diff --git a/Three.js/Remote-Controller-Receive.html b/Three.js/Remote-Controller-Receive.html
new file mode 100644
index 0000000..9e0e4f5
--- /dev/null
+++ b/Three.js/Remote-Controller-Receive.html
@@ -0,0 +1,159 @@
+
+
+
+ PeerJS Receive Test
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/Three.js/Remote-Controller-Send.html b/Three.js/Remote-Controller-Send.html
new file mode 100644
index 0000000..ba9e220
--- /dev/null
+++ b/Three.js/Remote-Controller-Send.html
@@ -0,0 +1,171 @@
+
+
+
+PeerJS/TouchEvent Send Test
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/Three.js/Touch-Events.html b/Three.js/Touch-Events.html
new file mode 100644
index 0000000..d0095dc
--- /dev/null
+++ b/Three.js/Touch-Events.html
@@ -0,0 +1,149 @@
+
+
+
+TouchEvent Test
+
+
+
+
+
+
+This is a test.
+
+Another test.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/Three.js/images/A-button.png b/Three.js/images/A-button.png
new file mode 100644
index 0000000..0c74d87
Binary files /dev/null and b/Three.js/images/A-button.png differ
diff --git a/Three.js/images/B-button.png b/Three.js/images/B-button.png
new file mode 100644
index 0000000..da519f5
Binary files /dev/null and b/Three.js/images/B-button.png differ
diff --git a/Three.js/images/SquareYellow.png b/Three.js/images/SquareYellow.png
new file mode 100644
index 0000000..7aa2129
Binary files /dev/null and b/Three.js/images/SquareYellow.png differ
diff --git a/Three.js/images/X-button.png b/Three.js/images/X-button.png
new file mode 100644
index 0000000..9d3e087
Binary files /dev/null and b/Three.js/images/X-button.png differ
diff --git a/Three.js/images/Y-button.png b/Three.js/images/Y-button.png
new file mode 100644
index 0000000..89d9847
Binary files /dev/null and b/Three.js/images/Y-button.png differ
diff --git a/Three.js/images/down-A.png b/Three.js/images/down-A.png
new file mode 100644
index 0000000..71f7cbb
Binary files /dev/null and b/Three.js/images/down-A.png differ
diff --git a/Three.js/images/down-B.png b/Three.js/images/down-B.png
new file mode 100644
index 0000000..6fa8540
Binary files /dev/null and b/Three.js/images/down-B.png differ
diff --git a/Three.js/images/down-C.png b/Three.js/images/down-C.png
new file mode 100644
index 0000000..166500e
Binary files /dev/null and b/Three.js/images/down-C.png differ
diff --git a/Three.js/images/left-A.png b/Three.js/images/left-A.png
new file mode 100644
index 0000000..b673cc7
Binary files /dev/null and b/Three.js/images/left-A.png differ
diff --git a/Three.js/images/left-B.png b/Three.js/images/left-B.png
new file mode 100644
index 0000000..f56264f
Binary files /dev/null and b/Three.js/images/left-B.png differ
diff --git a/Three.js/images/left-C.png b/Three.js/images/left-C.png
new file mode 100644
index 0000000..50b7d5f
Binary files /dev/null and b/Three.js/images/left-C.png differ
diff --git a/Three.js/images/right-A.png b/Three.js/images/right-A.png
new file mode 100644
index 0000000..a8970ff
Binary files /dev/null and b/Three.js/images/right-A.png differ
diff --git a/Three.js/images/right-B.png b/Three.js/images/right-B.png
new file mode 100644
index 0000000..64ef5fc
Binary files /dev/null and b/Three.js/images/right-B.png differ
diff --git a/Three.js/images/right-C.png b/Three.js/images/right-C.png
new file mode 100644
index 0000000..2db8d54
Binary files /dev/null and b/Three.js/images/right-C.png differ
diff --git a/Three.js/images/up-A.png b/Three.js/images/up-A.png
new file mode 100644
index 0000000..7a63637
Binary files /dev/null and b/Three.js/images/up-A.png differ
diff --git a/Three.js/images/up-B.png b/Three.js/images/up-B.png
new file mode 100644
index 0000000..2789852
Binary files /dev/null and b/Three.js/images/up-B.png differ
diff --git a/Three.js/images/up-C.png b/Three.js/images/up-C.png
new file mode 100644
index 0000000..bbcfe0e
Binary files /dev/null and b/Three.js/images/up-C.png differ
diff --git a/Three.js/images/xbox-controller-FPS.png b/Three.js/images/xbox-controller-FPS.png
new file mode 100644
index 0000000..c130c52
Binary files /dev/null and b/Three.js/images/xbox-controller-FPS.png differ
diff --git a/Three.js/js/GamepadState.js b/Three.js/js/GamepadState.js
new file mode 100644
index 0000000..b8dc767
--- /dev/null
+++ b/Three.js/js/GamepadState.js
@@ -0,0 +1,170 @@
+/**
+ * @author Lee Stemkoski
+ *
+ * Note: Only works with recent Chrome build.
+ *
+ * Usage:
+ * (1) create a global variable:
+ * var gamepad = new GamepadState();
+ * (2) during main loop:
+ * gamepad.update();
+ * (3a) check state of buttons:
+ * gamepad.down("A") -- true for one update cycle after button is pressed
+ * gamepad.pressed("A") -- true as long as button is being pressed
+ * gamepad.up("A") -- true for one update cycle after button is released
+ * (3b) check state of axes:
+ * gamepad.value("leftStickX") -- returns a value between -1.0 and 1.0
+ *
+ * See _buttonNames and _axisNames object data below for valid name strings.
+ * Note: can get values for of leftTrigger and rightTrigger also.
+ */
+
+////////////////////
+// gamepad object //
+////////////////////
+GamepadState = function()
+{
+ //////////////////
+ // gamepad data //
+ //////////////////
+
+ this.status = {};
+
+ ////////////////////////////
+ // gamepad initialization //
+ ////////////////////////////
+
+ for (var i = 0; i < GamepadState._buttonNames.length; i++)
+ {
+ var name = GamepadState._buttonNames[i];
+ this.status[name] = {down: false, pressed: false, up:false, active:false};
+ }
+ for (var i = 0; i < GamepadState._axisNames.length; i++)
+ {
+ var name = GamepadState._axisNames[i];
+ this.status[name] = {value: 0};
+ }
+
+ ////////////////////
+ // gamepad events //
+ ////////////////////
+
+ // not yet available in Chrome? :(
+ addEventListener("gamepadconnected", function() { console.log("Gamepad connected.") });
+ addEventListener("gamepaddisconnected", function() { console.log("Gamepad disconnected.") });
+
+ ///////////////////////
+ // gamepad functions //
+ ///////////////////////
+
+ this.isAvailable = function isAvailable()
+ {
+ var g = (navigator.getGamepads && navigator.getGamepads()) ||
+ (navigator.webkitGetGamepads && navigator.webkitGetGamepads());
+ var anything = g[0] || g[1] || g[2] || g[3];
+ if (anything) return true; else return false;
+ }
+
+ this.update = function update()
+ {
+ var g = (navigator.getGamepads && navigator.getGamepads()) ||
+ (navigator.webkitGetGamepads && navigator.webkitGetGamepads());
+
+ var gamepad = g[0] || g[1] || g[2] || g[3];
+
+ if (!gamepad) return; // exit if no gamepad available
+
+ // update buttons
+ for (var i = 0; i < 16; i++)
+ {
+ var name = GamepadState._buttonNames[i];
+ var button = this.status[name];
+
+ button.pressed = gamepad.buttons[i];
+
+ // ensure button is flagged as down for only one update.
+ if (button.down)
+ button.down = false;
+
+ // ensure button is flagged as up for only one update.
+ // when "up" becomes false, button is no longer active.
+ if (button.up)
+ {
+ button.up = false;
+ button.active = false;
+ }
+
+ // is this the first update where this button was pressed?
+ if (button.pressed && !button.active)
+ button.down = true;
+
+ // is this the first update where this button was released?
+ if (!button.pressed && button.active)
+ button.up = true;
+ // if _anything_ is flagged, button is "active"
+ button.active = (button.down || button.pressed || button.up);
+ }
+
+ // update axes
+ for (var i = 0; i < 4; i++)
+ {
+ var name = GamepadState._axisNames[i];
+ this.status[name].value = gamepad.axes[i];
+ }
+ }
+
+ this.down = function down(buttonName)
+ {
+ if ( this.status.hasOwnProperty(buttonName) )
+ return this.status[buttonName].down;
+ else console.warn("Gamepad: no button mapped to", buttonName);
+ }
+
+ this.pressed = function pressed(buttonName)
+ {
+ if (this.status.hasOwnProperty(buttonName))
+ return this.status[buttonName].pressed;
+ else console.warn("Gamepad: no button mapped to", buttonName);
+ }
+
+ this.up = function up(buttonName)
+ {
+ if (this.status.hasOwnProperty(buttonName))
+ return this.status[buttonName].up;
+ else console.warn("Gamepad: no button mapped to", buttonName);
+ }
+
+ this.value = function value(axisName)
+ {
+ if (axisName == "leftTrigger" || axisName == "rightTrigger")
+ return this.status[axisName].pressed;
+ else if (this.status.hasOwnProperty(axisName))
+ return this.status[axisName].value;
+ else
+ console.warn("Gamepad: no axis mapped to", axisName);
+ }
+
+ this.report = function report()
+ {
+ console.log("-------- Report Data ---------");
+ for (var i = 0; i < GamepadState._buttonNames.length; i++)
+ {
+ var name = GamepadState._buttonNames[i];
+ var button = this.status[name];
+ if (button.down) console.log(name, ": is down");
+ if (button.pressed) console.log(name, ": is pressed");
+ if (button.up) console.log(name, ": is up");
+ }
+ for (var i = 0; i < GamepadState._axisNames.length; i++)
+ {
+ var deadZone = 0.10;
+ var name = GamepadState._axisNames[i];
+ var axis = this.status[name];
+ if (Math.abs(axis.value) > deadZone) console.log(name, ": has value ", axis.value);
+ }
+ }
+} // end of constructor
+
+GamepadState._buttonNames = ["A", "B", "X", "Y", "leftShoulder", "rightShoulder", "leftTrigger", "rightTrigger",
+ "back", "start", "leftStick", "rightStick", "dpadUp", "dpadDown", "dpadLeft", "dpadRight"];
+GamepadState._axisNames = ["leftStickX", "leftStickY", "rightStickX", "rightStickY"];
diff --git a/Three.js/js/KeyboardState.js b/Three.js/js/KeyboardState.js
index ae2e85e..673af8f 100644
--- a/Three.js/js/KeyboardState.js
+++ b/Three.js/js/KeyboardState.js
@@ -1,6 +1,17 @@
/**
* @author Lee Stemkoski
- * August 2013
+ *
+ * Usage:
+ * (1) create a global variable:
+ * var keyboard = new KeyboardState();
+ * (2) during main loop:
+ * keyboard.update();
+ * (3) check state of keys:
+ * keyboard.down("A") -- true for one update cycle after key is pressed
+ * keyboard.pressed("A") -- true as long as key is being pressed
+ * keyboard.up("A") -- true for one update cycle after key is released
+ *
+ * See KeyboardState.k object data below for names of keys whose state can be polled
*/
// initialization
diff --git a/Three.js/js/Three66.js b/Three.js/js/Three66.js
new file mode 100644
index 0000000..80a5354
--- /dev/null
+++ b/Three.js/js/Three66.js
@@ -0,0 +1,37760 @@
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author Larry Battle / http://bateru.com/news
+ * @author bhouston / http://exocortex.com
+ */
+
+var THREE = { REVISION: '66' };
+
+self.console = self.console || {
+
+ info: function () {},
+ log: function () {},
+ debug: function () {},
+ warn: function () {},
+ error: function () {}
+
+};
+
+// http://paulirish.com/2011/requestanimationframe-for-smart-animating/
+// http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating
+
+// requestAnimationFrame polyfill by Erik Möller
+// fixes from Paul Irish and Tino Zijdel
+// using 'self' instead of 'window' for compatibility with both NodeJS and IE10.
+( function () {
+
+ var lastTime = 0;
+ var vendors = [ 'ms', 'moz', 'webkit', 'o' ];
+
+ for ( var x = 0; x < vendors.length && !self.requestAnimationFrame; ++ x ) {
+
+ self.requestAnimationFrame = self[ vendors[ x ] + 'RequestAnimationFrame' ];
+ self.cancelAnimationFrame = self[ vendors[ x ] + 'CancelAnimationFrame' ] || self[ vendors[ x ] + 'CancelRequestAnimationFrame' ];
+
+ }
+
+ if ( self.requestAnimationFrame === undefined && self['setTimeout'] !== undefined ) {
+
+ self.requestAnimationFrame = function ( callback ) {
+
+ var currTime = Date.now(), timeToCall = Math.max( 0, 16 - ( currTime - lastTime ) );
+ var id = self.setTimeout( function() { callback( currTime + timeToCall ); }, timeToCall );
+ lastTime = currTime + timeToCall;
+ return id;
+
+ };
+
+ }
+
+ if( self.cancelAnimationFrame === undefined && self['clearTimeout'] !== undefined ) {
+
+ self.cancelAnimationFrame = function ( id ) { self.clearTimeout( id ) };
+
+ }
+
+}() );
+
+// GL STATE CONSTANTS
+
+THREE.CullFaceNone = 0;
+THREE.CullFaceBack = 1;
+THREE.CullFaceFront = 2;
+THREE.CullFaceFrontBack = 3;
+
+THREE.FrontFaceDirectionCW = 0;
+THREE.FrontFaceDirectionCCW = 1;
+
+// SHADOWING TYPES
+
+THREE.BasicShadowMap = 0;
+THREE.PCFShadowMap = 1;
+THREE.PCFSoftShadowMap = 2;
+
+// MATERIAL CONSTANTS
+
+// side
+
+THREE.FrontSide = 0;
+THREE.BackSide = 1;
+THREE.DoubleSide = 2;
+
+// shading
+
+THREE.NoShading = 0;
+THREE.FlatShading = 1;
+THREE.SmoothShading = 2;
+
+// colors
+
+THREE.NoColors = 0;
+THREE.FaceColors = 1;
+THREE.VertexColors = 2;
+
+// blending modes
+
+THREE.NoBlending = 0;
+THREE.NormalBlending = 1;
+THREE.AdditiveBlending = 2;
+THREE.SubtractiveBlending = 3;
+THREE.MultiplyBlending = 4;
+THREE.CustomBlending = 5;
+
+// custom blending equations
+// (numbers start from 100 not to clash with other
+// mappings to OpenGL constants defined in Texture.js)
+
+THREE.AddEquation = 100;
+THREE.SubtractEquation = 101;
+THREE.ReverseSubtractEquation = 102;
+
+// custom blending destination factors
+
+THREE.ZeroFactor = 200;
+THREE.OneFactor = 201;
+THREE.SrcColorFactor = 202;
+THREE.OneMinusSrcColorFactor = 203;
+THREE.SrcAlphaFactor = 204;
+THREE.OneMinusSrcAlphaFactor = 205;
+THREE.DstAlphaFactor = 206;
+THREE.OneMinusDstAlphaFactor = 207;
+
+// custom blending source factors
+
+//THREE.ZeroFactor = 200;
+//THREE.OneFactor = 201;
+//THREE.SrcAlphaFactor = 204;
+//THREE.OneMinusSrcAlphaFactor = 205;
+//THREE.DstAlphaFactor = 206;
+//THREE.OneMinusDstAlphaFactor = 207;
+THREE.DstColorFactor = 208;
+THREE.OneMinusDstColorFactor = 209;
+THREE.SrcAlphaSaturateFactor = 210;
+
+
+// TEXTURE CONSTANTS
+
+THREE.MultiplyOperation = 0;
+THREE.MixOperation = 1;
+THREE.AddOperation = 2;
+
+// Mapping modes
+
+THREE.UVMapping = function () {};
+
+THREE.CubeReflectionMapping = function () {};
+THREE.CubeRefractionMapping = function () {};
+
+THREE.SphericalReflectionMapping = function () {};
+THREE.SphericalRefractionMapping = function () {};
+
+// Wrapping modes
+
+THREE.RepeatWrapping = 1000;
+THREE.ClampToEdgeWrapping = 1001;
+THREE.MirroredRepeatWrapping = 1002;
+
+// Filters
+
+THREE.NearestFilter = 1003;
+THREE.NearestMipMapNearestFilter = 1004;
+THREE.NearestMipMapLinearFilter = 1005;
+THREE.LinearFilter = 1006;
+THREE.LinearMipMapNearestFilter = 1007;
+THREE.LinearMipMapLinearFilter = 1008;
+
+// Data types
+
+THREE.UnsignedByteType = 1009;
+THREE.ByteType = 1010;
+THREE.ShortType = 1011;
+THREE.UnsignedShortType = 1012;
+THREE.IntType = 1013;
+THREE.UnsignedIntType = 1014;
+THREE.FloatType = 1015;
+
+// Pixel types
+
+//THREE.UnsignedByteType = 1009;
+THREE.UnsignedShort4444Type = 1016;
+THREE.UnsignedShort5551Type = 1017;
+THREE.UnsignedShort565Type = 1018;
+
+// Pixel formats
+
+THREE.AlphaFormat = 1019;
+THREE.RGBFormat = 1020;
+THREE.RGBAFormat = 1021;
+THREE.LuminanceFormat = 1022;
+THREE.LuminanceAlphaFormat = 1023;
+
+// Compressed texture formats
+
+THREE.RGB_S3TC_DXT1_Format = 2001;
+THREE.RGBA_S3TC_DXT1_Format = 2002;
+THREE.RGBA_S3TC_DXT3_Format = 2003;
+THREE.RGBA_S3TC_DXT5_Format = 2004;
+
+/*
+// Potential future PVRTC compressed texture formats
+THREE.RGB_PVRTC_4BPPV1_Format = 2100;
+THREE.RGB_PVRTC_2BPPV1_Format = 2101;
+THREE.RGBA_PVRTC_4BPPV1_Format = 2102;
+THREE.RGBA_PVRTC_2BPPV1_Format = 2103;
+*/
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Color = function ( color ) {
+
+ if ( arguments.length === 3 ) {
+
+ return this.setRGB( arguments[ 0 ], arguments[ 1 ], arguments[ 2 ] );
+
+ }
+
+ return this.set( color )
+
+};
+
+THREE.Color.prototype = {
+
+ constructor: THREE.Color,
+
+ r: 1, g: 1, b: 1,
+
+ set: function ( value ) {
+
+ if ( value instanceof THREE.Color ) {
+
+ this.copy( value );
+
+ } else if ( typeof value === 'number' ) {
+
+ this.setHex( value );
+
+ } else if ( typeof value === 'string' ) {
+
+ this.setStyle( value );
+
+ }
+
+ return this;
+
+ },
+
+ setHex: function ( hex ) {
+
+ hex = Math.floor( hex );
+
+ this.r = ( hex >> 16 & 255 ) / 255;
+ this.g = ( hex >> 8 & 255 ) / 255;
+ this.b = ( hex & 255 ) / 255;
+
+ return this;
+
+ },
+
+ setRGB: function ( r, g, b ) {
+
+ this.r = r;
+ this.g = g;
+ this.b = b;
+
+ return this;
+
+ },
+
+ setHSL: function ( h, s, l ) {
+
+ // h,s,l ranges are in 0.0 - 1.0
+
+ if ( s === 0 ) {
+
+ this.r = this.g = this.b = l;
+
+ } else {
+
+ var hue2rgb = function ( p, q, t ) {
+
+ if ( t < 0 ) t += 1;
+ if ( t > 1 ) t -= 1;
+ if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
+ if ( t < 1 / 2 ) return q;
+ if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
+ return p;
+
+ };
+
+ var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
+ var q = ( 2 * l ) - p;
+
+ this.r = hue2rgb( q, p, h + 1 / 3 );
+ this.g = hue2rgb( q, p, h );
+ this.b = hue2rgb( q, p, h - 1 / 3 );
+
+ }
+
+ return this;
+
+ },
+
+ setStyle: function ( style ) {
+
+ // rgb(255,0,0)
+
+ if ( /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.test( style ) ) {
+
+ var color = /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.exec( style );
+
+ this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
+ this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
+ this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
+
+ return this;
+
+ }
+
+ // rgb(100%,0%,0%)
+
+ if ( /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.test( style ) ) {
+
+ var color = /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.exec( style );
+
+ this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
+ this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
+ this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
+
+ return this;
+
+ }
+
+ // #ff0000
+
+ if ( /^\#([0-9a-f]{6})$/i.test( style ) ) {
+
+ var color = /^\#([0-9a-f]{6})$/i.exec( style );
+
+ this.setHex( parseInt( color[ 1 ], 16 ) );
+
+ return this;
+
+ }
+
+ // #f00
+
+ if ( /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test( style ) ) {
+
+ var color = /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec( style );
+
+ this.setHex( parseInt( color[ 1 ] + color[ 1 ] + color[ 2 ] + color[ 2 ] + color[ 3 ] + color[ 3 ], 16 ) );
+
+ return this;
+
+ }
+
+ // red
+
+ if ( /^(\w+)$/i.test( style ) ) {
+
+ this.setHex( THREE.ColorKeywords[ style ] );
+
+ return this;
+
+ }
+
+
+ },
+
+ copy: function ( color ) {
+
+ this.r = color.r;
+ this.g = color.g;
+ this.b = color.b;
+
+ return this;
+
+ },
+
+ copyGammaToLinear: function ( color ) {
+
+ this.r = color.r * color.r;
+ this.g = color.g * color.g;
+ this.b = color.b * color.b;
+
+ return this;
+
+ },
+
+ copyLinearToGamma: function ( color ) {
+
+ this.r = Math.sqrt( color.r );
+ this.g = Math.sqrt( color.g );
+ this.b = Math.sqrt( color.b );
+
+ return this;
+
+ },
+
+ convertGammaToLinear: function () {
+
+ var r = this.r, g = this.g, b = this.b;
+
+ this.r = r * r;
+ this.g = g * g;
+ this.b = b * b;
+
+ return this;
+
+ },
+
+ convertLinearToGamma: function () {
+
+ this.r = Math.sqrt( this.r );
+ this.g = Math.sqrt( this.g );
+ this.b = Math.sqrt( this.b );
+
+ return this;
+
+ },
+
+ getHex: function () {
+
+ return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
+
+ },
+
+ getHexString: function () {
+
+ return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
+
+ },
+
+ getHSL: function ( optionalTarget ) {
+
+ // h,s,l ranges are in 0.0 - 1.0
+
+ var hsl = optionalTarget || { h: 0, s: 0, l: 0 };
+
+ var r = this.r, g = this.g, b = this.b;
+
+ var max = Math.max( r, g, b );
+ var min = Math.min( r, g, b );
+
+ var hue, saturation;
+ var lightness = ( min + max ) / 2.0;
+
+ if ( min === max ) {
+
+ hue = 0;
+ saturation = 0;
+
+ } else {
+
+ var delta = max - min;
+
+ saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
+
+ switch ( max ) {
+
+ case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
+ case g: hue = ( b - r ) / delta + 2; break;
+ case b: hue = ( r - g ) / delta + 4; break;
+
+ }
+
+ hue /= 6;
+
+ }
+
+ hsl.h = hue;
+ hsl.s = saturation;
+ hsl.l = lightness;
+
+ return hsl;
+
+ },
+
+ getStyle: function () {
+
+ return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
+
+ },
+
+ offsetHSL: function ( h, s, l ) {
+
+ var hsl = this.getHSL();
+
+ hsl.h += h; hsl.s += s; hsl.l += l;
+
+ this.setHSL( hsl.h, hsl.s, hsl.l );
+
+ return this;
+
+ },
+
+ add: function ( color ) {
+
+ this.r += color.r;
+ this.g += color.g;
+ this.b += color.b;
+
+ return this;
+
+ },
+
+ addColors: function ( color1, color2 ) {
+
+ this.r = color1.r + color2.r;
+ this.g = color1.g + color2.g;
+ this.b = color1.b + color2.b;
+
+ return this;
+
+ },
+
+ addScalar: function ( s ) {
+
+ this.r += s;
+ this.g += s;
+ this.b += s;
+
+ return this;
+
+ },
+
+ multiply: function ( color ) {
+
+ this.r *= color.r;
+ this.g *= color.g;
+ this.b *= color.b;
+
+ return this;
+
+ },
+
+ multiplyScalar: function ( s ) {
+
+ this.r *= s;
+ this.g *= s;
+ this.b *= s;
+
+ return this;
+
+ },
+
+ lerp: function ( color, alpha ) {
+
+ this.r += ( color.r - this.r ) * alpha;
+ this.g += ( color.g - this.g ) * alpha;
+ this.b += ( color.b - this.b ) * alpha;
+
+ return this;
+
+ },
+
+ equals: function ( c ) {
+
+ return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
+
+ },
+
+ fromArray: function ( array ) {
+
+ this.r = array[ 0 ];
+ this.g = array[ 1 ];
+ this.b = array[ 2 ];
+
+ return this;
+
+ },
+
+ toArray: function () {
+
+ return [ this.r, this.g, this.b ];
+
+ },
+
+ clone: function () {
+
+ return new THREE.Color().setRGB( this.r, this.g, this.b );
+
+ }
+
+};
+
+THREE.ColorKeywords = { "aliceblue": 0xF0F8FF, "antiquewhite": 0xFAEBD7, "aqua": 0x00FFFF, "aquamarine": 0x7FFFD4, "azure": 0xF0FFFF,
+"beige": 0xF5F5DC, "bisque": 0xFFE4C4, "black": 0x000000, "blanchedalmond": 0xFFEBCD, "blue": 0x0000FF, "blueviolet": 0x8A2BE2,
+"brown": 0xA52A2A, "burlywood": 0xDEB887, "cadetblue": 0x5F9EA0, "chartreuse": 0x7FFF00, "chocolate": 0xD2691E, "coral": 0xFF7F50,
+"cornflowerblue": 0x6495ED, "cornsilk": 0xFFF8DC, "crimson": 0xDC143C, "cyan": 0x00FFFF, "darkblue": 0x00008B, "darkcyan": 0x008B8B,
+"darkgoldenrod": 0xB8860B, "darkgray": 0xA9A9A9, "darkgreen": 0x006400, "darkgrey": 0xA9A9A9, "darkkhaki": 0xBDB76B, "darkmagenta": 0x8B008B,
+"darkolivegreen": 0x556B2F, "darkorange": 0xFF8C00, "darkorchid": 0x9932CC, "darkred": 0x8B0000, "darksalmon": 0xE9967A, "darkseagreen": 0x8FBC8F,
+"darkslateblue": 0x483D8B, "darkslategray": 0x2F4F4F, "darkslategrey": 0x2F4F4F, "darkturquoise": 0x00CED1, "darkviolet": 0x9400D3,
+"deeppink": 0xFF1493, "deepskyblue": 0x00BFFF, "dimgray": 0x696969, "dimgrey": 0x696969, "dodgerblue": 0x1E90FF, "firebrick": 0xB22222,
+"floralwhite": 0xFFFAF0, "forestgreen": 0x228B22, "fuchsia": 0xFF00FF, "gainsboro": 0xDCDCDC, "ghostwhite": 0xF8F8FF, "gold": 0xFFD700,
+"goldenrod": 0xDAA520, "gray": 0x808080, "green": 0x008000, "greenyellow": 0xADFF2F, "grey": 0x808080, "honeydew": 0xF0FFF0, "hotpink": 0xFF69B4,
+"indianred": 0xCD5C5C, "indigo": 0x4B0082, "ivory": 0xFFFFF0, "khaki": 0xF0E68C, "lavender": 0xE6E6FA, "lavenderblush": 0xFFF0F5, "lawngreen": 0x7CFC00,
+"lemonchiffon": 0xFFFACD, "lightblue": 0xADD8E6, "lightcoral": 0xF08080, "lightcyan": 0xE0FFFF, "lightgoldenrodyellow": 0xFAFAD2, "lightgray": 0xD3D3D3,
+"lightgreen": 0x90EE90, "lightgrey": 0xD3D3D3, "lightpink": 0xFFB6C1, "lightsalmon": 0xFFA07A, "lightseagreen": 0x20B2AA, "lightskyblue": 0x87CEFA,
+"lightslategray": 0x778899, "lightslategrey": 0x778899, "lightsteelblue": 0xB0C4DE, "lightyellow": 0xFFFFE0, "lime": 0x00FF00, "limegreen": 0x32CD32,
+"linen": 0xFAF0E6, "magenta": 0xFF00FF, "maroon": 0x800000, "mediumaquamarine": 0x66CDAA, "mediumblue": 0x0000CD, "mediumorchid": 0xBA55D3,
+"mediumpurple": 0x9370DB, "mediumseagreen": 0x3CB371, "mediumslateblue": 0x7B68EE, "mediumspringgreen": 0x00FA9A, "mediumturquoise": 0x48D1CC,
+"mediumvioletred": 0xC71585, "midnightblue": 0x191970, "mintcream": 0xF5FFFA, "mistyrose": 0xFFE4E1, "moccasin": 0xFFE4B5, "navajowhite": 0xFFDEAD,
+"navy": 0x000080, "oldlace": 0xFDF5E6, "olive": 0x808000, "olivedrab": 0x6B8E23, "orange": 0xFFA500, "orangered": 0xFF4500, "orchid": 0xDA70D6,
+"palegoldenrod": 0xEEE8AA, "palegreen": 0x98FB98, "paleturquoise": 0xAFEEEE, "palevioletred": 0xDB7093, "papayawhip": 0xFFEFD5, "peachpuff": 0xFFDAB9,
+"peru": 0xCD853F, "pink": 0xFFC0CB, "plum": 0xDDA0DD, "powderblue": 0xB0E0E6, "purple": 0x800080, "red": 0xFF0000, "rosybrown": 0xBC8F8F,
+"royalblue": 0x4169E1, "saddlebrown": 0x8B4513, "salmon": 0xFA8072, "sandybrown": 0xF4A460, "seagreen": 0x2E8B57, "seashell": 0xFFF5EE,
+"sienna": 0xA0522D, "silver": 0xC0C0C0, "skyblue": 0x87CEEB, "slateblue": 0x6A5ACD, "slategray": 0x708090, "slategrey": 0x708090, "snow": 0xFFFAFA,
+"springgreen": 0x00FF7F, "steelblue": 0x4682B4, "tan": 0xD2B48C, "teal": 0x008080, "thistle": 0xD8BFD8, "tomato": 0xFF6347, "turquoise": 0x40E0D0,
+"violet": 0xEE82EE, "wheat": 0xF5DEB3, "white": 0xFFFFFF, "whitesmoke": 0xF5F5F5, "yellow": 0xFFFF00, "yellowgreen": 0x9ACD32 };
+
+/**
+ * @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
+
+ clamp: function ( x, a, b ) {
+
+ return ( x < a ) ? a : ( ( x > b ) ? b : x );
+
+ },
+
+ // Clamp value to range to range
+
+ mapLinear: function ( x, a1, a2, b1, b2 ) {
+
+ return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
+
+ },
+
+ // http://en.wikipedia.org/wiki/Smoothstep
+
+ smoothstep: function ( x, min, max ) {
+
+ if ( x <= min ) return 0;
+ if ( x >= max ) return 1;
+
+ x = ( x - min )/( max - min );
+
+ return x*x*(3 - 2*x);
+
+ },
+
+ smootherstep: function ( x, min, max ) {
+
+ if ( x <= min ) return 0;
+ if ( x >= max ) return 1;
+
+ x = ( x - min )/( max - min );
+
+ return x*x*x*(x*(x*6 - 15) + 10);
+
+ },
+
+ // Random float from <0, 1> with 16 bits of randomness
+ // (standard Math.random() creates repetitive patterns when applied over larger space)
+
+ random16: function () {
+
+ return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
+
+ },
+
+ // Random integer from interval
+
+ randInt: function ( low, high ) {
+
+ return low + Math.floor( Math.random() * ( high - low + 1 ) );
+
+ },
+
+ // Random float from interval
+
+ randFloat: function ( low, high ) {
+
+ return low + Math.random() * ( high - low );
+
+ },
+
+ // Random float from <-range/2, range/2> interval
+
+ randFloatSpread: function ( range ) {
+
+ return range * ( 0.5 - Math.random() );
+
+ },
+
+ sign: function ( x ) {
+
+ return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : 0;
+
+ },
+
+ degToRad: function() {
+
+ var degreeToRadiansFactor = Math.PI / 180;
+
+ return function ( degrees ) {
+
+ return degrees * degreeToRadiansFactor;
+
+ };
+
+ }(),
+
+ radToDeg: function() {
+
+ var radianToDegreesFactor = 180 / Math.PI;
+
+ return function ( radians ) {
+
+ return radians * radianToDegreesFactor;
+
+ };
+
+ }(),
+
+ isPowerOfTwo: function ( value ) {
+ return ( value & ( value - 1 ) ) === 0 && value !== 0;
+ }
+
+};
+
+/**
+ * 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: ,
+ * opacity: ,
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * linewidth: ,
+ * linecap: "round",
+ * linejoin: "round",
+ *
+ * vertexColors:
+ *
+ * fog:
+ * }
+ */
+
+THREE.LineBasicMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.color = new THREE.Color( 0xffffff );
+
+ this.linewidth = 1;
+ this.linecap = 'round';
+ this.linejoin = 'round';
+
+ this.vertexColors = 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: ,
+ * opacity: ,
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * linewidth: ,
+ *
+ * scale: ,
+ * dashSize: ,
+ * gapSize: ,
+ *
+ * vertexColors:
+ *
+ * fog:
+ * }
+ */
+
+THREE.LineDashedMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.color = new THREE.Color( 0xffffff );
+
+ this.linewidth = 1;
+
+ this.scale = 1;
+ this.dashSize = 3;
+ this.gapSize = 1;
+
+ this.vertexColors = false;
+
+ this.fog = true;
+
+ this.setValues( parameters );
+
+};
+
+THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.LineDashedMaterial.prototype.clone = function () {
+
+ var material = new THREE.LineDashedMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+
+ material.linewidth = this.linewidth;
+
+ material.scale = this.scale;
+ material.dashSize = this.dashSize;
+ material.gapSize = this.gapSize;
+
+ material.vertexColors = this.vertexColors;
+
+ material.fog = this.fog;
+
+ return material;
+
+};
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: ,
+ * opacity: ,
+ * map: new THREE.Texture( ),
+ *
+ * lightMap: new THREE.Texture( ),
+ *
+ * specularMap: new THREE.Texture( ),
+ *
+ * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
+ * combine: THREE.Multiply,
+ * reflectivity: ,
+ * refractionRatio: ,
+ *
+ * shading: THREE.SmoothShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * wireframe: ,
+ * wireframeLinewidth: ,
+ *
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ * skinning: ,
+ * morphTargets: ,
+ *
+ * fog:
+ * }
+ */
+
+THREE.MeshBasicMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.color = new THREE.Color( 0xffffff ); // emissive
+
+ this.map = null;
+
+ this.lightMap = null;
+
+ this.specularMap = null;
+
+ this.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: ,
+ * ambient: ,
+ * emissive: ,
+ * opacity: ,
+ *
+ * map: new THREE.Texture( ),
+ *
+ * lightMap: new THREE.Texture( ),
+ *
+ * specularMap: new THREE.Texture( ),
+ *
+ * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
+ * combine: THREE.Multiply,
+ * reflectivity: ,
+ * refractionRatio: ,
+ *
+ * shading: THREE.SmoothShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * wireframe: ,
+ * wireframeLinewidth: ,
+ *
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ * skinning: ,
+ * morphTargets: ,
+ * morphNormals: ,
+ *
+ * fog:
+ * }
+ */
+
+THREE.MeshLambertMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.color = new THREE.Color( 0xffffff ); // diffuse
+ this.ambient = new THREE.Color( 0xffffff );
+ this.emissive = new THREE.Color( 0x000000 );
+
+ this.wrapAround = false;
+ this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
+
+ this.map = null;
+
+ this.lightMap = null;
+
+ this.specularMap = null;
+
+ this.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: ,
+ * ambient: ,
+ * emissive: ,
+ * specular: ,
+ * shininess: ,
+ * opacity: ,
+ *
+ * map: new THREE.Texture( ),
+ *
+ * lightMap: new THREE.Texture( ),
+ *
+ * bumpMap: new THREE.Texture( ),
+ * bumpScale: ,
+ *
+ * normalMap: new THREE.Texture( ),
+ * normalScale: ,
+ *
+ * specularMap: new THREE.Texture( ),
+ *
+ * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
+ * combine: THREE.Multiply,
+ * reflectivity: ,
+ * refractionRatio: ,
+ *
+ * shading: THREE.SmoothShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * wireframe: ,
+ * wireframeLinewidth: ,
+ *
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ * skinning: ,
+ * morphTargets: ,
+ * morphNormals: ,
+ *
+ * fog:
+ * }
+ */
+
+THREE.MeshPhongMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.color = new THREE.Color( 0xffffff ); // diffuse
+ this.ambient = new THREE.Color( 0xffffff );
+ this.emissive = new THREE.Color( 0x000000 );
+ this.specular = new THREE.Color( 0x111111 );
+ this.shininess = 30;
+
+ this.metal = false;
+
+ this.wrapAround = false;
+ this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
+
+ this.map = null;
+
+ this.lightMap = null;
+
+ this.bumpMap = null;
+ this.bumpScale = 1;
+
+ this.normalMap = null;
+ this.normalScale = new THREE.Vector2( 1, 1 );
+
+ this.specularMap = null;
+
+ this.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: ,
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * wireframe: ,
+ * wireframeLinewidth:
+ * }
+ */
+
+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: ,
+ *
+ * shading: THREE.FlatShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * wireframe: ,
+ * wireframeLinewidth:
+ * }
+ */
+
+THREE.MeshNormalMaterial = function ( parameters ) {
+
+ THREE.Material.call( this, parameters );
+
+ this.shading = THREE.FlatShading;
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+
+ this.morphTargets = false;
+
+ this.setValues( parameters );
+
+};
+
+THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.MeshNormalMaterial.prototype.clone = function () {
+
+ var material = new THREE.MeshNormalMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.shading = this.shading;
+
+ material.wireframe = this.wireframe;
+ material.wireframeLinewidth = this.wireframeLinewidth;
+
+ return material;
+
+};
+
+/**
+ * @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: ,
+ * opacity: ,
+ * map: new THREE.Texture( ),
+ *
+ * size: ,
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * vertexColors: ,
+ *
+ * fog:
+ * }
+ */
+
+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: ,
+ * vertexShader: ,
+ *
+ * uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
+ *
+ * defines: { "label" : "value" },
+ *
+ * shading: THREE.SmoothShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * wireframe: ,
+ * wireframeLinewidth: ,
+ *
+ * lights: ,
+ *
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ * skinning: ,
+ * morphTargets: ,
+ * morphNormals: ,
+ *
+ * fog:
+ * }
+ */
+
+THREE.ShaderMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.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: ,
+ * opacity: ,
+ * map: new THREE.Texture( ),
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * uvOffset: new THREE.Vector2(),
+ * uvScale: new THREE.Vector2(),
+ *
+ * fog:
+ * }
+ */
+
+THREE.SpriteMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ // defaults
+
+ this.color = new THREE.Color( 0xffffff );
+ this.map = null;
+
+ this.rotation = 0;
+
+ this.fog = false;
+
+ // set parameters
+
+ this.setValues( parameters );
+
+};
+
+THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.SpriteMaterial.prototype.clone = function () {
+
+ var material = new THREE.SpriteMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+ material.map = this.map;
+
+ material.rotation = this.rotation;
+
+ material.fog = this.fog;
+
+ return material;
+
+};
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ *
+ * parameters = {
+ * color: ,
+ * program: ,
+ * opacity: ,
+ * blending: THREE.NormalBlending
+ * }
+ */
+
+THREE.SpriteCanvasMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.color = new THREE.Color( 0xffffff );
+ this.program = function ( context, color ) {};
+
+ this.setValues( parameters );
+
+};
+
+THREE.SpriteCanvasMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.SpriteCanvasMaterial.prototype.clone = function () {
+
+ var material = new THREE.SpriteCanvasMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+ material.program = this.program;
+
+ return material;
+
+};
+
+// backwards compatibility
+
+THREE.ParticleCanvasMaterial = THREE.SpriteCanvasMaterial;
+/**
+ * @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; 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 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: , // number of points on the curves
+ * steps: , // number of points for z-side extrusions / used for subdividing segements of extrude spline too
+ * amount: , // Depth to extrude the shape
+ *
+ * bevelEnabled: , // turn on bevel
+ * bevelThickness: , // how deep into the original shape bevel goes
+ * bevelSize: , // how far from shape outline is bevel
+ * bevelSegments: , // number of bevel layers
+ *
+ * extrudePath: // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined)
+ * frames: // containing arrays of tangents, normals, binormals
+ *
+ * material: // material index for front and back faces
+ * extrudeMaterial: // material index for extrusion and beveled faces
+ * uvGenerator: