u1 * v2 - u2 * v1;
|
||
|
||
if ( det === 0 ) return;
|
||
|
||
idet = 1 / det;
|
||
|
||
a = ( v2 * x1 - v1 * x2 ) * idet;
|
||
b = ( v2 * y1 - v1 * y2 ) * idet;
|
||
c = ( u1 * x2 - u2 * x1 ) * idet;
|
||
d = ( u1 * y2 - u2 * y1 ) * idet;
|
||
|
||
e = x0 - a * u0 - c * v0;
|
||
f = y0 - b * u0 - d * v0;
|
||
|
||
_context.save();
|
||
_context.transform( a, b, c, d, e, f );
|
||
_context.fill();
|
||
_context.restore();
|
||
|
||
}
|
||
|
||
function clipImage( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, image ) {
|
||
|
||
// http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
|
||
|
||
var a, b, c, d, e, f, det, idet,
|
||
width = image.width - 1,
|
||
height = image.height - 1;
|
||
|
||
u0 *= width; v0 *= height;
|
||
u1 *= width; v1 *= height;
|
||
u2 *= width; v2 *= height;
|
||
|
||
x1 -= x0; y1 -= y0;
|
||
x2 -= x0; y2 -= y0;
|
||
|
||
u1 -= u0; v1 -= v0;
|
||
u2 -= u0; v2 -= v0;
|
||
|
||
det = u1 * v2 - u2 * v1;
|
||
|
||
idet = 1 / det;
|
||
|
||
a = ( v2 * x1 - v1 * x2 ) * idet;
|
||
b = ( v2 * y1 - v1 * y2 ) * idet;
|
||
c = ( u1 * x2 - u2 * x1 ) * idet;
|
||
d = ( u1 * y2 - u2 * y1 ) * idet;
|
||
|
||
e = x0 - a * u0 - c * v0;
|
||
f = y0 - b * u0 - d * v0;
|
||
|
||
_context.save();
|
||
_context.transform( a, b, c, d, e, f );
|
||
_context.clip();
|
||
_context.drawImage( image, 0, 0 );
|
||
_context.restore();
|
||
|
||
}
|
||
|
||
function getGradientTexture( color1, color2, color3, color4 ) {
|
||
|
||
// http://mrdoob.com/blog/post/710
|
||
|
||
_pixelMapData[ 0 ] = ( color1.r * 255 ) | 0;
|
||
_pixelMapData[ 1 ] = ( color1.g * 255 ) | 0;
|
||
_pixelMapData[ 2 ] = ( color1.b * 255 ) | 0;
|
||
|
||
_pixelMapData[ 4 ] = ( color2.r * 255 ) | 0;
|
||
_pixelMapData[ 5 ] = ( color2.g * 255 ) | 0;
|
||
_pixelMapData[ 6 ] = ( color2.b * 255 ) | 0;
|
||
|
||
_pixelMapData[ 8 ] = ( color3.r * 255 ) | 0;
|
||
_pixelMapData[ 9 ] = ( color3.g * 255 ) | 0;
|
||
_pixelMapData[ 10 ] = ( color3.b * 255 ) | 0;
|
||
|
||
_pixelMapData[ 12 ] = ( color4.r * 255 ) | 0;
|
||
_pixelMapData[ 13 ] = ( color4.g * 255 ) | 0;
|
||
_pixelMapData[ 14 ] = ( color4.b * 255 ) | 0;
|
||
|
||
_pixelMapContext.putImageData( _pixelMapImage, 0, 0 );
|
||
_gradientMapContext.drawImage( _pixelMap, 0, 0 );
|
||
|
||
return _gradientMap;
|
||
|
||
}
|
||
|
||
// Hide anti-alias gaps
|
||
|
||
function expand( v1, v2, pixels ) {
|
||
|
||
var x = v2.x - v1.x, y = v2.y - v1.y,
|
||
det = x * x + y * y, idet;
|
||
|
||
if ( det === 0 ) return;
|
||
|
||
idet = pixels / Math.sqrt( det );
|
||
|
||
x *= idet; y *= idet;
|
||
|
||
v2.x += x; v2.y += y;
|
||
v1.x -= x; v1.y -= y;
|
||
|
||
}
|
||
|
||
// Context cached methods.
|
||
|
||
function setOpacity( value ) {
|
||
|
||
if ( _contextGlobalAlpha !== value ) {
|
||
|
||
_context.globalAlpha = value;
|
||
_contextGlobalAlpha = value;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function setBlending( value ) {
|
||
|
||
if ( _contextGlobalCompositeOperation !== value ) {
|
||
|
||
if ( value === THREE.NormalBlending ) {
|
||
|
||
_context.globalCompositeOperation = 'source-over';
|
||
|
||
} else if ( value === THREE.AdditiveBlending ) {
|
||
|
||
_context.globalCompositeOperation = 'lighter';
|
||
|
||
} else if ( value === THREE.SubtractiveBlending ) {
|
||
|
||
_context.globalCompositeOperation = 'darker';
|
||
|
||
}
|
||
|
||
_contextGlobalCompositeOperation = value;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function setLineWidth( value ) {
|
||
|
||
if ( _contextLineWidth !== value ) {
|
||
|
||
_context.lineWidth = value;
|
||
_contextLineWidth = value;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function setLineCap( value ) {
|
||
|
||
// "butt", "round", "square"
|
||
|
||
if ( _contextLineCap !== value ) {
|
||
|
||
_context.lineCap = value;
|
||
_contextLineCap = value;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function setLineJoin( value ) {
|
||
|
||
// "round", "bevel", "miter"
|
||
|
||
if ( _contextLineJoin !== value ) {
|
||
|
||
_context.lineJoin = value;
|
||
_contextLineJoin = value;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function setStrokeStyle( value ) {
|
||
|
||
if ( _contextStrokeStyle !== value ) {
|
||
|
||
_context.strokeStyle = value;
|
||
_contextStrokeStyle = value;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function setFillStyle( value ) {
|
||
|
||
if ( _contextFillStyle !== value ) {
|
||
|
||
_context.fillStyle = value;
|
||
_contextFillStyle = value;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function setDashAndGap( dashSizeValue, gapSizeValue ) {
|
||
|
||
if ( _contextDashSize !== dashSizeValue || _contextGapSize !== gapSizeValue ) {
|
||
|
||
_context.setLineDash( [ dashSizeValue, gapSizeValue ] );
|
||
_contextDashSize = dashSizeValue;
|
||
_contextGapSize = gapSizeValue;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* Shader chunks for WebLG Shader library
|
||
*
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author mikael emtinger / http://gomo.se/
|
||
*/
|
||
|
||
THREE.ShaderChunk = {
|
||
|
||
// FOG
|
||
|
||
fog_pars_fragment: [
|
||
|
||
"#ifdef USE_FOG",
|
||
|
||
"uniform vec3 fogColor;",
|
||
|
||
"#ifdef FOG_EXP2",
|
||
|
||
"uniform float fogDensity;",
|
||
|
||
"#else",
|
||
|
||
"uniform float fogNear;",
|
||
"uniform float fogFar;",
|
||
|
||
"#endif",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
fog_fragment: [
|
||
|
||
"#ifdef USE_FOG",
|
||
|
||
"float depth = gl_FragCoord.z / gl_FragCoord.w;",
|
||
|
||
"#ifdef FOG_EXP2",
|
||
|
||
"const float LOG2 = 1.442695;",
|
||
"float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
|
||
"fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
|
||
|
||
"#else",
|
||
|
||
"float fogFactor = smoothstep( fogNear, fogFar, depth );",
|
||
|
||
"#endif",
|
||
|
||
"gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
// ENVIRONMENT MAP
|
||
|
||
envmap_pars_fragment: [
|
||
|
||
"#ifdef USE_ENVMAP",
|
||
|
||
"uniform float reflectivity;",
|
||
"uniform samplerCube envMap;",
|
||
"uniform float flipEnvMap;",
|
||
"uniform int combine;",
|
||
|
||
"#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",
|
||
|
||
"uniform bool useRefract;",
|
||
"uniform float refractionRatio;",
|
||
|
||
"#else",
|
||
|
||
"varying vec3 vReflect;",
|
||
|
||
"#endif",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
envmap_fragment: [
|
||
|
||
"#ifdef USE_ENVMAP",
|
||
|
||
"vec3 reflectVec;",
|
||
|
||
"#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",
|
||
|
||
"vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
|
||
|
||
"if ( useRefract ) {",
|
||
|
||
"reflectVec = refract( cameraToVertex, normal, refractionRatio );",
|
||
|
||
"} else { ",
|
||
|
||
"reflectVec = reflect( cameraToVertex, normal );",
|
||
|
||
"}",
|
||
|
||
"#else",
|
||
|
||
"reflectVec = vReflect;",
|
||
|
||
"#endif",
|
||
|
||
"#ifdef DOUBLE_SIDED",
|
||
|
||
"float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
|
||
"vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
|
||
|
||
"#else",
|
||
|
||
"vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
|
||
|
||
"#endif",
|
||
|
||
"#ifdef GAMMA_INPUT",
|
||
|
||
"cubeColor.xyz *= cubeColor.xyz;",
|
||
|
||
"#endif",
|
||
|
||
"if ( combine == 1 ) {",
|
||
|
||
"gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );",
|
||
|
||
"} else if ( combine == 2 ) {",
|
||
|
||
"gl_FragColor.xyz += cubeColor.xyz * specularStrength * reflectivity;",
|
||
|
||
"} else {",
|
||
|
||
"gl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );",
|
||
|
||
"}",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
envmap_pars_vertex: [
|
||
|
||
"#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",
|
||
|
||
"varying vec3 vReflect;",
|
||
|
||
"uniform float refractionRatio;",
|
||
"uniform bool useRefract;",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
worldpos_vertex : [
|
||
|
||
"#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )",
|
||
|
||
"#ifdef USE_SKINNING",
|
||
|
||
"vec4 worldPosition = modelMatrix * skinned;",
|
||
|
||
"#endif",
|
||
|
||
"#if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
|
||
|
||
"vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );",
|
||
|
||
"#endif",
|
||
|
||
"#if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
|
||
|
||
"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
|
||
|
||
"#endif",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
envmap_vertex : [
|
||
|
||
"#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",
|
||
|
||
"vec3 worldNormal = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;",
|
||
"worldNormal = normalize( worldNormal );",
|
||
|
||
"vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );",
|
||
|
||
"if ( useRefract ) {",
|
||
|
||
"vReflect = refract( cameraToVertex, worldNormal, refractionRatio );",
|
||
|
||
"} else {",
|
||
|
||
"vReflect = reflect( cameraToVertex, worldNormal );",
|
||
|
||
"}",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
// COLOR MAP (particles)
|
||
|
||
map_particle_pars_fragment: [
|
||
|
||
"#ifdef USE_MAP",
|
||
|
||
"uniform sampler2D map;",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
|
||
map_particle_fragment: [
|
||
|
||
"#ifdef USE_MAP",
|
||
|
||
"gl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
// COLOR MAP (triangles)
|
||
|
||
map_pars_vertex: [
|
||
|
||
"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
|
||
|
||
"varying vec2 vUv;",
|
||
"uniform vec4 offsetRepeat;",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
map_pars_fragment: [
|
||
|
||
"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
|
||
|
||
"varying vec2 vUv;",
|
||
|
||
"#endif",
|
||
|
||
"#ifdef USE_MAP",
|
||
|
||
"uniform sampler2D map;",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
map_vertex: [
|
||
|
||
"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
|
||
|
||
"vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
map_fragment: [
|
||
|
||
"#ifdef USE_MAP",
|
||
|
||
"vec4 texelColor = texture2D( map, vUv );",
|
||
|
||
"#ifdef GAMMA_INPUT",
|
||
|
||
"texelColor.xyz *= texelColor.xyz;",
|
||
|
||
"#endif",
|
||
|
||
"gl_FragColor = gl_FragColor * texelColor;",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
// LIGHT MAP
|
||
|
||
lightmap_pars_fragment: [
|
||
|
||
"#ifdef USE_LIGHTMAP",
|
||
|
||
"varying vec2 vUv2;",
|
||
"uniform sampler2D lightMap;",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
lightmap_pars_vertex: [
|
||
|
||
"#ifdef USE_LIGHTMAP",
|
||
|
||
"varying vec2 vUv2;",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
lightmap_fragment: [
|
||
|
||
"#ifdef USE_LIGHTMAP",
|
||
|
||
"gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
lightmap_vertex: [
|
||
|
||
"#ifdef USE_LIGHTMAP",
|
||
|
||
"vUv2 = uv2;",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
// BUMP MAP
|
||
|
||
bumpmap_pars_fragment: [
|
||
|
||
"#ifdef USE_BUMPMAP",
|
||
|
||
"uniform sampler2D bumpMap;",
|
||
"uniform float bumpScale;",
|
||
|
||
// Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen
|
||
// http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html
|
||
|
||
// Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)
|
||
|
||
"vec2 dHdxy_fwd() {",
|
||
|
||
"vec2 dSTdx = dFdx( vUv );",
|
||
"vec2 dSTdy = dFdy( vUv );",
|
||
|
||
"float Hll = bumpScale * texture2D( bumpMap, vUv ).x;",
|
||
"float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;",
|
||
"float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;",
|
||
|
||
"return vec2( dBx, dBy );",
|
||
|
||
"}",
|
||
|
||
"vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {",
|
||
|
||
"vec3 vSigmaX = dFdx( surf_pos );",
|
||
"vec3 vSigmaY = dFdy( surf_pos );",
|
||
"vec3 vN = surf_norm;", // normalized
|
||
|
||
"vec3 R1 = cross( vSigmaY, vN );",
|
||
"vec3 R2 = cross( vN, vSigmaX );",
|
||
|
||
"float fDet = dot( vSigmaX, R1 );",
|
||
|
||
"vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );",
|
||
"return normalize( abs( fDet ) * surf_norm - vGrad );",
|
||
|
||
"}",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
// NORMAL MAP
|
||
|
||
normalmap_pars_fragment: [
|
||
|
||
"#ifdef USE_NORMALMAP",
|
||
|
||
"uniform sampler2D normalMap;",
|
||
"uniform vec2 normalScale;",
|
||
|
||
// Per-Pixel Tangent Space Normal Mapping
|
||
// http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html
|
||
|
||
"vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {",
|
||
|
||
"vec3 q0 = dFdx( eye_pos.xyz );",
|
||
"vec3 q1 = dFdy( eye_pos.xyz );",
|
||
"vec2 st0 = dFdx( vUv.st );",
|
||
"vec2 st1 = dFdy( vUv.st );",
|
||
|
||
"vec3 S = normalize( q0 * st1.t - q1 * st0.t );",
|
||
"vec3 T = normalize( -q0 * st1.s + q1 * st0.s );",
|
||
"vec3 N = normalize( surf_norm );",
|
||
|
||
"vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;",
|
||
"mapN.xy = normalScale * mapN.xy;",
|
||
"mat3 tsn = mat3( S, T, N );",
|
||
"return normalize( tsn * mapN );",
|
||
|
||
"}",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
// SPECULAR MAP
|
||
|
||
specularmap_pars_fragment: [
|
||
|
||
"#ifdef USE_SPECULARMAP",
|
||
|
||
"uniform sampler2D specularMap;",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
specularmap_fragment: [
|
||
|
||
"float specularStrength;",
|
||
|
||
"#ifdef USE_SPECULARMAP",
|
||
|
||
"vec4 texelSpecular = texture2D( specularMap, vUv );",
|
||
"specularStrength = texelSpecular.r;",
|
||
|
||
"#else",
|
||
|
||
"specularStrength = 1.0;",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
// LIGHTS LAMBERT
|
||
|
||
lights_lambert_pars_vertex: [
|
||
|
||
"uniform vec3 ambient;",
|
||
"uniform vec3 diffuse;",
|
||
"uniform vec3 emissive;",
|
||
|
||
"uniform vec3 ambientLightColor;",
|
||
|
||
"#if MAX_DIR_LIGHTS > 0",
|
||
|
||
"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
|
||
"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
|
||
|
||
"#endif",
|
||
|
||
"#if MAX_HEMI_LIGHTS > 0",
|
||
|
||
"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
|
||
"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
|
||
"uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
|
||
|
||
"#endif",
|
||
|
||
"#if MAX_POINT_LIGHTS > 0",
|
||
|
||
"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
|
||
"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
|
||
"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
|
||
|
||
"#endif",
|
||
|
||
"#if MAX_SPOT_LIGHTS > 0",
|
||
|
||
"uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
|
||
"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
|
||
"uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
|
||
"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
|
||
"uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
|
||
"uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
|
||
|
||
"#endif",
|
||
|
||
"#ifdef WRAP_AROUND",
|
||
|
||
"uniform vec3 wrapRGB;",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
lights_lambert_vertex: [
|
||
|
||
"vLightFront = vec3( 0.0 );",
|
||
|
||
"#ifdef DOUBLE_SIDED",
|
||
|
||
"vLightBack = vec3( 0.0 );",
|
||
|
||
"#endif",
|
||
|
||
"transformedNormal = normalize( transformedNormal );",
|
||
|
||
"#if MAX_DIR_LIGHTS > 0",
|
||
|
||
"for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
|
||
|
||
"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
|
||
"vec3 dirVector = normalize( lDirection.xyz );",
|
||
|
||
"float dotProduct = dot( transformedNormal, dirVector );",
|
||
"vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );",
|
||
|
||
"#ifdef DOUBLE_SIDED",
|
||
|
||
"vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
|
||
|
||
"#ifdef WRAP_AROUND",
|
||
|
||
"vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
|
||
|
||
"#endif",
|
||
|
||
"#endif",
|
||
|
||
"#ifdef WRAP_AROUND",
|
||
|
||
"vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
|
||
"directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );",
|
||
|
||
"#ifdef DOUBLE_SIDED",
|
||
|
||
"directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );",
|
||
|
||
"#endif",
|
||
|
||
"#endif",
|
||
|
||
"vLightFront += directionalLightColor[ i ] * directionalLightWeighting;",
|
||
|
||
"#ifdef DOUBLE_SIDED",
|
||
|
||
"vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;",
|
||
|
||
"#endif",
|
||
|
||
"}",
|
||
|
||
"#endif",
|
||
|
||
"#if MAX_POINT_LIGHTS > 0",
|
||
|
||
"for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
|
||
|
||
"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
|
||
"vec3 lVector = lPosition.xyz - mvPosition.xyz;",
|
||
|
||
"float lDistance = 1.0;",
|
||
"if ( pointLightDistance[ i ] > 0.0 )",
|
||
"lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
|
||
|
||
"lVector = normalize( lVector );",
|
||
"float dotProduct = dot( transformedNormal, lVector );",
|
||
|
||
"vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );",
|
||
|
||
"#ifdef DOUBLE_SIDED",
|
||
|
||
"vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
|
||
|
||
"#ifdef WRAP_AROUND",
|
||
|
||
"vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
|
||
|
||
"#endif",
|
||
|
||
"#endif",
|
||
|
||
"#ifdef WRAP_AROUND",
|
||
|
||
"vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
|
||
"pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );",
|
||
|
||
"#ifdef DOUBLE_SIDED",
|
||
|
||
"pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );",
|
||
|
||
"#endif",
|
||
|
||
"#endif",
|
||
|
||
"vLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;",
|
||
|
||
"#ifdef DOUBLE_SIDED",
|
||
|
||
"vLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;",
|
||
|
||
"#endif",
|
||
|
||
"}",
|
||
|
||
"#endif",
|
||
|
||
"#if MAX_SPOT_LIGHTS > 0",
|
||
|
||
"for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
|
||
|
||
"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
|
||
"vec3 lVector = lPosition.xyz - mvPosition.xyz;",
|
||
|
||
"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );",
|
||
|
||
"if ( spotEffect > spotLightAngleCos[ i ] ) {",
|
||
|
||
"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
|
||
|
||
"float lDistance = 1.0;",
|
||
"if ( spotLightDistance[ i ] > 0.0 )",
|
||
"lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
|
||
|
||
"lVector = normalize( lVector );",
|
||
|
||
"float dotProduct = dot( transformedNormal, lVector );",
|
||
"vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );",
|
||
|
||
"#ifdef DOUBLE_SIDED",
|
||
|
||
"vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
|
||
|
||
"#ifdef WRAP_AROUND",
|
||
|
||
"vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
|
||
|
||
"#endif",
|
||
|
||
"#endif",
|
||
|
||
"#ifdef WRAP_AROUND",
|
||
|
||
"vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
|
||
"spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );",
|
||
|
||
"#ifdef DOUBLE_SIDED",
|
||
|
||
"spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );",
|
||
|
||
"#endif",
|
||
|
||
"#endif",
|
||
|
||
"vLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;",
|
||
|
||
"#ifdef DOUBLE_SIDED",
|
||
|
||
"vLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;",
|
||
|
||
"#endif",
|
||
|
||
"}",
|
||
|
||
"}",
|
||
|
||
"#endif",
|
||
|
||
"#if MAX_HEMI_LIGHTS > 0",
|
||
|
||
"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
|
||
|
||
"vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
|
||
"vec3 lVector = normalize( lDirection.xyz );",
|
||
|
||
"float dotProduct = dot( transformedNormal, lVector );",
|
||
|
||
"float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
|
||
"float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;",
|
||
|
||
"vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
|
||
|
||
"#ifdef DOUBLE_SIDED",
|
||
|
||
"vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );",
|
||
|
||
"#endif",
|
||
|
||
"}",
|
||
|
||
"#endif",
|
||
|
||
"vLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;",
|
||
|
||
"#ifdef DOUBLE_SIDED",
|
||
|
||
"vLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
// LIGHTS PHONG
|
||
|
||
lights_phong_pars_vertex: [
|
||
|
||
"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
|
||
|
||
"varying vec3 vWorldPosition;",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
|
||
lights_phong_vertex: [
|
||
|
||
"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
|
||
|
||
"vWorldPosition = worldPosition.xyz;",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
lights_phong_pars_fragment: [
|
||
|
||
"uniform vec3 ambientLightColor;",
|
||
|
||
"#if MAX_DIR_LIGHTS > 0",
|
||
|
||
"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
|
||
"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
|
||
|
||
"#endif",
|
||
|
||
"#if MAX_HEMI_LIGHTS > 0",
|
||
|
||
"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
|
||
"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
|
||
"uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
|
||
|
||
"#endif",
|
||
|
||
"#if MAX_POINT_LIGHTS > 0",
|
||
|
||
"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
|
||
|
||
"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
|
||
"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
|
||
|
||
"#endif",
|
||
|
||
"#if MAX_SPOT_LIGHTS > 0",
|
||
|
||
"uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
|
||
"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
|
||
"uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
|
||
"uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
|
||
"uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
|
||
|
||
"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
|
||
|
||
"#endif",
|
||
|
||
"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
|
||
|
||
"varying vec3 vWorldPosition;",
|
||
|
||
"#endif",
|
||
|
||
"#ifdef WRAP_AROUND",
|
||
|
||
"uniform vec3 wrapRGB;",
|
||
|
||
"#endif",
|
||
|
||
"varying vec3 vViewPosition;",
|
||
"varying vec3 vNormal;"
|
||
|
||
].join("\n"),
|
||
|
||
lights_phong_fragment: [
|
||
|
||
"vec3 normal = normalize( vNormal );",
|
||
"vec3 viewPosition = normalize( vViewPosition );",
|
||
|
||
"#ifdef DOUBLE_SIDED",
|
||
|
||
"normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
|
||
|
||
"#endif",
|
||
|
||
"#ifdef USE_NORMALMAP",
|
||
|
||
"normal = perturbNormal2Arb( -vViewPosition, normal );",
|
||
|
||
"#elif defined( USE_BUMPMAP )",
|
||
|
||
"normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
|
||
|
||
"#endif",
|
||
|
||
"#if MAX_POINT_LIGHTS > 0",
|
||
|
||
"vec3 pointDiffuse = vec3( 0.0 );",
|
||
"vec3 pointSpecular = vec3( 0.0 );",
|
||
|
||
"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
|
||
|
||
"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
|
||
"vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
|
||
|
||
"float lDistance = 1.0;",
|
||
"if ( pointLightDistance[ i ] > 0.0 )",
|
||
"lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
|
||
|
||
"lVector = normalize( lVector );",
|
||
|
||
// diffuse
|
||
|
||
"float dotProduct = dot( normal, lVector );",
|
||
|
||
"#ifdef WRAP_AROUND",
|
||
|
||
"float pointDiffuseWeightFull = max( dotProduct, 0.0 );",
|
||
"float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
|
||
|
||
"vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
|
||
|
||
"#else",
|
||
|
||
"float pointDiffuseWeight = max( dotProduct, 0.0 );",
|
||
|
||
"#endif",
|
||
|
||
"pointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;",
|
||
|
||
// specular
|
||
|
||
"vec3 pointHalfVector = normalize( lVector + viewPosition );",
|
||
"float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
|
||
"float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
|
||
|
||
// 2.0 => 2.0001 is hack to work around ANGLE bug
|
||
|
||
"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
|
||
|
||
"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, pointHalfVector ), 0.0 ), 5.0 );",
|
||
"pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;",
|
||
|
||
"}",
|
||
|
||
"#endif",
|
||
|
||
"#if MAX_SPOT_LIGHTS > 0",
|
||
|
||
"vec3 spotDiffuse = vec3( 0.0 );",
|
||
"vec3 spotSpecular = vec3( 0.0 );",
|
||
|
||
"for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
|
||
|
||
"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
|
||
"vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
|
||
|
||
"float lDistance = 1.0;",
|
||
"if ( spotLightDistance[ i ] > 0.0 )",
|
||
"lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
|
||
|
||
"lVector = normalize( lVector );",
|
||
|
||
"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
|
||
|
||
"if ( spotEffect > spotLightAngleCos[ i ] ) {",
|
||
|
||
"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
|
||
|
||
// diffuse
|
||
|
||
"float dotProduct = dot( normal, lVector );",
|
||
|
||
"#ifdef WRAP_AROUND",
|
||
|
||
"float spotDiffuseWeightFull = max( dotProduct, 0.0 );",
|
||
"float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
|
||
|
||
"vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
|
||
|
||
"#else",
|
||
|
||
"float spotDiffuseWeight = max( dotProduct, 0.0 );",
|
||
|
||
"#endif",
|
||
|
||
"spotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;",
|
||
|
||
// specular
|
||
|
||
"vec3 spotHalfVector = normalize( lVector + viewPosition );",
|
||
"float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
|
||
"float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
|
||
|
||
// 2.0 => 2.0001 is hack to work around ANGLE bug
|
||
|
||
"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
|
||
|
||
"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, spotHalfVector ), 0.0 ), 5.0 );",
|
||
"spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;",
|
||
|
||
"}",
|
||
|
||
"}",
|
||
|
||
"#endif",
|
||
|
||
"#if MAX_DIR_LIGHTS > 0",
|
||
|
||
"vec3 dirDiffuse = vec3( 0.0 );",
|
||
"vec3 dirSpecular = vec3( 0.0 );" ,
|
||
|
||
"for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
|
||
|
||
"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
|
||
"vec3 dirVector = normalize( lDirection.xyz );",
|
||
|
||
// diffuse
|
||
|
||
"float dotProduct = dot( normal, dirVector );",
|
||
|
||
"#ifdef WRAP_AROUND",
|
||
|
||
"float dirDiffuseWeightFull = max( dotProduct, 0.0 );",
|
||
"float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
|
||
|
||
"vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );",
|
||
|
||
"#else",
|
||
|
||
"float dirDiffuseWeight = max( dotProduct, 0.0 );",
|
||
|
||
"#endif",
|
||
|
||
"dirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;",
|
||
|
||
// specular
|
||
|
||
"vec3 dirHalfVector = normalize( dirVector + viewPosition );",
|
||
"float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
|
||
"float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
|
||
|
||
/*
|
||
// fresnel term from skin shader
|
||
"const float F0 = 0.128;",
|
||
|
||
"float base = 1.0 - dot( viewPosition, dirHalfVector );",
|
||
"float exponential = pow( base, 5.0 );",
|
||
|
||
"float fresnel = exponential + F0 * ( 1.0 - exponential );",
|
||
*/
|
||
|
||
/*
|
||
// fresnel term from fresnel shader
|
||
"const float mFresnelBias = 0.08;",
|
||
"const float mFresnelScale = 0.3;",
|
||
"const float mFresnelPower = 5.0;",
|
||
|
||
"float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );",
|
||
*/
|
||
|
||
// 2.0 => 2.0001 is hack to work around ANGLE bug
|
||
|
||
"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
|
||
|
||
//"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;",
|
||
|
||
"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );",
|
||
"dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
|
||
|
||
|
||
"}",
|
||
|
||
"#endif",
|
||
|
||
"#if MAX_HEMI_LIGHTS > 0",
|
||
|
||
"vec3 hemiDiffuse = vec3( 0.0 );",
|
||
"vec3 hemiSpecular = vec3( 0.0 );" ,
|
||
|
||
"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
|
||
|
||
"vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
|
||
"vec3 lVector = normalize( lDirection.xyz );",
|
||
|
||
// diffuse
|
||
|
||
"float dotProduct = dot( normal, lVector );",
|
||
"float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
|
||
|
||
"vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
|
||
|
||
"hemiDiffuse += diffuse * hemiColor;",
|
||
|
||
// specular (sky light)
|
||
|
||
"vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
|
||
"float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
|
||
"float hemiSpecularWeightSky = specularStrength * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );",
|
||
|
||
// specular (ground light)
|
||
|
||
"vec3 lVectorGround = -lVector;",
|
||
|
||
"vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
|
||
"float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
|
||
"float hemiSpecularWeightGround = specularStrength * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",
|
||
|
||
"float dotProductGround = dot( normal, lVectorGround );",
|
||
|
||
// 2.0 => 2.0001 is hack to work around ANGLE bug
|
||
|
||
"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
|
||
|
||
"vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );",
|
||
"vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );",
|
||
"hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
|
||
|
||
"}",
|
||
|
||
"#endif",
|
||
|
||
"vec3 totalDiffuse = vec3( 0.0 );",
|
||
"vec3 totalSpecular = vec3( 0.0 );",
|
||
|
||
"#if MAX_DIR_LIGHTS > 0",
|
||
|
||
"totalDiffuse += dirDiffuse;",
|
||
"totalSpecular += dirSpecular;",
|
||
|
||
"#endif",
|
||
|
||
"#if MAX_HEMI_LIGHTS > 0",
|
||
|
||
"totalDiffuse += hemiDiffuse;",
|
||
"totalSpecular += hemiSpecular;",
|
||
|
||
"#endif",
|
||
|
||
"#if MAX_POINT_LIGHTS > 0",
|
||
|
||
"totalDiffuse += pointDiffuse;",
|
||
"totalSpecular += pointSpecular;",
|
||
|
||
"#endif",
|
||
|
||
"#if MAX_SPOT_LIGHTS > 0",
|
||
|
||
"totalDiffuse += spotDiffuse;",
|
||
"totalSpecular += spotSpecular;",
|
||
|
||
"#endif",
|
||
|
||
"#ifdef METAL",
|
||
|
||
"gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );",
|
||
|
||
"#else",
|
||
|
||
"gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
// VERTEX COLORS
|
||
|
||
color_pars_fragment: [
|
||
|
||
"#ifdef USE_COLOR",
|
||
|
||
"varying vec3 vColor;",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
|
||
color_fragment: [
|
||
|
||
"#ifdef USE_COLOR",
|
||
|
||
"gl_FragColor = gl_FragColor * vec4( vColor, 1.0 );",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
color_pars_vertex: [
|
||
|
||
"#ifdef USE_COLOR",
|
||
|
||
"varying vec3 vColor;",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
|
||
color_vertex: [
|
||
|
||
"#ifdef USE_COLOR",
|
||
|
||
"#ifdef GAMMA_INPUT",
|
||
|
||
"vColor = color * color;",
|
||
|
||
"#else",
|
||
|
||
"vColor = color;",
|
||
|
||
"#endif",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
// SKINNING
|
||
|
||
skinning_pars_vertex: [
|
||
|
||
"#ifdef USE_SKINNING",
|
||
|
||
"#ifdef BONE_TEXTURE",
|
||
|
||
"uniform sampler2D boneTexture;",
|
||
"uniform int boneTextureWidth;",
|
||
"uniform int boneTextureHeight;",
|
||
|
||
"mat4 getBoneMatrix( const in float i ) {",
|
||
|
||
"float j = i * 4.0;",
|
||
"float x = mod( j, float( boneTextureWidth ) );",
|
||
"float y = floor( j / float( boneTextureWidth ) );",
|
||
|
||
"float dx = 1.0 / float( boneTextureWidth );",
|
||
"float dy = 1.0 / float( boneTextureHeight );",
|
||
|
||
"y = dy * ( y + 0.5 );",
|
||
|
||
"vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );",
|
||
"vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );",
|
||
"vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );",
|
||
"vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );",
|
||
|
||
"mat4 bone = mat4( v1, v2, v3, v4 );",
|
||
|
||
"return bone;",
|
||
|
||
"}",
|
||
|
||
"#else",
|
||
|
||
"uniform mat4 boneGlobalMatrices[ MAX_BONES ];",
|
||
|
||
"mat4 getBoneMatrix( const in float i ) {",
|
||
|
||
"mat4 bone = boneGlobalMatrices[ int(i) ];",
|
||
"return bone;",
|
||
|
||
"}",
|
||
|
||
"#endif",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
skinbase_vertex: [
|
||
|
||
"#ifdef USE_SKINNING",
|
||
|
||
"mat4 boneMatX = getBoneMatrix( skinIndex.x );",
|
||
"mat4 boneMatY = getBoneMatrix( skinIndex.y );",
|
||
"mat4 boneMatZ = getBoneMatrix( skinIndex.z );",
|
||
"mat4 boneMatW = getBoneMatrix( skinIndex.w );",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
skinning_vertex: [
|
||
|
||
"#ifdef USE_SKINNING",
|
||
|
||
"#ifdef USE_MORPHTARGETS",
|
||
|
||
"vec4 skinVertex = vec4( morphed, 1.0 );",
|
||
|
||
"#else",
|
||
|
||
"vec4 skinVertex = vec4( position, 1.0 );",
|
||
|
||
"#endif",
|
||
|
||
"vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
|
||
"skinned += boneMatY * skinVertex * skinWeight.y;",
|
||
"skinned += boneMatZ * skinVertex * skinWeight.z;",
|
||
"skinned += boneMatW * skinVertex * skinWeight.w;",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
// MORPHING
|
||
|
||
morphtarget_pars_vertex: [
|
||
|
||
"#ifdef USE_MORPHTARGETS",
|
||
|
||
"#ifndef USE_MORPHNORMALS",
|
||
|
||
"uniform float morphTargetInfluences[ 8 ];",
|
||
|
||
"#else",
|
||
|
||
"uniform float morphTargetInfluences[ 4 ];",
|
||
|
||
"#endif",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
morphtarget_vertex: [
|
||
|
||
"#ifdef USE_MORPHTARGETS",
|
||
|
||
"vec3 morphed = vec3( 0.0 );",
|
||
"morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];",
|
||
"morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];",
|
||
"morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];",
|
||
"morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];",
|
||
|
||
"#ifndef USE_MORPHNORMALS",
|
||
|
||
"morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];",
|
||
"morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];",
|
||
"morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];",
|
||
"morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];",
|
||
|
||
"#endif",
|
||
|
||
"morphed += position;",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
default_vertex : [
|
||
|
||
"vec4 mvPosition;",
|
||
|
||
"#ifdef USE_SKINNING",
|
||
|
||
"mvPosition = modelViewMatrix * skinned;",
|
||
|
||
"#endif",
|
||
|
||
"#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )",
|
||
|
||
"mvPosition = modelViewMatrix * vec4( morphed, 1.0 );",
|
||
|
||
"#endif",
|
||
|
||
"#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )",
|
||
|
||
"mvPosition = modelViewMatrix * vec4( position, 1.0 );",
|
||
|
||
"#endif",
|
||
|
||
"gl_Position = projectionMatrix * mvPosition;"
|
||
|
||
].join("\n"),
|
||
|
||
morphnormal_vertex: [
|
||
|
||
"#ifdef USE_MORPHNORMALS",
|
||
|
||
"vec3 morphedNormal = vec3( 0.0 );",
|
||
|
||
"morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];",
|
||
"morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];",
|
||
"morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];",
|
||
"morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];",
|
||
|
||
"morphedNormal += normal;",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
skinnormal_vertex: [
|
||
|
||
"#ifdef USE_SKINNING",
|
||
|
||
"mat4 skinMatrix = skinWeight.x * boneMatX;",
|
||
"skinMatrix += skinWeight.y * boneMatY;",
|
||
|
||
"#ifdef USE_MORPHNORMALS",
|
||
|
||
"vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );",
|
||
|
||
"#else",
|
||
|
||
"vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );",
|
||
|
||
"#endif",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
defaultnormal_vertex: [
|
||
|
||
"vec3 objectNormal;",
|
||
|
||
"#ifdef USE_SKINNING",
|
||
|
||
"objectNormal = skinnedNormal.xyz;",
|
||
|
||
"#endif",
|
||
|
||
"#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )",
|
||
|
||
"objectNormal = morphedNormal;",
|
||
|
||
"#endif",
|
||
|
||
"#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )",
|
||
|
||
"objectNormal = normal;",
|
||
|
||
"#endif",
|
||
|
||
"#ifdef FLIP_SIDED",
|
||
|
||
"objectNormal = -objectNormal;",
|
||
|
||
"#endif",
|
||
|
||
"vec3 transformedNormal = normalMatrix * objectNormal;"
|
||
|
||
].join("\n"),
|
||
|
||
// SHADOW MAP
|
||
|
||
// based on SpiderGL shadow map and Fabien Sanglard's GLSL shadow mapping examples
|
||
// http://spidergl.org/example.php?id=6
|
||
// http://fabiensanglard.net/shadowmapping
|
||
|
||
shadowmap_pars_fragment: [
|
||
|
||
"#ifdef USE_SHADOWMAP",
|
||
|
||
"uniform sampler2D shadowMap[ MAX_SHADOWS ];",
|
||
"uniform vec2 shadowMapSize[ MAX_SHADOWS ];",
|
||
|
||
"uniform float shadowDarkness[ MAX_SHADOWS ];",
|
||
"uniform float shadowBias[ MAX_SHADOWS ];",
|
||
|
||
"varying vec4 vShadowCoord[ MAX_SHADOWS ];",
|
||
|
||
"float unpackDepth( const in vec4 rgba_depth ) {",
|
||
|
||
"const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );",
|
||
"float depth = dot( rgba_depth, bit_shift );",
|
||
"return depth;",
|
||
|
||
"}",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
shadowmap_fragment: [
|
||
|
||
"#ifdef USE_SHADOWMAP",
|
||
|
||
"#ifdef SHADOWMAP_DEBUG",
|
||
|
||
"vec3 frustumColors[3];",
|
||
"frustumColors[0] = vec3( 1.0, 0.5, 0.0 );",
|
||
"frustumColors[1] = vec3( 0.0, 1.0, 0.8 );",
|
||
"frustumColors[2] = vec3( 0.0, 0.5, 1.0 );",
|
||
|
||
"#endif",
|
||
|
||
"#ifdef SHADOWMAP_CASCADE",
|
||
|
||
"int inFrustumCount = 0;",
|
||
|
||
"#endif",
|
||
|
||
"float fDepth;",
|
||
"vec3 shadowColor = vec3( 1.0 );",
|
||
|
||
"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
|
||
|
||
"vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;",
|
||
|
||
// "if ( something && something )" breaks ATI OpenGL shader compiler
|
||
// "if ( all( something, something ) )" using this instead
|
||
|
||
"bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );",
|
||
"bool inFrustum = all( inFrustumVec );",
|
||
|
||
// don't shadow pixels outside of light frustum
|
||
// use just first frustum (for cascades)
|
||
// don't shadow pixels behind far plane of light frustum
|
||
|
||
"#ifdef SHADOWMAP_CASCADE",
|
||
|
||
"inFrustumCount += int( inFrustum );",
|
||
"bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );",
|
||
|
||
"#else",
|
||
|
||
"bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );",
|
||
|
||
"#endif",
|
||
|
||
"bool frustumTest = all( frustumTestVec );",
|
||
|
||
"if ( frustumTest ) {",
|
||
|
||
"shadowCoord.z += shadowBias[ i ];",
|
||
|
||
"#if defined( SHADOWMAP_TYPE_PCF )",
|
||
|
||
// Percentage-close filtering
|
||
// (9 pixel kernel)
|
||
// http://fabiensanglard.net/shadowmappingPCF/
|
||
|
||
"float shadow = 0.0;",
|
||
|
||
/*
|
||
// nested loops breaks shader compiler / validator on some ATI cards when using OpenGL
|
||
// must enroll loop manually
|
||
|
||
"for ( float y = -1.25; y <= 1.25; y += 1.25 )",
|
||
"for ( float x = -1.25; x <= 1.25; x += 1.25 ) {",
|
||
|
||
"vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );",
|
||
|
||
// doesn't seem to produce any noticeable visual difference compared to simple "texture2D" lookup
|
||
//"vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );",
|
||
|
||
"float fDepth = unpackDepth( rgbaDepth );",
|
||
|
||
"if ( fDepth < shadowCoord.z )",
|
||
"shadow += 1.0;",
|
||
|
||
"}",
|
||
|
||
"shadow /= 9.0;",
|
||
|
||
*/
|
||
|
||
"const float shadowDelta = 1.0 / 9.0;",
|
||
|
||
"float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
|
||
"float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",
|
||
|
||
"float dx0 = -1.25 * xPixelOffset;",
|
||
"float dy0 = -1.25 * yPixelOffset;",
|
||
"float dx1 = 1.25 * xPixelOffset;",
|
||
"float dy1 = 1.25 * yPixelOffset;",
|
||
|
||
"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
|
||
"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
|
||
|
||
"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
|
||
"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
|
||
|
||
"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
|
||
"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
|
||
|
||
"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
|
||
"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
|
||
|
||
"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
|
||
"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
|
||
|
||
"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
|
||
"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
|
||
|
||
"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
|
||
"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
|
||
|
||
"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
|
||
"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
|
||
|
||
"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
|
||
"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
|
||
|
||
"shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );",
|
||
|
||
"#elif defined( SHADOWMAP_TYPE_PCF_SOFT )",
|
||
|
||
// Percentage-close filtering
|
||
// (9 pixel kernel)
|
||
// http://fabiensanglard.net/shadowmappingPCF/
|
||
|
||
"float shadow = 0.0;",
|
||
|
||
"float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
|
||
"float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",
|
||
|
||
"float dx0 = -1.0 * xPixelOffset;",
|
||
"float dy0 = -1.0 * yPixelOffset;",
|
||
"float dx1 = 1.0 * xPixelOffset;",
|
||
"float dy1 = 1.0 * yPixelOffset;",
|
||
|
||
"mat3 shadowKernel;",
|
||
"mat3 depthKernel;",
|
||
|
||
"depthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
|
||
"depthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
|
||
"depthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
|
||
"depthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
|
||
"depthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
|
||
"depthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
|
||
"depthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
|
||
"depthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
|
||
"depthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
|
||
|
||
"vec3 shadowZ = vec3( shadowCoord.z );",
|
||
"shadowKernel[0] = vec3(lessThan(depthKernel[0], shadowZ ));",
|
||
"shadowKernel[0] *= vec3(0.25);",
|
||
|
||
"shadowKernel[1] = vec3(lessThan(depthKernel[1], shadowZ ));",
|
||
"shadowKernel[1] *= vec3(0.25);",
|
||
|
||
"shadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));",
|
||
"shadowKernel[2] *= vec3(0.25);",
|
||
|
||
"vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );",
|
||
|
||
"shadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );",
|
||
"shadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );",
|
||
|
||
"vec4 shadowValues;",
|
||
"shadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );",
|
||
"shadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );",
|
||
"shadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );",
|
||
"shadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );",
|
||
|
||
"shadow = dot( shadowValues, vec4( 1.0 ) );",
|
||
|
||
"shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );",
|
||
|
||
"#else",
|
||
|
||
"vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );",
|
||
"float fDepth = unpackDepth( rgbaDepth );",
|
||
|
||
"if ( fDepth < shadowCoord.z )",
|
||
|
||
// spot with multiple shadows is darker
|
||
|
||
"shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );",
|
||
|
||
// spot with multiple shadows has the same color as single shadow spot
|
||
|
||
//"shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );",
|
||
|
||
"#endif",
|
||
|
||
"}",
|
||
|
||
|
||
"#ifdef SHADOWMAP_DEBUG",
|
||
|
||
"#ifdef SHADOWMAP_CASCADE",
|
||
|
||
"if ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];",
|
||
|
||
"#else",
|
||
|
||
"if ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];",
|
||
|
||
"#endif",
|
||
|
||
"#endif",
|
||
|
||
"}",
|
||
|
||
"#ifdef GAMMA_OUTPUT",
|
||
|
||
"shadowColor *= shadowColor;",
|
||
|
||
"#endif",
|
||
|
||
"gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
shadowmap_pars_vertex: [
|
||
|
||
"#ifdef USE_SHADOWMAP",
|
||
|
||
"varying vec4 vShadowCoord[ MAX_SHADOWS ];",
|
||
"uniform mat4 shadowMatrix[ MAX_SHADOWS ];",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
shadowmap_vertex: [
|
||
|
||
"#ifdef USE_SHADOWMAP",
|
||
|
||
"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
|
||
|
||
"vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
|
||
|
||
"}",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
// ALPHATEST
|
||
|
||
alphatest_fragment: [
|
||
|
||
"#ifdef ALPHATEST",
|
||
|
||
"if ( gl_FragColor.a < ALPHATEST ) discard;",
|
||
|
||
"#endif"
|
||
|
||
].join("\n"),
|
||
|
||
// LINEAR SPACE
|
||
|
||
linear_to_gamma_fragment: [
|
||
|
||
"#ifdef GAMMA_OUTPUT",
|
||
|
||
"gl_FragColor.xyz = sqrt( gl_FragColor.xyz );",
|
||
|
||
"#endif"
|
||
|
||
].join("\n")
|
||
|
||
|
||
};
|
||
/**
|
||
* Uniform Utilities
|
||
*/
|
||
|
||
THREE.UniformsUtils = {
|
||
|
||
merge: function ( uniforms ) {
|
||
|
||
var u, p, tmp, merged = {};
|
||
|
||
for ( u = 0; u < uniforms.length; u ++ ) {
|
||
|
||
tmp = this.clone( uniforms[ u ] );
|
||
|
||
for ( p in tmp ) {
|
||
|
||
merged[ p ] = tmp[ p ];
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return merged;
|
||
|
||
},
|
||
|
||
clone: function ( uniforms_src ) {
|
||
|
||
var u, p, parameter, parameter_src, uniforms_dst = {};
|
||
|
||
for ( u in uniforms_src ) {
|
||
|
||
uniforms_dst[ u ] = {};
|
||
|
||
for ( p in uniforms_src[ u ] ) {
|
||
|
||
parameter_src = uniforms_src[ u ][ p ];
|
||
|
||
if ( parameter_src instanceof THREE.Color ||
|
||
parameter_src instanceof THREE.Vector2 ||
|
||
parameter_src instanceof THREE.Vector3 ||
|
||
parameter_src instanceof THREE.Vector4 ||
|
||
parameter_src instanceof THREE.Matrix4 ||
|
||
parameter_src instanceof THREE.Texture ) {
|
||
|
||
uniforms_dst[ u ][ p ] = parameter_src.clone();
|
||
|
||
} else if ( parameter_src instanceof Array ) {
|
||
|
||
uniforms_dst[ u ][ p ] = parameter_src.slice();
|
||
|
||
} else {
|
||
|
||
uniforms_dst[ u ][ p ] = parameter_src;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return uniforms_dst;
|
||
|
||
}
|
||
|
||
};
|
||
/**
|
||
* Uniforms library for shared webgl shaders
|
||
*/
|
||
|
||
THREE.UniformsLib = {
|
||
|
||
common: {
|
||
|
||
"diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
|
||
"opacity" : { type: "f", value: 1.0 },
|
||
|
||
"map" : { type: "t", value: null },
|
||
"offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
|
||
|
||
"lightMap" : { type: "t", value: null },
|
||
"specularMap" : { type: "t", value: null },
|
||
|
||
"envMap" : { type: "t", value: null },
|
||
"flipEnvMap" : { type: "f", value: -1 },
|
||
"useRefract" : { type: "i", value: 0 },
|
||
"reflectivity" : { type: "f", value: 1.0 },
|
||
"refractionRatio" : { type: "f", value: 0.98 },
|
||
"combine" : { type: "i", value: 0 },
|
||
|
||
"morphTargetInfluences" : { type: "f", value: 0 }
|
||
|
||
},
|
||
|
||
bump: {
|
||
|
||
"bumpMap" : { type: "t", value: null },
|
||
"bumpScale" : { type: "f", value: 1 }
|
||
|
||
},
|
||
|
||
normalmap: {
|
||
|
||
"normalMap" : { type: "t", value: null },
|
||
"normalScale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }
|
||
},
|
||
|
||
fog : {
|
||
|
||
"fogDensity" : { type: "f", value: 0.00025 },
|
||
"fogNear" : { type: "f", value: 1 },
|
||
"fogFar" : { type: "f", value: 2000 },
|
||
"fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
|
||
|
||
},
|
||
|
||
lights: {
|
||
|
||
"ambientLightColor" : { type: "fv", value: [] },
|
||
|
||
"directionalLightDirection" : { type: "fv", value: [] },
|
||
"directionalLightColor" : { type: "fv", value: [] },
|
||
|
||
"hemisphereLightDirection" : { type: "fv", value: [] },
|
||
"hemisphereLightSkyColor" : { type: "fv", value: [] },
|
||
"hemisphereLightGroundColor" : { type: "fv", value: [] },
|
||
|
||
"pointLightColor" : { type: "fv", value: [] },
|
||
"pointLightPosition" : { type: "fv", value: [] },
|
||
"pointLightDistance" : { type: "fv1", value: [] },
|
||
|
||
"spotLightColor" : { type: "fv", value: [] },
|
||
"spotLightPosition" : { type: "fv", value: [] },
|
||
"spotLightDirection" : { type: "fv", value: [] },
|
||
"spotLightDistance" : { type: "fv1", value: [] },
|
||
"spotLightAngleCos" : { type: "fv1", value: [] },
|
||
"spotLightExponent" : { type: "fv1", value: [] }
|
||
|
||
},
|
||
|
||
particle: {
|
||
|
||
"psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
|
||
"opacity" : { type: "f", value: 1.0 },
|
||
"size" : { type: "f", value: 1.0 },
|
||
"scale" : { type: "f", value: 1.0 },
|
||
"map" : { type: "t", value: null },
|
||
|
||
"fogDensity" : { type: "f", value: 0.00025 },
|
||
"fogNear" : { type: "f", value: 1 },
|
||
"fogFar" : { type: "f", value: 2000 },
|
||
"fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
|
||
|
||
},
|
||
|
||
shadowmap: {
|
||
|
||
"shadowMap": { type: "tv", value: [] },
|
||
"shadowMapSize": { type: "v2v", value: [] },
|
||
|
||
"shadowBias" : { type: "fv1", value: [] },
|
||
"shadowDarkness": { type: "fv1", value: [] },
|
||
|
||
"shadowMatrix" : { type: "m4v", value: [] }
|
||
|
||
}
|
||
|
||
};
|
||
/**
|
||
* Webgl Shader Library for three.js
|
||
*
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author mikael emtinger / http://gomo.se/
|
||
*/
|
||
|
||
|
||
THREE.ShaderLib = {
|
||
|
||
'basic': {
|
||
|
||
uniforms: THREE.UniformsUtils.merge( [
|
||
|
||
THREE.UniformsLib[ "common" ],
|
||
THREE.UniformsLib[ "fog" ],
|
||
THREE.UniformsLib[ "shadowmap" ]
|
||
|
||
] ),
|
||
|
||
vertexShader: [
|
||
|
||
THREE.ShaderChunk[ "map_pars_vertex" ],
|
||
THREE.ShaderChunk[ "lightmap_pars_vertex" ],
|
||
THREE.ShaderChunk[ "envmap_pars_vertex" ],
|
||
THREE.ShaderChunk[ "color_pars_vertex" ],
|
||
THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
|
||
THREE.ShaderChunk[ "skinning_pars_vertex" ],
|
||
THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
|
||
|
||
"void main() {",
|
||
|
||
THREE.ShaderChunk[ "map_vertex" ],
|
||
THREE.ShaderChunk[ "lightmap_vertex" ],
|
||
THREE.ShaderChunk[ "color_vertex" ],
|
||
THREE.ShaderChunk[ "skinbase_vertex" ],
|
||
|
||
"#ifdef USE_ENVMAP",
|
||
|
||
THREE.ShaderChunk[ "morphnormal_vertex" ],
|
||
THREE.ShaderChunk[ "skinnormal_vertex" ],
|
||
THREE.ShaderChunk[ "defaultnormal_vertex" ],
|
||
|
||
"#endif",
|
||
|
||
THREE.ShaderChunk[ "morphtarget_vertex" ],
|
||
THREE.ShaderChunk[ "skinning_vertex" ],
|
||
THREE.ShaderChunk[ "default_vertex" ],
|
||
|
||
THREE.ShaderChunk[ "worldpos_vertex" ],
|
||
THREE.ShaderChunk[ "envmap_vertex" ],
|
||
THREE.ShaderChunk[ "shadowmap_vertex" ],
|
||
|
||
"}"
|
||
|
||
].join("\n"),
|
||
|
||
fragmentShader: [
|
||
|
||
"uniform vec3 diffuse;",
|
||
"uniform float opacity;",
|
||
|
||
THREE.ShaderChunk[ "color_pars_fragment" ],
|
||
THREE.ShaderChunk[ "map_pars_fragment" ],
|
||
THREE.ShaderChunk[ "lightmap_pars_fragment" ],
|
||
THREE.ShaderChunk[ "envmap_pars_fragment" ],
|
||
THREE.ShaderChunk[ "fog_pars_fragment" ],
|
||
THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
|
||
THREE.ShaderChunk[ "specularmap_pars_fragment" ],
|
||
|
||
"void main() {",
|
||
|
||
"gl_FragColor = vec4( diffuse, opacity );",
|
||
|
||
THREE.ShaderChunk[ "map_fragment" ],
|
||
THREE.ShaderChunk[ "alphatest_fragment" ],
|
||
THREE.ShaderChunk[ "specularmap_fragment" ],
|
||
THREE.ShaderChunk[ "lightmap_fragment" ],
|
||
THREE.ShaderChunk[ "color_fragment" ],
|
||
THREE.ShaderChunk[ "envmap_fragment" ],
|
||
THREE.ShaderChunk[ "shadowmap_fragment" ],
|
||
|
||
THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
|
||
|
||
THREE.ShaderChunk[ "fog_fragment" ],
|
||
|
||
"}"
|
||
|
||
].join("\n")
|
||
|
||
},
|
||
|
||
'lambert': {
|
||
|
||
uniforms: THREE.UniformsUtils.merge( [
|
||
|
||
THREE.UniformsLib[ "common" ],
|
||
THREE.UniformsLib[ "fog" ],
|
||
THREE.UniformsLib[ "lights" ],
|
||
THREE.UniformsLib[ "shadowmap" ],
|
||
|
||
{
|
||
"ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
|
||
"emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
|
||
"wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
|
||
}
|
||
|
||
] ),
|
||
|
||
vertexShader: [
|
||
|
||
"#define LAMBERT",
|
||
|
||
"varying vec3 vLightFront;",
|
||
|
||
"#ifdef DOUBLE_SIDED",
|
||
|
||
"varying vec3 vLightBack;",
|
||
|
||
"#endif",
|
||
|
||
THREE.ShaderChunk[ "map_pars_vertex" ],
|
||
THREE.ShaderChunk[ "lightmap_pars_vertex" ],
|
||
THREE.ShaderChunk[ "envmap_pars_vertex" ],
|
||
THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
|
||
THREE.ShaderChunk[ "color_pars_vertex" ],
|
||
THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
|
||
THREE.ShaderChunk[ "skinning_pars_vertex" ],
|
||
THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
|
||
|
||
"void main() {",
|
||
|
||
THREE.ShaderChunk[ "map_vertex" ],
|
||
THREE.ShaderChunk[ "lightmap_vertex" ],
|
||
THREE.ShaderChunk[ "color_vertex" ],
|
||
|
||
THREE.ShaderChunk[ "morphnormal_vertex" ],
|
||
THREE.ShaderChunk[ "skinbase_vertex" ],
|
||
THREE.ShaderChunk[ "skinnormal_vertex" ],
|
||
THREE.ShaderChunk[ "defaultnormal_vertex" ],
|
||
|
||
THREE.ShaderChunk[ "morphtarget_vertex" ],
|
||
THREE.ShaderChunk[ "skinning_vertex" ],
|
||
THREE.ShaderChunk[ "default_vertex" ],
|
||
|
||
THREE.ShaderChunk[ "worldpos_vertex" ],
|
||
THREE.ShaderChunk[ "envmap_vertex" ],
|
||
THREE.ShaderChunk[ "lights_lambert_vertex" ],
|
||
THREE.ShaderChunk[ "shadowmap_vertex" ],
|
||
|
||
"}"
|
||
|
||
].join("\n"),
|
||
|
||
fragmentShader: [
|
||
|
||
"uniform float opacity;",
|
||
|
||
"varying vec3 vLightFront;",
|
||
|
||
"#ifdef DOUBLE_SIDED",
|
||
|
||
"varying vec3 vLightBack;",
|
||
|
||
"#endif",
|
||
|
||
THREE.ShaderChunk[ "color_pars_fragment" ],
|
||
THREE.ShaderChunk[ "map_pars_fragment" ],
|
||
THREE.ShaderChunk[ "lightmap_pars_fragment" ],
|
||
THREE.ShaderChunk[ "envmap_pars_fragment" ],
|
||
THREE.ShaderChunk[ "fog_pars_fragment" ],
|
||
THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
|
||
THREE.ShaderChunk[ "specularmap_pars_fragment" ],
|
||
|
||
"void main() {",
|
||
|
||
"gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
|
||
|
||
THREE.ShaderChunk[ "map_fragment" ],
|
||
THREE.ShaderChunk[ "alphatest_fragment" ],
|
||
THREE.ShaderChunk[ "specularmap_fragment" ],
|
||
|
||
"#ifdef DOUBLE_SIDED",
|
||
|
||
//"float isFront = float( gl_FrontFacing );",
|
||
//"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
|
||
|
||
"if ( gl_FrontFacing )",
|
||
"gl_FragColor.xyz *= vLightFront;",
|
||
"else",
|
||
"gl_FragColor.xyz *= vLightBack;",
|
||
|
||
"#else",
|
||
|
||
"gl_FragColor.xyz *= vLightFront;",
|
||
|
||
"#endif",
|
||
|
||
THREE.ShaderChunk[ "lightmap_fragment" ],
|
||
THREE.ShaderChunk[ "color_fragment" ],
|
||
THREE.ShaderChunk[ "envmap_fragment" ],
|
||
THREE.ShaderChunk[ "shadowmap_fragment" ],
|
||
|
||
THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
|
||
|
||
THREE.ShaderChunk[ "fog_fragment" ],
|
||
|
||
"}"
|
||
|
||
].join("\n")
|
||
|
||
},
|
||
|
||
'phong': {
|
||
|
||
uniforms: THREE.UniformsUtils.merge( [
|
||
|
||
THREE.UniformsLib[ "common" ],
|
||
THREE.UniformsLib[ "bump" ],
|
||
THREE.UniformsLib[ "normalmap" ],
|
||
THREE.UniformsLib[ "fog" ],
|
||
THREE.UniformsLib[ "lights" ],
|
||
THREE.UniformsLib[ "shadowmap" ],
|
||
|
||
{
|
||
"ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
|
||
"emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
|
||
"specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
|
||
"shininess": { type: "f", value: 30 },
|
||
"wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
|
||
}
|
||
|
||
] ),
|
||
|
||
vertexShader: [
|
||
|
||
"#define PHONG",
|
||
|
||
"varying vec3 vViewPosition;",
|
||
"varying vec3 vNormal;",
|
||
|
||
THREE.ShaderChunk[ "map_pars_vertex" ],
|
||
THREE.ShaderChunk[ "lightmap_pars_vertex" ],
|
||
THREE.ShaderChunk[ "envmap_pars_vertex" ],
|
||
THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
|
||
THREE.ShaderChunk[ "color_pars_vertex" ],
|
||
THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
|
||
THREE.ShaderChunk[ "skinning_pars_vertex" ],
|
||
THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
|
||
|
||
"void main() {",
|
||
|
||
THREE.ShaderChunk[ "map_vertex" ],
|
||
THREE.ShaderChunk[ "lightmap_vertex" ],
|
||
THREE.ShaderChunk[ "color_vertex" ],
|
||
|
||
THREE.ShaderChunk[ "morphnormal_vertex" ],
|
||
THREE.ShaderChunk[ "skinbase_vertex" ],
|
||
THREE.ShaderChunk[ "skinnormal_vertex" ],
|
||
THREE.ShaderChunk[ "defaultnormal_vertex" ],
|
||
|
||
"vNormal = normalize( transformedNormal );",
|
||
|
||
THREE.ShaderChunk[ "morphtarget_vertex" ],
|
||
THREE.ShaderChunk[ "skinning_vertex" ],
|
||
THREE.ShaderChunk[ "default_vertex" ],
|
||
|
||
"vViewPosition = -mvPosition.xyz;",
|
||
|
||
THREE.ShaderChunk[ "worldpos_vertex" ],
|
||
THREE.ShaderChunk[ "envmap_vertex" ],
|
||
THREE.ShaderChunk[ "lights_phong_vertex" ],
|
||
THREE.ShaderChunk[ "shadowmap_vertex" ],
|
||
|
||
"}"
|
||
|
||
].join("\n"),
|
||
|
||
fragmentShader: [
|
||
|
||
"uniform vec3 diffuse;",
|
||
"uniform float opacity;",
|
||
|
||
"uniform vec3 ambient;",
|
||
"uniform vec3 emissive;",
|
||
"uniform vec3 specular;",
|
||
"uniform float shininess;",
|
||
|
||
THREE.ShaderChunk[ "color_pars_fragment" ],
|
||
THREE.ShaderChunk[ "map_pars_fragment" ],
|
||
THREE.ShaderChunk[ "lightmap_pars_fragment" ],
|
||
THREE.ShaderChunk[ "envmap_pars_fragment" ],
|
||
THREE.ShaderChunk[ "fog_pars_fragment" ],
|
||
THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
|
||
THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
|
||
THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
|
||
THREE.ShaderChunk[ "normalmap_pars_fragment" ],
|
||
THREE.ShaderChunk[ "specularmap_pars_fragment" ],
|
||
|
||
"void main() {",
|
||
|
||
"gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
|
||
|
||
THREE.ShaderChunk[ "map_fragment" ],
|
||
THREE.ShaderChunk[ "alphatest_fragment" ],
|
||
THREE.ShaderChunk[ "specularmap_fragment" ],
|
||
|
||
THREE.ShaderChunk[ "lights_phong_fragment" ],
|
||
|
||
THREE.ShaderChunk[ "lightmap_fragment" ],
|
||
THREE.ShaderChunk[ "color_fragment" ],
|
||
THREE.ShaderChunk[ "envmap_fragment" ],
|
||
THREE.ShaderChunk[ "shadowmap_fragment" ],
|
||
|
||
THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
|
||
|
||
THREE.ShaderChunk[ "fog_fragment" ],
|
||
|
||
"}"
|
||
|
||
].join("\n")
|
||
|
||
},
|
||
|
||
'particle_basic': {
|
||
|
||
uniforms: THREE.UniformsUtils.merge( [
|
||
|
||
THREE.UniformsLib[ "particle" ],
|
||
THREE.UniformsLib[ "shadowmap" ]
|
||
|
||
] ),
|
||
|
||
vertexShader: [
|
||
|
||
"uniform float size;",
|
||
"uniform float scale;",
|
||
|
||
THREE.ShaderChunk[ "color_pars_vertex" ],
|
||
THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
|
||
|
||
"void main() {",
|
||
|
||
THREE.ShaderChunk[ "color_vertex" ],
|
||
|
||
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
|
||
|
||
"#ifdef USE_SIZEATTENUATION",
|
||
"gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
|
||
"#else",
|
||
"gl_PointSize = size;",
|
||
"#endif",
|
||
|
||
"gl_Position = projectionMatrix * mvPosition;",
|
||
|
||
THREE.ShaderChunk[ "worldpos_vertex" ],
|
||
THREE.ShaderChunk[ "shadowmap_vertex" ],
|
||
|
||
"}"
|
||
|
||
].join("\n"),
|
||
|
||
fragmentShader: [
|
||
|
||
"uniform vec3 psColor;",
|
||
"uniform float opacity;",
|
||
|
||
THREE.ShaderChunk[ "color_pars_fragment" ],
|
||
THREE.ShaderChunk[ "map_particle_pars_fragment" ],
|
||
THREE.ShaderChunk[ "fog_pars_fragment" ],
|
||
THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
|
||
|
||
"void main() {",
|
||
|
||
"gl_FragColor = vec4( psColor, opacity );",
|
||
|
||
THREE.ShaderChunk[ "map_particle_fragment" ],
|
||
THREE.ShaderChunk[ "alphatest_fragment" ],
|
||
THREE.ShaderChunk[ "color_fragment" ],
|
||
THREE.ShaderChunk[ "shadowmap_fragment" ],
|
||
THREE.ShaderChunk[ "fog_fragment" ],
|
||
|
||
"}"
|
||
|
||
].join("\n")
|
||
|
||
},
|
||
|
||
'dashed': {
|
||
|
||
uniforms: THREE.UniformsUtils.merge( [
|
||
|
||
THREE.UniformsLib[ "common" ],
|
||
THREE.UniformsLib[ "fog" ],
|
||
|
||
{
|
||
"scale": { type: "f", value: 1 },
|
||
"dashSize": { type: "f", value: 1 },
|
||
"totalSize": { type: "f", value: 2 }
|
||
}
|
||
|
||
] ),
|
||
|
||
vertexShader: [
|
||
|
||
"uniform float scale;",
|
||
"attribute float lineDistance;",
|
||
|
||
"varying float vLineDistance;",
|
||
|
||
THREE.ShaderChunk[ "color_pars_vertex" ],
|
||
|
||
"void main() {",
|
||
|
||
THREE.ShaderChunk[ "color_vertex" ],
|
||
|
||
"vLineDistance = scale * lineDistance;",
|
||
|
||
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
|
||
"gl_Position = projectionMatrix * mvPosition;",
|
||
|
||
"}"
|
||
|
||
].join("\n"),
|
||
|
||
fragmentShader: [
|
||
|
||
"uniform vec3 diffuse;",
|
||
"uniform float opacity;",
|
||
|
||
"uniform float dashSize;",
|
||
"uniform float totalSize;",
|
||
|
||
"varying float vLineDistance;",
|
||
|
||
THREE.ShaderChunk[ "color_pars_fragment" ],
|
||
THREE.ShaderChunk[ "fog_pars_fragment" ],
|
||
|
||
"void main() {",
|
||
|
||
"if ( mod( vLineDistance, totalSize ) > dashSize ) {",
|
||
|
||
"discard;",
|
||
|
||
"}",
|
||
|
||
"gl_FragColor = vec4( diffuse, opacity );",
|
||
|
||
THREE.ShaderChunk[ "color_fragment" ],
|
||
THREE.ShaderChunk[ "fog_fragment" ],
|
||
|
||
"}"
|
||
|
||
].join("\n")
|
||
|
||
},
|
||
|
||
'depth': {
|
||
|
||
uniforms: {
|
||
|
||
"mNear": { type: "f", value: 1.0 },
|
||
"mFar" : { type: "f", value: 2000.0 },
|
||
"opacity" : { type: "f", value: 1.0 }
|
||
|
||
},
|
||
|
||
vertexShader: [
|
||
|
||
"void main() {",
|
||
|
||
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
||
|
||
"}"
|
||
|
||
].join("\n"),
|
||
|
||
fragmentShader: [
|
||
|
||
"uniform float mNear;",
|
||
"uniform float mFar;",
|
||
"uniform float opacity;",
|
||
|
||
"void main() {",
|
||
|
||
"float depth = gl_FragCoord.z / gl_FragCoord.w;",
|
||
"float color = 1.0 - smoothstep( mNear, mFar, depth );",
|
||
"gl_FragColor = vec4( vec3( color ), opacity );",
|
||
|
||
"}"
|
||
|
||
].join("\n")
|
||
|
||
},
|
||
|
||
'normal': {
|
||
|
||
uniforms: {
|
||
|
||
"opacity" : { type: "f", value: 1.0 }
|
||
|
||
},
|
||
|
||
vertexShader: [
|
||
|
||
"varying vec3 vNormal;",
|
||
|
||
THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
|
||
|
||
"void main() {",
|
||
|
||
"vNormal = normalize( normalMatrix * normal );",
|
||
|
||
THREE.ShaderChunk[ "morphtarget_vertex" ],
|
||
THREE.ShaderChunk[ "default_vertex" ],
|
||
|
||
"}"
|
||
|
||
].join("\n"),
|
||
|
||
fragmentShader: [
|
||
|
||
"uniform float opacity;",
|
||
"varying vec3 vNormal;",
|
||
|
||
"void main() {",
|
||
|
||
"gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
|
||
|
||
"}"
|
||
|
||
].join("\n")
|
||
|
||
},
|
||
|
||
/* -------------------------------------------------------------------------
|
||
// Normal map shader
|
||
// - Blinn-Phong
|
||
// - normal + diffuse + specular + AO + displacement + reflection + shadow maps
|
||
// - point and directional lights (use with "lights: true" material option)
|
||
------------------------------------------------------------------------- */
|
||
|
||
'normalmap' : {
|
||
|
||
uniforms: THREE.UniformsUtils.merge( [
|
||
|
||
THREE.UniformsLib[ "fog" ],
|
||
THREE.UniformsLib[ "lights" ],
|
||
THREE.UniformsLib[ "shadowmap" ],
|
||
|
||
{
|
||
|
||
"enableAO" : { type: "i", value: 0 },
|
||
"enableDiffuse" : { type: "i", value: 0 },
|
||
"enableSpecular" : { type: "i", value: 0 },
|
||
"enableReflection": { type: "i", value: 0 },
|
||
"enableDisplacement": { type: "i", value: 0 },
|
||
|
||
"tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
|
||
"tDiffuse" : { type: "t", value: null },
|
||
"tCube" : { type: "t", value: null },
|
||
"tNormal" : { type: "t", value: null },
|
||
"tSpecular" : { type: "t", value: null },
|
||
"tAO" : { type: "t", value: null },
|
||
|
||
"uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
|
||
|
||
"uDisplacementBias": { type: "f", value: 0.0 },
|
||
"uDisplacementScale": { type: "f", value: 1.0 },
|
||
|
||
"diffuse": { type: "c", value: new THREE.Color( 0xffffff ) },
|
||
"specular": { type: "c", value: new THREE.Color( 0x111111 ) },
|
||
"ambient": { type: "c", value: new THREE.Color( 0xffffff ) },
|
||
"shininess": { type: "f", value: 30 },
|
||
"opacity": { type: "f", value: 1 },
|
||
|
||
"useRefract": { type: "i", value: 0 },
|
||
"refractionRatio": { type: "f", value: 0.98 },
|
||
"reflectivity": { type: "f", value: 0.5 },
|
||
|
||
"uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
|
||
"uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
|
||
|
||
"wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
|
||
|
||
}
|
||
|
||
] ),
|
||
|
||
fragmentShader: [
|
||
|
||
"uniform vec3 ambient;",
|
||
"uniform vec3 diffuse;",
|
||
"uniform vec3 specular;",
|
||
"uniform float shininess;",
|
||
"uniform float opacity;",
|
||
|
||
"uniform bool enableDiffuse;",
|
||
"uniform bool enableSpecular;",
|
||
"uniform bool enableAO;",
|
||
"uniform bool enableReflection;",
|
||
|
||
"uniform sampler2D tDiffuse;",
|
||
"uniform sampler2D tNormal;",
|
||
"uniform sampler2D tSpecular;",
|
||
"uniform sampler2D tAO;",
|
||
|
||
"uniform samplerCube tCube;",
|
||
|
||
"uniform vec2 uNormalScale;",
|
||
|
||
"uniform bool useRefract;",
|
||
"uniform float refractionRatio;",
|
||
"uniform float reflectivity;",
|
||
|
||
"varying vec3 vTangent;",
|
||
"varying vec3 vBinormal;",
|
||
"varying vec3 vNormal;",
|
||
"varying vec2 vUv;",
|
||
|
||
"uniform vec3 ambientLightColor;",
|
||
|
||
"#if MAX_DIR_LIGHTS > 0",
|
||
|
||
"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
|
||
"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
|
||
|
||
"#endif",
|
||
|
||
"#if MAX_HEMI_LIGHTS > 0",
|
||
|
||
"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
|
||
"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
|
||
"uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
|
||
|
||
"#endif",
|
||
|
||
"#if MAX_POINT_LIGHTS > 0",
|
||
|
||
"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
|
||
"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
|
||
"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
|
||
|
||
"#endif",
|
||
|
||
"#if MAX_SPOT_LIGHTS > 0",
|
||
|
||
"uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
|
||
"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
|
||
"uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
|
||
"uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
|
||
"uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
|
||
"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
|
||
|
||
"#endif",
|
||
|
||
"#ifdef WRAP_AROUND",
|
||
|
||
"uniform vec3 wrapRGB;",
|
||
|
||
"#endif",
|
||
|
||
"varying vec3 vWorldPosition;",
|
||
"varying vec3 vViewPosition;",
|
||
|
||
THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
|
||
THREE.ShaderChunk[ "fog_pars_fragment" ],
|
||
|
||
"void main() {",
|
||
|
||
"gl_FragColor = vec4( vec3( 1.0 ), opacity );",
|
||
|
||
"vec3 specularTex = vec3( 1.0 );",
|
||
|
||
"vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
|
||
"normalTex.xy *= uNormalScale;",
|
||
"normalTex = normalize( normalTex );",
|
||
|
||
"if( enableDiffuse ) {",
|
||
|
||
"#ifdef GAMMA_INPUT",
|
||
|
||
"vec4 texelColor = texture2D( tDiffuse, vUv );",
|
||
"texelColor.xyz *= texelColor.xyz;",
|
||
|
||
"gl_FragColor = gl_FragColor * texelColor;",
|
||
|
||
"#else",
|
||
|
||
"gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
|
||
|
||
"#endif",
|
||
|
||
"}",
|
||
|
||
"if( enableAO ) {",
|
||
|
||
"#ifdef GAMMA_INPUT",
|
||
|
||
"vec4 aoColor = texture2D( tAO, vUv );",
|
||
"aoColor.xyz *= aoColor.xyz;",
|
||
|
||
"gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
|
||
|
||
"#else",
|
||
|
||
"gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
|
||
|
||
"#endif",
|
||
|
||
"}",
|
||
|
||
"if( enableSpecular )",
|
||
"specularTex = texture2D( tSpecular, vUv ).xyz;",
|
||
|
||
"mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
|
||
"vec3 finalNormal = tsb * normalTex;",
|
||
|
||
"#ifdef FLIP_SIDED",
|
||
|
||
"finalNormal = -finalNormal;",
|
||
|
||
"#endif",
|
||
|
||
"vec3 normal = normalize( finalNormal );",
|
||
"vec3 viewPosition = normalize( vViewPosition );",
|
||
|
||
// point lights
|
||
|
||
"#if MAX_POINT_LIGHTS > 0",
|
||
|
||
"vec3 pointDiffuse = vec3( 0.0 );",
|
||
"vec3 pointSpecular = vec3( 0.0 );",
|
||
|
||
"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
|
||
|
||
"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
|
||
"vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
|
||
|
||
"float pointDistance = 1.0;",
|
||
"if ( pointLightDistance[ i ] > 0.0 )",
|
||
"pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
|
||
|
||
"pointVector = normalize( pointVector );",
|
||
|
||
// diffuse
|
||
|
||
"#ifdef WRAP_AROUND",
|
||
|
||
"float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
|
||
"float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
|
||
|
||
"vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
|
||
|
||
"#else",
|
||
|
||
"float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
|
||
|
||
"#endif",
|
||
|
||
"pointDiffuse += pointDistance * pointLightColor[ i ] * diffuse * pointDiffuseWeight;",
|
||
|
||
// specular
|
||
|
||
"vec3 pointHalfVector = normalize( pointVector + viewPosition );",
|
||
"float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
|
||
"float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
|
||
|
||
// 2.0 => 2.0001 is hack to work around ANGLE bug
|
||
|
||
"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
|
||
|
||
"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );",
|
||
"pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
|
||
|
||
"}",
|
||
|
||
"#endif",
|
||
|
||
// spot lights
|
||
|
||
"#if MAX_SPOT_LIGHTS > 0",
|
||
|
||
"vec3 spotDiffuse = vec3( 0.0 );",
|
||
"vec3 spotSpecular = vec3( 0.0 );",
|
||
|
||
"for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
|
||
|
||
"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
|
||
"vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
|
||
|
||
"float spotDistance = 1.0;",
|
||
"if ( spotLightDistance[ i ] > 0.0 )",
|
||
"spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
|
||
|
||
"spotVector = normalize( spotVector );",
|
||
|
||
"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
|
||
|
||
"if ( spotEffect > spotLightAngleCos[ i ] ) {",
|
||
|
||
"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
|
||
|
||
// diffuse
|
||
|
||
"#ifdef WRAP_AROUND",
|
||
|
||
"float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
|
||
"float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
|
||
|
||
"vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
|
||
|
||
"#else",
|
||
|
||
"float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
|
||
|
||
"#endif",
|
||
|
||
"spotDiffuse += spotDistance * spotLightColor[ i ] * diffuse * spotDiffuseWeight * spotEffect;",
|
||
|
||
// specular
|
||
|
||
"vec3 spotHalfVector = normalize( spotVector + viewPosition );",
|
||
"float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
|
||
"float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
|
||
|
||
// 2.0 => 2.0001 is hack to work around ANGLE bug
|
||
|
||
"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
|
||
|
||
"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );",
|
||
"spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
|
||
|
||
"}",
|
||
|
||
"}",
|
||
|
||
"#endif",
|
||
|
||
// directional lights
|
||
|
||
"#if MAX_DIR_LIGHTS > 0",
|
||
|
||
"vec3 dirDiffuse = vec3( 0.0 );",
|
||
"vec3 dirSpecular = vec3( 0.0 );",
|
||
|
||
"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
|
||
|
||
"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
|
||
"vec3 dirVector = normalize( lDirection.xyz );",
|
||
|
||
// diffuse
|
||
|
||
"#ifdef WRAP_AROUND",
|
||
|
||
"float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
|
||
"float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
|
||
|
||
"vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
|
||
|
||
"#else",
|
||
|
||
"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
|
||
|
||
"#endif",
|
||
|
||
"dirDiffuse += directionalLightColor[ i ] * diffuse * dirDiffuseWeight;",
|
||
|
||
// specular
|
||
|
||
"vec3 dirHalfVector = normalize( dirVector + viewPosition );",
|
||
"float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
|
||
"float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
|
||
|
||
// 2.0 => 2.0001 is hack to work around ANGLE bug
|
||
|
||
"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
|
||
|
||
"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
|
||
"dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
|
||
|
||
"}",
|
||
|
||
"#endif",
|
||
|
||
// hemisphere lights
|
||
|
||
"#if MAX_HEMI_LIGHTS > 0",
|
||
|
||
"vec3 hemiDiffuse = vec3( 0.0 );",
|
||
"vec3 hemiSpecular = vec3( 0.0 );" ,
|
||
|
||
"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
|
||
|
||
"vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
|
||
"vec3 lVector = normalize( lDirection.xyz );",
|
||
|
||
// diffuse
|
||
|
||
"float dotProduct = dot( normal, lVector );",
|
||
"float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
|
||
|
||
"vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
|
||
|
||
"hemiDiffuse += diffuse * hemiColor;",
|
||
|
||
// specular (sky light)
|
||
|
||
|
||
"vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
|
||
"float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
|
||
"float hemiSpecularWeightSky = specularTex.r * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );",
|
||
|
||
// specular (ground light)
|
||
|
||
"vec3 lVectorGround = -lVector;",
|
||
|
||
"vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
|
||
"float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
|
||
"float hemiSpecularWeightGround = specularTex.r * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",
|
||
|
||
"float dotProductGround = dot( normal, lVectorGround );",
|
||
|
||
// 2.0 => 2.0001 is hack to work around ANGLE bug
|
||
|
||
"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
|
||
|
||
"vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
|
||
"vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
|
||
"hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
|
||
|
||
"}",
|
||
|
||
"#endif",
|
||
|
||
// all lights contribution summation
|
||
|
||
"vec3 totalDiffuse = vec3( 0.0 );",
|
||
"vec3 totalSpecular = vec3( 0.0 );",
|
||
|
||
"#if MAX_DIR_LIGHTS > 0",
|
||
|
||
"totalDiffuse += dirDiffuse;",
|
||
"totalSpecular += dirSpecular;",
|
||
|
||
"#endif",
|
||
|
||
"#if MAX_HEMI_LIGHTS > 0",
|
||
|
||
"totalDiffuse += hemiDiffuse;",
|
||
"totalSpecular += hemiSpecular;",
|
||
|
||
"#endif",
|
||
|
||
"#if MAX_POINT_LIGHTS > 0",
|
||
|
||
"totalDiffuse += pointDiffuse;",
|
||
"totalSpecular += pointSpecular;",
|
||
|
||
"#endif",
|
||
|
||
"#if MAX_SPOT_LIGHTS > 0",
|
||
|
||
"totalDiffuse += spotDiffuse;",
|
||
"totalSpecular += spotSpecular;",
|
||
|
||
"#endif",
|
||
|
||
"#ifdef METAL",
|
||
|
||
"gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );",
|
||
|
||
"#else",
|
||
|
||
"gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
|
||
|
||
"#endif",
|
||
|
||
"if ( enableReflection ) {",
|
||
|
||
"vec3 vReflect;",
|
||
"vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
|
||
|
||
"if ( useRefract ) {",
|
||
|
||
"vReflect = refract( cameraToVertex, normal, refractionRatio );",
|
||
|
||
"} else {",
|
||
|
||
"vReflect = reflect( cameraToVertex, normal );",
|
||
|
||
"}",
|
||
|
||
"vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
|
||
|
||
"#ifdef GAMMA_INPUT",
|
||
|
||
"cubeColor.xyz *= cubeColor.xyz;",
|
||
|
||
"#endif",
|
||
|
||
"gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * reflectivity );",
|
||
|
||
"}",
|
||
|
||
THREE.ShaderChunk[ "shadowmap_fragment" ],
|
||
THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
|
||
THREE.ShaderChunk[ "fog_fragment" ],
|
||
|
||
"}"
|
||
|
||
].join("\n"),
|
||
|
||
vertexShader: [
|
||
|
||
"attribute vec4 tangent;",
|
||
|
||
"uniform vec2 uOffset;",
|
||
"uniform vec2 uRepeat;",
|
||
|
||
"uniform bool enableDisplacement;",
|
||
|
||
"#ifdef VERTEX_TEXTURES",
|
||
|
||
"uniform sampler2D tDisplacement;",
|
||
"uniform float uDisplacementScale;",
|
||
"uniform float uDisplacementBias;",
|
||
|
||
"#endif",
|
||
|
||
"varying vec3 vTangent;",
|
||
"varying vec3 vBinormal;",
|
||
"varying vec3 vNormal;",
|
||
"varying vec2 vUv;",
|
||
|
||
"varying vec3 vWorldPosition;",
|
||
"varying vec3 vViewPosition;",
|
||
|
||
THREE.ShaderChunk[ "skinning_pars_vertex" ],
|
||
THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
|
||
|
||
"void main() {",
|
||
|
||
THREE.ShaderChunk[ "skinbase_vertex" ],
|
||
THREE.ShaderChunk[ "skinnormal_vertex" ],
|
||
|
||
// normal, tangent and binormal vectors
|
||
|
||
"#ifdef USE_SKINNING",
|
||
|
||
"vNormal = normalize( normalMatrix * skinnedNormal.xyz );",
|
||
|
||
"vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
|
||
"vTangent = normalize( normalMatrix * skinnedTangent.xyz );",
|
||
|
||
"#else",
|
||
|
||
"vNormal = normalize( normalMatrix * normal );",
|
||
"vTangent = normalize( normalMatrix * tangent.xyz );",
|
||
|
||
"#endif",
|
||
|
||
"vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",
|
||
|
||
"vUv = uv * uRepeat + uOffset;",
|
||
|
||
// displacement mapping
|
||
|
||
"vec3 displacedPosition;",
|
||
|
||
"#ifdef VERTEX_TEXTURES",
|
||
|
||
"if ( enableDisplacement ) {",
|
||
|
||
"vec3 dv = texture2D( tDisplacement, uv ).xyz;",
|
||
"float df = uDisplacementScale * dv.x + uDisplacementBias;",
|
||
"displacedPosition = position + normalize( normal ) * df;",
|
||
|
||
"} else {",
|
||
|
||
"#ifdef USE_SKINNING",
|
||
|
||
"vec4 skinVertex = vec4( position, 1.0 );",
|
||
|
||
"vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
|
||
"skinned += boneMatY * skinVertex * skinWeight.y;",
|
||
|
||
"displacedPosition = skinned.xyz;",
|
||
|
||
"#else",
|
||
|
||
"displacedPosition = position;",
|
||
|
||
"#endif",
|
||
|
||
"}",
|
||
|
||
"#else",
|
||
|
||
"#ifdef USE_SKINNING",
|
||
|
||
"vec4 skinVertex = vec4( position, 1.0 );",
|
||
|
||
"vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
|
||
"skinned += boneMatY * skinVertex * skinWeight.y;",
|
||
|
||
"displacedPosition = skinned.xyz;",
|
||
|
||
"#else",
|
||
|
||
"displacedPosition = position;",
|
||
|
||
"#endif",
|
||
|
||
"#endif",
|
||
|
||
//
|
||
|
||
"vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
|
||
"vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
|
||
|
||
"gl_Position = projectionMatrix * mvPosition;",
|
||
|
||
//
|
||
|
||
"vWorldPosition = worldPosition.xyz;",
|
||
"vViewPosition = -mvPosition.xyz;",
|
||
|
||
// shadows
|
||
|
||
"#ifdef USE_SHADOWMAP",
|
||
|
||
"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
|
||
|
||
"vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
|
||
|
||
"}",
|
||
|
||
"#endif",
|
||
|
||
"}"
|
||
|
||
].join("\n")
|
||
|
||
},
|
||
|
||
/* -------------------------------------------------------------------------
|
||
// Cube map shader
|
||
------------------------------------------------------------------------- */
|
||
|
||
'cube': {
|
||
|
||
uniforms: { "tCube": { type: "t", value: null },
|
||
"tFlip": { type: "f", value: -1 } },
|
||
|
||
vertexShader: [
|
||
|
||
"varying vec3 vWorldPosition;",
|
||
|
||
"void main() {",
|
||
|
||
"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
|
||
"vWorldPosition = worldPosition.xyz;",
|
||
|
||
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
||
|
||
"}"
|
||
|
||
].join("\n"),
|
||
|
||
fragmentShader: [
|
||
|
||
"uniform samplerCube tCube;",
|
||
"uniform float tFlip;",
|
||
|
||
"varying vec3 vWorldPosition;",
|
||
|
||
"void main() {",
|
||
|
||
"gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
|
||
|
||
"}"
|
||
|
||
].join("\n")
|
||
|
||
},
|
||
|
||
// Depth encoding into RGBA texture
|
||
// based on SpiderGL shadow map example
|
||
// http://spidergl.org/example.php?id=6
|
||
// originally from
|
||
// http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
|
||
// see also here:
|
||
// http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
|
||
|
||
'depthRGBA': {
|
||
|
||
uniforms: {},
|
||
|
||
vertexShader: [
|
||
|
||
THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
|
||
THREE.ShaderChunk[ "skinning_pars_vertex" ],
|
||
|
||
"void main() {",
|
||
|
||
THREE.ShaderChunk[ "skinbase_vertex" ],
|
||
THREE.ShaderChunk[ "morphtarget_vertex" ],
|
||
THREE.ShaderChunk[ "skinning_vertex" ],
|
||
THREE.ShaderChunk[ "default_vertex" ],
|
||
|
||
"}"
|
||
|
||
].join("\n"),
|
||
|
||
fragmentShader: [
|
||
|
||
"vec4 pack_depth( const in float depth ) {",
|
||
|
||
"const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
|
||
"const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
|
||
"vec4 res = fract( depth * bit_shift );",
|
||
"res -= res.xxyz * bit_mask;",
|
||
"return res;",
|
||
|
||
"}",
|
||
|
||
"void main() {",
|
||
|
||
"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
|
||
|
||
//"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
|
||
//"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
|
||
//"gl_FragData[ 0 ] = pack_depth( z );",
|
||
//"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
|
||
|
||
"}"
|
||
|
||
].join("\n")
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* @author supereggbert / http://www.paulbrunt.co.uk/
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author szimek / https://github.com/szimek/
|
||
*/
|
||
|
||
THREE.WebGLRenderer = function ( parameters ) {
|
||
|
||
console.log( 'THREE.WebGLRenderer', THREE.REVISION );
|
||
|
||
parameters = parameters || {};
|
||
|
||
var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
|
||
_context = parameters.context !== undefined ? parameters.context : null,
|
||
|
||
_precision = parameters.precision !== undefined ? parameters.precision : 'highp',
|
||
|
||
_buffers = {},
|
||
|
||
_alpha = parameters.alpha !== undefined ? parameters.alpha : false,
|
||
_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
|
||
_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
|
||
_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
|
||
_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
|
||
|
||
_clearColor = new THREE.Color( 0x000000 ),
|
||
_clearAlpha = 0;
|
||
|
||
// public properties
|
||
|
||
this.domElement = _canvas;
|
||
this.context = null;
|
||
this.devicePixelRatio = parameters.devicePixelRatio !== undefined
|
||
? parameters.devicePixelRatio
|
||
: self.devicePixelRatio !== undefined
|
||
? self.devicePixelRatio
|
||
: 1;
|
||
|
||
// clearing
|
||
|
||
this.autoClear = true;
|
||
this.autoClearColor = true;
|
||
this.autoClearDepth = true;
|
||
this.autoClearStencil = true;
|
||
|
||
// scene graph
|
||
|
||
this.sortObjects = true;
|
||
this.autoUpdateObjects = true;
|
||
|
||
// physically based shading
|
||
|
||
this.gammaInput = false;
|
||
this.gammaOutput = false;
|
||
|
||
// shadow map
|
||
|
||
this.shadowMapEnabled = false;
|
||
this.shadowMapAutoUpdate = true;
|
||
this.shadowMapType = THREE.PCFShadowMap;
|
||
this.shadowMapCullFace = THREE.CullFaceFront;
|
||
this.shadowMapDebug = false;
|
||
this.shadowMapCascade = false;
|
||
|
||
// morphs
|
||
|
||
this.maxMorphTargets = 8;
|
||
this.maxMorphNormals = 4;
|
||
|
||
// flags
|
||
|
||
this.autoScaleCubemaps = true;
|
||
|
||
// custom render plugins
|
||
|
||
this.renderPluginsPre = [];
|
||
this.renderPluginsPost = [];
|
||
|
||
// info
|
||
|
||
this.info = {
|
||
|
||
memory: {
|
||
|
||
programs: 0,
|
||
geometries: 0,
|
||
textures: 0
|
||
|
||
},
|
||
|
||
render: {
|
||
|
||
calls: 0,
|
||
vertices: 0,
|
||
faces: 0,
|
||
points: 0
|
||
|
||
}
|
||
|
||
};
|
||
|
||
// internal properties
|
||
|
||
var _this = this,
|
||
|
||
_programs = [],
|
||
_programs_counter = 0,
|
||
|
||
// internal state cache
|
||
|
||
_currentProgram = null,
|
||
_currentFramebuffer = null,
|
||
_currentMaterialId = -1,
|
||
_currentGeometryGroupHash = null,
|
||
_currentCamera = null,
|
||
|
||
_usedTextureUnits = 0,
|
||
|
||
// GL state cache
|
||
|
||
_oldDoubleSided = -1,
|
||
_oldFlipSided = -1,
|
||
|
||
_oldBlending = -1,
|
||
|
||
_oldBlendEquation = -1,
|
||
_oldBlendSrc = -1,
|
||
_oldBlendDst = -1,
|
||
|
||
_oldDepthTest = -1,
|
||
_oldDepthWrite = -1,
|
||
|
||
_oldPolygonOffset = null,
|
||
_oldPolygonOffsetFactor = null,
|
||
_oldPolygonOffsetUnits = null,
|
||
|
||
_oldLineWidth = null,
|
||
|
||
_viewportX = 0,
|
||
_viewportY = 0,
|
||
_viewportWidth = _canvas.width,
|
||
_viewportHeight = _canvas.height,
|
||
_currentWidth = 0,
|
||
_currentHeight = 0,
|
||
|
||
_enabledAttributes = new Uint8Array( 16 ),
|
||
|
||
// frustum
|
||
|
||
_frustum = new THREE.Frustum(),
|
||
|
||
// camera matrices cache
|
||
|
||
_projScreenMatrix = new THREE.Matrix4(),
|
||
_projScreenMatrixPS = new THREE.Matrix4(),
|
||
|
||
_vector3 = new THREE.Vector3(),
|
||
|
||
// light arrays cache
|
||
|
||
_direction = new THREE.Vector3(),
|
||
|
||
_lightsNeedUpdate = true,
|
||
|
||
_lights = {
|
||
|
||
ambient: [ 0, 0, 0 ],
|
||
directional: { length: 0, colors: new Array(), positions: new Array() },
|
||
point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() },
|
||
spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), anglesCos: new Array(), exponents: new Array() },
|
||
hemi: { length: 0, skyColors: new Array(), groundColors: new Array(), positions: new Array() }
|
||
|
||
};
|
||
|
||
// initialize
|
||
|
||
var _gl;
|
||
|
||
var _glExtensionTextureFloat;
|
||
var _glExtensionTextureFloatLinear;
|
||
var _glExtensionStandardDerivatives;
|
||
var _glExtensionTextureFilterAnisotropic;
|
||
var _glExtensionCompressedTextureS3TC;
|
||
|
||
initGL();
|
||
|
||
setDefaultGLState();
|
||
|
||
this.context = _gl;
|
||
|
||
// GPU capabilities
|
||
|
||
var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
|
||
var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
|
||
var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
|
||
var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
|
||
|
||
var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
|
||
|
||
var _supportsVertexTextures = ( _maxVertexTextures > 0 );
|
||
var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat;
|
||
|
||
var _compressedTextureFormats = _glExtensionCompressedTextureS3TC ? _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS ) : [];
|
||
|
||
//
|
||
|
||
var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
|
||
var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
|
||
var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );
|
||
|
||
var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
|
||
var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
|
||
var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );
|
||
|
||
var _vertexShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_INT );
|
||
var _vertexShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_INT );
|
||
var _vertexShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_INT );
|
||
|
||
var _fragmentShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_INT );
|
||
var _fragmentShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_INT );
|
||
var _fragmentShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_INT );
|
||
|
||
// clamp precision to maximum available
|
||
|
||
var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
|
||
var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
|
||
|
||
if ( _precision === "highp" && ! highpAvailable ) {
|
||
|
||
if ( mediumpAvailable ) {
|
||
|
||
_precision = "mediump";
|
||
console.warn( "WebGLRenderer: highp not supported, using mediump" );
|
||
|
||
} else {
|
||
|
||
_precision = "lowp";
|
||
console.warn( "WebGLRenderer: highp and mediump not supported, using lowp" );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( _precision === "mediump" && ! mediumpAvailable ) {
|
||
|
||
_precision = "lowp";
|
||
console.warn( "WebGLRenderer: mediump not supported, using lowp" );
|
||
|
||
}
|
||
|
||
// API
|
||
|
||
this.getContext = function () {
|
||
|
||
return _gl;
|
||
|
||
};
|
||
|
||
this.supportsVertexTextures = function () {
|
||
|
||
return _supportsVertexTextures;
|
||
|
||
};
|
||
|
||
this.supportsFloatTextures = function () {
|
||
|
||
return _glExtensionTextureFloat;
|
||
|
||
};
|
||
|
||
this.supportsStandardDerivatives = function () {
|
||
|
||
return _glExtensionStandardDerivatives;
|
||
|
||
};
|
||
|
||
this.supportsCompressedTextureS3TC = function () {
|
||
|
||
return _glExtensionCompressedTextureS3TC;
|
||
|
||
};
|
||
|
||
this.getMaxAnisotropy = function () {
|
||
|
||
return _maxAnisotropy;
|
||
|
||
};
|
||
|
||
this.getPrecision = function () {
|
||
|
||
return _precision;
|
||
|
||
};
|
||
|
||
this.setSize = function ( width, height, updateStyle ) {
|
||
|
||
_canvas.width = width * this.devicePixelRatio;
|
||
_canvas.height = height * this.devicePixelRatio;
|
||
|
||
if ( this.devicePixelRatio !== 1 && updateStyle !== false ) {
|
||
|
||
_canvas.style.width = width + 'px';
|
||
_canvas.style.height = height + 'px';
|
||
|
||
}
|
||
|
||
this.setViewport( 0, 0, width, height );
|
||
|
||
};
|
||
|
||
this.setViewport = function ( x, y, width, height ) {
|
||
|
||
_viewportX = x * this.devicePixelRatio;
|
||
_viewportY = y * this.devicePixelRatio;
|
||
|
||
_viewportWidth = width * this.devicePixelRatio;
|
||
_viewportHeight = height * this.devicePixelRatio;
|
||
|
||
_gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
|
||
|
||
};
|
||
|
||
this.setScissor = function ( x, y, width, height ) {
|
||
|
||
_gl.scissor(
|
||
x * this.devicePixelRatio,
|
||
y * this.devicePixelRatio,
|
||
width * this.devicePixelRatio,
|
||
height * this.devicePixelRatio
|
||
);
|
||
|
||
};
|
||
|
||
this.enableScissorTest = function ( enable ) {
|
||
|
||
enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
|
||
|
||
};
|
||
|
||
// Clearing
|
||
|
||
this.setClearColor = function ( color, alpha ) {
|
||
|
||
_clearColor.set( color );
|
||
_clearAlpha = alpha !== undefined ? alpha : 1;
|
||
|
||
_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
|
||
|
||
};
|
||
|
||
this.setClearColorHex = function ( hex, alpha ) {
|
||
|
||
console.warn( 'DEPRECATED: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
|
||
this.setClearColor( hex, alpha );
|
||
|
||
};
|
||
|
||
this.getClearColor = function () {
|
||
|
||
return _clearColor;
|
||
|
||
};
|
||
|
||
this.getClearAlpha = function () {
|
||
|
||
return _clearAlpha;
|
||
|
||
};
|
||
|
||
this.clear = function ( color, depth, stencil ) {
|
||
|
||
var bits = 0;
|
||
|
||
if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
|
||
if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
|
||
if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
|
||
|
||
_gl.clear( bits );
|
||
|
||
};
|
||
|
||
this.clearColor = function () {
|
||
|
||
_gl.clear( _gl.COLOR_BUFFER_BIT );
|
||
|
||
};
|
||
|
||
this.clearDepth = function () {
|
||
|
||
_gl.clear( _gl.DEPTH_BUFFER_BIT );
|
||
|
||
};
|
||
|
||
this.clearStencil = function () {
|
||
|
||
_gl.clear( _gl.STENCIL_BUFFER_BIT );
|
||
|
||
};
|
||
|
||
this.clearTarget = function ( renderTarget, color, depth, stencil ) {
|
||
|
||
this.setRenderTarget( renderTarget );
|
||
this.clear( color, depth, stencil );
|
||
|
||
};
|
||
|
||
// Plugins
|
||
|
||
this.addPostPlugin = function ( plugin ) {
|
||
|
||
plugin.init( this );
|
||
this.renderPluginsPost.push( plugin );
|
||
|
||
};
|
||
|
||
this.addPrePlugin = function ( plugin ) {
|
||
|
||
plugin.init( this );
|
||
this.renderPluginsPre.push( plugin );
|
||
|
||
};
|
||
|
||
// Rendering
|
||
|
||
this.updateShadowMap = function ( scene, camera ) {
|
||
|
||
_currentProgram = null;
|
||
_oldBlending = -1;
|
||
_oldDepthTest = -1;
|
||
_oldDepthWrite = -1;
|
||
_currentGeometryGroupHash = -1;
|
||
_currentMaterialId = -1;
|
||
_lightsNeedUpdate = true;
|
||
_oldDoubleSided = -1;
|
||
_oldFlipSided = -1;
|
||
|
||
this.shadowMapPlugin.update( scene, camera );
|
||
|
||
};
|
||
|
||
// Internal functions
|
||
|
||
// Buffer allocation
|
||
|
||
function createParticleBuffers ( geometry ) {
|
||
|
||
geometry.__webglVertexBuffer = _gl.createBuffer();
|
||
geometry.__webglColorBuffer = _gl.createBuffer();
|
||
|
||
_this.info.memory.geometries ++;
|
||
|
||
};
|
||
|
||
function createLineBuffers ( geometry ) {
|
||
|
||
geometry.__webglVertexBuffer = _gl.createBuffer();
|
||
geometry.__webglColorBuffer = _gl.createBuffer();
|
||
geometry.__webglLineDistanceBuffer = _gl.createBuffer();
|
||
|
||
_this.info.memory.geometries ++;
|
||
|
||
};
|
||
|
||
function createMeshBuffers ( geometryGroup ) {
|
||
|
||
geometryGroup.__webglVertexBuffer = _gl.createBuffer();
|
||
geometryGroup.__webglNormalBuffer = _gl.createBuffer();
|
||
geometryGroup.__webglTangentBuffer = _gl.createBuffer();
|
||
geometryGroup.__webglColorBuffer = _gl.createBuffer();
|
||
geometryGroup.__webglUVBuffer = _gl.createBuffer();
|
||
geometryGroup.__webglUV2Buffer = _gl.createBuffer();
|
||
|
||
geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
|
||
geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
|
||
|
||
geometryGroup.__webglFaceBuffer = _gl.createBuffer();
|
||
geometryGroup.__webglLineBuffer = _gl.createBuffer();
|
||
|
||
var m, ml;
|
||
|
||
if ( geometryGroup.numMorphTargets ) {
|
||
|
||
geometryGroup.__webglMorphTargetsBuffers = [];
|
||
|
||
for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
|
||
|
||
geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( geometryGroup.numMorphNormals ) {
|
||
|
||
geometryGroup.__webglMorphNormalsBuffers = [];
|
||
|
||
for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
|
||
|
||
geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
_this.info.memory.geometries ++;
|
||
|
||
};
|
||
|
||
// Events
|
||
|
||
var onGeometryDispose = function ( event ) {
|
||
|
||
var geometry = event.target;
|
||
|
||
geometry.removeEventListener( 'dispose', onGeometryDispose );
|
||
|
||
deallocateGeometry( geometry );
|
||
|
||
};
|
||
|
||
var onTextureDispose = function ( event ) {
|
||
|
||
var texture = event.target;
|
||
|
||
texture.removeEventListener( 'dispose', onTextureDispose );
|
||
|
||
deallocateTexture( texture );
|
||
|
||
_this.info.memory.textures --;
|
||
|
||
|
||
};
|
||
|
||
var onRenderTargetDispose = function ( event ) {
|
||
|
||
var renderTarget = event.target;
|
||
|
||
renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
|
||
|
||
deallocateRenderTarget( renderTarget );
|
||
|
||
_this.info.memory.textures --;
|
||
|
||
};
|
||
|
||
var onMaterialDispose = function ( event ) {
|
||
|
||
var material = event.target;
|
||
|
||
material.removeEventListener( 'dispose', onMaterialDispose );
|
||
|
||
deallocateMaterial( material );
|
||
|
||
};
|
||
|
||
// Buffer deallocation
|
||
|
||
var deleteBuffers = function ( geometry ) {
|
||
|
||
if ( geometry.__webglVertexBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglVertexBuffer );
|
||
if ( geometry.__webglNormalBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglNormalBuffer );
|
||
if ( geometry.__webglTangentBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglTangentBuffer );
|
||
if ( geometry.__webglColorBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglColorBuffer );
|
||
if ( geometry.__webglUVBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglUVBuffer );
|
||
if ( geometry.__webglUV2Buffer !== undefined ) _gl.deleteBuffer( geometry.__webglUV2Buffer );
|
||
|
||
if ( geometry.__webglSkinIndicesBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinIndicesBuffer );
|
||
if ( geometry.__webglSkinWeightsBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinWeightsBuffer );
|
||
|
||
if ( geometry.__webglFaceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglFaceBuffer );
|
||
if ( geometry.__webglLineBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineBuffer );
|
||
|
||
if ( geometry.__webglLineDistanceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
|
||
// custom attributes
|
||
|
||
if ( geometry.__webglCustomAttributesList !== undefined ) {
|
||
|
||
for ( var id in geometry.__webglCustomAttributesList ) {
|
||
|
||
_gl.deleteBuffer( geometry.__webglCustomAttributesList[ id ].buffer );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
_this.info.memory.geometries --;
|
||
|
||
};
|
||
|
||
var deallocateGeometry = function ( geometry ) {
|
||
|
||
geometry.__webglInit = undefined;
|
||
|
||
if ( geometry instanceof THREE.BufferGeometry ) {
|
||
|
||
var attributes = geometry.attributes;
|
||
|
||
for ( var key in attributes ) {
|
||
|
||
if ( attributes[ key ].buffer !== undefined ) {
|
||
|
||
_gl.deleteBuffer( attributes[ key ].buffer );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
_this.info.memory.geometries --;
|
||
|
||
} else {
|
||
|
||
if ( geometry.geometryGroups !== undefined ) {
|
||
|
||
for ( var g in geometry.geometryGroups ) {
|
||
|
||
var geometryGroup = geometry.geometryGroups[ g ];
|
||
|
||
if ( geometryGroup.numMorphTargets !== undefined ) {
|
||
|
||
for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
|
||
|
||
_gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( geometryGroup.numMorphNormals !== undefined ) {
|
||
|
||
for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
|
||
|
||
_gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
deleteBuffers( geometryGroup );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
deleteBuffers( geometry );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
var deallocateTexture = function ( texture ) {
|
||
|
||
if ( texture.image && texture.image.__webglTextureCube ) {
|
||
|
||
// cube texture
|
||
|
||
_gl.deleteTexture( texture.image.__webglTextureCube );
|
||
|
||
} else {
|
||
|
||
// 2D texture
|
||
|
||
if ( ! texture.__webglInit ) return;
|
||
|
||
texture.__webglInit = false;
|
||
_gl.deleteTexture( texture.__webglTexture );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
var deallocateRenderTarget = function ( renderTarget ) {
|
||
|
||
if ( !renderTarget || ! renderTarget.__webglTexture ) return;
|
||
|
||
_gl.deleteTexture( renderTarget.__webglTexture );
|
||
|
||
if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
|
||
|
||
for ( var i = 0; i < 6; i ++ ) {
|
||
|
||
_gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
|
||
_gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
_gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
|
||
_gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
var deallocateMaterial = function ( material ) {
|
||
|
||
var program = material.program;
|
||
|
||
if ( program === undefined ) return;
|
||
|
||
material.program = undefined;
|
||
|
||
// only deallocate GL program if this was the last use of shared program
|
||
// assumed there is only single copy of any program in the _programs list
|
||
// (that's how it's constructed)
|
||
|
||
var i, il, programInfo;
|
||
var deleteProgram = false;
|
||
|
||
for ( i = 0, il = _programs.length; i < il; i ++ ) {
|
||
|
||
programInfo = _programs[ i ];
|
||
|
||
if ( programInfo.program === program ) {
|
||
|
||
programInfo.usedTimes --;
|
||
|
||
if ( programInfo.usedTimes === 0 ) {
|
||
|
||
deleteProgram = true;
|
||
|
||
}
|
||
|
||
break;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( deleteProgram === true ) {
|
||
|
||
// avoid using array.splice, this is costlier than creating new array from scratch
|
||
|
||
var newPrograms = [];
|
||
|
||
for ( i = 0, il = _programs.length; i < il; i ++ ) {
|
||
|
||
programInfo = _programs[ i ];
|
||
|
||
if ( programInfo.program !== program ) {
|
||
|
||
newPrograms.push( programInfo );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
_programs = newPrograms;
|
||
|
||
_gl.deleteProgram( program );
|
||
|
||
_this.info.memory.programs --;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
// Buffer initialization
|
||
|
||
function initCustomAttributes ( geometry, object ) {
|
||
|
||
var nvertices = geometry.vertices.length;
|
||
|
||
var material = object.material;
|
||
|
||
if ( material.attributes ) {
|
||
|
||
if ( geometry.__webglCustomAttributesList === undefined ) {
|
||
|
||
geometry.__webglCustomAttributesList = [];
|
||
|
||
}
|
||
|
||
for ( var a in material.attributes ) {
|
||
|
||
var attribute = material.attributes[ a ];
|
||
|
||
if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
|
||
|
||
attribute.__webglInitialized = true;
|
||
|
||
var size = 1; // "f" and "i"
|
||
|
||
if ( attribute.type === "v2" ) size = 2;
|
||
else if ( attribute.type === "v3" ) size = 3;
|
||
else if ( attribute.type === "v4" ) size = 4;
|
||
else if ( attribute.type === "c" ) size = 3;
|
||
|
||
attribute.size = size;
|
||
|
||
attribute.array = new Float32Array( nvertices * size );
|
||
|
||
attribute.buffer = _gl.createBuffer();
|
||
attribute.buffer.belongsToAttribute = a;
|
||
|
||
attribute.needsUpdate = true;
|
||
|
||
}
|
||
|
||
geometry.__webglCustomAttributesList.push( attribute );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function initParticleBuffers ( geometry, object ) {
|
||
|
||
var nvertices = geometry.vertices.length;
|
||
|
||
geometry.__vertexArray = new Float32Array( nvertices * 3 );
|
||
geometry.__colorArray = new Float32Array( nvertices * 3 );
|
||
|
||
geometry.__sortArray = [];
|
||
|
||
geometry.__webglParticleCount = nvertices;
|
||
|
||
initCustomAttributes ( geometry, object );
|
||
|
||
};
|
||
|
||
function initLineBuffers ( geometry, object ) {
|
||
|
||
var nvertices = geometry.vertices.length;
|
||
|
||
geometry.__vertexArray = new Float32Array( nvertices * 3 );
|
||
geometry.__colorArray = new Float32Array( nvertices * 3 );
|
||
geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
|
||
|
||
geometry.__webglLineCount = nvertices;
|
||
|
||
initCustomAttributes ( geometry, object );
|
||
|
||
};
|
||
|
||
function initMeshBuffers ( geometryGroup, object ) {
|
||
|
||
var geometry = object.geometry,
|
||
faces3 = geometryGroup.faces3,
|
||
|
||
nvertices = faces3.length * 3,
|
||
ntris = faces3.length * 1,
|
||
nlines = faces3.length * 3,
|
||
|
||
material = getBufferMaterial( object, geometryGroup ),
|
||
|
||
uvType = bufferGuessUVType( material ),
|
||
normalType = bufferGuessNormalType( material ),
|
||
vertexColorType = bufferGuessVertexColorType( material );
|
||
|
||
// console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
|
||
|
||
geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
|
||
|
||
if ( normalType ) {
|
||
|
||
geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
|
||
|
||
}
|
||
|
||
if ( geometry.hasTangents ) {
|
||
|
||
geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
|
||
|
||
}
|
||
|
||
if ( vertexColorType ) {
|
||
|
||
geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
|
||
|
||
}
|
||
|
||
if ( uvType ) {
|
||
|
||
if ( geometry.faceVertexUvs.length > 0 ) {
|
||
|
||
geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
|
||
|
||
}
|
||
|
||
if ( geometry.faceVertexUvs.length > 1 ) {
|
||
|
||
geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
|
||
|
||
geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
|
||
geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
|
||
|
||
}
|
||
|
||
geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
|
||
geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
|
||
|
||
var m, ml;
|
||
|
||
if ( geometryGroup.numMorphTargets ) {
|
||
|
||
geometryGroup.__morphTargetsArrays = [];
|
||
|
||
for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
|
||
|
||
geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( geometryGroup.numMorphNormals ) {
|
||
|
||
geometryGroup.__morphNormalsArrays = [];
|
||
|
||
for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
|
||
|
||
geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
geometryGroup.__webglFaceCount = ntris * 3;
|
||
geometryGroup.__webglLineCount = nlines * 2;
|
||
|
||
|
||
// custom attributes
|
||
|
||
if ( material.attributes ) {
|
||
|
||
if ( geometryGroup.__webglCustomAttributesList === undefined ) {
|
||
|
||
geometryGroup.__webglCustomAttributesList = [];
|
||
|
||
}
|
||
|
||
for ( var a in material.attributes ) {
|
||
|
||
// Do a shallow copy of the attribute object so different geometryGroup chunks use different
|
||
// attribute buffers which are correctly indexed in the setMeshBuffers function
|
||
|
||
var originalAttribute = material.attributes[ a ];
|
||
|
||
var attribute = {};
|
||
|
||
for ( var property in originalAttribute ) {
|
||
|
||
attribute[ property ] = originalAttribute[ property ];
|
||
|
||
}
|
||
|
||
if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
|
||
|
||
attribute.__webglInitialized = true;
|
||
|
||
var size = 1; // "f" and "i"
|
||
|
||
if( attribute.type === "v2" ) size = 2;
|
||
else if( attribute.type === "v3" ) size = 3;
|
||
else if( attribute.type === "v4" ) size = 4;
|
||
else if( attribute.type === "c" ) size = 3;
|
||
|
||
attribute.size = size;
|
||
|
||
attribute.array = new Float32Array( nvertices * size );
|
||
|
||
attribute.buffer = _gl.createBuffer();
|
||
attribute.buffer.belongsToAttribute = a;
|
||
|
||
originalAttribute.needsUpdate = true;
|
||
attribute.__original = originalAttribute;
|
||
|
||
}
|
||
|
||
geometryGroup.__webglCustomAttributesList.push( attribute );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
geometryGroup.__inittedArrays = true;
|
||
|
||
};
|
||
|
||
function getBufferMaterial( object, geometryGroup ) {
|
||
|
||
return object.material instanceof THREE.MeshFaceMaterial
|
||
? object.material.materials[ geometryGroup.materialIndex ]
|
||
: object.material;
|
||
|
||
};
|
||
|
||
function materialNeedsSmoothNormals ( material ) {
|
||
|
||
return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
|
||
|
||
};
|
||
|
||
function bufferGuessNormalType ( material ) {
|
||
|
||
// only MeshBasicMaterial and MeshDepthMaterial don't need normals
|
||
|
||
if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
|
||
|
||
return false;
|
||
|
||
}
|
||
|
||
if ( materialNeedsSmoothNormals( material ) ) {
|
||
|
||
return THREE.SmoothShading;
|
||
|
||
} else {
|
||
|
||
return THREE.FlatShading;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function bufferGuessVertexColorType( material ) {
|
||
|
||
if ( material.vertexColors ) {
|
||
|
||
return material.vertexColors;
|
||
|
||
}
|
||
|
||
return false;
|
||
|
||
};
|
||
|
||
function bufferGuessUVType( material ) {
|
||
|
||
// material must use some texture to require uvs
|
||
|
||
if ( material.map ||
|
||
material.lightMap ||
|
||
material.bumpMap ||
|
||
material.normalMap ||
|
||
material.specularMap ||
|
||
material instanceof THREE.ShaderMaterial ) {
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
return false;
|
||
|
||
};
|
||
|
||
//
|
||
|
||
function initDirectBuffers( geometry ) {
|
||
|
||
var a, attribute, type;
|
||
|
||
for ( a in geometry.attributes ) {
|
||
|
||
if ( a === "index" ) {
|
||
|
||
type = _gl.ELEMENT_ARRAY_BUFFER;
|
||
|
||
} else {
|
||
|
||
type = _gl.ARRAY_BUFFER;
|
||
|
||
}
|
||
|
||
attribute = geometry.attributes[ a ];
|
||
|
||
attribute.buffer = _gl.createBuffer();
|
||
|
||
_gl.bindBuffer( type, attribute.buffer );
|
||
_gl.bufferData( type, attribute.array, _gl.STATIC_DRAW );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
// Buffer setting
|
||
|
||
function setParticleBuffers ( geometry, hint, object ) {
|
||
|
||
var v, c, vertex, offset, index, color,
|
||
|
||
vertices = geometry.vertices,
|
||
vl = vertices.length,
|
||
|
||
colors = geometry.colors,
|
||
cl = colors.length,
|
||
|
||
vertexArray = geometry.__vertexArray,
|
||
colorArray = geometry.__colorArray,
|
||
|
||
sortArray = geometry.__sortArray,
|
||
|
||
dirtyVertices = geometry.verticesNeedUpdate,
|
||
dirtyElements = geometry.elementsNeedUpdate,
|
||
dirtyColors = geometry.colorsNeedUpdate,
|
||
|
||
customAttributes = geometry.__webglCustomAttributesList,
|
||
i, il,
|
||
a, ca, cal, value,
|
||
customAttribute;
|
||
|
||
if ( object.sortParticles ) {
|
||
|
||
_projScreenMatrixPS.copy( _projScreenMatrix );
|
||
_projScreenMatrixPS.multiply( object.matrixWorld );
|
||
|
||
for ( v = 0; v < vl; v ++ ) {
|
||
|
||
vertex = vertices[ v ];
|
||
|
||
_vector3.copy( vertex );
|
||
_vector3.applyProjection( _projScreenMatrixPS );
|
||
|
||
sortArray[ v ] = [ _vector3.z, v ];
|
||
|
||
}
|
||
|
||
sortArray.sort( numericalSort );
|
||
|
||
for ( v = 0; v < vl; v ++ ) {
|
||
|
||
vertex = vertices[ sortArray[v][1] ];
|
||
|
||
offset = v * 3;
|
||
|
||
vertexArray[ offset ] = vertex.x;
|
||
vertexArray[ offset + 1 ] = vertex.y;
|
||
vertexArray[ offset + 2 ] = vertex.z;
|
||
|
||
}
|
||
|
||
for ( c = 0; c < cl; c ++ ) {
|
||
|
||
offset = c * 3;
|
||
|
||
color = colors[ sortArray[c][1] ];
|
||
|
||
colorArray[ offset ] = color.r;
|
||
colorArray[ offset + 1 ] = color.g;
|
||
colorArray[ offset + 2 ] = color.b;
|
||
|
||
}
|
||
|
||
if ( customAttributes ) {
|
||
|
||
for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
|
||
|
||
customAttribute = customAttributes[ i ];
|
||
|
||
if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;
|
||
|
||
offset = 0;
|
||
|
||
cal = customAttribute.value.length;
|
||
|
||
if ( customAttribute.size === 1 ) {
|
||
|
||
for ( ca = 0; ca < cal; ca ++ ) {
|
||
|
||
index = sortArray[ ca ][ 1 ];
|
||
|
||
customAttribute.array[ ca ] = customAttribute.value[ index ];
|
||
|
||
}
|
||
|
||
} else if ( customAttribute.size === 2 ) {
|
||
|
||
for ( ca = 0; ca < cal; ca ++ ) {
|
||
|
||
index = sortArray[ ca ][ 1 ];
|
||
|
||
value = customAttribute.value[ index ];
|
||
|
||
customAttribute.array[ offset ] = value.x;
|
||
customAttribute.array[ offset + 1 ] = value.y;
|
||
|
||
offset += 2;
|
||
|
||
}
|
||
|
||
} else if ( customAttribute.size === 3 ) {
|
||
|
||
if ( customAttribute.type === "c" ) {
|
||
|
||
for ( ca = 0; ca < cal; ca ++ ) {
|
||
|
||
index = sortArray[ ca ][ 1 ];
|
||
|
||
value = customAttribute.value[ index ];
|
||
|
||
customAttribute.array[ offset ] = value.r;
|
||
customAttribute.array[ offset + 1 ] = value.g;
|
||
customAttribute.array[ offset + 2 ] = value.b;
|
||
|
||
offset += 3;
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
for ( ca = 0; ca < cal; ca ++ ) {
|
||
|
||
index = sortArray[ ca ][ 1 ];
|
||
|
||
value = customAttribute.value[ index ];
|
||
|
||
customAttribute.array[ offset ] = value.x;
|
||
customAttribute.array[ offset + 1 ] = value.y;
|
||
customAttribute.array[ offset + 2 ] = value.z;
|
||
|
||
offset += 3;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else if ( customAttribute.size === 4 ) {
|
||
|
||
for ( ca = 0; ca < cal; ca ++ ) {
|
||
|
||
index = sortArray[ ca ][ 1 ];
|
||
|
||
value = customAttribute.value[ index ];
|
||
|
||
customAttribute.array[ offset ] = value.x;
|
||
customAttribute.array[ offset + 1 ] = value.y;
|
||
customAttribute.array[ offset + 2 ] = value.z;
|
||
customAttribute.array[ offset + 3 ] = value.w;
|
||
|
||
offset += 4;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
if ( dirtyVertices ) {
|
||
|
||
for ( v = 0; v < vl; v ++ ) {
|
||
|
||
vertex = vertices[ v ];
|
||
|
||
offset = v * 3;
|
||
|
||
vertexArray[ offset ] = vertex.x;
|
||
vertexArray[ offset + 1 ] = vertex.y;
|
||
vertexArray[ offset + 2 ] = vertex.z;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( dirtyColors ) {
|
||
|
||
for ( c = 0; c < cl; c ++ ) {
|
||
|
||
color = colors[ c ];
|
||
|
||
offset = c * 3;
|
||
|
||
colorArray[ offset ] = color.r;
|
||
colorArray[ offset + 1 ] = color.g;
|
||
colorArray[ offset + 2 ] = color.b;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( customAttributes ) {
|
||
|
||
for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
|
||
|
||
customAttribute = customAttributes[ i ];
|
||
|
||
if ( customAttribute.needsUpdate &&
|
||
( customAttribute.boundTo === undefined ||
|
||
customAttribute.boundTo === "vertices") ) {
|
||
|
||
cal = customAttribute.value.length;
|
||
|
||
offset = 0;
|
||
|
||
if ( customAttribute.size === 1 ) {
|
||
|
||
for ( ca = 0; ca < cal; ca ++ ) {
|
||
|
||
customAttribute.array[ ca ] = customAttribute.value[ ca ];
|
||
|
||
}
|
||
|
||
} else if ( customAttribute.size === 2 ) {
|
||
|
||
for ( ca = 0; ca < cal; ca ++ ) {
|
||
|
||
value = customAttribute.value[ ca ];
|
||
|
||
customAttribute.array[ offset ] = value.x;
|
||
customAttribute.array[ offset + 1 ] = value.y;
|
||
|
||
offset += 2;
|
||
|
||
}
|
||
|
||
} else if ( customAttribute.size === 3 ) {
|
||
|
||
if ( customAttribute.type === "c" ) {
|
||
|
||
for ( ca = 0; ca < cal; ca ++ ) {
|
||
|
||
value = customAttribute.value[ ca ];
|
||
|
||
customAttribute.array[ offset ] = value.r;
|
||
customAttribute.array[ offset + 1 ] = value.g;
|
||
customAttribute.array[ offset + 2 ] = value.b;
|
||
|
||
offset += 3;
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
for ( ca = 0; ca < cal; ca ++ ) {
|
||
|
||
value = customAttribute.value[ ca ];
|
||
|
||
customAttribute.array[ offset ] = value.x;
|
||
customAttribute.array[ offset + 1 ] = value.y;
|
||
customAttribute.array[ offset + 2 ] = value.z;
|
||
|
||
offset += 3;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else if ( customAttribute.size === 4 ) {
|
||
|
||
for ( ca = 0; ca < cal; ca ++ ) {
|
||
|
||
value = customAttribute.value[ ca ];
|
||
|
||
customAttribute.array[ offset ] = value.x;
|
||
customAttribute.array[ offset + 1 ] = value.y;
|
||
customAttribute.array[ offset + 2 ] = value.z;
|
||
customAttribute.array[ offset + 3 ] = value.w;
|
||
|
||
offset += 4;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( dirtyVertices || object.sortParticles ) {
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
|
||
_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
|
||
|
||
}
|
||
|
||
if ( dirtyColors || object.sortParticles ) {
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
|
||
_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
|
||
|
||
}
|
||
|
||
if ( customAttributes ) {
|
||
|
||
for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
|
||
|
||
customAttribute = customAttributes[ i ];
|
||
|
||
if ( customAttribute.needsUpdate || object.sortParticles ) {
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
|
||
_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
|
||
};
|
||
|
||
function setLineBuffers ( geometry, hint ) {
|
||
|
||
var v, c, d, vertex, offset, color,
|
||
|
||
vertices = geometry.vertices,
|
||
colors = geometry.colors,
|
||
lineDistances = geometry.lineDistances,
|
||
|
||
vl = vertices.length,
|
||
cl = colors.length,
|
||
dl = lineDistances.length,
|
||
|
||
vertexArray = geometry.__vertexArray,
|
||
colorArray = geometry.__colorArray,
|
||
lineDistanceArray = geometry.__lineDistanceArray,
|
||
|
||
dirtyVertices = geometry.verticesNeedUpdate,
|
||
dirtyColors = geometry.colorsNeedUpdate,
|
||
dirtyLineDistances = geometry.lineDistancesNeedUpdate,
|
||
|
||
customAttributes = geometry.__webglCustomAttributesList,
|
||
|
||
i, il,
|
||
a, ca, cal, value,
|
||
customAttribute;
|
||
|
||
if ( dirtyVertices ) {
|
||
|
||
for ( v = 0; v < vl; v ++ ) {
|
||
|
||
vertex = vertices[ v ];
|
||
|
||
offset = v * 3;
|
||
|
||
vertexArray[ offset ] = vertex.x;
|
||
vertexArray[ offset + 1 ] = vertex.y;
|
||
vertexArray[ offset + 2 ] = vertex.z;
|
||
|
||
}
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
|
||
_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
|
||
|
||
}
|
||
|
||
if ( dirtyColors ) {
|
||
|
||
for ( c = 0; c < cl; c ++ ) {
|
||
|
||
color = colors[ c ];
|
||
|
||
offset = c * 3;
|
||
|
||
colorArray[ offset ] = color.r;
|
||
colorArray[ offset + 1 ] = color.g;
|
||
colorArray[ offset + 2 ] = color.b;
|
||
|
||
}
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
|
||
_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
|
||
|
||
}
|
||
|
||
if ( dirtyLineDistances ) {
|
||
|
||
for ( d = 0; d < dl; d ++ ) {
|
||
|
||
lineDistanceArray[ d ] = lineDistances[ d ];
|
||
|
||
}
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
|
||
_gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );
|
||
|
||
}
|
||
|
||
if ( customAttributes ) {
|
||
|
||
for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
|
||
|
||
customAttribute = customAttributes[ i ];
|
||
|
||
if ( customAttribute.needsUpdate &&
|
||
( customAttribute.boundTo === undefined ||
|
||
customAttribute.boundTo === "vertices" ) ) {
|
||
|
||
offset = 0;
|
||
|
||
cal = customAttribute.value.length;
|
||
|
||
if ( customAttribute.size === 1 ) {
|
||
|
||
for ( ca = 0; ca < cal; ca ++ ) {
|
||
|
||
customAttribute.array[ ca ] = customAttribute.value[ ca ];
|
||
|
||
}
|
||
|
||
} else if ( customAttribute.size === 2 ) {
|
||
|
||
for ( ca = 0; ca < cal; ca ++ ) {
|
||
|
||
value = customAttribute.value[ ca ];
|
||
|
||
customAttribute.array[ offset ] = value.x;
|
||
customAttribute.array[ offset + 1 ] = value.y;
|
||
|
||
offset += 2;
|
||
|
||
}
|
||
|
||
} else if ( customAttribute.size === 3 ) {
|
||
|
||
if ( customAttribute.type === "c" ) {
|
||
|
||
for ( ca = 0; ca < cal; ca ++ ) {
|
||
|
||
value = customAttribute.value[ ca ];
|
||
|
||
customAttribute.array[ offset ] = value.r;
|
||
customAttribute.array[ offset + 1 ] = value.g;
|
||
customAttribute.array[ offset + 2 ] = value.b;
|
||
|
||
offset += 3;
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
for ( ca = 0; ca < cal; ca ++ ) {
|
||
|
||
value = customAttribute.value[ ca ];
|
||
|
||
customAttribute.array[ offset ] = value.x;
|
||
customAttribute.array[ offset + 1 ] = value.y;
|
||
customAttribute.array[ offset + 2 ] = value.z;
|
||
|
||
offset += 3;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else if ( customAttribute.size === 4 ) {
|
||
|
||
for ( ca = 0; ca < cal; ca ++ ) {
|
||
|
||
value = customAttribute.value[ ca ];
|
||
|
||
customAttribute.array[ offset ] = value.x;
|
||
customAttribute.array[ offset + 1 ] = value.y;
|
||
customAttribute.array[ offset + 2 ] = value.z;
|
||
customAttribute.array[ offset + 3 ] = value.w;
|
||
|
||
offset += 4;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
|
||
_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
|
||
|
||
if ( ! geometryGroup.__inittedArrays ) {
|
||
|
||
return;
|
||
|
||
}
|
||
|
||
var normalType = bufferGuessNormalType( material ),
|
||
vertexColorType = bufferGuessVertexColorType( material ),
|
||
uvType = bufferGuessUVType( material ),
|
||
|
||
needsSmoothNormals = ( normalType === THREE.SmoothShading );
|
||
|
||
var f, fl, fi, face,
|
||
vertexNormals, faceNormal, normal,
|
||
vertexColors, faceColor,
|
||
vertexTangents,
|
||
uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
|
||
c1, c2, c3, c4,
|
||
sw1, sw2, sw3, sw4,
|
||
si1, si2, si3, si4,
|
||
sa1, sa2, sa3, sa4,
|
||
sb1, sb2, sb3, sb4,
|
||
m, ml, i, il,
|
||
vn, uvi, uv2i,
|
||
vk, vkl, vka,
|
||
nka, chf, faceVertexNormals,
|
||
a,
|
||
|
||
vertexIndex = 0,
|
||
|
||
offset = 0,
|
||
offset_uv = 0,
|
||
offset_uv2 = 0,
|
||
offset_face = 0,
|
||
offset_normal = 0,
|
||
offset_tangent = 0,
|
||
offset_line = 0,
|
||
offset_color = 0,
|
||
offset_skin = 0,
|
||
offset_morphTarget = 0,
|
||
offset_custom = 0,
|
||
offset_customSrc = 0,
|
||
|
||
value,
|
||
|
||
vertexArray = geometryGroup.__vertexArray,
|
||
uvArray = geometryGroup.__uvArray,
|
||
uv2Array = geometryGroup.__uv2Array,
|
||
normalArray = geometryGroup.__normalArray,
|
||
tangentArray = geometryGroup.__tangentArray,
|
||
colorArray = geometryGroup.__colorArray,
|
||
|
||
skinIndexArray = geometryGroup.__skinIndexArray,
|
||
skinWeightArray = geometryGroup.__skinWeightArray,
|
||
|
||
morphTargetsArrays = geometryGroup.__morphTargetsArrays,
|
||
morphNormalsArrays = geometryGroup.__morphNormalsArrays,
|
||
|
||
customAttributes = geometryGroup.__webglCustomAttributesList,
|
||
customAttribute,
|
||
|
||
faceArray = geometryGroup.__faceArray,
|
||
lineArray = geometryGroup.__lineArray,
|
||
|
||
geometry = object.geometry, // this is shared for all chunks
|
||
|
||
dirtyVertices = geometry.verticesNeedUpdate,
|
||
dirtyElements = geometry.elementsNeedUpdate,
|
||
dirtyUvs = geometry.uvsNeedUpdate,
|
||
dirtyNormals = geometry.normalsNeedUpdate,
|
||
dirtyTangents = geometry.tangentsNeedUpdate,
|
||
dirtyColors = geometry.colorsNeedUpdate,
|
||
dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
|
||
|
||
vertices = geometry.vertices,
|
||
chunk_faces3 = geometryGroup.faces3,
|
||
obj_faces = geometry.faces,
|
||
|
||
obj_uvs = geometry.faceVertexUvs[ 0 ],
|
||
obj_uvs2 = geometry.faceVertexUvs[ 1 ],
|
||
|
||
obj_colors = geometry.colors,
|
||
|
||
obj_skinIndices = geometry.skinIndices,
|
||
obj_skinWeights = geometry.skinWeights,
|
||
|
||
morphTargets = geometry.morphTargets,
|
||
morphNormals = geometry.morphNormals;
|
||
|
||
if ( dirtyVertices ) {
|
||
|
||
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
||
|
||
face = obj_faces[ chunk_faces3[ f ] ];
|
||
|
||
v1 = vertices[ face.a ];
|
||
v2 = vertices[ face.b ];
|
||
v3 = vertices[ face.c ];
|
||
|
||
vertexArray[ offset ] = v1.x;
|
||
vertexArray[ offset + 1 ] = v1.y;
|
||
vertexArray[ offset + 2 ] = v1.z;
|
||
|
||
vertexArray[ offset + 3 ] = v2.x;
|
||
vertexArray[ offset + 4 ] = v2.y;
|
||
vertexArray[ offset + 5 ] = v2.z;
|
||
|
||
vertexArray[ offset + 6 ] = v3.x;
|
||
vertexArray[ offset + 7 ] = v3.y;
|
||
vertexArray[ offset + 8 ] = v3.z;
|
||
|
||
offset += 9;
|
||
|
||
}
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
|
||
_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
|
||
|
||
}
|
||
|
||
if ( dirtyMorphTargets ) {
|
||
|
||
for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
|
||
|
||
offset_morphTarget = 0;
|
||
|
||
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
||
|
||
chf = chunk_faces3[ f ];
|
||
face = obj_faces[ chf ];
|
||
|
||
// morph positions
|
||
|
||
v1 = morphTargets[ vk ].vertices[ face.a ];
|
||
v2 = morphTargets[ vk ].vertices[ face.b ];
|
||
v3 = morphTargets[ vk ].vertices[ face.c ];
|
||
|
||
vka = morphTargetsArrays[ vk ];
|
||
|
||
vka[ offset_morphTarget ] = v1.x;
|
||
vka[ offset_morphTarget + 1 ] = v1.y;
|
||
vka[ offset_morphTarget + 2 ] = v1.z;
|
||
|
||
vka[ offset_morphTarget + 3 ] = v2.x;
|
||
vka[ offset_morphTarget + 4 ] = v2.y;
|
||
vka[ offset_morphTarget + 5 ] = v2.z;
|
||
|
||
vka[ offset_morphTarget + 6 ] = v3.x;
|
||
vka[ offset_morphTarget + 7 ] = v3.y;
|
||
vka[ offset_morphTarget + 8 ] = v3.z;
|
||
|
||
// morph normals
|
||
|
||
if ( material.morphNormals ) {
|
||
|
||
if ( needsSmoothNormals ) {
|
||
|
||
faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
|
||
|
||
n1 = faceVertexNormals.a;
|
||
n2 = faceVertexNormals.b;
|
||
n3 = faceVertexNormals.c;
|
||
|
||
} else {
|
||
|
||
n1 = morphNormals[ vk ].faceNormals[ chf ];
|
||
n2 = n1;
|
||
n3 = n1;
|
||
|
||
}
|
||
|
||
nka = morphNormalsArrays[ vk ];
|
||
|
||
nka[ offset_morphTarget ] = n1.x;
|
||
nka[ offset_morphTarget + 1 ] = n1.y;
|
||
nka[ offset_morphTarget + 2 ] = n1.z;
|
||
|
||
nka[ offset_morphTarget + 3 ] = n2.x;
|
||
nka[ offset_morphTarget + 4 ] = n2.y;
|
||
nka[ offset_morphTarget + 5 ] = n2.z;
|
||
|
||
nka[ offset_morphTarget + 6 ] = n3.x;
|
||
nka[ offset_morphTarget + 7 ] = n3.y;
|
||
nka[ offset_morphTarget + 8 ] = n3.z;
|
||
|
||
}
|
||
|
||
//
|
||
|
||
offset_morphTarget += 9;
|
||
|
||
}
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
|
||
_gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
|
||
|
||
if ( material.morphNormals ) {
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
|
||
_gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( obj_skinWeights.length ) {
|
||
|
||
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
||
|
||
face = obj_faces[ chunk_faces3[ f ] ];
|
||
|
||
// weights
|
||
|
||
sw1 = obj_skinWeights[ face.a ];
|
||
sw2 = obj_skinWeights[ face.b ];
|
||
sw3 = obj_skinWeights[ face.c ];
|
||
|
||
skinWeightArray[ offset_skin ] = sw1.x;
|
||
skinWeightArray[ offset_skin + 1 ] = sw1.y;
|
||
skinWeightArray[ offset_skin + 2 ] = sw1.z;
|
||
skinWeightArray[ offset_skin + 3 ] = sw1.w;
|
||
|
||
skinWeightArray[ offset_skin + 4 ] = sw2.x;
|
||
skinWeightArray[ offset_skin + 5 ] = sw2.y;
|
||
skinWeightArray[ offset_skin + 6 ] = sw2.z;
|
||
skinWeightArray[ offset_skin + 7 ] = sw2.w;
|
||
|
||
skinWeightArray[ offset_skin + 8 ] = sw3.x;
|
||
skinWeightArray[ offset_skin + 9 ] = sw3.y;
|
||
skinWeightArray[ offset_skin + 10 ] = sw3.z;
|
||
skinWeightArray[ offset_skin + 11 ] = sw3.w;
|
||
|
||
// indices
|
||
|
||
si1 = obj_skinIndices[ face.a ];
|
||
si2 = obj_skinIndices[ face.b ];
|
||
si3 = obj_skinIndices[ face.c ];
|
||
|
||
skinIndexArray[ offset_skin ] = si1.x;
|
||
skinIndexArray[ offset_skin + 1 ] = si1.y;
|
||
skinIndexArray[ offset_skin + 2 ] = si1.z;
|
||
skinIndexArray[ offset_skin + 3 ] = si1.w;
|
||
|
||
skinIndexArray[ offset_skin + 4 ] = si2.x;
|
||
skinIndexArray[ offset_skin + 5 ] = si2.y;
|
||
skinIndexArray[ offset_skin + 6 ] = si2.z;
|
||
skinIndexArray[ offset_skin + 7 ] = si2.w;
|
||
|
||
skinIndexArray[ offset_skin + 8 ] = si3.x;
|
||
skinIndexArray[ offset_skin + 9 ] = si3.y;
|
||
skinIndexArray[ offset_skin + 10 ] = si3.z;
|
||
skinIndexArray[ offset_skin + 11 ] = si3.w;
|
||
|
||
offset_skin += 12;
|
||
|
||
}
|
||
|
||
if ( offset_skin > 0 ) {
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
|
||
_gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
|
||
_gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( dirtyColors && vertexColorType ) {
|
||
|
||
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
||
|
||
face = obj_faces[ chunk_faces3[ f ] ];
|
||
|
||
vertexColors = face.vertexColors;
|
||
faceColor = face.color;
|
||
|
||
if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
|
||
|
||
c1 = vertexColors[ 0 ];
|
||
c2 = vertexColors[ 1 ];
|
||
c3 = vertexColors[ 2 ];
|
||
|
||
} else {
|
||
|
||
c1 = faceColor;
|
||
c2 = faceColor;
|
||
c3 = faceColor;
|
||
|
||
}
|
||
|
||
colorArray[ offset_color ] = c1.r;
|
||
colorArray[ offset_color + 1 ] = c1.g;
|
||
colorArray[ offset_color + 2 ] = c1.b;
|
||
|
||
colorArray[ offset_color + 3 ] = c2.r;
|
||
colorArray[ offset_color + 4 ] = c2.g;
|
||
colorArray[ offset_color + 5 ] = c2.b;
|
||
|
||
colorArray[ offset_color + 6 ] = c3.r;
|
||
colorArray[ offset_color + 7 ] = c3.g;
|
||
colorArray[ offset_color + 8 ] = c3.b;
|
||
|
||
offset_color += 9;
|
||
|
||
}
|
||
|
||
if ( offset_color > 0 ) {
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
|
||
_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( dirtyTangents && geometry.hasTangents ) {
|
||
|
||
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
||
|
||
face = obj_faces[ chunk_faces3[ f ] ];
|
||
|
||
vertexTangents = face.vertexTangents;
|
||
|
||
t1 = vertexTangents[ 0 ];
|
||
t2 = vertexTangents[ 1 ];
|
||
t3 = vertexTangents[ 2 ];
|
||
|
||
tangentArray[ offset_tangent ] = t1.x;
|
||
tangentArray[ offset_tangent + 1 ] = t1.y;
|
||
tangentArray[ offset_tangent + 2 ] = t1.z;
|
||
tangentArray[ offset_tangent + 3 ] = t1.w;
|
||
|
||
tangentArray[ offset_tangent + 4 ] = t2.x;
|
||
tangentArray[ offset_tangent + 5 ] = t2.y;
|
||
tangentArray[ offset_tangent + 6 ] = t2.z;
|
||
tangentArray[ offset_tangent + 7 ] = t2.w;
|
||
|
||
tangentArray[ offset_tangent + 8 ] = t3.x;
|
||
tangentArray[ offset_tangent + 9 ] = t3.y;
|
||
tangentArray[ offset_tangent + 10 ] = t3.z;
|
||
tangentArray[ offset_tangent + 11 ] = t3.w;
|
||
|
||
offset_tangent += 12;
|
||
|
||
}
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
|
||
_gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
|
||
|
||
}
|
||
|
||
if ( dirtyNormals && normalType ) {
|
||
|
||
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
||
|
||
face = obj_faces[ chunk_faces3[ f ] ];
|
||
|
||
vertexNormals = face.vertexNormals;
|
||
faceNormal = face.normal;
|
||
|
||
if ( vertexNormals.length === 3 && needsSmoothNormals ) {
|
||
|
||
for ( i = 0; i < 3; i ++ ) {
|
||
|
||
vn = vertexNormals[ i ];
|
||
|
||
normalArray[ offset_normal ] = vn.x;
|
||
normalArray[ offset_normal + 1 ] = vn.y;
|
||
normalArray[ offset_normal + 2 ] = vn.z;
|
||
|
||
offset_normal += 3;
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
for ( i = 0; i < 3; i ++ ) {
|
||
|
||
normalArray[ offset_normal ] = faceNormal.x;
|
||
normalArray[ offset_normal + 1 ] = faceNormal.y;
|
||
normalArray[ offset_normal + 2 ] = faceNormal.z;
|
||
|
||
offset_normal += 3;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
|
||
_gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
|
||
|
||
}
|
||
|
||
if ( dirtyUvs && obj_uvs && uvType ) {
|
||
|
||
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
||
|
||
fi = chunk_faces3[ f ];
|
||
|
||
uv = obj_uvs[ fi ];
|
||
|
||
if ( uv === undefined ) continue;
|
||
|
||
for ( i = 0; i < 3; i ++ ) {
|
||
|
||
uvi = uv[ i ];
|
||
|
||
uvArray[ offset_uv ] = uvi.x;
|
||
uvArray[ offset_uv + 1 ] = uvi.y;
|
||
|
||
offset_uv += 2;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( offset_uv > 0 ) {
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
|
||
_gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( dirtyUvs && obj_uvs2 && uvType ) {
|
||
|
||
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
||
|
||
fi = chunk_faces3[ f ];
|
||
|
||
uv2 = obj_uvs2[ fi ];
|
||
|
||
if ( uv2 === undefined ) continue;
|
||
|
||
for ( i = 0; i < 3; i ++ ) {
|
||
|
||
uv2i = uv2[ i ];
|
||
|
||
uv2Array[ offset_uv2 ] = uv2i.x;
|
||
uv2Array[ offset_uv2 + 1 ] = uv2i.y;
|
||
|
||
offset_uv2 += 2;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( offset_uv2 > 0 ) {
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
|
||
_gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( dirtyElements ) {
|
||
|
||
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
||
|
||
faceArray[ offset_face ] = vertexIndex;
|
||
faceArray[ offset_face + 1 ] = vertexIndex + 1;
|
||
faceArray[ offset_face + 2 ] = vertexIndex + 2;
|
||
|
||
offset_face += 3;
|
||
|
||
lineArray[ offset_line ] = vertexIndex;
|
||
lineArray[ offset_line + 1 ] = vertexIndex + 1;
|
||
|
||
lineArray[ offset_line + 2 ] = vertexIndex;
|
||
lineArray[ offset_line + 3 ] = vertexIndex + 2;
|
||
|
||
lineArray[ offset_line + 4 ] = vertexIndex + 1;
|
||
lineArray[ offset_line + 5 ] = vertexIndex + 2;
|
||
|
||
offset_line += 6;
|
||
|
||
vertexIndex += 3;
|
||
|
||
}
|
||
|
||
_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
|
||
_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
|
||
|
||
_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
|
||
_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
|
||
|
||
}
|
||
|
||
if ( customAttributes ) {
|
||
|
||
for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
|
||
|
||
customAttribute = customAttributes[ i ];
|
||
|
||
if ( ! customAttribute.__original.needsUpdate ) continue;
|
||
|
||
offset_custom = 0;
|
||
offset_customSrc = 0;
|
||
|
||
if ( customAttribute.size === 1 ) {
|
||
|
||
if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
|
||
|
||
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
||
|
||
face = obj_faces[ chunk_faces3[ f ] ];
|
||
|
||
customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
|
||
customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
|
||
customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
|
||
|
||
offset_custom += 3;
|
||
|
||
}
|
||
|
||
} else if ( customAttribute.boundTo === "faces" ) {
|
||
|
||
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
||
|
||
value = customAttribute.value[ chunk_faces3[ f ] ];
|
||
|
||
customAttribute.array[ offset_custom ] = value;
|
||
customAttribute.array[ offset_custom + 1 ] = value;
|
||
customAttribute.array[ offset_custom + 2 ] = value;
|
||
|
||
offset_custom += 3;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else if ( customAttribute.size === 2 ) {
|
||
|
||
if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
|
||
|
||
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
||
|
||
face = obj_faces[ chunk_faces3[ f ] ];
|
||
|
||
v1 = customAttribute.value[ face.a ];
|
||
v2 = customAttribute.value[ face.b ];
|
||
v3 = customAttribute.value[ face.c ];
|
||
|
||
customAttribute.array[ offset_custom ] = v1.x;
|
||
customAttribute.array[ offset_custom + 1 ] = v1.y;
|
||
|
||
customAttribute.array[ offset_custom + 2 ] = v2.x;
|
||
customAttribute.array[ offset_custom + 3 ] = v2.y;
|
||
|
||
customAttribute.array[ offset_custom + 4 ] = v3.x;
|
||
customAttribute.array[ offset_custom + 5 ] = v3.y;
|
||
|
||
offset_custom += 6;
|
||
|
||
}
|
||
|
||
} else if ( customAttribute.boundTo === "faces" ) {
|
||
|
||
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
||
|
||
value = customAttribute.value[ chunk_faces3[ f ] ];
|
||
|
||
v1 = value;
|
||
v2 = value;
|
||
v3 = value;
|
||
|
||
customAttribute.array[ offset_custom ] = v1.x;
|
||
customAttribute.array[ offset_custom + 1 ] = v1.y;
|
||
|
||
customAttribute.array[ offset_custom + 2 ] = v2.x;
|
||
customAttribute.array[ offset_custom + 3 ] = v2.y;
|
||
|
||
customAttribute.array[ offset_custom + 4 ] = v3.x;
|
||
customAttribute.array[ offset_custom + 5 ] = v3.y;
|
||
|
||
offset_custom += 6;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else if ( customAttribute.size === 3 ) {
|
||
|
||
var pp;
|
||
|
||
if ( customAttribute.type === "c" ) {
|
||
|
||
pp = [ "r", "g", "b" ];
|
||
|
||
} else {
|
||
|
||
pp = [ "x", "y", "z" ];
|
||
|
||
}
|
||
|
||
if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
|
||
|
||
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
||
|
||
face = obj_faces[ chunk_faces3[ f ] ];
|
||
|
||
v1 = customAttribute.value[ face.a ];
|
||
v2 = customAttribute.value[ face.b ];
|
||
v3 = customAttribute.value[ face.c ];
|
||
|
||
customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
|
||
customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
|
||
customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
|
||
|
||
customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
|
||
customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
|
||
customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
|
||
|
||
customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
|
||
customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
|
||
customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
|
||
|
||
offset_custom += 9;
|
||
|
||
}
|
||
|
||
} else if ( customAttribute.boundTo === "faces" ) {
|
||
|
||
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
||
|
||
value = customAttribute.value[ chunk_faces3[ f ] ];
|
||
|
||
v1 = value;
|
||
v2 = value;
|
||
v3 = value;
|
||
|
||
customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
|
||
customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
|
||
customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
|
||
|
||
customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
|
||
customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
|
||
customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
|
||
|
||
customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
|
||
customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
|
||
customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
|
||
|
||
offset_custom += 9;
|
||
|
||
}
|
||
|
||
} else if ( customAttribute.boundTo === "faceVertices" ) {
|
||
|
||
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
||
|
||
value = customAttribute.value[ chunk_faces3[ f ] ];
|
||
|
||
v1 = value[ 0 ];
|
||
v2 = value[ 1 ];
|
||
v3 = value[ 2 ];
|
||
|
||
customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
|
||
customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
|
||
customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
|
||
|
||
customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
|
||
customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
|
||
customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
|
||
|
||
customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
|
||
customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
|
||
customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
|
||
|
||
offset_custom += 9;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else if ( customAttribute.size === 4 ) {
|
||
|
||
if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
|
||
|
||
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
||
|
||
face = obj_faces[ chunk_faces3[ f ] ];
|
||
|
||
v1 = customAttribute.value[ face.a ];
|
||
v2 = customAttribute.value[ face.b ];
|
||
v3 = customAttribute.value[ face.c ];
|
||
|
||
customAttribute.array[ offset_custom ] = v1.x;
|
||
customAttribute.array[ offset_custom + 1 ] = v1.y;
|
||
customAttribute.array[ offset_custom + 2 ] = v1.z;
|
||
customAttribute.array[ offset_custom + 3 ] = v1.w;
|
||
|
||
customAttribute.array[ offset_custom + 4 ] = v2.x;
|
||
customAttribute.array[ offset_custom + 5 ] = v2.y;
|
||
customAttribute.array[ offset_custom + 6 ] = v2.z;
|
||
customAttribute.array[ offset_custom + 7 ] = v2.w;
|
||
|
||
customAttribute.array[ offset_custom + 8 ] = v3.x;
|
||
customAttribute.array[ offset_custom + 9 ] = v3.y;
|
||
customAttribute.array[ offset_custom + 10 ] = v3.z;
|
||
customAttribute.array[ offset_custom + 11 ] = v3.w;
|
||
|
||
offset_custom += 12;
|
||
|
||
}
|
||
|
||
} else if ( customAttribute.boundTo === "faces" ) {
|
||
|
||
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
||
|
||
value = customAttribute.value[ chunk_faces3[ f ] ];
|
||
|
||
v1 = value;
|
||
v2 = value;
|
||
v3 = value;
|
||
|
||
customAttribute.array[ offset_custom ] = v1.x;
|
||
customAttribute.array[ offset_custom + 1 ] = v1.y;
|
||
customAttribute.array[ offset_custom + 2 ] = v1.z;
|
||
customAttribute.array[ offset_custom + 3 ] = v1.w;
|
||
|
||
customAttribute.array[ offset_custom + 4 ] = v2.x;
|
||
customAttribute.array[ offset_custom + 5 ] = v2.y;
|
||
customAttribute.array[ offset_custom + 6 ] = v2.z;
|
||
customAttribute.array[ offset_custom + 7 ] = v2.w;
|
||
|
||
customAttribute.array[ offset_custom + 8 ] = v3.x;
|
||
customAttribute.array[ offset_custom + 9 ] = v3.y;
|
||
customAttribute.array[ offset_custom + 10 ] = v3.z;
|
||
customAttribute.array[ offset_custom + 11 ] = v3.w;
|
||
|
||
offset_custom += 12;
|
||
|
||
}
|
||
|
||
} else if ( customAttribute.boundTo === "faceVertices" ) {
|
||
|
||
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
||
|
||
value = customAttribute.value[ chunk_faces3[ f ] ];
|
||
|
||
v1 = value[ 0 ];
|
||
v2 = value[ 1 ];
|
||
v3 = value[ 2 ];
|
||
|
||
customAttribute.array[ offset_custom ] = v1.x;
|
||
customAttribute.array[ offset_custom + 1 ] = v1.y;
|
||
customAttribute.array[ offset_custom + 2 ] = v1.z;
|
||
customAttribute.array[ offset_custom + 3 ] = v1.w;
|
||
|
||
customAttribute.array[ offset_custom + 4 ] = v2.x;
|
||
customAttribute.array[ offset_custom + 5 ] = v2.y;
|
||
customAttribute.array[ offset_custom + 6 ] = v2.z;
|
||
customAttribute.array[ offset_custom + 7 ] = v2.w;
|
||
|
||
customAttribute.array[ offset_custom + 8 ] = v3.x;
|
||
customAttribute.array[ offset_custom + 9 ] = v3.y;
|
||
customAttribute.array[ offset_custom + 10 ] = v3.z;
|
||
customAttribute.array[ offset_custom + 11 ] = v3.w;
|
||
|
||
offset_custom += 12;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
|
||
_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( dispose ) {
|
||
|
||
delete geometryGroup.__inittedArrays;
|
||
delete geometryGroup.__colorArray;
|
||
delete geometryGroup.__normalArray;
|
||
delete geometryGroup.__tangentArray;
|
||
delete geometryGroup.__uvArray;
|
||
delete geometryGroup.__uv2Array;
|
||
delete geometryGroup.__faceArray;
|
||
delete geometryGroup.__vertexArray;
|
||
delete geometryGroup.__lineArray;
|
||
delete geometryGroup.__skinIndexArray;
|
||
delete geometryGroup.__skinWeightArray;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
// used by renderBufferDirect for THREE.Line
|
||
function setupLinesVertexAttributes( material, programAttributes, geometryAttributes, startIndex ) {
|
||
|
||
var attributeItem, attributeName, attributePointer, attributeSize;
|
||
|
||
for ( attributeName in programAttributes ) {
|
||
|
||
attributePointer = programAttributes[ attributeName ];
|
||
attributeItem = geometryAttributes[ attributeName ];
|
||
|
||
if ( attributePointer >= 0 ) {
|
||
|
||
if ( attributeItem ) {
|
||
|
||
attributeSize = attributeItem.itemSize;
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
|
||
enableAttribute( attributePointer );
|
||
_gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, startIndex * attributeSize * 4 ); // 4 bytes per Float32
|
||
|
||
} else if ( material.defaultAttributeValues ) {
|
||
|
||
if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
|
||
|
||
_gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
|
||
|
||
} else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {
|
||
|
||
_gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function setDirectBuffers( geometry, hint ) {
|
||
|
||
var attributes = geometry.attributes;
|
||
|
||
var attributeName, attributeItem;
|
||
|
||
for ( attributeName in attributes ) {
|
||
|
||
attributeItem = attributes[ attributeName ];
|
||
|
||
if ( attributeItem.needsUpdate ) {
|
||
|
||
if ( attributeName === 'index' ) {
|
||
|
||
_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.buffer );
|
||
_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.array, hint );
|
||
|
||
} else {
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
|
||
_gl.bufferData( _gl.ARRAY_BUFFER, attributeItem.array, hint );
|
||
|
||
}
|
||
|
||
attributeItem.needsUpdate = false;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// Buffer rendering
|
||
|
||
this.renderBufferImmediate = function ( object, program, material ) {
|
||
|
||
if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
|
||
if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
|
||
if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
|
||
if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
|
||
|
||
if ( object.hasPositions ) {
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
|
||
_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
|
||
_gl.enableVertexAttribArray( program.attributes.position );
|
||
_gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
|
||
|
||
}
|
||
|
||
if ( object.hasNormals ) {
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
|
||
|
||
if ( material.shading === THREE.FlatShading ) {
|
||
|
||
var nx, ny, nz,
|
||
nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
|
||
normalArray,
|
||
i, il = object.count * 3;
|
||
|
||
for( i = 0; i < il; i += 9 ) {
|
||
|
||
normalArray = object.normalArray;
|
||
|
||
nax = normalArray[ i ];
|
||
nay = normalArray[ i + 1 ];
|
||
naz = normalArray[ i + 2 ];
|
||
|
||
nbx = normalArray[ i + 3 ];
|
||
nby = normalArray[ i + 4 ];
|
||
nbz = normalArray[ i + 5 ];
|
||
|
||
ncx = normalArray[ i + 6 ];
|
||
ncy = normalArray[ i + 7 ];
|
||
ncz = normalArray[ i + 8 ];
|
||
|
||
nx = ( nax + nbx + ncx ) / 3;
|
||
ny = ( nay + nby + ncy ) / 3;
|
||
nz = ( naz + nbz + ncz ) / 3;
|
||
|
||
normalArray[ i ] = nx;
|
||
normalArray[ i + 1 ] = ny;
|
||
normalArray[ i + 2 ] = nz;
|
||
|
||
normalArray[ i + 3 ] = nx;
|
||
normalArray[ i + 4 ] = ny;
|
||
normalArray[ i + 5 ] = nz;
|
||
|
||
normalArray[ i + 6 ] = nx;
|
||
normalArray[ i + 7 ] = ny;
|
||
normalArray[ i + 8 ] = nz;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
|
||
_gl.enableVertexAttribArray( program.attributes.normal );
|
||
_gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
|
||
|
||
}
|
||
|
||
if ( object.hasUvs && material.map ) {
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
|
||
_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
|
||
_gl.enableVertexAttribArray( program.attributes.uv );
|
||
_gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
|
||
|
||
}
|
||
|
||
if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
|
||
_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
|
||
_gl.enableVertexAttribArray( program.attributes.color );
|
||
_gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
|
||
|
||
}
|
||
|
||
_gl.drawArrays( _gl.TRIANGLES, 0, object.count );
|
||
|
||
object.count = 0;
|
||
|
||
};
|
||
|
||
this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
|
||
|
||
if ( material.visible === false ) return;
|
||
|
||
var linewidth, a, attribute;
|
||
var attributeItem, attributeName, attributePointer, attributeSize;
|
||
|
||
var program = setProgram( camera, lights, fog, material, object );
|
||
|
||
var programAttributes = program.attributes;
|
||
var geometryAttributes = geometry.attributes;
|
||
|
||
var updateBuffers = false,
|
||
wireframeBit = material.wireframe ? 1 : 0,
|
||
geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
|
||
|
||
if ( geometryHash !== _currentGeometryGroupHash ) {
|
||
|
||
_currentGeometryGroupHash = geometryHash;
|
||
updateBuffers = true;
|
||
|
||
}
|
||
|
||
if ( updateBuffers ) {
|
||
|
||
disableAttributes();
|
||
|
||
}
|
||
|
||
// render mesh
|
||
|
||
if ( object instanceof THREE.Mesh ) {
|
||
|
||
var index = geometryAttributes[ "index" ];
|
||
|
||
// indexed triangles
|
||
|
||
if ( index ) {
|
||
|
||
var offsets = geometry.offsets;
|
||
|
||
// if there is more than 1 chunk
|
||
// must set attribute pointers to use new offsets for each chunk
|
||
// even if geometry and materials didn't change
|
||
|
||
if ( offsets.length > 1 ) updateBuffers = true;
|
||
|
||
for ( var i = 0, il = offsets.length; i < il; i ++ ) {
|
||
|
||
var startIndex = offsets[ i ].index;
|
||
|
||
if ( updateBuffers ) {
|
||
|
||
for ( attributeName in programAttributes ) {
|
||
|
||
attributePointer = programAttributes[ attributeName ];
|
||
attributeItem = geometryAttributes[ attributeName ];
|
||
|
||
if ( attributePointer >= 0 ) {
|
||
|
||
if ( attributeItem ) {
|
||
|
||
attributeSize = attributeItem.itemSize;
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
|
||
enableAttribute( attributePointer );
|
||
_gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, startIndex * attributeSize * 4 ); // 4 bytes per Float32
|
||
|
||
} else if ( material.defaultAttributeValues ) {
|
||
|
||
if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
|
||
|
||
_gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
|
||
|
||
} else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {
|
||
|
||
_gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// indices
|
||
|
||
_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
|
||
|
||
}
|
||
|
||
// render indexed triangles
|
||
|
||
_gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 bytes per Uint16
|
||
|
||
_this.info.render.calls ++;
|
||
_this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
|
||
_this.info.render.faces += offsets[ i ].count / 3;
|
||
|
||
}
|
||
|
||
// non-indexed triangles
|
||
|
||
} else {
|
||
|
||
if ( updateBuffers ) {
|
||
|
||
for ( attributeName in programAttributes ) {
|
||
|
||
if ( attributeName === 'index') continue;
|
||
|
||
attributePointer = programAttributes[ attributeName ];
|
||
attributeItem = geometryAttributes[ attributeName ];
|
||
|
||
if ( attributePointer >= 0 ) {
|
||
|
||
if ( attributeItem ) {
|
||
|
||
attributeSize = attributeItem.itemSize;
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
|
||
enableAttribute( attributePointer );
|
||
_gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, 0 );
|
||
|
||
} else if ( material.defaultAttributeValues && material.defaultAttributeValues[ attributeName ] ) {
|
||
|
||
if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
|
||
|
||
_gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
|
||
|
||
} else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {
|
||
|
||
_gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
var position = geometry.attributes[ "position" ];
|
||
|
||
// render non-indexed triangles
|
||
|
||
_gl.drawArrays( _gl.TRIANGLES, 0, position.array.length / 3 );
|
||
|
||
_this.info.render.calls ++;
|
||
_this.info.render.vertices += position.array.length / 3;
|
||
_this.info.render.faces += position.array.length / 3 / 3;
|
||
|
||
}
|
||
|
||
// render particles
|
||
|
||
} else if ( object instanceof THREE.ParticleSystem ) {
|
||
|
||
if ( updateBuffers ) {
|
||
|
||
for ( attributeName in programAttributes ) {
|
||
|
||
attributePointer = programAttributes[ attributeName ];
|
||
attributeItem = geometryAttributes[ attributeName ];
|
||
|
||
if ( attributePointer >= 0 ) {
|
||
|
||
if ( attributeItem ) {
|
||
|
||
attributeSize = attributeItem.itemSize;
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
|
||
enableAttribute( attributePointer );
|
||
_gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, 0 );
|
||
|
||
} else if ( material.defaultAttributeValues && material.defaultAttributeValues[ attributeName ] ) {
|
||
|
||
if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
|
||
|
||
_gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
|
||
|
||
} else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {
|
||
|
||
_gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
var position = geometryAttributes[ "position" ];
|
||
|
||
// render particles
|
||
|
||
_gl.drawArrays( _gl.POINTS, 0, position.array.length / 3 );
|
||
|
||
_this.info.render.calls ++;
|
||
_this.info.render.points += position.array.length / 3;
|
||
|
||
} else if ( object instanceof THREE.Line ) {
|
||
|
||
var primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
|
||
|
||
setLineWidth( material.linewidth );
|
||
|
||
var index = geometryAttributes[ "index" ];
|
||
|
||
// indexed lines
|
||
|
||
if ( index ) {
|
||
|
||
var offsets = geometry.offsets;
|
||
|
||
// if there is more than 1 chunk
|
||
// must set attribute pointers to use new offsets for each chunk
|
||
// even if geometry and materials didn't change
|
||
|
||
if ( offsets.length > 1 ) updateBuffers = true;
|
||
|
||
for ( var i = 0, il = offsets.length; i < il; i ++ ) {
|
||
|
||
var startIndex = offsets[ i ].index;
|
||
|
||
if ( updateBuffers ) {
|
||
|
||
setupLinesVertexAttributes(material, programAttributes, geometryAttributes, startIndex);
|
||
|
||
// indices
|
||
_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
|
||
|
||
}
|
||
|
||
// render indexed lines
|
||
|
||
_gl.drawElements( _gl.LINES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 bytes per Uint16Array
|
||
|
||
_this.info.render.calls ++;
|
||
_this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// non-indexed lines
|
||
|
||
else {
|
||
|
||
if ( updateBuffers ) {
|
||
|
||
setupLinesVertexAttributes(material, programAttributes, geometryAttributes, 0);
|
||
}
|
||
|
||
var position = geometryAttributes[ "position" ];
|
||
|
||
_gl.drawArrays( primitives, 0, position.array.length / 3 );
|
||
_this.info.render.calls ++;
|
||
_this.info.render.points += position.array.length;
|
||
}
|
||
|
||
|
||
|
||
}
|
||
|
||
};
|
||
|
||
this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
|
||
|
||
if ( material.visible === false ) return;
|
||
|
||
var linewidth, a, attribute, i, il;
|
||
|
||
var program = setProgram( camera, lights, fog, material, object );
|
||
|
||
var attributes = program.attributes;
|
||
|
||
var updateBuffers = false,
|
||
wireframeBit = material.wireframe ? 1 : 0,
|
||
geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
|
||
|
||
if ( geometryGroupHash !== _currentGeometryGroupHash ) {
|
||
|
||
_currentGeometryGroupHash = geometryGroupHash;
|
||
updateBuffers = true;
|
||
|
||
}
|
||
|
||
if ( updateBuffers ) {
|
||
|
||
disableAttributes();
|
||
|
||
}
|
||
|
||
// vertices
|
||
|
||
if ( !material.morphTargets && attributes.position >= 0 ) {
|
||
|
||
if ( updateBuffers ) {
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
|
||
enableAttribute( attributes.position );
|
||
_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
if ( object.morphTargetBase ) {
|
||
|
||
setupMorphTargets( material, geometryGroup, object );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
|
||
if ( updateBuffers ) {
|
||
|
||
// custom attributes
|
||
|
||
// Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
|
||
|
||
if ( geometryGroup.__webglCustomAttributesList ) {
|
||
|
||
for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
|
||
|
||
attribute = geometryGroup.__webglCustomAttributesList[ i ];
|
||
|
||
if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
|
||
enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
|
||
_gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
|
||
// colors
|
||
|
||
if ( attributes.color >= 0 ) {
|
||
|
||
if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
|
||
enableAttribute( attributes.color );
|
||
_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
|
||
|
||
} else if ( material.defaultAttributeValues ) {
|
||
|
||
|
||
_gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// normals
|
||
|
||
if ( attributes.normal >= 0 ) {
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
|
||
enableAttribute( attributes.normal );
|
||
_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
|
||
|
||
}
|
||
|
||
// tangents
|
||
|
||
if ( attributes.tangent >= 0 ) {
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
|
||
enableAttribute( attributes.tangent );
|
||
_gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
|
||
|
||
}
|
||
|
||
// uvs
|
||
|
||
if ( attributes.uv >= 0 ) {
|
||
|
||
if ( object.geometry.faceVertexUvs[0] ) {
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
|
||
enableAttribute( attributes.uv );
|
||
_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
|
||
|
||
} else if ( material.defaultAttributeValues ) {
|
||
|
||
|
||
_gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( attributes.uv2 >= 0 ) {
|
||
|
||
if ( object.geometry.faceVertexUvs[1] ) {
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
|
||
enableAttribute( attributes.uv2 );
|
||
_gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
|
||
|
||
} else if ( material.defaultAttributeValues ) {
|
||
|
||
|
||
_gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( material.skinning &&
|
||
attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
|
||
enableAttribute( attributes.skinIndex );
|
||
_gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
|
||
enableAttribute( attributes.skinWeight );
|
||
_gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
|
||
|
||
}
|
||
|
||
// line distances
|
||
|
||
if ( attributes.lineDistance >= 0 ) {
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
|
||
enableAttribute( attributes.lineDistance );
|
||
_gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// render mesh
|
||
|
||
if ( object instanceof THREE.Mesh ) {
|
||
|
||
// wireframe
|
||
|
||
if ( material.wireframe ) {
|
||
|
||
setLineWidth( material.wireframeLinewidth );
|
||
|
||
if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
|
||
_gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
|
||
|
||
// triangles
|
||
|
||
} else {
|
||
|
||
if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
|
||
_gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
|
||
|
||
}
|
||
|
||
_this.info.render.calls ++;
|
||
_this.info.render.vertices += geometryGroup.__webglFaceCount;
|
||
_this.info.render.faces += geometryGroup.__webglFaceCount / 3;
|
||
|
||
// render lines
|
||
|
||
} else if ( object instanceof THREE.Line ) {
|
||
|
||
var primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
|
||
|
||
setLineWidth( material.linewidth );
|
||
|
||
_gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
|
||
|
||
_this.info.render.calls ++;
|
||
|
||
// render particles
|
||
|
||
} else if ( object instanceof THREE.ParticleSystem ) {
|
||
|
||
_gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
|
||
|
||
_this.info.render.calls ++;
|
||
_this.info.render.points += geometryGroup.__webglParticleCount;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function enableAttribute( attribute ) {
|
||
|
||
if ( _enabledAttributes[ attribute ] === 0 ) {
|
||
|
||
_gl.enableVertexAttribArray( attribute );
|
||
_enabledAttributes[ attribute ] = 1;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function disableAttributes() {
|
||
|
||
for ( var attribute in _enabledAttributes ) {
|
||
|
||
if ( _enabledAttributes[ attribute ] === 1 ) {
|
||
|
||
_gl.disableVertexAttribArray( attribute );
|
||
_enabledAttributes[ attribute ] = 0;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function setupMorphTargets ( material, geometryGroup, object ) {
|
||
|
||
// set base
|
||
|
||
var attributes = material.program.attributes;
|
||
|
||
if ( object.morphTargetBase !== -1 && attributes.position >= 0 ) {
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
|
||
enableAttribute( attributes.position );
|
||
_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
|
||
|
||
} else if ( attributes.position >= 0 ) {
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
|
||
enableAttribute( attributes.position );
|
||
_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
|
||
|
||
}
|
||
|
||
if ( object.morphTargetForcedOrder.length ) {
|
||
|
||
// set forced order
|
||
|
||
var m = 0;
|
||
var order = object.morphTargetForcedOrder;
|
||
var influences = object.morphTargetInfluences;
|
||
|
||
while ( m < material.numSupportedMorphTargets && m < order.length ) {
|
||
|
||
if ( attributes[ "morphTarget" + m ] >= 0 ) {
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
|
||
enableAttribute( attributes[ "morphTarget" + m ] );
|
||
_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
|
||
|
||
}
|
||
|
||
if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
|
||
enableAttribute( attributes[ "morphNormal" + m ] );
|
||
_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
|
||
|
||
}
|
||
|
||
object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
|
||
|
||
m ++;
|
||
}
|
||
|
||
} else {
|
||
|
||
// find the most influencing
|
||
|
||
var influence, activeInfluenceIndices = [];
|
||
var influences = object.morphTargetInfluences;
|
||
var i, il = influences.length;
|
||
|
||
for ( i = 0; i < il; i ++ ) {
|
||
|
||
influence = influences[ i ];
|
||
|
||
if ( influence > 0 ) {
|
||
|
||
activeInfluenceIndices.push( [ influence, i ] );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
|
||
|
||
activeInfluenceIndices.sort( numericalSort );
|
||
activeInfluenceIndices.length = material.numSupportedMorphTargets;
|
||
|
||
} else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
|
||
|
||
activeInfluenceIndices.sort( numericalSort );
|
||
|
||
} else if ( activeInfluenceIndices.length === 0 ) {
|
||
|
||
activeInfluenceIndices.push( [ 0, 0 ] );
|
||
|
||
};
|
||
|
||
var influenceIndex, m = 0;
|
||
|
||
while ( m < material.numSupportedMorphTargets ) {
|
||
|
||
if ( activeInfluenceIndices[ m ] ) {
|
||
|
||
influenceIndex = activeInfluenceIndices[ m ][ 1 ];
|
||
|
||
if ( attributes[ "morphTarget" + m ] >= 0 ) {
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
|
||
enableAttribute( attributes[ "morphTarget" + m ] );
|
||
_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
|
||
|
||
}
|
||
|
||
if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
|
||
enableAttribute( attributes[ "morphNormal" + m ] );
|
||
_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
|
||
|
||
|
||
}
|
||
|
||
object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
|
||
|
||
} else {
|
||
|
||
/*
|
||
_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
|
||
|
||
if ( material.morphNormals ) {
|
||
|
||
_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
|
||
|
||
}
|
||
*/
|
||
|
||
object.__webglMorphTargetInfluences[ m ] = 0;
|
||
|
||
}
|
||
|
||
m ++;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// load updated influences uniform
|
||
|
||
if ( material.program.uniforms.morphTargetInfluences !== null ) {
|
||
|
||
_gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
// Sorting
|
||
|
||
function painterSortStable ( a, b ) {
|
||
|
||
if ( a.z !== b.z ) {
|
||
|
||
return b.z - a.z;
|
||
|
||
} else {
|
||
|
||
return a.id - b.id;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function numericalSort ( a, b ) {
|
||
|
||
return b[ 0 ] - a[ 0 ];
|
||
|
||
};
|
||
|
||
|
||
// Rendering
|
||
|
||
this.render = function ( scene, camera, renderTarget, forceClear ) {
|
||
|
||
if ( camera instanceof THREE.Camera === false ) {
|
||
|
||
console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
|
||
return;
|
||
|
||
}
|
||
|
||
var i, il,
|
||
|
||
webglObject, object,
|
||
renderList,
|
||
|
||
lights = scene.__lights,
|
||
fog = scene.fog;
|
||
|
||
// reset caching for this frame
|
||
|
||
_currentMaterialId = -1;
|
||
_lightsNeedUpdate = true;
|
||
|
||
// update scene graph
|
||
|
||
if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
|
||
|
||
// update camera matrices and frustum
|
||
|
||
if ( camera.parent === undefined ) camera.updateMatrixWorld();
|
||
|
||
camera.matrixWorldInverse.getInverse( camera.matrixWorld );
|
||
|
||
_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
|
||
_frustum.setFromMatrix( _projScreenMatrix );
|
||
|
||
// update WebGL objects
|
||
|
||
if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
|
||
|
||
// custom render plugins (pre pass)
|
||
|
||
renderPlugins( this.renderPluginsPre, scene, camera );
|
||
|
||
//
|
||
|
||
_this.info.render.calls = 0;
|
||
_this.info.render.vertices = 0;
|
||
_this.info.render.faces = 0;
|
||
_this.info.render.points = 0;
|
||
|
||
this.setRenderTarget( renderTarget );
|
||
|
||
if ( this.autoClear || forceClear ) {
|
||
|
||
this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
|
||
|
||
}
|
||
|
||
// set matrices for regular objects (frustum culled)
|
||
|
||
renderList = scene.__webglObjects;
|
||
|
||
for ( i = 0, il = renderList.length; i < il; i ++ ) {
|
||
|
||
webglObject = renderList[ i ];
|
||
object = webglObject.object;
|
||
|
||
webglObject.id = i;
|
||
webglObject.render = false;
|
||
|
||
if ( object.visible ) {
|
||
|
||
if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {
|
||
|
||
setupMatrices( object, camera );
|
||
|
||
unrollBufferMaterial( webglObject );
|
||
|
||
webglObject.render = true;
|
||
|
||
if ( this.sortObjects === true ) {
|
||
|
||
if ( object.renderDepth !== null ) {
|
||
|
||
webglObject.z = object.renderDepth;
|
||
|
||
} else {
|
||
|
||
_vector3.setFromMatrixPosition( object.matrixWorld );
|
||
_vector3.applyProjection( _projScreenMatrix );
|
||
|
||
webglObject.z = _vector3.z;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( this.sortObjects ) {
|
||
|
||
renderList.sort( painterSortStable );
|
||
|
||
}
|
||
|
||
// set matrices for immediate objects
|
||
|
||
renderList = scene.__webglObjectsImmediate;
|
||
|
||
for ( i = 0, il = renderList.length; i < il; i ++ ) {
|
||
|
||
webglObject = renderList[ i ];
|
||
object = webglObject.object;
|
||
|
||
if ( object.visible ) {
|
||
|
||
setupMatrices( object, camera );
|
||
|
||
unrollImmediateBufferMaterial( webglObject );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( scene.overrideMaterial ) {
|
||
|
||
var material = scene.overrideMaterial;
|
||
|
||
this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
|
||
this.setDepthTest( material.depthTest );
|
||
this.setDepthWrite( material.depthWrite );
|
||
setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
|
||
|
||
renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
|
||
renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );
|
||
|
||
} else {
|
||
|
||
var material = null;
|
||
|
||
// opaque pass (front-to-back order)
|
||
|
||
this.setBlending( THREE.NoBlending );
|
||
|
||
renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false, material );
|
||
renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false, material );
|
||
|
||
// transparent pass (back-to-front order)
|
||
|
||
renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true, material );
|
||
renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true, material );
|
||
|
||
}
|
||
|
||
// custom render plugins (post pass)
|
||
|
||
renderPlugins( this.renderPluginsPost, scene, camera );
|
||
|
||
|
||
// Generate mipmap if we're using any kind of mipmap filtering
|
||
|
||
if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
|
||
|
||
updateRenderTargetMipmap( renderTarget );
|
||
|
||
}
|
||
|
||
// Ensure depth buffer writing is enabled so it can be cleared on next render
|
||
|
||
this.setDepthTest( true );
|
||
this.setDepthWrite( true );
|
||
|
||
// _gl.finish();
|
||
|
||
};
|
||
|
||
function renderPlugins( plugins, scene, camera ) {
|
||
|
||
if ( ! plugins.length ) return;
|
||
|
||
for ( var i = 0, il = plugins.length; i < il; i ++ ) {
|
||
|
||
// reset state for plugin (to start from clean slate)
|
||
|
||
_currentProgram = null;
|
||
_currentCamera = null;
|
||
|
||
_oldBlending = -1;
|
||
_oldDepthTest = -1;
|
||
_oldDepthWrite = -1;
|
||
_oldDoubleSided = -1;
|
||
_oldFlipSided = -1;
|
||
_currentGeometryGroupHash = -1;
|
||
_currentMaterialId = -1;
|
||
|
||
_lightsNeedUpdate = true;
|
||
|
||
plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
|
||
|
||
// reset state after plugin (anything could have changed)
|
||
|
||
_currentProgram = null;
|
||
_currentCamera = null;
|
||
|
||
_oldBlending = -1;
|
||
_oldDepthTest = -1;
|
||
_oldDepthWrite = -1;
|
||
_oldDoubleSided = -1;
|
||
_oldFlipSided = -1;
|
||
_currentGeometryGroupHash = -1;
|
||
_currentMaterialId = -1;
|
||
|
||
_lightsNeedUpdate = true;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function renderObjects( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
|
||
|
||
var webglObject, object, buffer, material, start, end, delta;
|
||
|
||
if ( reverse ) {
|
||
|
||
start = renderList.length - 1;
|
||
end = -1;
|
||
delta = -1;
|
||
|
||
} else {
|
||
|
||
start = 0;
|
||
end = renderList.length;
|
||
delta = 1;
|
||
}
|
||
|
||
for ( var i = start; i !== end; i += delta ) {
|
||
|
||
webglObject = renderList[ i ];
|
||
|
||
if ( webglObject.render ) {
|
||
|
||
object = webglObject.object;
|
||
buffer = webglObject.buffer;
|
||
|
||
if ( overrideMaterial ) {
|
||
|
||
material = overrideMaterial;
|
||
|
||
} else {
|
||
|
||
material = webglObject[ materialType ];
|
||
|
||
if ( ! material ) continue;
|
||
|
||
if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
|
||
|
||
_this.setDepthTest( material.depthTest );
|
||
_this.setDepthWrite( material.depthWrite );
|
||
setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
|
||
|
||
}
|
||
|
||
_this.setMaterialFaces( material );
|
||
|
||
if ( buffer instanceof THREE.BufferGeometry ) {
|
||
|
||
_this.renderBufferDirect( camera, lights, fog, material, buffer, object );
|
||
|
||
} else {
|
||
|
||
_this.renderBuffer( camera, lights, fog, material, buffer, object );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
|
||
|
||
var webglObject, object, material, program;
|
||
|
||
for ( var i = 0, il = renderList.length; i < il; i ++ ) {
|
||
|
||
webglObject = renderList[ i ];
|
||
object = webglObject.object;
|
||
|
||
if ( object.visible ) {
|
||
|
||
if ( overrideMaterial ) {
|
||
|
||
material = overrideMaterial;
|
||
|
||
} else {
|
||
|
||
material = webglObject[ materialType ];
|
||
|
||
if ( ! material ) continue;
|
||
|
||
if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
|
||
|
||
_this.setDepthTest( material.depthTest );
|
||
_this.setDepthWrite( material.depthWrite );
|
||
setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
|
||
|
||
}
|
||
|
||
_this.renderImmediateObject( camera, lights, fog, material, object );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
|
||
|
||
var program = setProgram( camera, lights, fog, material, object );
|
||
|
||
_currentGeometryGroupHash = -1;
|
||
|
||
_this.setMaterialFaces( material );
|
||
|
||
if ( object.immediateRenderCallback ) {
|
||
|
||
object.immediateRenderCallback( program, _gl, _frustum );
|
||
|
||
} else {
|
||
|
||
object.render( function( object ) { _this.renderBufferImmediate( object, program, material ); } );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function unrollImmediateBufferMaterial ( globject ) {
|
||
|
||
var object = globject.object,
|
||
material = object.material;
|
||
|
||
if ( material.transparent ) {
|
||
|
||
globject.transparent = material;
|
||
globject.opaque = null;
|
||
|
||
} else {
|
||
|
||
globject.opaque = material;
|
||
globject.transparent = null;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function unrollBufferMaterial ( globject ) {
|
||
|
||
var object = globject.object;
|
||
var buffer = globject.buffer;
|
||
|
||
var geometry = object.geometry;
|
||
var material = object.material;
|
||
|
||
if ( material instanceof THREE.MeshFaceMaterial ) {
|
||
|
||
var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex;
|
||
|
||
material = material.materials[ materialIndex ];
|
||
|
||
if ( material.transparent ) {
|
||
|
||
globject.transparent = material;
|
||
globject.opaque = null;
|
||
|
||
} else {
|
||
|
||
globject.opaque = material;
|
||
globject.transparent = null;
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
if ( material ) {
|
||
|
||
if ( material.transparent ) {
|
||
|
||
globject.transparent = material;
|
||
globject.opaque = null;
|
||
|
||
} else {
|
||
|
||
globject.opaque = material;
|
||
globject.transparent = null;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
// Objects refresh
|
||
|
||
this.initWebGLObjects = function ( scene ) {
|
||
|
||
if ( !scene.__webglObjects ) {
|
||
|
||
scene.__webglObjects = [];
|
||
scene.__webglObjectsImmediate = [];
|
||
scene.__webglSprites = [];
|
||
scene.__webglFlares = [];
|
||
|
||
}
|
||
|
||
while ( scene.__objectsAdded.length ) {
|
||
|
||
addObject( scene.__objectsAdded[ 0 ], scene );
|
||
scene.__objectsAdded.splice( 0, 1 );
|
||
|
||
}
|
||
|
||
while ( scene.__objectsRemoved.length ) {
|
||
|
||
removeObject( scene.__objectsRemoved[ 0 ], scene );
|
||
scene.__objectsRemoved.splice( 0, 1 );
|
||
|
||
}
|
||
|
||
// update must be called after objects adding / removal
|
||
|
||
for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
|
||
|
||
var object = scene.__webglObjects[ o ].object;
|
||
|
||
// TODO: Remove this hack (WebGLRenderer refactoring)
|
||
|
||
if ( object.__webglInit === undefined ) {
|
||
|
||
if ( object.__webglActive !== undefined ) {
|
||
|
||
removeObject( object, scene );
|
||
|
||
}
|
||
|
||
addObject( object, scene );
|
||
|
||
}
|
||
|
||
updateObject( object );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
// Objects adding
|
||
|
||
function addObject( object, scene ) {
|
||
|
||
var g, geometry, material, geometryGroup;
|
||
|
||
if ( object.__webglInit === undefined ) {
|
||
|
||
object.__webglInit = true;
|
||
|
||
object._modelViewMatrix = new THREE.Matrix4();
|
||
object._normalMatrix = new THREE.Matrix3();
|
||
|
||
if ( object.geometry !== undefined && object.geometry.__webglInit === undefined ) {
|
||
|
||
object.geometry.__webglInit = true;
|
||
object.geometry.addEventListener( 'dispose', onGeometryDispose );
|
||
|
||
}
|
||
|
||
geometry = object.geometry;
|
||
|
||
if ( geometry === undefined ) {
|
||
|
||
// fail silently for now
|
||
|
||
} else if ( geometry instanceof THREE.BufferGeometry ) {
|
||
|
||
initDirectBuffers( geometry );
|
||
|
||
} else if ( object instanceof THREE.Mesh ) {
|
||
|
||
material = object.material;
|
||
|
||
if ( geometry.geometryGroups === undefined ) {
|
||
|
||
geometry.makeGroups( material instanceof THREE.MeshFaceMaterial );
|
||
|
||
}
|
||
|
||
// create separate VBOs per geometry chunk
|
||
|
||
for ( g in geometry.geometryGroups ) {
|
||
|
||
geometryGroup = geometry.geometryGroups[ g ];
|
||
|
||
// initialise VBO on the first access
|
||
|
||
if ( ! geometryGroup.__webglVertexBuffer ) {
|
||
|
||
createMeshBuffers( geometryGroup );
|
||
initMeshBuffers( geometryGroup, object );
|
||
|
||
geometry.verticesNeedUpdate = true;
|
||
geometry.morphTargetsNeedUpdate = true;
|
||
geometry.elementsNeedUpdate = true;
|
||
geometry.uvsNeedUpdate = true;
|
||
geometry.normalsNeedUpdate = true;
|
||
geometry.tangentsNeedUpdate = true;
|
||
geometry.colorsNeedUpdate = true;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else if ( object instanceof THREE.Line ) {
|
||
|
||
if ( ! geometry.__webglVertexBuffer ) {
|
||
|
||
createLineBuffers( geometry );
|
||
initLineBuffers( geometry, object );
|
||
|
||
geometry.verticesNeedUpdate = true;
|
||
geometry.colorsNeedUpdate = true;
|
||
geometry.lineDistancesNeedUpdate = true;
|
||
|
||
}
|
||
|
||
} else if ( object instanceof THREE.ParticleSystem ) {
|
||
|
||
if ( ! geometry.__webglVertexBuffer ) {
|
||
|
||
createParticleBuffers( geometry );
|
||
initParticleBuffers( geometry, object );
|
||
|
||
geometry.verticesNeedUpdate = true;
|
||
geometry.colorsNeedUpdate = true;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( object.__webglActive === undefined ) {
|
||
|
||
if ( object instanceof THREE.Mesh ) {
|
||
|
||
geometry = object.geometry;
|
||
|
||
if ( geometry instanceof THREE.BufferGeometry ) {
|
||
|
||
addBuffer( scene.__webglObjects, geometry, object );
|
||
|
||
} else if ( geometry instanceof THREE.Geometry ) {
|
||
|
||
for ( g in geometry.geometryGroups ) {
|
||
|
||
geometryGroup = geometry.geometryGroups[ g ];
|
||
|
||
addBuffer( scene.__webglObjects, geometryGroup, object );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else if ( object instanceof THREE.Line ||
|
||
object instanceof THREE.ParticleSystem ) {
|
||
|
||
geometry = object.geometry;
|
||
addBuffer( scene.__webglObjects, geometry, object );
|
||
|
||
} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
|
||
|
||
addBufferImmediate( scene.__webglObjectsImmediate, object );
|
||
|
||
} else if ( object instanceof THREE.Sprite ) {
|
||
|
||
scene.__webglSprites.push( object );
|
||
|
||
} else if ( object instanceof THREE.LensFlare ) {
|
||
|
||
scene.__webglFlares.push( object );
|
||
|
||
}
|
||
|
||
object.__webglActive = true;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function addBuffer( objlist, buffer, object ) {
|
||
|
||
objlist.push(
|
||
{
|
||
id: null,
|
||
buffer: buffer,
|
||
object: object,
|
||
opaque: null,
|
||
transparent: null,
|
||
z: 0
|
||
}
|
||
);
|
||
|
||
};
|
||
|
||
function addBufferImmediate( objlist, object ) {
|
||
|
||
objlist.push(
|
||
{
|
||
id: null,
|
||
object: object,
|
||
opaque: null,
|
||
transparent: null,
|
||
z: 0
|
||
}
|
||
);
|
||
|
||
};
|
||
|
||
// Objects updates
|
||
|
||
function updateObject( object ) {
|
||
|
||
var geometry = object.geometry,
|
||
geometryGroup, customAttributesDirty, material;
|
||
|
||
if ( geometry instanceof THREE.BufferGeometry ) {
|
||
|
||
setDirectBuffers( geometry, _gl.DYNAMIC_DRAW );
|
||
|
||
} else if ( object instanceof THREE.Mesh ) {
|
||
|
||
// check all geometry groups
|
||
|
||
for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
|
||
|
||
geometryGroup = geometry.geometryGroupsList[ i ];
|
||
|
||
material = getBufferMaterial( object, geometryGroup );
|
||
|
||
if ( geometry.buffersNeedUpdate ) {
|
||
|
||
initMeshBuffers( geometryGroup, object );
|
||
|
||
}
|
||
|
||
customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
|
||
|
||
if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
|
||
geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
|
||
geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
|
||
|
||
setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
geometry.verticesNeedUpdate = false;
|
||
geometry.morphTargetsNeedUpdate = false;
|
||
geometry.elementsNeedUpdate = false;
|
||
geometry.uvsNeedUpdate = false;
|
||
geometry.normalsNeedUpdate = false;
|
||
geometry.colorsNeedUpdate = false;
|
||
geometry.tangentsNeedUpdate = false;
|
||
|
||
geometry.buffersNeedUpdate = false;
|
||
|
||
material.attributes && clearCustomAttributes( material );
|
||
|
||
} else if ( object instanceof THREE.Line ) {
|
||
|
||
material = getBufferMaterial( object, geometry );
|
||
|
||
customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
|
||
|
||
if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
|
||
|
||
setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
|
||
|
||
}
|
||
|
||
geometry.verticesNeedUpdate = false;
|
||
geometry.colorsNeedUpdate = false;
|
||
geometry.lineDistancesNeedUpdate = false;
|
||
|
||
material.attributes && clearCustomAttributes( material );
|
||
|
||
|
||
} else if ( object instanceof THREE.ParticleSystem ) {
|
||
|
||
material = getBufferMaterial( object, geometry );
|
||
|
||
customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
|
||
|
||
if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
|
||
|
||
setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
|
||
|
||
}
|
||
|
||
geometry.verticesNeedUpdate = false;
|
||
geometry.colorsNeedUpdate = false;
|
||
|
||
material.attributes && clearCustomAttributes( material );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
// Objects updates - custom attributes check
|
||
|
||
function areCustomAttributesDirty( material ) {
|
||
|
||
for ( var a in material.attributes ) {
|
||
|
||
if ( material.attributes[ a ].needsUpdate ) return true;
|
||
|
||
}
|
||
|
||
return false;
|
||
|
||
};
|
||
|
||
function clearCustomAttributes( material ) {
|
||
|
||
for ( var a in material.attributes ) {
|
||
|
||
material.attributes[ a ].needsUpdate = false;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
// Objects removal
|
||
|
||
function removeObject( object, scene ) {
|
||
|
||
if ( object instanceof THREE.Mesh ||
|
||
object instanceof THREE.ParticleSystem ||
|
||
object instanceof THREE.Line ) {
|
||
|
||
removeInstances( scene.__webglObjects, object );
|
||
|
||
} else if ( object instanceof THREE.Sprite ) {
|
||
|
||
removeInstancesDirect( scene.__webglSprites, object );
|
||
|
||
} else if ( object instanceof THREE.LensFlare ) {
|
||
|
||
removeInstancesDirect( scene.__webglFlares, object );
|
||
|
||
} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
|
||
|
||
removeInstances( scene.__webglObjectsImmediate, object );
|
||
|
||
}
|
||
|
||
delete object.__webglActive;
|
||
|
||
};
|
||
|
||
function removeInstances( objlist, object ) {
|
||
|
||
for ( var o = objlist.length - 1; o >= 0; o -- ) {
|
||
|
||
if ( objlist[ o ].object === object ) {
|
||
|
||
objlist.splice( o, 1 );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function removeInstancesDirect( objlist, object ) {
|
||
|
||
for ( var o = objlist.length - 1; o >= 0; o -- ) {
|
||
|
||
if ( objlist[ o ] === object ) {
|
||
|
||
objlist.splice( o, 1 );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
// Materials
|
||
|
||
this.initMaterial = function ( material, lights, fog, object ) {
|
||
|
||
material.addEventListener( 'dispose', onMaterialDispose );
|
||
|
||
var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
|
||
|
||
if ( material instanceof THREE.MeshDepthMaterial ) {
|
||
|
||
shaderID = 'depth';
|
||
|
||
} else if ( material instanceof THREE.MeshNormalMaterial ) {
|
||
|
||
shaderID = 'normal';
|
||
|
||
} else if ( material instanceof THREE.MeshBasicMaterial ) {
|
||
|
||
shaderID = 'basic';
|
||
|
||
} else if ( material instanceof THREE.MeshLambertMaterial ) {
|
||
|
||
shaderID = 'lambert';
|
||
|
||
} else if ( material instanceof THREE.MeshPhongMaterial ) {
|
||
|
||
shaderID = 'phong';
|
||
|
||
} else if ( material instanceof THREE.LineBasicMaterial ) {
|
||
|
||
shaderID = 'basic';
|
||
|
||
} else if ( material instanceof THREE.LineDashedMaterial ) {
|
||
|
||
shaderID = 'dashed';
|
||
|
||
} else if ( material instanceof THREE.ParticleSystemMaterial ) {
|
||
|
||
shaderID = 'particle_basic';
|
||
|
||
}
|
||
|
||
if ( shaderID ) {
|
||
|
||
setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
|
||
|
||
}
|
||
|
||
// heuristics to create shader parameters according to lights in the scene
|
||
// (not to blow over maxLights budget)
|
||
|
||
maxLightCount = allocateLights( lights );
|
||
|
||
maxShadows = allocateShadows( lights );
|
||
|
||
maxBones = allocateBones( object );
|
||
|
||
parameters = {
|
||
|
||
map: !!material.map,
|
||
envMap: !!material.envMap,
|
||
lightMap: !!material.lightMap,
|
||
bumpMap: !!material.bumpMap,
|
||
normalMap: !!material.normalMap,
|
||
specularMap: !!material.specularMap,
|
||
|
||
vertexColors: material.vertexColors,
|
||
|
||
fog: fog,
|
||
useFog: material.fog,
|
||
fogExp: fog instanceof THREE.FogExp2,
|
||
|
||
sizeAttenuation: material.sizeAttenuation,
|
||
|
||
skinning: material.skinning,
|
||
maxBones: maxBones,
|
||
useVertexTexture: _supportsBoneTextures && object && object.useVertexTexture,
|
||
|
||
morphTargets: material.morphTargets,
|
||
morphNormals: material.morphNormals,
|
||
maxMorphTargets: this.maxMorphTargets,
|
||
maxMorphNormals: this.maxMorphNormals,
|
||
|
||
maxDirLights: maxLightCount.directional,
|
||
maxPointLights: maxLightCount.point,
|
||
maxSpotLights: maxLightCount.spot,
|
||
maxHemiLights: maxLightCount.hemi,
|
||
|
||
maxShadows: maxShadows,
|
||
shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow && maxShadows > 0,
|
||
shadowMapType: this.shadowMapType,
|
||
shadowMapDebug: this.shadowMapDebug,
|
||
shadowMapCascade: this.shadowMapCascade,
|
||
|
||
alphaTest: material.alphaTest,
|
||
metal: material.metal,
|
||
wrapAround: material.wrapAround,
|
||
doubleSided: material.side === THREE.DoubleSide,
|
||
flipSided: material.side === THREE.BackSide
|
||
|
||
};
|
||
|
||
material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, material.defines, parameters, material.index0AttributeName );
|
||
|
||
var attributes = material.program.attributes;
|
||
|
||
if ( material.morphTargets ) {
|
||
|
||
material.numSupportedMorphTargets = 0;
|
||
|
||
var id, base = "morphTarget";
|
||
|
||
for ( i = 0; i < this.maxMorphTargets; i ++ ) {
|
||
|
||
id = base + i;
|
||
|
||
if ( attributes[ id ] >= 0 ) {
|
||
|
||
material.numSupportedMorphTargets ++;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( material.morphNormals ) {
|
||
|
||
material.numSupportedMorphNormals = 0;
|
||
|
||
var id, base = "morphNormal";
|
||
|
||
for ( i = 0; i < this.maxMorphNormals; i ++ ) {
|
||
|
||
id = base + i;
|
||
|
||
if ( attributes[ id ] >= 0 ) {
|
||
|
||
material.numSupportedMorphNormals ++;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
material.uniformsList = [];
|
||
|
||
for ( u in material.uniforms ) {
|
||
|
||
material.uniformsList.push( [ material.uniforms[ u ], u ] );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function setMaterialShaders( material, shaders ) {
|
||
|
||
material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
|
||
material.vertexShader = shaders.vertexShader;
|
||
material.fragmentShader = shaders.fragmentShader;
|
||
|
||
};
|
||
|
||
function setProgram( camera, lights, fog, material, object ) {
|
||
|
||
_usedTextureUnits = 0;
|
||
|
||
if ( material.needsUpdate ) {
|
||
|
||
if ( material.program ) deallocateMaterial( material );
|
||
|
||
_this.initMaterial( material, lights, fog, object );
|
||
material.needsUpdate = false;
|
||
|
||
}
|
||
|
||
if ( material.morphTargets ) {
|
||
|
||
if ( ! object.__webglMorphTargetInfluences ) {
|
||
|
||
object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
var refreshMaterial = false;
|
||
|
||
var program = material.program,
|
||
p_uniforms = program.uniforms,
|
||
m_uniforms = material.uniforms;
|
||
|
||
if ( program !== _currentProgram ) {
|
||
|
||
_gl.useProgram( program );
|
||
_currentProgram = program;
|
||
|
||
refreshMaterial = true;
|
||
|
||
}
|
||
|
||
if ( material.id !== _currentMaterialId ) {
|
||
|
||
_currentMaterialId = material.id;
|
||
refreshMaterial = true;
|
||
|
||
}
|
||
|
||
if ( refreshMaterial || camera !== _currentCamera ) {
|
||
|
||
_gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
|
||
|
||
if ( camera !== _currentCamera ) _currentCamera = camera;
|
||
|
||
}
|
||
|
||
// skinning uniforms must be set even if material didn't change
|
||
// auto-setting of texture unit for bone texture must go before other textures
|
||
// not sure why, but otherwise weird things happen
|
||
|
||
if ( material.skinning ) {
|
||
|
||
if ( _supportsBoneTextures && object.useVertexTexture ) {
|
||
|
||
if ( p_uniforms.boneTexture !== null ) {
|
||
|
||
var textureUnit = getTextureUnit();
|
||
|
||
_gl.uniform1i( p_uniforms.boneTexture, textureUnit );
|
||
_this.setTexture( object.boneTexture, textureUnit );
|
||
|
||
}
|
||
|
||
if ( p_uniforms.boneTextureWidth !== null ) {
|
||
|
||
_gl.uniform1i( p_uniforms.boneTextureWidth, object.boneTextureWidth );
|
||
|
||
}
|
||
|
||
if ( p_uniforms.boneTextureHeight !== null ) {
|
||
|
||
_gl.uniform1i( p_uniforms.boneTextureHeight, object.boneTextureHeight );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
if ( p_uniforms.boneGlobalMatrices !== null ) {
|
||
|
||
_gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( refreshMaterial ) {
|
||
|
||
// refresh uniforms common to several materials
|
||
|
||
if ( fog && material.fog ) {
|
||
|
||
refreshUniformsFog( m_uniforms, fog );
|
||
|
||
}
|
||
|
||
if ( material instanceof THREE.MeshPhongMaterial ||
|
||
material instanceof THREE.MeshLambertMaterial ||
|
||
material.lights ) {
|
||
|
||
if ( _lightsNeedUpdate ) {
|
||
|
||
setupLights( program, lights );
|
||
_lightsNeedUpdate = false;
|
||
|
||
}
|
||
|
||
refreshUniformsLights( m_uniforms, _lights );
|
||
|
||
}
|
||
|
||
if ( material instanceof THREE.MeshBasicMaterial ||
|
||
material instanceof THREE.MeshLambertMaterial ||
|
||
material instanceof THREE.MeshPhongMaterial ) {
|
||
|
||
refreshUniformsCommon( m_uniforms, material );
|
||
|
||
}
|
||
|
||
// refresh single material specific uniforms
|
||
|
||
if ( material instanceof THREE.LineBasicMaterial ) {
|
||
|
||
refreshUniformsLine( m_uniforms, material );
|
||
|
||
} else if ( material instanceof THREE.LineDashedMaterial ) {
|
||
|
||
refreshUniformsLine( m_uniforms, material );
|
||
refreshUniformsDash( m_uniforms, material );
|
||
|
||
} else if ( material instanceof THREE.ParticleSystemMaterial ) {
|
||
|
||
refreshUniformsParticle( m_uniforms, material );
|
||
|
||
} else if ( material instanceof THREE.MeshPhongMaterial ) {
|
||
|
||
refreshUniformsPhong( m_uniforms, material );
|
||
|
||
} else if ( material instanceof THREE.MeshLambertMaterial ) {
|
||
|
||
refreshUniformsLambert( m_uniforms, material );
|
||
|
||
} else if ( material instanceof THREE.MeshDepthMaterial ) {
|
||
|
||
m_uniforms.mNear.value = camera.near;
|
||
m_uniforms.mFar.value = camera.far;
|
||
m_uniforms.opacity.value = material.opacity;
|
||
|
||
} else if ( material instanceof THREE.MeshNormalMaterial ) {
|
||
|
||
m_uniforms.opacity.value = material.opacity;
|
||
|
||
}
|
||
|
||
if ( object.receiveShadow && ! material._shadowPass ) {
|
||
|
||
refreshUniformsShadow( m_uniforms, lights );
|
||
|
||
}
|
||
|
||
// load common uniforms
|
||
|
||
loadUniformsGeneric( program, material.uniformsList );
|
||
|
||
// load material specific uniforms
|
||
// (shader material also gets them for the sake of genericity)
|
||
|
||
if ( material instanceof THREE.ShaderMaterial ||
|
||
material instanceof THREE.MeshPhongMaterial ||
|
||
material.envMap ) {
|
||
|
||
if ( p_uniforms.cameraPosition !== null ) {
|
||
|
||
_vector3.setFromMatrixPosition( camera.matrixWorld );
|
||
_gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( material instanceof THREE.MeshPhongMaterial ||
|
||
material instanceof THREE.MeshLambertMaterial ||
|
||
material instanceof THREE.ShaderMaterial ||
|
||
material.skinning ) {
|
||
|
||
if ( p_uniforms.viewMatrix !== null ) {
|
||
|
||
_gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
loadUniformsMatrices( p_uniforms, object );
|
||
|
||
if ( p_uniforms.modelMatrix !== null ) {
|
||
|
||
_gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
|
||
|
||
}
|
||
|
||
return program;
|
||
|
||
};
|
||
|
||
// Uniforms (refresh uniforms objects)
|
||
|
||
function refreshUniformsCommon ( uniforms, material ) {
|
||
|
||
uniforms.opacity.value = material.opacity;
|
||
|
||
if ( _this.gammaInput ) {
|
||
|
||
uniforms.diffuse.value.copyGammaToLinear( material.color );
|
||
|
||
} else {
|
||
|
||
uniforms.diffuse.value = material.color;
|
||
|
||
}
|
||
|
||
uniforms.map.value = material.map;
|
||
uniforms.lightMap.value = material.lightMap;
|
||
uniforms.specularMap.value = material.specularMap;
|
||
|
||
if ( material.bumpMap ) {
|
||
|
||
uniforms.bumpMap.value = material.bumpMap;
|
||
uniforms.bumpScale.value = material.bumpScale;
|
||
|
||
}
|
||
|
||
if ( material.normalMap ) {
|
||
|
||
uniforms.normalMap.value = material.normalMap;
|
||
uniforms.normalScale.value.copy( material.normalScale );
|
||
|
||
}
|
||
|
||
// uv repeat and offset setting priorities
|
||
// 1. color map
|
||
// 2. specular map
|
||
// 3. normal map
|
||
// 4. bump map
|
||
|
||
var uvScaleMap;
|
||
|
||
if ( material.map ) {
|
||
|
||
uvScaleMap = material.map;
|
||
|
||
} else if ( material.specularMap ) {
|
||
|
||
uvScaleMap = material.specularMap;
|
||
|
||
} else if ( material.normalMap ) {
|
||
|
||
uvScaleMap = material.normalMap;
|
||
|
||
} else if ( material.bumpMap ) {
|
||
|
||
uvScaleMap = material.bumpMap;
|
||
|
||
}
|
||
|
||
if ( uvScaleMap !== undefined ) {
|
||
|
||
var offset = uvScaleMap.offset;
|
||
var repeat = uvScaleMap.repeat;
|
||
|
||
uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
|
||
|
||
}
|
||
|
||
uniforms.envMap.value = material.envMap;
|
||
uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
|
||
|
||
if ( _this.gammaInput ) {
|
||
|
||
//uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
|
||
uniforms.reflectivity.value = material.reflectivity;
|
||
|
||
} else {
|
||
|
||
uniforms.reflectivity.value = material.reflectivity;
|
||
|
||
}
|
||
|
||
uniforms.refractionRatio.value = material.refractionRatio;
|
||
uniforms.combine.value = material.combine;
|
||
uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
|
||
|
||
};
|
||
|
||
function refreshUniformsLine ( uniforms, material ) {
|
||
|
||
uniforms.diffuse.value = material.color;
|
||
uniforms.opacity.value = material.opacity;
|
||
|
||
};
|
||
|
||
function refreshUniformsDash ( uniforms, material ) {
|
||
|
||
uniforms.dashSize.value = material.dashSize;
|
||
uniforms.totalSize.value = material.dashSize + material.gapSize;
|
||
uniforms.scale.value = material.scale;
|
||
|
||
};
|
||
|
||
function refreshUniformsParticle ( uniforms, material ) {
|
||
|
||
uniforms.psColor.value = material.color;
|
||
uniforms.opacity.value = material.opacity;
|
||
uniforms.size.value = material.size;
|
||
uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
|
||
|
||
uniforms.map.value = material.map;
|
||
|
||
};
|
||
|
||
function refreshUniformsFog ( uniforms, fog ) {
|
||
|
||
uniforms.fogColor.value = fog.color;
|
||
|
||
if ( fog instanceof THREE.Fog ) {
|
||
|
||
uniforms.fogNear.value = fog.near;
|
||
uniforms.fogFar.value = fog.far;
|
||
|
||
} else if ( fog instanceof THREE.FogExp2 ) {
|
||
|
||
uniforms.fogDensity.value = fog.density;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function refreshUniformsPhong ( uniforms, material ) {
|
||
|
||
uniforms.shininess.value = material.shininess;
|
||
|
||
if ( _this.gammaInput ) {
|
||
|
||
uniforms.ambient.value.copyGammaToLinear( material.ambient );
|
||
uniforms.emissive.value.copyGammaToLinear( material.emissive );
|
||
uniforms.specular.value.copyGammaToLinear( material.specular );
|
||
|
||
} else {
|
||
|
||
uniforms.ambient.value = material.ambient;
|
||
uniforms.emissive.value = material.emissive;
|
||
uniforms.specular.value = material.specular;
|
||
|
||
}
|
||
|
||
if ( material.wrapAround ) {
|
||
|
||
uniforms.wrapRGB.value.copy( material.wrapRGB );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function refreshUniformsLambert ( uniforms, material ) {
|
||
|
||
if ( _this.gammaInput ) {
|
||
|
||
uniforms.ambient.value.copyGammaToLinear( material.ambient );
|
||
uniforms.emissive.value.copyGammaToLinear( material.emissive );
|
||
|
||
} else {
|
||
|
||
uniforms.ambient.value = material.ambient;
|
||
uniforms.emissive.value = material.emissive;
|
||
|
||
}
|
||
|
||
if ( material.wrapAround ) {
|
||
|
||
uniforms.wrapRGB.value.copy( material.wrapRGB );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function refreshUniformsLights ( uniforms, lights ) {
|
||
|
||
uniforms.ambientLightColor.value = lights.ambient;
|
||
|
||
uniforms.directionalLightColor.value = lights.directional.colors;
|
||
uniforms.directionalLightDirection.value = lights.directional.positions;
|
||
|
||
uniforms.pointLightColor.value = lights.point.colors;
|
||
uniforms.pointLightPosition.value = lights.point.positions;
|
||
uniforms.pointLightDistance.value = lights.point.distances;
|
||
|
||
uniforms.spotLightColor.value = lights.spot.colors;
|
||
uniforms.spotLightPosition.value = lights.spot.positions;
|
||
uniforms.spotLightDistance.value = lights.spot.distances;
|
||
uniforms.spotLightDirection.value = lights.spot.directions;
|
||
uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
|
||
uniforms.spotLightExponent.value = lights.spot.exponents;
|
||
|
||
uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
|
||
uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
|
||
uniforms.hemisphereLightDirection.value = lights.hemi.positions;
|
||
|
||
};
|
||
|
||
function refreshUniformsShadow ( uniforms, lights ) {
|
||
|
||
if ( uniforms.shadowMatrix ) {
|
||
|
||
var j = 0;
|
||
|
||
for ( var i = 0, il = lights.length; i < il; i ++ ) {
|
||
|
||
var light = lights[ i ];
|
||
|
||
if ( ! light.castShadow ) continue;
|
||
|
||
if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
|
||
|
||
uniforms.shadowMap.value[ j ] = light.shadowMap;
|
||
uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
|
||
|
||
uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
|
||
|
||
uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
|
||
uniforms.shadowBias.value[ j ] = light.shadowBias;
|
||
|
||
j ++;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
// Uniforms (load to GPU)
|
||
|
||
function loadUniformsMatrices ( uniforms, object ) {
|
||
|
||
_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
|
||
|
||
if ( uniforms.normalMatrix ) {
|
||
|
||
_gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function getTextureUnit() {
|
||
|
||
var textureUnit = _usedTextureUnits;
|
||
|
||
if ( textureUnit >= _maxTextures ) {
|
||
|
||
console.warn( "WebGLRenderer: trying to use " + textureUnit + " texture units while this GPU supports only " + _maxTextures );
|
||
|
||
}
|
||
|
||
_usedTextureUnits += 1;
|
||
|
||
return textureUnit;
|
||
|
||
};
|
||
|
||
function loadUniformsGeneric ( program, uniforms ) {
|
||
|
||
var uniform, value, type, location, texture, textureUnit, i, il, j, jl, offset;
|
||
|
||
for ( j = 0, jl = uniforms.length; j < jl; j ++ ) {
|
||
|
||
location = program.uniforms[ uniforms[ j ][ 1 ] ];
|
||
if ( !location ) continue;
|
||
|
||
uniform = uniforms[ j ][ 0 ];
|
||
|
||
type = uniform.type;
|
||
value = uniform.value;
|
||
|
||
if ( type === "i" ) { // single integer
|
||
|
||
_gl.uniform1i( location, value );
|
||
|
||
} else if ( type === "f" ) { // single float
|
||
|
||
_gl.uniform1f( location, value );
|
||
|
||
} else if ( type === "v2" ) { // single THREE.Vector2
|
||
|
||
_gl.uniform2f( location, value.x, value.y );
|
||
|
||
} else if ( type === "v3" ) { // single THREE.Vector3
|
||
|
||
_gl.uniform3f( location, value.x, value.y, value.z );
|
||
|
||
} else if ( type === "v4" ) { // single THREE.Vector4
|
||
|
||
_gl.uniform4f( location, value.x, value.y, value.z, value.w );
|
||
|
||
} else if ( type === "c" ) { // single THREE.Color
|
||
|
||
_gl.uniform3f( location, value.r, value.g, value.b );
|
||
|
||
} else if ( type === "iv1" ) { // flat array of integers (JS or typed array)
|
||
|
||
_gl.uniform1iv( location, value );
|
||
|
||
} else if ( type === "iv" ) { // flat array of integers with 3 x N size (JS or typed array)
|
||
|
||
_gl.uniform3iv( location, value );
|
||
|
||
} else if ( type === "fv1" ) { // flat array of floats (JS or typed array)
|
||
|
||
_gl.uniform1fv( location, value );
|
||
|
||
} else if ( type === "fv" ) { // flat array of floats with 3 x N size (JS or typed array)
|
||
|
||
_gl.uniform3fv( location, value );
|
||
|
||
} else if ( type === "v2v" ) { // array of THREE.Vector2
|
||
|
||
if ( uniform._array === undefined ) {
|
||
|
||
uniform._array = new Float32Array( 2 * value.length );
|
||
|
||
}
|
||
|
||
for ( i = 0, il = value.length; i < il; i ++ ) {
|
||
|
||
offset = i * 2;
|
||
|
||
uniform._array[ offset ] = value[ i ].x;
|
||
uniform._array[ offset + 1 ] = value[ i ].y;
|
||
|
||
}
|
||
|
||
_gl.uniform2fv( location, uniform._array );
|
||
|
||
} else if ( type === "v3v" ) { // array of THREE.Vector3
|
||
|
||
if ( uniform._array === undefined ) {
|
||
|
||
uniform._array = new Float32Array( 3 * value.length );
|
||
|
||
}
|
||
|
||
for ( i = 0, il = value.length; i < il; i ++ ) {
|
||
|
||
offset = i * 3;
|
||
|
||
uniform._array[ offset ] = value[ i ].x;
|
||
uniform._array[ offset + 1 ] = value[ i ].y;
|
||
uniform._array[ offset + 2 ] = value[ i ].z;
|
||
|
||
}
|
||
|
||
_gl.uniform3fv( location, uniform._array );
|
||
|
||
} else if ( type === "v4v" ) { // array of THREE.Vector4
|
||
|
||
if ( uniform._array === undefined ) {
|
||
|
||
uniform._array = new Float32Array( 4 * value.length );
|
||
|
||
}
|
||
|
||
for ( i = 0, il = value.length; i < il; i ++ ) {
|
||
|
||
offset = i * 4;
|
||
|
||
uniform._array[ offset ] = value[ i ].x;
|
||
uniform._array[ offset + 1 ] = value[ i ].y;
|
||
uniform._array[ offset + 2 ] = value[ i ].z;
|
||
uniform._array[ offset + 3 ] = value[ i ].w;
|
||
|
||
}
|
||
|
||
_gl.uniform4fv( location, uniform._array );
|
||
|
||
} else if ( type === "m4") { // single THREE.Matrix4
|
||
|
||
if ( uniform._array === undefined ) {
|
||
|
||
uniform._array = new Float32Array( 16 );
|
||
|
||
}
|
||
|
||
value.flattenToArray( uniform._array );
|
||
_gl.uniformMatrix4fv( location, false, uniform._array );
|
||
|
||
} else if ( type === "m4v" ) { // array of THREE.Matrix4
|
||
|
||
if ( uniform._array === undefined ) {
|
||
|
||
uniform._array = new Float32Array( 16 * value.length );
|
||
|
||
}
|
||
|
||
for ( i = 0, il = value.length; i < il; i ++ ) {
|
||
|
||
value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
|
||
|
||
}
|
||
|
||
_gl.uniformMatrix4fv( location, false, uniform._array );
|
||
|
||
} else if ( type === "t" ) { // single THREE.Texture (2d or cube)
|
||
|
||
texture = value;
|
||
textureUnit = getTextureUnit();
|
||
|
||
_gl.uniform1i( location, textureUnit );
|
||
|
||
if ( !texture ) continue;
|
||
|
||
if ( texture.image instanceof Array && texture.image.length === 6 ) {
|
||
|
||
setCubeTexture( texture, textureUnit );
|
||
|
||
} else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
|
||
|
||
setCubeTextureDynamic( texture, textureUnit );
|
||
|
||
} else {
|
||
|
||
_this.setTexture( texture, textureUnit );
|
||
|
||
}
|
||
|
||
} else if ( type === "tv" ) { // array of THREE.Texture (2d)
|
||
|
||
if ( uniform._array === undefined ) {
|
||
|
||
uniform._array = [];
|
||
|
||
}
|
||
|
||
for( i = 0, il = uniform.value.length; i < il; i ++ ) {
|
||
|
||
uniform._array[ i ] = getTextureUnit();
|
||
|
||
}
|
||
|
||
_gl.uniform1iv( location, uniform._array );
|
||
|
||
for( i = 0, il = uniform.value.length; i < il; i ++ ) {
|
||
|
||
texture = uniform.value[ i ];
|
||
textureUnit = uniform._array[ i ];
|
||
|
||
if ( !texture ) continue;
|
||
|
||
_this.setTexture( texture, textureUnit );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function setupMatrices ( object, camera ) {
|
||
|
||
object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
|
||
object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
|
||
|
||
};
|
||
|
||
//
|
||
|
||
function setColorGamma( array, offset, color, intensitySq ) {
|
||
|
||
array[ offset ] = color.r * color.r * intensitySq;
|
||
array[ offset + 1 ] = color.g * color.g * intensitySq;
|
||
array[ offset + 2 ] = color.b * color.b * intensitySq;
|
||
|
||
};
|
||
|
||
function setColorLinear( array, offset, color, intensity ) {
|
||
|
||
array[ offset ] = color.r * intensity;
|
||
array[ offset + 1 ] = color.g * intensity;
|
||
array[ offset + 2 ] = color.b * intensity;
|
||
|
||
};
|
||
|
||
function setupLights ( program, lights ) {
|
||
|
||
var l, ll, light, n,
|
||
r = 0, g = 0, b = 0,
|
||
color, skyColor, groundColor,
|
||
intensity, intensitySq,
|
||
position,
|
||
distance,
|
||
|
||
zlights = _lights,
|
||
|
||
dirColors = zlights.directional.colors,
|
||
dirPositions = zlights.directional.positions,
|
||
|
||
pointColors = zlights.point.colors,
|
||
pointPositions = zlights.point.positions,
|
||
pointDistances = zlights.point.distances,
|
||
|
||
spotColors = zlights.spot.colors,
|
||
spotPositions = zlights.spot.positions,
|
||
spotDistances = zlights.spot.distances,
|
||
spotDirections = zlights.spot.directions,
|
||
spotAnglesCos = zlights.spot.anglesCos,
|
||
spotExponents = zlights.spot.exponents,
|
||
|
||
hemiSkyColors = zlights.hemi.skyColors,
|
||
hemiGroundColors = zlights.hemi.groundColors,
|
||
hemiPositions = zlights.hemi.positions,
|
||
|
||
dirLength = 0,
|
||
pointLength = 0,
|
||
spotLength = 0,
|
||
hemiLength = 0,
|
||
|
||
dirCount = 0,
|
||
pointCount = 0,
|
||
spotCount = 0,
|
||
hemiCount = 0,
|
||
|
||
dirOffset = 0,
|
||
pointOffset = 0,
|
||
spotOffset = 0,
|
||
hemiOffset = 0;
|
||
|
||
for ( l = 0, ll = lights.length; l < ll; l ++ ) {
|
||
|
||
light = lights[ l ];
|
||
|
||
if ( light.onlyShadow ) continue;
|
||
|
||
color = light.color;
|
||
intensity = light.intensity;
|
||
distance = light.distance;
|
||
|
||
if ( light instanceof THREE.AmbientLight ) {
|
||
|
||
if ( ! light.visible ) continue;
|
||
|
||
if ( _this.gammaInput ) {
|
||
|
||
r += color.r * color.r;
|
||
g += color.g * color.g;
|
||
b += color.b * color.b;
|
||
|
||
} else {
|
||
|
||
r += color.r;
|
||
g += color.g;
|
||
b += color.b;
|
||
|
||
}
|
||
|
||
} else if ( light instanceof THREE.DirectionalLight ) {
|
||
|
||
dirCount += 1;
|
||
|
||
if ( ! light.visible ) continue;
|
||
|
||
_direction.setFromMatrixPosition( light.matrixWorld );
|
||
_vector3.setFromMatrixPosition( light.target.matrixWorld );
|
||
_direction.sub( _vector3 );
|
||
_direction.normalize();
|
||
|
||
// skip lights with undefined direction
|
||
// these create troubles in OpenGL (making pixel black)
|
||
|
||
if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
|
||
|
||
dirOffset = dirLength * 3;
|
||
|
||
dirPositions[ dirOffset ] = _direction.x;
|
||
dirPositions[ dirOffset + 1 ] = _direction.y;
|
||
dirPositions[ dirOffset + 2 ] = _direction.z;
|
||
|
||
if ( _this.gammaInput ) {
|
||
|
||
setColorGamma( dirColors, dirOffset, color, intensity * intensity );
|
||
|
||
} else {
|
||
|
||
setColorLinear( dirColors, dirOffset, color, intensity );
|
||
|
||
}
|
||
|
||
dirLength += 1;
|
||
|
||
} else if ( light instanceof THREE.PointLight ) {
|
||
|
||
pointCount += 1;
|
||
|
||
if ( ! light.visible ) continue;
|
||
|
||
pointOffset = pointLength * 3;
|
||
|
||
if ( _this.gammaInput ) {
|
||
|
||
setColorGamma( pointColors, pointOffset, color, intensity * intensity );
|
||
|
||
} else {
|
||
|
||
setColorLinear( pointColors, pointOffset, color, intensity );
|
||
|
||
}
|
||
|
||
_vector3.setFromMatrixPosition( light.matrixWorld );
|
||
|
||
pointPositions[ pointOffset ] = _vector3.x;
|
||
pointPositions[ pointOffset + 1 ] = _vector3.y;
|
||
pointPositions[ pointOffset + 2 ] = _vector3.z;
|
||
|
||
pointDistances[ pointLength ] = distance;
|
||
|
||
pointLength += 1;
|
||
|
||
} else if ( light instanceof THREE.SpotLight ) {
|
||
|
||
spotCount += 1;
|
||
|
||
if ( ! light.visible ) continue;
|
||
|
||
spotOffset = spotLength * 3;
|
||
|
||
if ( _this.gammaInput ) {
|
||
|
||
setColorGamma( spotColors, spotOffset, color, intensity * intensity );
|
||
|
||
} else {
|
||
|
||
setColorLinear( spotColors, spotOffset, color, intensity );
|
||
|
||
}
|
||
|
||
_vector3.setFromMatrixPosition( light.matrixWorld );
|
||
|
||
spotPositions[ spotOffset ] = _vector3.x;
|
||
spotPositions[ spotOffset + 1 ] = _vector3.y;
|
||
spotPositions[ spotOffset + 2 ] = _vector3.z;
|
||
|
||
spotDistances[ spotLength ] = distance;
|
||
|
||
_direction.copy( _vector3 );
|
||
_vector3.setFromMatrixPosition( light.target.matrixWorld );
|
||
_direction.sub( _vector3 );
|
||
_direction.normalize();
|
||
|
||
spotDirections[ spotOffset ] = _direction.x;
|
||
spotDirections[ spotOffset + 1 ] = _direction.y;
|
||
spotDirections[ spotOffset + 2 ] = _direction.z;
|
||
|
||
spotAnglesCos[ spotLength ] = Math.cos( light.angle );
|
||
spotExponents[ spotLength ] = light.exponent;
|
||
|
||
spotLength += 1;
|
||
|
||
} else if ( light instanceof THREE.HemisphereLight ) {
|
||
|
||
hemiCount += 1;
|
||
|
||
if ( ! light.visible ) continue;
|
||
|
||
_direction.setFromMatrixPosition( light.matrixWorld );
|
||
_direction.normalize();
|
||
|
||
// skip lights with undefined direction
|
||
// these create troubles in OpenGL (making pixel black)
|
||
|
||
if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
|
||
|
||
hemiOffset = hemiLength * 3;
|
||
|
||
hemiPositions[ hemiOffset ] = _direction.x;
|
||
hemiPositions[ hemiOffset + 1 ] = _direction.y;
|
||
hemiPositions[ hemiOffset + 2 ] = _direction.z;
|
||
|
||
skyColor = light.color;
|
||
groundColor = light.groundColor;
|
||
|
||
if ( _this.gammaInput ) {
|
||
|
||
intensitySq = intensity * intensity;
|
||
|
||
setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
|
||
setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );
|
||
|
||
} else {
|
||
|
||
setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
|
||
setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
|
||
|
||
}
|
||
|
||
hemiLength += 1;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// null eventual remains from removed lights
|
||
// (this is to avoid if in shader)
|
||
|
||
for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
|
||
for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
|
||
for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
|
||
for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
|
||
for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
|
||
|
||
zlights.directional.length = dirLength;
|
||
zlights.point.length = pointLength;
|
||
zlights.spot.length = spotLength;
|
||
zlights.hemi.length = hemiLength;
|
||
|
||
zlights.ambient[ 0 ] = r;
|
||
zlights.ambient[ 1 ] = g;
|
||
zlights.ambient[ 2 ] = b;
|
||
|
||
};
|
||
|
||
// GL state setting
|
||
|
||
this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
|
||
|
||
if ( cullFace === THREE.CullFaceNone ) {
|
||
|
||
_gl.disable( _gl.CULL_FACE );
|
||
|
||
} else {
|
||
|
||
if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
|
||
|
||
_gl.frontFace( _gl.CW );
|
||
|
||
} else {
|
||
|
||
_gl.frontFace( _gl.CCW );
|
||
|
||
}
|
||
|
||
if ( cullFace === THREE.CullFaceBack ) {
|
||
|
||
_gl.cullFace( _gl.BACK );
|
||
|
||
} else if ( cullFace === THREE.CullFaceFront ) {
|
||
|
||
_gl.cullFace( _gl.FRONT );
|
||
|
||
} else {
|
||
|
||
_gl.cullFace( _gl.FRONT_AND_BACK );
|
||
|
||
}
|
||
|
||
_gl.enable( _gl.CULL_FACE );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
this.setMaterialFaces = function ( material ) {
|
||
|
||
var doubleSided = material.side === THREE.DoubleSide;
|
||
var flipSided = material.side === THREE.BackSide;
|
||
|
||
if ( _oldDoubleSided !== doubleSided ) {
|
||
|
||
if ( doubleSided ) {
|
||
|
||
_gl.disable( _gl.CULL_FACE );
|
||
|
||
} else {
|
||
|
||
_gl.enable( _gl.CULL_FACE );
|
||
|
||
}
|
||
|
||
_oldDoubleSided = doubleSided;
|
||
|
||
}
|
||
|
||
if ( _oldFlipSided !== flipSided ) {
|
||
|
||
if ( flipSided ) {
|
||
|
||
_gl.frontFace( _gl.CW );
|
||
|
||
} else {
|
||
|
||
_gl.frontFace( _gl.CCW );
|
||
|
||
}
|
||
|
||
_oldFlipSided = flipSided;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
this.setDepthTest = function ( depthTest ) {
|
||
|
||
if ( _oldDepthTest !== depthTest ) {
|
||
|
||
if ( depthTest ) {
|
||
|
||
_gl.enable( _gl.DEPTH_TEST );
|
||
|
||
} else {
|
||
|
||
_gl.disable( _gl.DEPTH_TEST );
|
||
|
||
}
|
||
|
||
_oldDepthTest = depthTest;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
this.setDepthWrite = function ( depthWrite ) {
|
||
|
||
if ( _oldDepthWrite !== depthWrite ) {
|
||
|
||
_gl.depthMask( depthWrite );
|
||
_oldDepthWrite = depthWrite;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function setLineWidth ( width ) {
|
||
|
||
if ( width !== _oldLineWidth ) {
|
||
|
||
_gl.lineWidth( width );
|
||
|
||
_oldLineWidth = width;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function setPolygonOffset ( polygonoffset, factor, units ) {
|
||
|
||
if ( _oldPolygonOffset !== polygonoffset ) {
|
||
|
||
if ( polygonoffset ) {
|
||
|
||
_gl.enable( _gl.POLYGON_OFFSET_FILL );
|
||
|
||
} else {
|
||
|
||
_gl.disable( _gl.POLYGON_OFFSET_FILL );
|
||
|
||
}
|
||
|
||
_oldPolygonOffset = polygonoffset;
|
||
|
||
}
|
||
|
||
if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
|
||
|
||
_gl.polygonOffset( factor, units );
|
||
|
||
_oldPolygonOffsetFactor = factor;
|
||
_oldPolygonOffsetUnits = units;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
|
||
|
||
if ( blending !== _oldBlending ) {
|
||
|
||
if ( blending === THREE.NoBlending ) {
|
||
|
||
_gl.disable( _gl.BLEND );
|
||
|
||
} else if ( blending === THREE.AdditiveBlending ) {
|
||
|
||
_gl.enable( _gl.BLEND );
|
||
_gl.blendEquation( _gl.FUNC_ADD );
|
||
_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
|
||
|
||
} else if ( blending === THREE.SubtractiveBlending ) {
|
||
|
||
// TODO: Find blendFuncSeparate() combination
|
||
_gl.enable( _gl.BLEND );
|
||
_gl.blendEquation( _gl.FUNC_ADD );
|
||
_gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
|
||
|
||
} else if ( blending === THREE.MultiplyBlending ) {
|
||
|
||
// TODO: Find blendFuncSeparate() combination
|
||
_gl.enable( _gl.BLEND );
|
||
_gl.blendEquation( _gl.FUNC_ADD );
|
||
_gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
|
||
|
||
} else if ( blending === THREE.CustomBlending ) {
|
||
|
||
_gl.enable( _gl.BLEND );
|
||
|
||
} else {
|
||
|
||
_gl.enable( _gl.BLEND );
|
||
_gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
|
||
_gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
|
||
|
||
}
|
||
|
||
_oldBlending = blending;
|
||
|
||
}
|
||
|
||
if ( blending === THREE.CustomBlending ) {
|
||
|
||
if ( blendEquation !== _oldBlendEquation ) {
|
||
|
||
_gl.blendEquation( paramThreeToGL( blendEquation ) );
|
||
|
||
_oldBlendEquation = blendEquation;
|
||
|
||
}
|
||
|
||
if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
|
||
|
||
_gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
|
||
|
||
_oldBlendSrc = blendSrc;
|
||
_oldBlendDst = blendDst;
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
_oldBlendEquation = null;
|
||
_oldBlendSrc = null;
|
||
_oldBlendDst = null;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
// Defines
|
||
|
||
function generateDefines ( defines ) {
|
||
|
||
var value, chunk, chunks = [];
|
||
|
||
for ( var d in defines ) {
|
||
|
||
value = defines[ d ];
|
||
if ( value === false ) continue;
|
||
|
||
chunk = "#define " + d + " " + value;
|
||
chunks.push( chunk );
|
||
|
||
}
|
||
|
||
return chunks.join( "\n" );
|
||
|
||
};
|
||
|
||
// Shaders
|
||
|
||
function buildProgram( shaderID, fragmentShader, vertexShader, uniforms, attributes, defines, parameters, index0AttributeName ) {
|
||
|
||
var p, pl, d, program, code;
|
||
var chunks = [];
|
||
|
||
// Generate code
|
||
|
||
if ( shaderID ) {
|
||
|
||
chunks.push( shaderID );
|
||
|
||
} else {
|
||
|
||
chunks.push( fragmentShader );
|
||
chunks.push( vertexShader );
|
||
|
||
}
|
||
|
||
for ( d in defines ) {
|
||
|
||
chunks.push( d );
|
||
chunks.push( defines[ d ] );
|
||
|
||
}
|
||
|
||
for ( p in parameters ) {
|
||
|
||
chunks.push( p );
|
||
chunks.push( parameters[ p ] );
|
||
|
||
}
|
||
|
||
code = chunks.join();
|
||
|
||
// Check if code has been already compiled
|
||
|
||
for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
|
||
|
||
var programInfo = _programs[ p ];
|
||
|
||
if ( programInfo.code === code ) {
|
||
|
||
// console.log( "Code already compiled." /*: \n\n" + code*/ );
|
||
|
||
programInfo.usedTimes ++;
|
||
|
||
return programInfo.program;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
var shadowMapTypeDefine = "SHADOWMAP_TYPE_BASIC";
|
||
|
||
if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
|
||
|
||
shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF";
|
||
|
||
} else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
|
||
|
||
shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF_SOFT";
|
||
|
||
}
|
||
|
||
// console.log( "building new program " );
|
||
|
||
//
|
||
|
||
var customDefines = generateDefines( defines );
|
||
|
||
//
|
||
|
||
program = _gl.createProgram();
|
||
|
||
var prefix_vertex = [
|
||
|
||
"precision " + _precision + " float;",
|
||
"precision " + _precision + " int;",
|
||
|
||
customDefines,
|
||
|
||
_supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
|
||
|
||
_this.gammaInput ? "#define GAMMA_INPUT" : "",
|
||
_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
|
||
|
||
"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
|
||
"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
|
||
"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
|
||
"#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
|
||
|
||
"#define MAX_SHADOWS " + parameters.maxShadows,
|
||
|
||
"#define MAX_BONES " + parameters.maxBones,
|
||
|
||
parameters.map ? "#define USE_MAP" : "",
|
||
parameters.envMap ? "#define USE_ENVMAP" : "",
|
||
parameters.lightMap ? "#define USE_LIGHTMAP" : "",
|
||
parameters.bumpMap ? "#define USE_BUMPMAP" : "",
|
||
parameters.normalMap ? "#define USE_NORMALMAP" : "",
|
||
parameters.specularMap ? "#define USE_SPECULARMAP" : "",
|
||
parameters.vertexColors ? "#define USE_COLOR" : "",
|
||
|
||
parameters.skinning ? "#define USE_SKINNING" : "",
|
||
parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
|
||
|
||
parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
|
||
parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
|
||
parameters.wrapAround ? "#define WRAP_AROUND" : "",
|
||
parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
|
||
parameters.flipSided ? "#define FLIP_SIDED" : "",
|
||
|
||
parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
|
||
parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
|
||
parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
|
||
parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
|
||
|
||
parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
|
||
|
||
"uniform mat4 modelMatrix;",
|
||
"uniform mat4 modelViewMatrix;",
|
||
"uniform mat4 projectionMatrix;",
|
||
"uniform mat4 viewMatrix;",
|
||
"uniform mat3 normalMatrix;",
|
||
"uniform vec3 cameraPosition;",
|
||
|
||
"attribute vec3 position;",
|
||
"attribute vec3 normal;",
|
||
"attribute vec2 uv;",
|
||
"attribute vec2 uv2;",
|
||
|
||
"#ifdef USE_COLOR",
|
||
|
||
"attribute vec3 color;",
|
||
|
||
"#endif",
|
||
|
||
"#ifdef USE_MORPHTARGETS",
|
||
|
||
"attribute vec3 morphTarget0;",
|
||
"attribute vec3 morphTarget1;",
|
||
"attribute vec3 morphTarget2;",
|
||
"attribute vec3 morphTarget3;",
|
||
|
||
"#ifdef USE_MORPHNORMALS",
|
||
|
||
"attribute vec3 morphNormal0;",
|
||
"attribute vec3 morphNormal1;",
|
||
"attribute vec3 morphNormal2;",
|
||
"attribute vec3 morphNormal3;",
|
||
|
||
"#else",
|
||
|
||
"attribute vec3 morphTarget4;",
|
||
"attribute vec3 morphTarget5;",
|
||
"attribute vec3 morphTarget6;",
|
||
"attribute vec3 morphTarget7;",
|
||
|
||
"#endif",
|
||
|
||
"#endif",
|
||
|
||
"#ifdef USE_SKINNING",
|
||
|
||
"attribute vec4 skinIndex;",
|
||
"attribute vec4 skinWeight;",
|
||
|
||
"#endif",
|
||
|
||
""
|
||
|
||
].join("\n");
|
||
|
||
var prefix_fragment = [
|
||
|
||
"precision " + _precision + " float;",
|
||
"precision " + _precision + " int;",
|
||
|
||
( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
|
||
|
||
customDefines,
|
||
|
||
"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
|
||
"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
|
||
"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
|
||
"#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
|
||
|
||
"#define MAX_SHADOWS " + parameters.maxShadows,
|
||
|
||
parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
|
||
|
||
_this.gammaInput ? "#define GAMMA_INPUT" : "",
|
||
_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
|
||
|
||
( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
|
||
( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",
|
||
|
||
parameters.map ? "#define USE_MAP" : "",
|
||
parameters.envMap ? "#define USE_ENVMAP" : "",
|
||
parameters.lightMap ? "#define USE_LIGHTMAP" : "",
|
||
parameters.bumpMap ? "#define USE_BUMPMAP" : "",
|
||
parameters.normalMap ? "#define USE_NORMALMAP" : "",
|
||
parameters.specularMap ? "#define USE_SPECULARMAP" : "",
|
||
parameters.vertexColors ? "#define USE_COLOR" : "",
|
||
|
||
parameters.metal ? "#define METAL" : "",
|
||
parameters.wrapAround ? "#define WRAP_AROUND" : "",
|
||
parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
|
||
parameters.flipSided ? "#define FLIP_SIDED" : "",
|
||
|
||
parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
|
||
parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
|
||
parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
|
||
parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
|
||
|
||
"uniform mat4 viewMatrix;",
|
||
"uniform vec3 cameraPosition;",
|
||
""
|
||
|
||
].join("\n");
|
||
|
||
var glVertexShader = getShader( "vertex", prefix_vertex + vertexShader );
|
||
var glFragmentShader = getShader( "fragment", prefix_fragment + fragmentShader );
|
||
|
||
_gl.attachShader( program, glVertexShader );
|
||
_gl.attachShader( program, glFragmentShader );
|
||
|
||
// Force a particular attribute to index 0.
|
||
// because potentially expensive emulation is done by browser if attribute 0 is disabled.
|
||
// And, color, for example is often automatically bound to index 0 so disabling it
|
||
if ( index0AttributeName !== undefined ) {
|
||
|
||
_gl.bindAttribLocation( program, 0, index0AttributeName );
|
||
|
||
}
|
||
|
||
_gl.linkProgram( program );
|
||
|
||
if ( _gl.getProgramParameter( program, _gl.LINK_STATUS ) === false ) {
|
||
|
||
console.error( 'Could not initialise shader' );
|
||
console.error( 'gl.VALIDATE_STATUS', _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) );
|
||
console.error( 'gl.getError()', _gl.getError() );
|
||
|
||
}
|
||
|
||
if ( _gl.getProgramInfoLog( program ) !== '' ) {
|
||
|
||
console.error( 'gl.getProgramInfoLog()', _gl.getProgramInfoLog( program ) );
|
||
|
||
}
|
||
|
||
// clean up
|
||
|
||
_gl.deleteShader( glFragmentShader );
|
||
_gl.deleteShader( glVertexShader );
|
||
|
||
// console.log( prefix_fragment + fragmentShader );
|
||
// console.log( prefix_vertex + vertexShader );
|
||
|
||
program.uniforms = {};
|
||
program.attributes = {};
|
||
|
||
var identifiers, u, a, i;
|
||
|
||
// cache uniform locations
|
||
|
||
identifiers = [
|
||
|
||
'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition',
|
||
'morphTargetInfluences'
|
||
|
||
];
|
||
|
||
if ( parameters.useVertexTexture ) {
|
||
|
||
identifiers.push( 'boneTexture' );
|
||
identifiers.push( 'boneTextureWidth' );
|
||
identifiers.push( 'boneTextureHeight' );
|
||
|
||
} else {
|
||
|
||
identifiers.push( 'boneGlobalMatrices' );
|
||
|
||
}
|
||
|
||
for ( u in uniforms ) {
|
||
|
||
identifiers.push( u );
|
||
|
||
}
|
||
|
||
cacheUniformLocations( program, identifiers );
|
||
|
||
// cache attributes locations
|
||
|
||
identifiers = [
|
||
|
||
"position", "normal", "uv", "uv2", "tangent", "color",
|
||
"skinIndex", "skinWeight", "lineDistance"
|
||
|
||
];
|
||
|
||
for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
|
||
|
||
identifiers.push( "morphTarget" + i );
|
||
|
||
}
|
||
|
||
for ( i = 0; i < parameters.maxMorphNormals; i ++ ) {
|
||
|
||
identifiers.push( "morphNormal" + i );
|
||
|
||
}
|
||
|
||
for ( a in attributes ) {
|
||
|
||
identifiers.push( a );
|
||
|
||
}
|
||
|
||
cacheAttributeLocations( program, identifiers );
|
||
|
||
program.id = _programs_counter ++;
|
||
|
||
_programs.push( { program: program, code: code, usedTimes: 1 } );
|
||
|
||
_this.info.memory.programs = _programs.length;
|
||
|
||
return program;
|
||
|
||
};
|
||
|
||
// Shader parameters cache
|
||
|
||
function cacheUniformLocations ( program, identifiers ) {
|
||
|
||
var i, l, id;
|
||
|
||
for( i = 0, l = identifiers.length; i < l; i ++ ) {
|
||
|
||
id = identifiers[ i ];
|
||
program.uniforms[ id ] = _gl.getUniformLocation( program, id );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function cacheAttributeLocations ( program, identifiers ) {
|
||
|
||
var i, l, id;
|
||
|
||
for( i = 0, l = identifiers.length; i < l; i ++ ) {
|
||
|
||
id = identifiers[ i ];
|
||
program.attributes[ id ] = _gl.getAttribLocation( program, id );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function addLineNumbers ( string ) {
|
||
|
||
var chunks = string.split( "\n" );
|
||
|
||
for ( var i = 0, il = chunks.length; i < il; i ++ ) {
|
||
|
||
// Chrome reports shader errors on lines
|
||
// starting counting from 1
|
||
|
||
chunks[ i ] = ( i + 1 ) + ": " + chunks[ i ];
|
||
|
||
}
|
||
|
||
return chunks.join( "\n" );
|
||
|
||
};
|
||
|
||
function getShader ( type, string ) {
|
||
|
||
var shader;
|
||
|
||
if ( type === "fragment" ) {
|
||
|
||
shader = _gl.createShader( _gl.FRAGMENT_SHADER );
|
||
|
||
} else if ( type === "vertex" ) {
|
||
|
||
shader = _gl.createShader( _gl.VERTEX_SHADER );
|
||
|
||
}
|
||
|
||
_gl.shaderSource( shader, string );
|
||
_gl.compileShader( shader );
|
||
|
||
if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
|
||
|
||
console.error( _gl.getShaderInfoLog( shader ) );
|
||
console.error( addLineNumbers( string ) );
|
||
return null;
|
||
|
||
}
|
||
|
||
return shader;
|
||
|
||
};
|
||
|
||
// Textures
|
||
|
||
function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
|
||
|
||
if ( isImagePowerOfTwo ) {
|
||
|
||
_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
|
||
_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
|
||
|
||
_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
|
||
_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
|
||
|
||
} else {
|
||
|
||
_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
|
||
_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
|
||
|
||
_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
|
||
_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
|
||
|
||
}
|
||
|
||
if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {
|
||
|
||
if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {
|
||
|
||
_gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
|
||
texture.__oldAnisotropy = texture.anisotropy;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
this.setTexture = function ( texture, slot ) {
|
||
|
||
if ( texture.needsUpdate ) {
|
||
|
||
if ( ! texture.__webglInit ) {
|
||
|
||
texture.__webglInit = true;
|
||
|
||
texture.addEventListener( 'dispose', onTextureDispose );
|
||
|
||
texture.__webglTexture = _gl.createTexture();
|
||
|
||
_this.info.memory.textures ++;
|
||
|
||
}
|
||
|
||
_gl.activeTexture( _gl.TEXTURE0 + slot );
|
||
_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
|
||
|
||
_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
|
||
_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
|
||
_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
|
||
|
||
var image = texture.image,
|
||
isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
|
||
glFormat = paramThreeToGL( texture.format ),
|
||
glType = paramThreeToGL( texture.type );
|
||
|
||
setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
|
||
|
||
var mipmap, mipmaps = texture.mipmaps;
|
||
|
||
if ( texture instanceof THREE.DataTexture ) {
|
||
|
||
// use manually created mipmaps if available
|
||
// if there are no manual mipmaps
|
||
// set 0 level mipmap and then use GL to generate other mipmap levels
|
||
|
||
if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
|
||
|
||
for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
|
||
|
||
mipmap = mipmaps[ i ];
|
||
_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
|
||
|
||
}
|
||
|
||
texture.generateMipmaps = false;
|
||
|
||
} else {
|
||
|
||
_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
|
||
|
||
}
|
||
|
||
} else if ( texture instanceof THREE.CompressedTexture ) {
|
||
|
||
for( var i = 0, il = mipmaps.length; i < il; i ++ ) {
|
||
|
||
mipmap = mipmaps[ i ];
|
||
if ( texture.format!==THREE.RGBAFormat ) {
|
||
_gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
|
||
} else {
|
||
_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
|
||
}
|
||
|
||
}
|
||
|
||
} else { // regular Texture (image, video, canvas)
|
||
|
||
// use manually created mipmaps if available
|
||
// if there are no manual mipmaps
|
||
// set 0 level mipmap and then use GL to generate other mipmap levels
|
||
|
||
if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
|
||
|
||
for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
|
||
|
||
mipmap = mipmaps[ i ];
|
||
_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
|
||
|
||
}
|
||
|
||
texture.generateMipmaps = false;
|
||
|
||
} else {
|
||
|
||
_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
|
||
|
||
texture.needsUpdate = false;
|
||
|
||
if ( texture.onUpdate ) texture.onUpdate();
|
||
|
||
} else {
|
||
|
||
_gl.activeTexture( _gl.TEXTURE0 + slot );
|
||
_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function clampToMaxSize ( image, maxSize ) {
|
||
|
||
if ( image.width <= maxSize && image.height <= maxSize ) {
|
||
|
||
return image;
|
||
|
||
}
|
||
|
||
// Warning: Scaling through the canvas will only work with images that use
|
||
// premultiplied alpha.
|
||
|
||
var maxDimension = Math.max( image.width, image.height );
|
||
var newWidth = Math.floor( image.width * maxSize / maxDimension );
|
||
var newHeight = Math.floor( image.height * maxSize / maxDimension );
|
||
|
||
var canvas = document.createElement( 'canvas' );
|
||
canvas.width = newWidth;
|
||
canvas.height = newHeight;
|
||
|
||
var ctx = canvas.getContext( "2d" );
|
||
ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
|
||
|
||
return canvas;
|
||
|
||
}
|
||
|
||
function setCubeTexture ( texture, slot ) {
|
||
|
||
if ( texture.image.length === 6 ) {
|
||
|
||
if ( texture.needsUpdate ) {
|
||
|
||
if ( ! texture.image.__webglTextureCube ) {
|
||
|
||
texture.addEventListener( 'dispose', onTextureDispose );
|
||
|
||
texture.image.__webglTextureCube = _gl.createTexture();
|
||
|
||
_this.info.memory.textures ++;
|
||
|
||
}
|
||
|
||
_gl.activeTexture( _gl.TEXTURE0 + slot );
|
||
_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
|
||
|
||
_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
|
||
|
||
var isCompressed = texture instanceof THREE.CompressedTexture;
|
||
|
||
var cubeImage = [];
|
||
|
||
for ( var i = 0; i < 6; i ++ ) {
|
||
|
||
if ( _this.autoScaleCubemaps && ! isCompressed ) {
|
||
|
||
cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
|
||
|
||
} else {
|
||
|
||
cubeImage[ i ] = texture.image[ i ];
|
||
|
||
}
|
||
|
||
}
|
||
|
||
var image = cubeImage[ 0 ],
|
||
isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
|
||
glFormat = paramThreeToGL( texture.format ),
|
||
glType = paramThreeToGL( texture.type );
|
||
|
||
setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
|
||
|
||
for ( var i = 0; i < 6; i ++ ) {
|
||
|
||
if( !isCompressed ) {
|
||
|
||
_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
|
||
|
||
} else {
|
||
|
||
var mipmap, mipmaps = cubeImage[ i ].mipmaps;
|
||
|
||
for( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
|
||
|
||
mipmap = mipmaps[ j ];
|
||
if ( texture.format!==THREE.RGBAFormat ) {
|
||
|
||
_gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
|
||
|
||
} else {
|
||
_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
|
||
}
|
||
|
||
}
|
||
}
|
||
}
|
||
|
||
if ( texture.generateMipmaps && isImagePowerOfTwo ) {
|
||
|
||
_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
|
||
|
||
}
|
||
|
||
texture.needsUpdate = false;
|
||
|
||
if ( texture.onUpdate ) texture.onUpdate();
|
||
|
||
} else {
|
||
|
||
_gl.activeTexture( _gl.TEXTURE0 + slot );
|
||
_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function setCubeTextureDynamic ( texture, slot ) {
|
||
|
||
_gl.activeTexture( _gl.TEXTURE0 + slot );
|
||
_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
|
||
|
||
};
|
||
|
||
// Render targets
|
||
|
||
function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
|
||
|
||
_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
|
||
_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
|
||
|
||
};
|
||
|
||
function setupRenderBuffer ( renderbuffer, renderTarget ) {
|
||
|
||
_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
|
||
|
||
if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
|
||
|
||
_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
|
||
_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
|
||
|
||
/* For some reason this is not working. Defaulting to RGBA4.
|
||
} else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
|
||
|
||
_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
|
||
_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
|
||
*/
|
||
} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
|
||
|
||
_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
|
||
_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
|
||
|
||
} else {
|
||
|
||
_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
this.setRenderTarget = function ( renderTarget ) {
|
||
|
||
var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
|
||
|
||
if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
|
||
|
||
if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
|
||
if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
|
||
|
||
renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
|
||
|
||
renderTarget.__webglTexture = _gl.createTexture();
|
||
|
||
_this.info.memory.textures ++;
|
||
|
||
// Setup texture, create render and frame buffers
|
||
|
||
var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
|
||
glFormat = paramThreeToGL( renderTarget.format ),
|
||
glType = paramThreeToGL( renderTarget.type );
|
||
|
||
if ( isCube ) {
|
||
|
||
renderTarget.__webglFramebuffer = [];
|
||
renderTarget.__webglRenderbuffer = [];
|
||
|
||
_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
|
||
setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
|
||
|
||
for ( var i = 0; i < 6; i ++ ) {
|
||
|
||
renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
|
||
renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
|
||
|
||
_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
|
||
|
||
setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
|
||
setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
|
||
|
||
}
|
||
|
||
if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
|
||
|
||
} else {
|
||
|
||
renderTarget.__webglFramebuffer = _gl.createFramebuffer();
|
||
|
||
if ( renderTarget.shareDepthFrom ) {
|
||
|
||
renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
|
||
|
||
} else {
|
||
|
||
renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
|
||
|
||
}
|
||
|
||
_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
|
||
setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
|
||
|
||
_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
|
||
|
||
setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
|
||
|
||
if ( renderTarget.shareDepthFrom ) {
|
||
|
||
if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
|
||
|
||
_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
|
||
|
||
} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
|
||
|
||
_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
|
||
|
||
}
|
||
|
||
if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
|
||
|
||
}
|
||
|
||
// Release everything
|
||
|
||
if ( isCube ) {
|
||
|
||
_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
|
||
|
||
} else {
|
||
|
||
_gl.bindTexture( _gl.TEXTURE_2D, null );
|
||
|
||
}
|
||
|
||
_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
|
||
_gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
|
||
|
||
}
|
||
|
||
var framebuffer, width, height, vx, vy;
|
||
|
||
if ( renderTarget ) {
|
||
|
||
if ( isCube ) {
|
||
|
||
framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
|
||
|
||
} else {
|
||
|
||
framebuffer = renderTarget.__webglFramebuffer;
|
||
|
||
}
|
||
|
||
width = renderTarget.width;
|
||
height = renderTarget.height;
|
||
|
||
vx = 0;
|
||
vy = 0;
|
||
|
||
} else {
|
||
|
||
framebuffer = null;
|
||
|
||
width = _viewportWidth;
|
||
height = _viewportHeight;
|
||
|
||
vx = _viewportX;
|
||
vy = _viewportY;
|
||
|
||
}
|
||
|
||
if ( framebuffer !== _currentFramebuffer ) {
|
||
|
||
_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
|
||
_gl.viewport( vx, vy, width, height );
|
||
|
||
_currentFramebuffer = framebuffer;
|
||
|
||
}
|
||
|
||
_currentWidth = width;
|
||
_currentHeight = height;
|
||
|
||
};
|
||
|
||
function updateRenderTargetMipmap ( renderTarget ) {
|
||
|
||
if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
|
||
|
||
_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
|
||
_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
|
||
_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
|
||
|
||
} else {
|
||
|
||
_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
|
||
_gl.generateMipmap( _gl.TEXTURE_2D );
|
||
_gl.bindTexture( _gl.TEXTURE_2D, null );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
// Fallback filters for non-power-of-2 textures
|
||
|
||
function filterFallback ( f ) {
|
||
|
||
if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
|
||
|
||
return _gl.NEAREST;
|
||
|
||
}
|
||
|
||
return _gl.LINEAR;
|
||
|
||
};
|
||
|
||
// Map three.js constants to WebGL constants
|
||
|
||
function paramThreeToGL ( p ) {
|
||
|
||
if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
|
||
if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
|
||
if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
|
||
|
||
if ( p === THREE.NearestFilter ) return _gl.NEAREST;
|
||
if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
|
||
if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
|
||
|
||
if ( p === THREE.LinearFilter ) return _gl.LINEAR;
|
||
if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
|
||
if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
|
||
|
||
if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
|
||
if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
|
||
if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
|
||
if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
|
||
|
||
if ( p === THREE.ByteType ) return _gl.BYTE;
|
||
if ( p === THREE.ShortType ) return _gl.SHORT;
|
||
if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
|
||
if ( p === THREE.IntType ) return _gl.INT;
|
||
if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
|
||
if ( p === THREE.FloatType ) return _gl.FLOAT;
|
||
|
||
if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
|
||
if ( p === THREE.RGBFormat ) return _gl.RGB;
|
||
if ( p === THREE.RGBAFormat ) return _gl.RGBA;
|
||
if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
|
||
if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
|
||
|
||
if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
|
||
if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
|
||
if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
|
||
|
||
if ( p === THREE.ZeroFactor ) return _gl.ZERO;
|
||
if ( p === THREE.OneFactor ) return _gl.ONE;
|
||
if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
|
||
if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
|
||
if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
|
||
if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
|
||
if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
|
||
if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
|
||
|
||
if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
|
||
if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
|
||
if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
|
||
|
||
if ( _glExtensionCompressedTextureS3TC !== undefined ) {
|
||
|
||
if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
|
||
if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
|
||
if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
|
||
if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;
|
||
|
||
}
|
||
|
||
return 0;
|
||
|
||
};
|
||
|
||
// Allocations
|
||
|
||
function allocateBones ( object ) {
|
||
|
||
if ( _supportsBoneTextures && object && object.useVertexTexture ) {
|
||
|
||
return 1024;
|
||
|
||
} else {
|
||
|
||
// default for when object is not specified
|
||
// ( for example when prebuilding shader
|
||
// to be used with multiple objects )
|
||
//
|
||
// - leave some extra space for other uniforms
|
||
// - limit here is ANGLE's 254 max uniform vectors
|
||
// (up to 54 should be safe)
|
||
|
||
var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
|
||
var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
|
||
|
||
var maxBones = nVertexMatrices;
|
||
|
||
if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
|
||
|
||
maxBones = Math.min( object.bones.length, maxBones );
|
||
|
||
if ( maxBones < object.bones.length ) {
|
||
|
||
console.warn( "WebGLRenderer: too many bones - " + object.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return maxBones;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function allocateLights( lights ) {
|
||
|
||
var dirLights = 0;
|
||
var pointLights = 0;
|
||
var spotLights = 0;
|
||
var hemiLights = 0;
|
||
|
||
for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
|
||
|
||
var light = lights[ l ];
|
||
|
||
if ( light.onlyShadow || light.visible === false ) continue;
|
||
|
||
if ( light instanceof THREE.DirectionalLight ) dirLights ++;
|
||
if ( light instanceof THREE.PointLight ) pointLights ++;
|
||
if ( light instanceof THREE.SpotLight ) spotLights ++;
|
||
if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
|
||
|
||
}
|
||
|
||
return { 'directional' : dirLights, 'point' : pointLights, 'spot': spotLights, 'hemi': hemiLights };
|
||
|
||
};
|
||
|
||
function allocateShadows( lights ) {
|
||
|
||
var maxShadows = 0;
|
||
|
||
for ( var l = 0, ll = lights.length; l < ll; l++ ) {
|
||
|
||
var light = lights[ l ];
|
||
|
||
if ( ! light.castShadow ) continue;
|
||
|
||
if ( light instanceof THREE.SpotLight ) maxShadows ++;
|
||
if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
|
||
|
||
}
|
||
|
||
return maxShadows;
|
||
|
||
};
|
||
|
||
// Initialization
|
||
|
||
function initGL() {
|
||
|
||
try {
|
||
|
||
var attributes = {
|
||
alpha: _alpha,
|
||
premultipliedAlpha: _premultipliedAlpha,
|
||
antialias: _antialias,
|
||
stencil: _stencil,
|
||
preserveDrawingBuffer: _preserveDrawingBuffer
|
||
};
|
||
|
||
_gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
|
||
|
||
if ( _gl === null ) {
|
||
|
||
throw 'Error creating WebGL context.';
|
||
|
||
}
|
||
|
||
} catch ( error ) {
|
||
|
||
console.error( error );
|
||
|
||
}
|
||
|
||
_glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
|
||
_glExtensionTextureFloatLinear = _gl.getExtension( 'OES_texture_float_linear' );
|
||
_glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );
|
||
|
||
_glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
|
||
|
||
_glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
|
||
|
||
if ( ! _glExtensionTextureFloat ) {
|
||
|
||
console.log( 'THREE.WebGLRenderer: Float textures not supported.' );
|
||
|
||
}
|
||
|
||
if ( ! _glExtensionStandardDerivatives ) {
|
||
|
||
console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );
|
||
|
||
}
|
||
|
||
if ( ! _glExtensionTextureFilterAnisotropic ) {
|
||
|
||
console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );
|
||
|
||
}
|
||
|
||
if ( ! _glExtensionCompressedTextureS3TC ) {
|
||
|
||
console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );
|
||
|
||
}
|
||
|
||
if ( _gl.getShaderPrecisionFormat === undefined ) {
|
||
|
||
_gl.getShaderPrecisionFormat = function() {
|
||
|
||
return {
|
||
"rangeMin" : 1,
|
||
"rangeMax" : 1,
|
||
"precision" : 1
|
||
};
|
||
|
||
}
|
||
}
|
||
|
||
};
|
||
|
||
function setDefaultGLState () {
|
||
|
||
_gl.clearColor( 0, 0, 0, 1 );
|
||
_gl.clearDepth( 1 );
|
||
_gl.clearStencil( 0 );
|
||
|
||
_gl.enable( _gl.DEPTH_TEST );
|
||
_gl.depthFunc( _gl.LEQUAL );
|
||
|
||
_gl.frontFace( _gl.CCW );
|
||
_gl.cullFace( _gl.BACK );
|
||
_gl.enable( _gl.CULL_FACE );
|
||
|
||
_gl.enable( _gl.BLEND );
|
||
_gl.blendEquation( _gl.FUNC_ADD );
|
||
_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
|
||
|
||
_gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
|
||
|
||
_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
|
||
|
||
};
|
||
|
||
// default plugins (order is important)
|
||
|
||
this.shadowMapPlugin = new THREE.ShadowMapPlugin();
|
||
this.addPrePlugin( this.shadowMapPlugin );
|
||
|
||
this.addPostPlugin( new THREE.SpritePlugin() );
|
||
this.addPostPlugin( new THREE.LensFlarePlugin() );
|
||
|
||
};
|
||
|
||
/**
|
||
* @author szimek / https://github.com/szimek/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.WebGLRenderTarget = function ( width, height, options ) {
|
||
|
||
this.width = width;
|
||
this.height = height;
|
||
|
||
options = options || {};
|
||
|
||
this.wrapS = options.wrapS !== undefined ? options.wrapS : THREE.ClampToEdgeWrapping;
|
||
this.wrapT = options.wrapT !== undefined ? options.wrapT : THREE.ClampToEdgeWrapping;
|
||
|
||
this.magFilter = options.magFilter !== undefined ? options.magFilter : THREE.LinearFilter;
|
||
this.minFilter = options.minFilter !== undefined ? options.minFilter : THREE.LinearMipMapLinearFilter;
|
||
|
||
this.anisotropy = options.anisotropy !== undefined ? options.anisotropy : 1;
|
||
|
||
this.offset = new THREE.Vector2( 0, 0 );
|
||
this.repeat = new THREE.Vector2( 1, 1 );
|
||
|
||
this.format = options.format !== undefined ? options.format : THREE.RGBAFormat;
|
||
this.type = options.type !== undefined ? options.type : THREE.UnsignedByteType;
|
||
|
||
this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
|
||
this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
|
||
|
||
this.generateMipmaps = true;
|
||
|
||
this.shareDepthFrom = null;
|
||
|
||
};
|
||
|
||
THREE.WebGLRenderTarget.prototype = {
|
||
|
||
constructor: THREE.WebGLRenderTarget,
|
||
|
||
clone: function () {
|
||
|
||
var tmp = new THREE.WebGLRenderTarget( this.width, this.height );
|
||
|
||
tmp.wrapS = this.wrapS;
|
||
tmp.wrapT = this.wrapT;
|
||
|
||
tmp.magFilter = this.magFilter;
|
||
tmp.minFilter = this.minFilter;
|
||
|
||
tmp.anisotropy = this.anisotropy;
|
||
|
||
tmp.offset.copy( this.offset );
|
||
tmp.repeat.copy( this.repeat );
|
||
|
||
tmp.format = this.format;
|
||
tmp.type = this.type;
|
||
|
||
tmp.depthBuffer = this.depthBuffer;
|
||
tmp.stencilBuffer = this.stencilBuffer;
|
||
|
||
tmp.generateMipmaps = this.generateMipmaps;
|
||
|
||
tmp.shareDepthFrom = this.shareDepthFrom;
|
||
|
||
return tmp;
|
||
|
||
},
|
||
|
||
dispose: function () {
|
||
|
||
this.dispatchEvent( { type: 'dispose' } );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
THREE.EventDispatcher.prototype.apply( THREE.WebGLRenderTarget.prototype );
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com
|
||
*/
|
||
|
||
THREE.WebGLRenderTargetCube = function ( width, height, options ) {
|
||
|
||
THREE.WebGLRenderTarget.call( this, width, height, options );
|
||
|
||
this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
|
||
|
||
};
|
||
|
||
THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
THREE.RenderableVertex = function () {
|
||
|
||
this.position = new THREE.Vector3();
|
||
this.positionWorld = new THREE.Vector3();
|
||
this.positionScreen = new THREE.Vector4();
|
||
|
||
this.visible = true;
|
||
|
||
};
|
||
|
||
THREE.RenderableVertex.prototype.copy = function ( vertex ) {
|
||
|
||
this.positionWorld.copy( vertex.positionWorld );
|
||
this.positionScreen.copy( vertex.positionScreen );
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
THREE.RenderableFace = function () {
|
||
|
||
this.id = 0;
|
||
|
||
this.v1 = new THREE.RenderableVertex();
|
||
this.v2 = new THREE.RenderableVertex();
|
||
this.v3 = new THREE.RenderableVertex();
|
||
|
||
this.centroidModel = new THREE.Vector3();
|
||
|
||
this.normalModel = new THREE.Vector3();
|
||
|
||
this.vertexNormalsModel = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
|
||
this.vertexNormalsLength = 0;
|
||
|
||
this.color = null;
|
||
this.material = null;
|
||
this.uvs = [[]];
|
||
|
||
this.z = 0;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
THREE.RenderableObject = function () {
|
||
|
||
this.id = 0;
|
||
|
||
this.object = null;
|
||
this.z = 0;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
THREE.RenderableSprite = function () {
|
||
|
||
this.id = 0;
|
||
|
||
this.object = null;
|
||
|
||
this.x = 0;
|
||
this.y = 0;
|
||
this.z = 0;
|
||
|
||
this.rotation = 0;
|
||
this.scale = new THREE.Vector2();
|
||
|
||
this.material = null;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
THREE.RenderableLine = function () {
|
||
|
||
this.id = 0;
|
||
|
||
this.v1 = new THREE.RenderableVertex();
|
||
this.v2 = new THREE.RenderableVertex();
|
||
|
||
this.vertexColors = [ new THREE.Color(), new THREE.Color() ];
|
||
this.material = null;
|
||
|
||
this.z = 0;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.GeometryUtils = {
|
||
|
||
// Merge two geometries or geometry and geometry from object (using object's transform)
|
||
|
||
merge: function ( geometry1, object2 /* mesh | geometry */, materialIndexOffset ) {
|
||
|
||
var matrix, normalMatrix,
|
||
vertexOffset = geometry1.vertices.length,
|
||
uvPosition = geometry1.faceVertexUvs[ 0 ].length,
|
||
geometry2 = object2 instanceof THREE.Mesh ? object2.geometry : object2,
|
||
vertices1 = geometry1.vertices,
|
||
vertices2 = geometry2.vertices,
|
||
faces1 = geometry1.faces,
|
||
faces2 = geometry2.faces,
|
||
uvs1 = geometry1.faceVertexUvs[ 0 ],
|
||
uvs2 = geometry2.faceVertexUvs[ 0 ];
|
||
|
||
if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
|
||
|
||
if ( object2 instanceof THREE.Mesh ) {
|
||
|
||
object2.matrixAutoUpdate && object2.updateMatrix();
|
||
|
||
matrix = object2.matrix;
|
||
|
||
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 ) 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 ) {
|
||
|
||
faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
|
||
|
||
}
|
||
|
||
for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
|
||
|
||
normal = faceVertexNormals[ j ].clone();
|
||
|
||
if ( normalMatrix ) {
|
||
|
||
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;
|
||
|
||
faceCopy.centroid.copy( face.centroid );
|
||
|
||
if ( matrix ) {
|
||
|
||
faceCopy.centroid.applyMatrix4( matrix );
|
||
|
||
}
|
||
|
||
faces1.push( faceCopy );
|
||
|
||
}
|
||
|
||
// uvs
|
||
|
||
for ( i = 0, il = uvs2.length; i < il; i ++ ) {
|
||
|
||
var uv = uvs2[ i ], uvCopy = [];
|
||
|
||
for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
|
||
|
||
uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
|
||
|
||
}
|
||
|
||
uvs1.push( uvCopy );
|
||
|
||
}
|
||
|
||
},
|
||
|
||
// Get random point in triangle (via barycentric coordinates)
|
||
// (uniform distribution)
|
||
// http://www.cgafaq.info/wiki/Random_Point_In_Triangle
|
||
|
||
randomPointInTriangle: function () {
|
||
|
||
var vector = new THREE.Vector3();
|
||
|
||
return function ( vectorA, vectorB, vectorC ) {
|
||
|
||
var point = new THREE.Vector3();
|
||
|
||
var a = THREE.Math.random16();
|
||
var b = THREE.Math.random16();
|
||
|
||
if ( ( a + b ) > 1 ) {
|
||
|
||
a = 1 - a;
|
||
b = 1 - b;
|
||
|
||
}
|
||
|
||
var c = 1 - a - b;
|
||
|
||
point.copy( vectorA );
|
||
point.multiplyScalar( a );
|
||
|
||
vector.copy( vectorB );
|
||
vector.multiplyScalar( b );
|
||
|
||
point.add( vector );
|
||
|
||
vector.copy( vectorC );
|
||
vector.multiplyScalar( c );
|
||
|
||
point.add( vector );
|
||
|
||
return point;
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
// Get random point in face (triangle / quad)
|
||
// (uniform distribution)
|
||
|
||
randomPointInFace: function ( face, geometry, useCachedAreas ) {
|
||
|
||
var vA, vB, vC, vD;
|
||
|
||
vA = geometry.vertices[ face.a ];
|
||
vB = geometry.vertices[ face.b ];
|
||
vC = geometry.vertices[ face.c ];
|
||
|
||
return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vC );
|
||
|
||
},
|
||
|
||
// Get uniformly distributed random points in mesh
|
||
// - create array with cumulative sums of face areas
|
||
// - pick random number from 0 to total area
|
||
// - find corresponding place in area array by binary search
|
||
// - get random point in face
|
||
|
||
randomPointsInGeometry: function ( geometry, n ) {
|
||
|
||
var face, i,
|
||
faces = geometry.faces,
|
||
vertices = geometry.vertices,
|
||
il = faces.length,
|
||
totalArea = 0,
|
||
cumulativeAreas = [],
|
||
vA, vB, vC, vD;
|
||
|
||
// precompute face areas
|
||
|
||
for ( i = 0; i < il; i ++ ) {
|
||
|
||
face = faces[ i ];
|
||
|
||
vA = vertices[ face.a ];
|
||
vB = vertices[ face.b ];
|
||
vC = vertices[ face.c ];
|
||
|
||
face._area = THREE.GeometryUtils.triangleArea( vA, vB, vC );
|
||
|
||
totalArea += face._area;
|
||
|
||
cumulativeAreas[ i ] = totalArea;
|
||
|
||
}
|
||
|
||
// binary search cumulative areas array
|
||
|
||
function binarySearchIndices( value ) {
|
||
|
||
function binarySearch( start, end ) {
|
||
|
||
// return closest larger index
|
||
// if exact number is not found
|
||
|
||
if ( end < start )
|
||
return start;
|
||
|
||
var mid = start + Math.floor( ( end - start ) / 2 );
|
||
|
||
if ( cumulativeAreas[ mid ] > value ) {
|
||
|
||
return binarySearch( start, mid - 1 );
|
||
|
||
} else if ( cumulativeAreas[ mid ] < value ) {
|
||
|
||
return binarySearch( mid + 1, end );
|
||
|
||
} else {
|
||
|
||
return mid;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
var result = binarySearch( 0, cumulativeAreas.length - 1 )
|
||
return result;
|
||
|
||
}
|
||
|
||
// pick random face weighted by face area
|
||
|
||
var r, index,
|
||
result = [];
|
||
|
||
var stats = {};
|
||
|
||
for ( i = 0; i < n; i ++ ) {
|
||
|
||
r = THREE.Math.random16() * totalArea;
|
||
|
||
index = binarySearchIndices( r );
|
||
|
||
result[ i ] = THREE.GeometryUtils.randomPointInFace( faces[ index ], geometry, true );
|
||
|
||
if ( ! stats[ index ] ) {
|
||
|
||
stats[ index ] = 1;
|
||
|
||
} else {
|
||
|
||
stats[ index ] += 1;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return result;
|
||
|
||
},
|
||
|
||
// Get triangle area (half of parallelogram)
|
||
// http://mathworld.wolfram.com/TriangleArea.html
|
||
|
||
triangleArea: function () {
|
||
|
||
var vector1 = new THREE.Vector3();
|
||
var vector2 = new THREE.Vector3();
|
||
|
||
return function ( vectorA, vectorB, vectorC ) {
|
||
|
||
vector1.subVectors( vectorB, vectorA );
|
||
vector2.subVectors( vectorC, vectorA );
|
||
vector1.cross( vector2 );
|
||
|
||
return 0.5 * vector1.length();
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
// Center geometry so that 0,0,0 is in center of bounding box
|
||
|
||
center: function ( geometry ) {
|
||
|
||
geometry.computeBoundingBox();
|
||
|
||
var bb = geometry.boundingBox;
|
||
|
||
var offset = new THREE.Vector3();
|
||
|
||
offset.addVectors( bb.min, bb.max );
|
||
offset.multiplyScalar( -0.5 );
|
||
|
||
geometry.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) );
|
||
geometry.computeBoundingBox();
|
||
|
||
return offset;
|
||
|
||
},
|
||
|
||
triangulateQuads: function ( geometry ) {
|
||
|
||
var i, il, j, jl;
|
||
|
||
var faces = [];
|
||
var faceVertexUvs = [];
|
||
|
||
for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
|
||
|
||
faceVertexUvs[ i ] = [];
|
||
|
||
}
|
||
|
||
for ( i = 0, il = geometry.faces.length; i < il; i ++ ) {
|
||
|
||
var face = geometry.faces[ i ];
|
||
|
||
faces.push( face );
|
||
|
||
for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
|
||
|
||
faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
geometry.faces = faces;
|
||
geometry.faceVertexUvs = faceVertexUvs;
|
||
|
||
geometry.computeCentroids();
|
||
geometry.computeFaceNormals();
|
||
geometry.computeVertexNormals();
|
||
|
||
if ( geometry.hasTangents ) geometry.computeTangents();
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
THREE.ImageUtils = {
|
||
|
||
crossOrigin: undefined,
|
||
|
||
loadTexture: function ( url, mapping, onLoad, onError ) {
|
||
|
||
var loader = new THREE.ImageLoader();
|
||
loader.crossOrigin = this.crossOrigin;
|
||
|
||
var texture = new THREE.Texture( undefined, mapping );
|
||
|
||
var image = loader.load( url, function () {
|
||
|
||
texture.needsUpdate = true;
|
||
|
||
if ( onLoad ) onLoad( texture );
|
||
|
||
} );
|
||
|
||
texture.image = image;
|
||
texture.sourceFile = url;
|
||
|
||
return texture;
|
||
|
||
},
|
||
|
||
loadCompressedTexture: function ( url, mapping, onLoad, onError ) {
|
||
|
||
var texture = new THREE.CompressedTexture();
|
||
texture.mapping = mapping;
|
||
|
||
var request = new XMLHttpRequest();
|
||
|
||
request.onload = function () {
|
||
|
||
var buffer = request.response;
|
||
var dds = THREE.ImageUtils.parseDDS( buffer, true );
|
||
|
||
texture.format = dds.format;
|
||
|
||
texture.mipmaps = dds.mipmaps;
|
||
texture.image.width = dds.width;
|
||
texture.image.height = dds.height;
|
||
|
||
// gl.generateMipmap fails for compressed textures
|
||
// mipmaps must be embedded in the DDS file
|
||
// or texture filters must not use mipmapping
|
||
|
||
texture.generateMipmaps = false;
|
||
|
||
texture.needsUpdate = true;
|
||
|
||
if ( onLoad ) onLoad( texture );
|
||
|
||
}
|
||
|
||
request.onerror = onError;
|
||
|
||
request.open( 'GET', url, true );
|
||
request.responseType = "arraybuffer";
|
||
request.send( null );
|
||
|
||
return texture;
|
||
|
||
},
|
||
|
||
loadTextureCube: function ( array, mapping, onLoad, onError ) {
|
||
|
||
var images = [];
|
||
images.loadCount = 0;
|
||
|
||
var texture = new THREE.Texture();
|
||
texture.image = images;
|
||
if ( mapping !== undefined ) texture.mapping = mapping;
|
||
|
||
// no flipping needed for cube textures
|
||
|
||
texture.flipY = false;
|
||
|
||
for ( var i = 0, il = array.length; i < il; ++ i ) {
|
||
|
||
var cubeImage = new Image();
|
||
images[ i ] = cubeImage;
|
||
|
||
cubeImage.onload = function () {
|
||
|
||
images.loadCount += 1;
|
||
|
||
if ( images.loadCount === 6 ) {
|
||
|
||
texture.needsUpdate = true;
|
||
if ( onLoad ) onLoad( texture );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
cubeImage.onerror = onError;
|
||
|
||
cubeImage.crossOrigin = this.crossOrigin;
|
||
cubeImage.src = array[ i ];
|
||
|
||
}
|
||
|
||
return texture;
|
||
|
||
},
|
||
|
||
loadCompressedTextureCube: function ( array, mapping, onLoad, onError ) {
|
||
|
||
var images = [];
|
||
images.loadCount = 0;
|
||
|
||
var texture = new THREE.CompressedTexture();
|
||
texture.image = images;
|
||
if ( mapping !== undefined ) texture.mapping = mapping;
|
||
|
||
// no flipping for cube textures
|
||
// (also flipping doesn't work for compressed textures )
|
||
|
||
texture.flipY = false;
|
||
|
||
// can't generate mipmaps for compressed textures
|
||
// mips must be embedded in DDS files
|
||
|
||
texture.generateMipmaps = false;
|
||
|
||
var generateCubeFaceCallback = function ( rq, img ) {
|
||
|
||
return function () {
|
||
|
||
var buffer = rq.response;
|
||
var dds = THREE.ImageUtils.parseDDS( buffer, true );
|
||
|
||
img.format = dds.format;
|
||
|
||
img.mipmaps = dds.mipmaps;
|
||
img.width = dds.width;
|
||
img.height = dds.height;
|
||
|
||
images.loadCount += 1;
|
||
|
||
if ( images.loadCount === 6 ) {
|
||
|
||
texture.format = dds.format;
|
||
texture.needsUpdate = true;
|
||
if ( onLoad ) onLoad( texture );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// compressed cubemap textures as 6 separate DDS files
|
||
|
||
if ( array instanceof Array ) {
|
||
|
||
for ( var i = 0, il = array.length; i < il; ++ i ) {
|
||
|
||
var cubeImage = {};
|
||
images[ i ] = cubeImage;
|
||
|
||
var request = new XMLHttpRequest();
|
||
|
||
request.onload = generateCubeFaceCallback( request, cubeImage );
|
||
request.onerror = onError;
|
||
|
||
var url = array[ i ];
|
||
|
||
request.open( 'GET', url, true );
|
||
request.responseType = "arraybuffer";
|
||
request.send( null );
|
||
|
||
}
|
||
|
||
// compressed cubemap texture stored in a single DDS file
|
||
|
||
} else {
|
||
|
||
var url = array;
|
||
var request = new XMLHttpRequest();
|
||
|
||
request.onload = function( ) {
|
||
|
||
var buffer = request.response;
|
||
var dds = THREE.ImageUtils.parseDDS( buffer, true );
|
||
|
||
if ( dds.isCubemap ) {
|
||
|
||
var faces = dds.mipmaps.length / dds.mipmapCount;
|
||
|
||
for ( var f = 0; f < faces; f ++ ) {
|
||
|
||
images[ f ] = { mipmaps : [] };
|
||
|
||
for ( var i = 0; i < dds.mipmapCount; i ++ ) {
|
||
|
||
images[ f ].mipmaps.push( dds.mipmaps[ f * dds.mipmapCount + i ] );
|
||
images[ f ].format = dds.format;
|
||
images[ f ].width = dds.width;
|
||
images[ f ].height = dds.height;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
texture.format = dds.format;
|
||
texture.needsUpdate = true;
|
||
if ( onLoad ) onLoad( texture );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
request.onerror = onError;
|
||
|
||
request.open( 'GET', url, true );
|
||
request.responseType = "arraybuffer";
|
||
request.send( null );
|
||
|
||
}
|
||
|
||
return texture;
|
||
|
||
},
|
||
|
||
loadDDSTexture: function ( url, mapping, onLoad, onError ) {
|
||
|
||
var images = [];
|
||
images.loadCount = 0;
|
||
|
||
var texture = new THREE.CompressedTexture();
|
||
texture.image = images;
|
||
if ( mapping !== undefined ) texture.mapping = mapping;
|
||
|
||
// no flipping for cube textures
|
||
// (also flipping doesn't work for compressed textures )
|
||
|
||
texture.flipY = false;
|
||
|
||
// can't generate mipmaps for compressed textures
|
||
// mips must be embedded in DDS files
|
||
|
||
texture.generateMipmaps = false;
|
||
|
||
{
|
||
var request = new XMLHttpRequest();
|
||
|
||
request.onload = function( ) {
|
||
|
||
var buffer = request.response;
|
||
var dds = THREE.ImageUtils.parseDDS( buffer, true );
|
||
|
||
if ( dds.isCubemap ) {
|
||
|
||
var faces = dds.mipmaps.length / dds.mipmapCount;
|
||
|
||
for ( var f = 0; f < faces; f ++ ) {
|
||
|
||
images[ f ] = { mipmaps : [] };
|
||
|
||
for ( var i = 0; i < dds.mipmapCount; i ++ ) {
|
||
|
||
images[ f ].mipmaps.push( dds.mipmaps[ f * dds.mipmapCount + i ] );
|
||
images[ f ].format = dds.format;
|
||
images[ f ].width = dds.width;
|
||
images[ f ].height = dds.height;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
|
||
} else {
|
||
texture.image.width = dds.width;
|
||
texture.image.height = dds.height;
|
||
texture.mipmaps = dds.mipmaps;
|
||
}
|
||
|
||
texture.format = dds.format;
|
||
texture.needsUpdate = true;
|
||
if ( onLoad ) onLoad( texture );
|
||
|
||
}
|
||
|
||
request.onerror = onError;
|
||
|
||
request.open( 'GET', url, true );
|
||
request.responseType = "arraybuffer";
|
||
request.send( null );
|
||
|
||
}
|
||
|
||
return texture;
|
||
|
||
},
|
||
|
||
parseDDS: function ( buffer, loadMipmaps ) {
|
||
|
||
var dds = { mipmaps: [], width: 0, height: 0, format: null, mipmapCount: 1 };
|
||
|
||
// Adapted from @toji's DDS utils
|
||
// https://github.com/toji/webgl-texture-utils/blob/master/texture-util/dds.js
|
||
|
||
// All values and structures referenced from:
|
||
// http://msdn.microsoft.com/en-us/library/bb943991.aspx/
|
||
|
||
var DDS_MAGIC = 0x20534444;
|
||
|
||
var DDSD_CAPS = 0x1,
|
||
DDSD_HEIGHT = 0x2,
|
||
DDSD_WIDTH = 0x4,
|
||
DDSD_PITCH = 0x8,
|
||
DDSD_PIXELFORMAT = 0x1000,
|
||
DDSD_MIPMAPCOUNT = 0x20000,
|
||
DDSD_LINEARSIZE = 0x80000,
|
||
DDSD_DEPTH = 0x800000;
|
||
|
||
var DDSCAPS_COMPLEX = 0x8,
|
||
DDSCAPS_MIPMAP = 0x400000,
|
||
DDSCAPS_TEXTURE = 0x1000;
|
||
|
||
var DDSCAPS2_CUBEMAP = 0x200,
|
||
DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
|
||
DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
|
||
DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
|
||
DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
|
||
DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
|
||
DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
|
||
DDSCAPS2_VOLUME = 0x200000;
|
||
|
||
var DDPF_ALPHAPIXELS = 0x1,
|
||
DDPF_ALPHA = 0x2,
|
||
DDPF_FOURCC = 0x4,
|
||
DDPF_RGB = 0x40,
|
||
DDPF_YUV = 0x200,
|
||
DDPF_LUMINANCE = 0x20000;
|
||
|
||
function fourCCToInt32( value ) {
|
||
|
||
return value.charCodeAt(0) +
|
||
(value.charCodeAt(1) << 8) +
|
||
(value.charCodeAt(2) << 16) +
|
||
(value.charCodeAt(3) << 24);
|
||
|
||
}
|
||
|
||
function int32ToFourCC( value ) {
|
||
|
||
return String.fromCharCode(
|
||
value & 0xff,
|
||
(value >> 8) & 0xff,
|
||
(value >> 16) & 0xff,
|
||
(value >> 24) & 0xff
|
||
);
|
||
}
|
||
|
||
function loadARGBMip( buffer, dataOffset, width, height ) {
|
||
var dataLength = width*height*4;
|
||
var srcBuffer = new Uint8Array( buffer, dataOffset, dataLength );
|
||
var byteArray = new Uint8Array( dataLength );
|
||
var dst = 0;
|
||
var src = 0;
|
||
for ( var y = 0; y < height; y++ ) {
|
||
for ( var x = 0; x < width; x++ ) {
|
||
var b = srcBuffer[src]; src++;
|
||
var g = srcBuffer[src]; src++;
|
||
var r = srcBuffer[src]; src++;
|
||
var a = srcBuffer[src]; src++;
|
||
byteArray[dst] = r; dst++; //r
|
||
byteArray[dst] = g; dst++; //g
|
||
byteArray[dst] = b; dst++; //b
|
||
byteArray[dst] = a; dst++; //a
|
||
}
|
||
}
|
||
return byteArray;
|
||
}
|
||
|
||
var FOURCC_DXT1 = fourCCToInt32("DXT1");
|
||
var FOURCC_DXT3 = fourCCToInt32("DXT3");
|
||
var FOURCC_DXT5 = fourCCToInt32("DXT5");
|
||
|
||
var headerLengthInt = 31; // The header length in 32 bit ints
|
||
|
||
// Offsets into the header array
|
||
|
||
var off_magic = 0;
|
||
|
||
var off_size = 1;
|
||
var off_flags = 2;
|
||
var off_height = 3;
|
||
var off_width = 4;
|
||
|
||
var off_mipmapCount = 7;
|
||
|
||
var off_pfFlags = 20;
|
||
var off_pfFourCC = 21;
|
||
var off_RGBBitCount = 22;
|
||
var off_RBitMask = 23;
|
||
var off_GBitMask = 24;
|
||
var off_BBitMask = 25;
|
||
var off_ABitMask = 26;
|
||
|
||
var off_caps = 27;
|
||
var off_caps2 = 28;
|
||
var off_caps3 = 29;
|
||
var off_caps4 = 30;
|
||
|
||
// Parse header
|
||
|
||
var header = new Int32Array( buffer, 0, headerLengthInt );
|
||
|
||
if ( header[ off_magic ] !== DDS_MAGIC ) {
|
||
|
||
console.error( "ImageUtils.parseDDS(): Invalid magic number in DDS header" );
|
||
return dds;
|
||
|
||
}
|
||
|
||
if ( ! header[ off_pfFlags ] & DDPF_FOURCC ) {
|
||
|
||
console.error( "ImageUtils.parseDDS(): Unsupported format, must contain a FourCC code" );
|
||
return dds;
|
||
|
||
}
|
||
|
||
var blockBytes;
|
||
|
||
var fourCC = header[ off_pfFourCC ];
|
||
|
||
var isRGBAUncompressed = false;
|
||
|
||
switch ( fourCC ) {
|
||
|
||
case FOURCC_DXT1:
|
||
|
||
blockBytes = 8;
|
||
dds.format = THREE.RGB_S3TC_DXT1_Format;
|
||
break;
|
||
|
||
case FOURCC_DXT3:
|
||
|
||
blockBytes = 16;
|
||
dds.format = THREE.RGBA_S3TC_DXT3_Format;
|
||
break;
|
||
|
||
case FOURCC_DXT5:
|
||
|
||
blockBytes = 16;
|
||
dds.format = THREE.RGBA_S3TC_DXT5_Format;
|
||
break;
|
||
|
||
default:
|
||
|
||
if( header[off_RGBBitCount] ==32
|
||
&& header[off_RBitMask]&0xff0000
|
||
&& header[off_GBitMask]&0xff00
|
||
&& header[off_BBitMask]&0xff
|
||
&& header[off_ABitMask]&0xff000000 ) {
|
||
isRGBAUncompressed = true;
|
||
blockBytes = 64;
|
||
dds.format = THREE.RGBAFormat;
|
||
} else {
|
||
console.error( "ImageUtils.parseDDS(): Unsupported FourCC code: ", int32ToFourCC( fourCC ) );
|
||
return dds;
|
||
}
|
||
}
|
||
|
||
dds.mipmapCount = 1;
|
||
|
||
if ( header[ off_flags ] & DDSD_MIPMAPCOUNT && loadMipmaps !== false ) {
|
||
|
||
dds.mipmapCount = Math.max( 1, header[ off_mipmapCount ] );
|
||
|
||
}
|
||
|
||
//TODO: Verify that all faces of the cubemap are present with DDSCAPS2_CUBEMAP_POSITIVEX, etc.
|
||
|
||
dds.isCubemap = header[ off_caps2 ] & DDSCAPS2_CUBEMAP ? true : false;
|
||
|
||
dds.width = header[ off_width ];
|
||
dds.height = header[ off_height ];
|
||
|
||
var dataOffset = header[ off_size ] + 4;
|
||
|
||
// Extract mipmaps buffers
|
||
|
||
var width = dds.width;
|
||
var height = dds.height;
|
||
|
||
var faces = dds.isCubemap ? 6 : 1;
|
||
|
||
for ( var face = 0; face < faces; face ++ ) {
|
||
|
||
for ( var i = 0; i < dds.mipmapCount; i ++ ) {
|
||
|
||
if( isRGBAUncompressed ) {
|
||
var byteArray = loadARGBMip( buffer, dataOffset, width, height );
|
||
var dataLength = byteArray.length;
|
||
} else {
|
||
var dataLength = Math.max( 4, width ) / 4 * Math.max( 4, height ) / 4 * blockBytes;
|
||
var byteArray = new Uint8Array( buffer, dataOffset, dataLength );
|
||
}
|
||
|
||
var mipmap = { "data": byteArray, "width": width, "height": height };
|
||
dds.mipmaps.push( mipmap );
|
||
|
||
dataOffset += dataLength;
|
||
|
||
width = Math.max( width * 0.5, 1 );
|
||
height = Math.max( height * 0.5, 1 );
|
||
|
||
}
|
||
|
||
width = dds.width;
|
||
height = dds.height;
|
||
|
||
}
|
||
|
||
return dds;
|
||
|
||
},
|
||
|
||
getNormalMap: function ( image, depth ) {
|
||
|
||
// Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/
|
||
|
||
var cross = function ( a, b ) {
|
||
|
||
return [ a[ 1 ] * b[ 2 ] - a[ 2 ] * b[ 1 ], a[ 2 ] * b[ 0 ] - a[ 0 ] * b[ 2 ], a[ 0 ] * b[ 1 ] - a[ 1 ] * b[ 0 ] ];
|
||
|
||
}
|
||
|
||
var subtract = function ( a, b ) {
|
||
|
||
return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ];
|
||
|
||
}
|
||
|
||
var normalize = function ( a ) {
|
||
|
||
var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] );
|
||
return [ a[ 0 ] / l, a[ 1 ] / l, a[ 2 ] / l ];
|
||
|
||
}
|
||
|
||
depth = depth | 1;
|
||
|
||
var width = image.width;
|
||
var height = image.height;
|
||
|
||
var canvas = document.createElement( 'canvas' );
|
||
canvas.width = width;
|
||
canvas.height = height;
|
||
|
||
var context = canvas.getContext( '2d' );
|
||
context.drawImage( image, 0, 0 );
|
||
|
||
var data = context.getImageData( 0, 0, width, height ).data;
|
||
var imageData = context.createImageData( width, height );
|
||
var output = imageData.data;
|
||
|
||
for ( var x = 0; x < width; x ++ ) {
|
||
|
||
for ( var y = 0; y < height; y ++ ) {
|
||
|
||
var ly = y - 1 < 0 ? 0 : y - 1;
|
||
var uy = y + 1 > height - 1 ? height - 1 : y + 1;
|
||
var lx = x - 1 < 0 ? 0 : x - 1;
|
||
var ux = x + 1 > width - 1 ? width - 1 : x + 1;
|
||
|
||
var points = [];
|
||
var origin = [ 0, 0, data[ ( y * width + x ) * 4 ] / 255 * depth ];
|
||
points.push( [ - 1, 0, data[ ( y * width + lx ) * 4 ] / 255 * depth ] );
|
||
points.push( [ - 1, - 1, data[ ( ly * width + lx ) * 4 ] / 255 * depth ] );
|
||
points.push( [ 0, - 1, data[ ( ly * width + x ) * 4 ] / 255 * depth ] );
|
||
points.push( [ 1, - 1, data[ ( ly * width + ux ) * 4 ] / 255 * depth ] );
|
||
points.push( [ 1, 0, data[ ( y * width + ux ) * 4 ] / 255 * depth ] );
|
||
points.push( [ 1, 1, data[ ( uy * width + ux ) * 4 ] / 255 * depth ] );
|
||
points.push( [ 0, 1, data[ ( uy * width + x ) * 4 ] / 255 * depth ] );
|
||
points.push( [ - 1, 1, data[ ( uy * width + lx ) * 4 ] / 255 * depth ] );
|
||
|
||
var normals = [];
|
||
var num_points = points.length;
|
||
|
||
for ( var i = 0; i < num_points; i ++ ) {
|
||
|
||
var v1 = points[ i ];
|
||
var v2 = points[ ( i + 1 ) % num_points ];
|
||
v1 = subtract( v1, origin );
|
||
v2 = subtract( v2, origin );
|
||
normals.push( normalize( cross( v1, v2 ) ) );
|
||
|
||
}
|
||
|
||
var normal = [ 0, 0, 0 ];
|
||
|
||
for ( var i = 0; i < normals.length; i ++ ) {
|
||
|
||
normal[ 0 ] += normals[ i ][ 0 ];
|
||
normal[ 1 ] += normals[ i ][ 1 ];
|
||
normal[ 2 ] += normals[ i ][ 2 ];
|
||
|
||
}
|
||
|
||
normal[ 0 ] /= normals.length;
|
||
normal[ 1 ] /= normals.length;
|
||
normal[ 2 ] /= normals.length;
|
||
|
||
var idx = ( y * width + x ) * 4;
|
||
|
||
output[ idx ] = ( ( normal[ 0 ] + 1.0 ) / 2.0 * 255 ) | 0;
|
||
output[ idx + 1 ] = ( ( normal[ 1 ] + 1.0 ) / 2.0 * 255 ) | 0;
|
||
output[ idx + 2 ] = ( normal[ 2 ] * 255 ) | 0;
|
||
output[ idx + 3 ] = 255;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
context.putImageData( imageData, 0, 0 );
|
||
|
||
return canvas;
|
||
|
||
},
|
||
|
||
generateDataTexture: function ( width, height, color ) {
|
||
|
||
var size = width * height;
|
||
var data = new Uint8Array( 3 * size );
|
||
|
||
var r = Math.floor( color.r * 255 );
|
||
var g = Math.floor( color.g * 255 );
|
||
var b = Math.floor( color.b * 255 );
|
||
|
||
for ( var i = 0; i < size; i ++ ) {
|
||
|
||
data[ i * 3 ] = r;
|
||
data[ i * 3 + 1 ] = g;
|
||
data[ i * 3 + 2 ] = b;
|
||
|
||
}
|
||
|
||
var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
|
||
texture.needsUpdate = true;
|
||
|
||
return texture;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.SceneUtils = {
|
||
|
||
createMultiMaterialObject: function ( geometry, materials ) {
|
||
|
||
var group = new THREE.Object3D();
|
||
|
||
for ( var i = 0, l = materials.length; i < l; i ++ ) {
|
||
|
||
group.add( new THREE.Mesh( geometry, materials[ i ] ) );
|
||
|
||
}
|
||
|
||
return group;
|
||
|
||
},
|
||
|
||
detach : function ( child, parent, scene ) {
|
||
|
||
child.applyMatrix( parent.matrixWorld );
|
||
parent.remove( child );
|
||
scene.add( child );
|
||
|
||
},
|
||
|
||
attach: function ( child, scene, parent ) {
|
||
|
||
var matrixWorldInverse = new THREE.Matrix4();
|
||
matrixWorldInverse.getInverse( parent.matrixWorld );
|
||
child.applyMatrix( matrixWorldInverse );
|
||
|
||
scene.remove( child );
|
||
parent.add( child );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* @author zz85 / http://www.lab4games.net/zz85/blog
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*
|
||
* For Text operations in three.js (See TextGeometry)
|
||
*
|
||
* It uses techniques used in:
|
||
*
|
||
* typeface.js and canvastext
|
||
* For converting fonts and rendering with javascript
|
||
* http://typeface.neocracy.org
|
||
*
|
||
* Triangulation ported from AS3
|
||
* Simple Polygon Triangulation
|
||
* http://actionsnippet.com/?p=1462
|
||
*
|
||
* A Method to triangulate shapes with holes
|
||
* http://www.sakri.net/blog/2009/06/12/an-approach-to-triangulating-polygons-with-holes/
|
||
*
|
||
*/
|
||
|
||
THREE.FontUtils = {
|
||
|
||
faces : {},
|
||
|
||
// Just for now. face[weight][style]
|
||
|
||
face : "helvetiker",
|
||
weight: "normal",
|
||
style : "normal",
|
||
size : 150,
|
||
divisions : 10,
|
||
|
||
getFace : function() {
|
||
|
||
return this.faces[ this.face ][ this.weight ][ this.style ];
|
||
|
||
},
|
||
|
||
loadFace : function( data ) {
|
||
|
||
var family = data.familyName.toLowerCase();
|
||
|
||
var ThreeFont = this;
|
||
|
||
ThreeFont.faces[ family ] = ThreeFont.faces[ family ] || {};
|
||
|
||
ThreeFont.faces[ family ][ data.cssFontWeight ] = ThreeFont.faces[ family ][ data.cssFontWeight ] || {};
|
||
ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
|
||
|
||
var face = ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
|
||
|
||
return data;
|
||
|
||
},
|
||
|
||
drawText : function( text ) {
|
||
|
||
var characterPts = [], allPts = [];
|
||
|
||
// RenderText
|
||
|
||
var i, p,
|
||
face = this.getFace(),
|
||
scale = this.size / face.resolution,
|
||
offset = 0,
|
||
chars = String( text ).split( '' ),
|
||
length = chars.length;
|
||
|
||
var fontPaths = [];
|
||
|
||
for ( i = 0; i < length; i ++ ) {
|
||
|
||
var path = new THREE.Path();
|
||
|
||
var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path );
|
||
offset += ret.offset;
|
||
|
||
fontPaths.push( ret.path );
|
||
|
||
}
|
||
|
||
// get the width
|
||
|
||
var width = offset / 2;
|
||
//
|
||
// for ( p = 0; p < allPts.length; p++ ) {
|
||
//
|
||
// allPts[ p ].x -= width;
|
||
//
|
||
// }
|
||
|
||
//var extract = this.extractPoints( allPts, characterPts );
|
||
//extract.contour = allPts;
|
||
|
||
//extract.paths = fontPaths;
|
||
//extract.offset = width;
|
||
|
||
return { paths : fontPaths, offset : width };
|
||
|
||
},
|
||
|
||
|
||
|
||
|
||
extractGlyphPoints : function( c, face, scale, offset, path ) {
|
||
|
||
var pts = [];
|
||
|
||
var i, i2, divisions,
|
||
outline, action, length,
|
||
scaleX, scaleY,
|
||
x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2,
|
||
laste,
|
||
glyph = face.glyphs[ c ] || face.glyphs[ '?' ];
|
||
|
||
if ( !glyph ) return;
|
||
|
||
if ( glyph.o ) {
|
||
|
||
outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
|
||
length = outline.length;
|
||
|
||
scaleX = scale;
|
||
scaleY = scale;
|
||
|
||
for ( i = 0; i < length; ) {
|
||
|
||
action = outline[ i ++ ];
|
||
|
||
//console.log( action );
|
||
|
||
switch( action ) {
|
||
|
||
case 'm':
|
||
|
||
// Move To
|
||
|
||
x = outline[ i++ ] * scaleX + offset;
|
||
y = outline[ i++ ] * scaleY;
|
||
|
||
path.moveTo( x, y );
|
||
break;
|
||
|
||
case 'l':
|
||
|
||
// Line To
|
||
|
||
x = outline[ i++ ] * scaleX + offset;
|
||
y = outline[ i++ ] * scaleY;
|
||
path.lineTo(x,y);
|
||
break;
|
||
|
||
case 'q':
|
||
|
||
// QuadraticCurveTo
|
||
|
||
cpx = outline[ i++ ] * scaleX + offset;
|
||
cpy = outline[ i++ ] * scaleY;
|
||
cpx1 = outline[ i++ ] * scaleX + offset;
|
||
cpy1 = outline[ i++ ] * scaleY;
|
||
|
||
path.quadraticCurveTo(cpx1, cpy1, cpx, cpy);
|
||
|
||
laste = pts[ pts.length - 1 ];
|
||
|
||
if ( laste ) {
|
||
|
||
cpx0 = laste.x;
|
||
cpy0 = laste.y;
|
||
|
||
for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
|
||
|
||
var t = i2 / divisions;
|
||
var tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
|
||
var ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
|
||
}
|
||
|
||
}
|
||
|
||
break;
|
||
|
||
case 'b':
|
||
|
||
// Cubic Bezier Curve
|
||
|
||
cpx = outline[ i++ ] * scaleX + offset;
|
||
cpy = outline[ i++ ] * scaleY;
|
||
cpx1 = outline[ i++ ] * scaleX + offset;
|
||
cpy1 = outline[ i++ ] * -scaleY;
|
||
cpx2 = outline[ i++ ] * scaleX + offset;
|
||
cpy2 = outline[ i++ ] * -scaleY;
|
||
|
||
path.bezierCurveTo( cpx, cpy, cpx1, cpy1, cpx2, cpy2 );
|
||
|
||
laste = pts[ pts.length - 1 ];
|
||
|
||
if ( laste ) {
|
||
|
||
cpx0 = laste.x;
|
||
cpy0 = laste.y;
|
||
|
||
for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
|
||
|
||
var t = i2 / divisions;
|
||
var tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
|
||
var ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
break;
|
||
|
||
}
|
||
|
||
}
|
||
}
|
||
|
||
|
||
|
||
return { offset: glyph.ha*scale, path:path};
|
||
}
|
||
|
||
};
|
||
|
||
|
||
THREE.FontUtils.generateShapes = function( text, parameters ) {
|
||
|
||
// Parameters
|
||
|
||
parameters = parameters || {};
|
||
|
||
var size = parameters.size !== undefined ? parameters.size : 100;
|
||
var curveSegments = parameters.curveSegments !== undefined ? parameters.curveSegments: 4;
|
||
|
||
var font = parameters.font !== undefined ? parameters.font : "helvetiker";
|
||
var weight = parameters.weight !== undefined ? parameters.weight : "normal";
|
||
var style = parameters.style !== undefined ? parameters.style : "normal";
|
||
|
||
THREE.FontUtils.size = size;
|
||
THREE.FontUtils.divisions = curveSegments;
|
||
|
||
THREE.FontUtils.face = font;
|
||
THREE.FontUtils.weight = weight;
|
||
THREE.FontUtils.style = style;
|
||
|
||
// Get a Font data json object
|
||
|
||
var data = THREE.FontUtils.drawText( text );
|
||
|
||
var paths = data.paths;
|
||
var shapes = [];
|
||
|
||
for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
|
||
|
||
Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
|
||
|
||
}
|
||
|
||
return shapes;
|
||
|
||
};
|
||
|
||
|
||
/**
|
||
* This code is a quick port of code written in C++ which was submitted to
|
||
* flipcode.com by John W. Ratcliff // July 22, 2000
|
||
* See original code and more information here:
|
||
* http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
|
||
*
|
||
* ported to actionscript by Zevan Rosser
|
||
* www.actionsnippet.com
|
||
*
|
||
* ported to javascript by Joshua Koo
|
||
* http://www.lab4games.net/zz85/blog
|
||
*
|
||
*/
|
||
|
||
|
||
( function( namespace ) {
|
||
|
||
var EPSILON = 0.0000000001;
|
||
|
||
// takes in an contour array and returns
|
||
|
||
var process = function( contour, indices ) {
|
||
|
||
var n = contour.length;
|
||
|
||
if ( n < 3 ) return null;
|
||
|
||
var result = [],
|
||
verts = [],
|
||
vertIndices = [];
|
||
|
||
/* we want a counter-clockwise polygon in verts */
|
||
|
||
var u, v, w;
|
||
|
||
if ( area( contour ) > 0.0 ) {
|
||
|
||
for ( v = 0; v < n; v++ ) verts[ v ] = v;
|
||
|
||
} else {
|
||
|
||
for ( v = 0; v < n; v++ ) verts[ v ] = ( n - 1 ) - v;
|
||
|
||
}
|
||
|
||
var nv = n;
|
||
|
||
/* remove nv - 2 vertices, creating 1 triangle every time */
|
||
|
||
var count = 2 * nv; /* error detection */
|
||
|
||
for( v = nv - 1; nv > 2; ) {
|
||
|
||
/* if we loop, it is probably a non-simple polygon */
|
||
|
||
if ( ( count-- ) <= 0 ) {
|
||
|
||
//** Triangulate: ERROR - probable bad polygon!
|
||
|
||
//throw ( "Warning, unable to triangulate polygon!" );
|
||
//return null;
|
||
// Sometimes warning is fine, especially polygons are triangulated in reverse.
|
||
console.log( "Warning, unable to triangulate polygon!" );
|
||
|
||
if ( indices ) return vertIndices;
|
||
return result;
|
||
|
||
}
|
||
|
||
/* three consecutive vertices in current polygon, <u,v,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;
|
||
|
||
};
|
||
|
||
// calculate area of the contour polygon
|
||
|
||
var area = function ( contour ) {
|
||
|
||
var n = contour.length;
|
||
var a = 0.0;
|
||
|
||
for( var p = n - 1, q = 0; q < n; p = q++ ) {
|
||
|
||
a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
|
||
|
||
}
|
||
|
||
return a * 0.5;
|
||
|
||
};
|
||
|
||
var snip = function ( contour, u, v, w, n, verts ) {
|
||
|
||
var p;
|
||
var ax, ay, bx, by;
|
||
var cx, cy, px, py;
|
||
|
||
ax = contour[ verts[ u ] ].x;
|
||
ay = contour[ verts[ u ] ].y;
|
||
|
||
bx = contour[ verts[ v ] ].x;
|
||
by = contour[ verts[ v ] ].y;
|
||
|
||
cx = contour[ verts[ w ] ].x;
|
||
cy = contour[ verts[ w ] ].y;
|
||
|
||
if ( EPSILON > (((bx-ax)*(cy-ay)) - ((by-ay)*(cx-ax))) ) return false;
|
||
|
||
var aX, aY, bX, bY, cX, cY;
|
||
var apx, apy, bpx, bpy, cpx, cpy;
|
||
var cCROSSap, bCROSScp, aCROSSbp;
|
||
|
||
aX = cx - bx; aY = cy - by;
|
||
bX = ax - cx; bY = ay - cy;
|
||
cX = bx - ax; cY = by - ay;
|
||
|
||
for ( p = 0; p < n; p++ ) {
|
||
|
||
px = contour[ verts[ p ] ].x
|
||
py = contour[ verts[ p ] ].y
|
||
|
||
if ( ( (px === ax) && (py === ay) ) ||
|
||
( (px === bx) && (py === by) ) ||
|
||
( (px === cx) && (py === cy) ) ) continue;
|
||
|
||
apx = px - ax; apy = py - ay;
|
||
bpx = px - bx; bpy = py - by;
|
||
cpx = px - cx; cpy = py - cy;
|
||
|
||
// see if p is inside triangle abc
|
||
|
||
aCROSSbp = aX*bpy - aY*bpx;
|
||
cCROSSap = cX*apy - cY*apx;
|
||
bCROSScp = bX*cpy - bY*cpx;
|
||
|
||
if ( (aCROSSbp >= -EPSILON) && (bCROSScp >= -EPSILON) && (cCROSSap >= -EPSILON) ) return false;
|
||
|
||
}
|
||
|
||
return true;
|
||
|
||
};
|
||
|
||
|
||
namespace.Triangulate = process;
|
||
namespace.Triangulate.area = area;
|
||
|
||
return namespace;
|
||
|
||
})(THREE.FontUtils);
|
||
|
||
// To use the typeface.js face files, hook up the API
|
||
self._typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace };
|
||
THREE.typeface_js = self._typeface_js;
|
||
|
||
/**
|
||
* @author zz85 / http://www.lab4games.net/zz85/blog
|
||
* Extensible curve object
|
||
*
|
||
* Some common of Curve methods
|
||
* .getPoint(t), getTangent(t)
|
||
* .getPointAt(u), getTagentAt(u)
|
||
* .getPoints(), .getSpacedPoints()
|
||
* .getLength()
|
||
* .updateArcLengths()
|
||
*
|
||
* This following classes subclasses THREE.Curve:
|
||
*
|
||
* -- 2d classes --
|
||
* THREE.LineCurve
|
||
* THREE.QuadraticBezierCurve
|
||
* THREE.CubicBezierCurve
|
||
* THREE.SplineCurve
|
||
* THREE.ArcCurve
|
||
* THREE.EllipseCurve
|
||
*
|
||
* -- 3d classes --
|
||
* THREE.LineCurve3
|
||
* THREE.QuadraticBezierCurve3
|
||
* THREE.CubicBezierCurve3
|
||
* THREE.SplineCurve3
|
||
* THREE.ClosedSplineCurve3
|
||
*
|
||
* A series of curves can be represented as a THREE.CurvePath
|
||
*
|
||
**/
|
||
|
||
/**************************************************************
|
||
* Abstract Curve base class
|
||
**************************************************************/
|
||
|
||
THREE.Curve = function () {
|
||
|
||
};
|
||
|
||
// Virtual base class method to overwrite and implement in subclasses
|
||
// - t [0 .. 1]
|
||
|
||
THREE.Curve.prototype.getPoint = function ( t ) {
|
||
|
||
console.log( "Warning, getPoint() not implemented!" );
|
||
return null;
|
||
|
||
};
|
||
|
||
// Get point at relative position in curve according to arc length
|
||
// - u [0 .. 1]
|
||
|
||
THREE.Curve.prototype.getPointAt = function ( u ) {
|
||
|
||
var t = this.getUtoTmapping( u );
|
||
return this.getPoint( t );
|
||
|
||
};
|
||
|
||
// Get sequence of points using getPoint( t )
|
||
|
||
THREE.Curve.prototype.getPoints = function ( divisions ) {
|
||
|
||
if ( !divisions ) divisions = 5;
|
||
|
||
var d, pts = [];
|
||
|
||
for ( d = 0; d <= divisions; d ++ ) {
|
||
|
||
pts.push( this.getPoint( d / divisions ) );
|
||
|
||
}
|
||
|
||
return pts;
|
||
|
||
};
|
||
|
||
// Get sequence of points using getPointAt( u )
|
||
|
||
THREE.Curve.prototype.getSpacedPoints = function ( divisions ) {
|
||
|
||
if ( !divisions ) divisions = 5;
|
||
|
||
var d, pts = [];
|
||
|
||
for ( d = 0; d <= divisions; d ++ ) {
|
||
|
||
pts.push( this.getPointAt( d / divisions ) );
|
||
|
||
}
|
||
|
||
return pts;
|
||
|
||
};
|
||
|
||
// Get total curve arc length
|
||
|
||
THREE.Curve.prototype.getLength = function () {
|
||
|
||
var lengths = this.getLengths();
|
||
return lengths[ lengths.length - 1 ];
|
||
|
||
};
|
||
|
||
// Get list of cumulative segment lengths
|
||
|
||
THREE.Curve.prototype.getLengths = function ( divisions ) {
|
||
|
||
if ( !divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200;
|
||
|
||
if ( this.cacheArcLengths
|
||
&& ( this.cacheArcLengths.length == divisions + 1 )
|
||
&& !this.needsUpdate) {
|
||
|
||
//console.log( "cached", this.cacheArcLengths );
|
||
return this.cacheArcLengths;
|
||
|
||
}
|
||
|
||
this.needsUpdate = false;
|
||
|
||
var cache = [];
|
||
var current, last = this.getPoint( 0 );
|
||
var p, sum = 0;
|
||
|
||
cache.push( 0 );
|
||
|
||
for ( p = 1; p <= divisions; p ++ ) {
|
||
|
||
current = this.getPoint ( p / divisions );
|
||
sum += current.distanceTo( last );
|
||
cache.push( sum );
|
||
last = current;
|
||
|
||
}
|
||
|
||
this.cacheArcLengths = cache;
|
||
|
||
return cache; // { sums: cache, sum:sum }; Sum is in the last element.
|
||
|
||
};
|
||
|
||
|
||
THREE.Curve.prototype.updateArcLengths = function() {
|
||
this.needsUpdate = true;
|
||
this.getLengths();
|
||
};
|
||
|
||
// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance
|
||
|
||
THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {
|
||
|
||
var arcLengths = this.getLengths();
|
||
|
||
var i = 0, il = arcLengths.length;
|
||
|
||
var targetArcLength; // The targeted u distance value to get
|
||
|
||
if ( distance ) {
|
||
|
||
targetArcLength = distance;
|
||
|
||
} else {
|
||
|
||
targetArcLength = u * arcLengths[ il - 1 ];
|
||
|
||
}
|
||
|
||
//var time = Date.now();
|
||
|
||
// binary search for the index with largest value smaller than target u distance
|
||
|
||
var low = 0, high = il - 1, comparison;
|
||
|
||
while ( low <= high ) {
|
||
|
||
i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
|
||
|
||
comparison = arcLengths[ i ] - targetArcLength;
|
||
|
||
if ( comparison < 0 ) {
|
||
|
||
low = i + 1;
|
||
continue;
|
||
|
||
} else if ( comparison > 0 ) {
|
||
|
||
high = i - 1;
|
||
continue;
|
||
|
||
} else {
|
||
|
||
high = i;
|
||
break;
|
||
|
||
// DONE
|
||
|
||
}
|
||
|
||
}
|
||
|
||
i = high;
|
||
|
||
//console.log('b' , i, low, high, Date.now()- time);
|
||
|
||
if ( arcLengths[ i ] == targetArcLength ) {
|
||
|
||
var t = i / ( il - 1 );
|
||
return t;
|
||
|
||
}
|
||
|
||
// we could get finer grain at lengths, or use simple interpolatation between two points
|
||
|
||
var lengthBefore = arcLengths[ i ];
|
||
var lengthAfter = arcLengths[ i + 1 ];
|
||
|
||
var segmentLength = lengthAfter - lengthBefore;
|
||
|
||
// determine where we are between the 'before' and 'after' points
|
||
|
||
var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
|
||
|
||
// add that fractional amount to t
|
||
|
||
var t = ( i + segmentFraction ) / ( il -1 );
|
||
|
||
return t;
|
||
|
||
};
|
||
|
||
// Returns a unit vector tangent at t
|
||
// In case any sub curve does not implement its tangent derivation,
|
||
// 2 points a small delta apart will be used to find its gradient
|
||
// which seems to give a reasonable approximation
|
||
|
||
THREE.Curve.prototype.getTangent = function( t ) {
|
||
|
||
var delta = 0.0001;
|
||
var t1 = t - delta;
|
||
var t2 = t + delta;
|
||
|
||
// Capping in case of danger
|
||
|
||
if ( t1 < 0 ) t1 = 0;
|
||
if ( t2 > 1 ) t2 = 1;
|
||
|
||
var pt1 = this.getPoint( t1 );
|
||
var pt2 = this.getPoint( t2 );
|
||
|
||
var vec = pt2.clone().sub(pt1);
|
||
return vec.normalize();
|
||
|
||
};
|
||
|
||
|
||
THREE.Curve.prototype.getTangentAt = function ( u ) {
|
||
|
||
var t = this.getUtoTmapping( u );
|
||
return this.getTangent( t );
|
||
|
||
};
|
||
|
||
|
||
|
||
|
||
|
||
/**************************************************************
|
||
* Utils
|
||
**************************************************************/
|
||
|
||
THREE.Curve.Utils = {
|
||
|
||
tangentQuadraticBezier: function ( t, p0, p1, p2 ) {
|
||
|
||
return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
|
||
|
||
},
|
||
|
||
// Puay Bing, thanks for helping with this derivative!
|
||
|
||
tangentCubicBezier: function (t, p0, p1, p2, p3 ) {
|
||
|
||
return -3 * p0 * (1 - t) * (1 - t) +
|
||
3 * p1 * (1 - t) * (1-t) - 6 *t *p1 * (1-t) +
|
||
6 * t * p2 * (1-t) - 3 * t * t * p2 +
|
||
3 * t * t * p3;
|
||
},
|
||
|
||
|
||
tangentSpline: function ( t, p0, p1, p2, p3 ) {
|
||
|
||
// To check if my formulas are correct
|
||
|
||
var h00 = 6 * t * t - 6 * t; // derived from 2t^3 − 3t^2 + 1
|
||
var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t
|
||
var h01 = -6 * t * t + 6 * t; // − 2t3 + 3t2
|
||
var h11 = 3 * t * t - 2 * t; // t3 − t2
|
||
|
||
return h00 + h10 + h01 + h11;
|
||
|
||
},
|
||
|
||
// Catmull-Rom
|
||
|
||
interpolate: function( p0, p1, p2, p3, t ) {
|
||
|
||
var v0 = ( p2 - p0 ) * 0.5;
|
||
var v1 = ( p3 - p1 ) * 0.5;
|
||
var t2 = t * t;
|
||
var t3 = t * t2;
|
||
return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
|
||
// TODO: Transformation for Curves?
|
||
|
||
/**************************************************************
|
||
* 3D Curves
|
||
**************************************************************/
|
||
|
||
// A Factory method for creating new curve subclasses
|
||
|
||
THREE.Curve.create = function ( constructor, getPointFunc ) {
|
||
|
||
constructor.prototype = Object.create( THREE.Curve.prototype );
|
||
constructor.prototype.getPoint = getPointFunc;
|
||
|
||
return constructor;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author zz85 / http://www.lab4games.net/zz85/blog
|
||
*
|
||
**/
|
||
|
||
/**************************************************************
|
||
* Curved Path - a curve path is simply a array of connected
|
||
* curves, but retains the api of a curve
|
||
**************************************************************/
|
||
|
||
THREE.CurvePath = function () {
|
||
|
||
this.curves = [];
|
||
this.bends = [];
|
||
|
||
this.autoClose = false; // Automatically closes the path
|
||
};
|
||
|
||
THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype );
|
||
|
||
THREE.CurvePath.prototype.add = function ( curve ) {
|
||
|
||
this.curves.push( curve );
|
||
|
||
};
|
||
|
||
THREE.CurvePath.prototype.checkConnection = function() {
|
||
// TODO
|
||
// If the ending of curve is not connected to the starting
|
||
// or the next curve, then, this is not a real path
|
||
};
|
||
|
||
THREE.CurvePath.prototype.closePath = function() {
|
||
// TODO Test
|
||
// and verify for vector3 (needs to implement equals)
|
||
// Add a line curve if start and end of lines are not connected
|
||
var startPoint = this.curves[0].getPoint(0);
|
||
var endPoint = this.curves[this.curves.length-1].getPoint(1);
|
||
|
||
if (!startPoint.equals(endPoint)) {
|
||
this.curves.push( new THREE.LineCurve(endPoint, startPoint) );
|
||
}
|
||
|
||
};
|
||
|
||
// To get accurate point with reference to
|
||
// entire path distance at time t,
|
||
// following has to be done:
|
||
|
||
// 1. Length of each sub path have to be known
|
||
// 2. Locate and identify type of curve
|
||
// 3. Get t for the curve
|
||
// 4. Return curve.getPointAt(t')
|
||
|
||
THREE.CurvePath.prototype.getPoint = function( t ) {
|
||
|
||
var d = t * this.getLength();
|
||
var curveLengths = this.getCurveLengths();
|
||
var i = 0, diff, curve;
|
||
|
||
// To think about boundaries points.
|
||
|
||
while ( i < curveLengths.length ) {
|
||
|
||
if ( curveLengths[ i ] >= d ) {
|
||
|
||
diff = curveLengths[ i ] - d;
|
||
curve = this.curves[ i ];
|
||
|
||
var u = 1 - diff / curve.getLength();
|
||
|
||
return curve.getPointAt( u );
|
||
|
||
break;
|
||
}
|
||
|
||
i ++;
|
||
|
||
}
|
||
|
||
return null;
|
||
|
||
// loop where sum != 0, sum > d , sum+1 <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 subsurve
|
||
// Push sums into cached array
|
||
|
||
var lengths = [], sums = 0;
|
||
var i, il = this.curves.length;
|
||
|
||
for ( i = 0; i < il; i ++ ) {
|
||
|
||
sums += this.curves[ i ].getLength();
|
||
lengths.push( sums );
|
||
|
||
}
|
||
|
||
this.cacheLengths = lengths;
|
||
|
||
return lengths;
|
||
|
||
};
|
||
|
||
|
||
|
||
// Returns min and max coordinates, as well as centroid
|
||
|
||
THREE.CurvePath.prototype.getBoundingBox = function () {
|
||
|
||
var points = this.getPoints();
|
||
|
||
var maxX, maxY, maxZ;
|
||
var minX, minY, minZ;
|
||
|
||
maxX = maxY = Number.NEGATIVE_INFINITY;
|
||
minX = minY = Number.POSITIVE_INFINITY;
|
||
|
||
var p, i, il, sum;
|
||
|
||
var v3 = points[0] instanceof THREE.Vector3;
|
||
|
||
sum = v3 ? new THREE.Vector3() : new THREE.Vector2();
|
||
|
||
for ( i = 0, il = points.length; i < il; i ++ ) {
|
||
|
||
p = points[ i ];
|
||
|
||
if ( p.x > maxX ) maxX = p.x;
|
||
else if ( p.x < minX ) minX = p.x;
|
||
|
||
if ( p.y > maxY ) maxY = p.y;
|
||
else if ( p.y < minY ) minY = p.y;
|
||
|
||
if ( v3 ) {
|
||
|
||
if ( p.z > maxZ ) maxZ = p.z;
|
||
else if ( p.z < minZ ) minZ = p.z;
|
||
|
||
}
|
||
|
||
sum.add( p );
|
||
|
||
}
|
||
|
||
var ret = {
|
||
|
||
minX: minX,
|
||
minY: minY,
|
||
maxX: maxX,
|
||
maxY: maxY,
|
||
centroid: sum.divideScalar( il )
|
||
|
||
};
|
||
|
||
if ( v3 ) {
|
||
|
||
ret.maxZ = maxZ;
|
||
ret.minZ = minZ;
|
||
|
||
}
|
||
|
||
return ret;
|
||
|
||
};
|
||
|
||
/**************************************************************
|
||
* Create Geometries Helpers
|
||
**************************************************************/
|
||
|
||
/// Generate geometry from path points (for Line or ParticleSystem objects)
|
||
|
||
THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {
|
||
|
||
var pts = this.getPoints( divisions, true );
|
||
return this.createGeometry( pts );
|
||
|
||
};
|
||
|
||
// Generate geometry from equidistance sampling along the path
|
||
|
||
THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) {
|
||
|
||
var pts = this.getSpacedPoints( divisions, true );
|
||
return this.createGeometry( pts );
|
||
|
||
};
|
||
|
||
THREE.CurvePath.prototype.createGeometry = function( points ) {
|
||
|
||
var geometry = new THREE.Geometry();
|
||
|
||
for ( var i = 0; i < points.length; i ++ ) {
|
||
|
||
geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, points[ i ].z || 0) );
|
||
|
||
}
|
||
|
||
return geometry;
|
||
|
||
};
|
||
|
||
|
||
/**************************************************************
|
||
* Bend / Wrap Helper Methods
|
||
**************************************************************/
|
||
|
||
// Wrap path / Bend modifiers?
|
||
|
||
THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) {
|
||
|
||
this.bends.push( bendpath );
|
||
|
||
};
|
||
|
||
THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) {
|
||
|
||
var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints
|
||
var i, il;
|
||
|
||
if ( !bends ) {
|
||
|
||
bends = this.bends;
|
||
|
||
}
|
||
|
||
for ( i = 0, il = bends.length; i < il; i ++ ) {
|
||
|
||
oldPts = this.getWrapPoints( oldPts, bends[ i ] );
|
||
|
||
}
|
||
|
||
return oldPts;
|
||
|
||
};
|
||
|
||
THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) {
|
||
|
||
var oldPts = this.getSpacedPoints( segments );
|
||
|
||
var i, il;
|
||
|
||
if ( !bends ) {
|
||
|
||
bends = this.bends;
|
||
|
||
}
|
||
|
||
for ( i = 0, il = bends.length; i < il; i ++ ) {
|
||
|
||
oldPts = this.getWrapPoints( oldPts, bends[ i ] );
|
||
|
||
}
|
||
|
||
return oldPts;
|
||
|
||
};
|
||
|
||
// This returns getPoints() bend/wrapped around the contour of a path.
|
||
// Read http://www.planetclegg.com/projects/WarpingTextToSplines.html
|
||
|
||
THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) {
|
||
|
||
var bounds = this.getBoundingBox();
|
||
|
||
var i, il, p, oldX, oldY, xNorm;
|
||
|
||
for ( i = 0, il = oldPts.length; i < il; i ++ ) {
|
||
|
||
p = oldPts[ i ];
|
||
|
||
oldX = p.x;
|
||
oldY = p.y;
|
||
|
||
xNorm = oldX / bounds.maxX;
|
||
|
||
// If using actual distance, for length > path, requires line extrusions
|
||
//xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance
|
||
|
||
xNorm = path.getUtoTmapping( xNorm, oldX );
|
||
|
||
// check for out of bounds?
|
||
|
||
var pathPt = path.getPoint( xNorm );
|
||
var normal = path.getTangent( xNorm );
|
||
normal.set( -normal.y, normal.x ).multiplyScalar( oldY );
|
||
|
||
p.x = pathPt.x + normal.x;
|
||
p.y = pathPt.y + normal.y;
|
||
|
||
}
|
||
|
||
return oldPts;
|
||
|
||
};
|
||
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.Gyroscope = function () {
|
||
|
||
THREE.Object3D.call( this );
|
||
|
||
};
|
||
|
||
THREE.Gyroscope.prototype = Object.create( THREE.Object3D.prototype );
|
||
|
||
THREE.Gyroscope.prototype.updateMatrixWorld = function ( force ) {
|
||
|
||
this.matrixAutoUpdate && this.updateMatrix();
|
||
|
||
// update matrixWorld
|
||
|
||
if ( this.matrixWorldNeedsUpdate || force ) {
|
||
|
||
if ( this.parent ) {
|
||
|
||
this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
|
||
|
||
this.matrixWorld.decompose( this.translationWorld, this.quaternionWorld, this.scaleWorld );
|
||
this.matrix.decompose( this.translationObject, this.quaternionObject, this.scaleObject );
|
||
|
||
this.matrixWorld.compose( this.translationWorld, this.quaternionObject, this.scaleWorld );
|
||
|
||
|
||
} else {
|
||
|
||
this.matrixWorld.copy( this.matrix );
|
||
|
||
}
|
||
|
||
|
||
this.matrixWorldNeedsUpdate = false;
|
||
|
||
force = true;
|
||
|
||
}
|
||
|
||
// update children
|
||
|
||
for ( var i = 0, l = this.children.length; i < l; i ++ ) {
|
||
|
||
this.children[ i ].updateMatrixWorld( force );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
THREE.Gyroscope.prototype.translationWorld = new THREE.Vector3();
|
||
THREE.Gyroscope.prototype.translationObject = new THREE.Vector3();
|
||
THREE.Gyroscope.prototype.quaternionWorld = new THREE.Quaternion();
|
||
THREE.Gyroscope.prototype.quaternionObject = new THREE.Quaternion();
|
||
THREE.Gyroscope.prototype.scaleWorld = new THREE.Vector3();
|
||
THREE.Gyroscope.prototype.scaleObject = new THREE.Vector3();
|
||
|
||
|
||
/**
|
||
* @author zz85 / http://www.lab4games.net/zz85/blog
|
||
* Creates free form 2d path using series of points, lines or curves.
|
||
*
|
||
**/
|
||
|
||
THREE.Path = function ( points ) {
|
||
|
||
THREE.CurvePath.call(this);
|
||
|
||
this.actions = [];
|
||
|
||
if ( points ) {
|
||
|
||
this.fromPoints( points );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
THREE.Path.prototype = Object.create( THREE.CurvePath.prototype );
|
||
|
||
THREE.PathActions = {
|
||
|
||
MOVE_TO: 'moveTo',
|
||
LINE_TO: 'lineTo',
|
||
QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve
|
||
BEZIER_CURVE_TO: 'bezierCurveTo', // Bezier cubic curve
|
||
CSPLINE_THRU: 'splineThru', // Catmull-rom spline
|
||
ARC: 'arc', // Circle
|
||
ELLIPSE: 'ellipse'
|
||
};
|
||
|
||
// TODO Clean up PATH API
|
||
|
||
// Create path using straight lines to connect all points
|
||
// - vectors: array of Vector2
|
||
|
||
THREE.Path.prototype.fromPoints = function ( vectors ) {
|
||
|
||
this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );
|
||
|
||
for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) {
|
||
|
||
this.lineTo( vectors[ v ].x, vectors[ v ].y );
|
||
|
||
};
|
||
|
||
};
|
||
|
||
// startPath() endPath()?
|
||
|
||
THREE.Path.prototype.moveTo = function ( x, y ) {
|
||
|
||
var args = Array.prototype.slice.call( arguments );
|
||
this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } );
|
||
|
||
};
|
||
|
||
THREE.Path.prototype.lineTo = function ( x, y ) {
|
||
|
||
var args = Array.prototype.slice.call( arguments );
|
||
|
||
var lastargs = this.actions[ this.actions.length - 1 ].args;
|
||
|
||
var x0 = lastargs[ lastargs.length - 2 ];
|
||
var y0 = lastargs[ lastargs.length - 1 ];
|
||
|
||
var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) );
|
||
this.curves.push( curve );
|
||
|
||
this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } );
|
||
|
||
};
|
||
|
||
THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) {
|
||
|
||
var args = Array.prototype.slice.call( arguments );
|
||
|
||
var lastargs = this.actions[ this.actions.length - 1 ].args;
|
||
|
||
var x0 = lastargs[ lastargs.length - 2 ];
|
||
var y0 = lastargs[ lastargs.length - 1 ];
|
||
|
||
var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ),
|
||
new THREE.Vector2( aCPx, aCPy ),
|
||
new THREE.Vector2( aX, aY ) );
|
||
this.curves.push( curve );
|
||
|
||
this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } );
|
||
|
||
};
|
||
|
||
THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y,
|
||
aCP2x, aCP2y,
|
||
aX, aY ) {
|
||
|
||
var args = Array.prototype.slice.call( arguments );
|
||
|
||
var lastargs = this.actions[ this.actions.length - 1 ].args;
|
||
|
||
var x0 = lastargs[ lastargs.length - 2 ];
|
||
var y0 = lastargs[ lastargs.length - 1 ];
|
||
|
||
var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ),
|
||
new THREE.Vector2( aCP1x, aCP1y ),
|
||
new THREE.Vector2( aCP2x, aCP2y ),
|
||
new THREE.Vector2( aX, aY ) );
|
||
this.curves.push( curve );
|
||
|
||
this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } );
|
||
|
||
};
|
||
|
||
THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) {
|
||
|
||
var args = Array.prototype.slice.call( arguments );
|
||
var lastargs = this.actions[ this.actions.length - 1 ].args;
|
||
|
||
var x0 = lastargs[ lastargs.length - 2 ];
|
||
var y0 = lastargs[ lastargs.length - 1 ];
|
||
//---
|
||
var npts = [ new THREE.Vector2( x0, y0 ) ];
|
||
Array.prototype.push.apply( npts, pts );
|
||
|
||
var curve = new THREE.SplineCurve( npts );
|
||
this.curves.push( curve );
|
||
|
||
this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } );
|
||
|
||
};
|
||
|
||
// FUTURE: Change the API or follow canvas API?
|
||
|
||
THREE.Path.prototype.arc = function ( aX, aY, aRadius,
|
||
aStartAngle, aEndAngle, aClockwise ) {
|
||
|
||
var lastargs = this.actions[ this.actions.length - 1].args;
|
||
var x0 = lastargs[ lastargs.length - 2 ];
|
||
var y0 = lastargs[ lastargs.length - 1 ];
|
||
|
||
this.absarc(aX + x0, aY + y0, aRadius,
|
||
aStartAngle, aEndAngle, aClockwise );
|
||
|
||
};
|
||
|
||
THREE.Path.prototype.absarc = function ( aX, aY, aRadius,
|
||
aStartAngle, aEndAngle, aClockwise ) {
|
||
this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
|
||
};
|
||
|
||
THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius,
|
||
aStartAngle, aEndAngle, aClockwise ) {
|
||
|
||
var lastargs = this.actions[ this.actions.length - 1].args;
|
||
var x0 = lastargs[ lastargs.length - 2 ];
|
||
var y0 = lastargs[ lastargs.length - 1 ];
|
||
|
||
this.absellipse(aX + x0, aY + y0, xRadius, yRadius,
|
||
aStartAngle, aEndAngle, aClockwise );
|
||
|
||
};
|
||
|
||
|
||
THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius,
|
||
aStartAngle, aEndAngle, aClockwise ) {
|
||
|
||
var args = Array.prototype.slice.call( arguments );
|
||
var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius,
|
||
aStartAngle, aEndAngle, aClockwise );
|
||
this.curves.push( curve );
|
||
|
||
var lastPoint = curve.getPoint(1);
|
||
args.push(lastPoint.x);
|
||
args.push(lastPoint.y);
|
||
|
||
this.actions.push( { action: THREE.PathActions.ELLIPSE, args: args } );
|
||
|
||
};
|
||
|
||
THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) {
|
||
|
||
if ( ! divisions ) divisions = 40;
|
||
|
||
var points = [];
|
||
|
||
for ( var i = 0; i < divisions; i ++ ) {
|
||
|
||
points.push( this.getPoint( i / divisions ) );
|
||
|
||
//if( !this.getPoint( i / divisions ) ) throw "DIE";
|
||
|
||
}
|
||
|
||
// if ( closedPath ) {
|
||
//
|
||
// points.push( points[ 0 ] );
|
||
//
|
||
// }
|
||
|
||
return points;
|
||
|
||
};
|
||
|
||
/* Return an array of vectors based on contour of the path */
|
||
|
||
THREE.Path.prototype.getPoints = function( divisions, closedPath ) {
|
||
|
||
if (this.useSpacedPoints) {
|
||
console.log('tata');
|
||
return this.getSpacedPoints( divisions, closedPath );
|
||
}
|
||
|
||
divisions = divisions || 12;
|
||
|
||
var points = [];
|
||
|
||
var i, il, item, action, args;
|
||
var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0,
|
||
laste, j,
|
||
t, tx, ty;
|
||
|
||
for ( i = 0, il = this.actions.length; i < il; i ++ ) {
|
||
|
||
item = this.actions[ i ];
|
||
|
||
action = item.action;
|
||
args = item.args;
|
||
|
||
switch( action ) {
|
||
|
||
case THREE.PathActions.MOVE_TO:
|
||
|
||
points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
|
||
|
||
break;
|
||
|
||
case THREE.PathActions.LINE_TO:
|
||
|
||
points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
|
||
|
||
break;
|
||
|
||
case THREE.PathActions.QUADRATIC_CURVE_TO:
|
||
|
||
cpx = args[ 2 ];
|
||
cpy = args[ 3 ];
|
||
|
||
cpx1 = args[ 0 ];
|
||
cpy1 = args[ 1 ];
|
||
|
||
if ( points.length > 0 ) {
|
||
|
||
laste = points[ points.length - 1 ];
|
||
|
||
cpx0 = laste.x;
|
||
cpy0 = laste.y;
|
||
|
||
} else {
|
||
|
||
laste = this.actions[ i - 1 ].args;
|
||
|
||
cpx0 = laste[ laste.length - 2 ];
|
||
cpy0 = laste[ laste.length - 1 ];
|
||
|
||
}
|
||
|
||
for ( j = 1; j <= divisions; j ++ ) {
|
||
|
||
t = j / divisions;
|
||
|
||
tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
|
||
ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
|
||
|
||
points.push( new THREE.Vector2( tx, ty ) );
|
||
|
||
}
|
||
|
||
break;
|
||
|
||
case THREE.PathActions.BEZIER_CURVE_TO:
|
||
|
||
cpx = args[ 4 ];
|
||
cpy = args[ 5 ];
|
||
|
||
cpx1 = args[ 0 ];
|
||
cpy1 = args[ 1 ];
|
||
|
||
cpx2 = args[ 2 ];
|
||
cpy2 = args[ 3 ];
|
||
|
||
if ( points.length > 0 ) {
|
||
|
||
laste = points[ points.length - 1 ];
|
||
|
||
cpx0 = laste.x;
|
||
cpy0 = laste.y;
|
||
|
||
} else {
|
||
|
||
laste = this.actions[ i - 1 ].args;
|
||
|
||
cpx0 = laste[ laste.length - 2 ];
|
||
cpy0 = laste[ laste.length - 1 ];
|
||
|
||
}
|
||
|
||
|
||
for ( j = 1; j <= divisions; j ++ ) {
|
||
|
||
t = j / divisions;
|
||
|
||
tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
|
||
ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
|
||
|
||
points.push( new THREE.Vector2( tx, ty ) );
|
||
|
||
}
|
||
|
||
break;
|
||
|
||
case THREE.PathActions.CSPLINE_THRU:
|
||
|
||
laste = this.actions[ i - 1 ].args;
|
||
|
||
var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] );
|
||
var spts = [ last ];
|
||
|
||
var n = divisions * args[ 0 ].length;
|
||
|
||
spts = spts.concat( args[ 0 ] );
|
||
|
||
var spline = new THREE.SplineCurve( spts );
|
||
|
||
for ( j = 1; j <= n; j ++ ) {
|
||
|
||
points.push( spline.getPointAt( j / n ) ) ;
|
||
|
||
}
|
||
|
||
break;
|
||
|
||
case THREE.PathActions.ARC:
|
||
|
||
var aX = args[ 0 ], aY = args[ 1 ],
|
||
aRadius = args[ 2 ],
|
||
aStartAngle = args[ 3 ], aEndAngle = args[ 4 ],
|
||
aClockwise = !!args[ 5 ];
|
||
|
||
var deltaAngle = aEndAngle - aStartAngle;
|
||
var angle;
|
||
var tdivisions = divisions * 2;
|
||
|
||
for ( j = 1; j <= tdivisions; j ++ ) {
|
||
|
||
t = j / tdivisions;
|
||
|
||
if ( ! aClockwise ) {
|
||
|
||
t = 1 - t;
|
||
|
||
}
|
||
|
||
angle = aStartAngle + t * deltaAngle;
|
||
|
||
tx = aX + aRadius * Math.cos( angle );
|
||
ty = aY + aRadius * Math.sin( angle );
|
||
|
||
//console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
|
||
|
||
points.push( new THREE.Vector2( tx, ty ) );
|
||
|
||
}
|
||
|
||
//console.log(points);
|
||
|
||
break;
|
||
|
||
case THREE.PathActions.ELLIPSE:
|
||
|
||
var aX = args[ 0 ], aY = args[ 1 ],
|
||
xRadius = args[ 2 ],
|
||
yRadius = args[ 3 ],
|
||
aStartAngle = args[ 4 ], aEndAngle = args[ 5 ],
|
||
aClockwise = !!args[ 6 ];
|
||
|
||
|
||
var deltaAngle = aEndAngle - aStartAngle;
|
||
var angle;
|
||
var tdivisions = divisions * 2;
|
||
|
||
for ( j = 1; j <= tdivisions; j ++ ) {
|
||
|
||
t = j / tdivisions;
|
||
|
||
if ( ! aClockwise ) {
|
||
|
||
t = 1 - t;
|
||
|
||
}
|
||
|
||
angle = aStartAngle + t * deltaAngle;
|
||
|
||
tx = aX + xRadius * Math.cos( angle );
|
||
ty = aY + yRadius * Math.sin( angle );
|
||
|
||
//console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
|
||
|
||
points.push( new THREE.Vector2( tx, ty ) );
|
||
|
||
}
|
||
|
||
//console.log(points);
|
||
|
||
break;
|
||
|
||
} // end switch
|
||
|
||
}
|
||
|
||
|
||
|
||
// Normalize to remove the closing point by default.
|
||
var lastPoint = points[ points.length - 1];
|
||
var EPSILON = 0.0000000001;
|
||
if ( Math.abs(lastPoint.x - points[ 0 ].x) < EPSILON &&
|
||
Math.abs(lastPoint.y - points[ 0 ].y) < EPSILON)
|
||
points.splice( points.length - 1, 1);
|
||
if ( closedPath ) {
|
||
|
||
points.push( points[ 0 ] );
|
||
|
||
}
|
||
|
||
return points;
|
||
|
||
};
|
||
|
||
// Breaks path into shapes
|
||
|
||
THREE.Path.prototype.toShapes = function( isCCW ) {
|
||
|
||
function isPointInsidePolygon( inPt, inPolygon ) {
|
||
var EPSILON = 0.0000000001;
|
||
|
||
var polyLen = inPolygon.length;
|
||
|
||
// inPt on polygon contour => immediate success or
|
||
// toggling of inside/outside at every single! intersection point of an edge
|
||
// with the horizontal line through inPt, left of inPt
|
||
// not counting lowerY endpoints of edges and whole edges on that line
|
||
var inside = false;
|
||
for( var p = polyLen - 1, q = 0; q < polyLen; p = q++ ) {
|
||
var edgeLowPt = inPolygon[ p ];
|
||
var edgeHighPt = inPolygon[ q ];
|
||
|
||
var edgeDx = edgeHighPt.x - edgeLowPt.x;
|
||
var edgeDy = edgeHighPt.y - edgeLowPt.y;
|
||
|
||
if ( Math.abs(edgeDy) > EPSILON ) { // not parallel
|
||
if ( edgeDy < 0 ) {
|
||
edgeLowPt = inPolygon[ q ]; edgeDx = -edgeDx;
|
||
edgeHighPt = inPolygon[ p ]; edgeDy = -edgeDy;
|
||
}
|
||
if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
|
||
|
||
if ( inPt.y == edgeLowPt.y ) {
|
||
if ( inPt.x == edgeLowPt.x ) return true; // inPt is on contour ?
|
||
// continue; // no intersection or edgeLowPt => doesn't count !!!
|
||
} else {
|
||
var perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y);
|
||
if ( perpEdge == 0 ) return true; // inPt is on contour ?
|
||
if ( perpEdge < 0 ) continue;
|
||
inside = !inside; // true intersection left of inPt
|
||
}
|
||
} else { // parallel or colinear
|
||
if ( inPt.y != edgeLowPt.y ) continue; // parallel
|
||
// egde lies on the same horizontal line as inPt
|
||
if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
|
||
( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
|
||
// continue;
|
||
}
|
||
}
|
||
|
||
return inside;
|
||
}
|
||
|
||
var i, il, item, action, args;
|
||
|
||
var subPaths = [], lastPath = new THREE.Path();
|
||
|
||
for ( i = 0, il = this.actions.length; i < il; i ++ ) {
|
||
|
||
item = this.actions[ i ];
|
||
|
||
args = item.args;
|
||
action = item.action;
|
||
|
||
if ( action == THREE.PathActions.MOVE_TO ) {
|
||
|
||
if ( lastPath.actions.length != 0 ) {
|
||
|
||
subPaths.push( lastPath );
|
||
lastPath = new THREE.Path();
|
||
|
||
}
|
||
|
||
}
|
||
|
||
lastPath[ action ].apply( lastPath, args );
|
||
|
||
}
|
||
|
||
if ( lastPath.actions.length != 0 ) {
|
||
|
||
subPaths.push( lastPath );
|
||
|
||
}
|
||
|
||
// console.log(subPaths);
|
||
|
||
if ( subPaths.length == 0 ) return [];
|
||
|
||
var solid, tmpPath, tmpShape, shapes = [];
|
||
|
||
if ( subPaths.length == 1) {
|
||
|
||
tmpPath = subPaths[0];
|
||
tmpShape = new THREE.Shape();
|
||
tmpShape.actions = tmpPath.actions;
|
||
tmpShape.curves = tmpPath.curves;
|
||
shapes.push( tmpShape );
|
||
return shapes;
|
||
|
||
}
|
||
|
||
var holesFirst = !THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() );
|
||
holesFirst = isCCW ? !holesFirst : holesFirst;
|
||
|
||
// console.log("Holes first", holesFirst);
|
||
|
||
var betterShapeHoles = [];
|
||
var newShapes = [];
|
||
var newShapeHoles = [];
|
||
var mainIdx = 0;
|
||
var tmpPoints;
|
||
|
||
newShapes[mainIdx] = undefined;
|
||
newShapeHoles[mainIdx] = [];
|
||
|
||
for ( i = 0, il = subPaths.length; i < il; i ++ ) {
|
||
|
||
tmpPath = subPaths[ i ];
|
||
tmpPoints = tmpPath.getPoints();
|
||
solid = THREE.Shape.Utils.isClockWise( tmpPoints );
|
||
solid = isCCW ? !solid : solid;
|
||
|
||
if ( solid ) {
|
||
|
||
if ( (! holesFirst ) && ( newShapes[mainIdx] ) ) mainIdx++;
|
||
|
||
newShapes[mainIdx] = { s: new THREE.Shape(), p: tmpPoints };
|
||
newShapes[mainIdx].s.actions = tmpPath.actions;
|
||
newShapes[mainIdx].s.curves = tmpPath.curves;
|
||
|
||
if ( holesFirst ) mainIdx++;
|
||
newShapeHoles[mainIdx] = [];
|
||
|
||
//console.log('cw', i);
|
||
|
||
} else {
|
||
|
||
newShapeHoles[mainIdx].push( { h: tmpPath, p: tmpPoints[0] } );
|
||
|
||
//console.log('ccw', i);
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( newShapes.length > 1 ) {
|
||
var ambigious = false;
|
||
var toChange = [];
|
||
|
||
for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++ ) {
|
||
betterShapeHoles[sIdx] = [];
|
||
}
|
||
for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++ ) {
|
||
var sh = newShapes[sIdx];
|
||
var sho = newShapeHoles[sIdx];
|
||
for (var hIdx = 0; hIdx < sho.length; hIdx++ ) {
|
||
var ho = sho[hIdx];
|
||
var hole_unassigned = true;
|
||
for (var s2Idx = 0; s2Idx < newShapes.length; s2Idx++ ) {
|
||
if ( isPointInsidePolygon( ho.p, newShapes[s2Idx].p ) ) {
|
||
if ( sIdx != s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
|
||
if ( hole_unassigned ) {
|
||
hole_unassigned = false;
|
||
betterShapeHoles[s2Idx].push( ho );
|
||
} else {
|
||
ambigious = true;
|
||
}
|
||
}
|
||
}
|
||
if ( hole_unassigned ) { betterShapeHoles[sIdx].push( ho ); }
|
||
}
|
||
}
|
||
// console.log("ambigious: ", ambigious);
|
||
if ( toChange.length > 0 ) {
|
||
// console.log("to change: ", toChange);
|
||
if (! ambigious) newShapeHoles = betterShapeHoles;
|
||
}
|
||
}
|
||
|
||
var tmpHoles, j, jl;
|
||
for ( i = 0, il = newShapes.length; i < il; i ++ ) {
|
||
tmpShape = newShapes[i].s;
|
||
shapes.push( tmpShape );
|
||
tmpHoles = newShapeHoles[i];
|
||
for ( j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
|
||
tmpShape.holes.push( tmpHoles[j].h );
|
||
}
|
||
}
|
||
|
||
//console.log("shape", shapes);
|
||
|
||
return shapes;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author zz85 / http://www.lab4games.net/zz85/blog
|
||
* Defines a 2d shape plane using paths.
|
||
**/
|
||
|
||
// STEP 1 Create a path.
|
||
// STEP 2 Turn path into shape.
|
||
// STEP 3 ExtrudeGeometry takes in Shape/Shapes
|
||
// STEP 3a - Extract points from each shape, turn to vertices
|
||
// STEP 3b - Triangulate each shape, add faces.
|
||
|
||
THREE.Shape = function () {
|
||
|
||
THREE.Path.apply( this, arguments );
|
||
this.holes = [];
|
||
|
||
};
|
||
|
||
THREE.Shape.prototype = Object.create( THREE.Path.prototype );
|
||
|
||
// Convenience method to return ExtrudeGeometry
|
||
|
||
THREE.Shape.prototype.extrude = function ( options ) {
|
||
|
||
var extruded = new THREE.ExtrudeGeometry( this, options );
|
||
return extruded;
|
||
|
||
};
|
||
|
||
// Convenience method to return ShapeGeometry
|
||
|
||
THREE.Shape.prototype.makeGeometry = function ( options ) {
|
||
|
||
var geometry = new THREE.ShapeGeometry( this, options );
|
||
return geometry;
|
||
|
||
};
|
||
|
||
// Get points of holes
|
||
|
||
THREE.Shape.prototype.getPointsHoles = function ( divisions ) {
|
||
|
||
var i, il = this.holes.length, holesPts = [];
|
||
|
||
for ( i = 0; i < il; i ++ ) {
|
||
|
||
holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends );
|
||
|
||
}
|
||
|
||
return holesPts;
|
||
|
||
};
|
||
|
||
// Get points of holes (spaced by regular distance)
|
||
|
||
THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) {
|
||
|
||
var i, il = this.holes.length, holesPts = [];
|
||
|
||
for ( i = 0; i < il; i ++ ) {
|
||
|
||
holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends );
|
||
|
||
}
|
||
|
||
return holesPts;
|
||
|
||
};
|
||
|
||
|
||
// Get points of shape and holes (keypoints based on segments parameter)
|
||
|
||
THREE.Shape.prototype.extractAllPoints = function ( divisions ) {
|
||
|
||
return {
|
||
|
||
shape: this.getTransformedPoints( divisions ),
|
||
holes: this.getPointsHoles( divisions )
|
||
|
||
};
|
||
|
||
};
|
||
|
||
THREE.Shape.prototype.extractPoints = function ( divisions ) {
|
||
|
||
if (this.useSpacedPoints) {
|
||
return this.extractAllSpacedPoints(divisions);
|
||
}
|
||
|
||
return this.extractAllPoints(divisions);
|
||
|
||
};
|
||
|
||
//
|
||
// THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) {
|
||
//
|
||
// return {
|
||
//
|
||
// shape: this.transform( bend, divisions ),
|
||
// holes: this.getPointsHoles( divisions, bend )
|
||
//
|
||
// };
|
||
//
|
||
// };
|
||
|
||
// Get points of shape and holes (spaced by regular distance)
|
||
|
||
THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) {
|
||
|
||
return {
|
||
|
||
shape: this.getTransformedSpacedPoints( divisions ),
|
||
holes: this.getSpacedPointsHoles( divisions )
|
||
|
||
};
|
||
|
||
};
|
||
|
||
/**************************************************************
|
||
* Utils
|
||
**************************************************************/
|
||
|
||
THREE.Shape.Utils = {
|
||
|
||
triangulateShape: function ( contour, holes ) {
|
||
|
||
function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) {
|
||
// inOtherPt needs to be colinear to the inSegment
|
||
if ( inSegPt1.x != inSegPt2.x ) {
|
||
if ( inSegPt1.x < inSegPt2.x ) {
|
||
return ( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) );
|
||
} else {
|
||
return ( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) );
|
||
}
|
||
} else {
|
||
if ( inSegPt1.y < inSegPt2.y ) {
|
||
return ( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) );
|
||
} else {
|
||
return ( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) );
|
||
}
|
||
}
|
||
}
|
||
|
||
function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) {
|
||
var EPSILON = 0.0000000001;
|
||
|
||
var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x, seg1dy = inSeg1Pt2.y - inSeg1Pt1.y;
|
||
var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x, seg2dy = inSeg2Pt2.y - inSeg2Pt1.y;
|
||
|
||
var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x;
|
||
var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y;
|
||
|
||
var limit = seg1dy * seg2dx - seg1dx * seg2dy;
|
||
var perpSeg1 = seg1dy * seg1seg2dx - seg1dx * seg1seg2dy;
|
||
|
||
if ( Math.abs(limit) > EPSILON ) { // not parallel
|
||
|
||
var perpSeg2;
|
||
if ( limit > 0 ) {
|
||
if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) return [];
|
||
perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
|
||
if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) return [];
|
||
} else {
|
||
if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) return [];
|
||
perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
|
||
if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) return [];
|
||
}
|
||
|
||
// i.e. to reduce rounding errors
|
||
// intersection at endpoint of segment#1?
|
||
if ( perpSeg2 == 0 ) {
|
||
if ( ( inExcludeAdjacentSegs ) &&
|
||
( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) ) return [];
|
||
return [ inSeg1Pt1 ];
|
||
}
|
||
if ( perpSeg2 == limit ) {
|
||
if ( ( inExcludeAdjacentSegs ) &&
|
||
( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) ) return [];
|
||
return [ inSeg1Pt2 ];
|
||
}
|
||
// intersection at endpoint of segment#2?
|
||
if ( perpSeg1 == 0 ) return [ inSeg2Pt1 ];
|
||
if ( perpSeg1 == limit ) return [ inSeg2Pt2 ];
|
||
|
||
// return real intersection point
|
||
var factorSeg1 = perpSeg2 / limit;
|
||
return [ { x: inSeg1Pt1.x + factorSeg1 * seg1dx,
|
||
y: inSeg1Pt1.y + factorSeg1 * seg1dy } ];
|
||
|
||
} else { // parallel or colinear
|
||
if ( ( perpSeg1 != 0 ) ||
|
||
( seg2dy * seg1seg2dx != seg2dx * seg1seg2dy ) ) return [];
|
||
|
||
// they are collinear or degenerate
|
||
var seg1Pt = ( (seg1dx == 0) && (seg1dy == 0) ); // segment1 ist just a point?
|
||
var seg2Pt = ( (seg2dx == 0) && (seg2dy == 0) ); // segment2 ist just a point?
|
||
// both segments are points
|
||
if ( seg1Pt && seg2Pt ) {
|
||
if ( (inSeg1Pt1.x != inSeg2Pt1.x) ||
|
||
(inSeg1Pt1.y != inSeg2Pt1.y) ) return []; // they are distinct points
|
||
return [ inSeg1Pt1 ]; // they are the same point
|
||
}
|
||
// segment#1 is a single point
|
||
if ( seg1Pt ) {
|
||
if (! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) ) return []; // but not in segment#2
|
||
return [ inSeg1Pt1 ];
|
||
}
|
||
// segment#2 is a single point
|
||
if ( seg2Pt ) {
|
||
if (! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) ) return []; // but not in segment#1
|
||
return [ inSeg2Pt1 ];
|
||
}
|
||
|
||
// they are collinear segments, which might overlap
|
||
var seg1min, seg1max, seg1minVal, seg1maxVal;
|
||
var seg2min, seg2max, seg2minVal, seg2maxVal;
|
||
if (seg1dx != 0) { // the segments are NOT on a vertical line
|
||
if ( inSeg1Pt1.x < inSeg1Pt2.x ) {
|
||
seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x;
|
||
seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x;
|
||
} else {
|
||
seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x;
|
||
seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x;
|
||
}
|
||
if ( inSeg2Pt1.x < inSeg2Pt2.x ) {
|
||
seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x;
|
||
seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x;
|
||
} else {
|
||
seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x;
|
||
seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x;
|
||
}
|
||
} else { // the segments are on a vertical line
|
||
if ( inSeg1Pt1.y < inSeg1Pt2.y ) {
|
||
seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y;
|
||
seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y;
|
||
} else {
|
||
seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y;
|
||
seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y;
|
||
}
|
||
if ( inSeg2Pt1.y < inSeg2Pt2.y ) {
|
||
seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y;
|
||
seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y;
|
||
} else {
|
||
seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y;
|
||
seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y;
|
||
}
|
||
}
|
||
if ( seg1minVal <= seg2minVal ) {
|
||
if ( seg1maxVal < seg2minVal ) return [];
|
||
if ( seg1maxVal == seg2minVal ) {
|
||
if ( inExcludeAdjacentSegs ) return [];
|
||
return [ seg2min ];
|
||
}
|
||
if ( seg1maxVal <= seg2maxVal ) return [ seg2min, seg1max ];
|
||
return [ seg2min, seg2max ];
|
||
} else {
|
||
if ( seg1minVal > seg2maxVal ) return [];
|
||
if ( seg1minVal == seg2maxVal ) {
|
||
if ( inExcludeAdjacentSegs ) return [];
|
||
return [ seg1min ];
|
||
}
|
||
if ( seg1maxVal <= seg2maxVal ) return [ seg1min, seg1max ];
|
||
return [ seg1min, seg2max ];
|
||
}
|
||
}
|
||
}
|
||
|
||
function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) {
|
||
// The order of legs is important
|
||
|
||
var EPSILON = 0.0000000001;
|
||
|
||
// translation of all points, so that Vertex is at (0,0)
|
||
var legFromPtX = inLegFromPt.x - inVertex.x, legFromPtY = inLegFromPt.y - inVertex.y;
|
||
var legToPtX = inLegToPt.x - inVertex.x, legToPtY = inLegToPt.y - inVertex.y;
|
||
var otherPtX = inOtherPt.x - inVertex.x, otherPtY = inOtherPt.y - inVertex.y;
|
||
|
||
// main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg.
|
||
var from2toAngle = legFromPtX * legToPtY - legFromPtY * legToPtX;
|
||
var from2otherAngle = legFromPtX * otherPtY - legFromPtY * otherPtX;
|
||
|
||
if ( Math.abs(from2toAngle) > EPSILON ) { // angle != 180 deg.
|
||
|
||
var other2toAngle = otherPtX * legToPtY - otherPtY * legToPtX;
|
||
// console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle );
|
||
|
||
if ( from2toAngle > 0 ) { // main angle < 180 deg.
|
||
return ( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) );
|
||
} else { // main angle > 180 deg.
|
||
return ( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) );
|
||
}
|
||
} else { // angle == 180 deg.
|
||
// console.log( "from2to: 180 deg., from2other: " + from2otherAngle );
|
||
return ( from2otherAngle > 0 );
|
||
}
|
||
}
|
||
|
||
|
||
function removeHoles( contour, holes ) {
|
||
|
||
var shape = contour.concat(); // work on this shape
|
||
var hole;
|
||
|
||
function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) {
|
||
// Check if hole point lies within angle around shape point
|
||
var lastShapeIdx = shape.length - 1;
|
||
|
||
var prevShapeIdx = inShapeIdx - 1;
|
||
if ( prevShapeIdx < 0 ) prevShapeIdx = lastShapeIdx;
|
||
|
||
var nextShapeIdx = inShapeIdx + 1;
|
||
if ( nextShapeIdx > lastShapeIdx ) nextShapeIdx = 0;
|
||
|
||
var insideAngle = isPointInsideAngle( shape[inShapeIdx], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[inHoleIdx] );
|
||
if (! insideAngle ) {
|
||
// console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y );
|
||
return false;
|
||
}
|
||
|
||
// Check if shape point lies within angle around hole point
|
||
var lastHoleIdx = hole.length - 1;
|
||
|
||
var prevHoleIdx = inHoleIdx - 1;
|
||
if ( prevHoleIdx < 0 ) prevHoleIdx = lastHoleIdx;
|
||
|
||
var nextHoleIdx = inHoleIdx + 1;
|
||
if ( nextHoleIdx > lastHoleIdx ) nextHoleIdx = 0;
|
||
|
||
insideAngle = isPointInsideAngle( hole[inHoleIdx], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[inShapeIdx] );
|
||
if (! insideAngle ) {
|
||
// console.log( "Vertex (Hole): " + inHoleIdx + ", Point: " + shape[inShapeIdx].x + "/" + shape[inShapeIdx].y );
|
||
return false;
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
function intersectsShapeEdge( inShapePt, inHolePt ) {
|
||
// checks for intersections with shape edges
|
||
var sIdx, nextIdx, intersection;
|
||
for ( sIdx = 0; sIdx < shape.length; sIdx++ ) {
|
||
nextIdx = sIdx+1; nextIdx %= shape.length;
|
||
intersection = intersect_segments_2D( inShapePt, inHolePt, shape[sIdx], shape[nextIdx], true );
|
||
if ( intersection.length > 0 ) return true;
|
||
}
|
||
|
||
return false;
|
||
}
|
||
|
||
var indepHoles = [];
|
||
|
||
function intersectsHoleEdge( inShapePt, inHolePt ) {
|
||
// checks for intersections with hole edges
|
||
var ihIdx, chkHole,
|
||
hIdx, nextIdx, intersection;
|
||
for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx++ ) {
|
||
chkHole = holes[indepHoles[ihIdx]];
|
||
for ( hIdx = 0; hIdx < chkHole.length; hIdx++ ) {
|
||
nextIdx = hIdx+1; nextIdx %= chkHole.length;
|
||
intersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[hIdx], chkHole[nextIdx], true );
|
||
if ( intersection.length > 0 ) return true;
|
||
}
|
||
}
|
||
return false;
|
||
}
|
||
|
||
var holeIndex, shapeIndex,
|
||
shapePt, holePt,
|
||
holeIdx, cutKey, failedCuts = [],
|
||
tmpShape1, tmpShape2,
|
||
tmpHole1, tmpHole2;
|
||
|
||
for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
|
||
|
||
indepHoles.push( h );
|
||
|
||
}
|
||
|
||
var 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 = 0; 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 );
|
||
|
||
// Debug only, to show the selected cuts
|
||
// glob_CutLines.push( [ shapePt, holePt ] );
|
||
|
||
break;
|
||
}
|
||
if ( holeIndex >= 0 ) break; // hole-vertex found
|
||
|
||
failedCuts[cutKey] = true; // remember failure
|
||
}
|
||
if ( holeIndex >= 0 ) break; // hole-vertex found
|
||
}
|
||
}
|
||
|
||
return shape; /* shape with no holes */
|
||
}
|
||
|
||
|
||
var i, il, f, face,
|
||
key, index,
|
||
allPointsMap = {};
|
||
|
||
// To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first.
|
||
|
||
var allpoints = contour.concat();
|
||
|
||
for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
|
||
|
||
Array.prototype.push.apply( allpoints, holes[h] );
|
||
|
||
}
|
||
|
||
//console.log( "allpoints",allpoints, allpoints.length );
|
||
|
||
// prepare all points map
|
||
|
||
for ( i = 0, il = allpoints.length; i < il; i ++ ) {
|
||
|
||
key = allpoints[ i ].x + ":" + allpoints[ i ].y;
|
||
|
||
if ( allPointsMap[ key ] !== undefined ) {
|
||
|
||
console.log( "Duplicate point", key );
|
||
|
||
}
|
||
|
||
allPointsMap[ key ] = i;
|
||
|
||
}
|
||
|
||
// remove holes by cutting paths to holes and adding them to the shape
|
||
var shapeWithoutHoles = removeHoles( contour, holes );
|
||
|
||
var triangles = THREE.FontUtils.Triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape
|
||
//console.log( "triangles",triangles, triangles.length );
|
||
|
||
// check all face vertices against all points map
|
||
|
||
for ( i = 0, il = triangles.length; i < il; i ++ ) {
|
||
|
||
face = triangles[ i ];
|
||
|
||
for ( f = 0; f < 3; f ++ ) {
|
||
|
||
key = face[ f ].x + ":" + face[ f ].y;
|
||
|
||
index = allPointsMap[ key ];
|
||
|
||
if ( index !== undefined ) {
|
||
|
||
face[ f ] = index;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return triangles.concat();
|
||
|
||
},
|
||
|
||
isClockWise: function ( pts ) {
|
||
|
||
return THREE.FontUtils.Triangulate.area( pts ) < 0;
|
||
|
||
},
|
||
|
||
// Bezier Curves formulas obtained from
|
||
// http://en.wikipedia.org/wiki/B%C3%A9zier_curve
|
||
|
||
// Quad Bezier Functions
|
||
|
||
b2p0: function ( t, p ) {
|
||
|
||
var k = 1 - t;
|
||
return k * k * p;
|
||
|
||
},
|
||
|
||
b2p1: function ( t, p ) {
|
||
|
||
return 2 * ( 1 - t ) * t * p;
|
||
|
||
},
|
||
|
||
b2p2: function ( t, p ) {
|
||
|
||
return t * t * p;
|
||
|
||
},
|
||
|
||
b2: function ( t, p0, p1, p2 ) {
|
||
|
||
return this.b2p0( t, p0 ) + this.b2p1( t, p1 ) + this.b2p2( t, p2 );
|
||
|
||
},
|
||
|
||
// Cubic Bezier Functions
|
||
|
||
b3p0: function ( t, p ) {
|
||
|
||
var k = 1 - t;
|
||
return k * k * k * p;
|
||
|
||
},
|
||
|
||
b3p1: function ( t, p ) {
|
||
|
||
var k = 1 - t;
|
||
return 3 * k * k * t * p;
|
||
|
||
},
|
||
|
||
b3p2: function ( t, p ) {
|
||
|
||
var k = 1 - t;
|
||
return 3 * k * t * t * p;
|
||
|
||
},
|
||
|
||
b3p3: function ( t, p ) {
|
||
|
||
return t * t * t * p;
|
||
|
||
},
|
||
|
||
b3: function ( t, p0, p1, p2, p3 ) {
|
||
|
||
return this.b3p0( t, p0 ) + this.b3p1( t, p1 ) + this.b3p2( t, p2 ) + this.b3p3( t, p3 );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
|
||
/**************************************************************
|
||
* Line
|
||
**************************************************************/
|
||
|
||
THREE.LineCurve = function ( v1, v2 ) {
|
||
|
||
this.v1 = v1;
|
||
this.v2 = v2;
|
||
|
||
};
|
||
|
||
THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype );
|
||
|
||
THREE.LineCurve.prototype.getPoint = function ( t ) {
|
||
|
||
var point = this.v2.clone().sub(this.v1);
|
||
point.multiplyScalar( t ).add( this.v1 );
|
||
|
||
return point;
|
||
|
||
};
|
||
|
||
// Line curve is linear, so we can overwrite default getPointAt
|
||
|
||
THREE.LineCurve.prototype.getPointAt = function ( u ) {
|
||
|
||
return this.getPoint( u );
|
||
|
||
};
|
||
|
||
THREE.LineCurve.prototype.getTangent = function( t ) {
|
||
|
||
var tangent = this.v2.clone().sub(this.v1);
|
||
|
||
return tangent.normalize();
|
||
|
||
};
|
||
/**************************************************************
|
||
* Quadratic Bezier curve
|
||
**************************************************************/
|
||
|
||
|
||
THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) {
|
||
|
||
this.v0 = v0;
|
||
this.v1 = v1;
|
||
this.v2 = v2;
|
||
|
||
};
|
||
|
||
THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype );
|
||
|
||
|
||
THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {
|
||
|
||
var tx, ty;
|
||
|
||
tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
|
||
ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
|
||
|
||
return new THREE.Vector2( tx, ty );
|
||
|
||
};
|
||
|
||
|
||
THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {
|
||
|
||
var tx, ty;
|
||
|
||
tx = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
|
||
ty = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );
|
||
|
||
// returns unit vector
|
||
|
||
var tangent = new THREE.Vector2( tx, ty );
|
||
tangent.normalize();
|
||
|
||
return tangent;
|
||
|
||
};
|
||
/**************************************************************
|
||
* Cubic Bezier curve
|
||
**************************************************************/
|
||
|
||
THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) {
|
||
|
||
this.v0 = v0;
|
||
this.v1 = v1;
|
||
this.v2 = v2;
|
||
this.v3 = v3;
|
||
|
||
};
|
||
|
||
THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype );
|
||
|
||
THREE.CubicBezierCurve.prototype.getPoint = function ( t ) {
|
||
|
||
var tx, ty;
|
||
|
||
tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
|
||
ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
|
||
|
||
return new THREE.Vector2( tx, ty );
|
||
|
||
};
|
||
|
||
THREE.CubicBezierCurve.prototype.getTangent = function( t ) {
|
||
|
||
var tx, ty;
|
||
|
||
tx = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
|
||
ty = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
|
||
|
||
var tangent = new THREE.Vector2( tx, ty );
|
||
tangent.normalize();
|
||
|
||
return tangent;
|
||
|
||
};
|
||
/**************************************************************
|
||
* Spline curve
|
||
**************************************************************/
|
||
|
||
THREE.SplineCurve = function ( points /* array of Vector2 */ ) {
|
||
|
||
this.points = (points == undefined) ? [] : points;
|
||
|
||
};
|
||
|
||
THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype );
|
||
|
||
THREE.SplineCurve.prototype.getPoint = function ( t ) {
|
||
|
||
var v = new THREE.Vector2();
|
||
var c = [];
|
||
var points = this.points, point, intPoint, weight;
|
||
point = ( points.length - 1 ) * t;
|
||
|
||
intPoint = Math.floor( point );
|
||
weight = point - intPoint;
|
||
|
||
c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
|
||
c[ 1 ] = intPoint;
|
||
c[ 2 ] = intPoint > points.length - 2 ? points.length -1 : intPoint + 1;
|
||
c[ 3 ] = intPoint > points.length - 3 ? points.length -1 : intPoint + 2;
|
||
|
||
v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
|
||
v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
|
||
|
||
return v;
|
||
|
||
};
|
||
/**************************************************************
|
||
* Ellipse curve
|
||
**************************************************************/
|
||
|
||
THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise ) {
|
||
|
||
this.aX = aX;
|
||
this.aY = aY;
|
||
|
||
this.xRadius = xRadius;
|
||
this.yRadius = yRadius;
|
||
|
||
this.aStartAngle = aStartAngle;
|
||
this.aEndAngle = aEndAngle;
|
||
|
||
this.aClockwise = aClockwise;
|
||
|
||
};
|
||
|
||
THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype );
|
||
|
||
THREE.EllipseCurve.prototype.getPoint = function ( t ) {
|
||
|
||
var angle;
|
||
var deltaAngle = this.aEndAngle - this.aStartAngle;
|
||
|
||
if ( deltaAngle < 0 ) deltaAngle += Math.PI * 2;
|
||
if ( deltaAngle > Math.PI * 2 ) deltaAngle -= Math.PI * 2;
|
||
|
||
if ( this.aClockwise === true ) {
|
||
|
||
angle = this.aEndAngle + ( 1 - t ) * ( Math.PI * 2 - deltaAngle );
|
||
|
||
} else {
|
||
|
||
angle = this.aStartAngle + t * deltaAngle;
|
||
|
||
}
|
||
|
||
var tx = this.aX + this.xRadius * Math.cos( angle );
|
||
var ty = this.aY + this.yRadius * Math.sin( angle );
|
||
|
||
return new THREE.Vector2( tx, ty );
|
||
|
||
};
|
||
|
||
/**************************************************************
|
||
* 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 );
|
||
/**************************************************************
|
||
* Line3D
|
||
**************************************************************/
|
||
|
||
THREE.LineCurve3 = THREE.Curve.create(
|
||
|
||
function ( v1, v2 ) {
|
||
|
||
this.v1 = v1;
|
||
this.v2 = v2;
|
||
|
||
},
|
||
|
||
function ( t ) {
|
||
|
||
var r = new THREE.Vector3();
|
||
|
||
|
||
r.subVectors( this.v2, this.v1 ); // diff
|
||
r.multiplyScalar( t );
|
||
r.add( this.v1 );
|
||
|
||
return r;
|
||
|
||
}
|
||
|
||
);
|
||
|
||
/**************************************************************
|
||
* Quadratic Bezier 3D curve
|
||
**************************************************************/
|
||
|
||
THREE.QuadraticBezierCurve3 = THREE.Curve.create(
|
||
|
||
function ( v0, v1, v2 ) {
|
||
|
||
this.v0 = v0;
|
||
this.v1 = v1;
|
||
this.v2 = v2;
|
||
|
||
},
|
||
|
||
function ( t ) {
|
||
|
||
var tx, ty, tz;
|
||
|
||
tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
|
||
ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
|
||
tz = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z );
|
||
|
||
return new THREE.Vector3( tx, ty, tz );
|
||
|
||
}
|
||
|
||
);
|
||
/**************************************************************
|
||
* Cubic Bezier 3D curve
|
||
**************************************************************/
|
||
|
||
THREE.CubicBezierCurve3 = THREE.Curve.create(
|
||
|
||
function ( v0, v1, v2, v3 ) {
|
||
|
||
this.v0 = v0;
|
||
this.v1 = v1;
|
||
this.v2 = v2;
|
||
this.v3 = v3;
|
||
|
||
},
|
||
|
||
function ( t ) {
|
||
|
||
var tx, ty, tz;
|
||
|
||
tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
|
||
ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
|
||
tz = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );
|
||
|
||
return new THREE.Vector3( tx, ty, tz );
|
||
|
||
}
|
||
|
||
);
|
||
/**************************************************************
|
||
* Spline 3D curve
|
||
**************************************************************/
|
||
|
||
|
||
THREE.SplineCurve3 = THREE.Curve.create(
|
||
|
||
function ( points /* array of Vector3 */) {
|
||
|
||
this.points = (points == undefined) ? [] : points;
|
||
|
||
},
|
||
|
||
function ( t ) {
|
||
|
||
var v = new THREE.Vector3();
|
||
var c = [];
|
||
var points = this.points, point, intPoint, weight;
|
||
point = ( points.length - 1 ) * t;
|
||
|
||
intPoint = Math.floor( point );
|
||
weight = point - intPoint;
|
||
|
||
c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
|
||
c[ 1 ] = intPoint;
|
||
c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1;
|
||
c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2;
|
||
|
||
var pt0 = points[ c[0] ],
|
||
pt1 = points[ c[1] ],
|
||
pt2 = points[ c[2] ],
|
||
pt3 = points[ c[3] ];
|
||
|
||
v.x = THREE.Curve.Utils.interpolate(pt0.x, pt1.x, pt2.x, pt3.x, weight);
|
||
v.y = THREE.Curve.Utils.interpolate(pt0.y, pt1.y, pt2.y, pt3.y, weight);
|
||
v.z = THREE.Curve.Utils.interpolate(pt0.z, pt1.z, pt2.z, pt3.z, weight);
|
||
|
||
return v;
|
||
|
||
}
|
||
|
||
);
|
||
|
||
|
||
// THREE.SplineCurve3.prototype.getTangent = function(t) {
|
||
// var v = new THREE.Vector3();
|
||
// var c = [];
|
||
// var points = this.points, point, intPoint, weight;
|
||
// point = ( points.length - 1 ) * t;
|
||
|
||
// intPoint = Math.floor( point );
|
||
// weight = point - intPoint;
|
||
|
||
// c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
|
||
// c[ 1 ] = intPoint;
|
||
// c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1;
|
||
// c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2;
|
||
|
||
// var pt0 = points[ c[0] ],
|
||
// pt1 = points[ c[1] ],
|
||
// pt2 = points[ c[2] ],
|
||
// pt3 = points[ c[3] ];
|
||
|
||
// // t = weight;
|
||
// v.x = THREE.Curve.Utils.tangentSpline( t, pt0.x, pt1.x, pt2.x, pt3.x );
|
||
// v.y = THREE.Curve.Utils.tangentSpline( t, pt0.y, pt1.y, pt2.y, pt3.y );
|
||
// v.z = THREE.Curve.Utils.tangentSpline( t, pt0.z, pt1.z, pt2.z, pt3.z );
|
||
|
||
// return v;
|
||
|
||
// }
|
||
/**************************************************************
|
||
* Closed Spline 3D curve
|
||
**************************************************************/
|
||
|
||
|
||
THREE.ClosedSplineCurve3 = THREE.Curve.create(
|
||
|
||
function ( points /* array of Vector3 */) {
|
||
|
||
this.points = (points == undefined) ? [] : points;
|
||
|
||
},
|
||
|
||
function ( t ) {
|
||
|
||
var v = new THREE.Vector3();
|
||
var c = [];
|
||
var points = this.points, point, intPoint, weight;
|
||
point = ( points.length - 0 ) * t;
|
||
// This needs to be from 0-length +1
|
||
|
||
intPoint = Math.floor( point );
|
||
weight = point - intPoint;
|
||
|
||
intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
|
||
c[ 0 ] = ( intPoint - 1 ) % points.length;
|
||
c[ 1 ] = ( intPoint ) % points.length;
|
||
c[ 2 ] = ( intPoint + 1 ) % points.length;
|
||
c[ 3 ] = ( intPoint + 2 ) % points.length;
|
||
|
||
v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
|
||
v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
|
||
v.z = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].z, points[ c[ 1 ] ].z, points[ c[ 2 ] ].z, points[ c[ 3 ] ].z, weight );
|
||
|
||
return v;
|
||
|
||
}
|
||
|
||
);
|
||
/**
|
||
* @author mikael emtinger / http://gomo.se/
|
||
*/
|
||
|
||
THREE.AnimationHandler = (function() {
|
||
|
||
var playing = [];
|
||
var library = {};
|
||
var that = {};
|
||
|
||
|
||
//--- update ---
|
||
|
||
that.update = function( deltaTimeMS ) {
|
||
|
||
for( var i = 0; i < playing.length; i ++ )
|
||
playing[ i ].update( deltaTimeMS );
|
||
|
||
};
|
||
|
||
|
||
//--- add ---
|
||
|
||
that.addToUpdate = function( animation ) {
|
||
|
||
if ( playing.indexOf( animation ) === -1 )
|
||
playing.push( animation );
|
||
|
||
};
|
||
|
||
|
||
//--- remove ---
|
||
|
||
that.removeFromUpdate = function( animation ) {
|
||
|
||
var index = playing.indexOf( animation );
|
||
|
||
if( index !== -1 )
|
||
playing.splice( index, 1 );
|
||
|
||
};
|
||
|
||
|
||
//--- add ---
|
||
|
||
that.add = function( data ) {
|
||
|
||
if ( library[ data.name ] !== undefined )
|
||
console.log( "THREE.AnimationHandler.add: Warning! " + data.name + " already exists in library. Overwriting." );
|
||
|
||
library[ data.name ] = data;
|
||
initData( data );
|
||
|
||
};
|
||
|
||
|
||
//--- get ---
|
||
|
||
that.get = function( name ) {
|
||
|
||
if ( typeof name === "string" ) {
|
||
|
||
if ( library[ name ] ) {
|
||
|
||
return library[ name ];
|
||
|
||
} else {
|
||
|
||
console.log( "THREE.AnimationHandler.get: Couldn't find animation " + name );
|
||
return null;
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
// todo: add simple tween library
|
||
|
||
}
|
||
|
||
};
|
||
|
||
//--- parse ---
|
||
|
||
that.parse = function( root ) {
|
||
|
||
// setup hierarchy
|
||
|
||
var hierarchy = [];
|
||
|
||
if ( root instanceof THREE.SkinnedMesh ) {
|
||
|
||
for( var b = 0; b < root.bones.length; b++ ) {
|
||
|
||
hierarchy.push( root.bones[ b ] );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
parseRecurseHierarchy( root, hierarchy );
|
||
|
||
}
|
||
|
||
return hierarchy;
|
||
|
||
};
|
||
|
||
var parseRecurseHierarchy = function( root, hierarchy ) {
|
||
|
||
hierarchy.push( root );
|
||
|
||
for( var c = 0; c < root.children.length; c++ )
|
||
parseRecurseHierarchy( root.children[ c ], hierarchy );
|
||
|
||
}
|
||
|
||
|
||
//--- init data ---
|
||
|
||
var initData = function( data ) {
|
||
|
||
if( data.initialized === true )
|
||
return;
|
||
|
||
|
||
// loop through all keys
|
||
|
||
for( var h = 0; h < data.hierarchy.length; h ++ ) {
|
||
|
||
for( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
|
||
|
||
// remove minus times
|
||
|
||
if( data.hierarchy[ h ].keys[ k ].time < 0 )
|
||
data.hierarchy[ h ].keys[ k ].time = 0;
|
||
|
||
|
||
// create quaternions
|
||
|
||
if( data.hierarchy[ h ].keys[ k ].rot !== undefined &&
|
||
!( data.hierarchy[ h ].keys[ k ].rot instanceof THREE.Quaternion ) ) {
|
||
|
||
var quat = data.hierarchy[ h ].keys[ k ].rot;
|
||
data.hierarchy[ h ].keys[ k ].rot = new THREE.Quaternion( quat[0], quat[1], quat[2], quat[3] );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
|
||
// prepare morph target keys
|
||
|
||
if( data.hierarchy[ h ].keys.length && data.hierarchy[ h ].keys[ 0 ].morphTargets !== undefined ) {
|
||
|
||
// get all used
|
||
|
||
var usedMorphTargets = {};
|
||
|
||
for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
|
||
|
||
for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
|
||
|
||
var morphTargetName = data.hierarchy[ h ].keys[ k ].morphTargets[ m ];
|
||
usedMorphTargets[ morphTargetName ] = -1;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
data.hierarchy[ h ].usedMorphTargets = usedMorphTargets;
|
||
|
||
|
||
// set all used on all frames
|
||
|
||
for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
|
||
|
||
var influences = {};
|
||
|
||
for ( var morphTargetName in usedMorphTargets ) {
|
||
|
||
for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
|
||
|
||
if ( data.hierarchy[ h ].keys[ k ].morphTargets[ m ] === morphTargetName ) {
|
||
|
||
influences[ morphTargetName ] = data.hierarchy[ h ].keys[ k ].morphTargetsInfluences[ m ];
|
||
break;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( m === data.hierarchy[ h ].keys[ k ].morphTargets.length ) {
|
||
|
||
influences[ morphTargetName ] = 0;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
data.hierarchy[ h ].keys[ k ].morphTargetsInfluences = influences;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
|
||
// remove all keys that are on the same time
|
||
|
||
for ( var k = 1; k < data.hierarchy[ h ].keys.length; k ++ ) {
|
||
|
||
if ( data.hierarchy[ h ].keys[ k ].time === data.hierarchy[ h ].keys[ k - 1 ].time ) {
|
||
|
||
data.hierarchy[ h ].keys.splice( k, 1 );
|
||
k --;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
|
||
// set index
|
||
|
||
for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
|
||
|
||
data.hierarchy[ h ].keys[ k ].index = k;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// done
|
||
|
||
data.initialized = true;
|
||
|
||
};
|
||
|
||
|
||
// interpolation types
|
||
|
||
that.LINEAR = 0;
|
||
that.CATMULLROM = 1;
|
||
that.CATMULLROM_FORWARD = 2;
|
||
|
||
return that;
|
||
|
||
}());
|
||
|
||
/**
|
||
* @author mikael emtinger / http://gomo.se/
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.Animation = function ( root, name ) {
|
||
|
||
this.root = root;
|
||
this.data = THREE.AnimationHandler.get( name );
|
||
this.hierarchy = THREE.AnimationHandler.parse( root );
|
||
|
||
this.currentTime = 0;
|
||
this.timeScale = 1;
|
||
|
||
this.isPlaying = false;
|
||
this.isPaused = true;
|
||
this.loop = true;
|
||
|
||
this.interpolationType = THREE.AnimationHandler.LINEAR;
|
||
|
||
};
|
||
|
||
THREE.Animation.prototype.play = function ( startTime ) {
|
||
|
||
this.currentTime = startTime !== undefined ? startTime : 0;
|
||
|
||
if ( this.isPlaying === false ) {
|
||
|
||
this.isPlaying = true;
|
||
|
||
this.reset();
|
||
this.update( 0 );
|
||
|
||
}
|
||
|
||
this.isPaused = false;
|
||
|
||
THREE.AnimationHandler.addToUpdate( this );
|
||
|
||
};
|
||
|
||
|
||
THREE.Animation.prototype.pause = function() {
|
||
|
||
if ( this.isPaused === true ) {
|
||
|
||
THREE.AnimationHandler.addToUpdate( this );
|
||
|
||
} else {
|
||
|
||
THREE.AnimationHandler.removeFromUpdate( this );
|
||
|
||
}
|
||
|
||
this.isPaused = !this.isPaused;
|
||
|
||
};
|
||
|
||
|
||
THREE.Animation.prototype.stop = function() {
|
||
|
||
this.isPlaying = false;
|
||
this.isPaused = false;
|
||
THREE.AnimationHandler.removeFromUpdate( this );
|
||
|
||
};
|
||
|
||
THREE.Animation.prototype.reset = function () {
|
||
|
||
for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
|
||
|
||
var object = this.hierarchy[ h ];
|
||
|
||
object.matrixAutoUpdate = true;
|
||
|
||
if ( object.animationCache === undefined ) {
|
||
|
||
object.animationCache = {};
|
||
object.animationCache.prevKey = { pos: 0, rot: 0, scl: 0 };
|
||
object.animationCache.nextKey = { pos: 0, rot: 0, scl: 0 };
|
||
object.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
|
||
|
||
}
|
||
|
||
var prevKey = object.animationCache.prevKey;
|
||
var nextKey = object.animationCache.nextKey;
|
||
|
||
prevKey.pos = this.data.hierarchy[ h ].keys[ 0 ];
|
||
prevKey.rot = this.data.hierarchy[ h ].keys[ 0 ];
|
||
prevKey.scl = this.data.hierarchy[ h ].keys[ 0 ];
|
||
|
||
nextKey.pos = this.getNextKeyWith( "pos", h, 1 );
|
||
nextKey.rot = this.getNextKeyWith( "rot", h, 1 );
|
||
nextKey.scl = this.getNextKeyWith( "scl", h, 1 );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
|
||
THREE.Animation.prototype.update = (function(){
|
||
|
||
var points = [];
|
||
var target = new THREE.Vector3();
|
||
|
||
// Catmull-Rom spline
|
||
|
||
var interpolateCatmullRom = function ( points, scale ) {
|
||
|
||
var c = [], v3 = [],
|
||
point, intPoint, weight, w2, w3,
|
||
pa, pb, pc, pd;
|
||
|
||
point = ( points.length - 1 ) * scale;
|
||
intPoint = Math.floor( point );
|
||
weight = point - intPoint;
|
||
|
||
c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
|
||
c[ 1 ] = intPoint;
|
||
c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1;
|
||
c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2;
|
||
|
||
pa = points[ c[ 0 ] ];
|
||
pb = points[ c[ 1 ] ];
|
||
pc = points[ c[ 2 ] ];
|
||
pd = points[ c[ 3 ] ];
|
||
|
||
w2 = weight * weight;
|
||
w3 = weight * w2;
|
||
|
||
v3[ 0 ] = interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 );
|
||
v3[ 1 ] = interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 );
|
||
v3[ 2 ] = interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 );
|
||
|
||
return v3;
|
||
|
||
};
|
||
|
||
var interpolate = function ( p0, p1, p2, p3, t, t2, t3 ) {
|
||
|
||
var v0 = ( p2 - p0 ) * 0.5,
|
||
v1 = ( p3 - p1 ) * 0.5;
|
||
|
||
return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
|
||
|
||
};
|
||
|
||
return function ( delta ) {
|
||
if ( this.isPlaying === false ) return;
|
||
|
||
this.currentTime += delta * this.timeScale;
|
||
|
||
//
|
||
|
||
var vector;
|
||
var types = [ "pos", "rot", "scl" ];
|
||
|
||
var duration = this.data.length;
|
||
|
||
if ( this.loop === true && this.currentTime > duration ) {
|
||
|
||
this.currentTime %= duration;
|
||
this.reset();
|
||
|
||
} else if ( this.loop === false && this.currentTime > duration ) {
|
||
|
||
this.stop();
|
||
return;
|
||
|
||
}
|
||
|
||
this.currentTime = Math.min( this.currentTime, duration );
|
||
|
||
for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
|
||
|
||
var object = this.hierarchy[ h ];
|
||
var animationCache = object.animationCache;
|
||
|
||
// loop through pos/rot/scl
|
||
|
||
for ( var t = 0; t < 3; t ++ ) {
|
||
|
||
// get keys
|
||
|
||
var type = types[ t ];
|
||
var prevKey = animationCache.prevKey[ type ];
|
||
var nextKey = animationCache.nextKey[ type ];
|
||
|
||
if ( nextKey.time <= this.currentTime ) {
|
||
|
||
prevKey = this.data.hierarchy[ h ].keys[ 0 ];
|
||
nextKey = this.getNextKeyWith( type, h, 1 );
|
||
|
||
while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
|
||
|
||
prevKey = nextKey;
|
||
nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
|
||
|
||
}
|
||
|
||
animationCache.prevKey[ type ] = prevKey;
|
||
animationCache.nextKey[ type ] = nextKey;
|
||
|
||
}
|
||
|
||
object.matrixAutoUpdate = true;
|
||
object.matrixWorldNeedsUpdate = true;
|
||
|
||
var scale = ( this.currentTime - prevKey.time ) / ( nextKey.time - prevKey.time );
|
||
|
||
var prevXYZ = prevKey[ type ];
|
||
var nextXYZ = nextKey[ type ];
|
||
|
||
if ( scale < 0 ) scale = 0;
|
||
if ( scale > 1 ) scale = 1;
|
||
|
||
// interpolate
|
||
|
||
if ( type === "pos" ) {
|
||
|
||
vector = object.position;
|
||
|
||
if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) {
|
||
|
||
vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
|
||
vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
|
||
vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
|
||
|
||
} else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
|
||
this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
|
||
|
||
points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ];
|
||
points[ 1 ] = prevXYZ;
|
||
points[ 2 ] = nextXYZ;
|
||
points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ];
|
||
|
||
scale = scale * 0.33 + 0.33;
|
||
|
||
var currentPoint = interpolateCatmullRom( points, scale );
|
||
|
||
vector.x = currentPoint[ 0 ];
|
||
vector.y = currentPoint[ 1 ];
|
||
vector.z = currentPoint[ 2 ];
|
||
|
||
if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
|
||
|
||
var forwardPoint = interpolateCatmullRom( points, scale * 1.01 );
|
||
|
||
target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] );
|
||
target.sub( vector );
|
||
target.y = 0;
|
||
target.normalize();
|
||
|
||
var angle = Math.atan2( target.x, target.z );
|
||
object.rotation.set( 0, angle, 0 );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else if ( type === "rot" ) {
|
||
|
||
THREE.Quaternion.slerp( prevXYZ, nextXYZ, object.quaternion, scale );
|
||
|
||
} else if ( type === "scl" ) {
|
||
|
||
vector = object.scale;
|
||
|
||
vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
|
||
vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
|
||
vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
})();
|
||
|
||
|
||
|
||
|
||
|
||
// Get next key with
|
||
|
||
THREE.Animation.prototype.getNextKeyWith = function ( type, h, key ) {
|
||
|
||
var keys = this.data.hierarchy[ h ].keys;
|
||
|
||
if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
|
||
this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
|
||
|
||
key = key < keys.length - 1 ? key : keys.length - 1;
|
||
|
||
} else {
|
||
|
||
key = key % keys.length;
|
||
|
||
}
|
||
|
||
for ( ; key < keys.length; key++ ) {
|
||
|
||
if ( keys[ key ][ type ] !== undefined ) {
|
||
|
||
return keys[ key ];
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return this.data.hierarchy[ h ].keys[ 0 ];
|
||
|
||
};
|
||
|
||
// Get previous key with
|
||
|
||
THREE.Animation.prototype.getPrevKeyWith = function ( type, h, key ) {
|
||
|
||
var keys = this.data.hierarchy[ h ].keys;
|
||
|
||
if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
|
||
this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
|
||
|
||
key = key > 0 ? key : 0;
|
||
|
||
} else {
|
||
|
||
key = key >= 0 ? key : key + keys.length;
|
||
|
||
}
|
||
|
||
|
||
for ( ; key >= 0; key -- ) {
|
||
|
||
if ( keys[ key ][ type ] !== undefined ) {
|
||
|
||
return keys[ key ];
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return this.data.hierarchy[ h ].keys[ keys.length - 1 ];
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mikael emtinger / http://gomo.se/
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author khang duong
|
||
* @author erik kitson
|
||
*/
|
||
|
||
THREE.KeyFrameAnimation = function ( root, data ) {
|
||
|
||
this.root = root;
|
||
this.data = THREE.AnimationHandler.get( data );
|
||
this.hierarchy = THREE.AnimationHandler.parse( root );
|
||
this.currentTime = 0;
|
||
this.timeScale = 0.001;
|
||
this.isPlaying = false;
|
||
this.isPaused = true;
|
||
this.loop = true;
|
||
|
||
// initialize to first keyframes
|
||
|
||
for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
|
||
|
||
var keys = this.data.hierarchy[h].keys,
|
||
sids = this.data.hierarchy[h].sids,
|
||
obj = this.hierarchy[h];
|
||
|
||
if ( keys.length && sids ) {
|
||
|
||
for ( var s = 0; s < sids.length; s++ ) {
|
||
|
||
var sid = sids[ s ],
|
||
next = this.getNextKeyWith( sid, h, 0 );
|
||
|
||
if ( next ) {
|
||
|
||
next.apply( sid );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
obj.matrixAutoUpdate = false;
|
||
this.data.hierarchy[h].node.updateMatrix();
|
||
obj.matrixWorldNeedsUpdate = true;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
// Play
|
||
|
||
THREE.KeyFrameAnimation.prototype.play = function ( startTime ) {
|
||
|
||
this.currentTime = startTime !== undefined ? startTime : 0;
|
||
|
||
if ( this.isPlaying === false ) {
|
||
|
||
this.isPlaying = true;
|
||
|
||
// reset key cache
|
||
|
||
var h, hl = this.hierarchy.length,
|
||
object,
|
||
node;
|
||
|
||
for ( h = 0; h < hl; h++ ) {
|
||
|
||
object = this.hierarchy[ h ];
|
||
node = this.data.hierarchy[ h ];
|
||
|
||
if ( node.animationCache === undefined ) {
|
||
|
||
node.animationCache = {};
|
||
node.animationCache.prevKey = null;
|
||
node.animationCache.nextKey = null;
|
||
node.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
|
||
|
||
}
|
||
|
||
var keys = this.data.hierarchy[h].keys;
|
||
|
||
if (keys.length) {
|
||
|
||
node.animationCache.prevKey = keys[ 0 ];
|
||
node.animationCache.nextKey = keys[ 1 ];
|
||
|
||
this.startTime = Math.min( keys[0].time, this.startTime );
|
||
this.endTime = Math.max( keys[keys.length - 1].time, this.endTime );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
this.update( 0 );
|
||
|
||
}
|
||
|
||
this.isPaused = false;
|
||
|
||
THREE.AnimationHandler.addToUpdate( this );
|
||
|
||
};
|
||
|
||
|
||
|
||
// Pause
|
||
|
||
THREE.KeyFrameAnimation.prototype.pause = function() {
|
||
|
||
if( this.isPaused ) {
|
||
|
||
THREE.AnimationHandler.addToUpdate( this );
|
||
|
||
} else {
|
||
|
||
THREE.AnimationHandler.removeFromUpdate( this );
|
||
|
||
}
|
||
|
||
this.isPaused = !this.isPaused;
|
||
|
||
};
|
||
|
||
|
||
// Stop
|
||
|
||
THREE.KeyFrameAnimation.prototype.stop = function() {
|
||
|
||
this.isPlaying = false;
|
||
this.isPaused = false;
|
||
|
||
THREE.AnimationHandler.removeFromUpdate( this );
|
||
|
||
// reset JIT matrix and remove cache
|
||
|
||
for ( var h = 0; h < this.data.hierarchy.length; h++ ) {
|
||
|
||
var obj = this.hierarchy[ h ];
|
||
var node = this.data.hierarchy[ h ];
|
||
|
||
if ( node.animationCache !== undefined ) {
|
||
|
||
var original = node.animationCache.originalMatrix;
|
||
|
||
if( obj instanceof THREE.Bone ) {
|
||
|
||
original.copy( obj.skinMatrix );
|
||
obj.skinMatrix = original;
|
||
|
||
} else {
|
||
|
||
original.copy( obj.matrix );
|
||
obj.matrix = original;
|
||
|
||
}
|
||
|
||
delete node.animationCache;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
|
||
// Update
|
||
|
||
THREE.KeyFrameAnimation.prototype.update = function ( delta ) {
|
||
|
||
if ( this.isPlaying === false ) return;
|
||
|
||
this.currentTime += delta * this.timeScale;
|
||
|
||
//
|
||
|
||
var duration = this.data.length;
|
||
|
||
if ( this.loop === true && this.currentTime > duration ) {
|
||
|
||
this.currentTime %= duration;
|
||
|
||
}
|
||
|
||
this.currentTime = Math.min( this.currentTime, duration );
|
||
|
||
for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
|
||
|
||
var object = this.hierarchy[ h ];
|
||
var node = this.data.hierarchy[ h ];
|
||
|
||
var keys = node.keys,
|
||
animationCache = node.animationCache;
|
||
|
||
|
||
if ( keys.length ) {
|
||
|
||
var prevKey = animationCache.prevKey;
|
||
var nextKey = animationCache.nextKey;
|
||
|
||
if ( nextKey.time <= this.currentTime ) {
|
||
|
||
while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
|
||
|
||
prevKey = nextKey;
|
||
nextKey = keys[ prevKey.index + 1 ];
|
||
|
||
}
|
||
|
||
animationCache.prevKey = prevKey;
|
||
animationCache.nextKey = nextKey;
|
||
|
||
}
|
||
|
||
if ( nextKey.time >= this.currentTime ) {
|
||
|
||
prevKey.interpolate( nextKey, this.currentTime );
|
||
|
||
} else {
|
||
|
||
prevKey.interpolate( nextKey, nextKey.time );
|
||
|
||
}
|
||
|
||
this.data.hierarchy[ h ].node.updateMatrix();
|
||
object.matrixWorldNeedsUpdate = true;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
// Get next key with
|
||
|
||
THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) {
|
||
|
||
var keys = this.data.hierarchy[ h ].keys;
|
||
key = key % keys.length;
|
||
|
||
for ( ; key < keys.length; key++ ) {
|
||
|
||
if ( keys[ key ].hasTarget( sid ) ) {
|
||
|
||
return keys[ key ];
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return keys[ 0 ];
|
||
|
||
};
|
||
|
||
// Get previous key with
|
||
|
||
THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) {
|
||
|
||
var keys = this.data.hierarchy[ h ].keys;
|
||
key = key >= 0 ? key : key + keys.length;
|
||
|
||
for ( ; key >= 0; key-- ) {
|
||
|
||
if ( keys[ key ].hasTarget( sid ) ) {
|
||
|
||
return keys[ key ];
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return keys[ keys.length - 1 ];
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com
|
||
*/
|
||
|
||
THREE.MorphAnimation = function ( mesh ) {
|
||
|
||
this.mesh = mesh;
|
||
this.frames = mesh.morphTargetInfluences.length;
|
||
this.currentTime = 0;
|
||
this.duration = 1000;
|
||
this.loop = true;
|
||
|
||
this.isPlaying = false;
|
||
|
||
};
|
||
|
||
THREE.MorphAnimation.prototype = {
|
||
|
||
play: function () {
|
||
|
||
this.isPlaying = true;
|
||
|
||
},
|
||
|
||
pause: function () {
|
||
|
||
this.isPlaying = false;
|
||
},
|
||
|
||
update: ( function () {
|
||
|
||
var lastFrame = 0;
|
||
var currentFrame = 0;
|
||
|
||
return function ( delta ) {
|
||
|
||
if ( this.isPlaying === false ) return;
|
||
|
||
this.currentTime += delta;
|
||
|
||
if ( this.loop === true && this.currentTime > this.duration ) {
|
||
|
||
this.currentTime %= this.duration;
|
||
|
||
}
|
||
|
||
this.currentTime = Math.min( this.currentTime, this.duration );
|
||
|
||
var interpolation = this.duration / this.frames;
|
||
var frame = Math.floor( this.currentTime / interpolation );
|
||
|
||
if ( frame != currentFrame ) {
|
||
|
||
this.mesh.morphTargetInfluences[ lastFrame ] = 0;
|
||
this.mesh.morphTargetInfluences[ currentFrame ] = 1;
|
||
this.mesh.morphTargetInfluences[ frame ] = 0;
|
||
|
||
lastFrame = currentFrame;
|
||
currentFrame = frame;
|
||
|
||
}
|
||
|
||
this.mesh.morphTargetInfluences[ frame ] = ( this.currentTime % interpolation ) / interpolation;
|
||
this.mesh.morphTargetInfluences[ lastFrame ] = 1 - this.mesh.morphTargetInfluences[ frame ];
|
||
|
||
}
|
||
|
||
} )()
|
||
|
||
};
|
||
|
||
/**
|
||
* Camera for rendering cube maps
|
||
* - renders scene into axis-aligned cube
|
||
*
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.CubeCamera = function ( near, far, cubeResolution ) {
|
||
|
||
THREE.Object3D.call( this );
|
||
|
||
var fov = 90, aspect = 1;
|
||
|
||
var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far );
|
||
cameraPX.up.set( 0, -1, 0 );
|
||
cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) );
|
||
this.add( cameraPX );
|
||
|
||
var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far );
|
||
cameraNX.up.set( 0, -1, 0 );
|
||
cameraNX.lookAt( new THREE.Vector3( -1, 0, 0 ) );
|
||
this.add( cameraNX );
|
||
|
||
var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far );
|
||
cameraPY.up.set( 0, 0, 1 );
|
||
cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) );
|
||
this.add( cameraPY );
|
||
|
||
var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far );
|
||
cameraNY.up.set( 0, 0, -1 );
|
||
cameraNY.lookAt( new THREE.Vector3( 0, -1, 0 ) );
|
||
this.add( cameraNY );
|
||
|
||
var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
|
||
cameraPZ.up.set( 0, -1, 0 );
|
||
cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) );
|
||
this.add( cameraPZ );
|
||
|
||
var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
|
||
cameraNZ.up.set( 0, -1, 0 );
|
||
cameraNZ.lookAt( new THREE.Vector3( 0, 0, -1 ) );
|
||
this.add( cameraNZ );
|
||
|
||
this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter } );
|
||
|
||
this.updateCubeMap = function ( renderer, scene ) {
|
||
|
||
var renderTarget = this.renderTarget;
|
||
var generateMipmaps = renderTarget.generateMipmaps;
|
||
|
||
renderTarget.generateMipmaps = false;
|
||
|
||
renderTarget.activeCubeFace = 0;
|
||
renderer.render( scene, cameraPX, renderTarget );
|
||
|
||
renderTarget.activeCubeFace = 1;
|
||
renderer.render( scene, cameraNX, renderTarget );
|
||
|
||
renderTarget.activeCubeFace = 2;
|
||
renderer.render( scene, cameraPY, renderTarget );
|
||
|
||
renderTarget.activeCubeFace = 3;
|
||
renderer.render( scene, cameraNY, renderTarget );
|
||
|
||
renderTarget.activeCubeFace = 4;
|
||
renderer.render( scene, cameraPZ, renderTarget );
|
||
|
||
renderTarget.generateMipmaps = generateMipmaps;
|
||
|
||
renderTarget.activeCubeFace = 5;
|
||
renderer.render( scene, cameraNZ, renderTarget );
|
||
|
||
};
|
||
|
||
};
|
||
|
||
THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype );
|
||
|
||
/**
|
||
* @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
|
||
*
|
||
* A general perpose camera, for setting FOV, Lens Focal Length,
|
||
* and switching between perspective and orthographic views easily.
|
||
* Use this only if you do not wish to manage
|
||
* both a Orthographic and Perspective Camera
|
||
*
|
||
*/
|
||
|
||
|
||
THREE.CombinedCamera = function ( width, height, fov, near, far, orthoNear, orthoFar ) {
|
||
|
||
THREE.Camera.call( this );
|
||
|
||
this.fov = fov;
|
||
|
||
this.left = -width / 2;
|
||
this.right = width / 2
|
||
this.top = height / 2;
|
||
this.bottom = -height / 2;
|
||
|
||
// We could also handle the projectionMatrix internally, but just wanted to test nested camera objects
|
||
|
||
this.cameraO = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, orthoNear, orthoFar );
|
||
this.cameraP = new THREE.PerspectiveCamera( fov, width / height, near, far );
|
||
|
||
this.zoom = 1;
|
||
|
||
this.toPerspective();
|
||
|
||
var aspect = width/height;
|
||
|
||
};
|
||
|
||
THREE.CombinedCamera.prototype = Object.create( THREE.Camera.prototype );
|
||
|
||
THREE.CombinedCamera.prototype.toPerspective = function () {
|
||
|
||
// Switches to the Perspective Camera
|
||
|
||
this.near = this.cameraP.near;
|
||
this.far = this.cameraP.far;
|
||
|
||
this.cameraP.fov = this.fov / this.zoom ;
|
||
|
||
this.cameraP.updateProjectionMatrix();
|
||
|
||
this.projectionMatrix = this.cameraP.projectionMatrix;
|
||
|
||
this.inPerspectiveMode = true;
|
||
this.inOrthographicMode = false;
|
||
|
||
};
|
||
|
||
THREE.CombinedCamera.prototype.toOrthographic = function () {
|
||
|
||
// Switches to the Orthographic camera estimating viewport from Perspective
|
||
|
||
var fov = this.fov;
|
||
var aspect = this.cameraP.aspect;
|
||
var near = this.cameraP.near;
|
||
var far = this.cameraP.far;
|
||
|
||
// The size that we set is the mid plane of the viewing frustum
|
||
|
||
var hyperfocus = ( near + far ) / 2;
|
||
|
||
var halfHeight = Math.tan( fov / 2 ) * hyperfocus;
|
||
var planeHeight = 2 * halfHeight;
|
||
var planeWidth = planeHeight * aspect;
|
||
var halfWidth = planeWidth / 2;
|
||
|
||
halfHeight /= this.zoom;
|
||
halfWidth /= this.zoom;
|
||
|
||
this.cameraO.left = -halfWidth;
|
||
this.cameraO.right = halfWidth;
|
||
this.cameraO.top = halfHeight;
|
||
this.cameraO.bottom = -halfHeight;
|
||
|
||
// this.cameraO.left = -farHalfWidth;
|
||
// this.cameraO.right = farHalfWidth;
|
||
// this.cameraO.top = farHalfHeight;
|
||
// this.cameraO.bottom = -farHalfHeight;
|
||
|
||
// this.cameraO.left = this.left / this.zoom;
|
||
// this.cameraO.right = this.right / this.zoom;
|
||
// this.cameraO.top = this.top / this.zoom;
|
||
// this.cameraO.bottom = this.bottom / this.zoom;
|
||
|
||
this.cameraO.updateProjectionMatrix();
|
||
|
||
this.near = this.cameraO.near;
|
||
this.far = this.cameraO.far;
|
||
this.projectionMatrix = this.cameraO.projectionMatrix;
|
||
|
||
this.inPerspectiveMode = false;
|
||
this.inOrthographicMode = true;
|
||
|
||
};
|
||
|
||
|
||
THREE.CombinedCamera.prototype.setSize = function( width, height ) {
|
||
|
||
this.cameraP.aspect = width / height;
|
||
this.left = -width / 2;
|
||
this.right = width / 2
|
||
this.top = height / 2;
|
||
this.bottom = -height / 2;
|
||
|
||
};
|
||
|
||
|
||
THREE.CombinedCamera.prototype.setFov = function( fov ) {
|
||
|
||
this.fov = fov;
|
||
|
||
if ( this.inPerspectiveMode ) {
|
||
|
||
this.toPerspective();
|
||
|
||
} else {
|
||
|
||
this.toOrthographic();
|
||
|
||
}
|
||
|
||
};
|
||
|
||
// For mantaining similar API with PerspectiveCamera
|
||
|
||
THREE.CombinedCamera.prototype.updateProjectionMatrix = function() {
|
||
|
||
if ( this.inPerspectiveMode ) {
|
||
|
||
this.toPerspective();
|
||
|
||
} else {
|
||
|
||
this.toPerspective();
|
||
this.toOrthographic();
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/*
|
||
* Uses Focal Length (in mm) to estimate and set FOV
|
||
* 35mm (fullframe) camera is used if frame size is not specified;
|
||
* Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
|
||
*/
|
||
THREE.CombinedCamera.prototype.setLens = function ( focalLength, frameHeight ) {
|
||
|
||
if ( frameHeight === undefined ) frameHeight = 24;
|
||
|
||
var fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
|
||
|
||
this.setFov( fov );
|
||
|
||
return fov;
|
||
};
|
||
|
||
|
||
THREE.CombinedCamera.prototype.setZoom = function( zoom ) {
|
||
|
||
this.zoom = zoom;
|
||
|
||
if ( this.inPerspectiveMode ) {
|
||
|
||
this.toPerspective();
|
||
|
||
} else {
|
||
|
||
this.toOrthographic();
|
||
|
||
}
|
||
|
||
};
|
||
|
||
THREE.CombinedCamera.prototype.toFrontView = function() {
|
||
|
||
this.rotation.x = 0;
|
||
this.rotation.y = 0;
|
||
this.rotation.z = 0;
|
||
|
||
// should we be modifing the matrix instead?
|
||
|
||
this.rotationAutoUpdate = false;
|
||
|
||
};
|
||
|
||
THREE.CombinedCamera.prototype.toBackView = function() {
|
||
|
||
this.rotation.x = 0;
|
||
this.rotation.y = Math.PI;
|
||
this.rotation.z = 0;
|
||
this.rotationAutoUpdate = false;
|
||
|
||
};
|
||
|
||
THREE.CombinedCamera.prototype.toLeftView = function() {
|
||
|
||
this.rotation.x = 0;
|
||
this.rotation.y = - Math.PI / 2;
|
||
this.rotation.z = 0;
|
||
this.rotationAutoUpdate = false;
|
||
|
||
};
|
||
|
||
THREE.CombinedCamera.prototype.toRightView = function() {
|
||
|
||
this.rotation.x = 0;
|
||
this.rotation.y = Math.PI / 2;
|
||
this.rotation.z = 0;
|
||
this.rotationAutoUpdate = false;
|
||
|
||
};
|
||
|
||
THREE.CombinedCamera.prototype.toTopView = function() {
|
||
|
||
this.rotation.x = - Math.PI / 2;
|
||
this.rotation.y = 0;
|
||
this.rotation.z = 0;
|
||
this.rotationAutoUpdate = false;
|
||
|
||
};
|
||
|
||
THREE.CombinedCamera.prototype.toBottomView = function() {
|
||
|
||
this.rotation.x = Math.PI / 2;
|
||
this.rotation.y = 0;
|
||
this.rotation.z = 0;
|
||
this.rotationAutoUpdate = false;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author 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 );
|
||
|
||
var scope = this;
|
||
|
||
this.width = width;
|
||
this.height = height;
|
||
this.depth = depth;
|
||
|
||
this.widthSegments = widthSegments || 1;
|
||
this.heightSegments = heightSegments || 1;
|
||
this.depthSegments = depthSegments || 1;
|
||
|
||
var width_half = this.width / 2;
|
||
var height_half = this.height / 2;
|
||
var depth_half = this.depth / 2;
|
||
|
||
buildPlane( 'z', 'y', - 1, - 1, this.depth, this.height, width_half, 0 ); // px
|
||
buildPlane( 'z', 'y', 1, - 1, this.depth, this.height, - width_half, 1 ); // nx
|
||
buildPlane( 'x', 'z', 1, 1, this.width, this.depth, height_half, 2 ); // py
|
||
buildPlane( 'x', 'z', 1, - 1, this.width, this.depth, - height_half, 3 ); // ny
|
||
buildPlane( 'x', 'y', 1, - 1, this.width, this.height, depth_half, 4 ); // pz
|
||
buildPlane( 'x', 'y', - 1, - 1, this.width, this.height, - depth_half, 5 ); // nz
|
||
|
||
function buildPlane( u, v, udir, vdir, width, height, depth, materialIndex ) {
|
||
|
||
var w, ix, iy,
|
||
gridX = scope.widthSegments,
|
||
gridY = scope.heightSegments,
|
||
width_half = width / 2,
|
||
height_half = height / 2,
|
||
offset = scope.vertices.length;
|
||
|
||
if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) {
|
||
|
||
w = 'z';
|
||
|
||
} else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) {
|
||
|
||
w = 'y';
|
||
gridY = scope.depthSegments;
|
||
|
||
} else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) {
|
||
|
||
w = 'x';
|
||
gridX = scope.depthSegments;
|
||
|
||
}
|
||
|
||
var gridX1 = gridX + 1,
|
||
gridY1 = gridY + 1,
|
||
segment_width = width / gridX,
|
||
segment_height = height / gridY,
|
||
normal = new THREE.Vector3();
|
||
|
||
normal[ w ] = depth > 0 ? 1 : - 1;
|
||
|
||
for ( iy = 0; iy < gridY1; iy ++ ) {
|
||
|
||
for ( ix = 0; ix < gridX1; ix ++ ) {
|
||
|
||
var vector = new THREE.Vector3();
|
||
vector[ u ] = ( ix * segment_width - width_half ) * udir;
|
||
vector[ v ] = ( iy * segment_height - height_half ) * vdir;
|
||
vector[ w ] = depth;
|
||
|
||
scope.vertices.push( vector );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
for ( iy = 0; iy < gridY; iy++ ) {
|
||
|
||
for ( ix = 0; ix < gridX; ix++ ) {
|
||
|
||
var a = ix + gridX1 * iy;
|
||
var b = ix + gridX1 * ( iy + 1 );
|
||
var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
|
||
var d = ( ix + 1 ) + gridX1 * iy;
|
||
|
||
var 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.computeCentroids();
|
||
this.mergeVertices();
|
||
|
||
};
|
||
|
||
THREE.BoxGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
||
|
||
/**
|
||
* @author hughes
|
||
*/
|
||
|
||
THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
|
||
|
||
THREE.Geometry.call( this );
|
||
|
||
this.radius = radius = radius || 50;
|
||
this.segments = segments = segments !== undefined ? Math.max( 3, segments ) : 8;
|
||
|
||
this.thetaStart = thetaStart = thetaStart !== undefined ? thetaStart : 0;
|
||
this.thetaLength = thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
|
||
|
||
var i, uvs = [],
|
||
center = new THREE.Vector3(), centerUV = new THREE.Vector2( 0.5, 0.5 );
|
||
|
||
this.vertices.push(center);
|
||
uvs.push( centerUV );
|
||
|
||
for ( i = 0; i <= segments; i ++ ) {
|
||
|
||
var vertex = new THREE.Vector3();
|
||
var segment = thetaStart + i / segments * thetaLength;
|
||
|
||
vertex.x = radius * Math.cos( segment );
|
||
vertex.y = radius * Math.sin( segment );
|
||
|
||
this.vertices.push( vertex );
|
||
uvs.push( new THREE.Vector2( ( vertex.x / radius + 1 ) / 2, ( vertex.y / radius + 1 ) / 2 ) );
|
||
|
||
}
|
||
|
||
var n = new THREE.Vector3( 0, 0, 1 );
|
||
|
||
for ( i = 1; i <= segments; i ++ ) {
|
||
|
||
var v1 = i;
|
||
var v2 = i + 1 ;
|
||
var v3 = 0;
|
||
|
||
this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) );
|
||
this.faceVertexUvs[ 0 ].push( [ uvs[ i ].clone(), uvs[ i + 1 ].clone(), centerUV.clone() ] );
|
||
|
||
}
|
||
|
||
this.computeCentroids();
|
||
this.computeFaceNormals();
|
||
|
||
this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
|
||
|
||
};
|
||
|
||
THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
||
|
||
// DEPRECATED
|
||
|
||
THREE.CubeGeometry = THREE.BoxGeometry;
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded ) {
|
||
|
||
THREE.Geometry.call( this );
|
||
|
||
this.radiusTop = radiusTop = radiusTop !== undefined ? radiusTop : 20;
|
||
this.radiusBottom = radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
|
||
this.height = height = height !== undefined ? height : 100;
|
||
|
||
this.radialSegments = radialSegments = radialSegments || 8;
|
||
this.heightSegments = heightSegments = heightSegments || 1;
|
||
|
||
this.openEnded = openEnded = openEnded !== undefined ? openEnded : false;
|
||
|
||
var heightHalf = height / 2;
|
||
|
||
var x, y, vertices = [], uvs = [];
|
||
|
||
for ( y = 0; y <= heightSegments; y ++ ) {
|
||
|
||
var verticesRow = [];
|
||
var uvsRow = [];
|
||
|
||
var v = y / heightSegments;
|
||
var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
|
||
|
||
for ( x = 0; x <= radialSegments; x ++ ) {
|
||
|
||
var u = x / radialSegments;
|
||
|
||
var vertex = new THREE.Vector3();
|
||
vertex.x = radius * Math.sin( u * Math.PI * 2 );
|
||
vertex.y = - v * height + heightHalf;
|
||
vertex.z = radius * Math.cos( u * Math.PI * 2 );
|
||
|
||
this.vertices.push( vertex );
|
||
|
||
verticesRow.push( this.vertices.length - 1 );
|
||
uvsRow.push( new THREE.Vector2( u, 1 - v ) );
|
||
|
||
}
|
||
|
||
vertices.push( verticesRow );
|
||
uvs.push( uvsRow );
|
||
|
||
}
|
||
|
||
var tanTheta = ( radiusBottom - radiusTop ) / height;
|
||
var na, nb;
|
||
|
||
for ( x = 0; x < radialSegments; x ++ ) {
|
||
|
||
if ( radiusTop !== 0 ) {
|
||
|
||
na = this.vertices[ vertices[ 0 ][ x ] ].clone();
|
||
nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone();
|
||
|
||
} else {
|
||
|
||
na = this.vertices[ vertices[ 1 ][ x ] ].clone();
|
||
nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone();
|
||
|
||
}
|
||
|
||
na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize();
|
||
nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize();
|
||
|
||
for ( y = 0; y < heightSegments; y ++ ) {
|
||
|
||
var v1 = vertices[ y ][ x ];
|
||
var v2 = vertices[ y + 1 ][ x ];
|
||
var v3 = vertices[ y + 1 ][ x + 1 ];
|
||
var v4 = vertices[ y ][ x + 1 ];
|
||
|
||
var n1 = na.clone();
|
||
var n2 = na.clone();
|
||
var n3 = nb.clone();
|
||
var n4 = nb.clone();
|
||
|
||
var uv1 = uvs[ y ][ x ].clone();
|
||
var uv2 = uvs[ y + 1 ][ x ].clone();
|
||
var uv3 = uvs[ y + 1 ][ x + 1 ].clone();
|
||
var uv4 = uvs[ y ][ x + 1 ].clone();
|
||
|
||
this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
|
||
this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
|
||
|
||
this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
|
||
this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// top cap
|
||
|
||
if ( openEnded === false && radiusTop > 0 ) {
|
||
|
||
this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );
|
||
|
||
for ( x = 0; x < radialSegments; x ++ ) {
|
||
|
||
var v1 = vertices[ 0 ][ x ];
|
||
var v2 = vertices[ 0 ][ x + 1 ];
|
||
var v3 = this.vertices.length - 1;
|
||
|
||
var n1 = new THREE.Vector3( 0, 1, 0 );
|
||
var n2 = new THREE.Vector3( 0, 1, 0 );
|
||
var n3 = new THREE.Vector3( 0, 1, 0 );
|
||
|
||
var uv1 = uvs[ 0 ][ x ].clone();
|
||
var uv2 = uvs[ 0 ][ x + 1 ].clone();
|
||
var uv3 = new THREE.Vector2( uv2.x, 0 );
|
||
|
||
this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
|
||
this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// bottom cap
|
||
|
||
if ( openEnded === false && radiusBottom > 0 ) {
|
||
|
||
this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );
|
||
|
||
for ( x = 0; x < radialSegments; x ++ ) {
|
||
|
||
var v1 = vertices[ y ][ x + 1 ];
|
||
var v2 = vertices[ y ][ x ];
|
||
var v3 = this.vertices.length - 1;
|
||
|
||
var n1 = new THREE.Vector3( 0, - 1, 0 );
|
||
var n2 = new THREE.Vector3( 0, - 1, 0 );
|
||
var n3 = new THREE.Vector3( 0, - 1, 0 );
|
||
|
||
var uv1 = uvs[ y ][ x + 1 ].clone();
|
||
var uv2 = uvs[ y ][ x ].clone();
|
||
var uv3 = new THREE.Vector2( uv2.x, 1 );
|
||
|
||
this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
|
||
this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
this.computeCentroids();
|
||
this.computeFaceNormals();
|
||
|
||
}
|
||
|
||
THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
||
|
||
/**
|
||
* @author zz85 / http://www.lab4games.net/zz85/blog
|
||
*
|
||
* Creates extruded geometry from a path shape.
|
||
*
|
||
* parameters = {
|
||
*
|
||
* curveSegments: <int>, // number of points on the curves
|
||
* steps: <int>, // number of points for z-side extrusions / used for subdividing segements 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
|
||
*
|
||
* material: <int> // material index for front and back faces
|
||
* extrudeMaterial: <int> // material index for extrusion and beveled faces
|
||
* uvGenerator: <Object> // object that provides UV generator functions
|
||
*
|
||
* }
|
||
**/
|
||
|
||
THREE.ExtrudeGeometry = function ( shapes, options ) {
|
||
|
||
if ( typeof( shapes ) === "undefined" ) {
|
||
shapes = [];
|
||
return;
|
||
}
|
||
|
||
THREE.Geometry.call( this );
|
||
|
||
shapes = shapes instanceof Array ? shapes : [ shapes ];
|
||
|
||
this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox();
|
||
|
||
this.addShapeList( shapes, options );
|
||
|
||
this.computeCentroids();
|
||
this.computeFaceNormals();
|
||
|
||
// can't really use automatic vertex normals
|
||
// as then front and back sides get smoothed too
|
||
// should do separate smoothing just for sides
|
||
|
||
//this.computeVertexNormals();
|
||
|
||
//console.log( "took", ( Date.now() - startTime ) );
|
||
|
||
};
|
||
|
||
THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
||
|
||
THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) {
|
||
var sl = shapes.length;
|
||
|
||
for ( var s = 0; s < sl; s ++ ) {
|
||
var shape = shapes[ s ];
|
||
this.addShape( shape, options );
|
||
}
|
||
};
|
||
|
||
THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
|
||
|
||
var amount = options.amount !== undefined ? options.amount : 100;
|
||
|
||
var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
|
||
var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
|
||
var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
|
||
|
||
var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false
|
||
|
||
var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
|
||
|
||
var steps = options.steps !== undefined ? options.steps : 1;
|
||
|
||
var extrudePath = options.extrudePath;
|
||
var extrudePts, extrudeByPath = false;
|
||
|
||
var material = options.material;
|
||
var extrudeMaterial = options.extrudeMaterial;
|
||
|
||
// Use default WorldUVGenerator if no UV generators are specified.
|
||
var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator;
|
||
|
||
var shapebb = this.shapebb;
|
||
//shapebb = shape.getBoundingBox();
|
||
|
||
|
||
|
||
var splineTube, binormal, normal, position2;
|
||
if ( extrudePath ) {
|
||
|
||
extrudePts = extrudePath.getSpacedPoints( steps );
|
||
|
||
extrudeByPath = true;
|
||
bevelEnabled = false; // bevels not supported for path extrusion
|
||
|
||
// SETUP TNB variables
|
||
|
||
// Reuse TNB from TubeGeomtry for now.
|
||
// TODO1 - have a .isClosed in spline?
|
||
|
||
splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames(extrudePath, steps, false);
|
||
|
||
// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
|
||
|
||
binormal = new THREE.Vector3();
|
||
normal = new THREE.Vector3();
|
||
position2 = new THREE.Vector3();
|
||
|
||
}
|
||
|
||
// Safeguards if bevels are not enabled
|
||
|
||
if ( ! bevelEnabled ) {
|
||
|
||
bevelSegments = 0;
|
||
bevelThickness = 0;
|
||
bevelSize = 0;
|
||
|
||
}
|
||
|
||
// Variables initalization
|
||
|
||
var ahole, h, hl; // looping of holes
|
||
var scope = this;
|
||
var bevelPoints = [];
|
||
|
||
var shapesOffset = this.vertices.length;
|
||
|
||
var shapePoints = shape.extractPoints( curveSegments );
|
||
|
||
var vertices = shapePoints.shape;
|
||
var holes = shapePoints.holes;
|
||
|
||
var reverse = !THREE.Shape.Utils.isClockWise( vertices ) ;
|
||
|
||
if ( reverse ) {
|
||
|
||
vertices = vertices.reverse();
|
||
|
||
// Maybe we should also check if holes are in the opposite direction, just to be safe ...
|
||
|
||
for ( h = 0, hl = holes.length; h < hl; h ++ ) {
|
||
|
||
ahole = holes[ h ];
|
||
|
||
if ( THREE.Shape.Utils.isClockWise( ahole ) ) {
|
||
|
||
holes[ h ] = ahole.reverse();
|
||
|
||
}
|
||
|
||
}
|
||
|
||
reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!
|
||
|
||
}
|
||
|
||
|
||
var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes );
|
||
|
||
/* Vertices */
|
||
|
||
var contour = vertices; // vertices has all points but contour has only points of circumference
|
||
|
||
for ( h = 0, hl = holes.length; h < hl; h ++ ) {
|
||
|
||
ahole = holes[ h ];
|
||
|
||
vertices = vertices.concat( ahole );
|
||
|
||
}
|
||
|
||
|
||
function scalePt2 ( pt, vec, size ) {
|
||
|
||
if ( !vec ) console.log( "die" );
|
||
|
||
return vec.clone().multiplyScalar( size ).add( pt );
|
||
|
||
}
|
||
|
||
var b, bs, t, z,
|
||
vert, vlen = vertices.length,
|
||
face, flen = faces.length,
|
||
cont, clen = contour.length;
|
||
|
||
|
||
// Find directions for point movement
|
||
|
||
var RAD_TO_DEGREES = 180 / Math.PI;
|
||
|
||
|
||
function getBevelVec( inPt, inPrev, inNext ) {
|
||
|
||
var EPSILON = 0.0000000001;
|
||
var sign = THREE.Math.sign;
|
||
|
||
// computes for inPt the corresponding point inPt' on a new contour
|
||
// shiftet by 1 unit (length of normalized vector) to the left
|
||
// if we walk along contour clockwise, this new contour is outside the old one
|
||
//
|
||
// inPt' is the intersection of the two lines parallel to the two
|
||
// adjacent edges of inPt at a distance of 1 unit on the left side.
|
||
|
||
var v_trans_x, v_trans_y, shrink_by = 1; // resulting translation vector for inPt
|
||
|
||
// good reading for geometry algorithms (here: line-line intersection)
|
||
// http://geomalgorithms.com/a05-_intersect-1.html
|
||
|
||
var v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y;
|
||
var v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y;
|
||
|
||
var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
|
||
|
||
// check for colinear edges
|
||
var colinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
|
||
|
||
if ( Math.abs( colinear0 ) > EPSILON ) { // not colinear
|
||
|
||
// length of vectors for normalizing
|
||
|
||
var v_prev_len = Math.sqrt( v_prev_lensq );
|
||
var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
|
||
|
||
// shift adjacent points by unit vectors to the left
|
||
|
||
var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
|
||
var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
|
||
|
||
var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
|
||
var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
|
||
|
||
// scaling factor for v_prev to intersection point
|
||
|
||
var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
|
||
( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
|
||
( v_prev_x * v_next_y - v_prev_y * v_next_x );
|
||
|
||
// vector from inPt to intersection point
|
||
|
||
v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
|
||
v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
|
||
|
||
// Don't normalize!, otherwise sharp corners become ugly
|
||
// but prevent crazy spikes
|
||
var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y )
|
||
if ( v_trans_lensq <= 2 ) {
|
||
return new THREE.Vector2( v_trans_x, v_trans_y );
|
||
} else {
|
||
shrink_by = Math.sqrt( v_trans_lensq / 2 );
|
||
}
|
||
|
||
} else { // handle special case of colinear edges
|
||
|
||
var direction_eq = false; // assumes: opposite
|
||
if ( v_prev_x > EPSILON ) {
|
||
if ( v_next_x > EPSILON ) { direction_eq = true; }
|
||
} else {
|
||
if ( v_prev_x < -EPSILON ) {
|
||
if ( v_next_x < -EPSILON ) { direction_eq = true; }
|
||
} else {
|
||
if ( sign(v_prev_y) == sign(v_next_y) ) { direction_eq = true; }
|
||
}
|
||
}
|
||
|
||
if ( direction_eq ) {
|
||
// console.log("Warning: lines are a straight sequence");
|
||
v_trans_x = -v_prev_y;
|
||
v_trans_y = v_prev_x;
|
||
shrink_by = Math.sqrt( v_prev_lensq );
|
||
} else {
|
||
// console.log("Warning: lines are a straight spike");
|
||
v_trans_x = v_prev_x;
|
||
v_trans_y = v_prev_y;
|
||
shrink_by = Math.sqrt( v_prev_lensq / 2 );
|
||
}
|
||
|
||
}
|
||
|
||
return new THREE.Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
|
||
|
||
}
|
||
|
||
|
||
var contourMovements = [];
|
||
|
||
for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
|
||
|
||
if ( j === il ) j = 0;
|
||
if ( k === il ) k = 0;
|
||
|
||
// (j)---(i)---(k)
|
||
// console.log('i,j,k', i, j , k)
|
||
|
||
var pt_i = contour[ i ];
|
||
var pt_j = contour[ j ];
|
||
var pt_k = contour[ k ];
|
||
|
||
contourMovements[ i ]= getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
|
||
|
||
}
|
||
|
||
var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();
|
||
|
||
for ( h = 0, hl = holes.length; h < hl; h ++ ) {
|
||
|
||
ahole = holes[ h ];
|
||
|
||
oneHoleMovements = [];
|
||
|
||
for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
|
||
|
||
if ( j === il ) j = 0;
|
||
if ( k === il ) k = 0;
|
||
|
||
// (j)---(i)---(k)
|
||
oneHoleMovements[ i ]= getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
|
||
|
||
}
|
||
|
||
holesMovements.push( oneHoleMovements );
|
||
verticesMovements = verticesMovements.concat( oneHoleMovements );
|
||
|
||
}
|
||
|
||
|
||
// Loop bevelSegments, 1 for the front, 1 for the back
|
||
|
||
for ( b = 0; b < bevelSegments; b ++ ) {
|
||
//for ( b = bevelSegments; b > 0; b -- ) {
|
||
|
||
t = b / bevelSegments;
|
||
z = bevelThickness * ( 1 - t );
|
||
|
||
//z = bevelThickness * t;
|
||
bs = bevelSize * ( Math.sin ( t * Math.PI/2 ) ) ; // curved
|
||
//bs = bevelSize * t ; // linear
|
||
|
||
// contract shape
|
||
|
||
for ( i = 0, il = contour.length; i < il; i ++ ) {
|
||
|
||
vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
|
||
//vert = scalePt( contour[ i ], contourCentroid, bs, false );
|
||
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 );
|
||
//vert = scalePt( ahole[ i ], holesCentroids[ h ], bs, true );
|
||
|
||
v( vert.x, vert.y, -z );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
bs = bevelSize;
|
||
|
||
// Back facing vertices
|
||
|
||
for ( i = 0; i < vlen; i ++ ) {
|
||
|
||
vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
|
||
|
||
if ( !extrudeByPath ) {
|
||
|
||
v( vert.x, vert.y, 0 );
|
||
|
||
} else {
|
||
|
||
// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
|
||
|
||
normal.copy( splineTube.normals[0] ).multiplyScalar(vert.x);
|
||
binormal.copy( splineTube.binormals[0] ).multiplyScalar(vert.y);
|
||
|
||
position2.copy( extrudePts[0] ).add(normal).add(binormal);
|
||
|
||
v( position2.x, position2.y, position2.z );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// Add stepped vertices...
|
||
// Including front facing vertices
|
||
|
||
var s;
|
||
|
||
for ( s = 1; s <= steps; s ++ ) {
|
||
|
||
for ( i = 0; i < vlen; i ++ ) {
|
||
|
||
vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
|
||
|
||
if ( !extrudeByPath ) {
|
||
|
||
v( vert.x, vert.y, amount / steps * s );
|
||
|
||
} else {
|
||
|
||
// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
|
||
|
||
normal.copy( splineTube.normals[s] ).multiplyScalar( vert.x );
|
||
binormal.copy( splineTube.binormals[s] ).multiplyScalar( vert.y );
|
||
|
||
position2.copy( extrudePts[s] ).add( normal ).add( binormal );
|
||
|
||
v( position2.x, position2.y, position2.z );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
|
||
// Add bevel segments planes
|
||
|
||
//for ( b = 1; b <= bevelSegments; b ++ ) {
|
||
for ( b = bevelSegments - 1; b >= 0; b -- ) {
|
||
|
||
t = b / bevelSegments;
|
||
z = bevelThickness * ( 1 - t );
|
||
//bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) );
|
||
bs = bevelSize * Math.sin ( t * Math.PI/2 ) ;
|
||
|
||
// contract shape
|
||
|
||
for ( i = 0, il = contour.length; i < il; i ++ ) {
|
||
|
||
vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
|
||
v( vert.x, vert.y, amount + z );
|
||
|
||
}
|
||
|
||
// expand holes
|
||
|
||
for ( h = 0, hl = holes.length; h < hl; h ++ ) {
|
||
|
||
ahole = holes[ h ];
|
||
oneHoleMovements = holesMovements[ h ];
|
||
|
||
for ( i = 0, il = ahole.length; i < il; i ++ ) {
|
||
|
||
vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
|
||
|
||
if ( !extrudeByPath ) {
|
||
|
||
v( vert.x, vert.y, amount + z );
|
||
|
||
} else {
|
||
|
||
v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
/* Faces */
|
||
|
||
// Top and bottom faces
|
||
|
||
buildLidFaces();
|
||
|
||
// Sides faces
|
||
|
||
buildSideFaces();
|
||
|
||
|
||
///// Internal functions
|
||
|
||
function buildLidFaces() {
|
||
|
||
if ( bevelEnabled ) {
|
||
|
||
var layer = 0 ; // steps + 1
|
||
var offset = vlen * layer;
|
||
|
||
// Bottom faces
|
||
|
||
for ( i = 0; i < flen; i ++ ) {
|
||
|
||
face = faces[ i ];
|
||
f3( face[ 2 ]+ offset, face[ 1 ]+ offset, face[ 0 ] + offset, true );
|
||
|
||
}
|
||
|
||
layer = steps + bevelSegments * 2;
|
||
offset = vlen * layer;
|
||
|
||
// Top faces
|
||
|
||
for ( i = 0; i < flen; i ++ ) {
|
||
|
||
face = faces[ i ];
|
||
f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset, false );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
// Bottom faces
|
||
|
||
for ( i = 0; i < flen; i++ ) {
|
||
|
||
face = faces[ i ];
|
||
f3( face[ 2 ], face[ 1 ], face[ 0 ], true );
|
||
|
||
}
|
||
|
||
// Top faces
|
||
|
||
for ( i = 0; i < flen; i ++ ) {
|
||
|
||
face = faces[ i ];
|
||
f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps, false );
|
||
|
||
}
|
||
}
|
||
|
||
}
|
||
|
||
// Create faces for the z-sides of the shape
|
||
|
||
function buildSideFaces() {
|
||
|
||
var layeroffset = 0;
|
||
sidewalls( contour, layeroffset );
|
||
layeroffset += contour.length;
|
||
|
||
for ( h = 0, hl = holes.length; h < hl; h ++ ) {
|
||
|
||
ahole = holes[ h ];
|
||
sidewalls( ahole, layeroffset );
|
||
|
||
//, true
|
||
layeroffset += ahole.length;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function sidewalls( contour, layeroffset ) {
|
||
|
||
var j, k;
|
||
i = contour.length;
|
||
|
||
while ( --i >= 0 ) {
|
||
|
||
j = i;
|
||
k = i - 1;
|
||
if ( k < 0 ) k = contour.length - 1;
|
||
|
||
//console.log('b', i,j, i-1, k,vertices.length);
|
||
|
||
var s = 0, sl = steps + bevelSegments * 2;
|
||
|
||
for ( s = 0; s < sl; s ++ ) {
|
||
|
||
var slen1 = vlen * s;
|
||
var slen2 = vlen * ( s + 1 );
|
||
|
||
var a = layeroffset + j + slen1,
|
||
b = layeroffset + k + slen1,
|
||
c = layeroffset + k + slen2,
|
||
d = layeroffset + j + slen2;
|
||
|
||
f4( a, b, c, d, contour, s, sl, j, k );
|
||
|
||
}
|
||
}
|
||
|
||
}
|
||
|
||
|
||
function v( x, y, z ) {
|
||
|
||
scope.vertices.push( new THREE.Vector3( x, y, z ) );
|
||
|
||
}
|
||
|
||
function f3( a, b, c, isBottom ) {
|
||
|
||
a += shapesOffset;
|
||
b += shapesOffset;
|
||
c += shapesOffset;
|
||
|
||
// normal, color, material
|
||
scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
|
||
|
||
var uvs = isBottom ? uvgen.generateBottomUV( scope, shape, options, a, b, c ) : uvgen.generateTopUV( scope, shape, options, a, b, c );
|
||
|
||
scope.faceVertexUvs[ 0 ].push( uvs );
|
||
|
||
}
|
||
|
||
function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {
|
||
|
||
a += shapesOffset;
|
||
b += shapesOffset;
|
||
c += shapesOffset;
|
||
d += shapesOffset;
|
||
|
||
scope.faces.push( new THREE.Face3( a, b, d, null, null, extrudeMaterial ) );
|
||
scope.faces.push( new THREE.Face3( b, c, d, null, null, extrudeMaterial ) );
|
||
|
||
var uvs = uvgen.generateSideWallUV( scope, shape, wallContour, options, a, b, c, d,
|
||
stepIndex, stepsLength, contourIndex1, contourIndex2 );
|
||
|
||
scope.faceVertexUvs[ 0 ].push( [ uvs[ 0 ], uvs[ 1 ], uvs[ 3 ] ] );
|
||
scope.faceVertexUvs[ 0 ].push( [ uvs[ 1 ], uvs[ 2 ], uvs[ 3 ] ] );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
THREE.ExtrudeGeometry.WorldUVGenerator = {
|
||
|
||
generateTopUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
|
||
var ax = geometry.vertices[ indexA ].x,
|
||
ay = geometry.vertices[ indexA ].y,
|
||
|
||
bx = geometry.vertices[ indexB ].x,
|
||
by = geometry.vertices[ indexB ].y,
|
||
|
||
cx = geometry.vertices[ indexC ].x,
|
||
cy = geometry.vertices[ indexC ].y;
|
||
|
||
return [
|
||
new THREE.Vector2( ax, ay ),
|
||
new THREE.Vector2( bx, by ),
|
||
new THREE.Vector2( cx, cy )
|
||
];
|
||
|
||
},
|
||
|
||
generateBottomUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
|
||
|
||
return this.generateTopUV( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC );
|
||
|
||
},
|
||
|
||
generateSideWallUV: function( geometry, extrudedShape, wallContour, extrudeOptions,
|
||
indexA, indexB, indexC, indexD, stepIndex, stepsLength,
|
||
contourIndex1, contourIndex2 ) {
|
||
|
||
var ax = geometry.vertices[ indexA ].x,
|
||
ay = geometry.vertices[ indexA ].y,
|
||
az = geometry.vertices[ indexA ].z,
|
||
|
||
bx = geometry.vertices[ indexB ].x,
|
||
by = geometry.vertices[ indexB ].y,
|
||
bz = geometry.vertices[ indexB ].z,
|
||
|
||
cx = geometry.vertices[ indexC ].x,
|
||
cy = geometry.vertices[ indexC ].y,
|
||
cz = geometry.vertices[ indexC ].z,
|
||
|
||
dx = geometry.vertices[ indexD ].x,
|
||
dy = geometry.vertices[ indexD ].y,
|
||
dz = geometry.vertices[ indexD ].z;
|
||
|
||
if ( Math.abs( ay - by ) < 0.01 ) {
|
||
return [
|
||
new THREE.Vector2( ax, 1 - az ),
|
||
new THREE.Vector2( bx, 1 - bz ),
|
||
new THREE.Vector2( cx, 1 - cz ),
|
||
new THREE.Vector2( dx, 1 - dz )
|
||
];
|
||
} else {
|
||
return [
|
||
new THREE.Vector2( ay, 1 - az ),
|
||
new THREE.Vector2( by, 1 - bz ),
|
||
new THREE.Vector2( cy, 1 - cz ),
|
||
new THREE.Vector2( dy, 1 - dz )
|
||
];
|
||
}
|
||
}
|
||
};
|
||
|
||
THREE.ExtrudeGeometry.__v1 = new THREE.Vector2();
|
||
THREE.ExtrudeGeometry.__v2 = new THREE.Vector2();
|
||
THREE.ExtrudeGeometry.__v3 = new THREE.Vector2();
|
||
THREE.ExtrudeGeometry.__v4 = new THREE.Vector2();
|
||
THREE.ExtrudeGeometry.__v5 = new THREE.Vector2();
|
||
THREE.ExtrudeGeometry.__v6 = new THREE.Vector2();
|
||
|
||
/**
|
||
* @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 );
|
||
|
||
if ( shapes instanceof Array === false ) shapes = [ shapes ];
|
||
|
||
this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox();
|
||
|
||
this.addShapeList( shapes, options );
|
||
|
||
this.computeCentroids();
|
||
this.computeFaceNormals();
|
||
|
||
};
|
||
|
||
THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
||
|
||
/**
|
||
* Add an array of shapes to THREE.ShapeGeometry.
|
||
*/
|
||
THREE.ShapeGeometry.prototype.addShapeList = function ( shapes, options ) {
|
||
|
||
for ( var i = 0, l = shapes.length; i < l; i++ ) {
|
||
|
||
this.addShape( shapes[ i ], options );
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
/**
|
||
* Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry.
|
||
*/
|
||
THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) {
|
||
|
||
if ( options === undefined ) options = {};
|
||
var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
|
||
|
||
var material = options.material;
|
||
var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator;
|
||
|
||
var shapebb = this.shapebb;
|
||
|
||
//
|
||
|
||
var i, l, hole, s;
|
||
|
||
var shapesOffset = this.vertices.length;
|
||
var shapePoints = shape.extractPoints( curveSegments );
|
||
|
||
var vertices = shapePoints.shape;
|
||
var holes = shapePoints.holes;
|
||
|
||
var reverse = !THREE.Shape.Utils.isClockWise( vertices );
|
||
|
||
if ( reverse ) {
|
||
|
||
vertices = vertices.reverse();
|
||
|
||
// Maybe we should also check if holes are in the opposite direction, just to be safe...
|
||
|
||
for ( i = 0, l = holes.length; i < l; i++ ) {
|
||
|
||
hole = holes[ i ];
|
||
|
||
if ( THREE.Shape.Utils.isClockWise( hole ) ) {
|
||
|
||
holes[ i ] = hole.reverse();
|
||
|
||
}
|
||
|
||
}
|
||
|
||
reverse = false;
|
||
|
||
}
|
||
|
||
var faces = THREE.Shape.Utils.triangulateShape( vertices, holes );
|
||
|
||
// Vertices
|
||
|
||
var contour = vertices;
|
||
|
||
for ( i = 0, l = holes.length; i < l; i++ ) {
|
||
|
||
hole = holes[ i ];
|
||
vertices = vertices.concat( hole );
|
||
|
||
}
|
||
|
||
//
|
||
|
||
var vert, vlen = vertices.length;
|
||
var face, flen = faces.length;
|
||
var cont, clen = contour.length;
|
||
|
||
for ( i = 0; i < vlen; i++ ) {
|
||
|
||
vert = vertices[ i ];
|
||
|
||
this.vertices.push( new THREE.Vector3( vert.x, vert.y, 0 ) );
|
||
|
||
}
|
||
|
||
for ( i = 0; i < flen; i++ ) {
|
||
|
||
face = faces[ i ];
|
||
|
||
var a = face[ 0 ] + shapesOffset;
|
||
var b = face[ 1 ] + shapesOffset;
|
||
var c = face[ 2 ] + shapesOffset;
|
||
|
||
this.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
|
||
this.faceVertexUvs[ 0 ].push( uvgen.generateBottomUV( this, shape, options, a, b, c ) );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* @author astrodud / http://astrodud.isgreat.org/
|
||
* @author zz85 / https://github.com/zz85
|
||
* @author bhouston / http://exocortex.com
|
||
*/
|
||
|
||
// points - to create a closed torus, one must use a set of points
|
||
// like so: [ a, b, c, d, a ], see first is the same as last.
|
||
// segments - the number of circumference segments to create
|
||
// phiStart - the starting radian
|
||
// phiLength - the radian (0 to 2*PI) range of the lathed section
|
||
// 2*pi is a closed lathe, less than 2PI is a portion.
|
||
THREE.LatheGeometry = function ( points, segments, phiStart, phiLength ) {
|
||
|
||
THREE.Geometry.call( this );
|
||
|
||
segments = segments || 12;
|
||
phiStart = phiStart || 0;
|
||
phiLength = phiLength || 2 * Math.PI;
|
||
|
||
var inversePointLength = 1.0 / ( points.length - 1 );
|
||
var inverseSegments = 1.0 / segments;
|
||
|
||
for ( var i = 0, il = segments; i <= il; i ++ ) {
|
||
|
||
var phi = phiStart + i * inverseSegments * phiLength;
|
||
|
||
var c = Math.cos( phi ),
|
||
s = Math.sin( phi );
|
||
|
||
for ( var j = 0, jl = points.length; j < jl; j ++ ) {
|
||
|
||
var pt = points[ j ];
|
||
|
||
var vertex = new THREE.Vector3();
|
||
|
||
vertex.x = c * pt.x - s * pt.y;
|
||
vertex.y = s * pt.x + c * pt.y;
|
||
vertex.z = pt.z;
|
||
|
||
this.vertices.push( vertex );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
var np = points.length;
|
||
|
||
for ( var i = 0, il = segments; i < il; i ++ ) {
|
||
|
||
for ( var j = 0, jl = points.length - 1; j < jl; j ++ ) {
|
||
|
||
var base = j + np * i;
|
||
var a = base;
|
||
var b = base + np;
|
||
var c = base + 1 + np;
|
||
var d = base + 1;
|
||
|
||
var u0 = i * inverseSegments;
|
||
var v0 = j * inversePointLength;
|
||
var u1 = u0 + inverseSegments;
|
||
var v1 = v0 + inversePointLength;
|
||
|
||
this.faces.push( new THREE.Face3( a, b, d ) );
|
||
|
||
this.faceVertexUvs[ 0 ].push( [
|
||
|
||
new THREE.Vector2( u0, v0 ),
|
||
new THREE.Vector2( u1, v0 ),
|
||
new THREE.Vector2( u0, v1 )
|
||
|
||
] );
|
||
|
||
this.faces.push( new THREE.Face3( b, c, d ) );
|
||
|
||
this.faceVertexUvs[ 0 ].push( [
|
||
|
||
new THREE.Vector2( u1, v0 ),
|
||
new THREE.Vector2( u1, v1 ),
|
||
new THREE.Vector2( u0, v1 )
|
||
|
||
] );
|
||
|
||
|
||
}
|
||
|
||
}
|
||
|
||
this.mergeVertices();
|
||
this.computeCentroids();
|
||
this.computeFaceNormals();
|
||
this.computeVertexNormals();
|
||
|
||
};
|
||
|
||
THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
|
||
*/
|
||
|
||
THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) {
|
||
|
||
THREE.Geometry.call( this );
|
||
|
||
this.width = width;
|
||
this.height = height;
|
||
|
||
this.widthSegments = widthSegments || 1;
|
||
this.heightSegments = heightSegments || 1;
|
||
|
||
var ix, iz;
|
||
var width_half = width / 2;
|
||
var height_half = height / 2;
|
||
|
||
var gridX = this.widthSegments;
|
||
var gridZ = this.heightSegments;
|
||
|
||
var gridX1 = gridX + 1;
|
||
var gridZ1 = gridZ + 1;
|
||
|
||
var segment_width = this.width / gridX;
|
||
var segment_height = this.height / gridZ;
|
||
|
||
var normal = new THREE.Vector3( 0, 0, 1 );
|
||
|
||
for ( iz = 0; iz < gridZ1; iz ++ ) {
|
||
|
||
for ( ix = 0; ix < gridX1; ix ++ ) {
|
||
|
||
var x = ix * segment_width - width_half;
|
||
var y = iz * segment_height - height_half;
|
||
|
||
this.vertices.push( new THREE.Vector3( x, - y, 0 ) );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
for ( iz = 0; iz < gridZ; iz ++ ) {
|
||
|
||
for ( ix = 0; ix < gridX; ix ++ ) {
|
||
|
||
var a = ix + gridX1 * iz;
|
||
var b = ix + gridX1 * ( iz + 1 );
|
||
var c = ( ix + 1 ) + gridX1 * ( iz + 1 );
|
||
var d = ( ix + 1 ) + gridX1 * iz;
|
||
|
||
var uva = new THREE.Vector2( ix / gridX, 1 - iz / gridZ );
|
||
var uvb = new THREE.Vector2( ix / gridX, 1 - ( iz + 1 ) / gridZ );
|
||
var uvc = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iz + 1 ) / gridZ );
|
||
var uvd = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iz / gridZ );
|
||
|
||
var face = new THREE.Face3( a, b, d );
|
||
face.normal.copy( normal );
|
||
face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
|
||
|
||
this.faces.push( face );
|
||
this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
|
||
|
||
face = new THREE.Face3( b, c, d );
|
||
face.normal.copy( normal );
|
||
face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
|
||
|
||
this.faces.push( face );
|
||
this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
this.computeCentroids();
|
||
|
||
};
|
||
|
||
THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
||
|
||
/**
|
||
* @author Kaleb Murphy
|
||
*/
|
||
|
||
THREE.RingGeometry = function ( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
|
||
|
||
THREE.Geometry.call( this );
|
||
|
||
innerRadius = innerRadius || 0;
|
||
outerRadius = outerRadius || 50;
|
||
|
||
thetaStart = thetaStart !== undefined ? thetaStart : 0;
|
||
thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
|
||
|
||
thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
|
||
phiSegments = phiSegments !== undefined ? Math.max( 3, phiSegments ) : 8;
|
||
|
||
var i, o, uvs = [], radius = innerRadius, radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
|
||
|
||
for ( i = 0; i <= phiSegments; i ++ ) { // concentric circles inside ring
|
||
|
||
for ( o = 0; o <= thetaSegments; 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;
|
||
|
||
for ( o = 0; o <= thetaSegments; o ++ ) { // number of segments per circle
|
||
|
||
var segment = o + thetaSegment;
|
||
|
||
var v1 = segment + i;
|
||
var v2 = segment + thetaSegments + i;
|
||
var v3 = segment + thetaSegments + 1 + i;
|
||
|
||
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 + i;
|
||
v2 = segment + thetaSegments + 1 + i;
|
||
v3 = segment + 1 + i;
|
||
|
||
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.computeCentroids();
|
||
this.computeFaceNormals();
|
||
|
||
this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
|
||
|
||
};
|
||
|
||
THREE.RingGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
|
||
|
||
THREE.Geometry.call( this );
|
||
|
||
this.radius = radius = radius || 50;
|
||
|
||
this.widthSegments = widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
|
||
this.heightSegments = heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
|
||
|
||
this.phiStart = phiStart = phiStart !== undefined ? phiStart : 0;
|
||
this.phiLength = phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
|
||
|
||
this.thetaStart = thetaStart = thetaStart !== undefined ? thetaStart : 0;
|
||
this.thetaLength = thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
|
||
|
||
var x, y, vertices = [], uvs = [];
|
||
|
||
for ( y = 0; y <= heightSegments; y ++ ) {
|
||
|
||
var verticesRow = [];
|
||
var uvsRow = [];
|
||
|
||
for ( x = 0; x <= widthSegments; x ++ ) {
|
||
|
||
var u = x / widthSegments;
|
||
var v = y / heightSegments;
|
||
|
||
var vertex = new THREE.Vector3();
|
||
vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
|
||
vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
|
||
vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
|
||
|
||
this.vertices.push( vertex );
|
||
|
||
verticesRow.push( this.vertices.length - 1 );
|
||
uvsRow.push( new THREE.Vector2( u, 1 - v ) );
|
||
|
||
}
|
||
|
||
vertices.push( verticesRow );
|
||
uvs.push( uvsRow );
|
||
|
||
}
|
||
|
||
for ( y = 0; y < this.heightSegments; y ++ ) {
|
||
|
||
for ( x = 0; x < this.widthSegments; x ++ ) {
|
||
|
||
var v1 = vertices[ y ][ x + 1 ];
|
||
var v2 = vertices[ y ][ x ];
|
||
var v3 = vertices[ y + 1 ][ x ];
|
||
var v4 = vertices[ y + 1 ][ x + 1 ];
|
||
|
||
var n1 = this.vertices[ v1 ].clone().normalize();
|
||
var n2 = this.vertices[ v2 ].clone().normalize();
|
||
var n3 = this.vertices[ v3 ].clone().normalize();
|
||
var n4 = this.vertices[ v4 ].clone().normalize();
|
||
|
||
var uv1 = uvs[ y ][ x + 1 ].clone();
|
||
var uv2 = uvs[ y ][ x ].clone();
|
||
var uv3 = uvs[ y + 1 ][ x ].clone();
|
||
var uv4 = uvs[ y + 1 ][ x + 1 ].clone();
|
||
|
||
if ( Math.abs( this.vertices[ v1 ].y ) === this.radius ) {
|
||
|
||
uv1.x = ( uv1.x + uv2.x ) / 2;
|
||
this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) );
|
||
this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] );
|
||
|
||
} else if ( Math.abs( this.vertices[ v3 ].y ) === this.radius ) {
|
||
|
||
uv3.x = ( uv3.x + uv4.x ) / 2;
|
||
this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
|
||
this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
|
||
|
||
} else {
|
||
|
||
this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
|
||
this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
|
||
|
||
this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
|
||
this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
this.computeCentroids();
|
||
this.computeFaceNormals();
|
||
|
||
this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
|
||
|
||
};
|
||
|
||
THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
||
|
||
/**
|
||
* @author zz85 / http://www.lab4games.net/zz85/blog
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*
|
||
* For creating 3D text geometry in three.js
|
||
*
|
||
* Text = 3D Text
|
||
*
|
||
* parameters = {
|
||
* size: <float>, // size of the text
|
||
* height: <float>, // thickness to extrude text
|
||
* curveSegments: <int>, // number of points on the curves
|
||
*
|
||
* font: <string>, // font name
|
||
* weight: <string>, // font weight (normal, bold)
|
||
* style: <string>, // font style (normal, italics)
|
||
*
|
||
* bevelEnabled: <bool>, // turn on bevel
|
||
* bevelThickness: <float>, // how deep into text bevel goes
|
||
* bevelSize: <float>, // how far from text outline is bevel
|
||
* }
|
||
*
|
||
*/
|
||
|
||
/* Usage Examples
|
||
|
||
// TextGeometry wrapper
|
||
|
||
var text3d = new TextGeometry( text, options );
|
||
|
||
// Complete manner
|
||
|
||
var textShapes = THREE.FontUtils.generateShapes( text, options );
|
||
var text3d = new ExtrudeGeometry( textShapes, options );
|
||
|
||
*/
|
||
|
||
|
||
THREE.TextGeometry = function ( text, parameters ) {
|
||
|
||
parameters = parameters || {};
|
||
|
||
var textShapes = THREE.FontUtils.generateShapes( text, parameters );
|
||
|
||
// translate parameters to ExtrudeGeometry API
|
||
|
||
parameters.amount = parameters.height !== undefined ? parameters.height : 50;
|
||
|
||
// defaults
|
||
|
||
if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
|
||
if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
|
||
if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
|
||
|
||
THREE.ExtrudeGeometry.call( this, textShapes, parameters );
|
||
|
||
};
|
||
|
||
THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype );
|
||
|
||
/**
|
||
* @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 );
|
||
|
||
var scope = this;
|
||
|
||
this.radius = radius || 100;
|
||
this.tube = tube || 40;
|
||
this.radialSegments = radialSegments || 8;
|
||
this.tubularSegments = tubularSegments || 6;
|
||
this.arc = arc || Math.PI * 2;
|
||
|
||
var center = new THREE.Vector3(), uvs = [], normals = [];
|
||
|
||
for ( var j = 0; j <= this.radialSegments; j ++ ) {
|
||
|
||
for ( var i = 0; i <= this.tubularSegments; i ++ ) {
|
||
|
||
var u = i / this.tubularSegments * this.arc;
|
||
var v = j / this.radialSegments * Math.PI * 2;
|
||
|
||
center.x = this.radius * Math.cos( u );
|
||
center.y = this.radius * Math.sin( u );
|
||
|
||
var vertex = new THREE.Vector3();
|
||
vertex.x = ( this.radius + this.tube * Math.cos( v ) ) * Math.cos( u );
|
||
vertex.y = ( this.radius + this.tube * Math.cos( v ) ) * Math.sin( u );
|
||
vertex.z = this.tube * Math.sin( v );
|
||
|
||
this.vertices.push( vertex );
|
||
|
||
uvs.push( new THREE.Vector2( i / this.tubularSegments, j / this.radialSegments ) );
|
||
normals.push( vertex.clone().sub( center ).normalize() );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
|
||
for ( var j = 1; j <= this.radialSegments; j ++ ) {
|
||
|
||
for ( var i = 1; i <= this.tubularSegments; i ++ ) {
|
||
|
||
var a = ( this.tubularSegments + 1 ) * j + i - 1;
|
||
var b = ( this.tubularSegments + 1 ) * ( j - 1 ) + i - 1;
|
||
var c = ( this.tubularSegments + 1 ) * ( j - 1 ) + i;
|
||
var d = ( this.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.computeCentroids();
|
||
this.computeFaceNormals();
|
||
|
||
};
|
||
|
||
THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
||
|
||
/**
|
||
* @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 );
|
||
|
||
var scope = this;
|
||
|
||
this.radius = radius || 100;
|
||
this.tube = tube || 40;
|
||
this.radialSegments = radialSegments || 64;
|
||
this.tubularSegments = tubularSegments || 8;
|
||
this.p = p || 2;
|
||
this.q = q || 3;
|
||
this.heightScale = heightScale || 1;
|
||
this.grid = new Array( this.radialSegments );
|
||
|
||
var tang = new THREE.Vector3();
|
||
var n = new THREE.Vector3();
|
||
var bitan = new THREE.Vector3();
|
||
|
||
for ( var i = 0; i < this.radialSegments; ++ i ) {
|
||
|
||
this.grid[ i ] = new Array( this.tubularSegments );
|
||
var u = i / this.radialSegments * 2 * this.p * Math.PI;
|
||
var p1 = getPos( u, this.q, this.p, this.radius, this.heightScale );
|
||
var p2 = getPos( u + 0.01, this.q, this.p, this.radius, this.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 < this.tubularSegments; ++ j ) {
|
||
|
||
var v = j / this.tubularSegments * 2 * Math.PI;
|
||
var cx = - this.tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
|
||
var cy = this.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;
|
||
|
||
this.grid[ i ][ j ] = scope.vertices.push( pos ) - 1;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
for ( var i = 0; i < this.radialSegments; ++ i ) {
|
||
|
||
for ( var j = 0; j < this.tubularSegments; ++ j ) {
|
||
|
||
var ip = ( i + 1 ) % this.radialSegments;
|
||
var jp = ( j + 1 ) % this.tubularSegments;
|
||
|
||
var a = this.grid[ i ][ j ];
|
||
var b = this.grid[ ip ][ j ];
|
||
var c = this.grid[ ip ][ jp ];
|
||
var d = this.grid[ i ][ jp ];
|
||
|
||
var uva = new THREE.Vector2( i / this.radialSegments, j / this.tubularSegments );
|
||
var uvb = new THREE.Vector2( ( i + 1 ) / this.radialSegments, j / this.tubularSegments );
|
||
var uvc = new THREE.Vector2( ( i + 1 ) / this.radialSegments, ( j + 1 ) / this.tubularSegments );
|
||
var uvd = new THREE.Vector2( i / this.radialSegments, ( j + 1 ) / this.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.computeCentroids();
|
||
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 );
|
||
|
||
/**
|
||
* @author WestLangley / https://github.com/WestLangley
|
||
* @author zz85 / https://github.com/zz85
|
||
* @author miningold / https://github.com/miningold
|
||
*
|
||
* Modified from the TorusKnotGeometry by @oosmoxiecode
|
||
*
|
||
* Creates a tube which extrudes along a 3d spline
|
||
*
|
||
* Uses parallel transport frames as described in
|
||
* http://www.cs.indiana.edu/pub/techreports/TR425.pdf
|
||
*/
|
||
|
||
THREE.TubeGeometry = function( path, segments, radius, radialSegments, closed ) {
|
||
|
||
THREE.Geometry.call( this );
|
||
|
||
this.path = path;
|
||
this.segments = segments || 64;
|
||
this.radius = radius || 1;
|
||
this.radialSegments = radialSegments || 8;
|
||
this.closed = closed || false;
|
||
|
||
this.grid = [];
|
||
|
||
var scope = this,
|
||
|
||
tangent,
|
||
normal,
|
||
binormal,
|
||
|
||
numpoints = this.segments + 1,
|
||
|
||
x, y, z,
|
||
tx, ty, tz,
|
||
u, v,
|
||
|
||
cx, cy,
|
||
pos, pos2 = new THREE.Vector3(),
|
||
i, j,
|
||
ip, jp,
|
||
a, b, c, d,
|
||
uva, uvb, uvc, uvd;
|
||
|
||
var frames = new THREE.TubeGeometry.FrenetFrames( this.path, this.segments, this.closed ),
|
||
tangents = frames.tangents,
|
||
normals = frames.normals,
|
||
binormals = frames.binormals;
|
||
|
||
// proxy internals
|
||
this.tangents = tangents;
|
||
this.normals = normals;
|
||
this.binormals = binormals;
|
||
|
||
function vert( x, y, z ) {
|
||
|
||
return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
|
||
|
||
}
|
||
|
||
|
||
// consruct the grid
|
||
|
||
for ( i = 0; i < numpoints; i++ ) {
|
||
|
||
this.grid[ i ] = [];
|
||
|
||
u = i / ( numpoints - 1 );
|
||
|
||
pos = path.getPointAt( u );
|
||
|
||
tangent = tangents[ i ];
|
||
normal = normals[ i ];
|
||
binormal = binormals[ i ];
|
||
|
||
for ( j = 0; j < this.radialSegments; j++ ) {
|
||
|
||
v = j / this.radialSegments * 2 * Math.PI;
|
||
|
||
cx = -this.radius * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
|
||
cy = this.radius * Math.sin( v );
|
||
|
||
pos2.copy( pos );
|
||
pos2.x += cx * normal.x + cy * binormal.x;
|
||
pos2.y += cx * normal.y + cy * binormal.y;
|
||
pos2.z += cx * normal.z + cy * binormal.z;
|
||
|
||
this.grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z );
|
||
|
||
}
|
||
}
|
||
|
||
|
||
// construct the mesh
|
||
|
||
for ( i = 0; i < this.segments; i++ ) {
|
||
|
||
for ( j = 0; j < this.radialSegments; j++ ) {
|
||
|
||
ip = ( this.closed ) ? (i + 1) % this.segments : i + 1;
|
||
jp = (j + 1) % this.radialSegments;
|
||
|
||
a = this.grid[ i ][ j ]; // *** NOT NECESSARILY PLANAR ! ***
|
||
b = this.grid[ ip ][ j ];
|
||
c = this.grid[ ip ][ jp ];
|
||
d = this.grid[ i ][ jp ];
|
||
|
||
uva = new THREE.Vector2( i / this.segments, j / this.radialSegments );
|
||
uvb = new THREE.Vector2( ( i + 1 ) / this.segments, j / this.radialSegments );
|
||
uvc = new THREE.Vector2( ( i + 1 ) / this.segments, ( j + 1 ) / this.radialSegments );
|
||
uvd = new THREE.Vector2( i / this.segments, ( j + 1 ) / this.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.computeCentroids();
|
||
this.computeFaceNormals();
|
||
this.computeVertexNormals();
|
||
|
||
};
|
||
|
||
THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
||
|
||
|
||
// For computing of Frenet frames, exposing the tangents, normals and binormals the spline
|
||
THREE.TubeGeometry.FrenetFrames = function(path, segments, closed) {
|
||
|
||
var tangent = new THREE.Vector3(),
|
||
normal = new THREE.Vector3(),
|
||
binormal = new THREE.Vector3(),
|
||
|
||
tangents = [],
|
||
normals = [],
|
||
binormals = [],
|
||
|
||
vec = new THREE.Vector3(),
|
||
mat = new THREE.Matrix4(),
|
||
|
||
numpoints = segments + 1,
|
||
theta,
|
||
epsilon = 0.0001,
|
||
smallest,
|
||
|
||
tx, ty, tz,
|
||
i, u, v;
|
||
|
||
|
||
// expose internals
|
||
this.tangents = tangents;
|
||
this.normals = normals;
|
||
this.binormals = binormals;
|
||
|
||
// compute the tangent vectors for each segment on the path
|
||
|
||
for ( i = 0; i < numpoints; i++ ) {
|
||
|
||
u = i / ( numpoints - 1 );
|
||
|
||
tangents[ i ] = path.getTangentAt( u );
|
||
tangents[ i ].normalize();
|
||
|
||
}
|
||
|
||
initialNormal3();
|
||
|
||
function initialNormal1(lastBinormal) {
|
||
// fixed start binormal. Has dangers of 0 vectors
|
||
normals[ 0 ] = new THREE.Vector3();
|
||
binormals[ 0 ] = new THREE.Vector3();
|
||
if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 );
|
||
normals[ 0 ].crossVectors( lastBinormal, tangents[ 0 ] ).normalize();
|
||
binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
|
||
}
|
||
|
||
function initialNormal2() {
|
||
|
||
// This uses the Frenet-Serret formula for deriving binormal
|
||
var t2 = path.getTangentAt( epsilon );
|
||
|
||
normals[ 0 ] = new THREE.Vector3().subVectors( t2, tangents[ 0 ] ).normalize();
|
||
binormals[ 0 ] = new THREE.Vector3().crossVectors( tangents[ 0 ], normals[ 0 ] );
|
||
|
||
normals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent
|
||
binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
|
||
|
||
}
|
||
|
||
function initialNormal3() {
|
||
// select an initial normal vector perpenicular to the first tangent vector,
|
||
// and in the direction of the smallest tangent xyz component
|
||
|
||
normals[ 0 ] = new THREE.Vector3();
|
||
binormals[ 0 ] = new THREE.Vector3();
|
||
smallest = Number.MAX_VALUE;
|
||
tx = Math.abs( tangents[ 0 ].x );
|
||
ty = Math.abs( tangents[ 0 ].y );
|
||
tz = Math.abs( tangents[ 0 ].z );
|
||
|
||
if ( tx <= smallest ) {
|
||
smallest = tx;
|
||
normal.set( 1, 0, 0 );
|
||
}
|
||
|
||
if ( ty <= smallest ) {
|
||
smallest = ty;
|
||
normal.set( 0, 1, 0 );
|
||
}
|
||
|
||
if ( tz <= smallest ) {
|
||
normal.set( 0, 0, 1 );
|
||
}
|
||
|
||
vec.crossVectors( tangents[ 0 ], normal ).normalize();
|
||
|
||
normals[ 0 ].crossVectors( tangents[ 0 ], vec );
|
||
binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
|
||
}
|
||
|
||
|
||
// compute the slowly-varying normal and binormal vectors for each segment on the path
|
||
|
||
for ( i = 1; i < numpoints; i++ ) {
|
||
|
||
normals[ i ] = normals[ i-1 ].clone();
|
||
|
||
binormals[ i ] = binormals[ i-1 ].clone();
|
||
|
||
vec.crossVectors( tangents[ i-1 ], tangents[ i ] );
|
||
|
||
if ( vec.length() > epsilon ) {
|
||
|
||
vec.normalize();
|
||
|
||
theta = Math.acos( THREE.Math.clamp( tangents[ i-1 ].dot( tangents[ i ] ), -1, 1 ) ); // clamp for floating pt errors
|
||
|
||
normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
|
||
|
||
}
|
||
|
||
binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
|
||
|
||
}
|
||
|
||
|
||
// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
|
||
|
||
if ( closed ) {
|
||
|
||
theta = Math.acos( THREE.Math.clamp( normals[ 0 ].dot( normals[ numpoints-1 ] ), -1, 1 ) );
|
||
theta /= ( numpoints - 1 );
|
||
|
||
if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ numpoints-1 ] ) ) > 0 ) {
|
||
|
||
theta = -theta;
|
||
|
||
}
|
||
|
||
for ( i = 1; i < numpoints; i++ ) {
|
||
|
||
// twist a little...
|
||
normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
|
||
binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
|
||
|
||
}
|
||
|
||
}
|
||
};
|
||
|
||
/**
|
||
* @author clockworkgeek / https://github.com/clockworkgeek
|
||
* @author timothypratley / https://github.com/timothypratley
|
||
* @author WestLangley / http://github.com/WestLangley
|
||
*/
|
||
|
||
THREE.PolyhedronGeometry = function ( vertices, faces, radius, detail ) {
|
||
|
||
THREE.Geometry.call( this );
|
||
|
||
radius = radius || 1;
|
||
detail = detail || 0;
|
||
|
||
var that = this;
|
||
|
||
for ( var i = 0, l = vertices.length; i < l; i ++ ) {
|
||
|
||
prepare( new THREE.Vector3( vertices[ i ][ 0 ], vertices[ i ][ 1 ], vertices[ i ][ 2 ] ) );
|
||
|
||
}
|
||
|
||
var midpoints = [], p = this.vertices;
|
||
|
||
var f = [];
|
||
for ( var i = 0, l = faces.length; i < l; i ++ ) {
|
||
|
||
var v1 = p[ faces[ i ][ 0 ] ];
|
||
var v2 = p[ faces[ i ][ 1 ] ];
|
||
var v3 = p[ faces[ i ][ 2 ] ];
|
||
|
||
f[ i ] = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
|
||
|
||
}
|
||
|
||
for ( var i = 0, l = f.length; i < l; i ++ ) {
|
||
|
||
subdivide(f[ i ], detail);
|
||
|
||
}
|
||
|
||
|
||
// Handle case when face straddles the seam
|
||
|
||
for ( var i = 0, l = this.faceVertexUvs[ 0 ].length; i < l; i ++ ) {
|
||
|
||
var uvs = this.faceVertexUvs[ 0 ][ i ];
|
||
|
||
var x0 = uvs[ 0 ].x;
|
||
var x1 = uvs[ 1 ].x;
|
||
var x2 = uvs[ 2 ].x;
|
||
|
||
var max = Math.max( x0, Math.max( x1, x2 ) );
|
||
var min = Math.min( x0, Math.min( x1, x2 ) );
|
||
|
||
if ( max > 0.9 && min < 0.1 ) { // 0.9 is somewhat arbitrary
|
||
|
||
if ( x0 < 0.2 ) uvs[ 0 ].x += 1;
|
||
if ( x1 < 0.2 ) uvs[ 1 ].x += 1;
|
||
if ( x2 < 0.2 ) uvs[ 2 ].x += 1;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
|
||
// Apply radius
|
||
|
||
for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {
|
||
|
||
this.vertices[ i ].multiplyScalar( radius );
|
||
|
||
}
|
||
|
||
|
||
// Merge vertices
|
||
|
||
this.mergeVertices();
|
||
|
||
this.computeCentroids();
|
||
|
||
this.computeFaceNormals();
|
||
|
||
this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
|
||
|
||
|
||
// Project vector onto sphere's surface
|
||
|
||
function prepare( vector ) {
|
||
|
||
var vertex = vector.normalize().clone();
|
||
vertex.index = that.vertices.push( vertex ) - 1;
|
||
|
||
// Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle.
|
||
|
||
var u = azimuth( vector ) / 2 / Math.PI + 0.5;
|
||
var v = inclination( vector ) / Math.PI + 0.5;
|
||
vertex.uv = new THREE.Vector2( u, 1 - v );
|
||
|
||
return vertex;
|
||
|
||
}
|
||
|
||
|
||
// Approximate a curved face with recursively sub-divided triangles.
|
||
|
||
function make( v1, v2, v3 ) {
|
||
|
||
var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
|
||
face.centroid.add( v1 ).add( v2 ).add( v3 ).divideScalar( 3 );
|
||
that.faces.push( face );
|
||
|
||
var azi = azimuth( face.centroid );
|
||
|
||
that.faceVertexUvs[ 0 ].push( [
|
||
correctUV( v1.uv, v1, azi ),
|
||
correctUV( v2.uv, v2, azi ),
|
||
correctUV( v3.uv, v3, azi )
|
||
] );
|
||
|
||
}
|
||
|
||
|
||
// Analytically subdivide a face to the required detail level.
|
||
|
||
function subdivide(face, detail ) {
|
||
|
||
var cols = Math.pow(2, detail);
|
||
var cells = Math.pow(4, detail);
|
||
var a = prepare( that.vertices[ face.a ] );
|
||
var b = prepare( that.vertices[ face.b ] );
|
||
var c = prepare( that.vertices[ face.c ] );
|
||
var v = [];
|
||
|
||
// Construct all of the vertices for this subdivision.
|
||
|
||
for ( var i = 0 ; i <= cols; i ++ ) {
|
||
|
||
v[ i ] = [];
|
||
|
||
var aj = prepare( a.clone().lerp( c, i / cols ) );
|
||
var bj = prepare( b.clone().lerp( c, i / cols ) );
|
||
var rows = cols - i;
|
||
|
||
for ( var j = 0; j <= rows; j ++) {
|
||
|
||
if ( j == 0 && i == cols ) {
|
||
|
||
v[ i ][ j ] = aj;
|
||
|
||
} else {
|
||
|
||
v[ i ][ j ] = prepare( aj.clone().lerp( bj, j / rows ) );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// Construct all of the faces.
|
||
|
||
for ( var i = 0; i < cols ; i ++ ) {
|
||
|
||
for ( var j = 0; j < 2 * (cols - i) - 1; j ++ ) {
|
||
|
||
var k = Math.floor( j / 2 );
|
||
|
||
if ( j % 2 == 0 ) {
|
||
|
||
make(
|
||
v[ i ][ k + 1],
|
||
v[ i + 1 ][ k ],
|
||
v[ i ][ k ]
|
||
);
|
||
|
||
} else {
|
||
|
||
make(
|
||
v[ i ][ k + 1 ],
|
||
v[ i + 1][ k + 1],
|
||
v[ i + 1 ][ k ]
|
||
);
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
|
||
// Angle around the Y axis, counter-clockwise when looking from above.
|
||
|
||
function azimuth( vector ) {
|
||
|
||
return Math.atan2( vector.z, -vector.x );
|
||
|
||
}
|
||
|
||
|
||
// Angle above the XZ plane.
|
||
|
||
function inclination( vector ) {
|
||
|
||
return Math.atan2( -vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
|
||
|
||
}
|
||
|
||
|
||
// Texture fixing helper. Spheres have some odd behaviours.
|
||
|
||
function correctUV( uv, vector, azimuth ) {
|
||
|
||
if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) uv = new THREE.Vector2( uv.x - 1, uv.y );
|
||
if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.Vector2( azimuth / 2 / Math.PI + 0.5, uv.y );
|
||
return uv.clone();
|
||
|
||
}
|
||
|
||
|
||
};
|
||
|
||
THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
||
|
||
/**
|
||
* @author timothypratley / https://github.com/timothypratley
|
||
*/
|
||
|
||
THREE.IcosahedronGeometry = function ( radius, detail ) {
|
||
|
||
this.radius = radius;
|
||
this.detail = detail;
|
||
|
||
var t = ( 1 + Math.sqrt( 5 ) ) / 2;
|
||
|
||
var vertices = [
|
||
[ -1, t, 0 ], [ 1, t, 0 ], [ -1, -t, 0 ], [ 1, -t, 0 ],
|
||
[ 0, -1, t ], [ 0, 1, t ], [ 0, -1, -t ], [ 0, 1, -t ],
|
||
[ t, 0, -1 ], [ t, 0, 1 ], [ -t, 0, -1 ], [ -t, 0, 1 ]
|
||
];
|
||
|
||
var faces = [
|
||
[ 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, faces, radius, detail );
|
||
|
||
};
|
||
|
||
THREE.IcosahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
||
|
||
/**
|
||
* @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 faces = [
|
||
[ 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, faces, radius, detail );
|
||
};
|
||
|
||
THREE.OctahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
||
|
||
/**
|
||
* @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 faces = [
|
||
[ 2, 1, 0 ], [ 0, 3, 2 ], [ 1, 3, 0 ], [ 2, 3, 1 ]
|
||
];
|
||
|
||
THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
|
||
|
||
};
|
||
|
||
THREE.TetrahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
||
|
||
/**
|
||
* @author zz85 / https://github.com/zz85
|
||
* Parametric Surfaces Geometry
|
||
* based on the brilliant article by @prideout http://prideout.net/blog/?p=44
|
||
*
|
||
* new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements );
|
||
*
|
||
*/
|
||
|
||
THREE.ParametricGeometry = function ( func, slices, stacks ) {
|
||
|
||
THREE.Geometry.call( this );
|
||
|
||
var verts = this.vertices;
|
||
var faces = this.faces;
|
||
var uvs = this.faceVertexUvs[ 0 ];
|
||
|
||
var i, il, j, p;
|
||
var u, v;
|
||
|
||
var stackCount = stacks + 1;
|
||
var sliceCount = slices + 1;
|
||
|
||
for ( i = 0; i <= stacks; i ++ ) {
|
||
|
||
v = i / stacks;
|
||
|
||
for ( j = 0; j <= slices; j ++ ) {
|
||
|
||
u = j / slices;
|
||
|
||
p = func( u, v );
|
||
verts.push( p );
|
||
|
||
}
|
||
}
|
||
|
||
var a, b, c, d;
|
||
var uva, uvb, uvc, uvd;
|
||
|
||
for ( i = 0; i < stacks; i ++ ) {
|
||
|
||
for ( j = 0; j < slices; j ++ ) {
|
||
|
||
a = i * sliceCount + j;
|
||
b = i * sliceCount + j + 1;
|
||
c = (i + 1) * sliceCount + j + 1;
|
||
d = (i + 1) * sliceCount + j;
|
||
|
||
uva = new THREE.Vector2( j / slices, i / stacks );
|
||
uvb = new THREE.Vector2( ( j + 1 ) / slices, i / stacks );
|
||
uvc = new THREE.Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks );
|
||
uvd = new THREE.Vector2( j / slices, ( i + 1 ) / stacks );
|
||
|
||
faces.push( new THREE.Face3( a, b, d ) );
|
||
uvs.push( [ uva, uvb, uvd ] );
|
||
|
||
faces.push( new THREE.Face3( b, c, d ) );
|
||
uvs.push( [ uvb.clone(), uvc, uvd.clone() ] );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// console.log(this);
|
||
|
||
// magic bullet
|
||
// var diff = this.mergeVertices();
|
||
// console.log('removed ', diff, ' vertices by merging');
|
||
|
||
this.computeCentroids();
|
||
this.computeFaceNormals();
|
||
this.computeVertexNormals();
|
||
|
||
};
|
||
|
||
THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
||
|
||
/**
|
||
* @author sroucheray / http://sroucheray.org/
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
THREE.AxisHelper = function ( size ) {
|
||
|
||
size = size || 1;
|
||
|
||
var geometry = new THREE.Geometry();
|
||
|
||
geometry.vertices.push(
|
||
new THREE.Vector3(), new THREE.Vector3( size, 0, 0 ),
|
||
new THREE.Vector3(), new THREE.Vector3( 0, size, 0 ),
|
||
new THREE.Vector3(), new THREE.Vector3( 0, 0, size )
|
||
);
|
||
|
||
geometry.colors.push(
|
||
new THREE.Color( 0xff0000 ), new THREE.Color( 0xffaa00 ),
|
||
new THREE.Color( 0x00ff00 ), new THREE.Color( 0xaaff00 ),
|
||
new THREE.Color( 0x0000ff ), new THREE.Color( 0x00aaff )
|
||
);
|
||
|
||
var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
|
||
|
||
THREE.Line.call( this, geometry, material, THREE.LinePieces );
|
||
|
||
};
|
||
|
||
THREE.AxisHelper.prototype = Object.create( THREE.Line.prototype );
|
||
|
||
/**
|
||
* @author WestLangley / http://github.com/WestLangley
|
||
* @author zz85 / http://github.com/zz85
|
||
* @author bhouston / http://exocortex.com
|
||
*
|
||
* Creates an arrow for visualizing directions
|
||
*
|
||
* Parameters:
|
||
* dir - Vector3
|
||
* origin - Vector3
|
||
* length - Number
|
||
* hex - color in hex value
|
||
* headLength - Number
|
||
* headWidth - Number
|
||
*/
|
||
|
||
THREE.ArrowHelper = function ( dir, origin, length, hex, headLength, headWidth ) {
|
||
|
||
// dir is assumed to be normalized
|
||
|
||
THREE.Object3D.call( this );
|
||
|
||
if ( hex === undefined ) hex = 0xffff00;
|
||
if ( length === undefined ) length = 1;
|
||
if ( headLength === undefined ) headLength = 0.2 * length;
|
||
if ( headWidth === undefined ) headWidth = 0.2 * headLength;
|
||
|
||
this.position = origin;
|
||
|
||
var lineGeometry = new THREE.Geometry();
|
||
lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ) );
|
||
lineGeometry.vertices.push( new THREE.Vector3( 0, 1, 0 ) );
|
||
|
||
this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: hex } ) );
|
||
this.line.matrixAutoUpdate = false;
|
||
this.add( this.line );
|
||
|
||
var coneGeometry = new THREE.CylinderGeometry( 0, 0.5, 1, 5, 1 );
|
||
coneGeometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, - 0.5, 0 ) );
|
||
|
||
this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: hex } ) );
|
||
this.cone.matrixAutoUpdate = false;
|
||
this.add( this.cone );
|
||
|
||
this.setDirection( dir );
|
||
this.setLength( length, headLength, headWidth );
|
||
|
||
};
|
||
|
||
THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype );
|
||
|
||
THREE.ArrowHelper.prototype.setDirection = function () {
|
||
|
||
var axis = new THREE.Vector3();
|
||
var radians;
|
||
|
||
return function ( dir ) {
|
||
|
||
// dir is assumed to be normalized
|
||
|
||
if ( dir.y > 0.99999 ) {
|
||
|
||
this.quaternion.set( 0, 0, 0, 1 );
|
||
|
||
} else if ( dir.y < - 0.99999 ) {
|
||
|
||
this.quaternion.set( 1, 0, 0, 0 );
|
||
|
||
} else {
|
||
|
||
axis.set( dir.z, 0, - dir.x ).normalize();
|
||
|
||
radians = Math.acos( dir.y );
|
||
|
||
this.quaternion.setFromAxisAngle( axis, radians );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
}();
|
||
|
||
THREE.ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
|
||
|
||
if ( headLength === undefined ) headLength = 0.2 * length;
|
||
if ( headWidth === undefined ) headWidth = 0.2 * headLength;
|
||
|
||
this.line.scale.set( 1, length, 1 );
|
||
this.line.updateMatrix();
|
||
|
||
this.cone.scale.set( headWidth, headLength, headWidth );
|
||
this.cone.position.y = length;
|
||
this.cone.updateMatrix();
|
||
|
||
};
|
||
|
||
THREE.ArrowHelper.prototype.setColor = function ( hex ) {
|
||
|
||
this.line.material.color.setHex( hex );
|
||
this.cone.material.color.setHex( hex );
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
THREE.BoxHelper = function ( object ) {
|
||
|
||
// 5____4
|
||
// 1/___0/|
|
||
// | 6__|_7
|
||
// 2/___3/
|
||
|
||
var vertices = [
|
||
new THREE.Vector3( 1, 1, 1 ),
|
||
new THREE.Vector3( - 1, 1, 1 ),
|
||
new THREE.Vector3( - 1, - 1, 1 ),
|
||
new THREE.Vector3( 1, - 1, 1 ),
|
||
|
||
new THREE.Vector3( 1, 1, - 1 ),
|
||
new THREE.Vector3( - 1, 1, - 1 ),
|
||
new THREE.Vector3( - 1, - 1, - 1 ),
|
||
new THREE.Vector3( 1, - 1, - 1 )
|
||
];
|
||
|
||
this.vertices = vertices;
|
||
|
||
// TODO: Wouldn't be nice if Line had .segments?
|
||
|
||
var geometry = new THREE.Geometry();
|
||
geometry.vertices.push(
|
||
vertices[ 0 ], vertices[ 1 ],
|
||
vertices[ 1 ], vertices[ 2 ],
|
||
vertices[ 2 ], vertices[ 3 ],
|
||
vertices[ 3 ], vertices[ 0 ],
|
||
|
||
vertices[ 4 ], vertices[ 5 ],
|
||
vertices[ 5 ], vertices[ 6 ],
|
||
vertices[ 6 ], vertices[ 7 ],
|
||
vertices[ 7 ], vertices[ 4 ],
|
||
|
||
vertices[ 0 ], vertices[ 4 ],
|
||
vertices[ 1 ], vertices[ 5 ],
|
||
vertices[ 2 ], vertices[ 6 ],
|
||
vertices[ 3 ], vertices[ 7 ]
|
||
);
|
||
|
||
THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: 0xffff00 } ), THREE.LinePieces );
|
||
|
||
if ( object !== undefined ) {
|
||
|
||
this.update( object );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
THREE.BoxHelper.prototype = Object.create( THREE.Line.prototype );
|
||
|
||
THREE.BoxHelper.prototype.update = function ( object ) {
|
||
|
||
var geometry = object.geometry;
|
||
|
||
if ( geometry.boundingBox === null ) {
|
||
|
||
geometry.computeBoundingBox();
|
||
|
||
}
|
||
|
||
var min = geometry.boundingBox.min;
|
||
var max = geometry.boundingBox.max;
|
||
var vertices = this.vertices;
|
||
|
||
vertices[ 0 ].set( max.x, max.y, max.z );
|
||
vertices[ 1 ].set( min.x, max.y, max.z );
|
||
vertices[ 2 ].set( min.x, min.y, max.z );
|
||
vertices[ 3 ].set( max.x, min.y, max.z );
|
||
vertices[ 4 ].set( max.x, max.y, min.z );
|
||
vertices[ 5 ].set( min.x, max.y, min.z );
|
||
vertices[ 6 ].set( min.x, min.y, min.z );
|
||
vertices[ 7 ].set( max.x, min.y, min.z );
|
||
|
||
this.geometry.computeBoundingSphere();
|
||
this.geometry.verticesNeedUpdate = true;
|
||
|
||
this.matrixAutoUpdate = false;
|
||
this.matrixWorld = object.matrixWorld;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author WestLangley / http://github.com/WestLangley
|
||
*/
|
||
|
||
// a helper to show the world-axis-aligned bounding box for an object
|
||
|
||
THREE.BoundingBoxHelper = function ( object, hex ) {
|
||
|
||
var color = ( hex !== undefined ) ? hex : 0x888888;
|
||
|
||
this.object = object;
|
||
|
||
this.box = new THREE.Box3();
|
||
|
||
THREE.Mesh.call( this, new THREE.BoxGeometry( 1, 1, 1 ), new THREE.MeshBasicMaterial( { color: color, wireframe: true } ) );
|
||
|
||
};
|
||
|
||
THREE.BoundingBoxHelper.prototype = Object.create( THREE.Mesh.prototype );
|
||
|
||
THREE.BoundingBoxHelper.prototype.update = function () {
|
||
|
||
this.box.setFromObject( this.object );
|
||
|
||
this.box.size( this.scale );
|
||
|
||
this.box.center( this.position );
|
||
|
||
};
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*
|
||
* - shows frustum, line of sight and up of the camera
|
||
* - suitable for fast updates
|
||
* - based on frustum visualization in lightgl.js shadowmap example
|
||
* http://evanw.github.com/lightgl.js/tests/shadowmap.html
|
||
*/
|
||
|
||
THREE.CameraHelper = function ( camera ) {
|
||
|
||
var geometry = new THREE.Geometry();
|
||
var material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } );
|
||
|
||
var pointMap = {};
|
||
|
||
// colors
|
||
|
||
var hexFrustum = 0xffaa00;
|
||
var hexCone = 0xff0000;
|
||
var hexUp = 0x00aaff;
|
||
var hexTarget = 0xffffff;
|
||
var hexCross = 0x333333;
|
||
|
||
// near
|
||
|
||
addLine( "n1", "n2", hexFrustum );
|
||
addLine( "n2", "n4", hexFrustum );
|
||
addLine( "n4", "n3", hexFrustum );
|
||
addLine( "n3", "n1", hexFrustum );
|
||
|
||
// far
|
||
|
||
addLine( "f1", "f2", hexFrustum );
|
||
addLine( "f2", "f4", hexFrustum );
|
||
addLine( "f4", "f3", hexFrustum );
|
||
addLine( "f3", "f1", hexFrustum );
|
||
|
||
// sides
|
||
|
||
addLine( "n1", "f1", hexFrustum );
|
||
addLine( "n2", "f2", hexFrustum );
|
||
addLine( "n3", "f3", hexFrustum );
|
||
addLine( "n4", "f4", hexFrustum );
|
||
|
||
// cone
|
||
|
||
addLine( "p", "n1", hexCone );
|
||
addLine( "p", "n2", hexCone );
|
||
addLine( "p", "n3", hexCone );
|
||
addLine( "p", "n4", hexCone );
|
||
|
||
// up
|
||
|
||
addLine( "u1", "u2", hexUp );
|
||
addLine( "u2", "u3", hexUp );
|
||
addLine( "u3", "u1", hexUp );
|
||
|
||
// target
|
||
|
||
addLine( "c", "t", hexTarget );
|
||
addLine( "p", "c", hexCross );
|
||
|
||
// cross
|
||
|
||
addLine( "cn1", "cn2", hexCross );
|
||
addLine( "cn3", "cn4", hexCross );
|
||
|
||
addLine( "cf1", "cf2", hexCross );
|
||
addLine( "cf3", "cf4", hexCross );
|
||
|
||
function addLine( a, b, hex ) {
|
||
|
||
addPoint( a, hex );
|
||
addPoint( b, hex );
|
||
|
||
}
|
||
|
||
function addPoint( id, hex ) {
|
||
|
||
geometry.vertices.push( new THREE.Vector3() );
|
||
geometry.colors.push( new THREE.Color( hex ) );
|
||
|
||
if ( pointMap[ id ] === undefined ) {
|
||
|
||
pointMap[ id ] = [];
|
||
|
||
}
|
||
|
||
pointMap[ id ].push( geometry.vertices.length - 1 );
|
||
|
||
}
|
||
|
||
THREE.Line.call( this, geometry, material, THREE.LinePieces );
|
||
|
||
this.camera = camera;
|
||
this.matrixWorld = camera.matrixWorld;
|
||
this.matrixAutoUpdate = false;
|
||
|
||
this.pointMap = pointMap;
|
||
|
||
this.update();
|
||
|
||
};
|
||
|
||
THREE.CameraHelper.prototype = Object.create( THREE.Line.prototype );
|
||
|
||
THREE.CameraHelper.prototype.update = function () {
|
||
|
||
var vector = new THREE.Vector3();
|
||
var camera = new THREE.Camera();
|
||
var projector = new THREE.Projector();
|
||
|
||
return function () {
|
||
|
||
var scope = this;
|
||
|
||
var w = 1, h = 1;
|
||
|
||
// we need just camera projection matrix
|
||
// world matrix must be identity
|
||
|
||
camera.projectionMatrix.copy( this.camera.projectionMatrix );
|
||
|
||
// center / target
|
||
|
||
setPoint( "c", 0, 0, -1 );
|
||
setPoint( "t", 0, 0, 1 );
|
||
|
||
// near
|
||
|
||
setPoint( "n1", -w, -h, -1 );
|
||
setPoint( "n2", w, -h, -1 );
|
||
setPoint( "n3", -w, h, -1 );
|
||
setPoint( "n4", w, h, -1 );
|
||
|
||
// far
|
||
|
||
setPoint( "f1", -w, -h, 1 );
|
||
setPoint( "f2", w, -h, 1 );
|
||
setPoint( "f3", -w, h, 1 );
|
||
setPoint( "f4", w, h, 1 );
|
||
|
||
// up
|
||
|
||
setPoint( "u1", w * 0.7, h * 1.1, -1 );
|
||
setPoint( "u2", -w * 0.7, h * 1.1, -1 );
|
||
setPoint( "u3", 0, h * 2, -1 );
|
||
|
||
// cross
|
||
|
||
setPoint( "cf1", -w, 0, 1 );
|
||
setPoint( "cf2", w, 0, 1 );
|
||
setPoint( "cf3", 0, -h, 1 );
|
||
setPoint( "cf4", 0, h, 1 );
|
||
|
||
setPoint( "cn1", -w, 0, -1 );
|
||
setPoint( "cn2", w, 0, -1 );
|
||
setPoint( "cn3", 0, -h, -1 );
|
||
setPoint( "cn4", 0, h, -1 );
|
||
|
||
function setPoint( point, x, y, z ) {
|
||
|
||
vector.set( x, y, z );
|
||
projector.unprojectVector( vector, camera );
|
||
|
||
var points = scope.pointMap[ point ];
|
||
|
||
if ( points !== undefined ) {
|
||
|
||
for ( var i = 0, il = points.length; i < il; i ++ ) {
|
||
|
||
scope.geometry.vertices[ points[ i ] ].copy( vector );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
this.geometry.verticesNeedUpdate = true;
|
||
|
||
};
|
||
|
||
}();
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author WestLangley / http://github.com/WestLangley
|
||
*/
|
||
|
||
THREE.DirectionalLightHelper = function ( light, size ) {
|
||
|
||
THREE.Object3D.call( this );
|
||
|
||
this.light = light;
|
||
this.light.updateMatrixWorld();
|
||
|
||
this.matrixWorld = light.matrixWorld;
|
||
this.matrixAutoUpdate = false;
|
||
|
||
size = size || 1;
|
||
var geometry = new THREE.PlaneGeometry( size, size );
|
||
var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
|
||
material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
|
||
|
||
this.lightPlane = new THREE.Mesh( geometry, material );
|
||
this.add( this.lightPlane );
|
||
|
||
geometry = new THREE.Geometry();
|
||
geometry.vertices.push( new THREE.Vector3() );
|
||
geometry.vertices.push( new THREE.Vector3() );
|
||
|
||
material = new THREE.LineBasicMaterial( { fog: false } );
|
||
material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
|
||
|
||
this.targetLine = new THREE.Line( geometry, material );
|
||
this.add( this.targetLine );
|
||
|
||
this.update();
|
||
|
||
};
|
||
|
||
THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype );
|
||
|
||
THREE.DirectionalLightHelper.prototype.dispose = function () {
|
||
|
||
this.lightPlane.geometry.dispose();
|
||
this.lightPlane.material.dispose();
|
||
this.targetLine.geometry.dispose();
|
||
this.targetLine.material.dispose();
|
||
};
|
||
|
||
THREE.DirectionalLightHelper.prototype.update = function () {
|
||
|
||
var v1 = new THREE.Vector3();
|
||
var v2 = new THREE.Vector3();
|
||
var v3 = new THREE.Vector3();
|
||
|
||
return function () {
|
||
|
||
v1.setFromMatrixPosition( this.light.matrixWorld );
|
||
v2.setFromMatrixPosition( this.light.target.matrixWorld );
|
||
v3.subVectors( v2, v1 );
|
||
|
||
this.lightPlane.lookAt( v3 );
|
||
this.lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
|
||
|
||
this.targetLine.geometry.vertices[ 1 ].copy( v3 );
|
||
this.targetLine.geometry.verticesNeedUpdate = true;
|
||
this.targetLine.material.color.copy( this.lightPlane.material.color );
|
||
|
||
}
|
||
|
||
}();
|
||
|
||
|
||
/**
|
||
* @author WestLangley / http://github.com/WestLangley
|
||
*/
|
||
|
||
THREE.EdgesHelper = function ( object, hex ) {
|
||
|
||
var color = ( hex !== undefined ) ? hex : 0xffffff;
|
||
|
||
var edge = [ 0, 0 ], hash = {};
|
||
var sortFunction = function ( a, b ) { return a - b };
|
||
|
||
var keys = [ 'a', 'b', 'c' ];
|
||
var geometry = new THREE.BufferGeometry();
|
||
|
||
var geometry2 = object.geometry.clone();
|
||
|
||
geometry2.mergeVertices();
|
||
geometry2.computeFaceNormals();
|
||
|
||
var vertices = geometry2.vertices;
|
||
var faces = geometry2.faces;
|
||
var numEdges = 0;
|
||
|
||
for ( var i = 0, l = faces.length; i < l; i ++ ) {
|
||
|
||
var face = faces[ i ];
|
||
|
||
for ( var j = 0; j < 3; j ++ ) {
|
||
|
||
edge[ 0 ] = face[ keys[ j ] ];
|
||
edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
|
||
edge.sort( sortFunction );
|
||
|
||
var key = edge.toString();
|
||
|
||
if ( hash[ key ] === undefined ) {
|
||
|
||
hash[ key ] = { vert1: edge[ 0 ], vert2: edge[ 1 ], face1: i, face2: undefined };
|
||
numEdges ++;
|
||
|
||
} else {
|
||
|
||
hash[ key ].face2 = i;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
geometry.addAttribute( 'position', Float32Array, 2 * numEdges, 3 );
|
||
|
||
var coords = geometry.attributes.position.array;
|
||
|
||
var index = 0;
|
||
|
||
for ( var key in hash ) {
|
||
|
||
var h = hash[ key ];
|
||
|
||
if ( h.face2 === undefined || faces[ h.face1 ].normal.dot( faces[ h.face2 ].normal ) < 0.9999 ) { // hardwired const OK
|
||
|
||
var vertex = vertices[ h.vert1 ];
|
||
coords[ index ++ ] = vertex.x;
|
||
coords[ index ++ ] = vertex.y;
|
||
coords[ index ++ ] = vertex.z;
|
||
|
||
vertex = vertices[ h.vert2 ];
|
||
coords[ index ++ ] = vertex.x;
|
||
coords[ index ++ ] = vertex.y;
|
||
coords[ index ++ ] = vertex.z;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces );
|
||
|
||
this.matrixAutoUpdate = false;
|
||
this.matrixWorld = object.matrixWorld;
|
||
|
||
};
|
||
|
||
THREE.EdgesHelper.prototype = Object.create( THREE.Line.prototype );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author WestLangley / http://github.com/WestLangley
|
||
*/
|
||
|
||
THREE.FaceNormalsHelper = function ( object, size, hex, linewidth ) {
|
||
|
||
this.object = object;
|
||
|
||
this.size = ( size !== undefined ) ? size : 1;
|
||
|
||
var color = ( hex !== undefined ) ? hex : 0xffff00;
|
||
|
||
var width = ( linewidth !== undefined ) ? linewidth : 1;
|
||
|
||
var geometry = new THREE.Geometry();
|
||
|
||
var faces = this.object.geometry.faces;
|
||
|
||
for ( var i = 0, l = faces.length; i < l; i ++ ) {
|
||
|
||
geometry.vertices.push( new THREE.Vector3() );
|
||
geometry.vertices.push( new THREE.Vector3() );
|
||
|
||
}
|
||
|
||
THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
|
||
|
||
this.matrixAutoUpdate = false;
|
||
|
||
this.normalMatrix = new THREE.Matrix3();
|
||
|
||
this.update();
|
||
|
||
};
|
||
|
||
THREE.FaceNormalsHelper.prototype = Object.create( THREE.Line.prototype );
|
||
|
||
THREE.FaceNormalsHelper.prototype.update = ( function ( object ) {
|
||
|
||
var v1 = new THREE.Vector3();
|
||
|
||
return function ( object ) {
|
||
|
||
this.object.updateMatrixWorld( true );
|
||
|
||
this.normalMatrix.getNormalMatrix( this.object.matrixWorld );
|
||
|
||
var vertices = this.geometry.vertices;
|
||
|
||
var faces = this.object.geometry.faces;
|
||
|
||
var worldMatrix = this.object.matrixWorld;
|
||
|
||
for ( var i = 0, l = faces.length; i < l; i ++ ) {
|
||
|
||
var face = faces[ i ];
|
||
|
||
v1.copy( face.normal ).applyMatrix3( this.normalMatrix ).normalize().multiplyScalar( this.size );
|
||
|
||
var idx = 2 * i;
|
||
|
||
vertices[ idx ].copy( face.centroid ).applyMatrix4( worldMatrix );
|
||
|
||
vertices[ idx + 1 ].addVectors( vertices[ idx ], v1 );
|
||
|
||
}
|
||
|
||
this.geometry.verticesNeedUpdate = true;
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
}());
|
||
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
THREE.GridHelper = function ( size, step ) {
|
||
|
||
var geometry = new THREE.Geometry();
|
||
var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
|
||
|
||
this.color1 = new THREE.Color( 0x444444 );
|
||
this.color2 = new THREE.Color( 0x888888 );
|
||
|
||
for ( var i = - size; i <= size; i += step ) {
|
||
|
||
geometry.vertices.push(
|
||
new THREE.Vector3( - size, 0, i ), new THREE.Vector3( size, 0, i ),
|
||
new THREE.Vector3( i, 0, - size ), new THREE.Vector3( i, 0, size )
|
||
);
|
||
|
||
var color = i === 0 ? this.color1 : this.color2;
|
||
|
||
geometry.colors.push( color, color, color, color );
|
||
|
||
}
|
||
|
||
THREE.Line.call( this, geometry, material, THREE.LinePieces );
|
||
|
||
};
|
||
|
||
THREE.GridHelper.prototype = Object.create( THREE.Line.prototype );
|
||
|
||
THREE.GridHelper.prototype.setColors = function( colorCenterLine, colorGrid ) {
|
||
|
||
this.color1.set( colorCenterLine );
|
||
this.color2.set( colorGrid );
|
||
|
||
this.geometry.colorsNeedUpdate = true;
|
||
|
||
}
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
THREE.HemisphereLightHelper = function ( light, sphereSize, arrowLength, domeSize ) {
|
||
|
||
THREE.Object3D.call( this );
|
||
|
||
this.light = light;
|
||
this.light.updateMatrixWorld();
|
||
|
||
this.matrixWorld = light.matrixWorld;
|
||
this.matrixAutoUpdate = false;
|
||
|
||
this.colors = [ new THREE.Color(), new THREE.Color() ];
|
||
|
||
var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
|
||
geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
|
||
|
||
for ( var i = 0, il = 8; i < il; i ++ ) {
|
||
|
||
geometry.faces[ i ].color = this.colors[ i < 4 ? 0 : 1 ];
|
||
|
||
}
|
||
|
||
var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, wireframe: true } );
|
||
|
||
this.lightSphere = new THREE.Mesh( geometry, material );
|
||
this.add( this.lightSphere );
|
||
|
||
this.update();
|
||
|
||
};
|
||
|
||
THREE.HemisphereLightHelper.prototype = Object.create( THREE.Object3D.prototype );
|
||
|
||
THREE.HemisphereLightHelper.prototype.dispose = function () {
|
||
this.lightSphere.geometry.dispose();
|
||
this.lightSphere.material.dispose();
|
||
};
|
||
|
||
THREE.HemisphereLightHelper.prototype.update = function () {
|
||
|
||
var vector = new THREE.Vector3();
|
||
|
||
return function () {
|
||
|
||
this.colors[ 0 ].copy( this.light.color ).multiplyScalar( this.light.intensity );
|
||
this.colors[ 1 ].copy( this.light.groundColor ).multiplyScalar( this.light.intensity );
|
||
|
||
this.lightSphere.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
|
||
this.lightSphere.geometry.colorsNeedUpdate = true;
|
||
|
||
}
|
||
|
||
}();
|
||
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
THREE.PointLightHelper = function ( light, sphereSize ) {
|
||
|
||
this.light = light;
|
||
this.light.updateMatrixWorld();
|
||
|
||
var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
|
||
var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
|
||
material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
|
||
|
||
THREE.Mesh.call( this, geometry, material );
|
||
|
||
this.matrixWorld = this.light.matrixWorld;
|
||
this.matrixAutoUpdate = false;
|
||
|
||
/*
|
||
var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
|
||
var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
|
||
|
||
this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
|
||
this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
|
||
|
||
var d = light.distance;
|
||
|
||
if ( d === 0.0 ) {
|
||
|
||
this.lightDistance.visible = false;
|
||
|
||
} else {
|
||
|
||
this.lightDistance.scale.set( d, d, d );
|
||
|
||
}
|
||
|
||
this.add( this.lightDistance );
|
||
*/
|
||
|
||
};
|
||
|
||
THREE.PointLightHelper.prototype = Object.create( THREE.Mesh.prototype );
|
||
|
||
THREE.PointLightHelper.prototype.dispose = function () {
|
||
|
||
this.geometry.dispose();
|
||
this.material.dispose();
|
||
};
|
||
|
||
THREE.PointLightHelper.prototype.update = function () {
|
||
|
||
this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
|
||
|
||
/*
|
||
var d = this.light.distance;
|
||
|
||
if ( d === 0.0 ) {
|
||
|
||
this.lightDistance.visible = false;
|
||
|
||
} else {
|
||
|
||
this.lightDistance.visible = true;
|
||
this.lightDistance.scale.set( d, d, d );
|
||
|
||
}
|
||
*/
|
||
|
||
};
|
||
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author WestLangley / http://github.com/WestLangley
|
||
*/
|
||
|
||
THREE.SpotLightHelper = function ( light ) {
|
||
|
||
THREE.Object3D.call( this );
|
||
|
||
this.light = light;
|
||
this.light.updateMatrixWorld();
|
||
|
||
this.matrixWorld = light.matrixWorld;
|
||
this.matrixAutoUpdate = false;
|
||
|
||
var geometry = new THREE.CylinderGeometry( 0, 1, 1, 8, 1, true );
|
||
|
||
geometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, -0.5, 0 ) );
|
||
geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
|
||
|
||
var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
|
||
|
||
this.cone = new THREE.Mesh( geometry, material );
|
||
this.add( this.cone );
|
||
|
||
this.update();
|
||
|
||
};
|
||
|
||
THREE.SpotLightHelper.prototype = Object.create( THREE.Object3D.prototype );
|
||
|
||
THREE.SpotLightHelper.prototype.dispose = function () {
|
||
this.cone.geometry.dispose();
|
||
this.cone.material.dispose();
|
||
};
|
||
|
||
THREE.SpotLightHelper.prototype.update = function () {
|
||
|
||
var vector = new THREE.Vector3();
|
||
var vector2 = new THREE.Vector3();
|
||
|
||
return function () {
|
||
|
||
var coneLength = this.light.distance ? this.light.distance : 10000;
|
||
var coneWidth = coneLength * Math.tan( this.light.angle );
|
||
|
||
this.cone.scale.set( coneWidth, coneWidth, coneLength );
|
||
|
||
vector.setFromMatrixPosition( this.light.matrixWorld );
|
||
vector2.setFromMatrixPosition( this.light.target.matrixWorld );
|
||
|
||
this.cone.lookAt( vector2.sub( vector ) );
|
||
|
||
this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
|
||
|
||
};
|
||
|
||
}();
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author WestLangley / http://github.com/WestLangley
|
||
*/
|
||
|
||
THREE.VertexNormalsHelper = function ( object, size, hex, linewidth ) {
|
||
|
||
this.object = object;
|
||
|
||
this.size = ( size !== undefined ) ? size : 1;
|
||
|
||
var color = ( hex !== undefined ) ? hex : 0xff0000;
|
||
|
||
var width = ( linewidth !== undefined ) ? linewidth : 1;
|
||
|
||
var geometry = new THREE.Geometry();
|
||
|
||
var vertices = object.geometry.vertices;
|
||
|
||
var faces = object.geometry.faces;
|
||
|
||
for ( var i = 0, l = faces.length; i < l; i ++ ) {
|
||
|
||
var face = faces[ i ];
|
||
|
||
for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
|
||
|
||
geometry.vertices.push( new THREE.Vector3() );
|
||
geometry.vertices.push( new THREE.Vector3() );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
|
||
|
||
this.matrixAutoUpdate = false;
|
||
|
||
this.normalMatrix = new THREE.Matrix3();
|
||
|
||
this.update();
|
||
|
||
};
|
||
|
||
THREE.VertexNormalsHelper.prototype = Object.create( THREE.Line.prototype );
|
||
|
||
THREE.VertexNormalsHelper.prototype.update = ( function ( object ) {
|
||
|
||
var v1 = new THREE.Vector3();
|
||
|
||
return function( object ) {
|
||
|
||
var keys = [ 'a', 'b', 'c', 'd' ];
|
||
|
||
this.object.updateMatrixWorld( true );
|
||
|
||
this.normalMatrix.getNormalMatrix( this.object.matrixWorld );
|
||
|
||
var vertices = this.geometry.vertices;
|
||
|
||
var verts = this.object.geometry.vertices;
|
||
|
||
var faces = this.object.geometry.faces;
|
||
|
||
var worldMatrix = this.object.matrixWorld;
|
||
|
||
var idx = 0;
|
||
|
||
for ( var i = 0, l = faces.length; i < l; i ++ ) {
|
||
|
||
var face = faces[ i ];
|
||
|
||
for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
|
||
|
||
var vertexId = face[ keys[ j ] ];
|
||
var vertex = verts[ vertexId ];
|
||
|
||
var normal = face.vertexNormals[ j ];
|
||
|
||
vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix );
|
||
|
||
v1.copy( normal ).applyMatrix3( this.normalMatrix ).normalize().multiplyScalar( this.size );
|
||
|
||
v1.add( vertices[ idx ] );
|
||
idx = idx + 1;
|
||
|
||
vertices[ idx ].copy( v1 );
|
||
idx = idx + 1;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
this.geometry.verticesNeedUpdate = true;
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
}());
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author WestLangley / http://github.com/WestLangley
|
||
*/
|
||
|
||
THREE.VertexTangentsHelper = function ( object, size, hex, linewidth ) {
|
||
|
||
this.object = object;
|
||
|
||
this.size = ( size !== undefined ) ? size : 1;
|
||
|
||
var color = ( hex !== undefined ) ? hex : 0x0000ff;
|
||
|
||
var width = ( linewidth !== undefined ) ? linewidth : 1;
|
||
|
||
var geometry = new THREE.Geometry();
|
||
|
||
var vertices = object.geometry.vertices;
|
||
|
||
var faces = object.geometry.faces;
|
||
|
||
for ( var i = 0, l = faces.length; i < l; i ++ ) {
|
||
|
||
var face = faces[ i ];
|
||
|
||
for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) {
|
||
|
||
geometry.vertices.push( new THREE.Vector3() );
|
||
geometry.vertices.push( new THREE.Vector3() );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
|
||
|
||
this.matrixAutoUpdate = false;
|
||
|
||
this.update();
|
||
|
||
};
|
||
|
||
THREE.VertexTangentsHelper.prototype = Object.create( THREE.Line.prototype );
|
||
|
||
THREE.VertexTangentsHelper.prototype.update = ( function ( object ) {
|
||
|
||
var v1 = new THREE.Vector3();
|
||
|
||
return function( object ) {
|
||
|
||
var keys = [ 'a', 'b', 'c', 'd' ];
|
||
|
||
this.object.updateMatrixWorld( true );
|
||
|
||
var vertices = this.geometry.vertices;
|
||
|
||
var verts = this.object.geometry.vertices;
|
||
|
||
var faces = this.object.geometry.faces;
|
||
|
||
var worldMatrix = this.object.matrixWorld;
|
||
|
||
var idx = 0;
|
||
|
||
for ( var i = 0, l = faces.length; i < l; i ++ ) {
|
||
|
||
var face = faces[ i ];
|
||
|
||
for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) {
|
||
|
||
var vertexId = face[ keys[ j ] ];
|
||
var vertex = verts[ vertexId ];
|
||
|
||
var tangent = face.vertexTangents[ j ];
|
||
|
||
vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix );
|
||
|
||
v1.copy( tangent ).transformDirection( worldMatrix ).multiplyScalar( this.size );
|
||
|
||
v1.add( vertices[ idx ] );
|
||
idx = idx + 1;
|
||
|
||
vertices[ idx ].copy( v1 );
|
||
idx = idx + 1;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
this.geometry.verticesNeedUpdate = true;
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
}());
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
THREE.WireframeHelper = function ( object, hex ) {
|
||
|
||
var color = ( hex !== undefined ) ? hex : 0xffffff;
|
||
|
||
var edge = [ 0, 0 ], hash = {};
|
||
var sortFunction = function ( a, b ) { return a - b };
|
||
|
||
var keys = [ 'a', 'b', 'c' ];
|
||
var geometry = new THREE.BufferGeometry();
|
||
|
||
if ( object.geometry instanceof THREE.Geometry ) {
|
||
|
||
var vertices = object.geometry.vertices;
|
||
var faces = object.geometry.faces;
|
||
var numEdges = 0;
|
||
|
||
// allocate maximal size
|
||
var edges = new Uint32Array( 6 * faces.length );
|
||
|
||
for ( var i = 0, l = faces.length; i < l; i ++ ) {
|
||
|
||
var face = faces[ i ];
|
||
|
||
for ( var j = 0; j < 3; j ++ ) {
|
||
|
||
edge[ 0 ] = face[ keys[ j ] ];
|
||
edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
|
||
edge.sort( sortFunction );
|
||
|
||
var key = edge.toString();
|
||
|
||
if ( hash[ key ] === undefined ) {
|
||
|
||
edges[ 2 * numEdges ] = edge[ 0 ];
|
||
edges[ 2 * numEdges + 1 ] = edge[ 1 ];
|
||
hash[ key ] = true;
|
||
numEdges ++;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
geometry.addAttribute( 'position', Float32Array, 2 * numEdges, 3 );
|
||
|
||
var coords = geometry.attributes.position.array;
|
||
|
||
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;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else if ( object.geometry instanceof THREE.BufferGeometry && object.geometry.attributes.index !== undefined ) { // indexed BufferGeometry
|
||
|
||
var vertices = object.geometry.attributes.position.array;
|
||
var indices = object.geometry.attributes.index.array;
|
||
var offsets = object.geometry.offsets;
|
||
var numEdges = 0;
|
||
|
||
// allocate maximal size
|
||
var edges = new Uint32Array( 2 * indices.length );
|
||
|
||
for ( var o = 0, ol = offsets.length; o < ol; ++ o ) {
|
||
|
||
var start = offsets[ o ].start;
|
||
var count = offsets[ o ].count;
|
||
var index = offsets[ o ].index;
|
||
|
||
for ( var i = start, il = start + count; i < il; i += 3 ) {
|
||
|
||
for ( var j = 0; j < 3; j ++ ) {
|
||
|
||
edge[ 0 ] = index + indices[ i + j ];
|
||
edge[ 1 ] = index + indices[ i + ( j + 1 ) % 3 ];
|
||
edge.sort( sortFunction );
|
||
|
||
var key = edge.toString();
|
||
|
||
if ( hash[ key ] === undefined ) {
|
||
|
||
edges[ 2 * numEdges ] = edge[ 0 ];
|
||
edges[ 2 * numEdges + 1 ] = edge[ 1 ];
|
||
hash[ key ] = true;
|
||
numEdges ++;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
geometry.addAttribute( 'position', Float32Array, 2 * numEdges, 3 );
|
||
|
||
var coords = geometry.attributes.position.array;
|
||
|
||
for ( var i = 0, l = numEdges; i < l; i ++ ) {
|
||
|
||
for ( var j = 0; j < 2; j ++ ) {
|
||
|
||
var index = 6 * i + 3 * j;
|
||
var index2 = 3 * edges[ 2 * i + j];
|
||
coords[ index + 0 ] = vertices[ index2 ];
|
||
coords[ index + 1 ] = vertices[ index2 + 1 ];
|
||
coords[ index + 2 ] = vertices[ index2 + 2 ];
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else if ( object.geometry instanceof THREE.BufferGeometry ) { // non-indexed BufferGeometry
|
||
|
||
var vertices = object.geometry.attributes.position.array;
|
||
var numEdges = vertices.length / 3;
|
||
var numTris = numEdges / 3;
|
||
|
||
geometry.addAttribute( 'position', Float32Array, 2 * numEdges, 3 );
|
||
|
||
var coords = geometry.attributes.position.array;
|
||
|
||
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 ];
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces );
|
||
|
||
this.matrixAutoUpdate = false;
|
||
this.matrixWorld = object.matrixWorld;
|
||
|
||
};
|
||
|
||
THREE.WireframeHelper.prototype = Object.create( THREE.Line.prototype );
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.ImmediateRenderObject = function () {
|
||
|
||
THREE.Object3D.call( this );
|
||
|
||
this.render = function ( renderCallback ) { };
|
||
|
||
};
|
||
|
||
THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype );
|
||
|
||
/**
|
||
* @author mikael emtinger / http://gomo.se/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.LensFlare = function ( texture, size, distance, blending, color ) {
|
||
|
||
THREE.Object3D.call( this );
|
||
|
||
this.lensFlares = [];
|
||
|
||
this.positionScreen = new THREE.Vector3();
|
||
this.customUpdateCallback = undefined;
|
||
|
||
if( texture !== undefined ) {
|
||
|
||
this.add( texture, size, distance, blending, color );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
THREE.LensFlare.prototype = Object.create( THREE.Object3D.prototype );
|
||
|
||
|
||
/*
|
||
* Add: adds another flare
|
||
*/
|
||
|
||
THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, color, opacity ) {
|
||
|
||
if( size === undefined ) size = -1;
|
||
if( distance === undefined ) distance = 0;
|
||
if( opacity === undefined ) opacity = 1;
|
||
if( color === undefined ) color = new THREE.Color( 0xffffff );
|
||
if( blending === undefined ) blending = THREE.NormalBlending;
|
||
|
||
distance = Math.min( distance, Math.max( 0, distance ) );
|
||
|
||
this.lensFlares.push( { texture: texture, // THREE.Texture
|
||
size: size, // size in pixels (-1 = use texture.width)
|
||
distance: distance, // distance (0-1) from light source (0=at light source)
|
||
x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is ontop z = 1 is back
|
||
scale: 1, // scale
|
||
rotation: 1, // rotation
|
||
opacity: opacity, // opacity
|
||
color: color, // color
|
||
blending: blending } ); // blending
|
||
|
||
};
|
||
|
||
|
||
/*
|
||
* Update lens flares update positions on all flares based on the screen position
|
||
* Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
|
||
*/
|
||
|
||
THREE.LensFlare.prototype.updateLensFlares = function () {
|
||
|
||
var f, fl = this.lensFlares.length;
|
||
var flare;
|
||
var vecX = -this.positionScreen.x * 2;
|
||
var vecY = -this.positionScreen.y * 2;
|
||
|
||
for( f = 0; f < fl; f ++ ) {
|
||
|
||
flare = this.lensFlares[ f ];
|
||
|
||
flare.x = this.positionScreen.x + vecX * flare.distance;
|
||
flare.y = this.positionScreen.y + vecY * flare.distance;
|
||
|
||
flare.wantedRotation = flare.x * Math.PI * 0.25;
|
||
flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.MorphBlendMesh = function( geometry, material ) {
|
||
|
||
THREE.Mesh.call( this, geometry, material );
|
||
|
||
this.animationsMap = {};
|
||
this.animationsList = [];
|
||
|
||
// prepare default animation
|
||
// (all frames played together in 1 second)
|
||
|
||
var numFrames = this.geometry.morphTargets.length;
|
||
|
||
var name = "__default";
|
||
|
||
var startFrame = 0;
|
||
var endFrame = numFrames - 1;
|
||
|
||
var fps = numFrames / 1;
|
||
|
||
this.createAnimation( name, startFrame, endFrame, fps );
|
||
this.setAnimationWeight( name, 1 );
|
||
|
||
};
|
||
|
||
THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype );
|
||
|
||
THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) {
|
||
|
||
var animation = {
|
||
|
||
startFrame: start,
|
||
endFrame: end,
|
||
|
||
length: end - start + 1,
|
||
|
||
fps: fps,
|
||
duration: ( end - start ) / fps,
|
||
|
||
lastFrame: 0,
|
||
currentFrame: 0,
|
||
|
||
active: false,
|
||
|
||
time: 0,
|
||
direction: 1,
|
||
weight: 1,
|
||
|
||
directionBackwards: false,
|
||
mirroredLoop: false
|
||
|
||
};
|
||
|
||
this.animationsMap[ name ] = animation;
|
||
this.animationsList.push( animation );
|
||
|
||
};
|
||
|
||
THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) {
|
||
|
||
var pattern = /([a-z]+)(\d+)/;
|
||
|
||
var firstAnimation, frameRanges = {};
|
||
|
||
var geometry = this.geometry;
|
||
|
||
for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
|
||
|
||
var morph = geometry.morphTargets[ i ];
|
||
var chunks = morph.name.match( pattern );
|
||
|
||
if ( chunks && chunks.length > 1 ) {
|
||
|
||
var name = chunks[ 1 ];
|
||
var num = chunks[ 2 ];
|
||
|
||
if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: -Infinity };
|
||
|
||
var range = frameRanges[ name ];
|
||
|
||
if ( i < range.start ) range.start = i;
|
||
if ( i > range.end ) range.end = i;
|
||
|
||
if ( ! firstAnimation ) firstAnimation = name;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
for ( var name in frameRanges ) {
|
||
|
||
var range = frameRanges[ name ];
|
||
this.createAnimation( name, range.start, range.end, fps );
|
||
|
||
}
|
||
|
||
this.firstAnimation = firstAnimation;
|
||
|
||
};
|
||
|
||
THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) {
|
||
|
||
var animation = this.animationsMap[ name ];
|
||
|
||
if ( animation ) {
|
||
|
||
animation.direction = 1;
|
||
animation.directionBackwards = false;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) {
|
||
|
||
var animation = this.animationsMap[ name ];
|
||
|
||
if ( animation ) {
|
||
|
||
animation.direction = -1;
|
||
animation.directionBackwards = true;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) {
|
||
|
||
var animation = this.animationsMap[ name ];
|
||
|
||
if ( animation ) {
|
||
|
||
animation.fps = fps;
|
||
animation.duration = ( animation.end - animation.start ) / animation.fps;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) {
|
||
|
||
var animation = this.animationsMap[ name ];
|
||
|
||
if ( animation ) {
|
||
|
||
animation.duration = duration;
|
||
animation.fps = ( animation.end - animation.start ) / animation.duration;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) {
|
||
|
||
var animation = this.animationsMap[ name ];
|
||
|
||
if ( animation ) {
|
||
|
||
animation.weight = weight;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) {
|
||
|
||
var animation = this.animationsMap[ name ];
|
||
|
||
if ( animation ) {
|
||
|
||
animation.time = time;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) {
|
||
|
||
var time = 0;
|
||
|
||
var animation = this.animationsMap[ name ];
|
||
|
||
if ( animation ) {
|
||
|
||
time = animation.time;
|
||
|
||
}
|
||
|
||
return time;
|
||
|
||
};
|
||
|
||
THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) {
|
||
|
||
var duration = -1;
|
||
|
||
var animation = this.animationsMap[ name ];
|
||
|
||
if ( animation ) {
|
||
|
||
duration = animation.duration;
|
||
|
||
}
|
||
|
||
return duration;
|
||
|
||
};
|
||
|
||
THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) {
|
||
|
||
var animation = this.animationsMap[ name ];
|
||
|
||
if ( animation ) {
|
||
|
||
animation.time = 0;
|
||
animation.active = true;
|
||
|
||
} else {
|
||
|
||
console.warn( "animation[" + name + "] undefined" );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) {
|
||
|
||
var animation = this.animationsMap[ name ];
|
||
|
||
if ( animation ) {
|
||
|
||
animation.active = false;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
THREE.MorphBlendMesh.prototype.update = function ( delta ) {
|
||
|
||
for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) {
|
||
|
||
var animation = this.animationsList[ i ];
|
||
|
||
if ( ! animation.active ) continue;
|
||
|
||
var frameTime = animation.duration / animation.length;
|
||
|
||
animation.time += animation.direction * delta;
|
||
|
||
if ( animation.mirroredLoop ) {
|
||
|
||
if ( animation.time > animation.duration || animation.time < 0 ) {
|
||
|
||
animation.direction *= -1;
|
||
|
||
if ( animation.time > animation.duration ) {
|
||
|
||
animation.time = animation.duration;
|
||
animation.directionBackwards = true;
|
||
|
||
}
|
||
|
||
if ( animation.time < 0 ) {
|
||
|
||
animation.time = 0;
|
||
animation.directionBackwards = false;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
animation.time = animation.time % animation.duration;
|
||
|
||
if ( animation.time < 0 ) animation.time += animation.duration;
|
||
|
||
}
|
||
|
||
var keyframe = animation.startFrame + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
|
||
var weight = animation.weight;
|
||
|
||
if ( keyframe !== animation.currentFrame ) {
|
||
|
||
this.morphTargetInfluences[ animation.lastFrame ] = 0;
|
||
this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;
|
||
|
||
this.morphTargetInfluences[ keyframe ] = 0;
|
||
|
||
animation.lastFrame = animation.currentFrame;
|
||
animation.currentFrame = keyframe;
|
||
|
||
}
|
||
|
||
var mix = ( animation.time % frameTime ) / frameTime;
|
||
|
||
if ( animation.directionBackwards ) mix = 1 - mix;
|
||
|
||
this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
|
||
this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mikael emtinger / http://gomo.se/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.LensFlarePlugin = function () {
|
||
|
||
var _gl, _renderer, _precision, _lensFlare = {};
|
||
|
||
this.init = function ( renderer ) {
|
||
|
||
_gl = renderer.context;
|
||
_renderer = renderer;
|
||
|
||
_precision = renderer.getPrecision();
|
||
|
||
_lensFlare.vertices = new Float32Array( 8 + 8 );
|
||
_lensFlare.faces = new Uint16Array( 6 );
|
||
|
||
var i = 0;
|
||
_lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1; // vertex
|
||
_lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 0; // uv... etc.
|
||
|
||
_lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = -1;
|
||
_lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 0;
|
||
|
||
_lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
|
||
_lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
|
||
|
||
_lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1;
|
||
_lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 1;
|
||
|
||
i = 0;
|
||
_lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2;
|
||
_lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3;
|
||
|
||
// buffers
|
||
|
||
_lensFlare.vertexBuffer = _gl.createBuffer();
|
||
_lensFlare.elementBuffer = _gl.createBuffer();
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
|
||
_gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW );
|
||
|
||
_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
|
||
_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );
|
||
|
||
// textures
|
||
|
||
_lensFlare.tempTexture = _gl.createTexture();
|
||
_lensFlare.occlusionTexture = _gl.createTexture();
|
||
|
||
_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
|
||
_gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
|
||
_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
|
||
_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
|
||
_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
|
||
_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
|
||
|
||
_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
|
||
_gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
|
||
_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
|
||
_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
|
||
_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
|
||
_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
|
||
|
||
if ( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {
|
||
|
||
_lensFlare.hasVertexTexture = false;
|
||
_lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlare" ], _precision );
|
||
|
||
} else {
|
||
|
||
_lensFlare.hasVertexTexture = true;
|
||
_lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlareVertexTexture" ], _precision );
|
||
|
||
}
|
||
|
||
_lensFlare.attributes = {};
|
||
_lensFlare.uniforms = {};
|
||
|
||
_lensFlare.attributes.vertex = _gl.getAttribLocation ( _lensFlare.program, "position" );
|
||
_lensFlare.attributes.uv = _gl.getAttribLocation ( _lensFlare.program, "uv" );
|
||
|
||
_lensFlare.uniforms.renderType = _gl.getUniformLocation( _lensFlare.program, "renderType" );
|
||
_lensFlare.uniforms.map = _gl.getUniformLocation( _lensFlare.program, "map" );
|
||
_lensFlare.uniforms.occlusionMap = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
|
||
_lensFlare.uniforms.opacity = _gl.getUniformLocation( _lensFlare.program, "opacity" );
|
||
_lensFlare.uniforms.color = _gl.getUniformLocation( _lensFlare.program, "color" );
|
||
_lensFlare.uniforms.scale = _gl.getUniformLocation( _lensFlare.program, "scale" );
|
||
_lensFlare.uniforms.rotation = _gl.getUniformLocation( _lensFlare.program, "rotation" );
|
||
_lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );
|
||
|
||
};
|
||
|
||
|
||
/*
|
||
* Render lens flares
|
||
* Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
|
||
* reads these back and calculates occlusion.
|
||
* Then _lensFlare.update_lensFlares() is called to re-position and
|
||
* update transparency of flares. Then they are rendered.
|
||
*
|
||
*/
|
||
|
||
this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
|
||
|
||
var flares = scene.__webglFlares,
|
||
nFlares = flares.length;
|
||
|
||
if ( ! nFlares ) return;
|
||
|
||
var tempPosition = new THREE.Vector3();
|
||
|
||
var invAspect = viewportHeight / viewportWidth,
|
||
halfViewportWidth = viewportWidth * 0.5,
|
||
halfViewportHeight = viewportHeight * 0.5;
|
||
|
||
var size = 16 / viewportHeight,
|
||
scale = new THREE.Vector2( size * invAspect, size );
|
||
|
||
var screenPosition = new THREE.Vector3( 1, 1, 0 ),
|
||
screenPositionPixels = new THREE.Vector2( 1, 1 );
|
||
|
||
var uniforms = _lensFlare.uniforms,
|
||
attributes = _lensFlare.attributes;
|
||
|
||
// set _lensFlare program and reset blending
|
||
|
||
_gl.useProgram( _lensFlare.program );
|
||
|
||
_gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
|
||
_gl.enableVertexAttribArray( _lensFlare.attributes.uv );
|
||
|
||
// loop through all lens flares to update their occlusion and positions
|
||
// setup gl and common used attribs/unforms
|
||
|
||
_gl.uniform1i( uniforms.occlusionMap, 0 );
|
||
_gl.uniform1i( uniforms.map, 1 );
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
|
||
_gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
|
||
_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
|
||
|
||
_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
|
||
|
||
_gl.disable( _gl.CULL_FACE );
|
||
_gl.depthMask( false );
|
||
|
||
var i, j, jl, flare, sprite;
|
||
|
||
for ( i = 0; i < nFlares; i ++ ) {
|
||
|
||
size = 16 / viewportHeight;
|
||
scale.set( size * invAspect, size );
|
||
|
||
// calc object screen position
|
||
|
||
flare = flares[ i ];
|
||
|
||
tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] );
|
||
|
||
tempPosition.applyMatrix4( camera.matrixWorldInverse );
|
||
tempPosition.applyProjection( camera.projectionMatrix );
|
||
|
||
// setup arrays for gl programs
|
||
|
||
screenPosition.copy( tempPosition )
|
||
|
||
screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth;
|
||
screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight;
|
||
|
||
// screen cull
|
||
|
||
if ( _lensFlare.hasVertexTexture || (
|
||
screenPositionPixels.x > 0 &&
|
||
screenPositionPixels.x < viewportWidth &&
|
||
screenPositionPixels.y > 0 &&
|
||
screenPositionPixels.y < viewportHeight ) ) {
|
||
|
||
// save current RGB to temp texture
|
||
|
||
_gl.activeTexture( _gl.TEXTURE1 );
|
||
_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
|
||
_gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
|
||
|
||
|
||
// render pink quad
|
||
|
||
_gl.uniform1i( uniforms.renderType, 0 );
|
||
_gl.uniform2f( uniforms.scale, scale.x, scale.y );
|
||
_gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
|
||
|
||
_gl.disable( _gl.BLEND );
|
||
_gl.enable( _gl.DEPTH_TEST );
|
||
|
||
_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
|
||
|
||
|
||
// copy result to occlusionMap
|
||
|
||
_gl.activeTexture( _gl.TEXTURE0 );
|
||
_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
|
||
_gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
|
||
|
||
|
||
// restore graphics
|
||
|
||
_gl.uniform1i( uniforms.renderType, 1 );
|
||
_gl.disable( _gl.DEPTH_TEST );
|
||
|
||
_gl.activeTexture( _gl.TEXTURE1 );
|
||
_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
|
||
_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
|
||
|
||
|
||
// update object positions
|
||
|
||
flare.positionScreen.copy( screenPosition )
|
||
|
||
if ( flare.customUpdateCallback ) {
|
||
|
||
flare.customUpdateCallback( flare );
|
||
|
||
} else {
|
||
|
||
flare.updateLensFlares();
|
||
|
||
}
|
||
|
||
// render flares
|
||
|
||
_gl.uniform1i( uniforms.renderType, 2 );
|
||
_gl.enable( _gl.BLEND );
|
||
|
||
for ( j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
|
||
|
||
sprite = flare.lensFlares[ j ];
|
||
|
||
if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {
|
||
|
||
screenPosition.x = sprite.x;
|
||
screenPosition.y = sprite.y;
|
||
screenPosition.z = sprite.z;
|
||
|
||
size = sprite.size * sprite.scale / viewportHeight;
|
||
|
||
scale.x = size * invAspect;
|
||
scale.y = size;
|
||
|
||
_gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
|
||
_gl.uniform2f( uniforms.scale, scale.x, scale.y );
|
||
_gl.uniform1f( uniforms.rotation, sprite.rotation );
|
||
|
||
_gl.uniform1f( uniforms.opacity, sprite.opacity );
|
||
_gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
|
||
|
||
_renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
|
||
_renderer.setTexture( sprite.texture, 1 );
|
||
|
||
_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// restore gl
|
||
|
||
_gl.enable( _gl.CULL_FACE );
|
||
_gl.enable( _gl.DEPTH_TEST );
|
||
_gl.depthMask( true );
|
||
|
||
};
|
||
|
||
function createProgram ( shader, precision ) {
|
||
|
||
var program = _gl.createProgram();
|
||
|
||
var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
|
||
var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
|
||
|
||
var prefix = "precision " + precision + " float;\n";
|
||
|
||
_gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
|
||
_gl.shaderSource( vertexShader, prefix + shader.vertexShader );
|
||
|
||
_gl.compileShader( fragmentShader );
|
||
_gl.compileShader( vertexShader );
|
||
|
||
_gl.attachShader( program, fragmentShader );
|
||
_gl.attachShader( program, vertexShader );
|
||
|
||
_gl.linkProgram( program );
|
||
|
||
return program;
|
||
|
||
};
|
||
|
||
};
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.ShadowMapPlugin = function () {
|
||
|
||
var _gl,
|
||
_renderer,
|
||
_depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
|
||
|
||
_frustum = new THREE.Frustum(),
|
||
_projScreenMatrix = new THREE.Matrix4(),
|
||
|
||
_min = new THREE.Vector3(),
|
||
_max = new THREE.Vector3(),
|
||
|
||
_matrixPosition = new THREE.Vector3();
|
||
|
||
this.init = function ( renderer ) {
|
||
|
||
_gl = renderer.context;
|
||
_renderer = renderer;
|
||
|
||
var depthShader = THREE.ShaderLib[ "depthRGBA" ];
|
||
var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
|
||
|
||
_depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
|
||
_depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
|
||
_depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
|
||
_depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
|
||
|
||
_depthMaterial._shadowPass = true;
|
||
_depthMaterialMorph._shadowPass = true;
|
||
_depthMaterialSkin._shadowPass = true;
|
||
_depthMaterialMorphSkin._shadowPass = true;
|
||
|
||
};
|
||
|
||
this.render = function ( scene, camera ) {
|
||
|
||
if ( ! ( _renderer.shadowMapEnabled && _renderer.shadowMapAutoUpdate ) ) return;
|
||
|
||
this.update( scene, camera );
|
||
|
||
};
|
||
|
||
this.update = function ( scene, camera ) {
|
||
|
||
var i, il, j, jl, n,
|
||
|
||
shadowMap, shadowMatrix, shadowCamera,
|
||
program, buffer, material,
|
||
webglObject, object, light,
|
||
renderList,
|
||
|
||
lights = [],
|
||
k = 0,
|
||
|
||
fog = null;
|
||
|
||
// set GL state for depth map
|
||
|
||
_gl.clearColor( 1, 1, 1, 1 );
|
||
_gl.disable( _gl.BLEND );
|
||
|
||
_gl.enable( _gl.CULL_FACE );
|
||
_gl.frontFace( _gl.CCW );
|
||
|
||
if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
|
||
|
||
_gl.cullFace( _gl.FRONT );
|
||
|
||
} else {
|
||
|
||
_gl.cullFace( _gl.BACK );
|
||
|
||
}
|
||
|
||
_renderer.setDepthTest( true );
|
||
|
||
// preprocess lights
|
||
// - skip lights that are not casting shadows
|
||
// - create virtual lights for cascaded shadow maps
|
||
|
||
for ( i = 0, il = scene.__lights.length; i < il; i ++ ) {
|
||
|
||
light = scene.__lights[ i ];
|
||
|
||
if ( ! light.castShadow ) continue;
|
||
|
||
if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) {
|
||
|
||
for ( n = 0; n < light.shadowCascadeCount; n ++ ) {
|
||
|
||
var virtualLight;
|
||
|
||
if ( ! light.shadowCascadeArray[ n ] ) {
|
||
|
||
virtualLight = createVirtualLight( light, n );
|
||
virtualLight.originalCamera = camera;
|
||
|
||
var gyro = new THREE.Gyroscope();
|
||
gyro.position = light.shadowCascadeOffset;
|
||
|
||
gyro.add( virtualLight );
|
||
gyro.add( virtualLight.target );
|
||
|
||
camera.add( gyro );
|
||
|
||
light.shadowCascadeArray[ n ] = virtualLight;
|
||
|
||
console.log( "Created virtualLight", virtualLight );
|
||
|
||
} else {
|
||
|
||
virtualLight = light.shadowCascadeArray[ n ];
|
||
|
||
}
|
||
|
||
updateVirtualLight( light, n );
|
||
|
||
lights[ k ] = virtualLight;
|
||
k ++;
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
lights[ k ] = light;
|
||
k ++;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// render depth map
|
||
|
||
for ( i = 0, il = lights.length; i < il; i ++ ) {
|
||
|
||
light = lights[ i ];
|
||
|
||
if ( ! light.shadowMap ) {
|
||
|
||
var shadowFilter = THREE.LinearFilter;
|
||
|
||
if ( _renderer.shadowMapType === THREE.PCFSoftShadowMap ) {
|
||
|
||
shadowFilter = THREE.NearestFilter;
|
||
|
||
}
|
||
|
||
var pars = { minFilter: shadowFilter, magFilter: shadowFilter, format: THREE.RGBAFormat };
|
||
|
||
light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars );
|
||
light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight );
|
||
|
||
light.shadowMatrix = new THREE.Matrix4();
|
||
|
||
}
|
||
|
||
if ( ! light.shadowCamera ) {
|
||
|
||
if ( light instanceof THREE.SpotLight ) {
|
||
|
||
light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );
|
||
|
||
} else if ( light instanceof THREE.DirectionalLight ) {
|
||
|
||
light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar );
|
||
|
||
} else {
|
||
|
||
console.error( "Unsupported light type for shadow" );
|
||
continue;
|
||
|
||
}
|
||
|
||
scene.add( light.shadowCamera );
|
||
|
||
if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
|
||
|
||
}
|
||
|
||
if ( light.shadowCameraVisible && ! light.cameraHelper ) {
|
||
|
||
light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
|
||
light.shadowCamera.add( light.cameraHelper );
|
||
|
||
}
|
||
|
||
if ( light.isVirtual && virtualLight.originalCamera == camera ) {
|
||
|
||
updateShadowCamera( camera, light );
|
||
|
||
}
|
||
|
||
shadowMap = light.shadowMap;
|
||
shadowMatrix = light.shadowMatrix;
|
||
shadowCamera = light.shadowCamera;
|
||
|
||
shadowCamera.position.setFromMatrixPosition( light.matrixWorld );
|
||
_matrixPosition.setFromMatrixPosition( light.target.matrixWorld );
|
||
shadowCamera.lookAt( _matrixPosition );
|
||
shadowCamera.updateMatrixWorld();
|
||
|
||
shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
|
||
|
||
if ( light.cameraHelper ) light.cameraHelper.visible = light.shadowCameraVisible;
|
||
if ( light.shadowCameraVisible ) light.cameraHelper.update();
|
||
|
||
// compute shadow matrix
|
||
|
||
shadowMatrix.set( 0.5, 0.0, 0.0, 0.5,
|
||
0.0, 0.5, 0.0, 0.5,
|
||
0.0, 0.0, 0.5, 0.5,
|
||
0.0, 0.0, 0.0, 1.0 );
|
||
|
||
shadowMatrix.multiply( shadowCamera.projectionMatrix );
|
||
shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
|
||
|
||
// update camera matrices and frustum
|
||
|
||
_projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
|
||
_frustum.setFromMatrix( _projScreenMatrix );
|
||
|
||
// render shadow map
|
||
|
||
_renderer.setRenderTarget( shadowMap );
|
||
_renderer.clear();
|
||
|
||
// set object matrices & frustum culling
|
||
|
||
renderList = scene.__webglObjects;
|
||
|
||
for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
|
||
|
||
webglObject = renderList[ j ];
|
||
object = webglObject.object;
|
||
|
||
webglObject.render = false;
|
||
|
||
if ( object.visible && object.castShadow ) {
|
||
|
||
if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {
|
||
|
||
object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
|
||
|
||
webglObject.render = true;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// render regular objects
|
||
|
||
var objectMaterial, useMorphing, useSkinning;
|
||
|
||
for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
|
||
|
||
webglObject = renderList[ j ];
|
||
|
||
if ( webglObject.render ) {
|
||
|
||
object = webglObject.object;
|
||
buffer = webglObject.buffer;
|
||
|
||
// culling is overriden globally for all objects
|
||
// while rendering depth map
|
||
|
||
// need to deal with MeshFaceMaterial somehow
|
||
// in that case just use the first of material.materials for now
|
||
// (proper solution would require to break objects by materials
|
||
// similarly to regular rendering and then set corresponding
|
||
// depth materials per each chunk instead of just once per object)
|
||
|
||
objectMaterial = getObjectMaterial( object );
|
||
|
||
useMorphing = object.geometry.morphTargets !== undefined && object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
|
||
useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
|
||
|
||
if ( object.customDepthMaterial ) {
|
||
|
||
material = object.customDepthMaterial;
|
||
|
||
} else if ( useSkinning ) {
|
||
|
||
material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
|
||
|
||
} else if ( useMorphing ) {
|
||
|
||
material = _depthMaterialMorph;
|
||
|
||
} else {
|
||
|
||
material = _depthMaterial;
|
||
|
||
}
|
||
|
||
if ( buffer instanceof THREE.BufferGeometry ) {
|
||
|
||
_renderer.renderBufferDirect( shadowCamera, scene.__lights, fog, material, buffer, object );
|
||
|
||
} else {
|
||
|
||
_renderer.renderBuffer( shadowCamera, scene.__lights, fog, material, buffer, object );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// set matrices and render immediate objects
|
||
|
||
renderList = scene.__webglObjectsImmediate;
|
||
|
||
for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
|
||
|
||
webglObject = renderList[ j ];
|
||
object = webglObject.object;
|
||
|
||
if ( object.visible && object.castShadow ) {
|
||
|
||
object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
|
||
|
||
_renderer.renderImmediateObject( shadowCamera, scene.__lights, fog, _depthMaterial, object );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// restore GL state
|
||
|
||
var clearColor = _renderer.getClearColor(),
|
||
clearAlpha = _renderer.getClearAlpha();
|
||
|
||
_gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
|
||
_gl.enable( _gl.BLEND );
|
||
|
||
if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
|
||
|
||
_gl.cullFace( _gl.BACK );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function createVirtualLight( light, cascade ) {
|
||
|
||
var virtualLight = new THREE.DirectionalLight();
|
||
|
||
virtualLight.isVirtual = true;
|
||
|
||
virtualLight.onlyShadow = true;
|
||
virtualLight.castShadow = true;
|
||
|
||
virtualLight.shadowCameraNear = light.shadowCameraNear;
|
||
virtualLight.shadowCameraFar = light.shadowCameraFar;
|
||
|
||
virtualLight.shadowCameraLeft = light.shadowCameraLeft;
|
||
virtualLight.shadowCameraRight = light.shadowCameraRight;
|
||
virtualLight.shadowCameraBottom = light.shadowCameraBottom;
|
||
virtualLight.shadowCameraTop = light.shadowCameraTop;
|
||
|
||
virtualLight.shadowCameraVisible = light.shadowCameraVisible;
|
||
|
||
virtualLight.shadowDarkness = light.shadowDarkness;
|
||
|
||
virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
|
||
virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ];
|
||
virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ];
|
||
|
||
virtualLight.pointsWorld = [];
|
||
virtualLight.pointsFrustum = [];
|
||
|
||
var pointsWorld = virtualLight.pointsWorld,
|
||
pointsFrustum = virtualLight.pointsFrustum;
|
||
|
||
for ( var i = 0; i < 8; i ++ ) {
|
||
|
||
pointsWorld[ i ] = new THREE.Vector3();
|
||
pointsFrustum[ i ] = new THREE.Vector3();
|
||
|
||
}
|
||
|
||
var nearZ = light.shadowCascadeNearZ[ cascade ];
|
||
var farZ = light.shadowCascadeFarZ[ cascade ];
|
||
|
||
pointsFrustum[ 0 ].set( -1, -1, nearZ );
|
||
pointsFrustum[ 1 ].set( 1, -1, nearZ );
|
||
pointsFrustum[ 2 ].set( -1, 1, nearZ );
|
||
pointsFrustum[ 3 ].set( 1, 1, nearZ );
|
||
|
||
pointsFrustum[ 4 ].set( -1, -1, farZ );
|
||
pointsFrustum[ 5 ].set( 1, -1, farZ );
|
||
pointsFrustum[ 6 ].set( -1, 1, farZ );
|
||
pointsFrustum[ 7 ].set( 1, 1, farZ );
|
||
|
||
return virtualLight;
|
||
|
||
}
|
||
|
||
// Synchronize virtual light with the original light
|
||
|
||
function updateVirtualLight( light, cascade ) {
|
||
|
||
var virtualLight = light.shadowCascadeArray[ cascade ];
|
||
|
||
virtualLight.position.copy( light.position );
|
||
virtualLight.target.position.copy( light.target.position );
|
||
virtualLight.lookAt( virtualLight.target );
|
||
|
||
virtualLight.shadowCameraVisible = light.shadowCameraVisible;
|
||
virtualLight.shadowDarkness = light.shadowDarkness;
|
||
|
||
virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
|
||
|
||
var nearZ = light.shadowCascadeNearZ[ cascade ];
|
||
var farZ = light.shadowCascadeFarZ[ cascade ];
|
||
|
||
var pointsFrustum = virtualLight.pointsFrustum;
|
||
|
||
pointsFrustum[ 0 ].z = nearZ;
|
||
pointsFrustum[ 1 ].z = nearZ;
|
||
pointsFrustum[ 2 ].z = nearZ;
|
||
pointsFrustum[ 3 ].z = nearZ;
|
||
|
||
pointsFrustum[ 4 ].z = farZ;
|
||
pointsFrustum[ 5 ].z = farZ;
|
||
pointsFrustum[ 6 ].z = farZ;
|
||
pointsFrustum[ 7 ].z = farZ;
|
||
|
||
}
|
||
|
||
// Fit shadow camera's ortho frustum to camera frustum
|
||
|
||
function updateShadowCamera( camera, light ) {
|
||
|
||
var shadowCamera = light.shadowCamera,
|
||
pointsFrustum = light.pointsFrustum,
|
||
pointsWorld = light.pointsWorld;
|
||
|
||
_min.set( Infinity, Infinity, Infinity );
|
||
_max.set( -Infinity, -Infinity, -Infinity );
|
||
|
||
for ( var i = 0; i < 8; i ++ ) {
|
||
|
||
var p = pointsWorld[ i ];
|
||
|
||
p.copy( pointsFrustum[ i ] );
|
||
THREE.ShadowMapPlugin.__projector.unprojectVector( p, camera );
|
||
|
||
p.applyMatrix4( shadowCamera.matrixWorldInverse );
|
||
|
||
if ( p.x < _min.x ) _min.x = p.x;
|
||
if ( p.x > _max.x ) _max.x = p.x;
|
||
|
||
if ( p.y < _min.y ) _min.y = p.y;
|
||
if ( p.y > _max.y ) _max.y = p.y;
|
||
|
||
if ( p.z < _min.z ) _min.z = p.z;
|
||
if ( p.z > _max.z ) _max.z = p.z;
|
||
|
||
}
|
||
|
||
shadowCamera.left = _min.x;
|
||
shadowCamera.right = _max.x;
|
||
shadowCamera.top = _max.y;
|
||
shadowCamera.bottom = _min.y;
|
||
|
||
// can't really fit near/far
|
||
//shadowCamera.near = _min.z;
|
||
//shadowCamera.far = _max.z;
|
||
|
||
shadowCamera.updateProjectionMatrix();
|
||
|
||
}
|
||
|
||
// For the moment just ignore objects that have multiple materials with different animation methods
|
||
// Only the first material will be taken into account for deciding which depth material to use for shadow maps
|
||
|
||
function getObjectMaterial( object ) {
|
||
|
||
return object.material instanceof THREE.MeshFaceMaterial
|
||
? object.material.materials[ 0 ]
|
||
: object.material;
|
||
|
||
};
|
||
|
||
};
|
||
|
||
THREE.ShadowMapPlugin.__projector = new THREE.Projector();
|
||
|
||
/**
|
||
* @author mikael emtinger / http://gomo.se/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.SpritePlugin = function () {
|
||
|
||
var _gl, _renderer, _texture;
|
||
|
||
var vertices, faces, vertexBuffer, elementBuffer;
|
||
var program, attributes, uniforms;
|
||
|
||
this.init = function ( renderer ) {
|
||
|
||
_gl = renderer.context;
|
||
_renderer = renderer;
|
||
|
||
vertices = new Float32Array( [
|
||
- 0.5, - 0.5, 0, 0,
|
||
0.5, - 0.5, 1, 0,
|
||
0.5, 0.5, 1, 1,
|
||
- 0.5, 0.5, 0, 1
|
||
] );
|
||
|
||
faces = new Uint16Array( [
|
||
0, 1, 2,
|
||
0, 2, 3
|
||
] );
|
||
|
||
vertexBuffer = _gl.createBuffer();
|
||
elementBuffer = _gl.createBuffer();
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, vertexBuffer );
|
||
_gl.bufferData( _gl.ARRAY_BUFFER, vertices, _gl.STATIC_DRAW );
|
||
|
||
_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
|
||
_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faces, _gl.STATIC_DRAW );
|
||
|
||
program = createProgram();
|
||
|
||
attributes = {
|
||
position: _gl.getAttribLocation ( program, 'position' ),
|
||
uv: _gl.getAttribLocation ( program, 'uv' )
|
||
};
|
||
|
||
uniforms = {
|
||
uvOffset: _gl.getUniformLocation( program, 'uvOffset' ),
|
||
uvScale: _gl.getUniformLocation( program, 'uvScale' ),
|
||
|
||
rotation: _gl.getUniformLocation( program, 'rotation' ),
|
||
scale: _gl.getUniformLocation( program, 'scale' ),
|
||
|
||
color: _gl.getUniformLocation( program, 'color' ),
|
||
map: _gl.getUniformLocation( program, 'map' ),
|
||
opacity: _gl.getUniformLocation( program, 'opacity' ),
|
||
|
||
modelViewMatrix: _gl.getUniformLocation( program, 'modelViewMatrix' ),
|
||
projectionMatrix: _gl.getUniformLocation( program, 'projectionMatrix' ),
|
||
|
||
fogType: _gl.getUniformLocation( program, 'fogType' ),
|
||
fogDensity: _gl.getUniformLocation( program, 'fogDensity' ),
|
||
fogNear: _gl.getUniformLocation( program, 'fogNear' ),
|
||
fogFar: _gl.getUniformLocation( program, 'fogFar' ),
|
||
fogColor: _gl.getUniformLocation( program, 'fogColor' ),
|
||
|
||
alphaTest: _gl.getUniformLocation( program, 'alphaTest' )
|
||
};
|
||
|
||
var canvas = document.createElement( 'canvas' );
|
||
canvas.width = 8;
|
||
canvas.height = 8;
|
||
|
||
var context = canvas.getContext( '2d' );
|
||
context.fillStyle = '#ffffff';
|
||
context.fillRect( 0, 0, canvas.width, canvas.height );
|
||
|
||
_texture = new THREE.Texture( canvas );
|
||
_texture.needsUpdate = true;
|
||
|
||
};
|
||
|
||
this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
|
||
|
||
var sprites = scene.__webglSprites,
|
||
nSprites = sprites.length;
|
||
|
||
if ( ! nSprites ) return;
|
||
|
||
// setup gl
|
||
|
||
_gl.useProgram( program );
|
||
|
||
_gl.enableVertexAttribArray( attributes.position );
|
||
_gl.enableVertexAttribArray( attributes.uv );
|
||
|
||
_gl.disable( _gl.CULL_FACE );
|
||
_gl.enable( _gl.BLEND );
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, vertexBuffer );
|
||
_gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
|
||
_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
|
||
|
||
_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
|
||
|
||
_gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
|
||
|
||
_gl.activeTexture( _gl.TEXTURE0 );
|
||
_gl.uniform1i( uniforms.map, 0 );
|
||
|
||
var oldFogType = 0;
|
||
var sceneFogType = 0;
|
||
var fog = scene.fog;
|
||
|
||
if ( fog ) {
|
||
|
||
_gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );
|
||
|
||
if ( fog instanceof THREE.Fog ) {
|
||
|
||
_gl.uniform1f( uniforms.fogNear, fog.near );
|
||
_gl.uniform1f( uniforms.fogFar, fog.far );
|
||
|
||
_gl.uniform1i( uniforms.fogType, 1 );
|
||
oldFogType = 1;
|
||
sceneFogType = 1;
|
||
|
||
} else if ( fog instanceof THREE.FogExp2 ) {
|
||
|
||
_gl.uniform1f( uniforms.fogDensity, fog.density );
|
||
|
||
_gl.uniform1i( uniforms.fogType, 2 );
|
||
oldFogType = 2;
|
||
sceneFogType = 2;
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
_gl.uniform1i( uniforms.fogType, 0 );
|
||
oldFogType = 0;
|
||
sceneFogType = 0;
|
||
|
||
}
|
||
|
||
|
||
// update positions and sort
|
||
|
||
var i, sprite, material, fogType, scale = [];
|
||
|
||
for( i = 0; i < nSprites; i ++ ) {
|
||
|
||
sprite = sprites[ i ];
|
||
material = sprite.material;
|
||
|
||
if ( sprite.visible === false ) continue;
|
||
|
||
sprite._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
|
||
sprite.z = - sprite._modelViewMatrix.elements[ 14 ];
|
||
|
||
}
|
||
|
||
sprites.sort( painterSortStable );
|
||
|
||
// render all sprites
|
||
|
||
for( i = 0; i < nSprites; i ++ ) {
|
||
|
||
sprite = sprites[ i ];
|
||
|
||
if ( sprite.visible === false ) continue;
|
||
|
||
material = sprite.material;
|
||
|
||
_gl.uniform1f( uniforms.alphaTest, material.alphaTest );
|
||
_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements );
|
||
|
||
scale[ 0 ] = sprite.scale.x;
|
||
scale[ 1 ] = sprite.scale.y;
|
||
|
||
if ( scene.fog && material.fog ) {
|
||
|
||
fogType = sceneFogType;
|
||
|
||
} else {
|
||
|
||
fogType = 0;
|
||
|
||
}
|
||
|
||
if ( oldFogType !== fogType ) {
|
||
|
||
_gl.uniform1i( uniforms.fogType, fogType );
|
||
oldFogType = fogType;
|
||
|
||
}
|
||
|
||
if ( material.map !== null ) {
|
||
|
||
_gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y );
|
||
_gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y );
|
||
|
||
} else {
|
||
|
||
_gl.uniform2f( uniforms.uvOffset, 0, 0 );
|
||
_gl.uniform2f( uniforms.uvScale, 1, 1 );
|
||
|
||
}
|
||
|
||
_gl.uniform1f( uniforms.opacity, material.opacity );
|
||
_gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );
|
||
|
||
_gl.uniform1f( uniforms.rotation, material.rotation );
|
||
_gl.uniform2fv( uniforms.scale, scale );
|
||
|
||
_renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
|
||
_renderer.setDepthTest( material.depthTest );
|
||
_renderer.setDepthWrite( material.depthWrite );
|
||
|
||
if ( material.map && material.map.image && material.map.image.width ) {
|
||
|
||
_renderer.setTexture( material.map, 0 );
|
||
|
||
} else {
|
||
|
||
_renderer.setTexture( _texture, 0 );
|
||
|
||
}
|
||
|
||
_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
|
||
|
||
}
|
||
|
||
// restore gl
|
||
|
||
_gl.enable( _gl.CULL_FACE );
|
||
|
||
};
|
||
|
||
function createProgram () {
|
||
|
||
var program = _gl.createProgram();
|
||
|
||
var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
|
||
var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
|
||
|
||
_gl.shaderSource( vertexShader, [
|
||
|
||
'precision ' + _renderer.getPrecision() + ' float;',
|
||
|
||
'uniform mat4 modelViewMatrix;',
|
||
'uniform mat4 projectionMatrix;',
|
||
'uniform float rotation;',
|
||
'uniform vec2 scale;',
|
||
'uniform vec2 uvOffset;',
|
||
'uniform vec2 uvScale;',
|
||
|
||
'attribute vec2 position;',
|
||
'attribute vec2 uv;',
|
||
|
||
'varying vec2 vUV;',
|
||
|
||
'void main() {',
|
||
|
||
'vUV = uvOffset + uv * uvScale;',
|
||
|
||
'vec2 alignedPosition = position * scale;',
|
||
|
||
'vec2 rotatedPosition;',
|
||
'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
|
||
'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',
|
||
|
||
'vec4 finalPosition;',
|
||
|
||
'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
|
||
'finalPosition.xy += rotatedPosition;',
|
||
'finalPosition = projectionMatrix * finalPosition;',
|
||
|
||
'gl_Position = finalPosition;',
|
||
|
||
'}'
|
||
|
||
].join( '\n' ) );
|
||
|
||
_gl.shaderSource( fragmentShader, [
|
||
|
||
'precision ' + _renderer.getPrecision() + ' float;',
|
||
|
||
'uniform vec3 color;',
|
||
'uniform sampler2D map;',
|
||
'uniform float opacity;',
|
||
|
||
'uniform int fogType;',
|
||
'uniform vec3 fogColor;',
|
||
'uniform float fogDensity;',
|
||
'uniform float fogNear;',
|
||
'uniform float fogFar;',
|
||
'uniform float alphaTest;',
|
||
|
||
'varying vec2 vUV;',
|
||
|
||
'void main() {',
|
||
|
||
'vec4 texture = texture2D( map, vUV );',
|
||
|
||
'if ( texture.a < alphaTest ) discard;',
|
||
|
||
'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',
|
||
|
||
'if ( fogType > 0 ) {',
|
||
|
||
'float depth = gl_FragCoord.z / gl_FragCoord.w;',
|
||
'float fogFactor = 0.0;',
|
||
|
||
'if ( fogType == 1 ) {',
|
||
|
||
'fogFactor = smoothstep( fogNear, fogFar, depth );',
|
||
|
||
'} else {',
|
||
|
||
'const float LOG2 = 1.442695;',
|
||
'float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );',
|
||
'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',
|
||
|
||
'}',
|
||
|
||
'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );',
|
||
|
||
'}',
|
||
|
||
'}'
|
||
|
||
].join( '\n' ) );
|
||
|
||
_gl.compileShader( vertexShader );
|
||
_gl.compileShader( fragmentShader );
|
||
|
||
_gl.attachShader( program, vertexShader );
|
||
_gl.attachShader( program, fragmentShader );
|
||
|
||
_gl.linkProgram( program );
|
||
|
||
return program;
|
||
|
||
};
|
||
|
||
function painterSortStable ( a, b ) {
|
||
|
||
if ( a.z !== b.z ) {
|
||
|
||
return b.z - a.z;
|
||
|
||
} else {
|
||
|
||
return b.id - a.id;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
};
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.DepthPassPlugin = function () {
|
||
|
||
this.enabled = false;
|
||
this.renderTarget = null;
|
||
|
||
var _gl,
|
||
_renderer,
|
||
_depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
|
||
|
||
_frustum = new THREE.Frustum(),
|
||
_projScreenMatrix = new THREE.Matrix4();
|
||
|
||
this.init = function ( renderer ) {
|
||
|
||
_gl = renderer.context;
|
||
_renderer = renderer;
|
||
|
||
var depthShader = THREE.ShaderLib[ "depthRGBA" ];
|
||
var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
|
||
|
||
_depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
|
||
_depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
|
||
_depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
|
||
_depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
|
||
|
||
_depthMaterial._shadowPass = true;
|
||
_depthMaterialMorph._shadowPass = true;
|
||
_depthMaterialSkin._shadowPass = true;
|
||
_depthMaterialMorphSkin._shadowPass = true;
|
||
|
||
};
|
||
|
||
this.render = function ( scene, camera ) {
|
||
|
||
if ( ! this.enabled ) return;
|
||
|
||
this.update( scene, camera );
|
||
|
||
};
|
||
|
||
this.update = function ( scene, camera ) {
|
||
|
||
var i, il, j, jl, n,
|
||
|
||
program, buffer, material,
|
||
webglObject, object, light,
|
||
renderList,
|
||
|
||
fog = null;
|
||
|
||
// set GL state for depth map
|
||
|
||
_gl.clearColor( 1, 1, 1, 1 );
|
||
_gl.disable( _gl.BLEND );
|
||
|
||
_renderer.setDepthTest( true );
|
||
|
||
// update scene
|
||
|
||
if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
|
||
|
||
// update camera matrices and frustum
|
||
|
||
camera.matrixWorldInverse.getInverse( camera.matrixWorld );
|
||
|
||
_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
|
||
_frustum.setFromMatrix( _projScreenMatrix );
|
||
|
||
// render depth map
|
||
|
||
_renderer.setRenderTarget( this.renderTarget );
|
||
_renderer.clear();
|
||
|
||
// set object matrices & frustum culling
|
||
|
||
renderList = scene.__webglObjects;
|
||
|
||
for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
|
||
|
||
webglObject = renderList[ j ];
|
||
object = webglObject.object;
|
||
|
||
webglObject.render = false;
|
||
|
||
if ( object.visible ) {
|
||
|
||
if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {
|
||
|
||
object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
|
||
|
||
webglObject.render = true;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// render regular objects
|
||
|
||
var objectMaterial, useMorphing, useSkinning;
|
||
|
||
for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
|
||
|
||
webglObject = renderList[ j ];
|
||
|
||
if ( webglObject.render ) {
|
||
|
||
object = webglObject.object;
|
||
buffer = webglObject.buffer;
|
||
|
||
// todo: create proper depth material for particles
|
||
|
||
if ( object instanceof THREE.ParticleSystem && !object.customDepthMaterial ) continue;
|
||
|
||
objectMaterial = getObjectMaterial( object );
|
||
|
||
if ( objectMaterial ) _renderer.setMaterialFaces( object.material );
|
||
|
||
useMorphing = object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
|
||
useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
|
||
|
||
if ( object.customDepthMaterial ) {
|
||
|
||
material = object.customDepthMaterial;
|
||
|
||
} else if ( useSkinning ) {
|
||
|
||
material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
|
||
|
||
} else if ( useMorphing ) {
|
||
|
||
material = _depthMaterialMorph;
|
||
|
||
} else {
|
||
|
||
material = _depthMaterial;
|
||
|
||
}
|
||
|
||
if ( buffer instanceof THREE.BufferGeometry ) {
|
||
|
||
_renderer.renderBufferDirect( camera, scene.__lights, fog, material, buffer, object );
|
||
|
||
} else {
|
||
|
||
_renderer.renderBuffer( camera, scene.__lights, fog, material, buffer, object );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// set matrices and render immediate objects
|
||
|
||
renderList = scene.__webglObjectsImmediate;
|
||
|
||
for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
|
||
|
||
webglObject = renderList[ j ];
|
||
object = webglObject.object;
|
||
|
||
if ( object.visible ) {
|
||
|
||
object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
|
||
|
||
_renderer.renderImmediateObject( camera, scene.__lights, fog, _depthMaterial, object );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// restore GL state
|
||
|
||
var clearColor = _renderer.getClearColor(),
|
||
clearAlpha = _renderer.getClearAlpha();
|
||
|
||
_gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
|
||
_gl.enable( _gl.BLEND );
|
||
|
||
};
|
||
|
||
// For the moment just ignore objects that have multiple materials with different animation methods
|
||
// Only the first material will be taken into account for deciding which depth material to use
|
||
|
||
function getObjectMaterial( object ) {
|
||
|
||
return object.material instanceof THREE.MeshFaceMaterial
|
||
? object.material.materials[ 0 ]
|
||
: object.material;
|
||
|
||
};
|
||
|
||
};
|
||
|
||
|
||
/**
|
||
* @author mikael emtinger / http://gomo.se/
|
||
*/
|
||
|
||
THREE.ShaderFlares = {
|
||
|
||
'lensFlareVertexTexture': {
|
||
|
||
vertexShader: [
|
||
|
||
"uniform lowp int renderType;",
|
||
|
||
"uniform vec3 screenPosition;",
|
||
"uniform vec2 scale;",
|
||
"uniform float rotation;",
|
||
|
||
"uniform sampler2D occlusionMap;",
|
||
|
||
"attribute vec2 position;",
|
||
"attribute vec2 uv;",
|
||
|
||
"varying vec2 vUV;",
|
||
"varying float vVisibility;",
|
||
|
||
"void main() {",
|
||
|
||
"vUV = uv;",
|
||
|
||
"vec2 pos = position;",
|
||
|
||
"if( renderType == 2 ) {",
|
||
|
||
"vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );",
|
||
"visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );",
|
||
"visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );",
|
||
"visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );",
|
||
"visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );",
|
||
"visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );",
|
||
"visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );",
|
||
"visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );",
|
||
"visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
|
||
|
||
"vVisibility = visibility.r / 9.0;",
|
||
"vVisibility *= 1.0 - visibility.g / 9.0;",
|
||
"vVisibility *= visibility.b / 9.0;",
|
||
"vVisibility *= 1.0 - visibility.a / 9.0;",
|
||
|
||
"pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
|
||
"pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
|
||
|
||
"}",
|
||
|
||
"gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
|
||
|
||
"}"
|
||
|
||
].join( "\n" ),
|
||
|
||
fragmentShader: [
|
||
|
||
"uniform lowp int renderType;",
|
||
|
||
"uniform sampler2D map;",
|
||
"uniform float opacity;",
|
||
"uniform vec3 color;",
|
||
|
||
"varying vec2 vUV;",
|
||
"varying float vVisibility;",
|
||
|
||
"void main() {",
|
||
|
||
// pink square
|
||
|
||
"if( renderType == 0 ) {",
|
||
|
||
"gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
|
||
|
||
// restore
|
||
|
||
"} else if( renderType == 1 ) {",
|
||
|
||
"gl_FragColor = texture2D( map, vUV );",
|
||
|
||
// flare
|
||
|
||
"} else {",
|
||
|
||
"vec4 texture = texture2D( map, vUV );",
|
||
"texture.a *= opacity * vVisibility;",
|
||
"gl_FragColor = texture;",
|
||
"gl_FragColor.rgb *= color;",
|
||
|
||
"}",
|
||
|
||
"}"
|
||
].join( "\n" )
|
||
|
||
},
|
||
|
||
|
||
'lensFlare': {
|
||
|
||
vertexShader: [
|
||
|
||
"uniform lowp int renderType;",
|
||
|
||
"uniform vec3 screenPosition;",
|
||
"uniform vec2 scale;",
|
||
"uniform float rotation;",
|
||
|
||
"attribute vec2 position;",
|
||
"attribute vec2 uv;",
|
||
|
||
"varying vec2 vUV;",
|
||
|
||
"void main() {",
|
||
|
||
"vUV = uv;",
|
||
|
||
"vec2 pos = position;",
|
||
|
||
"if( renderType == 2 ) {",
|
||
|
||
"pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
|
||
"pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
|
||
|
||
"}",
|
||
|
||
"gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
|
||
|
||
"}"
|
||
|
||
].join( "\n" ),
|
||
|
||
fragmentShader: [
|
||
|
||
"precision mediump float;",
|
||
|
||
"uniform lowp int renderType;",
|
||
|
||
"uniform sampler2D map;",
|
||
"uniform sampler2D occlusionMap;",
|
||
"uniform float opacity;",
|
||
"uniform vec3 color;",
|
||
|
||
"varying vec2 vUV;",
|
||
|
||
"void main() {",
|
||
|
||
// pink square
|
||
|
||
"if( renderType == 0 ) {",
|
||
|
||
"gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",
|
||
|
||
// restore
|
||
|
||
"} else if( renderType == 1 ) {",
|
||
|
||
"gl_FragColor = texture2D( map, vUV );",
|
||
|
||
// flare
|
||
|
||
"} else {",
|
||
|
||
"float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a;",
|
||
"visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a;",
|
||
"visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a;",
|
||
"visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
|
||
"visibility = ( 1.0 - visibility / 4.0 );",
|
||
|
||
"vec4 texture = texture2D( map, vUV );",
|
||
"texture.a *= opacity * visibility;",
|
||
"gl_FragColor = texture;",
|
||
"gl_FragColor.rgb *= color;",
|
||
|
||
"}",
|
||
|
||
"}"
|
||
|
||
].join( "\n" )
|
||
|
||
}
|
||
|
||
};
|
||
|