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+// File:src/Three.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+var THREE = { REVISION: '74' };
+
+//
+
+if ( typeof define === 'function' && define.amd ) {
+
+ define( 'three', THREE );
+
+} else if ( 'undefined' !== typeof exports && 'undefined' !== typeof module ) {
+
+ module.exports = THREE;
+
+}
+
+//
+
+if ( Number.EPSILON === undefined ) {
+
+ Number.EPSILON = Math.pow( 2, - 52 );
+
+}
+
+//
+
+if ( Math.sign === undefined ) {
+
+ // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
+
+ Math.sign = function ( x ) {
+
+ return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
+
+ };
+
+}
+
+if ( Function.prototype.name === undefined && Object.defineProperty !== undefined ) {
+
+ // Missing in IE9-11.
+ // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
+
+ Object.defineProperty( Function.prototype, 'name', {
+
+ get: function () {
+
+ return this.toString().match( /^\s*function\s*(\S*)\s*\(/ )[ 1 ];
+
+ }
+
+ } );
+
+}
+
+if ( Object.assign === undefined ) {
+
+ // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
+
+ Object.defineProperty( Object, 'assign', {
+
+ writable: true,
+ configurable: true,
+
+ value: function ( target ) {
+
+ 'use strict';
+
+ if ( target === undefined || target === null ) {
+
+ throw new TypeError( "Cannot convert first argument to object" );
+
+ }
+
+ var to = Object( target );
+
+ for ( var i = 1, n = arguments.length; i !== n; ++ i ) {
+
+ var nextSource = arguments[ i ];
+
+ if ( nextSource === undefined || nextSource === null ) continue;
+
+ nextSource = Object( nextSource );
+
+ var keysArray = Object.keys( nextSource );
+
+ for ( var nextIndex = 0, len = keysArray.length; nextIndex !== len; ++ nextIndex ) {
+
+ var nextKey = keysArray[ nextIndex ];
+ var desc = Object.getOwnPropertyDescriptor( nextSource, nextKey );
+
+ if ( desc !== undefined && desc.enumerable ) {
+
+ to[ nextKey ] = nextSource[ nextKey ];
+
+ }
+
+ }
+
+ }
+
+ return to;
+
+ }
+
+ } );
+
+}
+
+// https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent.button
+
+THREE.MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 };
+
+// GL STATE CONSTANTS
+
+THREE.CullFaceNone = 0;
+THREE.CullFaceBack = 1;
+THREE.CullFaceFront = 2;
+THREE.CullFaceFrontBack = 3;
+
+THREE.FrontFaceDirectionCW = 0;
+THREE.FrontFaceDirectionCCW = 1;
+
+// SHADOWING TYPES
+
+THREE.BasicShadowMap = 0;
+THREE.PCFShadowMap = 1;
+THREE.PCFSoftShadowMap = 2;
+
+// MATERIAL CONSTANTS
+
+// side
+
+THREE.FrontSide = 0;
+THREE.BackSide = 1;
+THREE.DoubleSide = 2;
+
+// shading
+
+THREE.FlatShading = 1;
+THREE.SmoothShading = 2;
+
+// colors
+
+THREE.NoColors = 0;
+THREE.FaceColors = 1;
+THREE.VertexColors = 2;
+
+// blending modes
+
+THREE.NoBlending = 0;
+THREE.NormalBlending = 1;
+THREE.AdditiveBlending = 2;
+THREE.SubtractiveBlending = 3;
+THREE.MultiplyBlending = 4;
+THREE.CustomBlending = 5;
+
+// custom blending equations
+// (numbers start from 100 not to clash with other
+// mappings to OpenGL constants defined in Texture.js)
+
+THREE.AddEquation = 100;
+THREE.SubtractEquation = 101;
+THREE.ReverseSubtractEquation = 102;
+THREE.MinEquation = 103;
+THREE.MaxEquation = 104;
+
+// custom blending destination factors
+
+THREE.ZeroFactor = 200;
+THREE.OneFactor = 201;
+THREE.SrcColorFactor = 202;
+THREE.OneMinusSrcColorFactor = 203;
+THREE.SrcAlphaFactor = 204;
+THREE.OneMinusSrcAlphaFactor = 205;
+THREE.DstAlphaFactor = 206;
+THREE.OneMinusDstAlphaFactor = 207;
+
+// custom blending source factors
+
+//THREE.ZeroFactor = 200;
+//THREE.OneFactor = 201;
+//THREE.SrcAlphaFactor = 204;
+//THREE.OneMinusSrcAlphaFactor = 205;
+//THREE.DstAlphaFactor = 206;
+//THREE.OneMinusDstAlphaFactor = 207;
+THREE.DstColorFactor = 208;
+THREE.OneMinusDstColorFactor = 209;
+THREE.SrcAlphaSaturateFactor = 210;
+
+// depth modes
+
+THREE.NeverDepth = 0;
+THREE.AlwaysDepth = 1;
+THREE.LessDepth = 2;
+THREE.LessEqualDepth = 3;
+THREE.EqualDepth = 4;
+THREE.GreaterEqualDepth = 5;
+THREE.GreaterDepth = 6;
+THREE.NotEqualDepth = 7;
+
+
+// TEXTURE CONSTANTS
+
+THREE.MultiplyOperation = 0;
+THREE.MixOperation = 1;
+THREE.AddOperation = 2;
+
+// Mapping modes
+
+THREE.UVMapping = 300;
+
+THREE.CubeReflectionMapping = 301;
+THREE.CubeRefractionMapping = 302;
+
+THREE.EquirectangularReflectionMapping = 303;
+THREE.EquirectangularRefractionMapping = 304;
+
+THREE.SphericalReflectionMapping = 305;
+
+// Wrapping modes
+
+THREE.RepeatWrapping = 1000;
+THREE.ClampToEdgeWrapping = 1001;
+THREE.MirroredRepeatWrapping = 1002;
+
+// Filters
+
+THREE.NearestFilter = 1003;
+THREE.NearestMipMapNearestFilter = 1004;
+THREE.NearestMipMapLinearFilter = 1005;
+THREE.LinearFilter = 1006;
+THREE.LinearMipMapNearestFilter = 1007;
+THREE.LinearMipMapLinearFilter = 1008;
+
+// Data types
+
+THREE.UnsignedByteType = 1009;
+THREE.ByteType = 1010;
+THREE.ShortType = 1011;
+THREE.UnsignedShortType = 1012;
+THREE.IntType = 1013;
+THREE.UnsignedIntType = 1014;
+THREE.FloatType = 1015;
+THREE.HalfFloatType = 1025;
+
+// Pixel types
+
+//THREE.UnsignedByteType = 1009;
+THREE.UnsignedShort4444Type = 1016;
+THREE.UnsignedShort5551Type = 1017;
+THREE.UnsignedShort565Type = 1018;
+
+// Pixel formats
+
+THREE.AlphaFormat = 1019;
+THREE.RGBFormat = 1020;
+THREE.RGBAFormat = 1021;
+THREE.LuminanceFormat = 1022;
+THREE.LuminanceAlphaFormat = 1023;
+// THREE.RGBEFormat handled as THREE.RGBAFormat in shaders
+THREE.RGBEFormat = THREE.RGBAFormat; //1024;
+
+// DDS / ST3C Compressed texture formats
+
+THREE.RGB_S3TC_DXT1_Format = 2001;
+THREE.RGBA_S3TC_DXT1_Format = 2002;
+THREE.RGBA_S3TC_DXT3_Format = 2003;
+THREE.RGBA_S3TC_DXT5_Format = 2004;
+
+
+// PVRTC compressed texture formats
+
+THREE.RGB_PVRTC_4BPPV1_Format = 2100;
+THREE.RGB_PVRTC_2BPPV1_Format = 2101;
+THREE.RGBA_PVRTC_4BPPV1_Format = 2102;
+THREE.RGBA_PVRTC_2BPPV1_Format = 2103;
+
+// ETC compressed texture formats
+
+THREE.RGB_ETC1_Format = 2151;
+
+// Loop styles for AnimationAction
+
+THREE.LoopOnce = 2200;
+THREE.LoopRepeat = 2201;
+THREE.LoopPingPong = 2202;
+
+// Interpolation
+
+THREE.InterpolateDiscrete = 2300;
+THREE.InterpolateLinear = 2301;
+THREE.InterpolateSmooth = 2302;
+
+// Interpolant ending modes
+
+THREE.ZeroCurvatureEnding = 2400;
+THREE.ZeroSlopeEnding = 2401;
+THREE.WrapAroundEnding = 2402;
+
+// Triangle Draw modes
+
+THREE.TrianglesDrawMode = 0;
+THREE.TriangleStripDrawMode = 1;
+THREE.TriangleFanDrawMode = 2;
+
+// File:src/math/Color.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Color = function ( color ) {
+
+ if ( arguments.length === 3 ) {
+
+ return this.fromArray( arguments );
+
+ }
+
+ return this.set( color );
+
+};
+
+THREE.Color.prototype = {
+
+ constructor: THREE.Color,
+
+ r: 1, g: 1, b: 1,
+
+ set: function ( value ) {
+
+ if ( value instanceof THREE.Color ) {
+
+ this.copy( value );
+
+ } else if ( typeof value === 'number' ) {
+
+ this.setHex( value );
+
+ } else if ( typeof value === 'string' ) {
+
+ this.setStyle( value );
+
+ }
+
+ return this;
+
+ },
+
+ setScalar: function ( scalar ) {
+
+ this.r = scalar;
+ this.g = scalar;
+ this.b = scalar;
+
+ },
+
+ setHex: function ( hex ) {
+
+ hex = Math.floor( hex );
+
+ this.r = ( hex >> 16 & 255 ) / 255;
+ this.g = ( hex >> 8 & 255 ) / 255;
+ this.b = ( hex & 255 ) / 255;
+
+ return this;
+
+ },
+
+ setRGB: function ( r, g, b ) {
+
+ this.r = r;
+ this.g = g;
+ this.b = b;
+
+ return this;
+
+ },
+
+ setHSL: function () {
+
+ function hue2rgb( p, q, t ) {
+
+ if ( t < 0 ) t += 1;
+ if ( t > 1 ) t -= 1;
+ if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
+ if ( t < 1 / 2 ) return q;
+ if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
+ return p;
+
+ }
+
+ return function ( h, s, l ) {
+
+ // h,s,l ranges are in 0.0 - 1.0
+ h = THREE.Math.euclideanModulo( h, 1 );
+ s = THREE.Math.clamp( s, 0, 1 );
+ l = THREE.Math.clamp( l, 0, 1 );
+
+ if ( s === 0 ) {
+
+ this.r = this.g = this.b = l;
+
+ } else {
+
+ var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
+ var q = ( 2 * l ) - p;
+
+ this.r = hue2rgb( q, p, h + 1 / 3 );
+ this.g = hue2rgb( q, p, h );
+ this.b = hue2rgb( q, p, h - 1 / 3 );
+
+ }
+
+ return this;
+
+ };
+
+ }(),
+
+ setStyle: function ( style ) {
+
+ function handleAlpha( string ) {
+
+ if ( string === undefined ) return;
+
+ if ( parseFloat( string ) < 1 ) {
+
+ console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
+
+ }
+
+ }
+
+
+ var m;
+
+ if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
+
+ // rgb / hsl
+
+ var color;
+ var name = m[ 1 ];
+ var components = m[ 2 ];
+
+ switch ( name ) {
+
+ case 'rgb':
+ case 'rgba':
+
+ if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
+
+ // rgb(255,0,0) rgba(255,0,0,0.5)
+ this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
+ this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
+ this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
+
+ handleAlpha( color[ 5 ] );
+
+ return this;
+
+ }
+
+ if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
+
+ // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
+ this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
+ this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
+ this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
+
+ handleAlpha( color[ 5 ] );
+
+ return this;
+
+ }
+
+ break;
+
+ case 'hsl':
+ case 'hsla':
+
+ if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
+
+ // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
+ var h = parseFloat( color[ 1 ] ) / 360;
+ var s = parseInt( color[ 2 ], 10 ) / 100;
+ var l = parseInt( color[ 3 ], 10 ) / 100;
+
+ handleAlpha( color[ 5 ] );
+
+ return this.setHSL( h, s, l );
+
+ }
+
+ break;
+
+ }
+
+ } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
+
+ // hex color
+
+ var hex = m[ 1 ];
+ var size = hex.length;
+
+ if ( size === 3 ) {
+
+ // #ff0
+ this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
+ this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
+ this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
+
+ return this;
+
+ } else if ( size === 6 ) {
+
+ // #ff0000
+ this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
+ this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
+ this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
+
+ return this;
+
+ }
+
+ }
+
+ if ( style && style.length > 0 ) {
+
+ // color keywords
+ var hex = THREE.ColorKeywords[ style ];
+
+ if ( hex !== undefined ) {
+
+ // red
+ this.setHex( hex );
+
+ } else {
+
+ // unknown color
+ console.warn( 'THREE.Color: Unknown color ' + style );
+
+ }
+
+ }
+
+ return this;
+
+ },
+
+ clone: function () {
+
+ return new this.constructor( this.r, this.g, this.b );
+
+ },
+
+ copy: function ( color ) {
+
+ this.r = color.r;
+ this.g = color.g;
+ this.b = color.b;
+
+ return this;
+
+ },
+
+ copyGammaToLinear: function ( color, gammaFactor ) {
+
+ if ( gammaFactor === undefined ) gammaFactor = 2.0;
+
+ this.r = Math.pow( color.r, gammaFactor );
+ this.g = Math.pow( color.g, gammaFactor );
+ this.b = Math.pow( color.b, gammaFactor );
+
+ return this;
+
+ },
+
+ copyLinearToGamma: function ( color, gammaFactor ) {
+
+ if ( gammaFactor === undefined ) gammaFactor = 2.0;
+
+ var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
+
+ this.r = Math.pow( color.r, safeInverse );
+ this.g = Math.pow( color.g, safeInverse );
+ this.b = Math.pow( color.b, safeInverse );
+
+ return this;
+
+ },
+
+ convertGammaToLinear: function () {
+
+ var r = this.r, g = this.g, b = this.b;
+
+ this.r = r * r;
+ this.g = g * g;
+ this.b = b * b;
+
+ return this;
+
+ },
+
+ convertLinearToGamma: function () {
+
+ this.r = Math.sqrt( this.r );
+ this.g = Math.sqrt( this.g );
+ this.b = Math.sqrt( this.b );
+
+ return this;
+
+ },
+
+ getHex: function () {
+
+ return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
+
+ },
+
+ getHexString: function () {
+
+ return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
+
+ },
+
+ getHSL: function ( optionalTarget ) {
+
+ // h,s,l ranges are in 0.0 - 1.0
+
+ var hsl = optionalTarget || { h: 0, s: 0, l: 0 };
+
+ var r = this.r, g = this.g, b = this.b;
+
+ var max = Math.max( r, g, b );
+ var min = Math.min( r, g, b );
+
+ var hue, saturation;
+ var lightness = ( min + max ) / 2.0;
+
+ if ( min === max ) {
+
+ hue = 0;
+ saturation = 0;
+
+ } else {
+
+ var delta = max - min;
+
+ saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
+
+ switch ( max ) {
+
+ case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
+ case g: hue = ( b - r ) / delta + 2; break;
+ case b: hue = ( r - g ) / delta + 4; break;
+
+ }
+
+ hue /= 6;
+
+ }
+
+ hsl.h = hue;
+ hsl.s = saturation;
+ hsl.l = lightness;
+
+ return hsl;
+
+ },
+
+ getStyle: function () {
+
+ return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
+
+ },
+
+ offsetHSL: function ( h, s, l ) {
+
+ var hsl = this.getHSL();
+
+ hsl.h += h; hsl.s += s; hsl.l += l;
+
+ this.setHSL( hsl.h, hsl.s, hsl.l );
+
+ return this;
+
+ },
+
+ add: function ( color ) {
+
+ this.r += color.r;
+ this.g += color.g;
+ this.b += color.b;
+
+ return this;
+
+ },
+
+ addColors: function ( color1, color2 ) {
+
+ this.r = color1.r + color2.r;
+ this.g = color1.g + color2.g;
+ this.b = color1.b + color2.b;
+
+ return this;
+
+ },
+
+ addScalar: function ( s ) {
+
+ this.r += s;
+ this.g += s;
+ this.b += s;
+
+ return this;
+
+ },
+
+ multiply: function ( color ) {
+
+ this.r *= color.r;
+ this.g *= color.g;
+ this.b *= color.b;
+
+ return this;
+
+ },
+
+ multiplyScalar: function ( s ) {
+
+ this.r *= s;
+ this.g *= s;
+ this.b *= s;
+
+ return this;
+
+ },
+
+ lerp: function ( color, alpha ) {
+
+ this.r += ( color.r - this.r ) * alpha;
+ this.g += ( color.g - this.g ) * alpha;
+ this.b += ( color.b - this.b ) * alpha;
+
+ return this;
+
+ },
+
+ equals: function ( c ) {
+
+ return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
+
+ },
+
+ fromArray: function ( array, offset ) {
+
+ if ( offset === undefined ) offset = 0;
+
+ this.r = array[ offset ];
+ this.g = array[ offset + 1 ];
+ this.b = array[ offset + 2 ];
+
+ return this;
+
+ },
+
+ toArray: function ( array, offset ) {
+
+ if ( array === undefined ) array = [];
+ if ( offset === undefined ) offset = 0;
+
+ array[ offset ] = this.r;
+ array[ offset + 1 ] = this.g;
+ array[ offset + 2 ] = this.b;
+
+ return array;
+
+ }
+
+};
+
+THREE.ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
+'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
+'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
+'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
+'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
+'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
+'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
+'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
+'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
+'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
+'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
+'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
+'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
+'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
+'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
+'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
+'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
+'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
+'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
+'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
+'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
+'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
+'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
+'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
+
+// File:src/math/Quaternion.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author WestLangley / http://github.com/WestLangley
+ * @author bhouston / http://clara.io
+ */
+
+THREE.Quaternion = function ( x, y, z, w ) {
+
+ this._x = x || 0;
+ this._y = y || 0;
+ this._z = z || 0;
+ this._w = ( w !== undefined ) ? w : 1;
+
+};
+
+THREE.Quaternion.prototype = {
+
+ constructor: THREE.Quaternion,
+
+ get x () {
+
+ return this._x;
+
+ },
+
+ set x ( value ) {
+
+ this._x = value;
+ this.onChangeCallback();
+
+ },
+
+ get y () {
+
+ return this._y;
+
+ },
+
+ set y ( value ) {
+
+ this._y = value;
+ this.onChangeCallback();
+
+ },
+
+ get z () {
+
+ return this._z;
+
+ },
+
+ set z ( value ) {
+
+ this._z = value;
+ this.onChangeCallback();
+
+ },
+
+ get w () {
+
+ return this._w;
+
+ },
+
+ set w ( value ) {
+
+ this._w = value;
+ this.onChangeCallback();
+
+ },
+
+ set: function ( x, y, z, w ) {
+
+ this._x = x;
+ this._y = y;
+ this._z = z;
+ this._w = w;
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ clone: function () {
+
+ return new this.constructor( this._x, this._y, this._z, this._w );
+
+ },
+
+ copy: function ( quaternion ) {
+
+ this._x = quaternion.x;
+ this._y = quaternion.y;
+ this._z = quaternion.z;
+ this._w = quaternion.w;
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ setFromEuler: function ( euler, update ) {
+
+ if ( euler instanceof THREE.Euler === false ) {
+
+ throw new Error( 'THREE.Quaternion: .setFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
+
+ }
+
+ // http://www.mathworks.com/matlabcentral/fileexchange/
+ // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
+ // content/SpinCalc.m
+
+ var c1 = Math.cos( euler._x / 2 );
+ var c2 = Math.cos( euler._y / 2 );
+ var c3 = Math.cos( euler._z / 2 );
+ var s1 = Math.sin( euler._x / 2 );
+ var s2 = Math.sin( euler._y / 2 );
+ var s3 = Math.sin( euler._z / 2 );
+
+ var order = euler.order;
+
+ if ( order === 'XYZ' ) {
+
+ this._x = s1 * c2 * c3 + c1 * s2 * s3;
+ this._y = c1 * s2 * c3 - s1 * c2 * s3;
+ this._z = c1 * c2 * s3 + s1 * s2 * c3;
+ this._w = c1 * c2 * c3 - s1 * s2 * s3;
+
+ } else if ( order === 'YXZ' ) {
+
+ this._x = s1 * c2 * c3 + c1 * s2 * s3;
+ this._y = c1 * s2 * c3 - s1 * c2 * s3;
+ this._z = c1 * c2 * s3 - s1 * s2 * c3;
+ this._w = c1 * c2 * c3 + s1 * s2 * s3;
+
+ } else if ( order === 'ZXY' ) {
+
+ this._x = s1 * c2 * c3 - c1 * s2 * s3;
+ this._y = c1 * s2 * c3 + s1 * c2 * s3;
+ this._z = c1 * c2 * s3 + s1 * s2 * c3;
+ this._w = c1 * c2 * c3 - s1 * s2 * s3;
+
+ } else if ( order === 'ZYX' ) {
+
+ this._x = s1 * c2 * c3 - c1 * s2 * s3;
+ this._y = c1 * s2 * c3 + s1 * c2 * s3;
+ this._z = c1 * c2 * s3 - s1 * s2 * c3;
+ this._w = c1 * c2 * c3 + s1 * s2 * s3;
+
+ } else if ( order === 'YZX' ) {
+
+ this._x = s1 * c2 * c3 + c1 * s2 * s3;
+ this._y = c1 * s2 * c3 + s1 * c2 * s3;
+ this._z = c1 * c2 * s3 - s1 * s2 * c3;
+ this._w = c1 * c2 * c3 - s1 * s2 * s3;
+
+ } else if ( order === 'XZY' ) {
+
+ this._x = s1 * c2 * c3 - c1 * s2 * s3;
+ this._y = c1 * s2 * c3 - s1 * c2 * s3;
+ this._z = c1 * c2 * s3 + s1 * s2 * c3;
+ this._w = c1 * c2 * c3 + s1 * s2 * s3;
+
+ }
+
+ if ( update !== false ) this.onChangeCallback();
+
+ return this;
+
+ },
+
+ setFromAxisAngle: function ( axis, angle ) {
+
+ // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
+
+ // assumes axis is normalized
+
+ var halfAngle = angle / 2, s = Math.sin( halfAngle );
+
+ this._x = axis.x * s;
+ this._y = axis.y * s;
+ this._z = axis.z * s;
+ this._w = Math.cos( halfAngle );
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ setFromRotationMatrix: function ( m ) {
+
+ // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
+
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+ var te = m.elements,
+
+ m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
+ m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
+ m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
+
+ trace = m11 + m22 + m33,
+ s;
+
+ if ( trace > 0 ) {
+
+ s = 0.5 / Math.sqrt( trace + 1.0 );
+
+ this._w = 0.25 / s;
+ this._x = ( m32 - m23 ) * s;
+ this._y = ( m13 - m31 ) * s;
+ this._z = ( m21 - m12 ) * s;
+
+ } else if ( m11 > m22 && m11 > m33 ) {
+
+ s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
+
+ this._w = ( m32 - m23 ) / s;
+ this._x = 0.25 * s;
+ this._y = ( m12 + m21 ) / s;
+ this._z = ( m13 + m31 ) / s;
+
+ } else if ( m22 > m33 ) {
+
+ s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
+
+ this._w = ( m13 - m31 ) / s;
+ this._x = ( m12 + m21 ) / s;
+ this._y = 0.25 * s;
+ this._z = ( m23 + m32 ) / s;
+
+ } else {
+
+ s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
+
+ this._w = ( m21 - m12 ) / s;
+ this._x = ( m13 + m31 ) / s;
+ this._y = ( m23 + m32 ) / s;
+ this._z = 0.25 * s;
+
+ }
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ setFromUnitVectors: function () {
+
+ // http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
+
+ // assumes direction vectors vFrom and vTo are normalized
+
+ var v1, r;
+
+ var EPS = 0.000001;
+
+ return function ( vFrom, vTo ) {
+
+ if ( v1 === undefined ) v1 = new THREE.Vector3();
+
+ r = vFrom.dot( vTo ) + 1;
+
+ if ( r < EPS ) {
+
+ r = 0;
+
+ if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
+
+ v1.set( - vFrom.y, vFrom.x, 0 );
+
+ } else {
+
+ v1.set( 0, - vFrom.z, vFrom.y );
+
+ }
+
+ } else {
+
+ v1.crossVectors( vFrom, vTo );
+
+ }
+
+ this._x = v1.x;
+ this._y = v1.y;
+ this._z = v1.z;
+ this._w = r;
+
+ this.normalize();
+
+ return this;
+
+ };
+
+ }(),
+
+ inverse: function () {
+
+ this.conjugate().normalize();
+
+ return this;
+
+ },
+
+ conjugate: function () {
+
+ this._x *= - 1;
+ this._y *= - 1;
+ this._z *= - 1;
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ dot: function ( v ) {
+
+ return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
+
+ },
+
+ lengthSq: function () {
+
+ return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
+
+ },
+
+ length: function () {
+
+ return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
+
+ },
+
+ normalize: function () {
+
+ var l = this.length();
+
+ if ( l === 0 ) {
+
+ this._x = 0;
+ this._y = 0;
+ this._z = 0;
+ this._w = 1;
+
+ } else {
+
+ l = 1 / l;
+
+ this._x = this._x * l;
+ this._y = this._y * l;
+ this._z = this._z * l;
+ this._w = this._w * l;
+
+ }
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ multiply: function ( q, p ) {
+
+ if ( p !== undefined ) {
+
+ console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
+ return this.multiplyQuaternions( q, p );
+
+ }
+
+ return this.multiplyQuaternions( this, q );
+
+ },
+
+ multiplyQuaternions: function ( a, b ) {
+
+ // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
+
+ var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
+ var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
+
+ this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
+ this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
+ this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
+ this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ slerp: function ( qb, t ) {
+
+ if ( t === 0 ) return this;
+ if ( t === 1 ) return this.copy( qb );
+
+ var x = this._x, y = this._y, z = this._z, w = this._w;
+
+ // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
+
+ var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
+
+ if ( cosHalfTheta < 0 ) {
+
+ this._w = - qb._w;
+ this._x = - qb._x;
+ this._y = - qb._y;
+ this._z = - qb._z;
+
+ cosHalfTheta = - cosHalfTheta;
+
+ } else {
+
+ this.copy( qb );
+
+ }
+
+ if ( cosHalfTheta >= 1.0 ) {
+
+ this._w = w;
+ this._x = x;
+ this._y = y;
+ this._z = z;
+
+ return this;
+
+ }
+
+ var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
+
+ if ( Math.abs( sinHalfTheta ) < 0.001 ) {
+
+ this._w = 0.5 * ( w + this._w );
+ this._x = 0.5 * ( x + this._x );
+ this._y = 0.5 * ( y + this._y );
+ this._z = 0.5 * ( z + this._z );
+
+ return this;
+
+ }
+
+ var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
+ var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
+ ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
+
+ this._w = ( w * ratioA + this._w * ratioB );
+ this._x = ( x * ratioA + this._x * ratioB );
+ this._y = ( y * ratioA + this._y * ratioB );
+ this._z = ( z * ratioA + this._z * ratioB );
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ equals: function ( quaternion ) {
+
+ return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
+
+ },
+
+ fromArray: function ( array, offset ) {
+
+ if ( offset === undefined ) offset = 0;
+
+ this._x = array[ offset ];
+ this._y = array[ offset + 1 ];
+ this._z = array[ offset + 2 ];
+ this._w = array[ offset + 3 ];
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ toArray: function ( array, offset ) {
+
+ if ( array === undefined ) array = [];
+ if ( offset === undefined ) offset = 0;
+
+ array[ offset ] = this._x;
+ array[ offset + 1 ] = this._y;
+ array[ offset + 2 ] = this._z;
+ array[ offset + 3 ] = this._w;
+
+ return array;
+
+ },
+
+ onChange: function ( callback ) {
+
+ this.onChangeCallback = callback;
+
+ return this;
+
+ },
+
+ onChangeCallback: function () {}
+
+};
+
+Object.assign( THREE.Quaternion, {
+
+ slerp: function( qa, qb, qm, t ) {
+
+ return qm.copy( qa ).slerp( qb, t );
+
+ },
+
+ slerpFlat: function(
+ dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
+
+ // fuzz-free, array-based Quaternion SLERP operation
+
+ var x0 = src0[ srcOffset0 + 0 ],
+ y0 = src0[ srcOffset0 + 1 ],
+ z0 = src0[ srcOffset0 + 2 ],
+ w0 = src0[ srcOffset0 + 3 ],
+
+ x1 = src1[ srcOffset1 + 0 ],
+ y1 = src1[ srcOffset1 + 1 ],
+ z1 = src1[ srcOffset1 + 2 ],
+ w1 = src1[ srcOffset1 + 3 ];
+
+ if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
+
+ var s = 1 - t,
+
+ cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
+
+ dir = ( cos >= 0 ? 1 : - 1 ),
+ sqrSin = 1 - cos * cos;
+
+ // Skip the Slerp for tiny steps to avoid numeric problems:
+ if ( sqrSin > Number.EPSILON ) {
+
+ var sin = Math.sqrt( sqrSin ),
+ len = Math.atan2( sin, cos * dir );
+
+ s = Math.sin( s * len ) / sin;
+ t = Math.sin( t * len ) / sin;
+
+ }
+
+ var tDir = t * dir;
+
+ x0 = x0 * s + x1 * tDir;
+ y0 = y0 * s + y1 * tDir;
+ z0 = z0 * s + z1 * tDir;
+ w0 = w0 * s + w1 * tDir;
+
+ // Normalize in case we just did a lerp:
+ if ( s === 1 - t ) {
+
+ var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
+
+ x0 *= f;
+ y0 *= f;
+ z0 *= f;
+ w0 *= f;
+
+ }
+
+ }
+
+ dst[ dstOffset ] = x0;
+ dst[ dstOffset + 1 ] = y0;
+ dst[ dstOffset + 2 ] = z0;
+ dst[ dstOffset + 3 ] = w0;
+
+ }
+
+} );
+
+// File:src/math/Vector2.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author philogb / http://blog.thejit.org/
+ * @author egraether / http://egraether.com/
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ */
+
+THREE.Vector2 = function ( x, y ) {
+
+ this.x = x || 0;
+ this.y = y || 0;
+
+};
+
+THREE.Vector2.prototype = {
+
+ constructor: THREE.Vector2,
+
+ get width() {
+
+ return this.x;
+
+ },
+
+ set width( value ) {
+
+ this.x = value;
+
+ },
+
+ get height() {
+
+ return this.y;
+
+ },
+
+ set height( value ) {
+
+ this.y = value;
+
+ },
+
+ //
+
+ set: function ( x, y ) {
+
+ this.x = x;
+ this.y = y;
+
+ return this;
+
+ },
+
+ setScalar: function ( scalar ) {
+
+ this.x = scalar;
+ this.y = scalar;
+
+ return this;
+
+ },
+
+ setX: function ( x ) {
+
+ this.x = x;
+
+ return this;
+
+ },
+
+ setY: function ( y ) {
+
+ this.y = y;
+
+ return this;
+
+ },
+
+ setComponent: function ( index, value ) {
+
+ switch ( index ) {
+
+ case 0: this.x = value; break;
+ case 1: this.y = value; break;
+ default: throw new Error( 'index is out of range: ' + index );
+
+ }
+
+ },
+
+ getComponent: function ( index ) {
+
+ switch ( index ) {
+
+ case 0: return this.x;
+ case 1: return this.y;
+ default: throw new Error( 'index is out of range: ' + index );
+
+ }
+
+ },
+
+ clone: function () {
+
+ return new this.constructor( this.x, this.y );
+
+ },
+
+ copy: function ( v ) {
+
+ this.x = v.x;
+ this.y = v.y;
+
+ return this;
+
+ },
+
+ add: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
+ return this.addVectors( v, w );
+
+ }
+
+ this.x += v.x;
+ this.y += v.y;
+
+ return this;
+
+ },
+
+ addScalar: function ( s ) {
+
+ this.x += s;
+ this.y += s;
+
+ return this;
+
+ },
+
+ addVectors: function ( a, b ) {
+
+ this.x = a.x + b.x;
+ this.y = a.y + b.y;
+
+ return this;
+
+ },
+
+ addScaledVector: function ( v, s ) {
+
+ this.x += v.x * s;
+ this.y += v.y * s;
+
+ return this;
+
+ },
+
+ sub: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
+ return this.subVectors( v, w );
+
+ }
+
+ this.x -= v.x;
+ this.y -= v.y;
+
+ return this;
+
+ },
+
+ subScalar: function ( s ) {
+
+ this.x -= s;
+ this.y -= s;
+
+ return this;
+
+ },
+
+ subVectors: function ( a, b ) {
+
+ this.x = a.x - b.x;
+ this.y = a.y - b.y;
+
+ return this;
+
+ },
+
+ multiply: function ( v ) {
+
+ this.x *= v.x;
+ this.y *= v.y;
+
+ return this;
+
+ },
+
+ multiplyScalar: function ( scalar ) {
+
+ if ( isFinite( scalar ) ) {
+
+ this.x *= scalar;
+ this.y *= scalar;
+
+ } else {
+
+ this.x = 0;
+ this.y = 0;
+
+ }
+
+ return this;
+
+ },
+
+ divide: function ( v ) {
+
+ this.x /= v.x;
+ this.y /= v.y;
+
+ return this;
+
+ },
+
+ divideScalar: function ( scalar ) {
+
+ return this.multiplyScalar( 1 / scalar );
+
+ },
+
+ min: function ( v ) {
+
+ this.x = Math.min( this.x, v.x );
+ this.y = Math.min( this.y, v.y );
+
+ return this;
+
+ },
+
+ max: function ( v ) {
+
+ this.x = Math.max( this.x, v.x );
+ this.y = Math.max( this.y, v.y );
+
+ return this;
+
+ },
+
+ clamp: function ( min, max ) {
+
+ // This function assumes min < max, if this assumption isn't true it will not operate correctly
+
+ this.x = Math.max( min.x, Math.min( max.x, this.x ) );
+ this.y = Math.max( min.y, Math.min( max.y, this.y ) );
+
+ return this;
+
+ },
+
+ clampScalar: function () {
+
+ var min, max;
+
+ return function clampScalar( minVal, maxVal ) {
+
+ if ( min === undefined ) {
+
+ min = new THREE.Vector2();
+ max = new THREE.Vector2();
+
+ }
+
+ min.set( minVal, minVal );
+ max.set( maxVal, maxVal );
+
+ return this.clamp( min, max );
+
+ };
+
+ }(),
+
+ clampLength: function ( min, max ) {
+
+ var length = this.length();
+
+ this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length );
+
+ return this;
+
+ },
+
+ floor: function () {
+
+ this.x = Math.floor( this.x );
+ this.y = Math.floor( this.y );
+
+ return this;
+
+ },
+
+ ceil: function () {
+
+ this.x = Math.ceil( this.x );
+ this.y = Math.ceil( this.y );
+
+ return this;
+
+ },
+
+ round: function () {
+
+ this.x = Math.round( this.x );
+ this.y = Math.round( this.y );
+
+ return this;
+
+ },
+
+ roundToZero: function () {
+
+ this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
+ this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
+
+ return this;
+
+ },
+
+ negate: function () {
+
+ this.x = - this.x;
+ this.y = - this.y;
+
+ return this;
+
+ },
+
+ dot: function ( v ) {
+
+ return this.x * v.x + this.y * v.y;
+
+ },
+
+ lengthSq: function () {
+
+ return this.x * this.x + this.y * this.y;
+
+ },
+
+ length: function () {
+
+ return Math.sqrt( this.x * this.x + this.y * this.y );
+
+ },
+
+ lengthManhattan: function() {
+
+ return Math.abs( this.x ) + Math.abs( this.y );
+
+ },
+
+ normalize: function () {
+
+ return this.divideScalar( this.length() );
+
+ },
+
+ angle: function () {
+
+ // computes the angle in radians with respect to the positive x-axis
+
+ var angle = Math.atan2( this.y, this.x );
+
+ if ( angle < 0 ) angle += 2 * Math.PI;
+
+ return angle;
+
+ },
+
+ distanceTo: function ( v ) {
+
+ return Math.sqrt( this.distanceToSquared( v ) );
+
+ },
+
+ distanceToSquared: function ( v ) {
+
+ var dx = this.x - v.x, dy = this.y - v.y;
+ return dx * dx + dy * dy;
+
+ },
+
+ setLength: function ( length ) {
+
+ return this.multiplyScalar( length / this.length() );
+
+ },
+
+ lerp: function ( v, alpha ) {
+
+ this.x += ( v.x - this.x ) * alpha;
+ this.y += ( v.y - this.y ) * alpha;
+
+ return this;
+
+ },
+
+ lerpVectors: function ( v1, v2, alpha ) {
+
+ this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
+
+ return this;
+
+ },
+
+ equals: function ( v ) {
+
+ return ( ( v.x === this.x ) && ( v.y === this.y ) );
+
+ },
+
+ fromArray: function ( array, offset ) {
+
+ if ( offset === undefined ) offset = 0;
+
+ this.x = array[ offset ];
+ this.y = array[ offset + 1 ];
+
+ return this;
+
+ },
+
+ toArray: function ( array, offset ) {
+
+ if ( array === undefined ) array = [];
+ if ( offset === undefined ) offset = 0;
+
+ array[ offset ] = this.x;
+ array[ offset + 1 ] = this.y;
+
+ return array;
+
+ },
+
+ fromAttribute: function ( attribute, index, offset ) {
+
+ if ( offset === undefined ) offset = 0;
+
+ index = index * attribute.itemSize + offset;
+
+ this.x = attribute.array[ index ];
+ this.y = attribute.array[ index + 1 ];
+
+ return this;
+
+ },
+
+ rotateAround: function ( center, angle ) {
+
+ var c = Math.cos( angle ), s = Math.sin( angle );
+
+ var x = this.x - center.x;
+ var y = this.y - center.y;
+
+ this.x = x * c - y * s + center.x;
+ this.y = x * s + y * c + center.y;
+
+ return this;
+
+ }
+
+};
+
+// File:src/math/Vector3.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author *kile / http://kile.stravaganza.org/
+ * @author philogb / http://blog.thejit.org/
+ * @author mikael emtinger / http://gomo.se/
+ * @author egraether / http://egraether.com/
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.Vector3 = function ( x, y, z ) {
+
+ this.x = x || 0;
+ this.y = y || 0;
+ this.z = z || 0;
+
+};
+
+THREE.Vector3.prototype = {
+
+ constructor: THREE.Vector3,
+
+ set: function ( x, y, z ) {
+
+ this.x = x;
+ this.y = y;
+ this.z = z;
+
+ return this;
+
+ },
+
+ setScalar: function ( scalar ) {
+
+ this.x = scalar;
+ this.y = scalar;
+ this.z = scalar;
+
+ return this;
+
+ },
+
+ setX: function ( x ) {
+
+ this.x = x;
+
+ return this;
+
+ },
+
+ setY: function ( y ) {
+
+ this.y = y;
+
+ return this;
+
+ },
+
+ setZ: function ( z ) {
+
+ this.z = z;
+
+ return this;
+
+ },
+
+ setComponent: function ( index, value ) {
+
+ switch ( index ) {
+
+ case 0: this.x = value; break;
+ case 1: this.y = value; break;
+ case 2: this.z = value; break;
+ default: throw new Error( 'index is out of range: ' + index );
+
+ }
+
+ },
+
+ getComponent: function ( index ) {
+
+ switch ( index ) {
+
+ case 0: return this.x;
+ case 1: return this.y;
+ case 2: return this.z;
+ default: throw new Error( 'index is out of range: ' + index );
+
+ }
+
+ },
+
+ clone: function () {
+
+ return new this.constructor( this.x, this.y, this.z );
+
+ },
+
+ copy: function ( v ) {
+
+ this.x = v.x;
+ this.y = v.y;
+ this.z = v.z;
+
+ return this;
+
+ },
+
+ add: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
+ return this.addVectors( v, w );
+
+ }
+
+ this.x += v.x;
+ this.y += v.y;
+ this.z += v.z;
+
+ return this;
+
+ },
+
+ addScalar: function ( s ) {
+
+ this.x += s;
+ this.y += s;
+ this.z += s;
+
+ return this;
+
+ },
+
+ addVectors: function ( a, b ) {
+
+ this.x = a.x + b.x;
+ this.y = a.y + b.y;
+ this.z = a.z + b.z;
+
+ return this;
+
+ },
+
+ addScaledVector: function ( v, s ) {
+
+ this.x += v.x * s;
+ this.y += v.y * s;
+ this.z += v.z * s;
+
+ return this;
+
+ },
+
+ sub: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
+ return this.subVectors( v, w );
+
+ }
+
+ this.x -= v.x;
+ this.y -= v.y;
+ this.z -= v.z;
+
+ return this;
+
+ },
+
+ subScalar: function ( s ) {
+
+ this.x -= s;
+ this.y -= s;
+ this.z -= s;
+
+ return this;
+
+ },
+
+ subVectors: function ( a, b ) {
+
+ this.x = a.x - b.x;
+ this.y = a.y - b.y;
+ this.z = a.z - b.z;
+
+ return this;
+
+ },
+
+ multiply: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
+ return this.multiplyVectors( v, w );
+
+ }
+
+ this.x *= v.x;
+ this.y *= v.y;
+ this.z *= v.z;
+
+ return this;
+
+ },
+
+ multiplyScalar: function ( scalar ) {
+
+ if ( isFinite( scalar ) ) {
+
+ this.x *= scalar;
+ this.y *= scalar;
+ this.z *= scalar;
+
+ } else {
+
+ this.x = 0;
+ this.y = 0;
+ this.z = 0;
+
+ }
+
+ return this;
+
+ },
+
+ multiplyVectors: function ( a, b ) {
+
+ this.x = a.x * b.x;
+ this.y = a.y * b.y;
+ this.z = a.z * b.z;
+
+ return this;
+
+ },
+
+ applyEuler: function () {
+
+ var quaternion;
+
+ return function applyEuler( euler ) {
+
+ if ( euler instanceof THREE.Euler === false ) {
+
+ console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
+
+ }
+
+ if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
+
+ this.applyQuaternion( quaternion.setFromEuler( euler ) );
+
+ return this;
+
+ };
+
+ }(),
+
+ applyAxisAngle: function () {
+
+ var quaternion;
+
+ return function applyAxisAngle( axis, angle ) {
+
+ if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
+
+ this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
+
+ return this;
+
+ };
+
+ }(),
+
+ applyMatrix3: function ( m ) {
+
+ var x = this.x;
+ var y = this.y;
+ var z = this.z;
+
+ var e = m.elements;
+
+ this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
+ this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
+ this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
+
+ return this;
+
+ },
+
+ applyMatrix4: function ( m ) {
+
+ // input: THREE.Matrix4 affine matrix
+
+ var x = this.x, y = this.y, z = this.z;
+
+ var e = m.elements;
+
+ this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ];
+ this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ];
+ this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ];
+
+ return this;
+
+ },
+
+ applyProjection: function ( m ) {
+
+ // input: THREE.Matrix4 projection matrix
+
+ var x = this.x, y = this.y, z = this.z;
+
+ var e = m.elements;
+ var d = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); // perspective divide
+
+ this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * d;
+ this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * d;
+ this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * d;
+
+ return this;
+
+ },
+
+ applyQuaternion: function ( q ) {
+
+ var x = this.x;
+ var y = this.y;
+ var z = this.z;
+
+ var qx = q.x;
+ var qy = q.y;
+ var qz = q.z;
+ var qw = q.w;
+
+ // calculate quat * vector
+
+ var ix = qw * x + qy * z - qz * y;
+ var iy = qw * y + qz * x - qx * z;
+ var iz = qw * z + qx * y - qy * x;
+ var iw = - qx * x - qy * y - qz * z;
+
+ // calculate result * inverse quat
+
+ this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
+ this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
+ this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
+
+ return this;
+
+ },
+
+ project: function () {
+
+ var matrix;
+
+ return function project( camera ) {
+
+ if ( matrix === undefined ) matrix = new THREE.Matrix4();
+
+ matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) );
+ return this.applyProjection( matrix );
+
+ };
+
+ }(),
+
+ unproject: function () {
+
+ var matrix;
+
+ return function unproject( camera ) {
+
+ if ( matrix === undefined ) matrix = new THREE.Matrix4();
+
+ matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) );
+ return this.applyProjection( matrix );
+
+ };
+
+ }(),
+
+ transformDirection: function ( m ) {
+
+ // input: THREE.Matrix4 affine matrix
+ // vector interpreted as a direction
+
+ var x = this.x, y = this.y, z = this.z;
+
+ var e = m.elements;
+
+ this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
+ this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
+ this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
+
+ this.normalize();
+
+ return this;
+
+ },
+
+ divide: function ( v ) {
+
+ this.x /= v.x;
+ this.y /= v.y;
+ this.z /= v.z;
+
+ return this;
+
+ },
+
+ divideScalar: function ( scalar ) {
+
+ return this.multiplyScalar( 1 / scalar );
+
+ },
+
+ min: function ( v ) {
+
+ this.x = Math.min( this.x, v.x );
+ this.y = Math.min( this.y, v.y );
+ this.z = Math.min( this.z, v.z );
+
+ return this;
+
+ },
+
+ max: function ( v ) {
+
+ this.x = Math.max( this.x, v.x );
+ this.y = Math.max( this.y, v.y );
+ this.z = Math.max( this.z, v.z );
+
+ return this;
+
+ },
+
+ clamp: function ( min, max ) {
+
+ // This function assumes min < max, if this assumption isn't true it will not operate correctly
+
+ this.x = Math.max( min.x, Math.min( max.x, this.x ) );
+ this.y = Math.max( min.y, Math.min( max.y, this.y ) );
+ this.z = Math.max( min.z, Math.min( max.z, this.z ) );
+
+ return this;
+
+ },
+
+ clampScalar: function () {
+
+ var min, max;
+
+ return function clampScalar( minVal, maxVal ) {
+
+ if ( min === undefined ) {
+
+ min = new THREE.Vector3();
+ max = new THREE.Vector3();
+
+ }
+
+ min.set( minVal, minVal, minVal );
+ max.set( maxVal, maxVal, maxVal );
+
+ return this.clamp( min, max );
+
+ };
+
+ }(),
+
+ clampLength: function ( min, max ) {
+
+ var length = this.length();
+
+ this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length );
+
+ return this;
+
+ },
+
+ floor: function () {
+
+ this.x = Math.floor( this.x );
+ this.y = Math.floor( this.y );
+ this.z = Math.floor( this.z );
+
+ return this;
+
+ },
+
+ ceil: function () {
+
+ this.x = Math.ceil( this.x );
+ this.y = Math.ceil( this.y );
+ this.z = Math.ceil( this.z );
+
+ return this;
+
+ },
+
+ round: function () {
+
+ this.x = Math.round( this.x );
+ this.y = Math.round( this.y );
+ this.z = Math.round( this.z );
+
+ return this;
+
+ },
+
+ roundToZero: function () {
+
+ this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
+ this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
+ this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
+
+ return this;
+
+ },
+
+ negate: function () {
+
+ this.x = - this.x;
+ this.y = - this.y;
+ this.z = - this.z;
+
+ return this;
+
+ },
+
+ dot: function ( v ) {
+
+ return this.x * v.x + this.y * v.y + this.z * v.z;
+
+ },
+
+ lengthSq: function () {
+
+ return this.x * this.x + this.y * this.y + this.z * this.z;
+
+ },
+
+ length: function () {
+
+ return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
+
+ },
+
+ lengthManhattan: function () {
+
+ return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
+
+ },
+
+ normalize: function () {
+
+ return this.divideScalar( this.length() );
+
+ },
+
+ setLength: function ( length ) {
+
+ return this.multiplyScalar( length / this.length() );
+
+ },
+
+ lerp: function ( v, alpha ) {
+
+ this.x += ( v.x - this.x ) * alpha;
+ this.y += ( v.y - this.y ) * alpha;
+ this.z += ( v.z - this.z ) * alpha;
+
+ return this;
+
+ },
+
+ lerpVectors: function ( v1, v2, alpha ) {
+
+ this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
+
+ return this;
+
+ },
+
+ cross: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
+ return this.crossVectors( v, w );
+
+ }
+
+ var x = this.x, y = this.y, z = this.z;
+
+ this.x = y * v.z - z * v.y;
+ this.y = z * v.x - x * v.z;
+ this.z = x * v.y - y * v.x;
+
+ return this;
+
+ },
+
+ crossVectors: function ( a, b ) {
+
+ var ax = a.x, ay = a.y, az = a.z;
+ var bx = b.x, by = b.y, bz = b.z;
+
+ this.x = ay * bz - az * by;
+ this.y = az * bx - ax * bz;
+ this.z = ax * by - ay * bx;
+
+ return this;
+
+ },
+
+ projectOnVector: function () {
+
+ var v1, dot;
+
+ return function projectOnVector( vector ) {
+
+ if ( v1 === undefined ) v1 = new THREE.Vector3();
+
+ v1.copy( vector ).normalize();
+
+ dot = this.dot( v1 );
+
+ return this.copy( v1 ).multiplyScalar( dot );
+
+ };
+
+ }(),
+
+ projectOnPlane: function () {
+
+ var v1;
+
+ return function projectOnPlane( planeNormal ) {
+
+ if ( v1 === undefined ) v1 = new THREE.Vector3();
+
+ v1.copy( this ).projectOnVector( planeNormal );
+
+ return this.sub( v1 );
+
+ }
+
+ }(),
+
+ reflect: function () {
+
+ // reflect incident vector off plane orthogonal to normal
+ // normal is assumed to have unit length
+
+ var v1;
+
+ return function reflect( normal ) {
+
+ if ( v1 === undefined ) v1 = new THREE.Vector3();
+
+ return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
+
+ }
+
+ }(),
+
+ angleTo: function ( v ) {
+
+ var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) );
+
+ // clamp, to handle numerical problems
+
+ return Math.acos( THREE.Math.clamp( theta, - 1, 1 ) );
+
+ },
+
+ distanceTo: function ( v ) {
+
+ return Math.sqrt( this.distanceToSquared( v ) );
+
+ },
+
+ distanceToSquared: function ( v ) {
+
+ var dx = this.x - v.x;
+ var dy = this.y - v.y;
+ var dz = this.z - v.z;
+
+ return dx * dx + dy * dy + dz * dz;
+
+ },
+
+ setFromMatrixPosition: function ( m ) {
+
+ this.x = m.elements[ 12 ];
+ this.y = m.elements[ 13 ];
+ this.z = m.elements[ 14 ];
+
+ return this;
+
+ },
+
+ setFromMatrixScale: function ( m ) {
+
+ var sx = this.set( m.elements[ 0 ], m.elements[ 1 ], m.elements[ 2 ] ).length();
+ var sy = this.set( m.elements[ 4 ], m.elements[ 5 ], m.elements[ 6 ] ).length();
+ var sz = this.set( m.elements[ 8 ], m.elements[ 9 ], m.elements[ 10 ] ).length();
+
+ this.x = sx;
+ this.y = sy;
+ this.z = sz;
+
+ return this;
+
+ },
+
+ setFromMatrixColumn: function ( index, matrix ) {
+
+ var offset = index * 4;
+
+ var me = matrix.elements;
+
+ this.x = me[ offset ];
+ this.y = me[ offset + 1 ];
+ this.z = me[ offset + 2 ];
+
+ return this;
+
+ },
+
+ equals: function ( v ) {
+
+ return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
+
+ },
+
+ fromArray: function ( array, offset ) {
+
+ if ( offset === undefined ) offset = 0;
+
+ this.x = array[ offset ];
+ this.y = array[ offset + 1 ];
+ this.z = array[ offset + 2 ];
+
+ return this;
+
+ },
+
+ toArray: function ( array, offset ) {
+
+ if ( array === undefined ) array = [];
+ if ( offset === undefined ) offset = 0;
+
+ array[ offset ] = this.x;
+ array[ offset + 1 ] = this.y;
+ array[ offset + 2 ] = this.z;
+
+ return array;
+
+ },
+
+ fromAttribute: function ( attribute, index, offset ) {
+
+ if ( offset === undefined ) offset = 0;
+
+ index = index * attribute.itemSize + offset;
+
+ this.x = attribute.array[ index ];
+ this.y = attribute.array[ index + 1 ];
+ this.z = attribute.array[ index + 2 ];
+
+ return this;
+
+ }
+
+};
+
+// File:src/math/Vector4.js
+
+/**
+ * @author supereggbert / http://www.paulbrunt.co.uk/
+ * @author philogb / http://blog.thejit.org/
+ * @author mikael emtinger / http://gomo.se/
+ * @author egraether / http://egraether.com/
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.Vector4 = function ( x, y, z, w ) {
+
+ this.x = x || 0;
+ this.y = y || 0;
+ this.z = z || 0;
+ this.w = ( w !== undefined ) ? w : 1;
+
+};
+
+THREE.Vector4.prototype = {
+
+ constructor: THREE.Vector4,
+
+ set: function ( x, y, z, w ) {
+
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ this.w = w;
+
+ return this;
+
+ },
+
+ setScalar: function ( scalar ) {
+
+ this.x = scalar;
+ this.y = scalar;
+ this.z = scalar;
+ this.w = scalar;
+
+ return this;
+
+ },
+
+ setX: function ( x ) {
+
+ this.x = x;
+
+ return this;
+
+ },
+
+ setY: function ( y ) {
+
+ this.y = y;
+
+ return this;
+
+ },
+
+ setZ: function ( z ) {
+
+ this.z = z;
+
+ return this;
+
+ },
+
+ setW: function ( w ) {
+
+ this.w = w;
+
+ return this;
+
+ },
+
+ setComponent: function ( index, value ) {
+
+ switch ( index ) {
+
+ case 0: this.x = value; break;
+ case 1: this.y = value; break;
+ case 2: this.z = value; break;
+ case 3: this.w = value; break;
+ default: throw new Error( 'index is out of range: ' + index );
+
+ }
+
+ },
+
+ getComponent: function ( index ) {
+
+ switch ( index ) {
+
+ case 0: return this.x;
+ case 1: return this.y;
+ case 2: return this.z;
+ case 3: return this.w;
+ default: throw new Error( 'index is out of range: ' + index );
+
+ }
+
+ },
+
+ clone: function () {
+
+ return new this.constructor( this.x, this.y, this.z, this.w );
+
+ },
+
+ copy: function ( v ) {
+
+ this.x = v.x;
+ this.y = v.y;
+ this.z = v.z;
+ this.w = ( v.w !== undefined ) ? v.w : 1;
+
+ return this;
+
+ },
+
+ add: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
+ return this.addVectors( v, w );
+
+ }
+
+ this.x += v.x;
+ this.y += v.y;
+ this.z += v.z;
+ this.w += v.w;
+
+ return this;
+
+ },
+
+ addScalar: function ( s ) {
+
+ this.x += s;
+ this.y += s;
+ this.z += s;
+ this.w += s;
+
+ return this;
+
+ },
+
+ addVectors: function ( a, b ) {
+
+ this.x = a.x + b.x;
+ this.y = a.y + b.y;
+ this.z = a.z + b.z;
+ this.w = a.w + b.w;
+
+ return this;
+
+ },
+
+ addScaledVector: function ( v, s ) {
+
+ this.x += v.x * s;
+ this.y += v.y * s;
+ this.z += v.z * s;
+ this.w += v.w * s;
+
+ return this;
+
+ },
+
+ sub: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
+ return this.subVectors( v, w );
+
+ }
+
+ this.x -= v.x;
+ this.y -= v.y;
+ this.z -= v.z;
+ this.w -= v.w;
+
+ return this;
+
+ },
+
+ subScalar: function ( s ) {
+
+ this.x -= s;
+ this.y -= s;
+ this.z -= s;
+ this.w -= s;
+
+ return this;
+
+ },
+
+ subVectors: function ( a, b ) {
+
+ this.x = a.x - b.x;
+ this.y = a.y - b.y;
+ this.z = a.z - b.z;
+ this.w = a.w - b.w;
+
+ return this;
+
+ },
+
+ multiplyScalar: function ( scalar ) {
+
+ if ( isFinite( scalar ) ) {
+
+ this.x *= scalar;
+ this.y *= scalar;
+ this.z *= scalar;
+ this.w *= scalar;
+
+ } else {
+
+ this.x = 0;
+ this.y = 0;
+ this.z = 0;
+ this.w = 0;
+
+ }
+
+ return this;
+
+ },
+
+ applyMatrix4: function ( m ) {
+
+ var x = this.x;
+ var y = this.y;
+ var z = this.z;
+ var w = this.w;
+
+ var e = m.elements;
+
+ this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
+ this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
+ this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
+ this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
+
+ return this;
+
+ },
+
+ divideScalar: function ( scalar ) {
+
+ return this.multiplyScalar( 1 / scalar );
+
+ },
+
+ setAxisAngleFromQuaternion: function ( q ) {
+
+ // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
+
+ // q is assumed to be normalized
+
+ this.w = 2 * Math.acos( q.w );
+
+ var s = Math.sqrt( 1 - q.w * q.w );
+
+ if ( s < 0.0001 ) {
+
+ this.x = 1;
+ this.y = 0;
+ this.z = 0;
+
+ } else {
+
+ this.x = q.x / s;
+ this.y = q.y / s;
+ this.z = q.z / s;
+
+ }
+
+ return this;
+
+ },
+
+ setAxisAngleFromRotationMatrix: function ( m ) {
+
+ // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
+
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+ var angle, x, y, z, // variables for result
+ epsilon = 0.01, // margin to allow for rounding errors
+ epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
+
+ te = m.elements,
+
+ m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
+ m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
+ m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
+
+ if ( ( Math.abs( m12 - m21 ) < epsilon )
+ && ( Math.abs( m13 - m31 ) < epsilon )
+ && ( Math.abs( m23 - m32 ) < epsilon ) ) {
+
+ // singularity found
+ // first check for identity matrix which must have +1 for all terms
+ // in leading diagonal and zero in other terms
+
+ if ( ( Math.abs( m12 + m21 ) < epsilon2 )
+ && ( Math.abs( m13 + m31 ) < epsilon2 )
+ && ( Math.abs( m23 + m32 ) < epsilon2 )
+ && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
+
+ // this singularity is identity matrix so angle = 0
+
+ this.set( 1, 0, 0, 0 );
+
+ return this; // zero angle, arbitrary axis
+
+ }
+
+ // otherwise this singularity is angle = 180
+
+ angle = Math.PI;
+
+ var xx = ( m11 + 1 ) / 2;
+ var yy = ( m22 + 1 ) / 2;
+ var zz = ( m33 + 1 ) / 2;
+ var xy = ( m12 + m21 ) / 4;
+ var xz = ( m13 + m31 ) / 4;
+ var yz = ( m23 + m32 ) / 4;
+
+ if ( ( xx > yy ) && ( xx > zz ) ) {
+
+ // m11 is the largest diagonal term
+
+ if ( xx < epsilon ) {
+
+ x = 0;
+ y = 0.707106781;
+ z = 0.707106781;
+
+ } else {
+
+ x = Math.sqrt( xx );
+ y = xy / x;
+ z = xz / x;
+
+ }
+
+ } else if ( yy > zz ) {
+
+ // m22 is the largest diagonal term
+
+ if ( yy < epsilon ) {
+
+ x = 0.707106781;
+ y = 0;
+ z = 0.707106781;
+
+ } else {
+
+ y = Math.sqrt( yy );
+ x = xy / y;
+ z = yz / y;
+
+ }
+
+ } else {
+
+ // m33 is the largest diagonal term so base result on this
+
+ if ( zz < epsilon ) {
+
+ x = 0.707106781;
+ y = 0.707106781;
+ z = 0;
+
+ } else {
+
+ z = Math.sqrt( zz );
+ x = xz / z;
+ y = yz / z;
+
+ }
+
+ }
+
+ this.set( x, y, z, angle );
+
+ return this; // return 180 deg rotation
+
+ }
+
+ // as we have reached here there are no singularities so we can handle normally
+
+ var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 )
+ + ( m13 - m31 ) * ( m13 - m31 )
+ + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
+
+ if ( Math.abs( s ) < 0.001 ) s = 1;
+
+ // prevent divide by zero, should not happen if matrix is orthogonal and should be
+ // caught by singularity test above, but I've left it in just in case
+
+ this.x = ( m32 - m23 ) / s;
+ this.y = ( m13 - m31 ) / s;
+ this.z = ( m21 - m12 ) / s;
+ this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
+
+ return this;
+
+ },
+
+ min: function ( v ) {
+
+ this.x = Math.min( this.x, v.x );
+ this.y = Math.min( this.y, v.y );
+ this.z = Math.min( this.z, v.z );
+ this.w = Math.min( this.w, v.w );
+
+ return this;
+
+ },
+
+ max: function ( v ) {
+
+ this.x = Math.max( this.x, v.x );
+ this.y = Math.max( this.y, v.y );
+ this.z = Math.max( this.z, v.z );
+ this.w = Math.max( this.w, v.w );
+
+ return this;
+
+ },
+
+ clamp: function ( min, max ) {
+
+ // This function assumes min < max, if this assumption isn't true it will not operate correctly
+
+ this.x = Math.max( min.x, Math.min( max.x, this.x ) );
+ this.y = Math.max( min.y, Math.min( max.y, this.y ) );
+ this.z = Math.max( min.z, Math.min( max.z, this.z ) );
+ this.w = Math.max( min.w, Math.min( max.w, this.w ) );
+
+ return this;
+
+ },
+
+ clampScalar: function () {
+
+ var min, max;
+
+ return function clampScalar( minVal, maxVal ) {
+
+ if ( min === undefined ) {
+
+ min = new THREE.Vector4();
+ max = new THREE.Vector4();
+
+ }
+
+ min.set( minVal, minVal, minVal, minVal );
+ max.set( maxVal, maxVal, maxVal, maxVal );
+
+ return this.clamp( min, max );
+
+ };
+
+ }(),
+
+ floor: function () {
+
+ this.x = Math.floor( this.x );
+ this.y = Math.floor( this.y );
+ this.z = Math.floor( this.z );
+ this.w = Math.floor( this.w );
+
+ return this;
+
+ },
+
+ ceil: function () {
+
+ this.x = Math.ceil( this.x );
+ this.y = Math.ceil( this.y );
+ this.z = Math.ceil( this.z );
+ this.w = Math.ceil( this.w );
+
+ return this;
+
+ },
+
+ round: function () {
+
+ this.x = Math.round( this.x );
+ this.y = Math.round( this.y );
+ this.z = Math.round( this.z );
+ this.w = Math.round( this.w );
+
+ return this;
+
+ },
+
+ roundToZero: function () {
+
+ this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
+ this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
+ this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
+ this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
+
+ return this;
+
+ },
+
+ negate: function () {
+
+ this.x = - this.x;
+ this.y = - this.y;
+ this.z = - this.z;
+ this.w = - this.w;
+
+ return this;
+
+ },
+
+ dot: function ( v ) {
+
+ return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
+
+ },
+
+ lengthSq: function () {
+
+ return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
+
+ },
+
+ length: function () {
+
+ return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
+
+ },
+
+ lengthManhattan: function () {
+
+ return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
+
+ },
+
+ normalize: function () {
+
+ return this.divideScalar( this.length() );
+
+ },
+
+ setLength: function ( length ) {
+
+ return this.multiplyScalar( length / this.length() );
+
+ },
+
+ lerp: function ( v, alpha ) {
+
+ this.x += ( v.x - this.x ) * alpha;
+ this.y += ( v.y - this.y ) * alpha;
+ this.z += ( v.z - this.z ) * alpha;
+ this.w += ( v.w - this.w ) * alpha;
+
+ return this;
+
+ },
+
+ lerpVectors: function ( v1, v2, alpha ) {
+
+ this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
+
+ return this;
+
+ },
+
+ equals: function ( v ) {
+
+ return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
+
+ },
+
+ fromArray: function ( array, offset ) {
+
+ if ( offset === undefined ) offset = 0;
+
+ this.x = array[ offset ];
+ this.y = array[ offset + 1 ];
+ this.z = array[ offset + 2 ];
+ this.w = array[ offset + 3 ];
+
+ return this;
+
+ },
+
+ toArray: function ( array, offset ) {
+
+ if ( array === undefined ) array = [];
+ if ( offset === undefined ) offset = 0;
+
+ array[ offset ] = this.x;
+ array[ offset + 1 ] = this.y;
+ array[ offset + 2 ] = this.z;
+ array[ offset + 3 ] = this.w;
+
+ return array;
+
+ },
+
+ fromAttribute: function ( attribute, index, offset ) {
+
+ if ( offset === undefined ) offset = 0;
+
+ index = index * attribute.itemSize + offset;
+
+ this.x = attribute.array[ index ];
+ this.y = attribute.array[ index + 1 ];
+ this.z = attribute.array[ index + 2 ];
+ this.w = attribute.array[ index + 3 ];
+
+ return this;
+
+ }
+
+};
+
+// File:src/math/Euler.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author WestLangley / http://github.com/WestLangley
+ * @author bhouston / http://clara.io
+ */
+
+THREE.Euler = function ( x, y, z, order ) {
+
+ this._x = x || 0;
+ this._y = y || 0;
+ this._z = z || 0;
+ this._order = order || THREE.Euler.DefaultOrder;
+
+};
+
+THREE.Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
+
+THREE.Euler.DefaultOrder = 'XYZ';
+
+THREE.Euler.prototype = {
+
+ constructor: THREE.Euler,
+
+ get x () {
+
+ return this._x;
+
+ },
+
+ set x ( value ) {
+
+ this._x = value;
+ this.onChangeCallback();
+
+ },
+
+ get y () {
+
+ return this._y;
+
+ },
+
+ set y ( value ) {
+
+ this._y = value;
+ this.onChangeCallback();
+
+ },
+
+ get z () {
+
+ return this._z;
+
+ },
+
+ set z ( value ) {
+
+ this._z = value;
+ this.onChangeCallback();
+
+ },
+
+ get order () {
+
+ return this._order;
+
+ },
+
+ set order ( value ) {
+
+ this._order = value;
+ this.onChangeCallback();
+
+ },
+
+ set: function ( x, y, z, order ) {
+
+ this._x = x;
+ this._y = y;
+ this._z = z;
+ this._order = order || this._order;
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ clone: function () {
+
+ return new this.constructor( this._x, this._y, this._z, this._order );
+
+ },
+
+ copy: function ( euler ) {
+
+ this._x = euler._x;
+ this._y = euler._y;
+ this._z = euler._z;
+ this._order = euler._order;
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ setFromRotationMatrix: function ( m, order, update ) {
+
+ var clamp = THREE.Math.clamp;
+
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+ var te = m.elements;
+ var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
+ var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
+ var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
+
+ order = order || this._order;
+
+ if ( order === 'XYZ' ) {
+
+ this._y = Math.asin( clamp( m13, - 1, 1 ) );
+
+ if ( Math.abs( m13 ) < 0.99999 ) {
+
+ this._x = Math.atan2( - m23, m33 );
+ this._z = Math.atan2( - m12, m11 );
+
+ } else {
+
+ this._x = Math.atan2( m32, m22 );
+ this._z = 0;
+
+ }
+
+ } else if ( order === 'YXZ' ) {
+
+ this._x = Math.asin( - clamp( m23, - 1, 1 ) );
+
+ if ( Math.abs( m23 ) < 0.99999 ) {
+
+ this._y = Math.atan2( m13, m33 );
+ this._z = Math.atan2( m21, m22 );
+
+ } else {
+
+ this._y = Math.atan2( - m31, m11 );
+ this._z = 0;
+
+ }
+
+ } else if ( order === 'ZXY' ) {
+
+ this._x = Math.asin( clamp( m32, - 1, 1 ) );
+
+ if ( Math.abs( m32 ) < 0.99999 ) {
+
+ this._y = Math.atan2( - m31, m33 );
+ this._z = Math.atan2( - m12, m22 );
+
+ } else {
+
+ this._y = 0;
+ this._z = Math.atan2( m21, m11 );
+
+ }
+
+ } else if ( order === 'ZYX' ) {
+
+ this._y = Math.asin( - clamp( m31, - 1, 1 ) );
+
+ if ( Math.abs( m31 ) < 0.99999 ) {
+
+ this._x = Math.atan2( m32, m33 );
+ this._z = Math.atan2( m21, m11 );
+
+ } else {
+
+ this._x = 0;
+ this._z = Math.atan2( - m12, m22 );
+
+ }
+
+ } else if ( order === 'YZX' ) {
+
+ this._z = Math.asin( clamp( m21, - 1, 1 ) );
+
+ if ( Math.abs( m21 ) < 0.99999 ) {
+
+ this._x = Math.atan2( - m23, m22 );
+ this._y = Math.atan2( - m31, m11 );
+
+ } else {
+
+ this._x = 0;
+ this._y = Math.atan2( m13, m33 );
+
+ }
+
+ } else if ( order === 'XZY' ) {
+
+ this._z = Math.asin( - clamp( m12, - 1, 1 ) );
+
+ if ( Math.abs( m12 ) < 0.99999 ) {
+
+ this._x = Math.atan2( m32, m22 );
+ this._y = Math.atan2( m13, m11 );
+
+ } else {
+
+ this._x = Math.atan2( - m23, m33 );
+ this._y = 0;
+
+ }
+
+ } else {
+
+ console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order )
+
+ }
+
+ this._order = order;
+
+ if ( update !== false ) this.onChangeCallback();
+
+ return this;
+
+ },
+
+ setFromQuaternion: function () {
+
+ var matrix;
+
+ return function ( q, order, update ) {
+
+ if ( matrix === undefined ) matrix = new THREE.Matrix4();
+ matrix.makeRotationFromQuaternion( q );
+ this.setFromRotationMatrix( matrix, order, update );
+
+ return this;
+
+ };
+
+ }(),
+
+ setFromVector3: function ( v, order ) {
+
+ return this.set( v.x, v.y, v.z, order || this._order );
+
+ },
+
+ reorder: function () {
+
+ // WARNING: this discards revolution information -bhouston
+
+ var q = new THREE.Quaternion();
+
+ return function ( newOrder ) {
+
+ q.setFromEuler( this );
+ this.setFromQuaternion( q, newOrder );
+
+ };
+
+ }(),
+
+ equals: function ( euler ) {
+
+ return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
+
+ },
+
+ fromArray: function ( array ) {
+
+ this._x = array[ 0 ];
+ this._y = array[ 1 ];
+ this._z = array[ 2 ];
+ if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ toArray: function ( array, offset ) {
+
+ if ( array === undefined ) array = [];
+ if ( offset === undefined ) offset = 0;
+
+ array[ offset ] = this._x;
+ array[ offset + 1 ] = this._y;
+ array[ offset + 2 ] = this._z;
+ array[ offset + 3 ] = this._order;
+
+ return array;
+
+ },
+
+ toVector3: function ( optionalResult ) {
+
+ if ( optionalResult ) {
+
+ return optionalResult.set( this._x, this._y, this._z );
+
+ } else {
+
+ return new THREE.Vector3( this._x, this._y, this._z );
+
+ }
+
+ },
+
+ onChange: function ( callback ) {
+
+ this.onChangeCallback = callback;
+
+ return this;
+
+ },
+
+ onChangeCallback: function () {}
+
+};
+
+// File:src/math/Line3.js
+
+/**
+ * @author bhouston / http://clara.io
+ */
+
+THREE.Line3 = function ( start, end ) {
+
+ this.start = ( start !== undefined ) ? start : new THREE.Vector3();
+ this.end = ( end !== undefined ) ? end : new THREE.Vector3();
+
+};
+
+THREE.Line3.prototype = {
+
+ constructor: THREE.Line3,
+
+ set: function ( start, end ) {
+
+ this.start.copy( start );
+ this.end.copy( end );
+
+ return this;
+
+ },
+
+ clone: function () {
+
+ return new this.constructor().copy( this );
+
+ },
+
+ copy: function ( line ) {
+
+ this.start.copy( line.start );
+ this.end.copy( line.end );
+
+ return this;
+
+ },
+
+ center: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
+
+ },
+
+ delta: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.subVectors( this.end, this.start );
+
+ },
+
+ distanceSq: function () {
+
+ return this.start.distanceToSquared( this.end );
+
+ },
+
+ distance: function () {
+
+ return this.start.distanceTo( this.end );
+
+ },
+
+ at: function ( t, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ return this.delta( result ).multiplyScalar( t ).add( this.start );
+
+ },
+
+ closestPointToPointParameter: function () {
+
+ var startP = new THREE.Vector3();
+ var startEnd = new THREE.Vector3();
+
+ return function ( point, clampToLine ) {
+
+ startP.subVectors( point, this.start );
+ startEnd.subVectors( this.end, this.start );
+
+ var startEnd2 = startEnd.dot( startEnd );
+ var startEnd_startP = startEnd.dot( startP );
+
+ var t = startEnd_startP / startEnd2;
+
+ if ( clampToLine ) {
+
+ t = THREE.Math.clamp( t, 0, 1 );
+
+ }
+
+ return t;
+
+ };
+
+ }(),
+
+ closestPointToPoint: function ( point, clampToLine, optionalTarget ) {
+
+ var t = this.closestPointToPointParameter( point, clampToLine );
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ return this.delta( result ).multiplyScalar( t ).add( this.start );
+
+ },
+
+ applyMatrix4: function ( matrix ) {
+
+ this.start.applyMatrix4( matrix );
+ this.end.applyMatrix4( matrix );
+
+ return this;
+
+ },
+
+ equals: function ( line ) {
+
+ return line.start.equals( this.start ) && line.end.equals( this.end );
+
+ }
+
+};
+
+// File:src/math/Box2.js
+
+/**
+ * @author bhouston / http://clara.io
+ */
+
+THREE.Box2 = function ( min, max ) {
+
+ this.min = ( min !== undefined ) ? min : new THREE.Vector2( + Infinity, + Infinity );
+ this.max = ( max !== undefined ) ? max : new THREE.Vector2( - Infinity, - Infinity );
+
+};
+
+THREE.Box2.prototype = {
+
+ constructor: THREE.Box2,
+
+ set: function ( min, max ) {
+
+ this.min.copy( min );
+ this.max.copy( max );
+
+ return this;
+
+ },
+
+ setFromPoints: function ( points ) {
+
+ this.makeEmpty();
+
+ for ( var i = 0, il = points.length; i < il; i ++ ) {
+
+ this.expandByPoint( points[ i ] );
+
+ }
+
+ return this;
+
+ },
+
+ setFromCenterAndSize: function () {
+
+ var v1 = new THREE.Vector2();
+
+ return function ( center, size ) {
+
+ var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
+ this.min.copy( center ).sub( halfSize );
+ this.max.copy( center ).add( halfSize );
+
+ return this;
+
+ };
+
+ }(),
+
+ clone: function () {
+
+ return new this.constructor().copy( this );
+
+ },
+
+ copy: function ( box ) {
+
+ this.min.copy( box.min );
+ this.max.copy( box.max );
+
+ return this;
+
+ },
+
+ makeEmpty: function () {
+
+ this.min.x = this.min.y = + Infinity;
+ this.max.x = this.max.y = - Infinity;
+
+ return this;
+
+ },
+
+ isEmpty: function () {
+
+ // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
+
+ return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
+
+ },
+
+ center: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector2();
+ return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
+
+ },
+
+ size: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector2();
+ return result.subVectors( this.max, this.min );
+
+ },
+
+ expandByPoint: function ( point ) {
+
+ this.min.min( point );
+ this.max.max( point );
+
+ return this;
+
+ },
+
+ expandByVector: function ( vector ) {
+
+ this.min.sub( vector );
+ this.max.add( vector );
+
+ return this;
+
+ },
+
+ expandByScalar: function ( scalar ) {
+
+ this.min.addScalar( - scalar );
+ this.max.addScalar( scalar );
+
+ return this;
+
+ },
+
+ containsPoint: function ( point ) {
+
+ if ( point.x < this.min.x || point.x > this.max.x ||
+ point.y < this.min.y || point.y > this.max.y ) {
+
+ return false;
+
+ }
+
+ return true;
+
+ },
+
+ containsBox: function ( box ) {
+
+ if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
+ ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) ) {
+
+ return true;
+
+ }
+
+ return false;
+
+ },
+
+ getParameter: function ( point, optionalTarget ) {
+
+ // This can potentially have a divide by zero if the box
+ // has a size dimension of 0.
+
+ var result = optionalTarget || new THREE.Vector2();
+
+ return result.set(
+ ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
+ ( point.y - this.min.y ) / ( this.max.y - this.min.y )
+ );
+
+ },
+
+ intersectsBox: function ( box ) {
+
+ // using 6 splitting planes to rule out intersections.
+
+ if ( box.max.x < this.min.x || box.min.x > this.max.x ||
+ box.max.y < this.min.y || box.min.y > this.max.y ) {
+
+ return false;
+
+ }
+
+ return true;
+
+ },
+
+ clampPoint: function ( point, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector2();
+ return result.copy( point ).clamp( this.min, this.max );
+
+ },
+
+ distanceToPoint: function () {
+
+ var v1 = new THREE.Vector2();
+
+ return function ( point ) {
+
+ var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
+ return clampedPoint.sub( point ).length();
+
+ };
+
+ }(),
+
+ intersect: function ( box ) {
+
+ this.min.max( box.min );
+ this.max.min( box.max );
+
+ return this;
+
+ },
+
+ union: function ( box ) {
+
+ this.min.min( box.min );
+ this.max.max( box.max );
+
+ return this;
+
+ },
+
+ translate: function ( offset ) {
+
+ this.min.add( offset );
+ this.max.add( offset );
+
+ return this;
+
+ },
+
+ equals: function ( box ) {
+
+ return box.min.equals( this.min ) && box.max.equals( this.max );
+
+ }
+
+};
+
+// File:src/math/Box3.js
+
+/**
+ * @author bhouston / http://clara.io
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.Box3 = function ( min, max ) {
+
+ this.min = ( min !== undefined ) ? min : new THREE.Vector3( + Infinity, + Infinity, + Infinity );
+ this.max = ( max !== undefined ) ? max : new THREE.Vector3( - Infinity, - Infinity, - Infinity );
+
+};
+
+THREE.Box3.prototype = {
+
+ constructor: THREE.Box3,
+
+ set: function ( min, max ) {
+
+ this.min.copy( min );
+ this.max.copy( max );
+
+ return this;
+
+ },
+
+ setFromArray: function ( array ) {
+
+ this.makeEmpty();
+
+ var minX = + Infinity;
+ var minY = + Infinity;
+ var minZ = + Infinity;
+
+ var maxX = - Infinity;
+ var maxY = - Infinity;
+ var maxZ = - Infinity;
+
+ for ( var i = 0, il = array.length; i < il; i += 3 ) {
+
+ var x = array[ i ];
+ var y = array[ i + 1 ];
+ var z = array[ i + 2 ];
+
+ if ( x < minX ) minX = x;
+ if ( y < minY ) minY = y;
+ if ( z < minZ ) minZ = z;
+
+ if ( x > maxX ) maxX = x;
+ if ( y > maxY ) maxY = y;
+ if ( z > maxZ ) maxZ = z;
+
+ }
+
+ this.min.set( minX, minY, minZ );
+ this.max.set( maxX, maxY, maxZ );
+
+ },
+
+ setFromPoints: function ( points ) {
+
+ this.makeEmpty();
+
+ for ( var i = 0, il = points.length; i < il; i ++ ) {
+
+ this.expandByPoint( points[ i ] );
+
+ }
+
+ return this;
+
+ },
+
+ setFromCenterAndSize: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( center, size ) {
+
+ var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
+
+ this.min.copy( center ).sub( halfSize );
+ this.max.copy( center ).add( halfSize );
+
+ return this;
+
+ };
+
+ }(),
+
+ setFromObject: function () {
+
+ // Computes the world-axis-aligned bounding box of an object (including its children),
+ // accounting for both the object's, and children's, world transforms
+
+ var box;
+
+ return function ( object ) {
+
+ if ( box === undefined ) box = new THREE.Box3();
+
+ var scope = this;
+
+ this.makeEmpty();
+
+ object.updateMatrixWorld( true );
+
+ object.traverse( function ( node ) {
+
+ var geometry = node.geometry;
+
+ if ( geometry !== undefined ) {
+
+ if ( geometry.boundingBox === null ) {
+
+ geometry.computeBoundingBox();
+
+ }
+
+ box.copy( geometry.boundingBox );
+ box.applyMatrix4( node.matrixWorld );
+ scope.union( box );
+
+ }
+
+ } );
+
+ return this;
+
+ };
+
+ }(),
+
+ clone: function () {
+
+ return new this.constructor().copy( this );
+
+ },
+
+ copy: function ( box ) {
+
+ this.min.copy( box.min );
+ this.max.copy( box.max );
+
+ return this;
+
+ },
+
+ makeEmpty: function () {
+
+ this.min.x = this.min.y = this.min.z = + Infinity;
+ this.max.x = this.max.y = this.max.z = - Infinity;
+
+ return this;
+
+ },
+
+ isEmpty: function () {
+
+ // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
+
+ return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
+
+ },
+
+ center: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
+
+ },
+
+ size: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.subVectors( this.max, this.min );
+
+ },
+
+ expandByPoint: function ( point ) {
+
+ this.min.min( point );
+ this.max.max( point );
+
+ return this;
+
+ },
+
+ expandByVector: function ( vector ) {
+
+ this.min.sub( vector );
+ this.max.add( vector );
+
+ return this;
+
+ },
+
+ expandByScalar: function ( scalar ) {
+
+ this.min.addScalar( - scalar );
+ this.max.addScalar( scalar );
+
+ return this;
+
+ },
+
+ containsPoint: function ( point ) {
+
+ if ( point.x < this.min.x || point.x > this.max.x ||
+ point.y < this.min.y || point.y > this.max.y ||
+ point.z < this.min.z || point.z > this.max.z ) {
+
+ return false;
+
+ }
+
+ return true;
+
+ },
+
+ containsBox: function ( box ) {
+
+ if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
+ ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) &&
+ ( this.min.z <= box.min.z ) && ( box.max.z <= this.max.z ) ) {
+
+ return true;
+
+ }
+
+ return false;
+
+ },
+
+ getParameter: function ( point, optionalTarget ) {
+
+ // This can potentially have a divide by zero if the box
+ // has a size dimension of 0.
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ return result.set(
+ ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
+ ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
+ ( point.z - this.min.z ) / ( this.max.z - this.min.z )
+ );
+
+ },
+
+ intersectsBox: function ( box ) {
+
+ // using 6 splitting planes to rule out intersections.
+
+ if ( box.max.x < this.min.x || box.min.x > this.max.x ||
+ box.max.y < this.min.y || box.min.y > this.max.y ||
+ box.max.z < this.min.z || box.min.z > this.max.z ) {
+
+ return false;
+
+ }
+
+ return true;
+
+ },
+
+ intersectsSphere: ( function () {
+
+ var closestPoint;
+
+ return function intersectsSphere( sphere ) {
+
+ if ( closestPoint === undefined ) closestPoint = new THREE.Vector3();
+
+ // Find the point on the AABB closest to the sphere center.
+ this.clampPoint( sphere.center, closestPoint );
+
+ // If that point is inside the sphere, the AABB and sphere intersect.
+ return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
+
+ };
+
+ } )(),
+
+ intersectsPlane: function ( plane ) {
+
+ // We compute the minimum and maximum dot product values. If those values
+ // are on the same side (back or front) of the plane, then there is no intersection.
+
+ var min, max;
+
+ if ( plane.normal.x > 0 ) {
+
+ min = plane.normal.x * this.min.x;
+ max = plane.normal.x * this.max.x;
+
+ } else {
+
+ min = plane.normal.x * this.max.x;
+ max = plane.normal.x * this.min.x;
+
+ }
+
+ if ( plane.normal.y > 0 ) {
+
+ min += plane.normal.y * this.min.y;
+ max += plane.normal.y * this.max.y;
+
+ } else {
+
+ min += plane.normal.y * this.max.y;
+ max += plane.normal.y * this.min.y;
+
+ }
+
+ if ( plane.normal.z > 0 ) {
+
+ min += plane.normal.z * this.min.z;
+ max += plane.normal.z * this.max.z;
+
+ } else {
+
+ min += plane.normal.z * this.max.z;
+ max += plane.normal.z * this.min.z;
+
+ }
+
+ return ( min <= plane.constant && max >= plane.constant );
+
+ },
+
+ clampPoint: function ( point, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.copy( point ).clamp( this.min, this.max );
+
+ },
+
+ distanceToPoint: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( point ) {
+
+ var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
+ return clampedPoint.sub( point ).length();
+
+ };
+
+ }(),
+
+ getBoundingSphere: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Sphere();
+
+ result.center = this.center();
+ result.radius = this.size( v1 ).length() * 0.5;
+
+ return result;
+
+ };
+
+ }(),
+
+ intersect: function ( box ) {
+
+ this.min.max( box.min );
+ this.max.min( box.max );
+
+ return this;
+
+ },
+
+ union: function ( box ) {
+
+ this.min.min( box.min );
+ this.max.max( box.max );
+
+ return this;
+
+ },
+
+ applyMatrix4: function () {
+
+ var points = [
+ new THREE.Vector3(),
+ new THREE.Vector3(),
+ new THREE.Vector3(),
+ new THREE.Vector3(),
+ new THREE.Vector3(),
+ new THREE.Vector3(),
+ new THREE.Vector3(),
+ new THREE.Vector3()
+ ];
+
+ return function ( matrix ) {
+
+ // NOTE: I am using a binary pattern to specify all 2^3 combinations below
+ points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
+ points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
+ points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
+ points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
+ points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
+ points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
+ points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
+ points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
+
+ this.makeEmpty();
+ this.setFromPoints( points );
+
+ return this;
+
+ };
+
+ }(),
+
+ translate: function ( offset ) {
+
+ this.min.add( offset );
+ this.max.add( offset );
+
+ return this;
+
+ },
+
+ equals: function ( box ) {
+
+ return box.min.equals( this.min ) && box.max.equals( this.max );
+
+ }
+
+};
+
+// File:src/math/Matrix3.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author WestLangley / http://github.com/WestLangley
+ * @author bhouston / http://clara.io
+ */
+
+THREE.Matrix3 = function () {
+
+ this.elements = new Float32Array( [
+
+ 1, 0, 0,
+ 0, 1, 0,
+ 0, 0, 1
+
+ ] );
+
+ if ( arguments.length > 0 ) {
+
+ console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
+
+ }
+
+};
+
+THREE.Matrix3.prototype = {
+
+ constructor: THREE.Matrix3,
+
+ set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
+
+ var te = this.elements;
+
+ te[ 0 ] = n11; te[ 3 ] = n12; te[ 6 ] = n13;
+ te[ 1 ] = n21; te[ 4 ] = n22; te[ 7 ] = n23;
+ te[ 2 ] = n31; te[ 5 ] = n32; te[ 8 ] = n33;
+
+ return this;
+
+ },
+
+ identity: function () {
+
+ this.set(
+
+ 1, 0, 0,
+ 0, 1, 0,
+ 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ clone: function () {
+
+ return new this.constructor().fromArray( this.elements );
+
+ },
+
+ copy: function ( m ) {
+
+ var me = m.elements;
+
+ this.set(
+
+ me[ 0 ], me[ 3 ], me[ 6 ],
+ me[ 1 ], me[ 4 ], me[ 7 ],
+ me[ 2 ], me[ 5 ], me[ 8 ]
+
+ );
+
+ return this;
+
+ },
+
+ applyToVector3Array: function () {
+
+ var v1;
+
+ return function ( array, offset, length ) {
+
+ if ( v1 === undefined ) v1 = new THREE.Vector3();
+ if ( offset === undefined ) offset = 0;
+ if ( length === undefined ) length = array.length;
+
+ for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) {
+
+ v1.fromArray( array, j );
+ v1.applyMatrix3( this );
+ v1.toArray( array, j );
+
+ }
+
+ return array;
+
+ };
+
+ }(),
+
+ applyToBuffer: function () {
+
+ var v1;
+
+ return function applyToBuffer( buffer, offset, length ) {
+
+ if ( v1 === undefined ) v1 = new THREE.Vector3();
+ if ( offset === undefined ) offset = 0;
+ if ( length === undefined ) length = buffer.length / buffer.itemSize;
+
+ for ( var i = 0, j = offset; i < length; i ++, j ++ ) {
+
+ v1.x = buffer.getX( j );
+ v1.y = buffer.getY( j );
+ v1.z = buffer.getZ( j );
+
+ v1.applyMatrix3( this );
+
+ buffer.setXYZ( v1.x, v1.y, v1.z );
+
+ }
+
+ return buffer;
+
+ };
+
+ }(),
+
+ multiplyScalar: function ( s ) {
+
+ var te = this.elements;
+
+ te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
+ te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
+ te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
+
+ return this;
+
+ },
+
+ determinant: function () {
+
+ var te = this.elements;
+
+ var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
+ d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
+ g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
+
+ return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
+
+ },
+
+ getInverse: function ( matrix, throwOnDegenerate ) {
+
+ // input: THREE.Matrix4
+ // ( based on http://code.google.com/p/webgl-mjs/ )
+
+ var me = matrix.elements;
+ var te = this.elements;
+
+ te[ 0 ] = me[ 10 ] * me[ 5 ] - me[ 6 ] * me[ 9 ];
+ te[ 1 ] = - me[ 10 ] * me[ 1 ] + me[ 2 ] * me[ 9 ];
+ te[ 2 ] = me[ 6 ] * me[ 1 ] - me[ 2 ] * me[ 5 ];
+ te[ 3 ] = - me[ 10 ] * me[ 4 ] + me[ 6 ] * me[ 8 ];
+ te[ 4 ] = me[ 10 ] * me[ 0 ] - me[ 2 ] * me[ 8 ];
+ te[ 5 ] = - me[ 6 ] * me[ 0 ] + me[ 2 ] * me[ 4 ];
+ te[ 6 ] = me[ 9 ] * me[ 4 ] - me[ 5 ] * me[ 8 ];
+ te[ 7 ] = - me[ 9 ] * me[ 0 ] + me[ 1 ] * me[ 8 ];
+ te[ 8 ] = me[ 5 ] * me[ 0 ] - me[ 1 ] * me[ 4 ];
+
+ var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 3 ] + me[ 2 ] * te[ 6 ];
+
+ // no inverse
+
+ if ( det === 0 ) {
+
+ var msg = "THREE.Matrix3.getInverse(): can't invert matrix, determinant is 0";
+
+ if ( throwOnDegenerate || false ) {
+
+ throw new Error( msg );
+
+ } else {
+
+ console.warn( msg );
+
+ }
+
+ this.identity();
+
+ return this;
+
+ }
+
+ this.multiplyScalar( 1.0 / det );
+
+ return this;
+
+ },
+
+ transpose: function () {
+
+ var tmp, m = this.elements;
+
+ tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
+ tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
+ tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
+
+ return this;
+
+ },
+
+ flattenToArrayOffset: function ( array, offset ) {
+
+ var te = this.elements;
+
+ array[ offset ] = te[ 0 ];
+ array[ offset + 1 ] = te[ 1 ];
+ array[ offset + 2 ] = te[ 2 ];
+
+ array[ offset + 3 ] = te[ 3 ];
+ array[ offset + 4 ] = te[ 4 ];
+ array[ offset + 5 ] = te[ 5 ];
+
+ array[ offset + 6 ] = te[ 6 ];
+ array[ offset + 7 ] = te[ 7 ];
+ array[ offset + 8 ] = te[ 8 ];
+
+ return array;
+
+ },
+
+ getNormalMatrix: function ( m ) {
+
+ // input: THREE.Matrix4
+
+ this.getInverse( m ).transpose();
+
+ return this;
+
+ },
+
+ transposeIntoArray: function ( r ) {
+
+ var m = this.elements;
+
+ r[ 0 ] = m[ 0 ];
+ r[ 1 ] = m[ 3 ];
+ r[ 2 ] = m[ 6 ];
+ r[ 3 ] = m[ 1 ];
+ r[ 4 ] = m[ 4 ];
+ r[ 5 ] = m[ 7 ];
+ r[ 6 ] = m[ 2 ];
+ r[ 7 ] = m[ 5 ];
+ r[ 8 ] = m[ 8 ];
+
+ return this;
+
+ },
+
+ fromArray: function ( array ) {
+
+ this.elements.set( array );
+
+ return this;
+
+ },
+
+ toArray: function () {
+
+ var te = this.elements;
+
+ return [
+ te[ 0 ], te[ 1 ], te[ 2 ],
+ te[ 3 ], te[ 4 ], te[ 5 ],
+ te[ 6 ], te[ 7 ], te[ 8 ]
+ ];
+
+ }
+
+};
+
+// File:src/math/Matrix4.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author supereggbert / http://www.paulbrunt.co.uk/
+ * @author philogb / http://blog.thejit.org/
+ * @author jordi_ros / http://plattsoft.com
+ * @author D1plo1d / http://github.com/D1plo1d
+ * @author alteredq / http://alteredqualia.com/
+ * @author mikael emtinger / http://gomo.se/
+ * @author timknip / http://www.floorplanner.com/
+ * @author bhouston / http://clara.io
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.Matrix4 = function () {
+
+ this.elements = new Float32Array( [
+
+ 1, 0, 0, 0,
+ 0, 1, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1
+
+ ] );
+
+ if ( arguments.length > 0 ) {
+
+ console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
+
+ }
+
+};
+
+THREE.Matrix4.prototype = {
+
+ constructor: THREE.Matrix4,
+
+ set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
+
+ var te = this.elements;
+
+ te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
+ te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
+ te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
+ te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
+
+ return this;
+
+ },
+
+ identity: function () {
+
+ this.set(
+
+ 1, 0, 0, 0,
+ 0, 1, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ clone: function () {
+
+ return new THREE.Matrix4().fromArray( this.elements );
+
+ },
+
+ copy: function ( m ) {
+
+ this.elements.set( m.elements );
+
+ return this;
+
+ },
+
+ copyPosition: function ( m ) {
+
+ var te = this.elements;
+ var me = m.elements;
+
+ te[ 12 ] = me[ 12 ];
+ te[ 13 ] = me[ 13 ];
+ te[ 14 ] = me[ 14 ];
+
+ return this;
+
+ },
+
+ extractBasis: function ( xAxis, yAxis, zAxis ) {
+
+ var te = this.elements;
+
+ xAxis.set( te[ 0 ], te[ 1 ], te[ 2 ] );
+ yAxis.set( te[ 4 ], te[ 5 ], te[ 6 ] );
+ zAxis.set( te[ 8 ], te[ 9 ], te[ 10 ] );
+
+ return this;
+
+ },
+
+ makeBasis: function ( xAxis, yAxis, zAxis ) {
+
+ this.set(
+ xAxis.x, yAxis.x, zAxis.x, 0,
+ xAxis.y, yAxis.y, zAxis.y, 0,
+ xAxis.z, yAxis.z, zAxis.z, 0,
+ 0, 0, 0, 1
+ );
+
+ return this;
+
+ },
+
+ extractRotation: function () {
+
+ var v1;
+
+ return function ( m ) {
+
+ if ( v1 === undefined ) v1 = new THREE.Vector3();
+
+ var te = this.elements;
+ var me = m.elements;
+
+ var scaleX = 1 / v1.set( me[ 0 ], me[ 1 ], me[ 2 ] ).length();
+ var scaleY = 1 / v1.set( me[ 4 ], me[ 5 ], me[ 6 ] ).length();
+ var scaleZ = 1 / v1.set( me[ 8 ], me[ 9 ], me[ 10 ] ).length();
+
+ te[ 0 ] = me[ 0 ] * scaleX;
+ te[ 1 ] = me[ 1 ] * scaleX;
+ te[ 2 ] = me[ 2 ] * scaleX;
+
+ te[ 4 ] = me[ 4 ] * scaleY;
+ te[ 5 ] = me[ 5 ] * scaleY;
+ te[ 6 ] = me[ 6 ] * scaleY;
+
+ te[ 8 ] = me[ 8 ] * scaleZ;
+ te[ 9 ] = me[ 9 ] * scaleZ;
+ te[ 10 ] = me[ 10 ] * scaleZ;
+
+ return this;
+
+ };
+
+ }(),
+
+ makeRotationFromEuler: function ( euler ) {
+
+ if ( euler instanceof THREE.Euler === false ) {
+
+ console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
+
+ }
+
+ var te = this.elements;
+
+ var x = euler.x, y = euler.y, z = euler.z;
+ var a = Math.cos( x ), b = Math.sin( x );
+ var c = Math.cos( y ), d = Math.sin( y );
+ var e = Math.cos( z ), f = Math.sin( z );
+
+ if ( euler.order === 'XYZ' ) {
+
+ var ae = a * e, af = a * f, be = b * e, bf = b * f;
+
+ te[ 0 ] = c * e;
+ te[ 4 ] = - c * f;
+ te[ 8 ] = d;
+
+ te[ 1 ] = af + be * d;
+ te[ 5 ] = ae - bf * d;
+ te[ 9 ] = - b * c;
+
+ te[ 2 ] = bf - ae * d;
+ te[ 6 ] = be + af * d;
+ te[ 10 ] = a * c;
+
+ } else if ( euler.order === 'YXZ' ) {
+
+ var ce = c * e, cf = c * f, de = d * e, df = d * f;
+
+ te[ 0 ] = ce + df * b;
+ te[ 4 ] = de * b - cf;
+ te[ 8 ] = a * d;
+
+ te[ 1 ] = a * f;
+ te[ 5 ] = a * e;
+ te[ 9 ] = - b;
+
+ te[ 2 ] = cf * b - de;
+ te[ 6 ] = df + ce * b;
+ te[ 10 ] = a * c;
+
+ } else if ( euler.order === 'ZXY' ) {
+
+ var ce = c * e, cf = c * f, de = d * e, df = d * f;
+
+ te[ 0 ] = ce - df * b;
+ te[ 4 ] = - a * f;
+ te[ 8 ] = de + cf * b;
+
+ te[ 1 ] = cf + de * b;
+ te[ 5 ] = a * e;
+ te[ 9 ] = df - ce * b;
+
+ te[ 2 ] = - a * d;
+ te[ 6 ] = b;
+ te[ 10 ] = a * c;
+
+ } else if ( euler.order === 'ZYX' ) {
+
+ var ae = a * e, af = a * f, be = b * e, bf = b * f;
+
+ te[ 0 ] = c * e;
+ te[ 4 ] = be * d - af;
+ te[ 8 ] = ae * d + bf;
+
+ te[ 1 ] = c * f;
+ te[ 5 ] = bf * d + ae;
+ te[ 9 ] = af * d - be;
+
+ te[ 2 ] = - d;
+ te[ 6 ] = b * c;
+ te[ 10 ] = a * c;
+
+ } else if ( euler.order === 'YZX' ) {
+
+ var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
+
+ te[ 0 ] = c * e;
+ te[ 4 ] = bd - ac * f;
+ te[ 8 ] = bc * f + ad;
+
+ te[ 1 ] = f;
+ te[ 5 ] = a * e;
+ te[ 9 ] = - b * e;
+
+ te[ 2 ] = - d * e;
+ te[ 6 ] = ad * f + bc;
+ te[ 10 ] = ac - bd * f;
+
+ } else if ( euler.order === 'XZY' ) {
+
+ var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
+
+ te[ 0 ] = c * e;
+ te[ 4 ] = - f;
+ te[ 8 ] = d * e;
+
+ te[ 1 ] = ac * f + bd;
+ te[ 5 ] = a * e;
+ te[ 9 ] = ad * f - bc;
+
+ te[ 2 ] = bc * f - ad;
+ te[ 6 ] = b * e;
+ te[ 10 ] = bd * f + ac;
+
+ }
+
+ // last column
+ te[ 3 ] = 0;
+ te[ 7 ] = 0;
+ te[ 11 ] = 0;
+
+ // bottom row
+ te[ 12 ] = 0;
+ te[ 13 ] = 0;
+ te[ 14 ] = 0;
+ te[ 15 ] = 1;
+
+ return this;
+
+ },
+
+ makeRotationFromQuaternion: function ( q ) {
+
+ var te = this.elements;
+
+ var x = q.x, y = q.y, z = q.z, w = q.w;
+ var x2 = x + x, y2 = y + y, z2 = z + z;
+ var xx = x * x2, xy = x * y2, xz = x * z2;
+ var yy = y * y2, yz = y * z2, zz = z * z2;
+ var wx = w * x2, wy = w * y2, wz = w * z2;
+
+ te[ 0 ] = 1 - ( yy + zz );
+ te[ 4 ] = xy - wz;
+ te[ 8 ] = xz + wy;
+
+ te[ 1 ] = xy + wz;
+ te[ 5 ] = 1 - ( xx + zz );
+ te[ 9 ] = yz - wx;
+
+ te[ 2 ] = xz - wy;
+ te[ 6 ] = yz + wx;
+ te[ 10 ] = 1 - ( xx + yy );
+
+ // last column
+ te[ 3 ] = 0;
+ te[ 7 ] = 0;
+ te[ 11 ] = 0;
+
+ // bottom row
+ te[ 12 ] = 0;
+ te[ 13 ] = 0;
+ te[ 14 ] = 0;
+ te[ 15 ] = 1;
+
+ return this;
+
+ },
+
+ lookAt: function () {
+
+ var x, y, z;
+
+ return function ( eye, target, up ) {
+
+ if ( x === undefined ) x = new THREE.Vector3();
+ if ( y === undefined ) y = new THREE.Vector3();
+ if ( z === undefined ) z = new THREE.Vector3();
+
+ var te = this.elements;
+
+ z.subVectors( eye, target ).normalize();
+
+ if ( z.lengthSq() === 0 ) {
+
+ z.z = 1;
+
+ }
+
+ x.crossVectors( up, z ).normalize();
+
+ if ( x.lengthSq() === 0 ) {
+
+ z.x += 0.0001;
+ x.crossVectors( up, z ).normalize();
+
+ }
+
+ y.crossVectors( z, x );
+
+
+ te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
+ te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
+ te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
+
+ return this;
+
+ };
+
+ }(),
+
+ multiply: function ( m, n ) {
+
+ if ( n !== undefined ) {
+
+ console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
+ return this.multiplyMatrices( m, n );
+
+ }
+
+ return this.multiplyMatrices( this, m );
+
+ },
+
+ multiplyMatrices: function ( a, b ) {
+
+ var ae = a.elements;
+ var be = b.elements;
+ var te = this.elements;
+
+ var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
+ var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
+ var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
+ var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
+
+ var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
+ var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
+ var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
+ var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
+
+ te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
+ te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
+ te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
+ te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
+
+ te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
+ te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
+ te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
+ te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
+
+ te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
+ te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
+ te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
+ te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
+
+ te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
+ te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
+ te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
+ te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
+
+ return this;
+
+ },
+
+ multiplyToArray: function ( a, b, r ) {
+
+ var te = this.elements;
+
+ this.multiplyMatrices( a, b );
+
+ r[ 0 ] = te[ 0 ]; r[ 1 ] = te[ 1 ]; r[ 2 ] = te[ 2 ]; r[ 3 ] = te[ 3 ];
+ r[ 4 ] = te[ 4 ]; r[ 5 ] = te[ 5 ]; r[ 6 ] = te[ 6 ]; r[ 7 ] = te[ 7 ];
+ r[ 8 ] = te[ 8 ]; r[ 9 ] = te[ 9 ]; r[ 10 ] = te[ 10 ]; r[ 11 ] = te[ 11 ];
+ r[ 12 ] = te[ 12 ]; r[ 13 ] = te[ 13 ]; r[ 14 ] = te[ 14 ]; r[ 15 ] = te[ 15 ];
+
+ return this;
+
+ },
+
+ multiplyScalar: function ( s ) {
+
+ var te = this.elements;
+
+ te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
+ te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
+ te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
+ te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
+
+ return this;
+
+ },
+
+ applyToVector3Array: function () {
+
+ var v1;
+
+ return function ( array, offset, length ) {
+
+ if ( v1 === undefined ) v1 = new THREE.Vector3();
+ if ( offset === undefined ) offset = 0;
+ if ( length === undefined ) length = array.length;
+
+ for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) {
+
+ v1.fromArray( array, j );
+ v1.applyMatrix4( this );
+ v1.toArray( array, j );
+
+ }
+
+ return array;
+
+ };
+
+ }(),
+
+ applyToBuffer: function () {
+
+ var v1;
+
+ return function applyToBuffer( buffer, offset, length ) {
+
+ if ( v1 === undefined ) v1 = new THREE.Vector3();
+ if ( offset === undefined ) offset = 0;
+ if ( length === undefined ) length = buffer.length / buffer.itemSize;
+
+ for ( var i = 0, j = offset; i < length; i ++, j ++ ) {
+
+ v1.x = buffer.getX( j );
+ v1.y = buffer.getY( j );
+ v1.z = buffer.getZ( j );
+
+ v1.applyMatrix4( this );
+
+ buffer.setXYZ( v1.x, v1.y, v1.z );
+
+ }
+
+ return buffer;
+
+ };
+
+ }(),
+
+ determinant: function () {
+
+ var te = this.elements;
+
+ var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
+ var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
+ var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
+ var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
+
+ //TODO: make this more efficient
+ //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
+
+ return (
+ n41 * (
+ + n14 * n23 * n32
+ - n13 * n24 * n32
+ - n14 * n22 * n33
+ + n12 * n24 * n33
+ + n13 * n22 * n34
+ - n12 * n23 * n34
+ ) +
+ n42 * (
+ + n11 * n23 * n34
+ - n11 * n24 * n33
+ + n14 * n21 * n33
+ - n13 * n21 * n34
+ + n13 * n24 * n31
+ - n14 * n23 * n31
+ ) +
+ n43 * (
+ + n11 * n24 * n32
+ - n11 * n22 * n34
+ - n14 * n21 * n32
+ + n12 * n21 * n34
+ + n14 * n22 * n31
+ - n12 * n24 * n31
+ ) +
+ n44 * (
+ - n13 * n22 * n31
+ - n11 * n23 * n32
+ + n11 * n22 * n33
+ + n13 * n21 * n32
+ - n12 * n21 * n33
+ + n12 * n23 * n31
+ )
+
+ );
+
+ },
+
+ transpose: function () {
+
+ var te = this.elements;
+ var tmp;
+
+ tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
+ tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
+ tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
+
+ tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
+ tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
+ tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
+
+ return this;
+
+ },
+
+ flattenToArrayOffset: function ( array, offset ) {
+
+ var te = this.elements;
+
+ array[ offset ] = te[ 0 ];
+ array[ offset + 1 ] = te[ 1 ];
+ array[ offset + 2 ] = te[ 2 ];
+ array[ offset + 3 ] = te[ 3 ];
+
+ array[ offset + 4 ] = te[ 4 ];
+ array[ offset + 5 ] = te[ 5 ];
+ array[ offset + 6 ] = te[ 6 ];
+ array[ offset + 7 ] = te[ 7 ];
+
+ array[ offset + 8 ] = te[ 8 ];
+ array[ offset + 9 ] = te[ 9 ];
+ array[ offset + 10 ] = te[ 10 ];
+ array[ offset + 11 ] = te[ 11 ];
+
+ array[ offset + 12 ] = te[ 12 ];
+ array[ offset + 13 ] = te[ 13 ];
+ array[ offset + 14 ] = te[ 14 ];
+ array[ offset + 15 ] = te[ 15 ];
+
+ return array;
+
+ },
+
+ getPosition: function () {
+
+ var v1;
+
+ return function () {
+
+ if ( v1 === undefined ) v1 = new THREE.Vector3();
+ console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
+
+ var te = this.elements;
+ return v1.set( te[ 12 ], te[ 13 ], te[ 14 ] );
+
+ };
+
+ }(),
+
+ setPosition: function ( v ) {
+
+ var te = this.elements;
+
+ te[ 12 ] = v.x;
+ te[ 13 ] = v.y;
+ te[ 14 ] = v.z;
+
+ return this;
+
+ },
+
+ getInverse: function ( m, throwOnInvertible ) {
+
+ // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
+ var te = this.elements;
+ var me = m.elements;
+
+ var n11 = me[ 0 ], n12 = me[ 4 ], n13 = me[ 8 ], n14 = me[ 12 ];
+ var n21 = me[ 1 ], n22 = me[ 5 ], n23 = me[ 9 ], n24 = me[ 13 ];
+ var n31 = me[ 2 ], n32 = me[ 6 ], n33 = me[ 10 ], n34 = me[ 14 ];
+ var n41 = me[ 3 ], n42 = me[ 7 ], n43 = me[ 11 ], n44 = me[ 15 ];
+
+ te[ 0 ] = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44;
+ te[ 4 ] = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44;
+ te[ 8 ] = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44;
+ te[ 12 ] = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
+ te[ 1 ] = n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44;
+ te[ 5 ] = n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44;
+ te[ 9 ] = n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44;
+ te[ 13 ] = n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34;
+ te[ 2 ] = n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44;
+ te[ 6 ] = n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44;
+ te[ 10 ] = n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44;
+ te[ 14 ] = n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34;
+ te[ 3 ] = n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43;
+ te[ 7 ] = n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43;
+ te[ 11 ] = n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43;
+ te[ 15 ] = n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33;
+
+ var det = n11 * te[ 0 ] + n21 * te[ 4 ] + n31 * te[ 8 ] + n41 * te[ 12 ];
+
+ if ( det === 0 ) {
+
+ var msg = "THREE.Matrix4.getInverse(): can't invert matrix, determinant is 0";
+
+ if ( throwOnInvertible || false ) {
+
+ throw new Error( msg );
+
+ } else {
+
+ console.warn( msg );
+
+ }
+
+ this.identity();
+
+ return this;
+
+ }
+
+ this.multiplyScalar( 1 / det );
+
+ return this;
+
+ },
+
+ scale: function ( v ) {
+
+ var te = this.elements;
+ var x = v.x, y = v.y, z = v.z;
+
+ te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
+ te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
+ te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
+ te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
+
+ return this;
+
+ },
+
+ getMaxScaleOnAxis: function () {
+
+ var te = this.elements;
+
+ var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
+ var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
+ var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
+
+ return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
+
+ },
+
+ makeTranslation: function ( x, y, z ) {
+
+ this.set(
+
+ 1, 0, 0, x,
+ 0, 1, 0, y,
+ 0, 0, 1, z,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ makeRotationX: function ( theta ) {
+
+ var c = Math.cos( theta ), s = Math.sin( theta );
+
+ this.set(
+
+ 1, 0, 0, 0,
+ 0, c, - s, 0,
+ 0, s, c, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ makeRotationY: function ( theta ) {
+
+ var c = Math.cos( theta ), s = Math.sin( theta );
+
+ this.set(
+
+ c, 0, s, 0,
+ 0, 1, 0, 0,
+ - s, 0, c, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ makeRotationZ: function ( theta ) {
+
+ var c = Math.cos( theta ), s = Math.sin( theta );
+
+ this.set(
+
+ c, - s, 0, 0,
+ s, c, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ makeRotationAxis: function ( axis, angle ) {
+
+ // Based on http://www.gamedev.net/reference/articles/article1199.asp
+
+ var c = Math.cos( angle );
+ var s = Math.sin( angle );
+ var t = 1 - c;
+ var x = axis.x, y = axis.y, z = axis.z;
+ var tx = t * x, ty = t * y;
+
+ this.set(
+
+ tx * x + c, tx * y - s * z, tx * z + s * y, 0,
+ tx * y + s * z, ty * y + c, ty * z - s * x, 0,
+ tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ makeScale: function ( x, y, z ) {
+
+ this.set(
+
+ x, 0, 0, 0,
+ 0, y, 0, 0,
+ 0, 0, z, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ compose: function ( position, quaternion, scale ) {
+
+ this.makeRotationFromQuaternion( quaternion );
+ this.scale( scale );
+ this.setPosition( position );
+
+ return this;
+
+ },
+
+ decompose: function () {
+
+ var vector, matrix;
+
+ return function ( position, quaternion, scale ) {
+
+ if ( vector === undefined ) vector = new THREE.Vector3();
+ if ( matrix === undefined ) matrix = new THREE.Matrix4();
+
+ var te = this.elements;
+
+ var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
+ var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
+ var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
+
+ // if determine is negative, we need to invert one scale
+ var det = this.determinant();
+ if ( det < 0 ) {
+
+ sx = - sx;
+
+ }
+
+ position.x = te[ 12 ];
+ position.y = te[ 13 ];
+ position.z = te[ 14 ];
+
+ // scale the rotation part
+
+ matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()
+
+ var invSX = 1 / sx;
+ var invSY = 1 / sy;
+ var invSZ = 1 / sz;
+
+ matrix.elements[ 0 ] *= invSX;
+ matrix.elements[ 1 ] *= invSX;
+ matrix.elements[ 2 ] *= invSX;
+
+ matrix.elements[ 4 ] *= invSY;
+ matrix.elements[ 5 ] *= invSY;
+ matrix.elements[ 6 ] *= invSY;
+
+ matrix.elements[ 8 ] *= invSZ;
+ matrix.elements[ 9 ] *= invSZ;
+ matrix.elements[ 10 ] *= invSZ;
+
+ quaternion.setFromRotationMatrix( matrix );
+
+ scale.x = sx;
+ scale.y = sy;
+ scale.z = sz;
+
+ return this;
+
+ };
+
+ }(),
+
+ makeFrustum: function ( left, right, bottom, top, near, far ) {
+
+ var te = this.elements;
+ var x = 2 * near / ( right - left );
+ var y = 2 * near / ( top - bottom );
+
+ var a = ( right + left ) / ( right - left );
+ var b = ( top + bottom ) / ( top - bottom );
+ var c = - ( far + near ) / ( far - near );
+ var d = - 2 * far * near / ( far - near );
+
+ te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
+ te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
+ te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
+ te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
+
+ return this;
+
+ },
+
+ makePerspective: function ( fov, aspect, near, far ) {
+
+ var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) );
+ var ymin = - ymax;
+ var xmin = ymin * aspect;
+ var xmax = ymax * aspect;
+
+ return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
+
+ },
+
+ makeOrthographic: function ( left, right, top, bottom, near, far ) {
+
+ var te = this.elements;
+ var w = right - left;
+ var h = top - bottom;
+ var p = far - near;
+
+ var x = ( right + left ) / w;
+ var y = ( top + bottom ) / h;
+ var z = ( far + near ) / p;
+
+ te[ 0 ] = 2 / w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
+ te[ 1 ] = 0; te[ 5 ] = 2 / h; te[ 9 ] = 0; te[ 13 ] = - y;
+ te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 / p; te[ 14 ] = - z;
+ te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
+
+ return this;
+
+ },
+
+ equals: function ( matrix ) {
+
+ var te = this.elements;
+ var me = matrix.elements;
+
+ for ( var i = 0; i < 16; i ++ ) {
+
+ if ( te[ i ] !== me[ i ] ) return false;
+
+ }
+
+ return true;
+
+ },
+
+ fromArray: function ( array ) {
+
+ this.elements.set( array );
+
+ return this;
+
+ },
+
+ toArray: function () {
+
+ var te = this.elements;
+
+ return [
+ te[ 0 ], te[ 1 ], te[ 2 ], te[ 3 ],
+ te[ 4 ], te[ 5 ], te[ 6 ], te[ 7 ],
+ te[ 8 ], te[ 9 ], te[ 10 ], te[ 11 ],
+ te[ 12 ], te[ 13 ], te[ 14 ], te[ 15 ]
+ ];
+
+ }
+
+};
+
+// File:src/math/Ray.js
+
+/**
+ * @author bhouston / http://clara.io
+ */
+
+THREE.Ray = function ( origin, direction ) {
+
+ this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3();
+ this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3();
+
+};
+
+THREE.Ray.prototype = {
+
+ constructor: THREE.Ray,
+
+ set: function ( origin, direction ) {
+
+ this.origin.copy( origin );
+ this.direction.copy( direction );
+
+ return this;
+
+ },
+
+ clone: function () {
+
+ return new this.constructor().copy( this );
+
+ },
+
+ copy: function ( ray ) {
+
+ this.origin.copy( ray.origin );
+ this.direction.copy( ray.direction );
+
+ return this;
+
+ },
+
+ at: function ( t, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );
+
+ },
+
+ lookAt: function ( v ) {
+
+ this.direction.copy( v ).sub( this.origin ).normalize();
+
+ },
+
+ recast: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( t ) {
+
+ this.origin.copy( this.at( t, v1 ) );
+
+ return this;
+
+ };
+
+ }(),
+
+ closestPointToPoint: function ( point, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ result.subVectors( point, this.origin );
+ var directionDistance = result.dot( this.direction );
+
+ if ( directionDistance < 0 ) {
+
+ return result.copy( this.origin );
+
+ }
+
+ return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
+
+ },
+
+ distanceToPoint: function ( point ) {
+
+ return Math.sqrt( this.distanceSqToPoint( point ) );
+
+ },
+
+ distanceSqToPoint: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( point ) {
+
+ var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
+
+ // point behind the ray
+
+ if ( directionDistance < 0 ) {
+
+ return this.origin.distanceToSquared( point );
+
+ }
+
+ v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
+
+ return v1.distanceToSquared( point );
+
+ };
+
+ }(),
+
+ distanceSqToSegment: function () {
+
+ var segCenter = new THREE.Vector3();
+ var segDir = new THREE.Vector3();
+ var diff = new THREE.Vector3();
+
+ return function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
+
+ // from http://www.geometrictools.com/LibMathematics/Distance/Wm5DistRay3Segment3.cpp
+ // It returns the min distance between the ray and the segment
+ // defined by v0 and v1
+ // It can also set two optional targets :
+ // - The closest point on the ray
+ // - The closest point on the segment
+
+ segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
+ segDir.copy( v1 ).sub( v0 ).normalize();
+ diff.copy( this.origin ).sub( segCenter );
+
+ var segExtent = v0.distanceTo( v1 ) * 0.5;
+ var a01 = - this.direction.dot( segDir );
+ var b0 = diff.dot( this.direction );
+ var b1 = - diff.dot( segDir );
+ var c = diff.lengthSq();
+ var det = Math.abs( 1 - a01 * a01 );
+ var s0, s1, sqrDist, extDet;
+
+ if ( det > 0 ) {
+
+ // The ray and segment are not parallel.
+
+ s0 = a01 * b1 - b0;
+ s1 = a01 * b0 - b1;
+ extDet = segExtent * det;
+
+ if ( s0 >= 0 ) {
+
+ if ( s1 >= - extDet ) {
+
+ if ( s1 <= extDet ) {
+
+ // region 0
+ // Minimum at interior points of ray and segment.
+
+ var invDet = 1 / det;
+ s0 *= invDet;
+ s1 *= invDet;
+ sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
+
+ } else {
+
+ // region 1
+
+ s1 = segExtent;
+ s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
+ sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
+
+ }
+
+ } else {
+
+ // region 5
+
+ s1 = - segExtent;
+ s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
+ sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
+
+ }
+
+ } else {
+
+ if ( s1 <= - extDet ) {
+
+ // region 4
+
+ s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
+ s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
+ sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
+
+ } else if ( s1 <= extDet ) {
+
+ // region 3
+
+ s0 = 0;
+ s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
+ sqrDist = s1 * ( s1 + 2 * b1 ) + c;
+
+ } else {
+
+ // region 2
+
+ s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
+ s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
+ sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
+
+ }
+
+ }
+
+ } else {
+
+ // Ray and segment are parallel.
+
+ s1 = ( a01 > 0 ) ? - segExtent : segExtent;
+ s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
+ sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
+
+ }
+
+ if ( optionalPointOnRay ) {
+
+ optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
+
+ }
+
+ if ( optionalPointOnSegment ) {
+
+ optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter );
+
+ }
+
+ return sqrDist;
+
+ };
+
+ }(),
+
+ intersectSphere: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( sphere, optionalTarget ) {
+
+ v1.subVectors( sphere.center, this.origin );
+ var tca = v1.dot( this.direction );
+ var d2 = v1.dot( v1 ) - tca * tca;
+ var radius2 = sphere.radius * sphere.radius;
+
+ if ( d2 > radius2 ) return null;
+
+ var thc = Math.sqrt( radius2 - d2 );
+
+ // t0 = first intersect point - entrance on front of sphere
+ var t0 = tca - thc;
+
+ // t1 = second intersect point - exit point on back of sphere
+ var t1 = tca + thc;
+
+ // test to see if both t0 and t1 are behind the ray - if so, return null
+ if ( t0 < 0 && t1 < 0 ) return null;
+
+ // test to see if t0 is behind the ray:
+ // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
+ // in order to always return an intersect point that is in front of the ray.
+ if ( t0 < 0 ) return this.at( t1, optionalTarget );
+
+ // else t0 is in front of the ray, so return the first collision point scaled by t0
+ return this.at( t0, optionalTarget );
+
+ }
+
+ }(),
+
+ intersectsSphere: function ( sphere ) {
+
+ return this.distanceToPoint( sphere.center ) <= sphere.radius;
+
+ },
+
+ distanceToPlane: function ( plane ) {
+
+ var denominator = plane.normal.dot( this.direction );
+
+ if ( denominator === 0 ) {
+
+ // line is coplanar, return origin
+ if ( plane.distanceToPoint( this.origin ) === 0 ) {
+
+ return 0;
+
+ }
+
+ // Null is preferable to undefined since undefined means.... it is undefined
+
+ return null;
+
+ }
+
+ var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
+
+ // Return if the ray never intersects the plane
+
+ return t >= 0 ? t : null;
+
+ },
+
+ intersectPlane: function ( plane, optionalTarget ) {
+
+ var t = this.distanceToPlane( plane );
+
+ if ( t === null ) {
+
+ return null;
+
+ }
+
+ return this.at( t, optionalTarget );
+
+ },
+
+
+
+ intersectsPlane: function ( plane ) {
+
+ // check if the ray lies on the plane first
+
+ var distToPoint = plane.distanceToPoint( this.origin );
+
+ if ( distToPoint === 0 ) {
+
+ return true;
+
+ }
+
+ var denominator = plane.normal.dot( this.direction );
+
+ if ( denominator * distToPoint < 0 ) {
+
+ return true;
+
+ }
+
+ // ray origin is behind the plane (and is pointing behind it)
+
+ return false;
+
+ },
+
+ intersectBox: function ( box, optionalTarget ) {
+
+ var tmin, tmax, tymin, tymax, tzmin, tzmax;
+
+ var invdirx = 1 / this.direction.x,
+ invdiry = 1 / this.direction.y,
+ invdirz = 1 / this.direction.z;
+
+ var origin = this.origin;
+
+ if ( invdirx >= 0 ) {
+
+ tmin = ( box.min.x - origin.x ) * invdirx;
+ tmax = ( box.max.x - origin.x ) * invdirx;
+
+ } else {
+
+ tmin = ( box.max.x - origin.x ) * invdirx;
+ tmax = ( box.min.x - origin.x ) * invdirx;
+
+ }
+
+ if ( invdiry >= 0 ) {
+
+ tymin = ( box.min.y - origin.y ) * invdiry;
+ tymax = ( box.max.y - origin.y ) * invdiry;
+
+ } else {
+
+ tymin = ( box.max.y - origin.y ) * invdiry;
+ tymax = ( box.min.y - origin.y ) * invdiry;
+
+ }
+
+ if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
+
+ // These lines also handle the case where tmin or tmax is NaN
+ // (result of 0 * Infinity). x !== x returns true if x is NaN
+
+ if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
+
+ if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
+
+ if ( invdirz >= 0 ) {
+
+ tzmin = ( box.min.z - origin.z ) * invdirz;
+ tzmax = ( box.max.z - origin.z ) * invdirz;
+
+ } else {
+
+ tzmin = ( box.max.z - origin.z ) * invdirz;
+ tzmax = ( box.min.z - origin.z ) * invdirz;
+
+ }
+
+ if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
+
+ if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
+
+ if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
+
+ //return point closest to the ray (positive side)
+
+ if ( tmax < 0 ) return null;
+
+ return this.at( tmin >= 0 ? tmin : tmax, optionalTarget );
+
+ },
+
+ intersectsBox: ( function () {
+
+ var v = new THREE.Vector3();
+
+ return function ( box ) {
+
+ return this.intersectBox( box, v ) !== null;
+
+ };
+
+ } )(),
+
+ intersectTriangle: function () {
+
+ // Compute the offset origin, edges, and normal.
+ var diff = new THREE.Vector3();
+ var edge1 = new THREE.Vector3();
+ var edge2 = new THREE.Vector3();
+ var normal = new THREE.Vector3();
+
+ return function ( a, b, c, backfaceCulling, optionalTarget ) {
+
+ // from http://www.geometrictools.com/LibMathematics/Intersection/Wm5IntrRay3Triangle3.cpp
+
+ edge1.subVectors( b, a );
+ edge2.subVectors( c, a );
+ normal.crossVectors( edge1, edge2 );
+
+ // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
+ // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
+ // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
+ // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
+ // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
+ var DdN = this.direction.dot( normal );
+ var sign;
+
+ if ( DdN > 0 ) {
+
+ if ( backfaceCulling ) return null;
+ sign = 1;
+
+ } else if ( DdN < 0 ) {
+
+ sign = - 1;
+ DdN = - DdN;
+
+ } else {
+
+ return null;
+
+ }
+
+ diff.subVectors( this.origin, a );
+ var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
+
+ // b1 < 0, no intersection
+ if ( DdQxE2 < 0 ) {
+
+ return null;
+
+ }
+
+ var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
+
+ // b2 < 0, no intersection
+ if ( DdE1xQ < 0 ) {
+
+ return null;
+
+ }
+
+ // b1+b2 > 1, no intersection
+ if ( DdQxE2 + DdE1xQ > DdN ) {
+
+ return null;
+
+ }
+
+ // Line intersects triangle, check if ray does.
+ var QdN = - sign * diff.dot( normal );
+
+ // t < 0, no intersection
+ if ( QdN < 0 ) {
+
+ return null;
+
+ }
+
+ // Ray intersects triangle.
+ return this.at( QdN / DdN, optionalTarget );
+
+ };
+
+ }(),
+
+ applyMatrix4: function ( matrix4 ) {
+
+ this.direction.add( this.origin ).applyMatrix4( matrix4 );
+ this.origin.applyMatrix4( matrix4 );
+ this.direction.sub( this.origin );
+ this.direction.normalize();
+
+ return this;
+
+ },
+
+ equals: function ( ray ) {
+
+ return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
+
+ }
+
+};
+
+// File:src/math/Sphere.js
+
+/**
+ * @author bhouston / http://clara.io
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Sphere = function ( center, radius ) {
+
+ this.center = ( center !== undefined ) ? center : new THREE.Vector3();
+ this.radius = ( radius !== undefined ) ? radius : 0;
+
+};
+
+THREE.Sphere.prototype = {
+
+ constructor: THREE.Sphere,
+
+ set: function ( center, radius ) {
+
+ this.center.copy( center );
+ this.radius = radius;
+
+ return this;
+
+ },
+
+ setFromPoints: function () {
+
+ var box = new THREE.Box3();
+
+ return function ( points, optionalCenter ) {
+
+ var center = this.center;
+
+ if ( optionalCenter !== undefined ) {
+
+ center.copy( optionalCenter );
+
+ } else {
+
+ box.setFromPoints( points ).center( center );
+
+ }
+
+ var maxRadiusSq = 0;
+
+ for ( var i = 0, il = points.length; i < il; i ++ ) {
+
+ maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
+
+ }
+
+ this.radius = Math.sqrt( maxRadiusSq );
+
+ return this;
+
+ };
+
+ }(),
+
+ clone: function () {
+
+ return new this.constructor().copy( this );
+
+ },
+
+ copy: function ( sphere ) {
+
+ this.center.copy( sphere.center );
+ this.radius = sphere.radius;
+
+ return this;
+
+ },
+
+ empty: function () {
+
+ return ( this.radius <= 0 );
+
+ },
+
+ containsPoint: function ( point ) {
+
+ return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
+
+ },
+
+ distanceToPoint: function ( point ) {
+
+ return ( point.distanceTo( this.center ) - this.radius );
+
+ },
+
+ intersectsSphere: function ( sphere ) {
+
+ var radiusSum = this.radius + sphere.radius;
+
+ return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
+
+ },
+
+ intersectsBox: function ( box ) {
+
+ return box.intersectsSphere( this );
+
+ },
+
+ intersectsPlane: function ( plane ) {
+
+ // We use the following equation to compute the signed distance from
+ // the center of the sphere to the plane.
+ //
+ // distance = q * n - d
+ //
+ // If this distance is greater than the radius of the sphere,
+ // then there is no intersection.
+
+ return Math.abs( this.center.dot( plane.normal ) - plane.constant ) <= this.radius;
+
+ },
+
+ clampPoint: function ( point, optionalTarget ) {
+
+ var deltaLengthSq = this.center.distanceToSquared( point );
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ result.copy( point );
+
+ if ( deltaLengthSq > ( this.radius * this.radius ) ) {
+
+ result.sub( this.center ).normalize();
+ result.multiplyScalar( this.radius ).add( this.center );
+
+ }
+
+ return result;
+
+ },
+
+ getBoundingBox: function ( optionalTarget ) {
+
+ var box = optionalTarget || new THREE.Box3();
+
+ box.set( this.center, this.center );
+ box.expandByScalar( this.radius );
+
+ return box;
+
+ },
+
+ applyMatrix4: function ( matrix ) {
+
+ this.center.applyMatrix4( matrix );
+ this.radius = this.radius * matrix.getMaxScaleOnAxis();
+
+ return this;
+
+ },
+
+ translate: function ( offset ) {
+
+ this.center.add( offset );
+
+ return this;
+
+ },
+
+ equals: function ( sphere ) {
+
+ return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
+
+ }
+
+};
+
+// File:src/math/Frustum.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author bhouston / http://clara.io
+ */
+
+THREE.Frustum = function ( p0, p1, p2, p3, p4, p5 ) {
+
+ this.planes = [
+
+ ( p0 !== undefined ) ? p0 : new THREE.Plane(),
+ ( p1 !== undefined ) ? p1 : new THREE.Plane(),
+ ( p2 !== undefined ) ? p2 : new THREE.Plane(),
+ ( p3 !== undefined ) ? p3 : new THREE.Plane(),
+ ( p4 !== undefined ) ? p4 : new THREE.Plane(),
+ ( p5 !== undefined ) ? p5 : new THREE.Plane()
+
+ ];
+
+};
+
+THREE.Frustum.prototype = {
+
+ constructor: THREE.Frustum,
+
+ set: function ( p0, p1, p2, p3, p4, p5 ) {
+
+ var planes = this.planes;
+
+ planes[ 0 ].copy( p0 );
+ planes[ 1 ].copy( p1 );
+ planes[ 2 ].copy( p2 );
+ planes[ 3 ].copy( p3 );
+ planes[ 4 ].copy( p4 );
+ planes[ 5 ].copy( p5 );
+
+ return this;
+
+ },
+
+ clone: function () {
+
+ return new this.constructor().copy( this );
+
+ },
+
+ copy: function ( frustum ) {
+
+ var planes = this.planes;
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ planes[ i ].copy( frustum.planes[ i ] );
+
+ }
+
+ return this;
+
+ },
+
+ setFromMatrix: function ( m ) {
+
+ var planes = this.planes;
+ var me = m.elements;
+ var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
+ var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
+ var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
+ var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
+
+ planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
+ planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
+ planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
+ planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
+ planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
+ planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
+
+ return this;
+
+ },
+
+ intersectsObject: function () {
+
+ var sphere = new THREE.Sphere();
+
+ return function ( object ) {
+
+ var geometry = object.geometry;
+
+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
+
+ sphere.copy( geometry.boundingSphere );
+ sphere.applyMatrix4( object.matrixWorld );
+
+ return this.intersectsSphere( sphere );
+
+ };
+
+ }(),
+
+ intersectsSphere: function ( sphere ) {
+
+ var planes = this.planes;
+ var center = sphere.center;
+ var negRadius = - sphere.radius;
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ var distance = planes[ i ].distanceToPoint( center );
+
+ if ( distance < negRadius ) {
+
+ return false;
+
+ }
+
+ }
+
+ return true;
+
+ },
+
+ intersectsBox: function () {
+
+ var p1 = new THREE.Vector3(),
+ p2 = new THREE.Vector3();
+
+ return function ( box ) {
+
+ var planes = this.planes;
+
+ for ( var i = 0; i < 6 ; i ++ ) {
+
+ var plane = planes[ i ];
+
+ p1.x = plane.normal.x > 0 ? box.min.x : box.max.x;
+ p2.x = plane.normal.x > 0 ? box.max.x : box.min.x;
+ p1.y = plane.normal.y > 0 ? box.min.y : box.max.y;
+ p2.y = plane.normal.y > 0 ? box.max.y : box.min.y;
+ p1.z = plane.normal.z > 0 ? box.min.z : box.max.z;
+ p2.z = plane.normal.z > 0 ? box.max.z : box.min.z;
+
+ var d1 = plane.distanceToPoint( p1 );
+ var d2 = plane.distanceToPoint( p2 );
+
+ // if both outside plane, no intersection
+
+ if ( d1 < 0 && d2 < 0 ) {
+
+ return false;
+
+ }
+
+ }
+
+ return true;
+
+ };
+
+ }(),
+
+
+ containsPoint: function ( point ) {
+
+ var planes = this.planes;
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ if ( planes[ i ].distanceToPoint( point ) < 0 ) {
+
+ return false;
+
+ }
+
+ }
+
+ return true;
+
+ }
+
+};
+
+// File:src/math/Plane.js
+
+/**
+ * @author bhouston / http://clara.io
+ */
+
+THREE.Plane = function ( normal, constant ) {
+
+ this.normal = ( normal !== undefined ) ? normal : new THREE.Vector3( 1, 0, 0 );
+ this.constant = ( constant !== undefined ) ? constant : 0;
+
+};
+
+THREE.Plane.prototype = {
+
+ constructor: THREE.Plane,
+
+ set: function ( normal, constant ) {
+
+ this.normal.copy( normal );
+ this.constant = constant;
+
+ return this;
+
+ },
+
+ setComponents: function ( x, y, z, w ) {
+
+ this.normal.set( x, y, z );
+ this.constant = w;
+
+ return this;
+
+ },
+
+ setFromNormalAndCoplanarPoint: function ( normal, point ) {
+
+ this.normal.copy( normal );
+ this.constant = - point.dot( this.normal ); // must be this.normal, not normal, as this.normal is normalized
+
+ return this;
+
+ },
+
+ setFromCoplanarPoints: function () {
+
+ var v1 = new THREE.Vector3();
+ var v2 = new THREE.Vector3();
+
+ return function ( a, b, c ) {
+
+ var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
+
+ // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
+
+ this.setFromNormalAndCoplanarPoint( normal, a );
+
+ return this;
+
+ };
+
+ }(),
+
+ clone: function () {
+
+ return new this.constructor().copy( this );
+
+ },
+
+ copy: function ( plane ) {
+
+ this.normal.copy( plane.normal );
+ this.constant = plane.constant;
+
+ return this;
+
+ },
+
+ normalize: function () {
+
+ // Note: will lead to a divide by zero if the plane is invalid.
+
+ var inverseNormalLength = 1.0 / this.normal.length();
+ this.normal.multiplyScalar( inverseNormalLength );
+ this.constant *= inverseNormalLength;
+
+ return this;
+
+ },
+
+ negate: function () {
+
+ this.constant *= - 1;
+ this.normal.negate();
+
+ return this;
+
+ },
+
+ distanceToPoint: function ( point ) {
+
+ return this.normal.dot( point ) + this.constant;
+
+ },
+
+ distanceToSphere: function ( sphere ) {
+
+ return this.distanceToPoint( sphere.center ) - sphere.radius;
+
+ },
+
+ projectPoint: function ( point, optionalTarget ) {
+
+ return this.orthoPoint( point, optionalTarget ).sub( point ).negate();
+
+ },
+
+ orthoPoint: function ( point, optionalTarget ) {
+
+ var perpendicularMagnitude = this.distanceToPoint( point );
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );
+
+ },
+
+ intersectLine: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( line, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ var direction = line.delta( v1 );
+
+ var denominator = this.normal.dot( direction );
+
+ if ( denominator === 0 ) {
+
+ // line is coplanar, return origin
+ if ( this.distanceToPoint( line.start ) === 0 ) {
+
+ return result.copy( line.start );
+
+ }
+
+ // Unsure if this is the correct method to handle this case.
+ return undefined;
+
+ }
+
+ var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
+
+ if ( t < 0 || t > 1 ) {
+
+ return undefined;
+
+ }
+
+ return result.copy( direction ).multiplyScalar( t ).add( line.start );
+
+ };
+
+ }(),
+
+ intersectsLine: function ( line ) {
+
+ // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
+
+ var startSign = this.distanceToPoint( line.start );
+ var endSign = this.distanceToPoint( line.end );
+
+ return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
+
+ },
+
+ intersectsBox: function ( box ) {
+
+ return box.intersectsPlane( this );
+
+ },
+
+ intersectsSphere: function ( sphere ) {
+
+ return sphere.intersectsPlane( this );
+
+ },
+
+ coplanarPoint: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.copy( this.normal ).multiplyScalar( - this.constant );
+
+ },
+
+ applyMatrix4: function () {
+
+ var v1 = new THREE.Vector3();
+ var v2 = new THREE.Vector3();
+ var m1 = new THREE.Matrix3();
+
+ return function ( matrix, optionalNormalMatrix ) {
+
+ // compute new normal based on theory here:
+ // http://www.songho.ca/opengl/gl_normaltransform.html
+ var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
+ var newNormal = v1.copy( this.normal ).applyMatrix3( normalMatrix );
+
+ var newCoplanarPoint = this.coplanarPoint( v2 );
+ newCoplanarPoint.applyMatrix4( matrix );
+
+ this.setFromNormalAndCoplanarPoint( newNormal, newCoplanarPoint );
+
+ return this;
+
+ };
+
+ }(),
+
+ translate: function ( offset ) {
+
+ this.constant = this.constant - offset.dot( this.normal );
+
+ return this;
+
+ },
+
+ equals: function ( plane ) {
+
+ return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
+
+ }
+
+};
+
+// File:src/math/Math.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Math = {
+
+ generateUUID: function () {
+
+ // http://www.broofa.com/Tools/Math.uuid.htm
+
+ var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' );
+ var uuid = new Array( 36 );
+ var rnd = 0, r;
+
+ return function () {
+
+ for ( var i = 0; i < 36; i ++ ) {
+
+ if ( i === 8 || i === 13 || i === 18 || i === 23 ) {
+
+ uuid[ i ] = '-';
+
+ } else if ( i === 14 ) {
+
+ uuid[ i ] = '4';
+
+ } else {
+
+ if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0;
+ r = rnd & 0xf;
+ rnd = rnd >> 4;
+ uuid[ i ] = chars[ ( i === 19 ) ? ( r & 0x3 ) | 0x8 : r ];
+
+ }
+
+ }
+
+ return uuid.join( '' );
+
+ };
+
+ }(),
+
+ clamp: function ( value, min, max ) {
+
+ return Math.max( min, Math.min( max, value ) );
+
+ },
+
+ // compute euclidian modulo of m % n
+ // https://en.wikipedia.org/wiki/Modulo_operation
+
+ euclideanModulo: function ( n, m ) {
+
+ return ( ( n % m ) + m ) % m;
+
+ },
+
+ // Linear mapping from range <a1, a2> to range <b1, b2>
+
+ mapLinear: function ( x, a1, a2, b1, b2 ) {
+
+ return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
+
+ },
+
+ // http://en.wikipedia.org/wiki/Smoothstep
+
+ smoothstep: function ( x, min, max ) {
+
+ if ( x <= min ) return 0;
+ if ( x >= max ) return 1;
+
+ x = ( x - min ) / ( max - min );
+
+ return x * x * ( 3 - 2 * x );
+
+ },
+
+ smootherstep: function ( x, min, max ) {
+
+ if ( x <= min ) return 0;
+ if ( x >= max ) return 1;
+
+ x = ( x - min ) / ( max - min );
+
+ return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
+
+ },
+
+ random16: function () {
+
+ console.warn( 'THREE.Math.random16() has been deprecated. Use Math.random() instead.' );
+ return Math.random();
+
+ },
+
+ // Random integer from <low, high> interval
+
+ randInt: function ( low, high ) {
+
+ return low + Math.floor( Math.random() * ( high - low + 1 ) );
+
+ },
+
+ // Random float from <low, high> interval
+
+ randFloat: function ( low, high ) {
+
+ return low + Math.random() * ( high - low );
+
+ },
+
+ // Random float from <-range/2, range/2> interval
+
+ randFloatSpread: function ( range ) {
+
+ return range * ( 0.5 - Math.random() );
+
+ },
+
+ degToRad: function () {
+
+ var degreeToRadiansFactor = Math.PI / 180;
+
+ return function ( degrees ) {
+
+ return degrees * degreeToRadiansFactor;
+
+ };
+
+ }(),
+
+ radToDeg: function () {
+
+ var radianToDegreesFactor = 180 / Math.PI;
+
+ return function ( radians ) {
+
+ return radians * radianToDegreesFactor;
+
+ };
+
+ }(),
+
+ isPowerOfTwo: function ( value ) {
+
+ return ( value & ( value - 1 ) ) === 0 && value !== 0;
+
+ },
+
+ nearestPowerOfTwo: function ( value ) {
+
+ return Math.pow( 2, Math.round( Math.log( value ) / Math.LN2 ) );
+
+ },
+
+ nextPowerOfTwo: function ( value ) {
+
+ value --;
+ value |= value >> 1;
+ value |= value >> 2;
+ value |= value >> 4;
+ value |= value >> 8;
+ value |= value >> 16;
+ value ++;
+
+ return value;
+
+ }
+
+};
+
+// File:src/math/Spline.js
+
+/**
+ * Spline from Tween.js, slightly optimized (and trashed)
+ * http://sole.github.com/tween.js/examples/05_spline.html
+ *
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Spline = function ( points ) {
+
+ this.points = points;
+
+ var c = [], v3 = { x: 0, y: 0, z: 0 },
+ point, intPoint, weight, w2, w3,
+ pa, pb, pc, pd;
+
+ this.initFromArray = function ( a ) {
+
+ this.points = [];
+
+ for ( var i = 0; i < a.length; i ++ ) {
+
+ this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };
+
+ }
+
+ };
+
+ this.getPoint = function ( k ) {
+
+ point = ( this.points.length - 1 ) * k;
+ intPoint = Math.floor( point );
+ weight = point - intPoint;
+
+ c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
+ c[ 1 ] = intPoint;
+ c[ 2 ] = intPoint > this.points.length - 2 ? this.points.length - 1 : intPoint + 1;
+ c[ 3 ] = intPoint > this.points.length - 3 ? this.points.length - 1 : intPoint + 2;
+
+ pa = this.points[ c[ 0 ] ];
+ pb = this.points[ c[ 1 ] ];
+ pc = this.points[ c[ 2 ] ];
+ pd = this.points[ c[ 3 ] ];
+
+ w2 = weight * weight;
+ w3 = weight * w2;
+
+ v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
+ v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
+ v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );
+
+ return v3;
+
+ };
+
+ this.getControlPointsArray = function () {
+
+ var i, p, l = this.points.length,
+ coords = [];
+
+ for ( i = 0; i < l; i ++ ) {
+
+ p = this.points[ i ];
+ coords[ i ] = [ p.x, p.y, p.z ];
+
+ }
+
+ return coords;
+
+ };
+
+ // approximate length by summing linear segments
+
+ this.getLength = function ( nSubDivisions ) {
+
+ var i, index, nSamples, position,
+ point = 0, intPoint = 0, oldIntPoint = 0,
+ oldPosition = new THREE.Vector3(),
+ tmpVec = new THREE.Vector3(),
+ chunkLengths = [],
+ totalLength = 0;
+
+ // first point has 0 length
+
+ chunkLengths[ 0 ] = 0;
+
+ if ( ! nSubDivisions ) nSubDivisions = 100;
+
+ nSamples = this.points.length * nSubDivisions;
+
+ oldPosition.copy( this.points[ 0 ] );
+
+ for ( i = 1; i < nSamples; i ++ ) {
+
+ index = i / nSamples;
+
+ position = this.getPoint( index );
+ tmpVec.copy( position );
+
+ totalLength += tmpVec.distanceTo( oldPosition );
+
+ oldPosition.copy( position );
+
+ point = ( this.points.length - 1 ) * index;
+ intPoint = Math.floor( point );
+
+ if ( intPoint !== oldIntPoint ) {
+
+ chunkLengths[ intPoint ] = totalLength;
+ oldIntPoint = intPoint;
+
+ }
+
+ }
+
+ // last point ends with total length
+
+ chunkLengths[ chunkLengths.length ] = totalLength;
+
+ return { chunks: chunkLengths, total: totalLength };
+
+ };
+
+ this.reparametrizeByArcLength = function ( samplingCoef ) {
+
+ var i, j,
+ index, indexCurrent, indexNext,
+ realDistance,
+ sampling, position,
+ newpoints = [],
+ tmpVec = new THREE.Vector3(),
+ sl = this.getLength();
+
+ newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() );
+
+ for ( i = 1; i < this.points.length; i ++ ) {
+
+ //tmpVec.copy( this.points[ i - 1 ] );
+ //linearDistance = tmpVec.distanceTo( this.points[ i ] );
+
+ realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ];
+
+ sampling = Math.ceil( samplingCoef * realDistance / sl.total );
+
+ indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
+ indexNext = i / ( this.points.length - 1 );
+
+ for ( j = 1; j < sampling - 1; j ++ ) {
+
+ index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );
+
+ position = this.getPoint( index );
+ newpoints.push( tmpVec.copy( position ).clone() );
+
+ }
+
+ newpoints.push( tmpVec.copy( this.points[ i ] ).clone() );
+
+ }
+
+ this.points = newpoints;
+
+ };
+
+ // Catmull-Rom
+
+ function interpolate( p0, p1, p2, p3, t, t2, t3 ) {
+
+ var v0 = ( p2 - p0 ) * 0.5,
+ v1 = ( p3 - p1 ) * 0.5;
+
+ return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
+
+ }
+
+};
+
+// File:src/math/Triangle.js
+
+/**
+ * @author bhouston / http://clara.io
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Triangle = function ( a, b, c ) {
+
+ this.a = ( a !== undefined ) ? a : new THREE.Vector3();
+ this.b = ( b !== undefined ) ? b : new THREE.Vector3();
+ this.c = ( c !== undefined ) ? c : new THREE.Vector3();
+
+};
+
+THREE.Triangle.normal = function () {
+
+ var v0 = new THREE.Vector3();
+
+ return function ( a, b, c, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ result.subVectors( c, b );
+ v0.subVectors( a, b );
+ result.cross( v0 );
+
+ var resultLengthSq = result.lengthSq();
+ if ( resultLengthSq > 0 ) {
+
+ return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
+
+ }
+
+ return result.set( 0, 0, 0 );
+
+ };
+
+}();
+
+// static/instance method to calculate barycentric coordinates
+// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
+THREE.Triangle.barycoordFromPoint = function () {
+
+ var v0 = new THREE.Vector3();
+ var v1 = new THREE.Vector3();
+ var v2 = new THREE.Vector3();
+
+ return function ( point, a, b, c, optionalTarget ) {
+
+ v0.subVectors( c, a );
+ v1.subVectors( b, a );
+ v2.subVectors( point, a );
+
+ var dot00 = v0.dot( v0 );
+ var dot01 = v0.dot( v1 );
+ var dot02 = v0.dot( v2 );
+ var dot11 = v1.dot( v1 );
+ var dot12 = v1.dot( v2 );
+
+ var denom = ( dot00 * dot11 - dot01 * dot01 );
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ // collinear or singular triangle
+ if ( denom === 0 ) {
+
+ // arbitrary location outside of triangle?
+ // not sure if this is the best idea, maybe should be returning undefined
+ return result.set( - 2, - 1, - 1 );
+
+ }
+
+ var invDenom = 1 / denom;
+ var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
+ var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
+
+ // barycentric coordinates must always sum to 1
+ return result.set( 1 - u - v, v, u );
+
+ };
+
+}();
+
+THREE.Triangle.containsPoint = function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( point, a, b, c ) {
+
+ var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, v1 );
+
+ return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
+
+ };
+
+}();
+
+THREE.Triangle.prototype = {
+
+ constructor: THREE.Triangle,
+
+ set: function ( a, b, c ) {
+
+ this.a.copy( a );
+ this.b.copy( b );
+ this.c.copy( c );
+
+ return this;
+
+ },
+
+ setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
+
+ this.a.copy( points[ i0 ] );
+ this.b.copy( points[ i1 ] );
+ this.c.copy( points[ i2 ] );
+
+ return this;
+
+ },
+
+ clone: function () {
+
+ return new this.constructor().copy( this );
+
+ },
+
+ copy: function ( triangle ) {
+
+ this.a.copy( triangle.a );
+ this.b.copy( triangle.b );
+ this.c.copy( triangle.c );
+
+ return this;
+
+ },
+
+ area: function () {
+
+ var v0 = new THREE.Vector3();
+ var v1 = new THREE.Vector3();
+
+ return function () {
+
+ v0.subVectors( this.c, this.b );
+ v1.subVectors( this.a, this.b );
+
+ return v0.cross( v1 ).length() * 0.5;
+
+ };
+
+ }(),
+
+ midpoint: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
+
+ },
+
+ normal: function ( optionalTarget ) {
+
+ return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget );
+
+ },
+
+ plane: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Plane();
+
+ return result.setFromCoplanarPoints( this.a, this.b, this.c );
+
+ },
+
+ barycoordFromPoint: function ( point, optionalTarget ) {
+
+ return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
+
+ },
+
+ containsPoint: function ( point ) {
+
+ return THREE.Triangle.containsPoint( point, this.a, this.b, this.c );
+
+ },
+
+ equals: function ( triangle ) {
+
+ return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
+
+ }
+
+};
+
+// File:src/math/Interpolant.js
+
+/**
+ * Abstract base class of interpolants over parametric samples.
+ *
+ * The parameter domain is one dimensional, typically the time or a path
+ * along a curve defined by the data.
+ *
+ * The sample values can have any dimensionality and derived classes may
+ * apply special interpretations to the data.
+ *
+ * This class provides the interval seek in a Template Method, deferring
+ * the actual interpolation to derived classes.
+ *
+ * Time complexity is O(1) for linear access crossing at most two points
+ * and O(log N) for random access, where N is the number of positions.
+ *
+ * References:
+ *
+ * http://www.oodesign.com/template-method-pattern.html
+ *
+ * @author tschw
+ */
+
+THREE.Interpolant = function(
+ parameterPositions, sampleValues, sampleSize, resultBuffer ) {
+
+ this.parameterPositions = parameterPositions;
+ this._cachedIndex = 0;
+
+ this.resultBuffer = resultBuffer !== undefined ?
+ resultBuffer : new sampleValues.constructor( sampleSize );
+ this.sampleValues = sampleValues;
+ this.valueSize = sampleSize;
+
+};
+
+THREE.Interpolant.prototype = {
+
+ constructor: THREE.Interpolant,
+
+ evaluate: function( t ) {
+
+ var pp = this.parameterPositions,
+ i1 = this._cachedIndex,
+
+ t1 = pp[ i1 ],
+ t0 = pp[ i1 - 1 ];
+
+ validate_interval: {
+
+ seek: {
+
+ var right;
+
+ linear_scan: {
+//- See http://jsperf.com/comparison-to-undefined/3
+//- slower code:
+//-
+//- if ( t >= t1 || t1 === undefined ) {
+ forward_scan: if ( ! ( t < t1 ) ) {
+
+ for ( var giveUpAt = i1 + 2; ;) {
+
+ if ( t1 === undefined ) {
+
+ if ( t < t0 ) break forward_scan;
+
+ // after end
+
+ i1 = pp.length;
+ this._cachedIndex = i1;
+ return this.afterEnd_( i1 - 1, t, t0 );
+
+ }
+
+ if ( i1 === giveUpAt ) break; // this loop
+
+ t0 = t1;
+ t1 = pp[ ++ i1 ];
+
+ if ( t < t1 ) {
+
+ // we have arrived at the sought interval
+ break seek;
+
+ }
+
+ }
+
+ // prepare binary search on the right side of the index
+ right = pp.length;
+ break linear_scan;
+
+ }
+
+//- slower code:
+//- if ( t < t0 || t0 === undefined ) {
+ if ( ! ( t >= t0 ) ) {
+
+ // looping?
+
+ var t1global = pp[ 1 ];
+
+ if ( t < t1global ) {
+
+ i1 = 2; // + 1, using the scan for the details
+ t0 = t1global;
+
+ }
+
+ // linear reverse scan
+
+ for ( var giveUpAt = i1 - 2; ;) {
+
+ if ( t0 === undefined ) {
+
+ // before start
+
+ this._cachedIndex = 0;
+ return this.beforeStart_( 0, t, t1 );
+
+ }
+
+ if ( i1 === giveUpAt ) break; // this loop
+
+ t1 = t0;
+ t0 = pp[ -- i1 - 1 ];
+
+ if ( t >= t0 ) {
+
+ // we have arrived at the sought interval
+ break seek;
+
+ }
+
+ }
+
+ // prepare binary search on the left side of the index
+ right = i1;
+ i1 = 0;
+ break linear_scan;
+
+ }
+
+ // the interval is valid
+
+ break validate_interval;
+
+ } // linear scan
+
+ // binary search
+
+ while ( i1 < right ) {
+
+ var mid = ( i1 + right ) >>> 1;
+
+ if ( t < pp[ mid ] ) {
+
+ right = mid;
+
+ } else {
+
+ i1 = mid + 1;
+
+ }
+
+ }
+
+ t1 = pp[ i1 ];
+ t0 = pp[ i1 - 1 ];
+
+ // check boundary cases, again
+
+ if ( t0 === undefined ) {
+
+ this._cachedIndex = 0;
+ return this.beforeStart_( 0, t, t1 );
+
+ }
+
+ if ( t1 === undefined ) {
+
+ i1 = pp.length;
+ this._cachedIndex = i1;
+ return this.afterEnd_( i1 - 1, t0, t );
+
+ }
+
+ } // seek
+
+ this._cachedIndex = i1;
+
+ this.intervalChanged_( i1, t0, t1 );
+
+ } // validate_interval
+
+ return this.interpolate_( i1, t0, t, t1 );
+
+ },
+
+ settings: null, // optional, subclass-specific settings structure
+ // Note: The indirection allows central control of many interpolants.
+
+ // --- Protected interface
+
+ DefaultSettings_: {},
+
+ getSettings_: function() {
+
+ return this.settings || this.DefaultSettings_;
+
+ },
+
+ copySampleValue_: function( index ) {
+
+ // copies a sample value to the result buffer
+
+ var result = this.resultBuffer,
+ values = this.sampleValues,
+ stride = this.valueSize,
+ offset = index * stride;
+
+ for ( var i = 0; i !== stride; ++ i ) {
+
+ result[ i ] = values[ offset + i ];
+
+ }
+
+ return result;
+
+ },
+
+ // Template methods for derived classes:
+
+ interpolate_: function( i1, t0, t, t1 ) {
+
+ throw new Error( "call to abstract method" );
+ // implementations shall return this.resultBuffer
+
+ },
+
+ intervalChanged_: function( i1, t0, t1 ) {
+
+ // empty
+
+ }
+
+};
+
+Object.assign( THREE.Interpolant.prototype, {
+
+ beforeStart_: //( 0, t, t0 ), returns this.resultBuffer
+ THREE.Interpolant.prototype.copySampleValue_,
+
+ afterEnd_: //( N-1, tN-1, t ), returns this.resultBuffer
+ THREE.Interpolant.prototype.copySampleValue_
+
+} );
+
+// File:src/math/interpolants/CubicInterpolant.js
+
+/**
+ * Fast and simple cubic spline interpolant.
+ *
+ * It was derived from a Hermitian construction setting the first derivative
+ * at each sample position to the linear slope between neighboring positions
+ * over their parameter interval.
+ *
+ * @author tschw
+ */
+
+THREE.CubicInterpolant = function(
+ parameterPositions, sampleValues, sampleSize, resultBuffer ) {
+
+ THREE.Interpolant.call(
+ this, parameterPositions, sampleValues, sampleSize, resultBuffer );
+
+ this._weightPrev = -0;
+ this._offsetPrev = -0;
+ this._weightNext = -0;
+ this._offsetNext = -0;
+
+};
+
+THREE.CubicInterpolant.prototype =
+ Object.assign( Object.create( THREE.Interpolant.prototype ), {
+
+ constructor: THREE.CubicInterpolant,
+
+ DefaultSettings_: {
+
+ endingStart: THREE.ZeroCurvatureEnding,
+ endingEnd: THREE.ZeroCurvatureEnding
+
+ },
+
+ intervalChanged_: function( i1, t0, t1 ) {
+
+ var pp = this.parameterPositions,
+ iPrev = i1 - 2,
+ iNext = i1 + 1,
+
+ tPrev = pp[ iPrev ],
+ tNext = pp[ iNext ];
+
+ if ( tPrev === undefined ) {
+
+ switch ( this.getSettings_().endingStart ) {
+
+ case THREE.ZeroSlopeEnding:
+
+ // f'(t0) = 0
+ iPrev = i1;
+ tPrev = 2 * t0 - t1;
+
+ break;
+
+ case THREE.WrapAroundEnding:
+
+ // use the other end of the curve
+ iPrev = pp.length - 2;
+ tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
+
+ break;
+
+ default: // ZeroCurvatureEnding
+
+ // f''(t0) = 0 a.k.a. Natural Spline
+ iPrev = i1;
+ tPrev = t1;
+
+ }
+
+ }
+
+ if ( tNext === undefined ) {
+
+ switch ( this.getSettings_().endingEnd ) {
+
+ case THREE.ZeroSlopeEnding:
+
+ // f'(tN) = 0
+ iNext = i1;
+ tNext = 2 * t1 - t0;
+
+ break;
+
+ case THREE.WrapAroundEnding:
+
+ // use the other end of the curve
+ iNext = 1;
+ tNext = t1 + pp[ 1 ] - pp[ 0 ];
+
+ break;
+
+ default: // ZeroCurvatureEnding
+
+ // f''(tN) = 0, a.k.a. Natural Spline
+ iNext = i1 - 1;
+ tNext = t0;
+
+ }
+
+ }
+
+ var halfDt = ( t1 - t0 ) * 0.5,
+ stride = this.valueSize;
+
+ this._weightPrev = halfDt / ( t0 - tPrev );
+ this._weightNext = halfDt / ( tNext - t1 );
+ this._offsetPrev = iPrev * stride;
+ this._offsetNext = iNext * stride;
+
+ },
+
+ interpolate_: function( i1, t0, t, t1 ) {
+
+ var result = this.resultBuffer,
+ values = this.sampleValues,
+ stride = this.valueSize,
+
+ o1 = i1 * stride, o0 = o1 - stride,
+ oP = this._offsetPrev, oN = this._offsetNext,
+ wP = this._weightPrev, wN = this._weightNext,
+
+ p = ( t - t0 ) / ( t1 - t0 ),
+ pp = p * p,
+ ppp = pp * p;
+
+ // evaluate polynomials
+
+ var sP = - wP * ppp + 2 * wP * pp - wP * p;
+ var s0 = ( 1 + wP ) * ppp + (-1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1;
+ var s1 = (-1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
+ var sN = wN * ppp - wN * pp;
+
+ // combine data linearly
+
+ for ( var i = 0; i !== stride; ++ i ) {
+
+ result[ i ] =
+ sP * values[ oP + i ] +
+ s0 * values[ o0 + i ] +
+ s1 * values[ o1 + i ] +
+ sN * values[ oN + i ];
+
+ }
+
+ return result;
+
+ }
+
+} );
+
+// File:src/math/interpolants/DiscreteInterpolant.js
+
+/**
+ *
+ * Interpolant that evaluates to the sample value at the position preceeding
+ * the parameter.
+ *
+ * @author tschw
+ */
+
+THREE.DiscreteInterpolant = function(
+ parameterPositions, sampleValues, sampleSize, resultBuffer ) {
+
+ THREE.Interpolant.call(
+ this, parameterPositions, sampleValues, sampleSize, resultBuffer );
+
+};
+
+THREE.DiscreteInterpolant.prototype =
+ Object.assign( Object.create( THREE.Interpolant.prototype ), {
+
+ constructor: THREE.DiscreteInterpolant,
+
+ interpolate_: function( i1, t0, t, t1 ) {
+
+ return this.copySampleValue_( i1 - 1 );
+
+ }
+
+} );
+
+// File:src/math/interpolants/LinearInterpolant.js
+
+/**
+ * @author tschw
+ */
+
+THREE.LinearInterpolant = function(
+ parameterPositions, sampleValues, sampleSize, resultBuffer ) {
+
+ THREE.Interpolant.call(
+ this, parameterPositions, sampleValues, sampleSize, resultBuffer );
+
+};
+
+THREE.LinearInterpolant.prototype =
+ Object.assign( Object.create( THREE.Interpolant.prototype ), {
+
+ constructor: THREE.LinearInterpolant,
+
+ interpolate_: function( i1, t0, t, t1 ) {
+
+ var result = this.resultBuffer,
+ values = this.sampleValues,
+ stride = this.valueSize,
+
+ offset1 = i1 * stride,
+ offset0 = offset1 - stride,
+
+ weight1 = ( t - t0 ) / ( t1 - t0 ),
+ weight0 = 1 - weight1;
+
+ for ( var i = 0; i !== stride; ++ i ) {
+
+ result[ i ] =
+ values[ offset0 + i ] * weight0 +
+ values[ offset1 + i ] * weight1;
+
+ }
+
+ return result;
+
+ }
+
+} );
+
+// File:src/math/interpolants/QuaternionLinearInterpolant.js
+
+/**
+ * Spherical linear unit quaternion interpolant.
+ *
+ * @author tschw
+ */
+
+THREE.QuaternionLinearInterpolant = function(
+ parameterPositions, sampleValues, sampleSize, resultBuffer ) {
+
+ THREE.Interpolant.call(
+ this, parameterPositions, sampleValues, sampleSize, resultBuffer );
+
+};
+
+THREE.QuaternionLinearInterpolant.prototype =
+ Object.assign( Object.create( THREE.Interpolant.prototype ), {
+
+ constructor: THREE.QuaternionLinearInterpolant,
+
+ interpolate_: function( i1, t0, t, t1 ) {
+
+ var result = this.resultBuffer,
+ values = this.sampleValues,
+ stride = this.valueSize,
+
+ offset = i1 * stride,
+
+ alpha = ( t - t0 ) / ( t1 - t0 );
+
+ for ( var end = offset + stride; offset !== end; offset += 4 ) {
+
+ THREE.Quaternion.slerpFlat( result, 0,
+ values, offset - stride, values, offset, alpha );
+
+ }
+
+ return result;
+
+ }
+
+} );
+
+// File:src/core/Clock.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Clock = function ( autoStart ) {
+
+ this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
+
+ this.startTime = 0;
+ this.oldTime = 0;
+ this.elapsedTime = 0;
+
+ this.running = false;
+
+};
+
+THREE.Clock.prototype = {
+
+ constructor: THREE.Clock,
+
+ start: function () {
+
+ this.startTime = performance.now();
+
+ this.oldTime = this.startTime;
+ this.running = true;
+
+ },
+
+ stop: function () {
+
+ this.getElapsedTime();
+ this.running = false;
+
+ },
+
+ getElapsedTime: function () {
+
+ this.getDelta();
+ return this.elapsedTime;
+
+ },
+
+ getDelta: function () {
+
+ var diff = 0;
+
+ if ( this.autoStart && ! this.running ) {
+
+ this.start();
+
+ }
+
+ if ( this.running ) {
+
+ var newTime = performance.now();
+
+ diff = 0.001 * ( newTime - this.oldTime );
+ this.oldTime = newTime;
+
+ this.elapsedTime += diff;
+
+ }
+
+ return diff;
+
+ }
+
+};
+
+// File:src/core/EventDispatcher.js
+
+/**
+ * https://github.com/mrdoob/eventdispatcher.js/
+ */
+
+THREE.EventDispatcher = function () {};
+
+THREE.EventDispatcher.prototype = {
+
+ constructor: THREE.EventDispatcher,
+
+ apply: function ( object ) {
+
+ object.addEventListener = THREE.EventDispatcher.prototype.addEventListener;
+ object.hasEventListener = THREE.EventDispatcher.prototype.hasEventListener;
+ object.removeEventListener = THREE.EventDispatcher.prototype.removeEventListener;
+ object.dispatchEvent = THREE.EventDispatcher.prototype.dispatchEvent;
+
+ },
+
+ addEventListener: function ( type, listener ) {
+
+ if ( this._listeners === undefined ) this._listeners = {};
+
+ var listeners = this._listeners;
+
+ if ( listeners[ type ] === undefined ) {
+
+ listeners[ type ] = [];
+
+ }
+
+ if ( listeners[ type ].indexOf( listener ) === - 1 ) {
+
+ listeners[ type ].push( listener );
+
+ }
+
+ },
+
+ hasEventListener: function ( type, listener ) {
+
+ if ( this._listeners === undefined ) return false;
+
+ var listeners = this._listeners;
+
+ if ( listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1 ) {
+
+ return true;
+
+ }
+
+ return false;
+
+ },
+
+ removeEventListener: function ( type, listener ) {
+
+ if ( this._listeners === undefined ) return;
+
+ var listeners = this._listeners;
+ var listenerArray = listeners[ type ];
+
+ if ( listenerArray !== undefined ) {
+
+ var index = listenerArray.indexOf( listener );
+
+ if ( index !== - 1 ) {
+
+ listenerArray.splice( index, 1 );
+
+ }
+
+ }
+
+ },
+
+ dispatchEvent: function ( event ) {
+
+ if ( this._listeners === undefined ) return;
+
+ var listeners = this._listeners;
+ var listenerArray = listeners[ event.type ];
+
+ if ( listenerArray !== undefined ) {
+
+ event.target = this;
+
+ var array = [];
+ var length = listenerArray.length;
+
+ for ( var i = 0; i < length; i ++ ) {
+
+ array[ i ] = listenerArray[ i ];
+
+ }
+
+ for ( var i = 0; i < length; i ++ ) {
+
+ array[ i ].call( this, event );
+
+ }
+
+ }
+
+ }
+
+};
+
+// File:src/core/Layers.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Layers = function () {
+
+ this.mask = 1;
+
+};
+
+THREE.Layers.prototype = {
+
+ constructor: THREE.Layers,
+
+ set: function ( channel ) {
+
+ this.mask = 1 << channel;
+
+ },
+
+ enable: function ( channel ) {
+
+ this.mask |= 1 << channel;
+
+ },
+
+ toggle: function ( channel ) {
+
+ this.mask ^= 1 << channel;
+
+ },
+
+ disable: function ( channel ) {
+
+ this.mask &= ~ ( 1 << channel );
+
+ },
+
+ test: function ( layers ) {
+
+ return ( this.mask & layers.mask ) !== 0;
+
+ }
+
+};
+
+// File:src/core/Raycaster.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author bhouston / http://clara.io/
+ * @author stephomi / http://stephaneginier.com/
+ */
+
+( function ( THREE ) {
+
+ THREE.Raycaster = function ( origin, direction, near, far ) {
+
+ this.ray = new THREE.Ray( origin, direction );
+ // direction is assumed to be normalized (for accurate distance calculations)
+
+ this.near = near || 0;
+ this.far = far || Infinity;
+
+ this.params = {
+ Mesh: {},
+ Line: {},
+ LOD: {},
+ Points: { threshold: 1 },
+ Sprite: {}
+ };
+
+ Object.defineProperties( this.params, {
+ PointCloud: {
+ get: function () {
+ console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
+ return this.Points;
+ }
+ }
+ } );
+
+ };
+
+ function ascSort( a, b ) {
+
+ return a.distance - b.distance;
+
+ }
+
+ function intersectObject( object, raycaster, intersects, recursive ) {
+
+ if ( object.visible === false ) return;
+
+ object.raycast( raycaster, intersects );
+
+ if ( recursive === true ) {
+
+ var children = object.children;
+
+ for ( var i = 0, l = children.length; i < l; i ++ ) {
+
+ intersectObject( children[ i ], raycaster, intersects, true );
+
+ }
+
+ }
+
+ }
+
+ //
+
+ THREE.Raycaster.prototype = {
+
+ constructor: THREE.Raycaster,
+
+ linePrecision: 1,
+
+ set: function ( origin, direction ) {
+
+ // direction is assumed to be normalized (for accurate distance calculations)
+
+ this.ray.set( origin, direction );
+
+ },
+
+ setFromCamera: function ( coords, camera ) {
+
+ if ( camera instanceof THREE.PerspectiveCamera ) {
+
+ this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
+ this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
+
+ } else if ( camera instanceof THREE.OrthographicCamera ) {
+
+ this.ray.origin.set( coords.x, coords.y, - 1 ).unproject( camera );
+ this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
+
+ } else {
+
+ console.error( 'THREE.Raycaster: Unsupported camera type.' );
+
+ }
+
+ },
+
+ intersectObject: function ( object, recursive ) {
+
+ var intersects = [];
+
+ intersectObject( object, this, intersects, recursive );
+
+ intersects.sort( ascSort );
+
+ return intersects;
+
+ },
+
+ intersectObjects: function ( objects, recursive ) {
+
+ var intersects = [];
+
+ if ( Array.isArray( objects ) === false ) {
+
+ console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
+ return intersects;
+
+ }
+
+ for ( var i = 0, l = objects.length; i < l; i ++ ) {
+
+ intersectObject( objects[ i ], this, intersects, recursive );
+
+ }
+
+ intersects.sort( ascSort );
+
+ return intersects;
+
+ }
+
+ };
+
+}( THREE ) );
+
+// File:src/core/Object3D.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author WestLangley / http://github.com/WestLangley
+ * @author elephantatwork / www.elephantatwork.ch
+ */
+
+THREE.Object3D = function () {
+
+ Object.defineProperty( this, 'id', { value: THREE.Object3DIdCount ++ } );
+
+ this.uuid = THREE.Math.generateUUID();
+
+ this.name = '';
+ this.type = 'Object3D';
+
+ this.parent = null;
+ this.children = [];
+
+ this.up = THREE.Object3D.DefaultUp.clone();
+
+ var position = new THREE.Vector3();
+ var rotation = new THREE.Euler();
+ var quaternion = new THREE.Quaternion();
+ var scale = new THREE.Vector3( 1, 1, 1 );
+
+ function onRotationChange() {
+
+ quaternion.setFromEuler( rotation, false );
+
+ }
+
+ function onQuaternionChange() {
+
+ rotation.setFromQuaternion( quaternion, undefined, false );
+
+ }
+
+ rotation.onChange( onRotationChange );
+ quaternion.onChange( onQuaternionChange );
+
+ Object.defineProperties( this, {
+ position: {
+ enumerable: true,
+ value: position
+ },
+ rotation: {
+ enumerable: true,
+ value: rotation
+ },
+ quaternion: {
+ enumerable: true,
+ value: quaternion
+ },
+ scale: {
+ enumerable: true,
+ value: scale
+ },
+ modelViewMatrix: {
+ value: new THREE.Matrix4()
+ },
+ normalMatrix: {
+ value: new THREE.Matrix3()
+ }
+ } );
+
+ this.rotationAutoUpdate = true;
+
+ this.matrix = new THREE.Matrix4();
+ this.matrixWorld = new THREE.Matrix4();
+
+ this.matrixAutoUpdate = THREE.Object3D.DefaultMatrixAutoUpdate;
+ this.matrixWorldNeedsUpdate = false;
+
+ this.layers = new THREE.Layers();
+ this.visible = true;
+
+ this.castShadow = false;
+ this.receiveShadow = false;
+
+ this.frustumCulled = true;
+ this.renderOrder = 0;
+
+ this.userData = {};
+
+};
+
+THREE.Object3D.DefaultUp = new THREE.Vector3( 0, 1, 0 );
+THREE.Object3D.DefaultMatrixAutoUpdate = true;
+
+THREE.Object3D.prototype = {
+
+ constructor: THREE.Object3D,
+
+ applyMatrix: function ( matrix ) {
+
+ this.matrix.multiplyMatrices( matrix, this.matrix );
+
+ this.matrix.decompose( this.position, this.quaternion, this.scale );
+
+ },
+
+ setRotationFromAxisAngle: function ( axis, angle ) {
+
+ // assumes axis is normalized
+
+ this.quaternion.setFromAxisAngle( axis, angle );
+
+ },
+
+ setRotationFromEuler: function ( euler ) {
+
+ this.quaternion.setFromEuler( euler, true );
+
+ },
+
+ setRotationFromMatrix: function ( m ) {
+
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+ this.quaternion.setFromRotationMatrix( m );
+
+ },
+
+ setRotationFromQuaternion: function ( q ) {
+
+ // assumes q is normalized
+
+ this.quaternion.copy( q );
+
+ },
+
+ rotateOnAxis: function () {
+
+ // rotate object on axis in object space
+ // axis is assumed to be normalized
+
+ var q1 = new THREE.Quaternion();
+
+ return function ( axis, angle ) {
+
+ q1.setFromAxisAngle( axis, angle );
+
+ this.quaternion.multiply( q1 );
+
+ return this;
+
+ };
+
+ }(),
+
+ rotateX: function () {
+
+ var v1 = new THREE.Vector3( 1, 0, 0 );
+
+ return function ( angle ) {
+
+ return this.rotateOnAxis( v1, angle );
+
+ };
+
+ }(),
+
+ rotateY: function () {
+
+ var v1 = new THREE.Vector3( 0, 1, 0 );
+
+ return function ( angle ) {
+
+ return this.rotateOnAxis( v1, angle );
+
+ };
+
+ }(),
+
+ rotateZ: function () {
+
+ var v1 = new THREE.Vector3( 0, 0, 1 );
+
+ return function ( angle ) {
+
+ return this.rotateOnAxis( v1, angle );
+
+ };
+
+ }(),
+
+ translateOnAxis: function () {
+
+ // translate object by distance along axis in object space
+ // axis is assumed to be normalized
+
+ var v1 = new THREE.Vector3();
+
+ return function ( axis, distance ) {
+
+ v1.copy( axis ).applyQuaternion( this.quaternion );
+
+ this.position.add( v1.multiplyScalar( distance ) );
+
+ return this;
+
+ };
+
+ }(),
+
+ translateX: function () {
+
+ var v1 = new THREE.Vector3( 1, 0, 0 );
+
+ return function ( distance ) {
+
+ return this.translateOnAxis( v1, distance );
+
+ };
+
+ }(),
+
+ translateY: function () {
+
+ var v1 = new THREE.Vector3( 0, 1, 0 );
+
+ return function ( distance ) {
+
+ return this.translateOnAxis( v1, distance );
+
+ };
+
+ }(),
+
+ translateZ: function () {
+
+ var v1 = new THREE.Vector3( 0, 0, 1 );
+
+ return function ( distance ) {
+
+ return this.translateOnAxis( v1, distance );
+
+ };
+
+ }(),
+
+ localToWorld: function ( vector ) {
+
+ return vector.applyMatrix4( this.matrixWorld );
+
+ },
+
+ worldToLocal: function () {
+
+ var m1 = new THREE.Matrix4();
+
+ return function ( vector ) {
+
+ return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
+
+ };
+
+ }(),
+
+ lookAt: function () {
+
+ // This routine does not support objects with rotated and/or translated parent(s)
+
+ var m1 = new THREE.Matrix4();
+
+ return function ( vector ) {
+
+ m1.lookAt( vector, this.position, this.up );
+
+ this.quaternion.setFromRotationMatrix( m1 );
+
+ };
+
+ }(),
+
+ add: function ( object ) {
+
+ if ( arguments.length > 1 ) {
+
+ for ( var i = 0; i < arguments.length; i ++ ) {
+
+ this.add( arguments[ i ] );
+
+ }
+
+ return this;
+
+ }
+
+ if ( object === this ) {
+
+ console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
+ return this;
+
+ }
+
+ if ( object instanceof THREE.Object3D ) {
+
+ if ( object.parent !== null ) {
+
+ object.parent.remove( object );
+
+ }
+
+ object.parent = this;
+ object.dispatchEvent( { type: 'added' } );
+
+ this.children.push( object );
+
+ } else {
+
+ console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
+
+ }
+
+ return this;
+
+ },
+
+ remove: function ( object ) {
+
+ if ( arguments.length > 1 ) {
+
+ for ( var i = 0; i < arguments.length; i ++ ) {
+
+ this.remove( arguments[ i ] );
+
+ }
+
+ }
+
+ var index = this.children.indexOf( object );
+
+ if ( index !== - 1 ) {
+
+ object.parent = null;
+
+ object.dispatchEvent( { type: 'removed' } );
+
+ this.children.splice( index, 1 );
+
+ }
+
+ },
+
+ getObjectById: function ( id ) {
+
+ return this.getObjectByProperty( 'id', id );
+
+ },
+
+ getObjectByName: function ( name ) {
+
+ return this.getObjectByProperty( 'name', name );
+
+ },
+
+ getObjectByProperty: function ( name, value ) {
+
+ if ( this[ name ] === value ) return this;
+
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+ var child = this.children[ i ];
+ var object = child.getObjectByProperty( name, value );
+
+ if ( object !== undefined ) {
+
+ return object;
+
+ }
+
+ }
+
+ return undefined;
+
+ },
+
+ getWorldPosition: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ this.updateMatrixWorld( true );
+
+ return result.setFromMatrixPosition( this.matrixWorld );
+
+ },
+
+ getWorldQuaternion: function () {
+
+ var position = new THREE.Vector3();
+ var scale = new THREE.Vector3();
+
+ return function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Quaternion();
+
+ this.updateMatrixWorld( true );
+
+ this.matrixWorld.decompose( position, result, scale );
+
+ return result;
+
+ };
+
+ }(),
+
+ getWorldRotation: function () {
+
+ var quaternion = new THREE.Quaternion();
+
+ return function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Euler();
+
+ this.getWorldQuaternion( quaternion );
+
+ return result.setFromQuaternion( quaternion, this.rotation.order, false );
+
+ };
+
+ }(),
+
+ getWorldScale: function () {
+
+ var position = new THREE.Vector3();
+ var quaternion = new THREE.Quaternion();
+
+ return function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ this.updateMatrixWorld( true );
+
+ this.matrixWorld.decompose( position, quaternion, result );
+
+ return result;
+
+ };
+
+ }(),
+
+ getWorldDirection: function () {
+
+ var quaternion = new THREE.Quaternion();
+
+ return function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ this.getWorldQuaternion( quaternion );
+
+ return result.set( 0, 0, 1 ).applyQuaternion( quaternion );
+
+ };
+
+ }(),
+
+ raycast: function () {},
+
+ traverse: function ( callback ) {
+
+ callback( this );
+
+ var children = this.children;
+
+ for ( var i = 0, l = children.length; i < l; i ++ ) {
+
+ children[ i ].traverse( callback );
+
+ }
+
+ },
+
+ traverseVisible: function ( callback ) {
+
+ if ( this.visible === false ) return;
+
+ callback( this );
+
+ var children = this.children;
+
+ for ( var i = 0, l = children.length; i < l; i ++ ) {
+
+ children[ i ].traverseVisible( callback );
+
+ }
+
+ },
+
+ traverseAncestors: function ( callback ) {
+
+ var parent = this.parent;
+
+ if ( parent !== null ) {
+
+ callback( parent );
+
+ parent.traverseAncestors( callback );
+
+ }
+
+ },
+
+ updateMatrix: function () {
+
+ this.matrix.compose( this.position, this.quaternion, this.scale );
+
+ this.matrixWorldNeedsUpdate = true;
+
+ },
+
+ updateMatrixWorld: function ( force ) {
+
+ if ( this.matrixAutoUpdate === true ) this.updateMatrix();
+
+ if ( this.matrixWorldNeedsUpdate === true || force === true ) {
+
+ if ( this.parent === null ) {
+
+ this.matrixWorld.copy( this.matrix );
+
+ } else {
+
+ this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
+
+ }
+
+ this.matrixWorldNeedsUpdate = false;
+
+ force = true;
+
+ }
+
+ // update children
+
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+ this.children[ i ].updateMatrixWorld( force );
+
+ }
+
+ },
+
+ toJSON: function ( meta ) {
+
+ var isRootObject = ( meta === undefined );
+
+ var output = {};
+
+ // meta is a hash used to collect geometries, materials.
+ // not providing it implies that this is the root object
+ // being serialized.
+ if ( isRootObject ) {
+
+ // initialize meta obj
+ meta = {
+ geometries: {},
+ materials: {},
+ textures: {},
+ images: {}
+ };
+
+ output.metadata = {
+ version: 4.4,
+ type: 'Object',
+ generator: 'Object3D.toJSON'
+ };
+
+ }
+
+ // standard Object3D serialization
+
+ var object = {};
+
+ object.uuid = this.uuid;
+ object.type = this.type;
+
+ if ( this.name !== '' ) object.name = this.name;
+ if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;
+ if ( this.castShadow === true ) object.castShadow = true;
+ if ( this.receiveShadow === true ) object.receiveShadow = true;
+ if ( this.visible === false ) object.visible = false;
+
+ object.matrix = this.matrix.toArray();
+
+ //
+
+ if ( this.geometry !== undefined ) {
+
+ if ( meta.geometries[ this.geometry.uuid ] === undefined ) {
+
+ meta.geometries[ this.geometry.uuid ] = this.geometry.toJSON( meta );
+
+ }
+
+ object.geometry = this.geometry.uuid;
+
+ }
+
+ if ( this.material !== undefined ) {
+
+ if ( meta.materials[ this.material.uuid ] === undefined ) {
+
+ meta.materials[ this.material.uuid ] = this.material.toJSON( meta );
+
+ }
+
+ object.material = this.material.uuid;
+
+ }
+
+ //
+
+ if ( this.children.length > 0 ) {
+
+ object.children = [];
+
+ for ( var i = 0; i < this.children.length; i ++ ) {
+
+ object.children.push( this.children[ i ].toJSON( meta ).object );
+
+ }
+
+ }
+
+ if ( isRootObject ) {
+
+ var geometries = extractFromCache( meta.geometries );
+ var materials = extractFromCache( meta.materials );
+ var textures = extractFromCache( meta.textures );
+ var images = extractFromCache( meta.images );
+
+ if ( geometries.length > 0 ) output.geometries = geometries;
+ if ( materials.length > 0 ) output.materials = materials;
+ if ( textures.length > 0 ) output.textures = textures;
+ if ( images.length > 0 ) output.images = images;
+
+ }
+
+ output.object = object;
+
+ return output;
+
+ // extract data from the cache hash
+ // remove metadata on each item
+ // and return as array
+ function extractFromCache ( cache ) {
+
+ var values = [];
+ for ( var key in cache ) {
+
+ var data = cache[ key ];
+ delete data.metadata;
+ values.push( data );
+
+ }
+ return values;
+
+ }
+
+ },
+
+ clone: function ( recursive ) {
+
+ return new this.constructor().copy( this, recursive );
+
+ },
+
+ copy: function ( source, recursive ) {
+
+ if ( recursive === undefined ) recursive = true;
+
+ this.name = source.name;
+
+ this.up.copy( source.up );
+
+ this.position.copy( source.position );
+ this.quaternion.copy( source.quaternion );
+ this.scale.copy( source.scale );
+
+ this.rotationAutoUpdate = source.rotationAutoUpdate;
+
+ this.matrix.copy( source.matrix );
+ this.matrixWorld.copy( source.matrixWorld );
+
+ this.matrixAutoUpdate = source.matrixAutoUpdate;
+ this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
+
+ this.visible = source.visible;
+
+ this.castShadow = source.castShadow;
+ this.receiveShadow = source.receiveShadow;
+
+ this.frustumCulled = source.frustumCulled;
+ this.renderOrder = source.renderOrder;
+
+ this.userData = JSON.parse( JSON.stringify( source.userData ) );
+
+ if ( recursive === true ) {
+
+ for ( var i = 0; i < source.children.length; i ++ ) {
+
+ var child = source.children[ i ];
+ this.add( child.clone() );
+
+ }
+
+ }
+
+ return this;
+
+ }
+
+};
+
+THREE.EventDispatcher.prototype.apply( THREE.Object3D.prototype );
+
+THREE.Object3DIdCount = 0;
+
+// File:src/core/Face3.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) {
+
+ this.a = a;
+ this.b = b;
+ this.c = c;
+
+ this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
+ this.vertexNormals = Array.isArray( normal ) ? normal : [];
+
+ this.color = color instanceof THREE.Color ? color : new THREE.Color();
+ this.vertexColors = Array.isArray( color ) ? color : [];
+
+ this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
+
+};
+
+THREE.Face3.prototype = {
+
+ constructor: THREE.Face3,
+
+ clone: function () {
+
+ return new this.constructor().copy( this );
+
+ },
+
+ copy: function ( source ) {
+
+ this.a = source.a;
+ this.b = source.b;
+ this.c = source.c;
+
+ this.normal.copy( source.normal );
+ this.color.copy( source.color );
+
+ this.materialIndex = source.materialIndex;
+
+ for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
+
+ this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
+
+ }
+
+ for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
+
+ this.vertexColors[ i ] = source.vertexColors[ i ].clone();
+
+ }
+
+ return this;
+
+ }
+
+};
+
+// File:src/core/BufferAttribute.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.BufferAttribute = function ( array, itemSize ) {
+
+ this.uuid = THREE.Math.generateUUID();
+
+ this.array = array;
+ this.itemSize = itemSize;
+
+ this.dynamic = false;
+ this.updateRange = { offset: 0, count: - 1 };
+
+ this.version = 0;
+
+};
+
+THREE.BufferAttribute.prototype = {
+
+ constructor: THREE.BufferAttribute,
+
+ get count() {
+
+ return this.array.length / this.itemSize;
+
+ },
+
+ set needsUpdate( value ) {
+
+ if ( value === true ) this.version ++;
+
+ },
+
+ setDynamic: function ( value ) {
+
+ this.dynamic = value;
+
+ return this;
+
+ },
+
+ copy: function ( source ) {
+
+ this.array = new source.array.constructor( source.array );
+ this.itemSize = source.itemSize;
+
+ this.dynamic = source.dynamic;
+
+ return this;
+
+ },
+
+ copyAt: function ( index1, attribute, index2 ) {
+
+ index1 *= this.itemSize;
+ index2 *= attribute.itemSize;
+
+ for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
+
+ this.array[ index1 + i ] = attribute.array[ index2 + i ];
+
+ }
+
+ return this;
+
+ },
+
+ copyArray: function ( array ) {
+
+ this.array.set( array );
+
+ return this;
+
+ },
+
+ copyColorsArray: function ( colors ) {
+
+ var array = this.array, offset = 0;
+
+ for ( var i = 0, l = colors.length; i < l; i ++ ) {
+
+ var color = colors[ i ];
+
+ if ( color === undefined ) {
+
+ console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
+ color = new THREE.Color();
+
+ }
+
+ array[ offset ++ ] = color.r;
+ array[ offset ++ ] = color.g;
+ array[ offset ++ ] = color.b;
+
+ }
+
+ return this;
+
+ },
+
+ copyIndicesArray: function ( indices ) {
+
+ var array = this.array, offset = 0;
+
+ for ( var i = 0, l = indices.length; i < l; i ++ ) {
+
+ var index = indices[ i ];
+
+ array[ offset ++ ] = index.a;
+ array[ offset ++ ] = index.b;
+ array[ offset ++ ] = index.c;
+
+ }
+
+ return this;
+
+ },
+
+ copyVector2sArray: function ( vectors ) {
+
+ var array = this.array, offset = 0;
+
+ for ( var i = 0, l = vectors.length; i < l; i ++ ) {
+
+ var vector = vectors[ i ];
+
+ if ( vector === undefined ) {
+
+ console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
+ vector = new THREE.Vector2();
+
+ }
+
+ array[ offset ++ ] = vector.x;
+ array[ offset ++ ] = vector.y;
+
+ }
+
+ return this;
+
+ },
+
+ copyVector3sArray: function ( vectors ) {
+
+ var array = this.array, offset = 0;
+
+ for ( var i = 0, l = vectors.length; i < l; i ++ ) {
+
+ var vector = vectors[ i ];
+
+ if ( vector === undefined ) {
+
+ console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
+ vector = new THREE.Vector3();
+
+ }
+
+ array[ offset ++ ] = vector.x;
+ array[ offset ++ ] = vector.y;
+ array[ offset ++ ] = vector.z;
+
+ }
+
+ return this;
+
+ },
+
+ copyVector4sArray: function ( vectors ) {
+
+ var array = this.array, offset = 0;
+
+ for ( var i = 0, l = vectors.length; i < l; i ++ ) {
+
+ var vector = vectors[ i ];
+
+ if ( vector === undefined ) {
+
+ console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
+ vector = new THREE.Vector4();
+
+ }
+
+ array[ offset ++ ] = vector.x;
+ array[ offset ++ ] = vector.y;
+ array[ offset ++ ] = vector.z;
+ array[ offset ++ ] = vector.w;
+
+ }
+
+ return this;
+
+ },
+
+ set: function ( value, offset ) {
+
+ if ( offset === undefined ) offset = 0;
+
+ this.array.set( value, offset );
+
+ return this;
+
+ },
+
+ getX: function ( index ) {
+
+ return this.array[ index * this.itemSize ];
+
+ },
+
+ setX: function ( index, x ) {
+
+ this.array[ index * this.itemSize ] = x;
+
+ return this;
+
+ },
+
+ getY: function ( index ) {
+
+ return this.array[ index * this.itemSize + 1 ];
+
+ },
+
+ setY: function ( index, y ) {
+
+ this.array[ index * this.itemSize + 1 ] = y;
+
+ return this;
+
+ },
+
+ getZ: function ( index ) {
+
+ return this.array[ index * this.itemSize + 2 ];
+
+ },
+
+ setZ: function ( index, z ) {
+
+ this.array[ index * this.itemSize + 2 ] = z;
+
+ return this;
+
+ },
+
+ getW: function ( index ) {
+
+ return this.array[ index * this.itemSize + 3 ];
+
+ },
+
+ setW: function ( index, w ) {
+
+ this.array[ index * this.itemSize + 3 ] = w;
+
+ return this;
+
+ },
+
+ setXY: function ( index, x, y ) {
+
+ index *= this.itemSize;
+
+ this.array[ index + 0 ] = x;
+ this.array[ index + 1 ] = y;
+
+ return this;
+
+ },
+
+ setXYZ: function ( index, x, y, z ) {
+
+ index *= this.itemSize;
+
+ this.array[ index + 0 ] = x;
+ this.array[ index + 1 ] = y;
+ this.array[ index + 2 ] = z;
+
+ return this;
+
+ },
+
+ setXYZW: function ( index, x, y, z, w ) {
+
+ index *= this.itemSize;
+
+ this.array[ index + 0 ] = x;
+ this.array[ index + 1 ] = y;
+ this.array[ index + 2 ] = z;
+ this.array[ index + 3 ] = w;
+
+ return this;
+
+ },
+
+ clone: function () {
+
+ return new this.constructor().copy( this );
+
+ }
+
+};
+
+//
+
+THREE.Int8Attribute = function ( array, itemSize ) {
+
+ return new THREE.BufferAttribute( new Int8Array( array ), itemSize );
+
+};
+
+THREE.Uint8Attribute = function ( array, itemSize ) {
+
+ return new THREE.BufferAttribute( new Uint8Array( array ), itemSize );
+
+};
+
+THREE.Uint8ClampedAttribute = function ( array, itemSize ) {
+
+ return new THREE.BufferAttribute( new Uint8ClampedArray( array ), itemSize );
+
+};
+
+THREE.Int16Attribute = function ( array, itemSize ) {
+
+ return new THREE.BufferAttribute( new Int16Array( array ), itemSize );
+
+};
+
+THREE.Uint16Attribute = function ( array, itemSize ) {
+
+ return new THREE.BufferAttribute( new Uint16Array( array ), itemSize );
+
+};
+
+THREE.Int32Attribute = function ( array, itemSize ) {
+
+ return new THREE.BufferAttribute( new Int32Array( array ), itemSize );
+
+};
+
+THREE.Uint32Attribute = function ( array, itemSize ) {
+
+ return new THREE.BufferAttribute( new Uint32Array( array ), itemSize );
+
+};
+
+THREE.Float32Attribute = function ( array, itemSize ) {
+
+ return new THREE.BufferAttribute( new Float32Array( array ), itemSize );
+
+};
+
+THREE.Float64Attribute = function ( array, itemSize ) {
+
+ return new THREE.BufferAttribute( new Float64Array( array ), itemSize );
+
+};
+
+
+// Deprecated
+
+THREE.DynamicBufferAttribute = function ( array, itemSize ) {
+
+ console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
+ return new THREE.BufferAttribute( array, itemSize ).setDynamic( true );
+
+};
+
+// File:src/core/InstancedBufferAttribute.js
+
+/**
+ * @author benaadams / https://twitter.com/ben_a_adams
+ */
+
+THREE.InstancedBufferAttribute = function ( array, itemSize, meshPerAttribute ) {
+
+ THREE.BufferAttribute.call( this, array, itemSize );
+
+ this.meshPerAttribute = meshPerAttribute || 1;
+
+};
+
+THREE.InstancedBufferAttribute.prototype = Object.create( THREE.BufferAttribute.prototype );
+THREE.InstancedBufferAttribute.prototype.constructor = THREE.InstancedBufferAttribute;
+
+THREE.InstancedBufferAttribute.prototype.copy = function ( source ) {
+
+ THREE.BufferAttribute.prototype.copy.call( this, source );
+
+ this.meshPerAttribute = source.meshPerAttribute;
+
+ return this;
+
+};
+
+// File:src/core/InterleavedBuffer.js
+
+/**
+ * @author benaadams / https://twitter.com/ben_a_adams
+ */
+
+THREE.InterleavedBuffer = function ( array, stride ) {
+
+ this.uuid = THREE.Math.generateUUID();
+
+ this.array = array;
+ this.stride = stride;
+
+ this.dynamic = false;
+ this.updateRange = { offset: 0, count: - 1 };
+
+ this.version = 0;
+
+};
+
+THREE.InterleavedBuffer.prototype = {
+
+ constructor: THREE.InterleavedBuffer,
+
+ get length () {
+
+ return this.array.length;
+
+ },
+
+ get count () {
+
+ return this.array.length / this.stride;
+
+ },
+
+ set needsUpdate( value ) {
+
+ if ( value === true ) this.version ++;
+
+ },
+
+ setDynamic: function ( value ) {
+
+ this.dynamic = value;
+
+ return this;
+
+ },
+
+ copy: function ( source ) {
+
+ this.array = new source.array.constructor( source.array );
+ this.stride = source.stride;
+ this.dynamic = source.dynamic;
+
+ return this;
+
+ },
+
+ copyAt: function ( index1, attribute, index2 ) {
+
+ index1 *= this.stride;
+ index2 *= attribute.stride;
+
+ for ( var i = 0, l = this.stride; i < l; i ++ ) {
+
+ this.array[ index1 + i ] = attribute.array[ index2 + i ];
+
+ }
+
+ return this;
+
+ },
+
+ set: function ( value, offset ) {
+
+ if ( offset === undefined ) offset = 0;
+
+ this.array.set( value, offset );
+
+ return this;
+
+ },
+
+ clone: function () {
+
+ return new this.constructor().copy( this );
+
+ }
+
+};
+
+// File:src/core/InstancedInterleavedBuffer.js
+
+/**
+ * @author benaadams / https://twitter.com/ben_a_adams
+ */
+
+THREE.InstancedInterleavedBuffer = function ( array, stride, meshPerAttribute ) {
+
+ THREE.InterleavedBuffer.call( this, array, stride );
+
+ this.meshPerAttribute = meshPerAttribute || 1;
+
+};
+
+THREE.InstancedInterleavedBuffer.prototype = Object.create( THREE.InterleavedBuffer.prototype );
+THREE.InstancedInterleavedBuffer.prototype.constructor = THREE.InstancedInterleavedBuffer;
+
+THREE.InstancedInterleavedBuffer.prototype.copy = function ( source ) {
+
+ THREE.InterleavedBuffer.prototype.copy.call( this, source );
+
+ this.meshPerAttribute = source.meshPerAttribute;
+
+ return this;
+
+};
+
+// File:src/core/InterleavedBufferAttribute.js
+
+/**
+ * @author benaadams / https://twitter.com/ben_a_adams
+ */
+
+THREE.InterleavedBufferAttribute = function ( interleavedBuffer, itemSize, offset ) {
+
+ this.uuid = THREE.Math.generateUUID();
+
+ this.data = interleavedBuffer;
+ this.itemSize = itemSize;
+ this.offset = offset;
+
+};
+
+
+THREE.InterleavedBufferAttribute.prototype = {
+
+ constructor: THREE.InterleavedBufferAttribute,
+
+ get length() {
+
+ console.warn( 'THREE.BufferAttribute: .length has been deprecated. Please use .count.' );
+ return this.array.length;
+
+ },
+
+ get count() {
+
+ return this.data.count;
+
+ },
+
+ setX: function ( index, x ) {
+
+ this.data.array[ index * this.data.stride + this.offset ] = x;
+
+ return this;
+
+ },
+
+ setY: function ( index, y ) {
+
+ this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
+
+ return this;
+
+ },
+
+ setZ: function ( index, z ) {
+
+ this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
+
+ return this;
+
+ },
+
+ setW: function ( index, w ) {
+
+ this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
+
+ return this;
+
+ },
+
+ getX: function ( index ) {
+
+ return this.data.array[ index * this.data.stride + this.offset ];
+
+ },
+
+ getY: function ( index ) {
+
+ return this.data.array[ index * this.data.stride + this.offset + 1 ];
+
+ },
+
+ getZ: function ( index ) {
+
+ return this.data.array[ index * this.data.stride + this.offset + 2 ];
+
+ },
+
+ getW: function ( index ) {
+
+ return this.data.array[ index * this.data.stride + this.offset + 3 ];
+
+ },
+
+ setXY: function ( index, x, y ) {
+
+ index = index * this.data.stride + this.offset;
+
+ this.data.array[ index + 0 ] = x;
+ this.data.array[ index + 1 ] = y;
+
+ return this;
+
+ },
+
+ setXYZ: function ( index, x, y, z ) {
+
+ index = index * this.data.stride + this.offset;
+
+ this.data.array[ index + 0 ] = x;
+ this.data.array[ index + 1 ] = y;
+ this.data.array[ index + 2 ] = z;
+
+ return this;
+
+ },
+
+ setXYZW: function ( index, x, y, z, w ) {
+
+ index = index * this.data.stride + this.offset;
+
+ this.data.array[ index + 0 ] = x;
+ this.data.array[ index + 1 ] = y;
+ this.data.array[ index + 2 ] = z;
+ this.data.array[ index + 3 ] = w;
+
+ return this;
+
+ }
+
+};
+
+// File:src/core/Geometry.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author kile / http://kile.stravaganza.org/
+ * @author alteredq / http://alteredqualia.com/
+ * @author mikael emtinger / http://gomo.se/
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * @author bhouston / http://clara.io
+ */
+
+THREE.Geometry = function () {
+
+ Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } );
+
+ this.uuid = THREE.Math.generateUUID();
+
+ this.name = '';
+ this.type = 'Geometry';
+
+ this.vertices = [];
+ this.colors = [];
+ this.faces = [];
+ this.faceVertexUvs = [ [] ];
+
+ this.morphTargets = [];
+ this.morphNormals = [];
+
+ this.skinWeights = [];
+ this.skinIndices = [];
+
+ this.lineDistances = [];
+
+ this.boundingBox = null;
+ this.boundingSphere = null;
+
+ // update flags
+
+ this.verticesNeedUpdate = false;
+ this.elementsNeedUpdate = false;
+ this.uvsNeedUpdate = false;
+ this.normalsNeedUpdate = false;
+ this.colorsNeedUpdate = false;
+ this.lineDistancesNeedUpdate = false;
+ this.groupsNeedUpdate = false;
+
+};
+
+THREE.Geometry.prototype = {
+
+ constructor: THREE.Geometry,
+
+ applyMatrix: function ( matrix ) {
+
+ var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
+
+ for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
+
+ var vertex = this.vertices[ i ];
+ vertex.applyMatrix4( matrix );
+
+ }
+
+ for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
+
+ var face = this.faces[ i ];
+ face.normal.applyMatrix3( normalMatrix ).normalize();
+
+ for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
+
+ face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
+
+ }
+
+ }
+
+ if ( this.boundingBox !== null ) {
+
+ this.computeBoundingBox();
+
+ }
+
+ if ( this.boundingSphere !== null ) {
+
+ this.computeBoundingSphere();
+
+ }
+
+ this.verticesNeedUpdate = true;
+ this.normalsNeedUpdate = true;
+
+ },
+
+ rotateX: function () {
+
+ // rotate geometry around world x-axis
+
+ var m1;
+
+ return function rotateX( angle ) {
+
+ if ( m1 === undefined ) m1 = new THREE.Matrix4();
+
+ m1.makeRotationX( angle );
+
+ this.applyMatrix( m1 );
+
+ return this;
+
+ };
+
+ }(),
+
+ rotateY: function () {
+
+ // rotate geometry around world y-axis
+
+ var m1;
+
+ return function rotateY( angle ) {
+
+ if ( m1 === undefined ) m1 = new THREE.Matrix4();
+
+ m1.makeRotationY( angle );
+
+ this.applyMatrix( m1 );
+
+ return this;
+
+ };
+
+ }(),
+
+ rotateZ: function () {
+
+ // rotate geometry around world z-axis
+
+ var m1;
+
+ return function rotateZ( angle ) {
+
+ if ( m1 === undefined ) m1 = new THREE.Matrix4();
+
+ m1.makeRotationZ( angle );
+
+ this.applyMatrix( m1 );
+
+ return this;
+
+ };
+
+ }(),
+
+ translate: function () {
+
+ // translate geometry
+
+ var m1;
+
+ return function translate( x, y, z ) {
+
+ if ( m1 === undefined ) m1 = new THREE.Matrix4();
+
+ m1.makeTranslation( x, y, z );
+
+ this.applyMatrix( m1 );
+
+ return this;
+
+ };
+
+ }(),
+
+ scale: function () {
+
+ // scale geometry
+
+ var m1;
+
+ return function scale( x, y, z ) {
+
+ if ( m1 === undefined ) m1 = new THREE.Matrix4();
+
+ m1.makeScale( x, y, z );
+
+ this.applyMatrix( m1 );
+
+ return this;
+
+ };
+
+ }(),
+
+ lookAt: function () {
+
+ var obj;
+
+ return function lookAt( vector ) {
+
+ if ( obj === undefined ) obj = new THREE.Object3D();
+
+ obj.lookAt( vector );
+
+ obj.updateMatrix();
+
+ this.applyMatrix( obj.matrix );
+
+ };
+
+ }(),
+
+ fromBufferGeometry: function ( geometry ) {
+
+ var scope = this;
+
+ var indices = geometry.index !== null ? geometry.index.array : undefined;
+ var attributes = geometry.attributes;
+
+ var positions = attributes.position.array;
+ var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
+ var colors = attributes.color !== undefined ? attributes.color.array : undefined;
+ var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
+ var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
+
+ if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];
+
+ var tempNormals = [];
+ var tempUVs = [];
+ var tempUVs2 = [];
+
+ for ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) {
+
+ scope.vertices.push( new THREE.Vector3( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ) );
+
+ if ( normals !== undefined ) {
+
+ tempNormals.push( new THREE.Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) );
+
+ }
+
+ if ( colors !== undefined ) {
+
+ scope.colors.push( new THREE.Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) );
+
+ }
+
+ if ( uvs !== undefined ) {
+
+ tempUVs.push( new THREE.Vector2( uvs[ j ], uvs[ j + 1 ] ) );
+
+ }
+
+ if ( uvs2 !== undefined ) {
+
+ tempUVs2.push( new THREE.Vector2( uvs2[ j ], uvs2[ j + 1 ] ) );
+
+ }
+
+ }
+
+ function addFace( a, b, c ) {
+
+ var vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : [];
+ var vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : [];
+
+ var face = new THREE.Face3( a, b, c, vertexNormals, vertexColors );
+
+ scope.faces.push( face );
+
+ if ( uvs !== undefined ) {
+
+ scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] );
+
+ }
+
+ if ( uvs2 !== undefined ) {
+
+ scope.faceVertexUvs[ 1 ].push( [ tempUVs2[ a ].clone(), tempUVs2[ b ].clone(), tempUVs2[ c ].clone() ] );
+
+ }
+
+ }
+
+ if ( indices !== undefined ) {
+
+ var groups = geometry.groups;
+
+ if ( groups.length > 0 ) {
+
+ for ( var i = 0; i < groups.length; i ++ ) {
+
+ var group = groups[ i ];
+
+ var start = group.start;
+ var count = group.count;
+
+ for ( var j = start, jl = start + count; j < jl; j += 3 ) {
+
+ addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ] );
+
+ }
+
+ }
+
+ } else {
+
+ for ( var i = 0; i < indices.length; i += 3 ) {
+
+ addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
+
+ }
+
+ }
+
+ } else {
+
+ for ( var i = 0; i < positions.length / 3; i += 3 ) {
+
+ addFace( i, i + 1, i + 2 );
+
+ }
+
+ }
+
+ this.computeFaceNormals();
+
+ if ( geometry.boundingBox !== null ) {
+
+ this.boundingBox = geometry.boundingBox.clone();
+
+ }
+
+ if ( geometry.boundingSphere !== null ) {
+
+ this.boundingSphere = geometry.boundingSphere.clone();
+
+ }
+
+ return this;
+
+ },
+
+ center: function () {
+
+ this.computeBoundingBox();
+
+ var offset = this.boundingBox.center().negate();
+
+ this.translate( offset.x, offset.y, offset.z );
+
+ return offset;
+
+ },
+
+ normalize: function () {
+
+ this.computeBoundingSphere();
+
+ var center = this.boundingSphere.center;
+ var radius = this.boundingSphere.radius;
+
+ var s = radius === 0 ? 1 : 1.0 / radius;
+
+ var matrix = new THREE.Matrix4();
+ matrix.set(
+ s, 0, 0, - s * center.x,
+ 0, s, 0, - s * center.y,
+ 0, 0, s, - s * center.z,
+ 0, 0, 0, 1
+ );
+
+ this.applyMatrix( matrix );
+
+ return this;
+
+ },
+
+ computeFaceNormals: function () {
+
+ var cb = new THREE.Vector3(), ab = new THREE.Vector3();
+
+ for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ var face = this.faces[ f ];
+
+ var vA = this.vertices[ face.a ];
+ var vB = this.vertices[ face.b ];
+ var vC = this.vertices[ face.c ];
+
+ cb.subVectors( vC, vB );
+ ab.subVectors( vA, vB );
+ cb.cross( ab );
+
+ cb.normalize();
+
+ face.normal.copy( cb );
+
+ }
+
+ },
+
+ computeVertexNormals: function ( areaWeighted ) {
+
+ if ( areaWeighted === undefined ) areaWeighted = true;
+
+ var v, vl, f, fl, face, vertices;
+
+ vertices = new Array( this.vertices.length );
+
+ for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
+
+ vertices[ v ] = new THREE.Vector3();
+
+ }
+
+ if ( areaWeighted ) {
+
+ // vertex normals weighted by triangle areas
+ // http://www.iquilezles.org/www/articles/normals/normals.htm
+
+ var vA, vB, vC;
+ var cb = new THREE.Vector3(), ab = new THREE.Vector3();
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ vA = this.vertices[ face.a ];
+ vB = this.vertices[ face.b ];
+ vC = this.vertices[ face.c ];
+
+ cb.subVectors( vC, vB );
+ ab.subVectors( vA, vB );
+ cb.cross( ab );
+
+ vertices[ face.a ].add( cb );
+ vertices[ face.b ].add( cb );
+ vertices[ face.c ].add( cb );
+
+ }
+
+ } else {
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ vertices[ face.a ].add( face.normal );
+ vertices[ face.b ].add( face.normal );
+ vertices[ face.c ].add( face.normal );
+
+ }
+
+ }
+
+ for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
+
+ vertices[ v ].normalize();
+
+ }
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ var vertexNormals = face.vertexNormals;
+
+ if ( vertexNormals.length === 3 ) {
+
+ vertexNormals[ 0 ].copy( vertices[ face.a ] );
+ vertexNormals[ 1 ].copy( vertices[ face.b ] );
+ vertexNormals[ 2 ].copy( vertices[ face.c ] );
+
+ } else {
+
+ vertexNormals[ 0 ] = vertices[ face.a ].clone();
+ vertexNormals[ 1 ] = vertices[ face.b ].clone();
+ vertexNormals[ 2 ] = vertices[ face.c ].clone();
+
+ }
+
+ }
+
+ if ( this.faces.length > 0 ) {
+
+ this.normalsNeedUpdate = true;
+
+ }
+
+ },
+
+ computeMorphNormals: function () {
+
+ var i, il, f, fl, face;
+
+ // save original normals
+ // - create temp variables on first access
+ // otherwise just copy (for faster repeated calls)
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ if ( ! face.__originalFaceNormal ) {
+
+ face.__originalFaceNormal = face.normal.clone();
+
+ } else {
+
+ face.__originalFaceNormal.copy( face.normal );
+
+ }
+
+ if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
+
+ for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
+
+ if ( ! face.__originalVertexNormals[ i ] ) {
+
+ face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
+
+ } else {
+
+ face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
+
+ }
+
+ }
+
+ }
+
+ // use temp geometry to compute face and vertex normals for each morph
+
+ var tmpGeo = new THREE.Geometry();
+ tmpGeo.faces = this.faces;
+
+ for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
+
+ // create on first access
+
+ if ( ! this.morphNormals[ i ] ) {
+
+ this.morphNormals[ i ] = {};
+ this.morphNormals[ i ].faceNormals = [];
+ this.morphNormals[ i ].vertexNormals = [];
+
+ var dstNormalsFace = this.morphNormals[ i ].faceNormals;
+ var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
+
+ var faceNormal, vertexNormals;
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ faceNormal = new THREE.Vector3();
+ vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
+
+ dstNormalsFace.push( faceNormal );
+ dstNormalsVertex.push( vertexNormals );
+
+ }
+
+ }
+
+ var morphNormals = this.morphNormals[ i ];
+
+ // set vertices to morph target
+
+ tmpGeo.vertices = this.morphTargets[ i ].vertices;
+
+ // compute morph normals
+
+ tmpGeo.computeFaceNormals();
+ tmpGeo.computeVertexNormals();
+
+ // store morph normals
+
+ var faceNormal, vertexNormals;
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ faceNormal = morphNormals.faceNormals[ f ];
+ vertexNormals = morphNormals.vertexNormals[ f ];
+
+ faceNormal.copy( face.normal );
+
+ vertexNormals.a.copy( face.vertexNormals[ 0 ] );
+ vertexNormals.b.copy( face.vertexNormals[ 1 ] );
+ vertexNormals.c.copy( face.vertexNormals[ 2 ] );
+
+ }
+
+ }
+
+ // restore original normals
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ face.normal = face.__originalFaceNormal;
+ face.vertexNormals = face.__originalVertexNormals;
+
+ }
+
+ },
+
+ computeTangents: function () {
+
+ console.warn( 'THREE.Geometry: .computeTangents() has been removed.' );
+
+ },
+
+ computeLineDistances: function () {
+
+ var d = 0;
+ var vertices = this.vertices;
+
+ for ( var i = 0, il = vertices.length; i < il; i ++ ) {
+
+ if ( i > 0 ) {
+
+ d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
+
+ }
+
+ this.lineDistances[ i ] = d;
+
+ }
+
+ },
+
+ computeBoundingBox: function () {
+
+ if ( this.boundingBox === null ) {
+
+ this.boundingBox = new THREE.Box3();
+
+ }
+
+ this.boundingBox.setFromPoints( this.vertices );
+
+ },
+
+ computeBoundingSphere: function () {
+
+ if ( this.boundingSphere === null ) {
+
+ this.boundingSphere = new THREE.Sphere();
+
+ }
+
+ this.boundingSphere.setFromPoints( this.vertices );
+
+ },
+
+ merge: function ( geometry, matrix, materialIndexOffset ) {
+
+ if ( geometry instanceof THREE.Geometry === false ) {
+
+ console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
+ return;
+
+ }
+
+ var normalMatrix,
+ vertexOffset = this.vertices.length,
+ vertices1 = this.vertices,
+ vertices2 = geometry.vertices,
+ faces1 = this.faces,
+ faces2 = geometry.faces,
+ uvs1 = this.faceVertexUvs[ 0 ],
+ uvs2 = geometry.faceVertexUvs[ 0 ];
+
+ if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
+
+ if ( matrix !== undefined ) {
+
+ normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
+
+ }
+
+ // vertices
+
+ for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
+
+ var vertex = vertices2[ i ];
+
+ var vertexCopy = vertex.clone();
+
+ if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
+
+ vertices1.push( vertexCopy );
+
+ }
+
+ // faces
+
+ for ( i = 0, il = faces2.length; i < il; i ++ ) {
+
+ var face = faces2[ i ], faceCopy, normal, color,
+ faceVertexNormals = face.vertexNormals,
+ faceVertexColors = face.vertexColors;
+
+ faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
+ faceCopy.normal.copy( face.normal );
+
+ if ( normalMatrix !== undefined ) {
+
+ faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
+
+ }
+
+ for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
+
+ normal = faceVertexNormals[ j ].clone();
+
+ if ( normalMatrix !== undefined ) {
+
+ normal.applyMatrix3( normalMatrix ).normalize();
+
+ }
+
+ faceCopy.vertexNormals.push( normal );
+
+ }
+
+ faceCopy.color.copy( face.color );
+
+ for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
+
+ color = faceVertexColors[ j ];
+ faceCopy.vertexColors.push( color.clone() );
+
+ }
+
+ faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
+
+ faces1.push( faceCopy );
+
+ }
+
+ // uvs
+
+ for ( i = 0, il = uvs2.length; i < il; i ++ ) {
+
+ var uv = uvs2[ i ], uvCopy = [];
+
+ if ( uv === undefined ) {
+
+ continue;
+
+ }
+
+ for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
+
+ uvCopy.push( uv[ j ].clone() );
+
+ }
+
+ uvs1.push( uvCopy );
+
+ }
+
+ },
+
+ mergeMesh: function ( mesh ) {
+
+ if ( mesh instanceof THREE.Mesh === false ) {
+
+ console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
+ return;
+
+ }
+
+ mesh.matrixAutoUpdate && mesh.updateMatrix();
+
+ this.merge( mesh.geometry, mesh.matrix );
+
+ },
+
+ /*
+ * Checks for duplicate vertices with hashmap.
+ * Duplicated vertices are removed
+ * and faces' vertices are updated.
+ */
+
+ mergeVertices: function () {
+
+ var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
+ var unique = [], changes = [];
+
+ var v, key;
+ var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
+ var precision = Math.pow( 10, precisionPoints );
+ var i, il, face;
+ var indices, j, jl;
+
+ for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
+
+ v = this.vertices[ i ];
+ key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
+
+ if ( verticesMap[ key ] === undefined ) {
+
+ verticesMap[ key ] = i;
+ unique.push( this.vertices[ i ] );
+ changes[ i ] = unique.length - 1;
+
+ } else {
+
+ //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
+ changes[ i ] = changes[ verticesMap[ key ] ];
+
+ }
+
+ }
+
+
+ // if faces are completely degenerate after merging vertices, we
+ // have to remove them from the geometry.
+ var faceIndicesToRemove = [];
+
+ for ( i = 0, il = this.faces.length; i < il; i ++ ) {
+
+ face = this.faces[ i ];
+
+ face.a = changes[ face.a ];
+ face.b = changes[ face.b ];
+ face.c = changes[ face.c ];
+
+ indices = [ face.a, face.b, face.c ];
+
+ var dupIndex = - 1;
+
+ // if any duplicate vertices are found in a Face3
+ // we have to remove the face as nothing can be saved
+ for ( var n = 0; n < 3; n ++ ) {
+
+ if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
+
+ dupIndex = n;
+ faceIndicesToRemove.push( i );
+ break;
+
+ }
+
+ }
+
+ }
+
+ for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
+
+ var idx = faceIndicesToRemove[ i ];
+
+ this.faces.splice( idx, 1 );
+
+ for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
+
+ this.faceVertexUvs[ j ].splice( idx, 1 );
+
+ }
+
+ }
+
+ // Use unique set of vertices
+
+ var diff = this.vertices.length - unique.length;
+ this.vertices = unique;
+ return diff;
+
+ },
+
+ sortFacesByMaterialIndex: function () {
+
+ var faces = this.faces;
+ var length = faces.length;
+
+ // tag faces
+
+ for ( var i = 0; i < length; i ++ ) {
+
+ faces[ i ]._id = i;
+
+ }
+
+ // sort faces
+
+ function materialIndexSort( a, b ) {
+
+ return a.materialIndex - b.materialIndex;
+
+ }
+
+ faces.sort( materialIndexSort );
+
+ // sort uvs
+
+ var uvs1 = this.faceVertexUvs[ 0 ];
+ var uvs2 = this.faceVertexUvs[ 1 ];
+
+ var newUvs1, newUvs2;
+
+ if ( uvs1 && uvs1.length === length ) newUvs1 = [];
+ if ( uvs2 && uvs2.length === length ) newUvs2 = [];
+
+ for ( var i = 0; i < length; i ++ ) {
+
+ var id = faces[ i ]._id;
+
+ if ( newUvs1 ) newUvs1.push( uvs1[ id ] );
+ if ( newUvs2 ) newUvs2.push( uvs2[ id ] );
+
+ }
+
+ if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;
+ if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;
+
+ },
+
+ toJSON: function () {
+
+ var data = {
+ metadata: {
+ version: 4.4,
+ type: 'Geometry',
+ generator: 'Geometry.toJSON'
+ }
+ };
+
+ // standard Geometry serialization
+
+ data.uuid = this.uuid;
+ data.type = this.type;
+ if ( this.name !== '' ) data.name = this.name;
+
+ if ( this.parameters !== undefined ) {
+
+ var parameters = this.parameters;
+
+ for ( var key in parameters ) {
+
+ if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
+
+ }
+
+ return data;
+
+ }
+
+ var vertices = [];
+
+ for ( var i = 0; i < this.vertices.length; i ++ ) {
+
+ var vertex = this.vertices[ i ];
+ vertices.push( vertex.x, vertex.y, vertex.z );
+
+ }
+
+ var faces = [];
+ var normals = [];
+ var normalsHash = {};
+ var colors = [];
+ var colorsHash = {};
+ var uvs = [];
+ var uvsHash = {};
+
+ for ( var i = 0; i < this.faces.length; i ++ ) {
+
+ var face = this.faces[ i ];
+
+ var hasMaterial = true;
+ var hasFaceUv = false; // deprecated
+ var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
+ var hasFaceNormal = face.normal.length() > 0;
+ var hasFaceVertexNormal = face.vertexNormals.length > 0;
+ var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
+ var hasFaceVertexColor = face.vertexColors.length > 0;
+
+ var faceType = 0;
+
+ faceType = setBit( faceType, 0, 0 ); // isQuad
+ faceType = setBit( faceType, 1, hasMaterial );
+ faceType = setBit( faceType, 2, hasFaceUv );
+ faceType = setBit( faceType, 3, hasFaceVertexUv );
+ faceType = setBit( faceType, 4, hasFaceNormal );
+ faceType = setBit( faceType, 5, hasFaceVertexNormal );
+ faceType = setBit( faceType, 6, hasFaceColor );
+ faceType = setBit( faceType, 7, hasFaceVertexColor );
+
+ faces.push( faceType );
+ faces.push( face.a, face.b, face.c );
+ faces.push( face.materialIndex );
+
+ if ( hasFaceVertexUv ) {
+
+ var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
+
+ faces.push(
+ getUvIndex( faceVertexUvs[ 0 ] ),
+ getUvIndex( faceVertexUvs[ 1 ] ),
+ getUvIndex( faceVertexUvs[ 2 ] )
+ );
+
+ }
+
+ if ( hasFaceNormal ) {
+
+ faces.push( getNormalIndex( face.normal ) );
+
+ }
+
+ if ( hasFaceVertexNormal ) {
+
+ var vertexNormals = face.vertexNormals;
+
+ faces.push(
+ getNormalIndex( vertexNormals[ 0 ] ),
+ getNormalIndex( vertexNormals[ 1 ] ),
+ getNormalIndex( vertexNormals[ 2 ] )
+ );
+
+ }
+
+ if ( hasFaceColor ) {
+
+ faces.push( getColorIndex( face.color ) );
+
+ }
+
+ if ( hasFaceVertexColor ) {
+
+ var vertexColors = face.vertexColors;
+
+ faces.push(
+ getColorIndex( vertexColors[ 0 ] ),
+ getColorIndex( vertexColors[ 1 ] ),
+ getColorIndex( vertexColors[ 2 ] )
+ );
+
+ }
+
+ }
+
+ function setBit( value, position, enabled ) {
+
+ return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
+
+ }
+
+ function getNormalIndex( normal ) {
+
+ var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
+
+ if ( normalsHash[ hash ] !== undefined ) {
+
+ return normalsHash[ hash ];
+
+ }
+
+ normalsHash[ hash ] = normals.length / 3;
+ normals.push( normal.x, normal.y, normal.z );
+
+ return normalsHash[ hash ];
+
+ }
+
+ function getColorIndex( color ) {
+
+ var hash = color.r.toString() + color.g.toString() + color.b.toString();
+
+ if ( colorsHash[ hash ] !== undefined ) {
+
+ return colorsHash[ hash ];
+
+ }
+
+ colorsHash[ hash ] = colors.length;
+ colors.push( color.getHex() );
+
+ return colorsHash[ hash ];
+
+ }
+
+ function getUvIndex( uv ) {
+
+ var hash = uv.x.toString() + uv.y.toString();
+
+ if ( uvsHash[ hash ] !== undefined ) {
+
+ return uvsHash[ hash ];
+
+ }
+
+ uvsHash[ hash ] = uvs.length / 2;
+ uvs.push( uv.x, uv.y );
+
+ return uvsHash[ hash ];
+
+ }
+
+ data.data = {};
+
+ data.data.vertices = vertices;
+ data.data.normals = normals;
+ if ( colors.length > 0 ) data.data.colors = colors;
+ if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility
+ data.data.faces = faces;
+
+ return data;
+
+ },
+
+ clone: function () {
+
+ /*
+ // Handle primitives
+
+ var parameters = this.parameters;
+
+ if ( parameters !== undefined ) {
+
+ var values = [];
+
+ for ( var key in parameters ) {
+
+ values.push( parameters[ key ] );
+
+ }
+
+ var geometry = Object.create( this.constructor.prototype );
+ this.constructor.apply( geometry, values );
+ return geometry;
+
+ }
+
+ return new this.constructor().copy( this );
+ */
+
+ return new THREE.Geometry().copy( this );
+
+ },
+
+ copy: function ( source ) {
+
+ this.vertices = [];
+ this.faces = [];
+ this.faceVertexUvs = [ [] ];
+
+ var vertices = source.vertices;
+
+ for ( var i = 0, il = vertices.length; i < il; i ++ ) {
+
+ this.vertices.push( vertices[ i ].clone() );
+
+ }
+
+ var faces = source.faces;
+
+ for ( var i = 0, il = faces.length; i < il; i ++ ) {
+
+ this.faces.push( faces[ i ].clone() );
+
+ }
+
+ for ( var i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
+
+ var faceVertexUvs = source.faceVertexUvs[ i ];
+
+ if ( this.faceVertexUvs[ i ] === undefined ) {
+
+ this.faceVertexUvs[ i ] = [];
+
+ }
+
+ for ( var j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
+
+ var uvs = faceVertexUvs[ j ], uvsCopy = [];
+
+ for ( var k = 0, kl = uvs.length; k < kl; k ++ ) {
+
+ var uv = uvs[ k ];
+
+ uvsCopy.push( uv.clone() );
+
+ }
+
+ this.faceVertexUvs[ i ].push( uvsCopy );
+
+ }
+
+ }
+
+ return this;
+
+ },
+
+ dispose: function () {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+ }
+
+};
+
+THREE.EventDispatcher.prototype.apply( THREE.Geometry.prototype );
+
+THREE.GeometryIdCount = 0;
+
+// File:src/core/DirectGeometry.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.DirectGeometry = function () {
+
+ Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } );
+
+ this.uuid = THREE.Math.generateUUID();
+
+ this.name = '';
+ this.type = 'DirectGeometry';
+
+ this.indices = [];
+ this.vertices = [];
+ this.normals = [];
+ this.colors = [];
+ this.uvs = [];
+ this.uvs2 = [];
+
+ this.groups = [];
+
+ this.morphTargets = {};
+
+ this.skinWeights = [];
+ this.skinIndices = [];
+
+ // this.lineDistances = [];
+
+ this.boundingBox = null;
+ this.boundingSphere = null;
+
+ // update flags
+
+ this.verticesNeedUpdate = false;
+ this.normalsNeedUpdate = false;
+ this.colorsNeedUpdate = false;
+ this.uvsNeedUpdate = false;
+ this.groupsNeedUpdate = false;
+
+};
+
+THREE.DirectGeometry.prototype = {
+
+ constructor: THREE.DirectGeometry,
+
+ computeBoundingBox: THREE.Geometry.prototype.computeBoundingBox,
+ computeBoundingSphere: THREE.Geometry.prototype.computeBoundingSphere,
+
+ computeFaceNormals: function () {
+
+ console.warn( 'THREE.DirectGeometry: computeFaceNormals() is not a method of this type of geometry.' );
+
+ },
+
+ computeVertexNormals: function () {
+
+ console.warn( 'THREE.DirectGeometry: computeVertexNormals() is not a method of this type of geometry.' );
+
+ },
+
+ computeGroups: function ( geometry ) {
+
+ var group;
+ var groups = [];
+ var materialIndex;
+
+ var faces = geometry.faces;
+
+ for ( var i = 0; i < faces.length; i ++ ) {
+
+ var face = faces[ i ];
+
+ // materials
+
+ if ( face.materialIndex !== materialIndex ) {
+
+ materialIndex = face.materialIndex;
+
+ if ( group !== undefined ) {
+
+ group.count = ( i * 3 ) - group.start;
+ groups.push( group );
+
+ }
+
+ group = {
+ start: i * 3,
+ materialIndex: materialIndex
+ };
+
+ }
+
+ }
+
+ if ( group !== undefined ) {
+
+ group.count = ( i * 3 ) - group.start;
+ groups.push( group );
+
+ }
+
+ this.groups = groups;
+
+ },
+
+ fromGeometry: function ( geometry ) {
+
+ var faces = geometry.faces;
+ var vertices = geometry.vertices;
+ var faceVertexUvs = geometry.faceVertexUvs;
+
+ var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
+ var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
+
+ // morphs
+
+ var morphTargets = geometry.morphTargets;
+ var morphTargetsLength = morphTargets.length;
+
+ var morphTargetsPosition;
+
+ if ( morphTargetsLength > 0 ) {
+
+ morphTargetsPosition = [];
+
+ for ( var i = 0; i < morphTargetsLength; i ++ ) {
+
+ morphTargetsPosition[ i ] = [];
+
+ }
+
+ this.morphTargets.position = morphTargetsPosition;
+
+ }
+
+ var morphNormals = geometry.morphNormals;
+ var morphNormalsLength = morphNormals.length;
+
+ var morphTargetsNormal;
+
+ if ( morphNormalsLength > 0 ) {
+
+ morphTargetsNormal = [];
+
+ for ( var i = 0; i < morphNormalsLength; i ++ ) {
+
+ morphTargetsNormal[ i ] = [];
+
+ }
+
+ this.morphTargets.normal = morphTargetsNormal;
+
+ }
+
+ // skins
+
+ var skinIndices = geometry.skinIndices;
+ var skinWeights = geometry.skinWeights;
+
+ var hasSkinIndices = skinIndices.length === vertices.length;
+ var hasSkinWeights = skinWeights.length === vertices.length;
+
+ //
+
+ for ( var i = 0; i < faces.length; i ++ ) {
+
+ var face = faces[ i ];
+
+ this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
+
+ var vertexNormals = face.vertexNormals;
+
+ if ( vertexNormals.length === 3 ) {
+
+ this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
+
+ } else {
+
+ var normal = face.normal;
+
+ this.normals.push( normal, normal, normal );
+
+ }
+
+ var vertexColors = face.vertexColors;
+
+ if ( vertexColors.length === 3 ) {
+
+ this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
+
+ } else {
+
+ var color = face.color;
+
+ this.colors.push( color, color, color );
+
+ }
+
+ if ( hasFaceVertexUv === true ) {
+
+ var vertexUvs = faceVertexUvs[ 0 ][ i ];
+
+ if ( vertexUvs !== undefined ) {
+
+ this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
+
+ } else {
+
+ console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
+
+ this.uvs.push( new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() );
+
+ }
+
+ }
+
+ if ( hasFaceVertexUv2 === true ) {
+
+ var vertexUvs = faceVertexUvs[ 1 ][ i ];
+
+ if ( vertexUvs !== undefined ) {
+
+ this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
+
+ } else {
+
+ console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
+
+ this.uvs2.push( new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() );
+
+ }
+
+ }
+
+ // morphs
+
+ for ( var j = 0; j < morphTargetsLength; j ++ ) {
+
+ var morphTarget = morphTargets[ j ].vertices;
+
+ morphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
+
+ }
+
+ for ( var j = 0; j < morphNormalsLength; j ++ ) {
+
+ var morphNormal = morphNormals[ j ].vertexNormals[ i ];
+
+ morphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c );
+
+ }
+
+ // skins
+
+ if ( hasSkinIndices ) {
+
+ this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
+
+ }
+
+ if ( hasSkinWeights ) {
+
+ this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
+
+ }
+
+ }
+
+ this.computeGroups( geometry );
+
+ this.verticesNeedUpdate = geometry.verticesNeedUpdate;
+ this.normalsNeedUpdate = geometry.normalsNeedUpdate;
+ this.colorsNeedUpdate = geometry.colorsNeedUpdate;
+ this.uvsNeedUpdate = geometry.uvsNeedUpdate;
+ this.groupsNeedUpdate = geometry.groupsNeedUpdate;
+
+ return this;
+
+ },
+
+ dispose: function () {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+ }
+
+};
+
+THREE.EventDispatcher.prototype.apply( THREE.DirectGeometry.prototype );
+
+// File:src/core/BufferGeometry.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.BufferGeometry = function () {
+
+ Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } );
+
+ this.uuid = THREE.Math.generateUUID();
+
+ this.name = '';
+ this.type = 'BufferGeometry';
+
+ this.index = null;
+ this.attributes = {};
+
+ this.morphAttributes = {};
+
+ this.groups = [];
+
+ this.boundingBox = null;
+ this.boundingSphere = null;
+
+ this.drawRange = { start: 0, count: Infinity };
+
+};
+
+THREE.BufferGeometry.prototype = {
+
+ constructor: THREE.BufferGeometry,
+
+ getIndex: function () {
+
+ return this.index;
+
+ },
+
+ setIndex: function ( index ) {
+
+ this.index = index;
+
+ },
+
+ addAttribute: function ( name, attribute ) {
+
+ if ( attribute instanceof THREE.BufferAttribute === false && attribute instanceof THREE.InterleavedBufferAttribute === false ) {
+
+ console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
+
+ this.addAttribute( name, new THREE.BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
+
+ return;
+
+ }
+
+ if ( name === 'index' ) {
+
+ console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
+ this.setIndex( attribute );
+
+ return;
+
+ }
+
+ this.attributes[ name ] = attribute;
+
+ return this;
+
+ },
+
+ getAttribute: function ( name ) {
+
+ return this.attributes[ name ];
+
+ },
+
+ removeAttribute: function ( name ) {
+
+ delete this.attributes[ name ];
+
+ return this;
+
+ },
+
+ addGroup: function ( start, count, materialIndex ) {
+
+ this.groups.push( {
+
+ start: start,
+ count: count,
+ materialIndex: materialIndex !== undefined ? materialIndex : 0
+
+ } );
+
+ },
+
+ clearGroups: function () {
+
+ this.groups = [];
+
+ },
+
+ setDrawRange: function ( start, count ) {
+
+ this.drawRange.start = start;
+ this.drawRange.count = count;
+
+ },
+
+ applyMatrix: function ( matrix ) {
+
+ var position = this.attributes.position;
+
+ if ( position !== undefined ) {
+
+ matrix.applyToVector3Array( position.array );
+ position.needsUpdate = true;
+
+ }
+
+ var normal = this.attributes.normal;
+
+ if ( normal !== undefined ) {
+
+ var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
+
+ normalMatrix.applyToVector3Array( normal.array );
+ normal.needsUpdate = true;
+
+ }
+
+ if ( this.boundingBox !== null ) {
+
+ this.computeBoundingBox();
+
+ }
+
+ if ( this.boundingSphere !== null ) {
+
+ this.computeBoundingSphere();
+
+ }
+
+ },
+
+ rotateX: function () {
+
+ // rotate geometry around world x-axis
+
+ var m1;
+
+ return function rotateX( angle ) {
+
+ if ( m1 === undefined ) m1 = new THREE.Matrix4();
+
+ m1.makeRotationX( angle );
+
+ this.applyMatrix( m1 );
+
+ return this;
+
+ };
+
+ }(),
+
+ rotateY: function () {
+
+ // rotate geometry around world y-axis
+
+ var m1;
+
+ return function rotateY( angle ) {
+
+ if ( m1 === undefined ) m1 = new THREE.Matrix4();
+
+ m1.makeRotationY( angle );
+
+ this.applyMatrix( m1 );
+
+ return this;
+
+ };
+
+ }(),
+
+ rotateZ: function () {
+
+ // rotate geometry around world z-axis
+
+ var m1;
+
+ return function rotateZ( angle ) {
+
+ if ( m1 === undefined ) m1 = new THREE.Matrix4();
+
+ m1.makeRotationZ( angle );
+
+ this.applyMatrix( m1 );
+
+ return this;
+
+ };
+
+ }(),
+
+ translate: function () {
+
+ // translate geometry
+
+ var m1;
+
+ return function translate( x, y, z ) {
+
+ if ( m1 === undefined ) m1 = new THREE.Matrix4();
+
+ m1.makeTranslation( x, y, z );
+
+ this.applyMatrix( m1 );
+
+ return this;
+
+ };
+
+ }(),
+
+ scale: function () {
+
+ // scale geometry
+
+ var m1;
+
+ return function scale( x, y, z ) {
+
+ if ( m1 === undefined ) m1 = new THREE.Matrix4();
+
+ m1.makeScale( x, y, z );
+
+ this.applyMatrix( m1 );
+
+ return this;
+
+ };
+
+ }(),
+
+ lookAt: function () {
+
+ var obj;
+
+ return function lookAt( vector ) {
+
+ if ( obj === undefined ) obj = new THREE.Object3D();
+
+ obj.lookAt( vector );
+
+ obj.updateMatrix();
+
+ this.applyMatrix( obj.matrix );
+
+ };
+
+ }(),
+
+ center: function () {
+
+ this.computeBoundingBox();
+
+ var offset = this.boundingBox.center().negate();
+
+ this.translate( offset.x, offset.y, offset.z );
+
+ return offset;
+
+ },
+
+ setFromObject: function ( object ) {
+
+ // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
+
+ var geometry = object.geometry;
+
+ if ( object instanceof THREE.Points || object instanceof THREE.Line ) {
+
+ var positions = new THREE.Float32Attribute( geometry.vertices.length * 3, 3 );
+ var colors = new THREE.Float32Attribute( geometry.colors.length * 3, 3 );
+
+ this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
+ this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
+
+ if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
+
+ var lineDistances = new THREE.Float32Attribute( geometry.lineDistances.length, 1 );
+
+ this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
+
+ }
+
+ if ( geometry.boundingSphere !== null ) {
+
+ this.boundingSphere = geometry.boundingSphere.clone();
+
+ }
+
+ if ( geometry.boundingBox !== null ) {
+
+ this.boundingBox = geometry.boundingBox.clone();
+
+ }
+
+ } else if ( object instanceof THREE.Mesh ) {
+
+ if ( geometry instanceof THREE.Geometry ) {
+
+ this.fromGeometry( geometry );
+
+ }
+
+ }
+
+ return this;
+
+ },
+
+ updateFromObject: function ( object ) {
+
+ var geometry = object.geometry;
+
+ if ( object instanceof THREE.Mesh ) {
+
+ var direct = geometry.__directGeometry;
+
+ if ( direct === undefined ) {
+
+ return this.fromGeometry( geometry );
+
+ }
+
+ direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
+ direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
+ direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
+ direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
+ direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
+
+ geometry.verticesNeedUpdate = false;
+ geometry.normalsNeedUpdate = false;
+ geometry.colorsNeedUpdate = false;
+ geometry.uvsNeedUpdate = false;
+ geometry.groupsNeedUpdate = false;
+
+ geometry = direct;
+
+ }
+
+ if ( geometry.verticesNeedUpdate === true ) {
+
+ var attribute = this.attributes.position;
+
+ if ( attribute !== undefined ) {
+
+ attribute.copyVector3sArray( geometry.vertices );
+ attribute.needsUpdate = true;
+
+ }
+
+ geometry.verticesNeedUpdate = false;
+
+ }
+
+ if ( geometry.normalsNeedUpdate === true ) {
+
+ var attribute = this.attributes.normal;
+
+ if ( attribute !== undefined ) {
+
+ attribute.copyVector3sArray( geometry.normals );
+ attribute.needsUpdate = true;
+
+ }
+
+ geometry.normalsNeedUpdate = false;
+
+ }
+
+ if ( geometry.colorsNeedUpdate === true ) {
+
+ var attribute = this.attributes.color;
+
+ if ( attribute !== undefined ) {
+
+ attribute.copyColorsArray( geometry.colors );
+ attribute.needsUpdate = true;
+
+ }
+
+ geometry.colorsNeedUpdate = false;
+
+ }
+
+ if ( geometry.uvsNeedUpdate ) {
+
+ var attribute = this.attributes.uv;
+
+ if ( attribute !== undefined ) {
+
+ attribute.copyVector2sArray( geometry.uvs );
+ attribute.needsUpdate = true;
+
+ }
+
+ geometry.uvsNeedUpdate = false;
+
+ }
+
+ if ( geometry.lineDistancesNeedUpdate ) {
+
+ var attribute = this.attributes.lineDistance;
+
+ if ( attribute !== undefined ) {
+
+ attribute.copyArray( geometry.lineDistances );
+ attribute.needsUpdate = true;
+
+ }
+
+ geometry.lineDistancesNeedUpdate = false;
+
+ }
+
+ if ( geometry.groupsNeedUpdate ) {
+
+ geometry.computeGroups( object.geometry );
+ this.groups = geometry.groups;
+
+ geometry.groupsNeedUpdate = false;
+
+ }
+
+ return this;
+
+ },
+
+ fromGeometry: function ( geometry ) {
+
+ geometry.__directGeometry = new THREE.DirectGeometry().fromGeometry( geometry );
+
+ return this.fromDirectGeometry( geometry.__directGeometry );
+
+ },
+
+ fromDirectGeometry: function ( geometry ) {
+
+ var positions = new Float32Array( geometry.vertices.length * 3 );
+ this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
+
+ if ( geometry.normals.length > 0 ) {
+
+ var normals = new Float32Array( geometry.normals.length * 3 );
+ this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
+
+ }
+
+ if ( geometry.colors.length > 0 ) {
+
+ var colors = new Float32Array( geometry.colors.length * 3 );
+ this.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
+
+ }
+
+ if ( geometry.uvs.length > 0 ) {
+
+ var uvs = new Float32Array( geometry.uvs.length * 2 );
+ this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
+
+ }
+
+ if ( geometry.uvs2.length > 0 ) {
+
+ var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
+ this.addAttribute( 'uv2', new THREE.BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
+
+ }
+
+ if ( geometry.indices.length > 0 ) {
+
+ var TypeArray = geometry.vertices.length > 65535 ? Uint32Array : Uint16Array;
+ var indices = new TypeArray( geometry.indices.length * 3 );
+ this.setIndex( new THREE.BufferAttribute( indices, 1 ).copyIndicesArray( geometry.indices ) );
+
+ }
+
+ // groups
+
+ this.groups = geometry.groups;
+
+ // morphs
+
+ for ( var name in geometry.morphTargets ) {
+
+ var array = [];
+ var morphTargets = geometry.morphTargets[ name ];
+
+ for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
+
+ var morphTarget = morphTargets[ i ];
+
+ var attribute = new THREE.Float32Attribute( morphTarget.length * 3, 3 );
+
+ array.push( attribute.copyVector3sArray( morphTarget ) );
+
+ }
+
+ this.morphAttributes[ name ] = array;
+
+ }
+
+ // skinning
+
+ if ( geometry.skinIndices.length > 0 ) {
+
+ var skinIndices = new THREE.Float32Attribute( geometry.skinIndices.length * 4, 4 );
+ this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
+
+ }
+
+ if ( geometry.skinWeights.length > 0 ) {
+
+ var skinWeights = new THREE.Float32Attribute( geometry.skinWeights.length * 4, 4 );
+ this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
+
+ }
+
+ //
+
+ if ( geometry.boundingSphere !== null ) {
+
+ this.boundingSphere = geometry.boundingSphere.clone();
+
+ }
+
+ if ( geometry.boundingBox !== null ) {
+
+ this.boundingBox = geometry.boundingBox.clone();
+
+ }
+
+ return this;
+
+ },
+
+ computeBoundingBox: function () {
+
+ var vector = new THREE.Vector3();
+
+ return function () {
+
+ if ( this.boundingBox === null ) {
+
+ this.boundingBox = new THREE.Box3();
+
+ }
+
+ var positions = this.attributes.position.array;
+
+ if ( positions ) {
+
+ this.boundingBox.setFromArray( positions );
+
+ }
+
+ if ( positions === undefined || positions.length === 0 ) {
+
+ this.boundingBox.min.set( 0, 0, 0 );
+ this.boundingBox.max.set( 0, 0, 0 );
+
+ }
+
+ if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
+
+ console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
+
+ }
+
+ };
+
+ }(),
+
+ computeBoundingSphere: function () {
+
+ var box = new THREE.Box3();
+ var vector = new THREE.Vector3();
+
+ return function () {
+
+ if ( this.boundingSphere === null ) {
+
+ this.boundingSphere = new THREE.Sphere();
+
+ }
+
+ var positions = this.attributes.position.array;
+
+ if ( positions ) {
+
+ var center = this.boundingSphere.center;
+
+ box.setFromArray( positions );
+ box.center( center );
+
+ // hoping to find a boundingSphere with a radius smaller than the
+ // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
+
+ var maxRadiusSq = 0;
+
+ for ( var i = 0, il = positions.length; i < il; i += 3 ) {
+
+ vector.fromArray( positions, i );
+ maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
+
+ }
+
+ this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
+
+ if ( isNaN( this.boundingSphere.radius ) ) {
+
+ console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
+
+ }
+
+ }
+
+ };
+
+ }(),
+
+ computeFaceNormals: function () {
+
+ // backwards compatibility
+
+ },
+
+ computeVertexNormals: function () {
+
+ var index = this.index;
+ var attributes = this.attributes;
+ var groups = this.groups;
+
+ if ( attributes.position ) {
+
+ var positions = attributes.position.array;
+
+ if ( attributes.normal === undefined ) {
+
+ this.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( positions.length ), 3 ) );
+
+ } else {
+
+ // reset existing normals to zero
+
+ var array = attributes.normal.array;
+
+ for ( var i = 0, il = array.length; i < il; i ++ ) {
+
+ array[ i ] = 0;
+
+ }
+
+ }
+
+ var normals = attributes.normal.array;
+
+ var vA, vB, vC,
+
+ pA = new THREE.Vector3(),
+ pB = new THREE.Vector3(),
+ pC = new THREE.Vector3(),
+
+ cb = new THREE.Vector3(),
+ ab = new THREE.Vector3();
+
+ // indexed elements
+
+ if ( index ) {
+
+ var indices = index.array;
+
+ if ( groups.length === 0 ) {
+
+ this.addGroup( 0, indices.length );
+
+ }
+
+ for ( var j = 0, jl = groups.length; j < jl; ++ j ) {
+
+ var group = groups[ j ];
+
+ var start = group.start;
+ var count = group.count;
+
+ for ( var i = start, il = start + count; i < il; i += 3 ) {
+
+ vA = indices[ i + 0 ] * 3;
+ vB = indices[ i + 1 ] * 3;
+ vC = indices[ i + 2 ] * 3;
+
+ pA.fromArray( positions, vA );
+ pB.fromArray( positions, vB );
+ pC.fromArray( positions, vC );
+
+ cb.subVectors( pC, pB );
+ ab.subVectors( pA, pB );
+ cb.cross( ab );
+
+ normals[ vA ] += cb.x;
+ normals[ vA + 1 ] += cb.y;
+ normals[ vA + 2 ] += cb.z;
+
+ normals[ vB ] += cb.x;
+ normals[ vB + 1 ] += cb.y;
+ normals[ vB + 2 ] += cb.z;
+
+ normals[ vC ] += cb.x;
+ normals[ vC + 1 ] += cb.y;
+ normals[ vC + 2 ] += cb.z;
+
+ }
+
+ }
+
+ } else {
+
+ // non-indexed elements (unconnected triangle soup)
+
+ for ( var i = 0, il = positions.length; i < il; i += 9 ) {
+
+ pA.fromArray( positions, i );
+ pB.fromArray( positions, i + 3 );
+ pC.fromArray( positions, i + 6 );
+
+ cb.subVectors( pC, pB );
+ ab.subVectors( pA, pB );
+ cb.cross( ab );
+
+ normals[ i ] = cb.x;
+ normals[ i + 1 ] = cb.y;
+ normals[ i + 2 ] = cb.z;
+
+ normals[ i + 3 ] = cb.x;
+ normals[ i + 4 ] = cb.y;
+ normals[ i + 5 ] = cb.z;
+
+ normals[ i + 6 ] = cb.x;
+ normals[ i + 7 ] = cb.y;
+ normals[ i + 8 ] = cb.z;
+
+ }
+
+ }
+
+ this.normalizeNormals();
+
+ attributes.normal.needsUpdate = true;
+
+ }
+
+ },
+
+ merge: function ( geometry, offset ) {
+
+ if ( geometry instanceof THREE.BufferGeometry === false ) {
+
+ console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
+ return;
+
+ }
+
+ if ( offset === undefined ) offset = 0;
+
+ var attributes = this.attributes;
+
+ for ( var key in attributes ) {
+
+ if ( geometry.attributes[ key ] === undefined ) continue;
+
+ var attribute1 = attributes[ key ];
+ var attributeArray1 = attribute1.array;
+
+ var attribute2 = geometry.attributes[ key ];
+ var attributeArray2 = attribute2.array;
+
+ var attributeSize = attribute2.itemSize;
+
+ for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) {
+
+ attributeArray1[ j ] = attributeArray2[ i ];
+
+ }
+
+ }
+
+ return this;
+
+ },
+
+ normalizeNormals: function () {
+
+ var normals = this.attributes.normal.array;
+
+ var x, y, z, n;
+
+ for ( var i = 0, il = normals.length; i < il; i += 3 ) {
+
+ x = normals[ i ];
+ y = normals[ i + 1 ];
+ z = normals[ i + 2 ];
+
+ n = 1.0 / Math.sqrt( x * x + y * y + z * z );
+
+ normals[ i ] *= n;
+ normals[ i + 1 ] *= n;
+ normals[ i + 2 ] *= n;
+
+ }
+
+ },
+
+ toNonIndexed: function () {
+
+ if ( this.index === null ) {
+
+ console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
+ return this;
+
+ }
+
+ var geometry2 = new THREE.BufferGeometry();
+
+ var indices = this.index.array;
+ var attributes = this.attributes;
+
+ for ( var name in attributes ) {
+
+ var attribute = attributes[ name ];
+
+ var array = attribute.array;
+ var itemSize = attribute.itemSize;
+
+ var array2 = new array.constructor( indices.length * itemSize );
+
+ var index = 0, index2 = 0;
+
+ for ( var i = 0, l = indices.length; i < l; i ++ ) {
+
+ index = indices[ i ] * itemSize;
+
+ for ( var j = 0; j < itemSize; j ++ ) {
+
+ array2[ index2 ++ ] = array[ index ++ ];
+
+ }
+
+ }
+
+ geometry2.addAttribute( name, new THREE.BufferAttribute( array2, itemSize ) );
+
+ }
+
+ return geometry2;
+
+ },
+
+ toJSON: function () {
+
+ var data = {
+ metadata: {
+ version: 4.4,
+ type: 'BufferGeometry',
+ generator: 'BufferGeometry.toJSON'
+ }
+ };
+
+ // standard BufferGeometry serialization
+
+ data.uuid = this.uuid;
+ data.type = this.type;
+ if ( this.name !== '' ) data.name = this.name;
+
+ if ( this.parameters !== undefined ) {
+
+ var parameters = this.parameters;
+
+ for ( var key in parameters ) {
+
+ if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
+
+ }
+
+ return data;
+
+ }
+
+ data.data = { attributes: {} };
+
+ var index = this.index;
+
+ if ( index !== null ) {
+
+ var array = Array.prototype.slice.call( index.array );
+
+ data.data.index = {
+ type: index.array.constructor.name,
+ array: array
+ };
+
+ }
+
+ var attributes = this.attributes;
+
+ for ( var key in attributes ) {
+
+ var attribute = attributes[ key ];
+
+ var array = Array.prototype.slice.call( attribute.array );
+
+ data.data.attributes[ key ] = {
+ itemSize: attribute.itemSize,
+ type: attribute.array.constructor.name,
+ array: array
+ };
+
+ }
+
+ var groups = this.groups;
+
+ if ( groups.length > 0 ) {
+
+ data.data.groups = JSON.parse( JSON.stringify( groups ) );
+
+ }
+
+ var boundingSphere = this.boundingSphere;
+
+ if ( boundingSphere !== null ) {
+
+ data.data.boundingSphere = {
+ center: boundingSphere.center.toArray(),
+ radius: boundingSphere.radius
+ };
+
+ }
+
+ return data;
+
+ },
+
+ clone: function () {
+
+ /*
+ // Handle primitives
+
+ var parameters = this.parameters;
+
+ if ( parameters !== undefined ) {
+
+ var values = [];
+
+ for ( var key in parameters ) {
+
+ values.push( parameters[ key ] );
+
+ }
+
+ var geometry = Object.create( this.constructor.prototype );
+ this.constructor.apply( geometry, values );
+ return geometry;
+
+ }
+
+ return new this.constructor().copy( this );
+ */
+
+ return new THREE.BufferGeometry().copy( this );
+
+ },
+
+ copy: function ( source ) {
+
+ var index = source.index;
+
+ if ( index !== null ) {
+
+ this.setIndex( index.clone() );
+
+ }
+
+ var attributes = source.attributes;
+
+ for ( var name in attributes ) {
+
+ var attribute = attributes[ name ];
+ this.addAttribute( name, attribute.clone() );
+
+ }
+
+ var groups = source.groups;
+
+ for ( var i = 0, l = groups.length; i < l; i ++ ) {
+
+ var group = groups[ i ];
+ this.addGroup( group.start, group.count );
+
+ }
+
+ return this;
+
+ },
+
+ dispose: function () {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+ }
+
+};
+
+THREE.EventDispatcher.prototype.apply( THREE.BufferGeometry.prototype );
+
+THREE.BufferGeometry.MaxIndex = 65535;
+
+// File:src/core/InstancedBufferGeometry.js
+
+/**
+ * @author benaadams / https://twitter.com/ben_a_adams
+ */
+
+THREE.InstancedBufferGeometry = function () {
+
+ THREE.BufferGeometry.call( this );
+
+ this.type = 'InstancedBufferGeometry';
+ this.maxInstancedCount = undefined;
+
+};
+
+THREE.InstancedBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
+THREE.InstancedBufferGeometry.prototype.constructor = THREE.InstancedBufferGeometry;
+
+THREE.InstancedBufferGeometry.prototype.addGroup = function ( start, count, instances ) {
+
+ this.groups.push( {
+
+ start: start,
+ count: count,
+ instances: instances
+
+ } );
+
+};
+
+THREE.InstancedBufferGeometry.prototype.copy = function ( source ) {
+
+ var index = source.index;
+
+ if ( index !== null ) {
+
+ this.setIndex( index.clone() );
+
+ }
+
+ var attributes = source.attributes;
+
+ for ( var name in attributes ) {
+
+ var attribute = attributes[ name ];
+ this.addAttribute( name, attribute.clone() );
+
+ }
+
+ var groups = source.groups;
+
+ for ( var i = 0, l = groups.length; i < l; i ++ ) {
+
+ var group = groups[ i ];
+ this.addGroup( group.start, group.count, group.instances );
+
+ }
+
+ return this;
+
+};
+
+THREE.EventDispatcher.prototype.apply( THREE.InstancedBufferGeometry.prototype );
+
+// File:src/core/Uniform.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Uniform = function ( type, value ) {
+
+ this.type = type;
+ this.value = value;
+
+ this.dynamic = false;
+
+};
+
+THREE.Uniform.prototype = {
+
+ constructor: THREE.Uniform,
+
+ onUpdate: function ( callback ) {
+
+ this.dynamic = true;
+ this.onUpdateCallback = callback;
+
+ return this;
+
+ }
+
+};
+
+// File:src/animation/AnimationClip.js
+
+/**
+ *
+ * Reusable set of Tracks that represent an animation.
+ *
+ * @author Ben Houston / http://clara.io/
+ * @author David Sarno / http://lighthaus.us/
+ */
+
+THREE.AnimationClip = function ( name, duration, tracks ) {
+
+ this.name = name || THREE.Math.generateUUID();
+ this.tracks = tracks;
+ this.duration = ( duration !== undefined ) ? duration : -1;
+
+ // this means it should figure out its duration by scanning the tracks
+ if ( this.duration < 0 ) {
+
+ this.resetDuration();
+
+ }
+
+ // maybe only do these on demand, as doing them here could potentially slow down loading
+ // but leaving these here during development as this ensures a lot of testing of these functions
+ this.trim();
+ this.optimize();
+
+};
+
+THREE.AnimationClip.prototype = {
+
+ constructor: THREE.AnimationClip,
+
+ resetDuration: function() {
+
+ var tracks = this.tracks,
+ duration = 0;
+
+ for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
+
+ var track = this.tracks[ i ];
+
+ duration = Math.max(
+ duration, track.times[ track.times.length - 1 ] );
+
+ }
+
+ this.duration = duration;
+
+ },
+
+ trim: function() {
+
+ for ( var i = 0; i < this.tracks.length; i ++ ) {
+
+ this.tracks[ i ].trim( 0, this.duration );
+
+ }
+
+ return this;
+
+ },
+
+ optimize: function() {
+
+ for ( var i = 0; i < this.tracks.length; i ++ ) {
+
+ this.tracks[ i ].optimize();
+
+ }
+
+ return this;
+
+ }
+
+};
+
+// Static methods:
+
+Object.assign( THREE.AnimationClip, {
+
+ parse: function( json ) {
+
+ var tracks = [],
+ jsonTracks = json.tracks,
+ frameTime = 1.0 / ( json.fps || 1.0 );
+
+ for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
+
+ tracks.push( THREE.KeyframeTrack.parse( jsonTracks[ i ] ).scale( frameTime ) );
+
+ }
+
+ return new THREE.AnimationClip( json.name, json.duration, tracks );
+
+ },
+
+
+ toJSON: function( clip ) {
+
+ var tracks = [],
+ clipTracks = clip.tracks;
+
+ var json = {
+
+ 'name': clip.name,
+ 'duration': clip.duration,
+ 'tracks': tracks
+
+ };
+
+ for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
+
+ tracks.push( THREE.KeyframeTrack.toJSON( clipTracks[ i ] ) );
+
+ }
+
+ return json;
+
+ },
+
+
+ CreateFromMorphTargetSequence: function( name, morphTargetSequence, fps ) {
+
+ var numMorphTargets = morphTargetSequence.length;
+ var tracks = [];
+
+ for ( var i = 0; i < numMorphTargets; i ++ ) {
+
+ var times = [];
+ var values = [];
+
+ times.push(
+ ( i + numMorphTargets - 1 ) % numMorphTargets,
+ i,
+ ( i + 1 ) % numMorphTargets );
+
+ values.push( 0, 1, 0 );
+
+ var order = THREE.AnimationUtils.getKeyframeOrder( times );
+ times = THREE.AnimationUtils.sortedArray( times, 1, order );
+ values = THREE.AnimationUtils.sortedArray( values, 1, order );
+
+ // if there is a key at the first frame, duplicate it as the
+ // last frame as well for perfect loop.
+ if ( times[ 0 ] === 0 ) {
+
+ times.push( numMorphTargets );
+ values.push( values[ 0 ] );
+
+ }
+
+ tracks.push(
+ new THREE.NumberKeyframeTrack(
+ '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
+ times, values
+ ).scale( 1.0 / fps ) );
+ }
+
+ return new THREE.AnimationClip( name, -1, tracks );
+
+ },
+
+ findByName: function( clipArray, name ) {
+
+ for ( var i = 0; i < clipArray.length; i ++ ) {
+
+ if ( clipArray[ i ].name === name ) {
+
+ return clipArray[ i ];
+
+ }
+ }
+
+ return null;
+
+ },
+
+ CreateClipsFromMorphTargetSequences: function( morphTargets, fps ) {
+
+ var animationToMorphTargets = {};
+
+ // tested with https://regex101.com/ on trick sequences
+ // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
+ var pattern = /^([\w-]*?)([\d]+)$/;
+
+ // sort morph target names into animation groups based
+ // patterns like Walk_001, Walk_002, Run_001, Run_002
+ for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
+
+ var morphTarget = morphTargets[ i ];
+ var parts = morphTarget.name.match( pattern );
+
+ if ( parts && parts.length > 1 ) {
+
+ var name = parts[ 1 ];
+
+ var animationMorphTargets = animationToMorphTargets[ name ];
+ if ( ! animationMorphTargets ) {
+
+ animationToMorphTargets[ name ] = animationMorphTargets = [];
+
+ }
+
+ animationMorphTargets.push( morphTarget );
+
+ }
+
+ }
+
+ var clips = [];
+
+ for ( var name in animationToMorphTargets ) {
+
+ clips.push( THREE.AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps ) );
+
+ }
+
+ return clips;
+
+ },
+
+ // parse the animation.hierarchy format
+ parseAnimation: function( animation, bones, nodeName ) {
+
+ if ( ! animation ) {
+
+ console.error( " no animation in JSONLoader data" );
+ return null;
+
+ }
+
+ var addNonemptyTrack = function(
+ trackType, trackName, animationKeys, propertyName, destTracks ) {
+
+ // only return track if there are actually keys.
+ if ( animationKeys.length !== 0 ) {
+
+ var times = [];
+ var values = [];
+
+ THREE.AnimationUtils.flattenJSON(
+ animationKeys, times, values, propertyName );
+
+ // empty keys are filtered out, so check again
+ if ( times.length !== 0 ) {
+
+ destTracks.push( new trackType( trackName, times, values ) );
+
+ }
+
+ }
+
+ };
+
+ var tracks = [];
+
+ var clipName = animation.name || 'default';
+ // automatic length determination in AnimationClip.
+ var duration = animation.length || -1;
+ var fps = animation.fps || 30;
+
+ var hierarchyTracks = animation.hierarchy || [];
+
+ for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
+
+ var animationKeys = hierarchyTracks[ h ].keys;
+
+ // skip empty tracks
+ if ( ! animationKeys || animationKeys.length == 0 ) continue;
+
+ // process morph targets in a way exactly compatible
+ // with AnimationHandler.init( animation )
+ if ( animationKeys[0].morphTargets ) {
+
+ // figure out all morph targets used in this track
+ var morphTargetNames = {};
+ for ( var k = 0; k < animationKeys.length; k ++ ) {
+
+ if ( animationKeys[k].morphTargets ) {
+
+ for ( var m = 0; m < animationKeys[k].morphTargets.length; m ++ ) {
+
+ morphTargetNames[ animationKeys[k].morphTargets[m] ] = -1;
+ }
+
+ }
+
+ }
+
+ // create a track for each morph target with all zero
+ // morphTargetInfluences except for the keys in which
+ // the morphTarget is named.
+ for ( var morphTargetName in morphTargetNames ) {
+
+ var times = [];
+ var values = [];
+
+ for ( var m = 0;
+ m !== animationKeys[k].morphTargets.length; ++ m ) {
+
+ var animationKey = animationKeys[k];
+
+ times.push( animationKey.time );
+ values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 )
+
+ }
+
+ tracks.push( new THREE.NumberKeyframeTrack(
+ '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
+
+ }
+
+ duration = morphTargetNames.length * ( fps || 1.0 );
+
+ } else {
+ // ...assume skeletal animation
+
+ var boneName = '.bones[' + bones[ h ].name + ']';
+
+ addNonemptyTrack(
+ THREE.VectorKeyframeTrack, boneName + '.position',
+ animationKeys, 'pos', tracks );
+
+ addNonemptyTrack(
+ THREE.QuaternionKeyframeTrack, boneName + '.quaternion',
+ animationKeys, 'rot', tracks );
+
+ addNonemptyTrack(
+ THREE.VectorKeyframeTrack, boneName + '.scale',
+ animationKeys, 'scl', tracks );
+
+ }
+
+ }
+
+ if ( tracks.length === 0 ) {
+
+ return null;
+
+ }
+
+ var clip = new THREE.AnimationClip( clipName, duration, tracks );
+
+ return clip;
+
+ }
+
+} );
+
+
+// File:src/animation/AnimationMixer.js
+
+/**
+ *
+ * Player for AnimationClips.
+ *
+ *
+ * @author Ben Houston / http://clara.io/
+ * @author David Sarno / http://lighthaus.us/
+ * @author tschw
+ */
+
+THREE.AnimationMixer = function( root ) {
+
+ this._root = root;
+ this._initMemoryManager();
+ this._accuIndex = 0;
+
+ this.time = 0;
+
+ this.timeScale = 1.0;
+
+};
+
+THREE.AnimationMixer.prototype = {
+
+ constructor: THREE.AnimationMixer,
+
+ // return an action for a clip optionally using a custom root target
+ // object (this method allocates a lot of dynamic memory in case a
+ // previously unknown clip/root combination is specified)
+ clipAction: function( clip, optionalRoot ) {
+
+ var root = optionalRoot || this._root,
+ rootUuid = root.uuid,
+ clipName = ( typeof clip === 'string' ) ? clip : clip.name,
+ clipObject = ( clip !== clipName ) ? clip : null,
+
+ actionsForClip = this._actionsByClip[ clipName ],
+ prototypeAction;
+
+ if ( actionsForClip !== undefined ) {
+
+ var existingAction =
+ actionsForClip.actionByRoot[ rootUuid ];
+
+ if ( existingAction !== undefined ) {
+
+ return existingAction;
+
+ }
+
+ // we know the clip, so we don't have to parse all
+ // the bindings again but can just copy
+ prototypeAction = actionsForClip.knownActions[ 0 ];
+
+ // also, take the clip from the prototype action
+ clipObject = prototypeAction._clip;
+
+ if ( clip !== clipName && clip !== clipObject ) {
+
+ throw new Error(
+ "Different clips with the same name detected!" );
+
+ }
+
+ }
+
+ // clip must be known when specified via string
+ if ( clipObject === null ) return null;
+
+ // allocate all resources required to run it
+ var newAction = new THREE.
+ AnimationMixer._Action( this, clipObject, optionalRoot );
+
+ this._bindAction( newAction, prototypeAction );
+
+ // and make the action known to the memory manager
+ this._addInactiveAction( newAction, clipName, rootUuid );
+
+ return newAction;
+
+ },
+
+ // get an existing action
+ existingAction: function( clip, optionalRoot ) {
+
+ var root = optionalRoot || this._root,
+ rootUuid = root.uuid,
+ clipName = ( typeof clip === 'string' ) ? clip : clip.name,
+ actionsForClip = this._actionsByClip[ clipName ];
+
+ if ( actionsForClip !== undefined ) {
+
+ return actionsForClip.actionByRoot[ rootUuid ] || null;
+
+ }
+
+ return null;
+
+ },
+
+ // deactivates all previously scheduled actions
+ stopAllAction: function() {
+
+ var actions = this._actions,
+ nActions = this._nActiveActions,
+ bindings = this._bindings,
+ nBindings = this._nActiveBindings;
+
+ this._nActiveActions = 0;
+ this._nActiveBindings = 0;
+
+ for ( var i = 0; i !== nActions; ++ i ) {
+
+ actions[ i ].reset();
+
+ }
+
+ for ( var i = 0; i !== nBindings; ++ i ) {
+
+ bindings[ i ].useCount = 0;
+
+ }
+
+ return this;
+
+ },
+
+ // advance the time and update apply the animation
+ update: function( deltaTime ) {
+
+ deltaTime *= this.timeScale;
+
+ var actions = this._actions,
+ nActions = this._nActiveActions,
+
+ time = this.time += deltaTime,
+ timeDirection = Math.sign( deltaTime ),
+
+ accuIndex = this._accuIndex ^= 1;
+
+ // run active actions
+
+ for ( var i = 0; i !== nActions; ++ i ) {
+
+ var action = actions[ i ];
+
+ if ( action.enabled ) {
+
+ action._update( time, deltaTime, timeDirection, accuIndex );
+
+ }
+
+ }
+
+ // update scene graph
+
+ var bindings = this._bindings,
+ nBindings = this._nActiveBindings;
+
+ for ( var i = 0; i !== nBindings; ++ i ) {
+
+ bindings[ i ].apply( accuIndex );
+
+ }
+
+ return this;
+
+ },
+
+ // return this mixer's root target object
+ getRoot: function() {
+
+ return this._root;
+
+ },
+
+ // free all resources specific to a particular clip
+ uncacheClip: function( clip ) {
+
+ var actions = this._actions,
+ clipName = clip.name,
+ actionsByClip = this._actionsByClip,
+ actionsForClip = actionsByClip[ clipName ];
+
+ if ( actionsForClip !== undefined ) {
+
+ // note: just calling _removeInactiveAction would mess up the
+ // iteration state and also require updating the state we can
+ // just throw away
+
+ var actionsToRemove = actionsForClip.knownActions;
+
+ for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
+
+ var action = actionsToRemove[ i ];
+
+ this._deactivateAction( action );
+
+ var cacheIndex = action._cacheIndex,
+ lastInactiveAction = actions[ actions.length - 1 ];
+
+ action._cacheIndex = null;
+ action._byClipCacheIndex = null;
+
+ lastInactiveAction._cacheIndex = cacheIndex;
+ actions[ cacheIndex ] = lastInactiveAction;
+ actions.pop();
+
+ this._removeInactiveBindingsForAction( action );
+
+ }
+
+ delete actionsByClip[ clipName ];
+
+ }
+
+ },
+
+ // free all resources specific to a particular root target object
+ uncacheRoot: function( root ) {
+
+ var rootUuid = root.uuid,
+ actionsByClip = this._actionsByClip;
+
+ for ( var clipName in actionsByClip ) {
+
+ var actionByRoot = actionsByClip[ clipName ].actionByRoot,
+ action = actionByRoot[ rootUuid ];
+
+ if ( action !== undefined ) {
+
+ this._deactivateAction( action );
+ this._removeInactiveAction( action );
+
+ }
+
+ }
+
+ var bindingsByRoot = this._bindingsByRootAndName,
+ bindingByName = bindingsByRoot[ rootUuid ];
+
+ if ( bindingByName !== undefined ) {
+
+ for ( var trackName in bindingByName ) {
+
+ var binding = bindingByName[ trackName ];
+ binding.restoreOriginalState();
+ this._removeInactiveBinding( binding );
+
+ }
+
+ }
+
+ },
+
+ // remove a targeted clip from the cache
+ uncacheAction: function( clip, optionalRoot ) {
+
+ var action = this.existingAction( clip, optionalRoot );
+
+ if ( action !== null ) {
+
+ this._deactivateAction( action );
+ this._removeInactiveAction( action );
+
+ }
+
+ }
+
+};
+
+THREE.EventDispatcher.prototype.apply( THREE.AnimationMixer.prototype );
+
+THREE.AnimationMixer._Action =
+ function( mixer, clip, localRoot ) {
+
+ this._mixer = mixer;
+ this._clip = clip;
+ this._localRoot = localRoot || null;
+
+ var tracks = clip.tracks,
+ nTracks = tracks.length,
+ interpolants = new Array( nTracks );
+
+ var interpolantSettings = {
+ endingStart: THREE.ZeroCurvatureEnding,
+ endingEnd: THREE.ZeroCurvatureEnding
+ };
+
+ for ( var i = 0; i !== nTracks; ++ i ) {
+
+ var interpolant = tracks[ i ].createInterpolant( null );
+ interpolants[ i ] = interpolant;
+ interpolant.settings = interpolantSettings
+
+ }
+
+ this._interpolantSettings = interpolantSettings;
+
+ this._interpolants = interpolants; // bound by the mixer
+
+ // inside: PropertyMixer (managed by the mixer)
+ this._propertyBindings = new Array( nTracks );
+
+ this._cacheIndex = null; // for the memory manager
+ this._byClipCacheIndex = null; // for the memory manager
+
+ this._timeScaleInterpolant = null;
+ this._weightInterpolant = null;
+
+ this.loop = THREE.LoopRepeat;
+ this._loopCount = -1;
+
+ // global mixer time when the action is to be started
+ // it's set back to 'null' upon start of the action
+ this._startTime = null;
+
+ // scaled local time of the action
+ // gets clamped or wrapped to 0..clip.duration according to loop
+ this.time = 0;
+
+ this.timeScale = 1;
+ this._effectiveTimeScale = 1;
+
+ this.weight = 1;
+ this._effectiveWeight = 1;
+
+ this.repetitions = Infinity; // no. of repetitions when looping
+
+ this.paused = false; // false -> zero effective time scale
+ this.enabled = true; // true -> zero effective weight
+
+ this.clampWhenFinished = false; // keep feeding the last frame?
+
+ this.zeroSlopeAtStart = true; // for smooth interpolation w/o separate
+ this.zeroSlopeAtEnd = true; // clips for start, loop and end
+
+};
+
+THREE.AnimationMixer._Action.prototype = {
+
+ constructor: THREE.AnimationMixer._Action,
+
+ // State & Scheduling
+
+ play: function() {
+
+ this._mixer._activateAction( this );
+
+ return this;
+
+ },
+
+ stop: function() {
+
+ this._mixer._deactivateAction( this );
+
+ return this.reset();
+
+ },
+
+ reset: function() {
+
+ this.paused = false;
+ this.enabled = true;
+
+ this.time = 0; // restart clip
+ this._loopCount = -1; // forget previous loops
+ this._startTime = null; // forget scheduling
+
+ return this.stopFading().stopWarping();
+
+ },
+
+ isRunning: function() {
+
+ var start = this._startTime;
+
+ return this.enabled && ! this.paused && this.timeScale !== 0 &&
+ this._startTime === null && this._mixer._isActiveAction( this )
+
+ },
+
+ // return true when play has been called
+ isScheduled: function() {
+
+ return this._mixer._isActiveAction( this );
+
+ },
+
+ startAt: function( time ) {
+
+ this._startTime = time;
+
+ return this;
+
+ },
+
+ setLoop: function( mode, repetitions ) {
+
+ this.loop = mode;
+ this.repetitions = repetitions;
+
+ return this;
+
+ },
+
+ // Weight
+
+ // set the weight stopping any scheduled fading
+ // although .enabled = false yields an effective weight of zero, this
+ // method does *not* change .enabled, because it would be confusing
+ setEffectiveWeight: function( weight ) {
+
+ this.weight = weight;
+
+ // note: same logic as when updated at runtime
+ this._effectiveWeight = this.enabled ? weight : 0;
+
+ return this.stopFading();
+
+ },
+
+ // return the weight considering fading and .enabled
+ getEffectiveWeight: function() {
+
+ return this._effectiveWeight;
+
+ },
+
+ fadeIn: function( duration ) {
+
+ return this._scheduleFading( duration, 0, 1 );
+
+ },
+
+ fadeOut: function( duration ) {
+
+ return this._scheduleFading( duration, 1, 0 );
+
+ },
+
+ crossFadeFrom: function( fadeOutAction, duration, warp ) {
+
+ var mixer = this._mixer;
+
+ fadeOutAction.fadeOut( duration );
+ this.fadeIn( duration );
+
+ if( warp ) {
+
+ var fadeInDuration = this._clip.duration,
+ fadeOutDuration = fadeOutAction._clip.duration,
+
+ startEndRatio = fadeOutDuration / fadeInDuration,
+ endStartRatio = fadeInDuration / fadeOutDuration;
+
+ fadeOutAction.warp( 1.0, startEndRatio, duration );
+ this.warp( endStartRatio, 1.0, duration );
+
+ }
+
+ return this;
+
+ },
+
+ crossFadeTo: function( fadeInAction, duration, warp ) {
+
+ return fadeInAction.crossFadeFrom( this, duration, warp );
+
+ },
+
+ stopFading: function() {
+
+ var weightInterpolant = this._weightInterpolant;
+
+ if ( weightInterpolant !== null ) {
+
+ this._weightInterpolant = null;
+ this._mixer._takeBackControlInterpolant( weightInterpolant );
+
+ }
+
+ return this;
+
+ },
+
+ // Time Scale Control
+
+ // set the weight stopping any scheduled warping
+ // although .paused = true yields an effective time scale of zero, this
+ // method does *not* change .paused, because it would be confusing
+ setEffectiveTimeScale: function( timeScale ) {
+
+ this.timeScale = timeScale;
+ this._effectiveTimeScale = this.paused ? 0 :timeScale;
+
+ return this.stopWarping();
+
+ },
+
+ // return the time scale considering warping and .paused
+ getEffectiveTimeScale: function() {
+
+ return this._effectiveTimeScale;
+
+ },
+
+ setDuration: function( duration ) {
+
+ this.timeScale = this._clip.duration / duration;
+
+ return this.stopWarping();
+
+ },
+
+ syncWith: function( action ) {
+
+ this.time = action.time;
+ this.timeScale = action.timeScale;
+
+ return this.stopWarping();
+
+ },
+
+ halt: function( duration ) {
+
+ return this.warp( this._currentTimeScale, 0, duration );
+
+ },
+
+ warp: function( startTimeScale, endTimeScale, duration ) {
+
+ var mixer = this._mixer, now = mixer.time,
+ interpolant = this._timeScaleInterpolant,
+
+ timeScale = this.timeScale;
+
+ if ( interpolant === null ) {
+
+ interpolant = mixer._lendControlInterpolant(),
+ this._timeScaleInterpolant = interpolant;
+
+ }
+
+ var times = interpolant.parameterPositions,
+ values = interpolant.sampleValues;
+
+ times[ 0 ] = now;
+ times[ 1 ] = now + duration;
+
+ values[ 0 ] = startTimeScale / timeScale;
+ values[ 1 ] = endTimeScale / timeScale;
+
+ return this;
+
+ },
+
+ stopWarping: function() {
+
+ var timeScaleInterpolant = this._timeScaleInterpolant;
+
+ if ( timeScaleInterpolant !== null ) {
+
+ this._timeScaleInterpolant = null;
+ this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
+
+ }
+
+ return this;
+
+ },
+
+ // Object Accessors
+
+ getMixer: function() {
+
+ return this._mixer;
+
+ },
+
+ getClip: function() {
+
+ return this._clip;
+
+ },
+
+ getRoot: function() {
+
+ return this._localRoot || this._mixer._root;
+
+ },
+
+ // Interna
+
+ _update: function( time, deltaTime, timeDirection, accuIndex ) {
+ // called by the mixer
+
+ var startTime = this._startTime;
+
+ if ( startTime !== null ) {
+
+ // check for scheduled start of action
+
+ var timeRunning = ( time - startTime ) * timeDirection;
+ if ( timeRunning < 0 || timeDirection === 0 ) {
+
+ return; // yet to come / don't decide when delta = 0
+
+ }
+
+ // start
+
+ this._startTime = null; // unschedule
+ deltaTime = timeDirection * timeRunning;
+
+ }
+
+ // apply time scale and advance time
+
+ deltaTime *= this._updateTimeScale( time );
+ var clipTime = this._updateTime( deltaTime );
+
+ // note: _updateTime may disable the action resulting in
+ // an effective weight of 0
+
+ var weight = this._updateWeight( time );
+
+ if ( weight > 0 ) {
+
+ var interpolants = this._interpolants;
+ var propertyMixers = this._propertyBindings;
+
+ for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
+
+ interpolants[ j ].evaluate( clipTime );
+ propertyMixers[ j ].accumulate( accuIndex, weight );
+
+ }
+
+ }
+
+ },
+
+ _updateWeight: function( time ) {
+
+ var weight = 0;
+
+ if ( this.enabled ) {
+
+ weight = this.weight;
+ var interpolant = this._weightInterpolant;
+
+ if ( interpolant !== null ) {
+
+ var interpolantValue = interpolant.evaluate( time )[ 0 ];
+
+ weight *= interpolantValue;
+
+ if ( time > interpolant.parameterPositions[ 1 ] ) {
+
+ this.stopFading();
+
+ if ( interpolantValue === 0 ) {
+
+ // faded out, disable
+ this.enabled = false;
+
+ }
+
+ }
+
+ }
+
+ }
+
+ this._effectiveWeight = weight;
+ return weight;
+
+ },
+
+ _updateTimeScale: function( time ) {
+
+ var timeScale = 0;
+
+ if ( ! this.paused ) {
+
+ timeScale = this.timeScale;
+
+ var interpolant = this._timeScaleInterpolant;
+
+ if ( interpolant !== null ) {
+
+ var interpolantValue = interpolant.evaluate( time )[ 0 ];
+
+ timeScale *= interpolantValue;
+
+ if ( time > interpolant.parameterPositions[ 1 ] ) {
+
+ this.stopWarping();
+
+ if ( timeScale === 0 ) {
+
+ // motion has halted, pause
+ this.pause = true;
+
+ } else {
+
+ // warp done - apply final time scale
+ this.timeScale = timeScale;
+
+ }
+
+ }
+
+ }
+
+ }
+
+ this._effectiveTimeScale = timeScale;
+ return timeScale;
+
+ },
+
+ _updateTime: function( deltaTime ) {
+
+ var time = this.time + deltaTime;
+
+ if ( deltaTime === 0 ) return time;
+
+ var duration = this._clip.duration,
+
+ loop = this.loop,
+ loopCount = this._loopCount,
+
+ pingPong = false;
+
+ switch ( loop ) {
+
+ case THREE.LoopOnce:
+
+ if ( loopCount === -1 ) {
+
+ // just started
+
+ this.loopCount = 0;
+ this._setEndings( true, true, false );
+
+ }
+
+ if ( time >= duration ) {
+
+ time = duration;
+
+ } else if ( time < 0 ) {
+
+ time = 0;
+
+ } else break;
+
+ // reached the end
+
+ if ( this.clampWhenFinished ) this.pause = true;
+ else this.enabled = false;
+
+ this._mixer.dispatchEvent( {
+ type: 'finished', action: this,
+ direction: deltaTime < 0 ? -1 : 1
+ } );
+
+ break;
+
+ case THREE.LoopPingPong:
+
+ pingPong = true;
+
+ case THREE.LoopRepeat:
+
+ if ( loopCount === -1 ) {
+
+ // just started
+
+ if ( deltaTime > 0 ) {
+
+ loopCount = 0;
+
+ this._setEndings(
+ true, this.repetitions === 0, pingPong );
+
+ } else {
+
+ // when looping in reverse direction, the initial
+ // transition through zero counts as a repetition,
+ // so leave loopCount at -1
+
+ this._setEndings(
+ this.repetitions === 0, true, pingPong );
+
+ }
+
+ }
+
+ if ( time >= duration || time < 0 ) {
+
+ // wrap around
+
+ var loopDelta = Math.floor( time / duration ); // signed
+ time -= duration * loopDelta;
+
+ loopCount += Math.abs( loopDelta );
+
+ var pending = this.repetitions - loopCount;
+
+ if ( pending < 0 ) {
+
+ // stop (switch state, clamp time, fire event)
+
+ if ( this.clampWhenFinished ) this.paused = true;
+ else this.enabled = false;
+
+ time = deltaTime > 0 ? duration : 0;
+
+ this._mixer.dispatchEvent( {
+ type: 'finished', action: this,
+ direction: deltaTime > 0 ? 1 : -1
+ } );
+
+ break;
+
+ } else if ( pending === 0 ) {
+
+ // transition to last round
+
+ var atStart = deltaTime < 0;
+ this._setEndings( atStart, ! atStart, pingPong );
+
+ } else {
+
+ this._setEndings( false, false, pingPong );
+
+ }
+
+ this._loopCount = loopCount;
+
+ this._mixer.dispatchEvent( {
+ type: 'loop', action: this, loopDelta: loopDelta
+ } );
+
+ }
+
+ if ( loop === THREE.LoopPingPong && ( loopCount & 1 ) === 1 ) {
+
+ // invert time for the "pong round"
+
+ this.time = time;
+
+ return duration - time;
+
+ }
+
+ break;
+
+ }
+
+ this.time = time;
+
+ return time;
+
+ },
+
+ _setEndings: function( atStart, atEnd, pingPong ) {
+
+ var settings = this._interpolantSettings;
+
+ if ( pingPong ) {
+
+ settings.endingStart = THREE.ZeroSlopeEnding;
+ settings.endingEnd = THREE.ZeroSlopeEnding;
+
+ } else {
+
+ // assuming for LoopOnce atStart == atEnd == true
+
+ if ( atStart ) {
+
+ settings.endingStart = this.zeroSlopeAtStart ?
+ THREE.ZeroSlopeEnding : THREE.ZeroCurvatureEnding;
+
+ } else {
+
+ settings.endingStart = THREE.WrapAroundEnding;
+
+ }
+
+ if ( atEnd ) {
+
+ settings.endingEnd = this.zeroSlopeAtEnd ?
+ THREE.ZeroSlopeEnding : THREE.ZeroCurvatureEnding;
+
+ } else {
+
+ settings.endingEnd = THREE.WrapAroundEnding;
+
+ }
+
+ }
+
+ },
+
+ _scheduleFading: function( duration, weightNow, weightThen ) {
+
+ var mixer = this._mixer, now = mixer.time,
+ interpolant = this._weightInterpolant;
+
+ if ( interpolant === null ) {
+
+ interpolant = mixer._lendControlInterpolant(),
+ this._weightInterpolant = interpolant;
+
+ }
+
+ var times = interpolant.parameterPositions,
+ values = interpolant.sampleValues;
+
+ times[ 0 ] = now; values[ 0 ] = weightNow;
+ times[ 1 ] = now + duration; values[ 1 ] = weightThen;
+
+ return this;
+
+ }
+
+};
+
+// Implementation details:
+
+Object.assign( THREE.AnimationMixer.prototype, {
+
+ _bindAction: function( action, prototypeAction ) {
+
+ var root = action._localRoot || this._root,
+ tracks = action._clip.tracks,
+ nTracks = tracks.length,
+ bindings = action._propertyBindings,
+ interpolants = action._interpolants,
+ rootUuid = root.uuid,
+ bindingsByRoot = this._bindingsByRootAndName,
+ bindingsByName = bindingsByRoot[ rootUuid ];
+
+ if ( bindingsByName === undefined ) {
+
+ bindingsByName = {};
+ bindingsByRoot[ rootUuid ] = bindingsByName;
+
+ }
+
+ for ( var i = 0; i !== nTracks; ++ i ) {
+
+ var track = tracks[ i ],
+ trackName = track.name,
+ binding = bindingsByName[ trackName ];
+
+ if ( binding !== undefined ) {
+
+ bindings[ i ] = binding;
+
+ } else {
+
+ binding = bindings[ i ];
+
+ if ( binding !== undefined ) {
+
+ // existing binding, make sure the cache knows
+
+ if ( binding._cacheIndex === null ) {
+
+ ++ binding.referenceCount;
+ this._addInactiveBinding( binding, rootUuid, trackName );
+
+ }
+
+ continue;
+
+ }
+
+ var path = prototypeAction && prototypeAction.
+ _propertyBindings[ i ].binding.parsedPath;
+
+ binding = new THREE.PropertyMixer(
+ THREE.PropertyBinding.create( root, trackName, path ),
+ track.ValueTypeName, track.getValueSize() );
+
+ ++ binding.referenceCount;
+ this._addInactiveBinding( binding, rootUuid, trackName );
+
+ bindings[ i ] = binding;
+
+ }
+
+ interpolants[ i ].resultBuffer = binding.buffer;
+
+ }
+
+ },
+
+ _activateAction: function( action ) {
+
+ if ( ! this._isActiveAction( action ) ) {
+
+ if ( action._cacheIndex === null ) {
+
+ // this action has been forgotten by the cache, but the user
+ // appears to be still using it -> rebind
+
+ var rootUuid = ( action._localRoot || this._root ).uuid,
+ clipName = action._clip.name,
+ actionsForClip = this._actionsByClip[ clipName ];
+
+ this._bindAction( action,
+ actionsForClip && actionsForClip.knownActions[ 0 ] );
+
+ this._addInactiveAction( action, clipName, rootUuid );
+
+ }
+
+ var bindings = action._propertyBindings;
+
+ // increment reference counts / sort out state
+ for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
+
+ var binding = bindings[ i ];
+
+ if ( binding.useCount ++ === 0 ) {
+
+ this._lendBinding( binding );
+ binding.saveOriginalState();
+
+ }
+
+ }
+
+ this._lendAction( action );
+
+ }
+
+ },
+
+ _deactivateAction: function( action ) {
+
+ if ( this._isActiveAction( action ) ) {
+
+ var bindings = action._propertyBindings;
+
+ // decrement reference counts / sort out state
+ for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
+
+ var binding = bindings[ i ];
+
+ if ( -- binding.useCount === 0 ) {
+
+ binding.restoreOriginalState();
+ this._takeBackBinding( binding );
+
+ }
+
+ }
+
+ this._takeBackAction( action );
+
+ }
+
+ },
+
+ // Memory manager
+
+ _initMemoryManager: function() {
+
+ this._actions = []; // 'nActiveActions' followed by inactive ones
+ this._nActiveActions = 0;
+
+ this._actionsByClip = {};
+ // inside:
+ // {
+ // knownActions: Array< _Action > - used as prototypes
+ // actionByRoot: _Action - lookup
+ // }
+
+
+ this._bindings = []; // 'nActiveBindings' followed by inactive ones
+ this._nActiveBindings = 0;
+
+ this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
+
+
+ this._controlInterpolants = []; // same game as above
+ this._nActiveControlInterpolants = 0;
+
+ var scope = this;
+
+ this.stats = {
+
+ actions: {
+ get total() { return scope._actions.length; },
+ get inUse() { return scope._nActiveActions; }
+ },
+ bindings: {
+ get total() { return scope._bindings.length; },
+ get inUse() { return scope._nActiveBindings; }
+ },
+ controlInterpolants: {
+ get total() { return scope._controlInterpolants.length; },
+ get inUse() { return scope._nActiveControlInterpolants; }
+ }
+
+ };
+
+ },
+
+ // Memory management for _Action objects
+
+ _isActiveAction: function( action ) {
+
+ var index = action._cacheIndex;
+ return index !== null && index < this._nActiveActions;
+
+ },
+
+ _addInactiveAction: function( action, clipName, rootUuid ) {
+
+ var actions = this._actions,
+ actionsByClip = this._actionsByClip,
+ actionsForClip = actionsByClip[ clipName ];
+
+ if ( actionsForClip === undefined ) {
+
+ actionsForClip = {
+
+ knownActions: [ action ],
+ actionByRoot: {}
+
+ };
+
+ action._byClipCacheIndex = 0;
+
+ actionsByClip[ clipName ] = actionsForClip;
+
+ } else {
+
+ var knownActions = actionsForClip.knownActions;
+
+ action._byClipCacheIndex = knownActions.length;
+ knownActions.push( action );
+
+ }
+
+ action._cacheIndex = actions.length;
+ actions.push( action );
+
+ actionsForClip.actionByRoot[ rootUuid ] = action;
+
+ },
+
+ _removeInactiveAction: function( action ) {
+
+ var actions = this._actions,
+ lastInactiveAction = actions[ actions.length - 1 ],
+ cacheIndex = action._cacheIndex;
+
+ lastInactiveAction._cacheIndex = cacheIndex;
+ actions[ cacheIndex ] = lastInactiveAction;
+ actions.pop();
+
+ action._cacheIndex = null;
+
+
+ var clipName = action._clip.name,
+ actionsByClip = this._actionsByClip,
+ actionsForClip = actionsByClip[ clipName ],
+ knownActionsForClip = actionsForClip.knownActions,
+
+ lastKnownAction =
+ knownActionsForClip[ knownActionsForClip.length - 1 ],
+
+ byClipCacheIndex = action._byClipCacheIndex;
+
+ lastKnownAction._byClipCacheIndex = byClipCacheIndex;
+ knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
+ knownActionsForClip.pop();
+
+ action._byClipCacheIndex = null;
+
+
+ var actionByRoot = actionsForClip.actionByRoot,
+ rootUuid = ( actions._localRoot || this._root ).uuid;
+
+ delete actionByRoot[ rootUuid ];
+
+ if ( knownActionsForClip.length === 0 ) {
+
+ delete actionsByClip[ clipName ];
+
+ }
+
+ this._removeInactiveBindingsForAction( action );
+
+ },
+
+ _removeInactiveBindingsForAction: function( action ) {
+
+ var bindings = action._propertyBindings;
+ for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
+
+ var binding = bindings[ i ];
+
+ if ( -- binding.referenceCount === 0 ) {
+
+ this._removeInactiveBinding( binding );
+
+ }
+
+ }
+
+ },
+
+ _lendAction: function( action ) {
+
+ // [ active actions | inactive actions ]
+ // [ active actions >| inactive actions ]
+ // s a
+ // <-swap->
+ // a s
+
+ var actions = this._actions,
+ prevIndex = action._cacheIndex,
+
+ lastActiveIndex = this._nActiveActions ++,
+
+ firstInactiveAction = actions[ lastActiveIndex ];
+
+ action._cacheIndex = lastActiveIndex;
+ actions[ lastActiveIndex ] = action;
+
+ firstInactiveAction._cacheIndex = prevIndex;
+ actions[ prevIndex ] = firstInactiveAction;
+
+ },
+
+ _takeBackAction: function( action ) {
+
+ // [ active actions | inactive actions ]
+ // [ active actions |< inactive actions ]
+ // a s
+ // <-swap->
+ // s a
+
+ var actions = this._actions,
+ prevIndex = action._cacheIndex,
+
+ firstInactiveIndex = -- this._nActiveActions,
+
+ lastActiveAction = actions[ firstInactiveIndex ];
+
+ action._cacheIndex = firstInactiveIndex;
+ actions[ firstInactiveIndex ] = action;
+
+ lastActiveAction._cacheIndex = prevIndex;
+ actions[ prevIndex ] = lastActiveAction;
+
+ },
+
+ // Memory management for PropertyMixer objects
+
+ _addInactiveBinding: function( binding, rootUuid, trackName ) {
+
+ var bindingsByRoot = this._bindingsByRootAndName,
+ bindingByName = bindingsByRoot[ rootUuid ],
+
+ bindings = this._bindings;
+
+ if ( bindingByName === undefined ) {
+
+ bindingByName = {};
+ bindingsByRoot[ rootUuid ] = bindingByName;
+
+ }
+
+ bindingByName[ trackName ] = binding;
+
+ binding._cacheIndex = bindings.length;
+ bindings.push( binding );
+
+ },
+
+ _removeInactiveBinding: function( binding ) {
+
+ var bindings = this._bindings,
+ propBinding = binding.binding,
+ rootUuid = propBinding.rootNode.uuid,
+ trackName = propBinding.path,
+ bindingsByRoot = this._bindingsByRootAndName,
+ bindingByName = bindingsByRoot[ rootUuid ],
+
+ lastInactiveBinding = bindings[ bindings.length - 1 ],
+ cacheIndex = binding._cacheIndex;
+
+ lastInactiveBinding._cacheIndex = cacheIndex;
+ bindings[ cacheIndex ] = lastInactiveBinding;
+ bindings.pop();
+
+ delete bindingByName[ trackName ];
+
+ remove_empty_map: {
+
+ for ( var _ in bindingByName ) break remove_empty_map;
+
+ delete bindingsByRoot[ rootUuid ];
+
+ }
+
+ },
+
+ _lendBinding: function( binding ) {
+
+ var bindings = this._bindings,
+ prevIndex = binding._cacheIndex,
+
+ lastActiveIndex = this._nActiveBindings ++,
+
+ firstInactiveBinding = bindings[ lastActiveIndex ];
+
+ binding._cacheIndex = lastActiveIndex;
+ bindings[ lastActiveIndex ] = binding;
+
+ firstInactiveBinding._cacheIndex = prevIndex;
+ bindings[ prevIndex ] = firstInactiveBinding;
+
+ },
+
+ _takeBackBinding: function( binding ) {
+
+ var bindings = this._bindings,
+ prevIndex = binding._cacheIndex,
+
+ firstInactiveIndex = -- this._nActiveBindings,
+
+ lastActiveBinding = bindings[ firstInactiveIndex ];
+
+ binding._cacheIndex = firstInactiveIndex;
+ bindings[ firstInactiveIndex ] = binding;
+
+ lastActiveBinding._cacheIndex = prevIndex;
+ bindings[ prevIndex ] = lastActiveBinding;
+
+ },
+
+
+ // Memory management of Interpolants for weight and time scale
+
+ _lendControlInterpolant: function() {
+
+ var interpolants = this._controlInterpolants,
+ lastActiveIndex = this._nActiveControlInterpolants ++,
+ interpolant = interpolants[ lastActiveIndex ];
+
+ if ( interpolant === undefined ) {
+
+ interpolant = new THREE.LinearInterpolant(
+ new Float32Array( 2 ), new Float32Array( 2 ),
+ 1, this._controlInterpolantsResultBuffer );
+
+ interpolant.__cacheIndex = lastActiveIndex;
+ interpolants[ lastActiveIndex ] = interpolant;
+
+ }
+
+ return interpolant;
+
+ },
+
+ _takeBackControlInterpolant: function( interpolant ) {
+
+ var interpolants = this._controlInterpolants,
+ prevIndex = interpolant.__cacheIndex,
+
+ firstInactiveIndex = -- this._nActiveControlInterpolants,
+
+ lastActiveInterpolant = interpolants[ firstInactiveIndex ];
+
+ interpolant.__cacheIndex = firstInactiveIndex;
+ interpolants[ firstInactiveIndex ] = interpolant;
+
+ lastActiveInterpolant.__cacheIndex = prevIndex;
+ interpolants[ prevIndex ] = lastActiveInterpolant;
+
+ },
+
+ _controlInterpolantsResultBuffer: new Float32Array( 1 )
+
+} );
+
+
+// File:src/animation/AnimationObjectGroup.js
+
+/**
+ *
+ * A group of objects that receives a shared animation state.
+ *
+ * Usage:
+ *
+ * - Add objects you would otherwise pass as 'root' to the
+ * constructor or the .clipAction method of AnimationMixer.
+ *
+ * - Instead pass this object as 'root'.
+ *
+ * - You can also add and remove objects later when the mixer
+ * is running.
+ *
+ * Note:
+ *
+ * Objects of this class appear as one object to the mixer,
+ * so cache control of the individual objects must be done
+ * on the group.
+ *
+ * Limitation:
+ *
+ * - The animated properties must be compatible among the
+ * all objects in the group.
+ *
+ * - A single property can either be controlled through a
+ * target group or directly, but not both.
+ *
+ * @author tschw
+ */
+
+THREE.AnimationObjectGroup = function( var_args ) {
+
+ this.uuid = THREE.Math.generateUUID();
+
+ // cached objects followed by the active ones
+ this._objects = Array.prototype.slice.call( arguments );
+
+ this.nCachedObjects_ = 0; // threshold
+ // note: read by PropertyBinding.Composite
+
+ var indices = {};
+ this._indicesByUUID = indices; // for bookkeeping
+
+ for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
+
+ indices[ arguments[ i ].uuid ] = i;
+
+ }
+
+ this._paths = []; // inside: string
+ this._parsedPaths = []; // inside: { we don't care, here }
+ this._bindings = []; // inside: Array< PropertyBinding >
+ this._bindingsIndicesByPath = {}; // inside: indices in these arrays
+
+ var scope = this;
+
+ this.stats = {
+
+ objects: {
+ get total() { return scope._objects.length; },
+ get inUse() { return this.total - scope.nCachedObjects_; }
+ },
+
+ get bindingsPerObject() { return scope._bindings.length; }
+
+ };
+
+};
+
+THREE.AnimationObjectGroup.prototype = {
+
+ constructor: THREE.AnimationObjectGroup,
+
+ add: function( var_args ) {
+
+ var objects = this._objects,
+ nObjects = objects.length,
+ nCachedObjects = this.nCachedObjects_,
+ indicesByUUID = this._indicesByUUID,
+ paths = this._paths,
+ parsedPaths = this._parsedPaths,
+ bindings = this._bindings,
+ nBindings = bindings.length;
+
+ for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
+
+ var object = arguments[ i ],
+ uuid = object.uuid,
+ index = indicesByUUID[ uuid ];
+
+ if ( index === undefined ) {
+
+ // unknown object -> add it to the ACTIVE region
+
+ index = nObjects ++;
+ indicesByUUID[ uuid ] = index;
+ objects.push( object );
+
+ // accounting is done, now do the same for all bindings
+
+ for ( var j = 0, m = nBindings; j !== m; ++ j ) {
+
+ bindings[ j ].push(
+ new THREE.PropertyBinding(
+ object, paths[ j ], parsedPaths[ j ] ) );
+
+ }
+
+ } else if ( index < nCachedObjects ) {
+
+ var knownObject = objects[ index ];
+
+ // move existing object to the ACTIVE region
+
+ var firstActiveIndex = -- nCachedObjects,
+ lastCachedObject = objects[ firstActiveIndex ];
+
+ indicesByUUID[ lastCachedObject.uuid ] = index;
+ objects[ index ] = lastCachedObject;
+
+ indicesByUUID[ uuid ] = firstActiveIndex;
+ objects[ firstActiveIndex ] = object;
+
+ // accounting is done, now do the same for all bindings
+
+ for ( var j = 0, m = nBindings; j !== m; ++ j ) {
+
+ var bindingsForPath = bindings[ j ],
+ lastCached = bindingsForPath[ firstActiveIndex ],
+ binding = bindingsForPath[ index ];
+
+ bindingsForPath[ index ] = lastCached;
+
+ if ( binding === undefined ) {
+
+ // since we do not bother to create new bindings
+ // for objects that are cached, the binding may
+ // or may not exist
+
+ binding = new THREE.PropertyBinding(
+ object, paths[ j ], parsedPaths[ j ] );
+
+ }
+
+ bindingsForPath[ firstActiveIndex ] = binding;
+
+ }
+
+ } else if ( objects[ index ] !== knownObject) {
+
+ console.error( "Different objects with the same UUID " +
+ "detected. Clean the caches or recreate your " +
+ "infrastructure when reloading scenes..." );
+
+ } // else the object is already where we want it to be
+
+ } // for arguments
+
+ this.nCachedObjects_ = nCachedObjects;
+
+ },
+
+ remove: function( var_args ) {
+
+ var objects = this._objects,
+ nObjects = objects.length,
+ nCachedObjects = this.nCachedObjects_,
+ indicesByUUID = this._indicesByUUID,
+ bindings = this._bindings,
+ nBindings = bindings.length;
+
+ for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
+
+ var object = arguments[ i ],
+ uuid = object.uuid,
+ index = indicesByUUID[ uuid ];
+
+ if ( index !== undefined && index >= nCachedObjects ) {
+
+ // move existing object into the CACHED region
+
+ var lastCachedIndex = nCachedObjects ++,
+ firstActiveObject = objects[ lastCachedIndex ];
+
+ indicesByUUID[ firstActiveObject.uuid ] = index;
+ objects[ index ] = firstActiveObject;
+
+ indicesByUUID[ uuid ] = lastCachedIndex;
+ objects[ lastCachedIndex ] = object;
+
+ // accounting is done, now do the same for all bindings
+
+ for ( var j = 0, m = nBindings; j !== m; ++ j ) {
+
+ var bindingsForPath = bindings[ j ],
+ firstActive = bindingsForPath[ lastCachedIndex ],
+ binding = bindingsForPath[ index ];
+
+ bindingsForPath[ index ] = firstActive;
+ bindingsForPath[ lastCachedIndex ] = binding;
+
+ }
+
+ }
+
+ } // for arguments
+
+ this.nCachedObjects_ = nCachedObjects;
+
+ },
+
+ // remove & forget
+ uncache: function( var_args ) {
+
+ var objects = this._objects,
+ nObjects = objects.length,
+ nCachedObjects = this.nCachedObjects_,
+ indicesByUUID = this._indicesByUUID,
+ bindings = this._bindings,
+ nBindings = bindings.length;
+
+ for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
+
+ var object = arguments[ i ],
+ uuid = object.uuid,
+ index = indicesByUUID[ uuid ];
+
+ if ( index !== undefined ) {
+
+ delete indicesByUUID[ uuid ];
+
+ if ( index < nCachedObjects ) {
+
+ // object is cached, shrink the CACHED region
+
+ var firstActiveIndex = -- nCachedObjects,
+ lastCachedObject = objects[ firstActiveIndex ],
+ lastIndex = -- nObjects,
+ lastObject = objects[ lastIndex ];
+
+ // last cached object takes this object's place
+ indicesByUUID[ lastCachedObject.uuid ] = index;
+ objects[ index ] = lastCachedObject;
+
+ // last object goes to the activated slot and pop
+ indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
+ objects[ firstActiveIndex ] = lastObject;
+ objects.pop();
+
+ // accounting is done, now do the same for all bindings
+
+ for ( var j = 0, m = nBindings; j !== m; ++ j ) {
+
+ var bindingsForPath = bindings[ j ],
+ lastCached = bindingsForPath[ firstActiveIndex ],
+ last = bindingsForPath[ lastIndex ];
+
+ bindingsForPath[ index ] = lastCached;
+ bindingsForPath[ firstActiveIndex ] = last;
+ bindingsForPath.pop();
+
+ }
+
+ } else {
+
+ // object is active, just swap with the last and pop
+
+ var lastIndex = -- nObjects,
+ lastObject = objects[ lastIndex ];
+
+ indicesByUUID[ lastObject.uuid ] = index;
+ objects[ index ] = lastObject;
+ objects.pop();
+
+ // accounting is done, now do the same for all bindings
+
+ for ( var j = 0, m = nBindings; j !== m; ++ j ) {
+
+ var bindingsForPath = bindings[ j ];
+
+ bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
+ bindingsForPath.pop();
+
+ }
+
+ } // cached or active
+
+ } // if object is known
+
+ } // for arguments
+
+ this.nCachedObjects_ = nCachedObjects;
+
+ },
+
+ // Internal interface used by befriended PropertyBinding.Composite:
+
+ subscribe_: function( path, parsedPath ) {
+ // returns an array of bindings for the given path that is changed
+ // according to the contained objects in the group
+
+ var indicesByPath = this._bindingsIndicesByPath,
+ index = indicesByPath[ path ],
+ bindings = this._bindings;
+
+ if ( index !== undefined ) return bindings[ index ];
+
+ var paths = this._paths,
+ parsedPaths = this._parsedPaths,
+ objects = this._objects,
+ nObjects = objects.length,
+ nCachedObjects = this.nCachedObjects_,
+ bindingsForPath = new Array( nObjects );
+
+ index = bindings.length;
+
+ indicesByPath[ path ] = index;
+
+ paths.push( path );
+ parsedPaths.push( parsedPath );
+ bindings.push( bindingsForPath );
+
+ for ( var i = nCachedObjects,
+ n = objects.length; i !== n; ++ i ) {
+
+ var object = objects[ i ];
+
+ bindingsForPath[ i ] =
+ new THREE.PropertyBinding( object, path, parsedPath );
+
+ }
+
+ return bindingsForPath;
+
+ },
+
+ unsubscribe_: function( path ) {
+ // tells the group to forget about a property path and no longer
+ // update the array previously obtained with 'subscribe_'
+
+ var indicesByPath = this._bindingsIndicesByPath,
+ index = indicesByPath[ path ];
+
+ if ( index !== undefined ) {
+
+ var paths = this._paths,
+ parsedPaths = this._parsedPaths,
+ bindings = this._bindings,
+ lastBindingsIndex = bindings.length - 1,
+ lastBindings = bindings[ lastBindingsIndex ],
+ lastBindingsPath = path[ lastBindingsIndex ];
+
+ indicesByPath[ lastBindingsPath ] = index;
+
+ bindings[ index ] = lastBindings;
+ bindings.pop();
+
+ parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
+ parsedPaths.pop();
+
+ paths[ index ] = paths[ lastBindingsIndex ];
+ paths.pop();
+
+ }
+
+ }
+
+};
+
+
+// File:src/animation/AnimationUtils.js
+
+/**
+ * @author tschw
+ * @author Ben Houston / http://clara.io/
+ * @author David Sarno / http://lighthaus.us/
+ */
+
+THREE.AnimationUtils = {
+
+ // same as Array.prototype.slice, but also works on typed arrays
+ arraySlice: function( array, from, to ) {
+
+ if ( THREE.AnimationUtils.isTypedArray( array ) ) {
+
+ return new array.constructor( array.subarray( from, to ) );
+
+ }
+
+ return array.slice( from, to );
+
+ },
+
+ // converts an array to a specific type
+ convertArray: function( array, type, forceClone ) {
+
+ if ( ! array || // let 'undefined' and 'null' pass
+ ! forceClone && array.constructor === type ) return array;
+
+ if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
+
+ return new type( array ); // create typed array
+
+ }
+
+ return Array.prototype.slice.call( array ); // create Array
+
+ },
+
+ isTypedArray: function( object ) {
+
+ return ArrayBuffer.isView( object ) &&
+ ! ( object instanceof DataView );
+
+ },
+
+ // returns an array by which times and values can be sorted
+ getKeyframeOrder: function( times ) {
+
+ function compareTime( i, j ) {
+
+ return times[ i ] - times[ j ];
+
+ }
+
+ var n = times.length;
+ var result = new Array( n );
+ for ( var i = 0; i !== n; ++ i ) result[ i ] = i;
+
+ result.sort( compareTime );
+
+ return result;
+
+ },
+
+ // uses the array previously returned by 'getKeyframeOrder' to sort data
+ sortedArray: function( values, stride, order ) {
+
+ var nValues = values.length;
+ var result = new values.constructor( nValues );
+
+ for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
+
+ var srcOffset = order[ i ] * stride;
+
+ for ( var j = 0; j !== stride; ++ j ) {
+
+ result[ dstOffset ++ ] = values[ srcOffset + j ];
+
+ }
+
+ }
+
+ return result;
+
+ },
+
+ // function for parsing AOS keyframe formats
+ flattenJSON: function( jsonKeys, times, values, valuePropertyName ) {
+
+ var i = 1, key = jsonKeys[ 0 ];
+
+ while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
+
+ key = jsonKeys[ i ++ ];
+
+ }
+
+ if ( key === undefined ) return; // no data
+
+ var value = key[ valuePropertyName ];
+ if ( value === undefined ) return; // no data
+
+ if ( Array.isArray( value ) ) {
+
+ do {
+
+ value = key[ valuePropertyName ];
+
+ if ( value !== undefined ) {
+
+ times.push( key.time );
+ values.push.apply( values, value ); // push all elements
+
+ }
+
+ key = jsonKeys[ i ++ ];
+
+ } while ( key !== undefined );
+
+ } else if ( value.toArray !== undefined ) {
+ // ...assume THREE.Math-ish
+
+ do {
+
+ value = key[ valuePropertyName ];
+
+ if ( value !== undefined ) {
+
+ times.push( key.time );
+ value.toArray( values, values.length );
+
+ }
+
+ key = jsonKeys[ i ++ ];
+
+ } while ( key !== undefined );
+
+ } else {
+ // otherwise push as-is
+
+ do {
+
+ value = key[ valuePropertyName ];
+
+ if ( value !== undefined ) {
+
+ times.push( key.time );
+ values.push( value );
+
+ }
+
+ key = jsonKeys[ i ++ ];
+
+ } while ( key !== undefined );
+
+ }
+
+ }
+
+};
+
+// File:src/animation/KeyframeTrack.js
+
+/**
+ *
+ * A timed sequence of keyframes for a specific property.
+ *
+ *
+ * @author Ben Houston / http://clara.io/
+ * @author David Sarno / http://lighthaus.us/
+ * @author tschw
+ */
+
+THREE.KeyframeTrack = function ( name, times, values, interpolation ) {
+
+ if( name === undefined ) throw new Error( "track name is undefined" );
+
+ if( times === undefined || times.length === 0 ) {
+
+ throw new Error( "no keyframes in track named " + name );
+
+ }
+
+ this.name = name;
+
+ this.times = THREE.AnimationUtils.convertArray( times, this.TimeBufferType );
+ this.values = THREE.AnimationUtils.convertArray( values, this.ValueBufferType );
+
+ this.setInterpolation( interpolation || this.DefaultInterpolation );
+
+ this.validate();
+ this.optimize();
+
+};
+
+THREE.KeyframeTrack.prototype = {
+
+ constructor: THREE.KeyframeTrack,
+
+ TimeBufferType: Float32Array,
+ ValueBufferType: Float32Array,
+
+ DefaultInterpolation: THREE.InterpolateLinear,
+
+ InterpolantFactoryMethodDiscrete: function( result ) {
+
+ return new THREE.DiscreteInterpolant(
+ this.times, this.values, this.getValueSize(), result );
+
+ },
+
+ InterpolantFactoryMethodLinear: function( result ) {
+
+ return new THREE.LinearInterpolant(
+ this.times, this.values, this.getValueSize(), result );
+
+ },
+
+ InterpolantFactoryMethodSmooth: function( result ) {
+
+ return new THREE.CubicInterpolant(
+ this.times, this.values, this.getValueSize(), result );
+
+ },
+
+ setInterpolation: function( interpolation ) {
+
+ var factoryMethod = undefined;
+
+ switch ( interpolation ) {
+
+ case THREE.InterpolateDiscrete:
+
+ factoryMethod = this.InterpolantFactoryMethodDiscrete;
+
+ break;
+
+ case THREE.InterpolateLinear:
+
+ factoryMethod = this.InterpolantFactoryMethodLinear;
+
+ break;
+
+ case THREE.InterpolateSmooth:
+
+ factoryMethod = this.InterpolantFactoryMethodSmooth;
+
+ break;
+
+ }
+
+ if ( factoryMethod === undefined ) {
+
+ var message = "unsupported interpolation for " +
+ this.ValueTypeName + " keyframe track named " + this.name;
+
+ if ( this.createInterpolant === undefined ) {
+
+ // fall back to default, unless the default itself is messed up
+ if ( interpolation !== this.DefaultInterpolation ) {
+
+ this.setInterpolation( this.DefaultInterpolation );
+
+ } else {
+
+ throw new Error( message ); // fatal, in this case
+
+ }
+
+ }
+
+ console.warn( message );
+ return;
+
+ }
+
+ this.createInterpolant = factoryMethod;
+
+ },
+
+ getInterpolation: function() {
+
+ switch ( this.createInterpolant ) {
+
+ case this.InterpolantFactoryMethodDiscrete:
+
+ return THREE.InterpolateDiscrete;
+
+ case this.InterpolantFactoryMethodLinear:
+
+ return THREE.InterpolateLinear;
+
+ case this.InterpolantFactoryMethodSmooth:
+
+ return THREE.InterpolateSmooth;
+
+ }
+
+ },
+
+ getValueSize: function() {
+
+ return this.values.length / this.times.length;
+
+ },
+
+ // move all keyframes either forwards or backwards in time
+ shift: function( timeOffset ) {
+
+ if( timeOffset !== 0.0 ) {
+
+ var times = this.times;
+
+ for( var i = 0, n = times.length; i !== n; ++ i ) {
+
+ times[ i ] += timeOffset;
+
+ }
+
+ }
+
+ return this;
+
+ },
+
+ // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
+ scale: function( timeScale ) {
+
+ if( timeScale !== 1.0 ) {
+
+ var times = this.times;
+
+ for( var i = 0, n = times.length; i !== n; ++ i ) {
+
+ times[ i ] *= timeScale;
+
+ }
+
+ }
+
+ return this;
+
+ },
+
+ // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
+ // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
+ trim: function( startTime, endTime ) {
+
+ var times = this.times,
+ nKeys = times.length,
+ from = 0,
+ to = nKeys - 1;
+
+ while ( from !== nKeys && times[ from ] < startTime ) ++ from;
+ while ( to !== -1 && times[ to ] > endTime ) -- to;
+
+ ++ to; // inclusive -> exclusive bound
+
+ if( from !== 0 || to !== nKeys ) {
+
+ // empty tracks are forbidden, so keep at least one keyframe
+ if ( from >= to ) to = Math.max( to , 1 ), from = to - 1;
+
+ var stride = this.getValueSize();
+ this.times = THREE.AnimationUtils.arraySlice( times, from, to );
+ this.values = THREE.AnimationUtils.
+ arraySlice( this.values, from * stride, to * stride );
+
+ }
+
+ return this;
+
+ },
+
+ // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
+ validate: function() {
+
+ var valid = true;
+
+ var valueSize = this.getValueSize();
+ if ( valueSize - Math.floor( valueSize ) !== 0 ) {
+
+ console.error( "invalid value size in track", this );
+ valid = false;
+
+ }
+
+ var times = this.times,
+ values = this.values,
+
+ nKeys = times.length;
+
+ if( nKeys === 0 ) {
+
+ console.error( "track is empty", this );
+ valid = false;
+
+ }
+
+ var prevTime = null;
+
+ for( var i = 0; i !== nKeys; i ++ ) {
+
+ var currTime = times[ i ];
+
+ if ( typeof currTime === 'number' && isNaN( currTime ) ) {
+
+ console.error( "time is not a valid number", this, i, currTime );
+ valid = false;
+ break;
+
+ }
+
+ if( prevTime !== null && prevTime > currTime ) {
+
+ console.error( "out of order keys", this, i, currTime, prevTime );
+ valid = false;
+ break;
+
+ }
+
+ prevTime = currTime;
+
+ }
+
+ if ( values !== undefined ) {
+
+ if ( THREE.AnimationUtils.isTypedArray( values ) ) {
+
+ for ( var i = 0, n = values.length; i !== n; ++ i ) {
+
+ var value = values[ i ];
+
+ if ( isNaN( value ) ) {
+
+ console.error( "value is not a valid number", this, i, value );
+ valid = false;
+ break;
+
+ }
+
+ }
+
+ }
+
+ }
+
+ return valid;
+
+ },
+
+ // removes equivalent sequential keys as common in morph target sequences
+ // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
+ optimize: function() {
+
+ var times = this.times,
+ values = this.values,
+ stride = this.getValueSize(),
+
+ writeIndex = 1;
+
+ for( var i = 1, n = times.length - 1; i <= n; ++ i ) {
+
+ var keep = false;
+
+ var time = times[ i ];
+ var timeNext = times[ i + 1 ];
+
+ // remove adjacent keyframes scheduled at the same time
+
+ if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
+
+ // remove unnecessary keyframes same as their neighbors
+ var offset = i * stride,
+ offsetP = offset - stride,
+ offsetN = offset + stride;
+
+ for ( var j = 0; j !== stride; ++ j ) {
+
+ var value = values[ offset + j ];
+
+ if ( value !== values[ offsetP + j ] ||
+ value !== values[ offsetN + j ] ) {
+
+ keep = true;
+ break;
+
+ }
+
+ }
+
+ }
+
+ // in-place compaction
+
+ if ( keep ) {
+
+ if ( i !== writeIndex ) {
+
+ times[ writeIndex ] = times[ i ];
+
+ var readOffset = i * stride,
+ writeOffset = writeIndex * stride;
+
+ for ( var j = 0; j !== stride; ++ j ) {
+
+ values[ writeOffset + j ] = values[ readOffset + j ];
+
+ }
+
+
+ }
+
+ ++ writeIndex;
+
+ }
+
+ }
+
+ if ( writeIndex !== times.length ) {
+
+ this.times = THREE.AnimationUtils.arraySlice( times, 0, writeIndex );
+ this.values = THREE.AnimationUtils.arraySlice( values, 0, writeIndex * stride );
+
+ }
+
+ return this;
+
+ }
+
+};
+
+// Static methods:
+
+Object.assign( THREE.KeyframeTrack, {
+
+ // Serialization (in static context, because of constructor invocation
+ // and automatic invocation of .toJSON):
+
+ parse: function( json ) {
+
+ if( json.type === undefined ) {
+
+ throw new Error( "track type undefined, can not parse" );
+
+ }
+
+ var trackType = THREE.KeyframeTrack._getTrackTypeForValueTypeName( json.type );
+
+ if ( json.times === undefined ) {
+
+ console.warn( "legacy JSON format detected, converting" );
+
+ var times = [], values = [];
+
+ THREE.AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
+
+ json.times = times;
+ json.values = values;
+
+ }
+
+ // derived classes can define a static parse method
+ if ( trackType.parse !== undefined ) {
+
+ return trackType.parse( json );
+
+ } else {
+
+ // by default, we asssume a constructor compatible with the base
+ return new trackType(
+ json.name, json.times, json.values, json.interpolation );
+
+ }
+
+ },
+
+ toJSON: function( track ) {
+
+ var trackType = track.constructor;
+
+ var json;
+
+ // derived classes can define a static toJSON method
+ if ( trackType.toJSON !== undefined ) {
+
+ json = trackType.toJSON( track );
+
+ } else {
+
+ // by default, we assume the data can be serialized as-is
+ json = {
+
+ 'name': track.name,
+ 'times': THREE.AnimationUtils.convertArray( track.times, Array ),
+ 'values': THREE.AnimationUtils.convertArray( track.values, Array )
+
+ };
+
+ var interpolation = track.getInterpolation();
+
+ if ( interpolation !== track.DefaultInterpolation ) {
+
+ json.interpolation = interpolation;
+
+ }
+
+ }
+
+ json.type = track.ValueTypeName; // mandatory
+
+ return json;
+
+ },
+
+ _getTrackTypeForValueTypeName: function( typeName ) {
+
+ switch( typeName.toLowerCase() ) {
+
+ case "scalar":
+ case "double":
+ case "float":
+ case "number":
+ case "integer":
+
+ return THREE.NumberKeyframeTrack;
+
+ case "vector":
+ case "vector2":
+ case "vector3":
+ case "vector4":
+
+ return THREE.VectorKeyframeTrack;
+
+ case "color":
+
+ return THREE.ColorKeyframeTrack;
+
+ case "quaternion":
+
+ return THREE.QuaternionKeyframeTrack;
+
+ case "bool":
+ case "boolean":
+
+ return THREE.BooleanKeyframeTrack;
+
+ case "string":
+
+ return THREE.StringKeyframeTrack;
+
+ };
+
+ throw new Error( "Unsupported typeName: " + typeName );
+
+ }
+
+} );
+
+// File:src/animation/PropertyBinding.js
+
+/**
+ *
+ * A reference to a real property in the scene graph.
+ *
+ *
+ * @author Ben Houston / http://clara.io/
+ * @author David Sarno / http://lighthaus.us/
+ * @author tschw
+ */
+
+THREE.PropertyBinding = function ( rootNode, path, parsedPath ) {
+
+ this.path = path;
+ this.parsedPath = parsedPath ||
+ THREE.PropertyBinding.parseTrackName( path );
+
+ this.node = THREE.PropertyBinding.findNode(
+ rootNode, this.parsedPath.nodeName ) || rootNode;
+
+ this.rootNode = rootNode;
+
+};
+
+THREE.PropertyBinding.prototype = {
+
+ constructor: THREE.PropertyBinding,
+
+ getValue: function getValue_unbound( targetArray, offset ) {
+
+ this.bind();
+ this.getValue( targetArray, offset );
+
+ // Note: This class uses a State pattern on a per-method basis:
+ // 'bind' sets 'this.getValue' / 'setValue' and shadows the
+ // prototype version of these methods with one that represents
+ // the bound state. When the property is not found, the methods
+ // become no-ops.
+
+ },
+
+ setValue: function getValue_unbound( sourceArray, offset ) {
+
+ this.bind();
+ this.setValue( sourceArray, offset );
+
+ },
+
+ // create getter / setter pair for a property in the scene graph
+ bind: function() {
+
+ var targetObject = this.node,
+ parsedPath = this.parsedPath,
+
+ objectName = parsedPath.objectName,
+ propertyName = parsedPath.propertyName,
+ propertyIndex = parsedPath.propertyIndex;
+
+ if ( ! targetObject ) {
+
+ targetObject = THREE.PropertyBinding.findNode(
+ this.rootNode, parsedPath.nodeName ) || this.rootNode;
+
+ this.node = targetObject;
+
+ }
+
+ // set fail state so we can just 'return' on error
+ this.getValue = this._getValue_unavailable;
+ this.setValue = this._setValue_unavailable;
+
+ // ensure there is a value node
+ if ( ! targetObject ) {
+
+ console.error( " trying to update node for track: " + this.path + " but it wasn't found." );
+ return;
+
+ }
+
+ if( objectName ) {
+
+ var objectIndex = parsedPath.objectIndex;
+
+ // special cases were we need to reach deeper into the hierarchy to get the face materials....
+ switch ( objectName ) {
+
+ case 'materials':
+
+ if( ! targetObject.material ) {
+
+ console.error( ' can not bind to material as node does not have a material', this );
+ return;
+
+ }
+
+ if( ! targetObject.material.materials ) {
+
+ console.error( ' can not bind to material.materials as node.material does not have a materials array', this );
+ return;
+
+ }
+
+ targetObject = targetObject.material.materials;
+
+ break;
+
+ case 'bones':
+
+ if( ! targetObject.skeleton ) {
+
+ console.error( ' can not bind to bones as node does not have a skeleton', this );
+ return;
+
+ }
+
+ // potential future optimization: skip this if propertyIndex is already an integer
+ // and convert the integer string to a true integer.
+
+ targetObject = targetObject.skeleton.bones;
+
+ // support resolving morphTarget names into indices.
+ for ( var i = 0; i < targetObject.length; i ++ ) {
+
+ if ( targetObject[i].name === objectIndex ) {
+
+ objectIndex = i;
+ break;
+
+ }
+
+ }
+
+ break;
+
+ default:
+
+ if ( targetObject[ objectName ] === undefined ) {
+
+ console.error( ' can not bind to objectName of node, undefined', this );
+ return;
+
+ }
+
+ targetObject = targetObject[ objectName ];
+
+ }
+
+
+ if ( objectIndex !== undefined ) {
+
+ if( targetObject[ objectIndex ] === undefined ) {
+
+ console.error( " trying to bind to objectIndex of objectName, but is undefined:", this, targetObject );
+ return;
+
+ }
+
+ targetObject = targetObject[ objectIndex ];
+
+ }
+
+ }
+
+ // resolve property
+ var nodeProperty = targetObject[ propertyName ];
+
+ if ( ! nodeProperty ) {
+
+ var nodeName = parsedPath.nodeName;
+
+ console.error( " trying to update property for track: " + nodeName +
+ '.' + propertyName + " but it wasn't found.", targetObject );
+ return;
+
+ }
+
+ // determine versioning scheme
+ var versioning = this.Versioning.None;
+
+ if ( targetObject.needsUpdate !== undefined ) { // material
+
+ versioning = this.Versioning.NeedsUpdate;
+ this.targetObject = targetObject;
+
+ } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
+
+ versioning = this.Versioning.MatrixWorldNeedsUpdate;
+ this.targetObject = targetObject;
+
+ }
+
+ // determine how the property gets bound
+ var bindingType = this.BindingType.Direct;
+
+ if ( propertyIndex !== undefined ) {
+ // access a sub element of the property array (only primitives are supported right now)
+
+ if ( propertyName === "morphTargetInfluences" ) {
+ // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
+
+ // support resolving morphTarget names into indices.
+ if ( ! targetObject.geometry ) {
+
+ console.error( ' can not bind to morphTargetInfluences becasuse node does not have a geometry', this );
+ return;
+
+ }
+
+ if ( ! targetObject.geometry.morphTargets ) {
+
+ console.error( ' can not bind to morphTargetInfluences becasuse node does not have a geometry.morphTargets', this );
+ return;
+
+ }
+
+ for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
+
+ if ( targetObject.geometry.morphTargets[i].name === propertyIndex ) {
+
+ propertyIndex = i;
+ break;
+
+ }
+
+ }
+
+ }
+
+ bindingType = this.BindingType.ArrayElement;
+
+ this.resolvedProperty = nodeProperty;
+ this.propertyIndex = propertyIndex;
+
+ } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
+ // must use copy for Object3D.Euler/Quaternion
+
+ bindingType = this.BindingType.HasFromToArray;
+
+ this.resolvedProperty = nodeProperty;
+
+ } else if ( nodeProperty.length !== undefined ) {
+
+ bindingType = this.BindingType.EntireArray;
+
+ this.resolvedProperty = nodeProperty;
+
+ } else {
+
+ this.propertyName = propertyName;
+
+ }
+
+ // select getter / setter
+ this.getValue = this.GetterByBindingType[ bindingType ];
+ this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
+
+ },
+
+ unbind: function() {
+
+ this.node = null;
+
+ // back to the prototype version of getValue / setValue
+ // note: avoiding to mutate the shape of 'this' via 'delete'
+ this.getValue = this._getValue_unbound;
+ this.setValue = this._setValue_unbound;
+
+ }
+
+};
+
+Object.assign( THREE.PropertyBinding.prototype, { // prototype, continued
+
+ // these are used to "bind" a nonexistent property
+ _getValue_unavailable: function() {},
+ _setValue_unavailable: function() {},
+
+ // initial state of these methods that calls 'bind'
+ _getValue_unbound: THREE.PropertyBinding.prototype.getValue,
+ _setValue_unbound: THREE.PropertyBinding.prototype.setValue,
+
+ BindingType: {
+ Direct: 0,
+ EntireArray: 1,
+ ArrayElement: 2,
+ HasFromToArray: 3
+ },
+
+ Versioning: {
+ None: 0,
+ NeedsUpdate: 1,
+ MatrixWorldNeedsUpdate: 2
+ },
+
+ GetterByBindingType: [
+
+ function getValue_direct( buffer, offset ) {
+
+ buffer[ offset ] = this.node[ this.propertyName ];
+
+ },
+
+ function getValue_array( buffer, offset ) {
+
+ var source = this.resolvedProperty;
+
+ for ( var i = 0, n = source.length; i !== n; ++ i ) {
+
+ buffer[ offset ++ ] = source[ i ];
+
+ }
+
+ },
+
+ function getValue_arrayElement( buffer, offset ) {
+
+ buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
+
+ },
+
+ function getValue_toArray( buffer, offset ) {
+
+ this.resolvedProperty.toArray( buffer, offset );
+
+ }
+
+ ],
+
+ SetterByBindingTypeAndVersioning: [
+
+ [
+ // Direct
+
+ function setValue_direct( buffer, offset ) {
+
+ this.node[ this.propertyName ] = buffer[ offset ];
+
+ },
+
+ function setValue_direct_setNeedsUpdate( buffer, offset ) {
+
+ this.node[ this.propertyName ] = buffer[ offset ];
+ this.targetObject.needsUpdate = true;
+
+ },
+
+ function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
+
+ this.node[ this.propertyName ] = buffer[ offset ];
+ this.targetObject.matrixWorldNeedsUpdate = true;
+
+ }
+
+ ], [
+
+ // EntireArray
+
+ function setValue_array( buffer, offset ) {
+
+ var dest = this.resolvedProperty;
+
+ for ( var i = 0, n = dest.length; i !== n; ++ i ) {
+
+ dest[ i ] = buffer[ offset ++ ];
+
+ }
+
+ },
+
+ function setValue_array_setNeedsUpdate( buffer, offset ) {
+
+ var dest = this.resolvedProperty;
+
+ for ( var i = 0, n = dest.length; i !== n; ++ i ) {
+
+ dest[ i ] = buffer[ offset ++ ];
+
+ }
+
+ this.targetObject.needsUpdate = true;
+
+ },
+
+ function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
+
+ var dest = this.resolvedProperty;
+
+ for ( var i = 0, n = dest.length; i !== n; ++ i ) {
+
+ dest[ i ] = buffer[ offset ++ ];
+
+ }
+
+ this.targetObject.matrixWorldNeedsUpdate = true;
+
+ }
+
+ ], [
+
+ // ArrayElement
+
+ function setValue_arrayElement( buffer, offset ) {
+
+ this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
+
+ },
+
+ function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
+
+ this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
+ this.targetObject.needsUpdate = true;
+
+ },
+
+ function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
+
+ this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
+ this.targetObject.matrixWorldNeedsUpdate = true;
+
+ }
+
+ ], [
+
+ // HasToFromArray
+
+ function setValue_fromArray( buffer, offset ) {
+
+ this.resolvedProperty.fromArray( buffer, offset );
+
+ },
+
+ function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
+
+ this.resolvedProperty.fromArray( buffer, offset );
+ this.targetObject.needsUpdate = true;
+
+ },
+
+ function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
+
+ this.resolvedProperty.fromArray( buffer, offset );
+ this.targetObject.matrixWorldNeedsUpdate = true;
+
+ }
+
+ ]
+
+ ]
+
+} );
+
+THREE.PropertyBinding.Composite =
+ function( targetGroup, path, optionalParsedPath ) {
+
+ var parsedPath = optionalParsedPath ||
+ THREE.PropertyBinding.parseTrackName( path );
+
+ this._targetGroup = targetGroup;
+ this._bindings = targetGroup.subscribe_( path, parsedPath );
+
+};
+
+THREE.PropertyBinding.Composite.prototype = {
+
+ constructor: THREE.PropertyBinding.Composite,
+
+ getValue: function( array, offset ) {
+
+ this.bind(); // bind all binding
+
+ var firstValidIndex = this._targetGroup.nCachedObjects_,
+ binding = this._bindings[ firstValidIndex ];
+
+ // and only call .getValue on the first
+ if ( binding !== undefined ) binding.getValue( array, offset );
+
+ },
+
+ setValue: function( array, offset ) {
+
+ var bindings = this._bindings;
+
+ for ( var i = this._targetGroup.nCachedObjects_,
+ n = bindings.length; i !== n; ++ i ) {
+
+ bindings[ i ].setValue( array, offset );
+
+ }
+
+ },
+
+ bind: function() {
+
+ var bindings = this._bindings;
+
+ for ( var i = this._targetGroup.nCachedObjects_,
+ n = bindings.length; i !== n; ++ i ) {
+
+ bindings[ i ].bind();
+
+ }
+
+ },
+
+ unbind: function() {
+
+ var bindings = this._bindings;
+
+ for ( var i = this._targetGroup.nCachedObjects_,
+ n = bindings.length; i !== n; ++ i ) {
+
+ bindings[ i ].unbind();
+
+ }
+
+ }
+
+};
+
+THREE.PropertyBinding.create = function( root, path, parsedPath ) {
+
+ if ( ! ( root instanceof THREE.AnimationObjectGroup ) ) {
+
+ return new THREE.PropertyBinding( root, path, parsedPath );
+
+ } else {
+
+ return new THREE.PropertyBinding.Composite( root, path, parsedPath );
+
+ }
+
+};
+
+THREE.PropertyBinding.parseTrackName = function( trackName ) {
+
+ // matches strings in the form of:
+ // nodeName.property
+ // nodeName.property[accessor]
+ // nodeName.material.property[accessor]
+ // uuid.property[accessor]
+ // uuid.objectName[objectIndex].propertyName[propertyIndex]
+ // parentName/nodeName.property
+ // parentName/parentName/nodeName.property[index]
+ // .bone[Armature.DEF_cog].position
+ // created and tested via https://regex101.com/#javascript
+
+ var re = /^(([\w]+\/)*)([\w-\d]+)?(\.([\w]+)(\[([\w\d\[\]\_. ]+)\])?)?(\.([\w.]+)(\[([\w\d\[\]\_. ]+)\])?)$/;
+ var matches = re.exec(trackName);
+
+ if( ! matches ) {
+ throw new Error( "cannot parse trackName at all: " + trackName );
+ }
+
+ if (matches.index === re.lastIndex) {
+ re.lastIndex++;
+ }
+
+ var results = {
+ // directoryName: matches[1], // (tschw) currently unused
+ nodeName: matches[3], // allowed to be null, specified root node.
+ objectName: matches[5],
+ objectIndex: matches[7],
+ propertyName: matches[9],
+ propertyIndex: matches[11] // allowed to be null, specifies that the whole property is set.
+ };
+
+ if( results.propertyName === null || results.propertyName.length === 0 ) {
+ throw new Error( "can not parse propertyName from trackName: " + trackName );
+ }
+
+ return results;
+
+};
+
+THREE.PropertyBinding.findNode = function( root, nodeName ) {
+
+ if( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) {
+
+ return root;
+
+ }
+
+ // search into skeleton bones.
+ if( root.skeleton ) {
+
+ var searchSkeleton = function( skeleton ) {
+
+ for( var i = 0; i < skeleton.bones.length; i ++ ) {
+
+ var bone = skeleton.bones[i];
+
+ if( bone.name === nodeName ) {
+
+ return bone;
+
+ }
+ }
+
+ return null;
+
+ };
+
+ var bone = searchSkeleton( root.skeleton );
+
+ if( bone ) {
+
+ return bone;
+
+ }
+ }
+
+ // search into node subtree.
+ if( root.children ) {
+
+ var searchNodeSubtree = function( children ) {
+
+ for( var i = 0; i < children.length; i ++ ) {
+
+ var childNode = children[i];
+
+ if( childNode.name === nodeName || childNode.uuid === nodeName ) {
+
+ return childNode;
+
+ }
+
+ var result = searchNodeSubtree( childNode.children );
+
+ if( result ) return result;
+
+ }
+
+ return null;
+
+ };
+
+ var subTreeNode = searchNodeSubtree( root.children );
+
+ if( subTreeNode ) {
+
+ return subTreeNode;
+
+ }
+
+ }
+
+ return null;
+
+}
+
+// File:src/animation/PropertyMixer.js
+
+/**
+ *
+ * Buffered scene graph property that allows weighted accumulation.
+ *
+ *
+ * @author Ben Houston / http://clara.io/
+ * @author David Sarno / http://lighthaus.us/
+ * @author tschw
+ */
+
+THREE.PropertyMixer = function ( binding, typeName, valueSize ) {
+
+ this.binding = binding;
+ this.valueSize = valueSize;
+
+ var bufferType = Float64Array,
+ mixFunction;
+
+ switch ( typeName ) {
+
+ case 'quaternion': mixFunction = this._slerp; break;
+
+ case 'string':
+ case 'bool':
+
+ bufferType = Array, mixFunction = this._select; break;
+
+ default: mixFunction = this._lerp;
+
+ }
+
+ this.buffer = new bufferType( valueSize * 4 );
+ // layout: [ incoming | accu0 | accu1 | orig ]
+ //
+ // interpolators can use .buffer as their .result
+ // the data then goes to 'incoming'
+ //
+ // 'accu0' and 'accu1' are used frame-interleaved for
+ // the cumulative result and are compared to detect
+ // changes
+ //
+ // 'orig' stores the original state of the property
+
+ this._mixBufferRegion = mixFunction;
+
+ this.cumulativeWeight = 0;
+
+ this.useCount = 0;
+ this.referenceCount = 0;
+
+};
+
+THREE.PropertyMixer.prototype = {
+
+ constructor: THREE.PropertyMixer,
+
+ // accumulate data in the 'incoming' region into 'accu<i>'
+ accumulate: function( accuIndex, weight ) {
+
+ // note: happily accumulating nothing when weight = 0, the caller knows
+ // the weight and shouldn't have made the call in the first place
+
+ var buffer = this.buffer,
+ stride = this.valueSize,
+ offset = accuIndex * stride + stride,
+
+ currentWeight = this.cumulativeWeight;
+
+ if ( currentWeight === 0 ) {
+
+ // accuN := incoming * weight
+
+ for ( var i = 0; i !== stride; ++ i ) {
+
+ buffer[ offset + i ] = buffer[ i ];
+
+ }
+
+ currentWeight = weight;
+
+ } else {
+
+ // accuN := accuN + incoming * weight
+
+ currentWeight += weight;
+ var mix = weight / currentWeight;
+ this._mixBufferRegion( buffer, offset, 0, mix, stride );
+
+ }
+
+ this.cumulativeWeight = currentWeight;
+
+ },
+
+ // apply the state of 'accu<i>' to the binding when accus differ
+ apply: function( accuIndex ) {
+
+ var stride = this.valueSize,
+ buffer = this.buffer,
+ offset = accuIndex * stride + stride,
+
+ weight = this.cumulativeWeight,
+
+ binding = this.binding;
+
+ this.cumulativeWeight = 0;
+
+ if ( weight < 1 ) {
+
+ // accuN := accuN + original * ( 1 - cumulativeWeight )
+
+ var originalValueOffset = stride * 3;
+
+ this._mixBufferRegion(
+ buffer, offset, originalValueOffset, 1 - weight, stride );
+
+ }
+
+ for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
+
+ if ( buffer[ i ] !== buffer[ i + stride ] ) {
+
+ // value has changed -> update scene graph
+
+ binding.setValue( buffer, offset );
+ break;
+
+ }
+
+ }
+
+ },
+
+ // remember the state of the bound property and copy it to both accus
+ saveOriginalState: function() {
+
+ var binding = this.binding;
+
+ var buffer = this.buffer,
+ stride = this.valueSize,
+
+ originalValueOffset = stride * 3;
+
+ binding.getValue( buffer, originalValueOffset );
+
+ // accu[0..1] := orig -- initially detect changes against the original
+ for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
+
+ buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
+
+ }
+
+ this.cumulativeWeight = 0;
+
+ },
+
+ // apply the state previously taken via 'saveOriginalState' to the binding
+ restoreOriginalState: function() {
+
+ var originalValueOffset = this.valueSize * 3;
+ this.binding.setValue( this.buffer, originalValueOffset );
+
+ },
+
+
+ // mix functions
+
+ _select: function( buffer, dstOffset, srcOffset, t, stride ) {
+
+ if ( t >= 0.5 ) {
+
+ for ( var i = 0; i !== stride; ++ i ) {
+
+ buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
+
+ }
+
+ }
+
+ },
+
+ _slerp: function( buffer, dstOffset, srcOffset, t, stride ) {
+
+ THREE.Quaternion.slerpFlat( buffer, dstOffset,
+ buffer, dstOffset, buffer, srcOffset, t );
+
+ },
+
+ _lerp: function( buffer, dstOffset, srcOffset, t, stride ) {
+
+ var s = 1 - t;
+
+ for ( var i = 0; i !== stride; ++ i ) {
+
+ var j = dstOffset + i;
+
+ buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
+
+ }
+
+ }
+
+};
+
+// File:src/animation/tracks/BooleanKeyframeTrack.js
+
+/**
+ *
+ * A Track of Boolean keyframe values.
+ *
+ *
+ * @author Ben Houston / http://clara.io/
+ * @author David Sarno / http://lighthaus.us/
+ * @author tschw
+ */
+
+THREE.BooleanKeyframeTrack = function ( name, times, values ) {
+
+ THREE.KeyframeTrack.call( this, name, times, values );
+
+};
+
+THREE.BooleanKeyframeTrack.prototype =
+ Object.assign( Object.create( THREE.KeyframeTrack.prototype ), {
+
+ constructor: THREE.BooleanKeyframeTrack,
+
+ ValueTypeName: 'bool',
+ ValueBufferType: Array,
+
+ DefaultInterpolation: THREE.IntepolateDiscrete,
+
+ InterpolantFactoryMethodLinear: undefined,
+ InterpolantFactoryMethodSmooth: undefined
+
+ // Note: Actually this track could have a optimized / compressed
+ // representation of a single value and a custom interpolant that
+ // computes "firstValue ^ isOdd( index )".
+
+} );
+
+// File:src/animation/tracks/NumberKeyframeTrack.js
+
+/**
+ *
+ * A Track of numeric keyframe values.
+ *
+ * @author Ben Houston / http://clara.io/
+ * @author David Sarno / http://lighthaus.us/
+ * @author tschw
+ */
+
+THREE.NumberKeyframeTrack = function ( name, times, values, interpolation ) {
+
+ THREE.KeyframeTrack.call( this, name, times, values, interpolation );
+
+};
+
+THREE.NumberKeyframeTrack.prototype =
+ Object.assign( Object.create( THREE.KeyframeTrack.prototype ), {
+
+ constructor: THREE.NumberKeyframeTrack,
+
+ ValueTypeName: 'number',
+
+ // ValueBufferType is inherited
+
+ // DefaultInterpolation is inherited
+
+} );
+
+// File:src/animation/tracks/QuaternionKeyframeTrack.js
+
+/**
+ *
+ * A Track of quaternion keyframe values.
+ *
+ * @author Ben Houston / http://clara.io/
+ * @author David Sarno / http://lighthaus.us/
+ * @author tschw
+ */
+
+THREE.QuaternionKeyframeTrack = function ( name, times, values, interpolation ) {
+
+ THREE.KeyframeTrack.call( this, name, times, values, interpolation );
+
+};
+
+THREE.QuaternionKeyframeTrack.prototype =
+ Object.assign( Object.create( THREE.KeyframeTrack.prototype ), {
+
+ constructor: THREE.QuaternionKeyframeTrack,
+
+ ValueTypeName: 'quaternion',
+
+ // ValueBufferType is inherited
+
+ DefaultInterpolation: THREE.InterpolateLinear,
+
+ InterpolantFactoryMethodLinear: function( result ) {
+
+ return new THREE.QuaternionLinearInterpolant(
+ this.times, this.values, this.getValueSize(), result );
+
+ },
+
+ InterpolantFactoryMethodSmooth: undefined // not yet implemented
+
+} );
+
+// File:src/animation/tracks/StringKeyframeTrack.js
+
+/**
+ *
+ * A Track that interpolates Strings
+ *
+ *
+ * @author Ben Houston / http://clara.io/
+ * @author David Sarno / http://lighthaus.us/
+ * @author tschw
+ */
+
+THREE.StringKeyframeTrack = function ( name, times, values, interpolation ) {
+
+ THREE.KeyframeTrack.call( this, name, times, values, interpolation );
+
+};
+
+THREE.StringKeyframeTrack.prototype =
+ Object.assign( Object.create( THREE.KeyframeTrack.prototype ), {
+
+ constructor: THREE.StringKeyframeTrack,
+
+ ValueTypeName: 'string',
+ ValueBufferType: Array,
+
+ DefaultInterpolation: THREE.IntepolateDiscrete,
+
+ InterpolantFactoryMethodLinear: undefined,
+
+ InterpolantFactoryMethodSmooth: undefined
+
+} );
+
+// File:src/animation/tracks/VectorKeyframeTrack.js
+
+/**
+ *
+ * A Track of vectored keyframe values.
+ *
+ *
+ * @author Ben Houston / http://clara.io/
+ * @author David Sarno / http://lighthaus.us/
+ * @author tschw
+ */
+
+THREE.VectorKeyframeTrack = function ( name, times, values, interpolation ) {
+
+ THREE.KeyframeTrack.call( this, name, times, values, interpolation );
+
+};
+
+THREE.VectorKeyframeTrack.prototype =
+ Object.assign( Object.create( THREE.KeyframeTrack.prototype ), {
+
+ constructor: THREE.VectorKeyframeTrack,
+
+ ValueTypeName: 'vector'
+
+ // ValueBufferType is inherited
+
+ // DefaultInterpolation is inherited
+
+} );
+
+// File:src/audio/Audio.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Audio = function ( listener ) {
+
+ THREE.Object3D.call( this );
+
+ this.type = 'Audio';
+
+ this.context = listener.context;
+ this.source = this.context.createBufferSource();
+ this.source.onended = this.onEnded.bind( this );
+
+ this.gain = this.context.createGain();
+ this.gain.connect( listener.getInput() );
+
+ this.autoplay = false;
+
+ this.startTime = 0;
+ this.playbackRate = 1;
+ this.isPlaying = false;
+ this.hasPlaybackControl = true;
+ this.sourceType = 'empty';
+
+ this.filter = null;
+
+};
+
+THREE.Audio.prototype = Object.create( THREE.Object3D.prototype );
+THREE.Audio.prototype.constructor = THREE.Audio;
+
+THREE.Audio.prototype.getOutput = function () {
+
+ return this.gain;
+
+};
+
+THREE.Audio.prototype.load = function ( file ) {
+
+ var buffer = new THREE.AudioBuffer( this.context );
+ buffer.load( file );
+
+ this.setBuffer( buffer );
+
+ return this;
+
+};
+
+THREE.Audio.prototype.setNodeSource = function ( audioNode ) {
+
+ this.hasPlaybackControl = false;
+ this.sourceType = 'audioNode';
+ this.source = audioNode;
+ this.connect();
+
+ return this;
+
+};
+
+THREE.Audio.prototype.setBuffer = function ( audioBuffer ) {
+
+ var scope = this;
+
+ audioBuffer.onReady( function( buffer ) {
+
+ scope.source.buffer = buffer;
+ scope.sourceType = 'buffer';
+ if ( scope.autoplay ) scope.play();
+
+ } );
+
+ return this;
+
+};
+
+THREE.Audio.prototype.play = function () {
+
+ if ( this.isPlaying === true ) {
+
+ console.warn( 'THREE.Audio: Audio is already playing.' );
+ return;
+
+ }
+
+ if ( this.hasPlaybackControl === false ) {
+
+ console.warn( 'THREE.Audio: this Audio has no playback control.' );
+ return;
+
+ }
+
+ var source = this.context.createBufferSource();
+
+ source.buffer = this.source.buffer;
+ source.loop = this.source.loop;
+ source.onended = this.source.onended;
+ source.start( 0, this.startTime );
+ source.playbackRate.value = this.playbackRate;
+
+ this.isPlaying = true;
+
+ this.source = source;
+
+ this.connect();
+
+};
+
+THREE.Audio.prototype.pause = function () {
+
+ if ( this.hasPlaybackControl === false ) {
+
+ console.warn( 'THREE.Audio: this Audio has no playback control.' );
+ return;
+
+ }
+
+ this.source.stop();
+ this.startTime = this.context.currentTime;
+
+};
+
+THREE.Audio.prototype.stop = function () {
+
+ if ( this.hasPlaybackControl === false ) {
+
+ console.warn( 'THREE.Audio: this Audio has no playback control.' );
+ return;
+
+ }
+
+ this.source.stop();
+ this.startTime = 0;
+
+};
+
+THREE.Audio.prototype.connect = function () {
+
+ if ( this.filter !== null ) {
+
+ this.source.connect( this.filter );
+ this.filter.connect( this.getOutput() );
+
+ } else {
+
+ this.source.connect( this.getOutput() );
+
+ }
+
+};
+
+THREE.Audio.prototype.disconnect = function () {
+
+ if ( this.filter !== null ) {
+
+ this.source.disconnect( this.filter );
+ this.filter.disconnect( this.getOutput() );
+
+ } else {
+
+ this.source.disconnect( this.getOutput() );
+
+ }
+
+};
+
+THREE.Audio.prototype.getFilter = function () {
+
+ return this.filter;
+
+};
+
+THREE.Audio.prototype.setFilter = function ( value ) {
+
+ if ( value === undefined ) value = null;
+
+ if ( this.isPlaying === true ) {
+
+ this.disconnect();
+ this.filter = value;
+ this.connect();
+
+ } else {
+
+ this.filter = value;
+
+ }
+
+};
+
+THREE.Audio.prototype.setPlaybackRate = function ( value ) {
+
+ if ( this.hasPlaybackControl === false ) {
+
+ console.warn( 'THREE.Audio: this Audio has no playback control.' );
+ return;
+
+ }
+
+ this.playbackRate = value;
+
+ if ( this.isPlaying === true ) {
+
+ this.source.playbackRate.value = this.playbackRate;
+
+ }
+
+};
+
+THREE.Audio.prototype.getPlaybackRate = function () {
+
+ return this.playbackRate;
+
+};
+
+THREE.Audio.prototype.onEnded = function() {
+
+ this.isPlaying = false;
+
+};
+
+THREE.Audio.prototype.setLoop = function ( value ) {
+
+ if ( this.hasPlaybackControl === false ) {
+
+ console.warn( 'THREE.Audio: this Audio has no playback control.' );
+ return;
+
+ }
+
+ this.source.loop = value;
+
+};
+
+THREE.Audio.prototype.getLoop = function () {
+
+ if ( this.hasPlaybackControl === false ) {
+
+ console.warn( 'THREE.Audio: this Audio has no playback control.' );
+ return false;
+
+ }
+
+ return this.source.loop;
+
+};
+
+
+THREE.Audio.prototype.setVolume = function ( value ) {
+
+ this.gain.gain.value = value;
+
+};
+
+THREE.Audio.prototype.getVolume = function () {
+
+ return this.gain.gain.value;
+
+};
+
+// File:src/audio/AudioAnalyser.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.AudioAnalyser = function ( audio, fftSize ) {
+
+ this.analyser = audio.context.createAnalyser();
+ this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
+
+ this.data = new Uint8Array( this.analyser.frequencyBinCount );
+
+ audio.getOutput().connect( this.analyser );
+
+};
+
+THREE.AudioAnalyser.prototype = {
+
+ constructor: THREE.AudioAnalyser,
+
+ getData: function () {
+
+ this.analyser.getByteFrequencyData( this.data );
+ return this.data;
+
+ }
+
+};
+
+// File:src/audio/AudioBuffer.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.AudioBuffer = function ( context ) {
+
+ this.context = context;
+ this.ready = false;
+ this.readyCallbacks = [];
+
+};
+
+THREE.AudioBuffer.prototype.load = function ( file ) {
+
+ var scope = this;
+
+ var request = new XMLHttpRequest();
+ request.open( 'GET', file, true );
+ request.responseType = 'arraybuffer';
+ request.onload = function ( e ) {
+
+ scope.context.decodeAudioData( this.response, function ( buffer ) {
+
+ scope.buffer = buffer;
+ scope.ready = true;
+
+ for ( var i = 0; i < scope.readyCallbacks.length; i ++ ) {
+
+ scope.readyCallbacks[ i ]( scope.buffer );
+
+ }
+
+ scope.readyCallbacks = [];
+
+ } );
+
+ };
+ request.send();
+
+ return this;
+
+};
+
+THREE.AudioBuffer.prototype.onReady = function ( callback ) {
+
+ if ( this.ready ) {
+
+ callback( this.buffer );
+
+ } else {
+
+ this.readyCallbacks.push( callback );
+
+ }
+
+};
+
+// File:src/audio/PositionalAudio.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.PositionalAudio = function ( listener ) {
+
+ THREE.Audio.call( this, listener );
+
+ this.panner = this.context.createPanner();
+ this.panner.connect( this.gain );
+
+};
+
+THREE.PositionalAudio.prototype = Object.create( THREE.Audio.prototype );
+THREE.PositionalAudio.prototype.constructor = THREE.PositionalAudio;
+
+THREE.PositionalAudio.prototype.getOutput = function () {
+
+ return this.panner;
+
+};
+
+THREE.PositionalAudio.prototype.setRefDistance = function ( value ) {
+
+ this.panner.refDistance = value;
+
+};
+
+THREE.PositionalAudio.prototype.getRefDistance = function () {
+
+ return this.panner.refDistance;
+
+};
+
+THREE.PositionalAudio.prototype.setRolloffFactor = function ( value ) {
+
+ this.panner.rolloffFactor = value;
+
+};
+
+THREE.PositionalAudio.prototype.getRolloffFactor = function () {
+
+ return this.panner.rolloffFactor;
+
+};
+
+THREE.PositionalAudio.prototype.setDistanceModel = function ( value ) {
+
+ this.panner.distanceModel = value;
+
+};
+
+THREE.PositionalAudio.prototype.getDistanceModel = function () {
+
+ return this.panner.distanceModel;
+
+};
+
+THREE.PositionalAudio.prototype.setMaxDistance = function ( value ) {
+
+ this.panner.maxDistance = value;
+
+};
+
+THREE.PositionalAudio.prototype.getMaxDistance = function () {
+
+ return this.panner.maxDistance;
+
+};
+
+THREE.PositionalAudio.prototype.updateMatrixWorld = ( function () {
+
+ var position = new THREE.Vector3();
+
+ return function updateMatrixWorld( force ) {
+
+ THREE.Object3D.prototype.updateMatrixWorld.call( this, force );
+
+ position.setFromMatrixPosition( this.matrixWorld );
+
+ this.panner.setPosition( position.x, position.y, position.z );
+
+ };
+
+} )();
+
+// File:src/audio/AudioListener.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.AudioListener = function () {
+
+ THREE.Object3D.call( this );
+
+ this.type = 'AudioListener';
+
+ this.context = new ( window.AudioContext || window.webkitAudioContext )();
+
+ this.gain = this.context.createGain();
+ this.gain.connect( this.context.destination );
+
+ this.filter = null;
+
+};
+
+THREE.AudioListener.prototype = Object.create( THREE.Object3D.prototype );
+THREE.AudioListener.prototype.constructor = THREE.AudioListener;
+
+THREE.AudioListener.prototype.getInput = function () {
+
+ return this.gain;
+
+};
+
+THREE.AudioListener.prototype.removeFilter = function ( ) {
+
+ if ( this.filter !== null ) {
+
+ this.gain.disconnect( this.filter );
+ this.filter.disconnect( this.context.destination );
+ this.gain.connect( this.context.destination );
+ this.filter = null;
+
+ }
+
+};
+
+THREE.AudioListener.prototype.setFilter = function ( value ) {
+
+ if ( this.filter !== null ) {
+
+ this.gain.disconnect( this.filter );
+ this.filter.disconnect( this.context.destination );
+
+ } else {
+
+ this.gain.disconnect( this.context.destination );
+
+ }
+
+ this.filter = value;
+ this.gain.connect( this.filter );
+ this.filter.connect( this.context.destination );
+
+};
+
+THREE.AudioListener.prototype.getFilter = function () {
+
+ return this.filter;
+
+};
+
+THREE.AudioListener.prototype.setMasterVolume = function ( value ) {
+
+ this.gain.gain.value = value;
+
+};
+
+THREE.AudioListener.prototype.getMasterVolume = function () {
+
+ return this.gain.gain.value;
+
+};
+
+
+THREE.AudioListener.prototype.updateMatrixWorld = ( function () {
+
+ var position = new THREE.Vector3();
+ var quaternion = new THREE.Quaternion();
+ var scale = new THREE.Vector3();
+
+ var orientation = new THREE.Vector3();
+
+ return function updateMatrixWorld( force ) {
+
+ THREE.Object3D.prototype.updateMatrixWorld.call( this, force );
+
+ var listener = this.context.listener;
+ var up = this.up;
+
+ this.matrixWorld.decompose( position, quaternion, scale );
+
+ orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion );
+
+ listener.setPosition( position.x, position.y, position.z );
+ listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z );
+
+ };
+
+} )();
+
+// File:src/cameras/Camera.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author mikael emtinger / http://gomo.se/
+ * @author WestLangley / http://github.com/WestLangley
+*/
+
+THREE.Camera = function () {
+
+ THREE.Object3D.call( this );
+
+ this.type = 'Camera';
+
+ this.matrixWorldInverse = new THREE.Matrix4();
+ this.projectionMatrix = new THREE.Matrix4();
+
+};
+
+THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );
+THREE.Camera.prototype.constructor = THREE.Camera;
+
+THREE.Camera.prototype.getWorldDirection = function () {
+
+ var quaternion = new THREE.Quaternion();
+
+ return function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ this.getWorldQuaternion( quaternion );
+
+ return result.set( 0, 0, - 1 ).applyQuaternion( quaternion );
+
+ };
+
+}();
+
+THREE.Camera.prototype.lookAt = function () {
+
+ // This routine does not support cameras with rotated and/or translated parent(s)
+
+ var m1 = new THREE.Matrix4();
+
+ return function ( vector ) {
+
+ m1.lookAt( this.position, vector, this.up );
+
+ this.quaternion.setFromRotationMatrix( m1 );
+
+ };
+
+}();
+
+THREE.Camera.prototype.clone = function () {
+
+ return new this.constructor().copy( this );
+
+};
+
+THREE.Camera.prototype.copy = function ( source ) {
+
+ THREE.Object3D.prototype.copy.call( this, source );
+
+ this.matrixWorldInverse.copy( source.matrixWorldInverse );
+ this.projectionMatrix.copy( source.projectionMatrix );
+
+ return this;
+
+};
+
+// File:src/cameras/CubeCamera.js
+
+/**
+ * Camera for rendering cube maps
+ * - renders scene into axis-aligned cube
+ *
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.CubeCamera = function ( near, far, cubeResolution ) {
+
+ THREE.Object3D.call( this );
+
+ this.type = 'CubeCamera';
+
+ var fov = 90, aspect = 1;
+
+ var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraPX.up.set( 0, - 1, 0 );
+ cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) );
+ this.add( cameraPX );
+
+ var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraNX.up.set( 0, - 1, 0 );
+ cameraNX.lookAt( new THREE.Vector3( - 1, 0, 0 ) );
+ this.add( cameraNX );
+
+ var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraPY.up.set( 0, 0, 1 );
+ cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) );
+ this.add( cameraPY );
+
+ var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraNY.up.set( 0, 0, - 1 );
+ cameraNY.lookAt( new THREE.Vector3( 0, - 1, 0 ) );
+ this.add( cameraNY );
+
+ var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraPZ.up.set( 0, - 1, 0 );
+ cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) );
+ this.add( cameraPZ );
+
+ var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraNZ.up.set( 0, - 1, 0 );
+ cameraNZ.lookAt( new THREE.Vector3( 0, 0, - 1 ) );
+ this.add( cameraNZ );
+
+ var options = { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter };
+
+ this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
+
+ this.updateCubeMap = function ( renderer, scene ) {
+
+ if ( this.parent === null ) this.updateMatrixWorld();
+
+ var renderTarget = this.renderTarget;
+ var generateMipmaps = renderTarget.texture.generateMipmaps;
+
+ renderTarget.texture.generateMipmaps = false;
+
+ renderTarget.activeCubeFace = 0;
+ renderer.render( scene, cameraPX, renderTarget );
+
+ renderTarget.activeCubeFace = 1;
+ renderer.render( scene, cameraNX, renderTarget );
+
+ renderTarget.activeCubeFace = 2;
+ renderer.render( scene, cameraPY, renderTarget );
+
+ renderTarget.activeCubeFace = 3;
+ renderer.render( scene, cameraNY, renderTarget );
+
+ renderTarget.activeCubeFace = 4;
+ renderer.render( scene, cameraPZ, renderTarget );
+
+ renderTarget.texture.generateMipmaps = generateMipmaps;
+
+ renderTarget.activeCubeFace = 5;
+ renderer.render( scene, cameraNZ, renderTarget );
+
+ renderer.setRenderTarget( null );
+
+ };
+
+};
+
+THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype );
+THREE.CubeCamera.prototype.constructor = THREE.CubeCamera;
+
+// File:src/cameras/OrthographicCamera.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {
+
+ THREE.Camera.call( this );
+
+ this.type = 'OrthographicCamera';
+
+ this.zoom = 1;
+
+ this.left = left;
+ this.right = right;
+ this.top = top;
+ this.bottom = bottom;
+
+ this.near = ( near !== undefined ) ? near : 0.1;
+ this.far = ( far !== undefined ) ? far : 2000;
+
+ this.updateProjectionMatrix();
+
+};
+
+THREE.OrthographicCamera.prototype = Object.create( THREE.Camera.prototype );
+THREE.OrthographicCamera.prototype.constructor = THREE.OrthographicCamera;
+
+THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {
+
+ var dx = ( this.right - this.left ) / ( 2 * this.zoom );
+ var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
+ var cx = ( this.right + this.left ) / 2;
+ var cy = ( this.top + this.bottom ) / 2;
+
+ this.projectionMatrix.makeOrthographic( cx - dx, cx + dx, cy + dy, cy - dy, this.near, this.far );
+
+};
+
+THREE.OrthographicCamera.prototype.copy = function ( source ) {
+
+ THREE.Camera.prototype.copy.call( this, source );
+
+ this.left = source.left;
+ this.right = source.right;
+ this.top = source.top;
+ this.bottom = source.bottom;
+ this.near = source.near;
+ this.far = source.far;
+
+ this.zoom = source.zoom;
+
+ return this;
+
+};
+
+THREE.OrthographicCamera.prototype.toJSON = function ( meta ) {
+
+ var data = THREE.Object3D.prototype.toJSON.call( this, meta );
+
+ data.object.zoom = this.zoom;
+ data.object.left = this.left;
+ data.object.right = this.right;
+ data.object.top = this.top;
+ data.object.bottom = this.bottom;
+ data.object.near = this.near;
+ data.object.far = this.far;
+
+ return data;
+
+};
+
+// File:src/cameras/PerspectiveCamera.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author greggman / http://games.greggman.com/
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ */
+
+THREE.PerspectiveCamera = function ( fov, aspect, near, far ) {
+
+ THREE.Camera.call( this );
+
+ this.type = 'PerspectiveCamera';
+
+ this.focalLength = 10;
+ this.zoom = 1;
+
+ this.fov = fov !== undefined ? fov : 50;
+ this.aspect = aspect !== undefined ? aspect : 1;
+ this.near = near !== undefined ? near : 0.1;
+ this.far = far !== undefined ? far : 2000;
+
+ this.updateProjectionMatrix();
+
+};
+
+THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype );
+THREE.PerspectiveCamera.prototype.constructor = THREE.PerspectiveCamera;
+
+
+/**
+ * Uses Focal Length (in mm) to estimate and set FOV
+ * 35mm (full-frame) camera is used if frame size is not specified;
+ * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
+ */
+
+THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) {
+
+ if ( frameHeight === undefined ) frameHeight = 24;
+
+ this.fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
+ this.updateProjectionMatrix();
+
+};
+
+
+/**
+ * Sets an offset in a larger frustum. This is useful for multi-window or
+ * multi-monitor/multi-machine setups.
+ *
+ * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
+ * the monitors are in grid like this
+ *
+ * +---+---+---+
+ * | A | B | C |
+ * +---+---+---+
+ * | D | E | F |
+ * +---+---+---+
+ *
+ * then for each monitor you would call it like this
+ *
+ * var w = 1920;
+ * var h = 1080;
+ * var fullWidth = w * 3;
+ * var fullHeight = h * 2;
+ *
+ * --A--
+ * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
+ * --B--
+ * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
+ * --C--
+ * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
+ * --D--
+ * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
+ * --E--
+ * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
+ * --F--
+ * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
+ *
+ * Note there is no reason monitors have to be the same size or in a grid.
+ */
+
+THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) {
+
+ this.fullWidth = fullWidth;
+ this.fullHeight = fullHeight;
+ this.x = x;
+ this.y = y;
+ this.width = width;
+ this.height = height;
+
+ this.updateProjectionMatrix();
+
+};
+
+
+THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
+
+ var fov = THREE.Math.radToDeg( 2 * Math.atan( Math.tan( THREE.Math.degToRad( this.fov ) * 0.5 ) / this.zoom ) );
+
+ if ( this.fullWidth ) {
+
+ var aspect = this.fullWidth / this.fullHeight;
+ var top = Math.tan( THREE.Math.degToRad( fov * 0.5 ) ) * this.near;
+ var bottom = - top;
+ var left = aspect * bottom;
+ var right = aspect * top;
+ var width = Math.abs( right - left );
+ var height = Math.abs( top - bottom );
+
+ this.projectionMatrix.makeFrustum(
+ left + this.x * width / this.fullWidth,
+ left + ( this.x + this.width ) * width / this.fullWidth,
+ top - ( this.y + this.height ) * height / this.fullHeight,
+ top - this.y * height / this.fullHeight,
+ this.near,
+ this.far
+ );
+
+ } else {
+
+ this.projectionMatrix.makePerspective( fov, this.aspect, this.near, this.far );
+
+ }
+
+};
+
+THREE.PerspectiveCamera.prototype.copy = function ( source ) {
+
+ THREE.Camera.prototype.copy.call( this, source );
+
+ this.focalLength = source.focalLength;
+ this.zoom = source.zoom;
+
+ this.fov = source.fov;
+ this.aspect = source.aspect;
+ this.near = source.near;
+ this.far = source.far;
+
+ return this;
+
+};
+
+THREE.PerspectiveCamera.prototype.toJSON = function ( meta ) {
+
+ var data = THREE.Object3D.prototype.toJSON.call( this, meta );
+
+ data.object.focalLength = this.focalLength;
+ data.object.zoom = this.zoom;
+
+ data.object.fov = this.fov;
+ data.object.aspect = this.aspect;
+ data.object.near = this.near;
+ data.object.far = this.far;
+
+ return data;
+
+};
+
+// File:src/cameras/StereoCamera.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.StereoCamera = function () {
+
+ this.type = 'StereoCamera';
+
+ this.aspect = 1;
+
+ this.cameraL = new THREE.PerspectiveCamera();
+ this.cameraL.layers.enable( 1 );
+ this.cameraL.matrixAutoUpdate = false;
+
+ this.cameraR = new THREE.PerspectiveCamera();
+ this.cameraR.layers.enable( 2 );
+ this.cameraR.matrixAutoUpdate = false;
+
+};
+
+THREE.StereoCamera.prototype = {
+
+ constructor: THREE.StereoCamera,
+
+ update: ( function () {
+
+ var focalLength, fov, aspect, near, far;
+
+ var eyeRight = new THREE.Matrix4();
+ var eyeLeft = new THREE.Matrix4();
+
+ return function update ( camera ) {
+
+ var needsUpdate = focalLength !== camera.focalLength || fov !== camera.fov ||
+ aspect !== camera.aspect * this.aspect || near !== camera.near ||
+ far !== camera.far;
+
+ if ( needsUpdate ) {
+
+ focalLength = camera.focalLength;
+ fov = camera.fov;
+ aspect = camera.aspect * this.aspect;
+ near = camera.near;
+ far = camera.far;
+
+ // Off-axis stereoscopic effect based on
+ // http://paulbourke.net/stereographics/stereorender/
+
+ var projectionMatrix = camera.projectionMatrix.clone();
+ var eyeSep = 0.064 / 2;
+ var eyeSepOnProjection = eyeSep * near / focalLength;
+ var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) );
+ var xmin, xmax;
+
+ // translate xOffset
+
+ eyeLeft.elements[ 12 ] = - eyeSep;
+ eyeRight.elements[ 12 ] = eyeSep;
+
+ // for left eye
+
+ xmin = - ymax * aspect + eyeSepOnProjection;
+ xmax = ymax * aspect + eyeSepOnProjection;
+
+ projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
+ projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
+
+ this.cameraL.projectionMatrix.copy( projectionMatrix );
+
+ // for right eye
+
+ xmin = - ymax * aspect - eyeSepOnProjection;
+ xmax = ymax * aspect - eyeSepOnProjection;
+
+ projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
+ projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
+
+ this.cameraR.projectionMatrix.copy( projectionMatrix );
+
+ }
+
+ this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft );
+ this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight );
+
+ };
+
+ } )()
+
+};
+
+// File:src/lights/Light.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Light = function ( color, intensity ) {
+
+ THREE.Object3D.call( this );
+
+ this.type = 'Light';
+
+ this.color = new THREE.Color( color );
+ this.intensity = intensity !== undefined ? intensity : 1;
+
+ this.receiveShadow = undefined;
+
+};
+
+THREE.Light.prototype = Object.create( THREE.Object3D.prototype );
+THREE.Light.prototype.constructor = THREE.Light;
+
+THREE.Light.prototype.copy = function ( source ) {
+
+ THREE.Object3D.prototype.copy.call( this, source );
+
+ this.color.copy( source.color );
+ this.intensity = source.intensity;
+
+ return this;
+
+};
+
+THREE.Light.prototype.toJSON = function ( meta ) {
+
+ var data = THREE.Object3D.prototype.toJSON.call( this, meta );
+
+ data.object.color = this.color.getHex();
+ data.object.intensity = this.intensity;
+
+ if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
+
+ if ( this.distance !== undefined ) data.object.distance = this.distance;
+ if ( this.angle !== undefined ) data.object.angle = this.angle;
+ if ( this.decay !== undefined ) data.object.decay = this.decay;
+ if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
+
+ return data;
+
+};
+
+// File:src/lights/LightShadow.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.LightShadow = function ( camera ) {
+
+ this.camera = camera;
+
+ this.bias = 0;
+ this.radius = 1;
+
+ this.mapSize = new THREE.Vector2( 512, 512 );
+
+ this.map = null;
+ this.matrix = new THREE.Matrix4();
+
+};
+
+THREE.LightShadow.prototype = {
+
+ constructor: THREE.LightShadow,
+
+ copy: function ( source ) {
+
+ this.camera = source.camera.clone();
+
+ this.bias = source.bias;
+ this.radius = source.radius;
+
+ this.mapSize.copy( source.mapSize );
+
+ return this;
+
+ },
+
+ clone: function () {
+
+ return new this.constructor().copy( this );
+
+ }
+
+};
+
+// File:src/lights/AmbientLight.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.AmbientLight = function ( color, intensity ) {
+
+ THREE.Light.call( this, color, intensity );
+
+ this.type = 'AmbientLight';
+
+ this.castShadow = undefined;
+
+};
+
+THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );
+THREE.AmbientLight.prototype.constructor = THREE.AmbientLight;
+
+// File:src/lights/DirectionalLight.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.DirectionalLight = function ( color, intensity ) {
+
+ THREE.Light.call( this, color, intensity );
+
+ this.type = 'DirectionalLight';
+
+ this.position.set( 0, 1, 0 );
+ this.updateMatrix();
+
+ this.target = new THREE.Object3D();
+
+ this.shadow = new THREE.LightShadow( new THREE.OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
+
+};
+
+THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype );
+THREE.DirectionalLight.prototype.constructor = THREE.DirectionalLight;
+
+THREE.DirectionalLight.prototype.copy = function ( source ) {
+
+ THREE.Light.prototype.copy.call( this, source );
+
+ this.target = source.target.clone();
+
+ this.shadow = source.shadow.clone();
+
+ return this;
+
+};
+
+// File:src/lights/HemisphereLight.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.HemisphereLight = function ( skyColor, groundColor, intensity ) {
+
+ THREE.Light.call( this, skyColor, intensity );
+
+ this.type = 'HemisphereLight';
+
+ this.castShadow = undefined;
+
+ this.position.set( 0, 1, 0 );
+ this.updateMatrix();
+
+ this.groundColor = new THREE.Color( groundColor );
+
+};
+
+THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
+THREE.HemisphereLight.prototype.constructor = THREE.HemisphereLight;
+
+THREE.HemisphereLight.prototype.copy = function ( source ) {
+
+ THREE.Light.prototype.copy.call( this, source );
+
+ this.groundColor.copy( source.groundColor );
+
+ return this;
+
+};
+
+// File:src/lights/PointLight.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+
+THREE.PointLight = function ( color, intensity, distance, decay ) {
+
+ THREE.Light.call( this, color, intensity );
+
+ this.type = 'PointLight';
+
+ this.distance = ( distance !== undefined ) ? distance : 0;
+ this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
+
+ this.shadow = new THREE.LightShadow( new THREE.PerspectiveCamera( 90, 1, 0.5, 500 ) );
+
+};
+
+THREE.PointLight.prototype = Object.create( THREE.Light.prototype );
+THREE.PointLight.prototype.constructor = THREE.PointLight;
+
+THREE.PointLight.prototype.copy = function ( source ) {
+
+ THREE.Light.prototype.copy.call( this, source );
+
+ this.distance = source.distance;
+ this.decay = source.decay;
+
+ this.shadow = source.shadow.clone();
+
+ return this;
+
+};
+
+// File:src/lights/SpotLight.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SpotLight = function ( color, intensity, distance, angle, penumbra, decay ) {
+
+ THREE.Light.call( this, color, intensity );
+
+ this.type = 'SpotLight';
+
+ this.position.set( 0, 1, 0 );
+ this.updateMatrix();
+
+ this.target = new THREE.Object3D();
+
+ this.distance = ( distance !== undefined ) ? distance : 0;
+ this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
+ this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
+ this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
+
+ this.shadow = new THREE.LightShadow( new THREE.PerspectiveCamera( 50, 1, 0.5, 500 ) );
+
+};
+
+THREE.SpotLight.prototype = Object.create( THREE.Light.prototype );
+THREE.SpotLight.prototype.constructor = THREE.SpotLight;
+
+THREE.SpotLight.prototype.copy = function ( source ) {
+
+ THREE.Light.prototype.copy.call( this, source );
+
+ this.distance = source.distance;
+ this.angle = source.angle;
+ this.penumbra = source.penumbra;
+ this.decay = source.decay;
+
+ this.target = source.target.clone();
+
+ this.shadow = source.shadow.clone();
+
+ return this;
+
+};
+
+// File:src/loaders/Cache.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Cache = {
+
+ enabled: false,
+
+ files: {},
+
+ add: function ( key, file ) {
+
+ if ( this.enabled === false ) return;
+
+ // console.log( 'THREE.Cache', 'Adding key:', key );
+
+ this.files[ key ] = file;
+
+ },
+
+ get: function ( key ) {
+
+ if ( this.enabled === false ) return;
+
+ // console.log( 'THREE.Cache', 'Checking key:', key );
+
+ return this.files[ key ];
+
+ },
+
+ remove: function ( key ) {
+
+ delete this.files[ key ];
+
+ },
+
+ clear: function () {
+
+ this.files = {};
+
+ }
+
+};
+
+// File:src/loaders/Loader.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Loader = function () {
+
+ this.onLoadStart = function () {};
+ this.onLoadProgress = function () {};
+ this.onLoadComplete = function () {};
+
+};
+
+THREE.Loader.prototype = {
+
+ constructor: THREE.Loader,
+
+ crossOrigin: undefined,
+
+ extractUrlBase: function ( url ) {
+
+ var parts = url.split( '/' );
+
+ if ( parts.length === 1 ) return './';
+
+ parts.pop();
+
+ return parts.join( '/' ) + '/';
+
+ },
+
+ initMaterials: function ( materials, texturePath, crossOrigin ) {
+
+ var array = [];
+
+ for ( var i = 0; i < materials.length; ++ i ) {
+
+ array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin );
+
+ }
+
+ return array;
+
+ },
+
+ createMaterial: ( function () {
+
+ var color, textureLoader, materialLoader;
+
+ return function ( m, texturePath, crossOrigin ) {
+
+ if ( color === undefined ) color = new THREE.Color();
+ if ( textureLoader === undefined ) textureLoader = new THREE.TextureLoader();
+ if ( materialLoader === undefined ) materialLoader = new THREE.MaterialLoader();
+
+ // convert from old material format
+
+ var textures = {};
+
+ function loadTexture( path, repeat, offset, wrap, anisotropy ) {
+
+ var fullPath = texturePath + path;
+ var loader = THREE.Loader.Handlers.get( fullPath );
+
+ var texture;
+
+ if ( loader !== null ) {
+
+ texture = loader.load( fullPath );
+
+ } else {
+
+ textureLoader.setCrossOrigin( crossOrigin );
+ texture = textureLoader.load( fullPath );
+
+ }
+
+ if ( repeat !== undefined ) {
+
+ texture.repeat.fromArray( repeat );
+
+ if ( repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping;
+ if ( repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping;
+
+ }
+
+ if ( offset !== undefined ) {
+
+ texture.offset.fromArray( offset );
+
+ }
+
+ if ( wrap !== undefined ) {
+
+ if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = THREE.RepeatWrapping;
+ if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = THREE.MirroredRepeatWrapping;
+
+ if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = THREE.RepeatWrapping;
+ if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = THREE.MirroredRepeatWrapping;
+
+ }
+
+ if ( anisotropy !== undefined ) {
+
+ texture.anisotropy = anisotropy;
+
+ }
+
+ var uuid = THREE.Math.generateUUID();
+
+ textures[ uuid ] = texture;
+
+ return uuid;
+
+ }
+
+ //
+
+ var json = {
+ uuid: THREE.Math.generateUUID(),
+ type: 'MeshLambertMaterial'
+ };
+
+ for ( var name in m ) {
+
+ var value = m[ name ];
+
+ switch ( name ) {
+ case 'DbgColor':
+ case 'DbgIndex':
+ case 'opticalDensity':
+ case 'illumination':
+ break;
+ case 'DbgName':
+ json.name = value;
+ break;
+ case 'blending':
+ json.blending = THREE[ value ];
+ break;
+ case 'colorAmbient':
+ case 'mapAmbient':
+ console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' );
+ break;
+ case 'colorDiffuse':
+ json.color = color.fromArray( value ).getHex();
+ break;
+ case 'colorSpecular':
+ json.specular = color.fromArray( value ).getHex();
+ break;
+ case 'colorEmissive':
+ json.emissive = color.fromArray( value ).getHex();
+ break;
+ case 'specularCoef':
+ json.shininess = value;
+ break;
+ case 'shading':
+ if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial';
+ if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial';
+ break;
+ case 'mapDiffuse':
+ json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
+ break;
+ case 'mapDiffuseRepeat':
+ case 'mapDiffuseOffset':
+ case 'mapDiffuseWrap':
+ case 'mapDiffuseAnisotropy':
+ break;
+ case 'mapLight':
+ json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
+ break;
+ case 'mapLightRepeat':
+ case 'mapLightOffset':
+ case 'mapLightWrap':
+ case 'mapLightAnisotropy':
+ break;
+ case 'mapAO':
+ json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy );
+ break;
+ case 'mapAORepeat':
+ case 'mapAOOffset':
+ case 'mapAOWrap':
+ case 'mapAOAnisotropy':
+ break;
+ case 'mapBump':
+ json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
+ break;
+ case 'mapBumpScale':
+ json.bumpScale = value;
+ break;
+ case 'mapBumpRepeat':
+ case 'mapBumpOffset':
+ case 'mapBumpWrap':
+ case 'mapBumpAnisotropy':
+ break;
+ case 'mapNormal':
+ json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
+ break;
+ case 'mapNormalFactor':
+ json.normalScale = [ value, value ];
+ break;
+ case 'mapNormalRepeat':
+ case 'mapNormalOffset':
+ case 'mapNormalWrap':
+ case 'mapNormalAnisotropy':
+ break;
+ case 'mapSpecular':
+ json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
+ break;
+ case 'mapSpecularRepeat':
+ case 'mapSpecularOffset':
+ case 'mapSpecularWrap':
+ case 'mapSpecularAnisotropy':
+ break;
+ case 'mapAlpha':
+ json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );
+ break;
+ case 'mapAlphaRepeat':
+ case 'mapAlphaOffset':
+ case 'mapAlphaWrap':
+ case 'mapAlphaAnisotropy':
+ break;
+ case 'flipSided':
+ json.side = THREE.BackSide;
+ break;
+ case 'doubleSided':
+ json.side = THREE.DoubleSide;
+ break;
+ case 'transparency':
+ console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' );
+ json.opacity = value;
+ break;
+ case 'depthTest':
+ case 'depthWrite':
+ case 'colorWrite':
+ case 'opacity':
+ case 'reflectivity':
+ case 'transparent':
+ case 'visible':
+ case 'wireframe':
+ json[ name ] = value;
+ break;
+ case 'vertexColors':
+ if ( value === true ) json.vertexColors = THREE.VertexColors;
+ if ( value === 'face' ) json.vertexColors = THREE.FaceColors;
+ break;
+ default:
+ console.error( 'THREE.Loader.createMaterial: Unsupported', name, value );
+ break;
+ }
+
+ }
+
+ if ( json.type === 'MeshBasicMaterial' ) delete json.emissive;
+ if ( json.type !== 'MeshPhongMaterial' ) delete json.specular;
+
+ if ( json.opacity < 1 ) json.transparent = true;
+
+ materialLoader.setTextures( textures );
+
+ return materialLoader.parse( json );
+
+ };
+
+ } )()
+
+};
+
+THREE.Loader.Handlers = {
+
+ handlers: [],
+
+ add: function ( regex, loader ) {
+
+ this.handlers.push( regex, loader );
+
+ },
+
+ get: function ( file ) {
+
+ var handlers = this.handlers;
+
+ for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
+
+ var regex = handlers[ i ];
+ var loader = handlers[ i + 1 ];
+
+ if ( regex.test( file ) ) {
+
+ return loader;
+
+ }
+
+ }
+
+ return null;
+
+ }
+
+};
+
+// File:src/loaders/XHRLoader.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.XHRLoader = function ( manager ) {
+
+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+};
+
+THREE.XHRLoader.prototype = {
+
+ constructor: THREE.XHRLoader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ if ( this.path !== undefined ) url = this.path + url;
+
+ var scope = this;
+
+ var cached = THREE.Cache.get( url );
+
+ if ( cached !== undefined ) {
+
+ if ( onLoad ) {
+
+ setTimeout( function () {
+
+ onLoad( cached );
+
+ }, 0 );
+
+ }
+
+ return cached;
+
+ }
+
+ var request = new XMLHttpRequest();
+ request.overrideMimeType( 'text/plain' );
+ request.open( 'GET', url, true );
+
+ request.addEventListener( 'load', function ( event ) {
+
+ var response = event.target.response;
+
+ THREE.Cache.add( url, response );
+
+ if ( this.status === 200 ) {
+
+ if ( onLoad ) onLoad( response );
+
+ scope.manager.itemEnd( url );
+
+ } else if ( this.status === 0 ) {
+
+ // Some browsers return HTTP Status 0 when using non-http protocol
+ // e.g. 'file://' or 'data://'. Handle as success.
+
+ console.warn( 'THREE.XHRLoader: HTTP Status 0 received.' );
+
+ if ( onLoad ) onLoad( response );
+
+ scope.manager.itemEnd( url );
+
+ } else {
+
+ if ( onError ) onError( event );
+
+ scope.manager.itemError( url );
+
+ }
+
+ }, false );
+
+ if ( onProgress !== undefined ) {
+
+ request.addEventListener( 'progress', function ( event ) {
+
+ onProgress( event );
+
+ }, false );
+
+ }
+
+ request.addEventListener( 'error', function ( event ) {
+
+ if ( onError ) onError( event );
+
+ scope.manager.itemError( url );
+
+ }, false );
+
+ if ( this.responseType !== undefined ) request.responseType = this.responseType;
+ if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;
+
+ request.send( null );
+
+ scope.manager.itemStart( url );
+
+ return request;
+
+ },
+
+ setPath: function ( value ) {
+
+ this.path = value;
+
+ },
+
+ setResponseType: function ( value ) {
+
+ this.responseType = value;
+
+ },
+
+ setWithCredentials: function ( value ) {
+
+ this.withCredentials = value;
+
+ }
+
+};
+
+// File:src/loaders/FontLoader.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.FontLoader = function ( manager ) {
+
+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+};
+
+THREE.FontLoader.prototype = {
+
+ constructor: THREE.FontLoader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var loader = new THREE.XHRLoader( this.manager );
+ loader.load( url, function ( text ) {
+
+ onLoad( new THREE.Font( JSON.parse( text.substring( 65, text.length - 2 ) ) ) );
+
+ }, onProgress, onError );
+
+ }
+
+};
+
+// File:src/loaders/ImageLoader.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.ImageLoader = function ( manager ) {
+
+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+};
+
+THREE.ImageLoader.prototype = {
+
+ constructor: THREE.ImageLoader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ if ( this.path !== undefined ) url = this.path + url;
+
+ var scope = this;
+
+ var cached = THREE.Cache.get( url );
+
+ if ( cached !== undefined ) {
+
+ scope.manager.itemStart( url );
+
+ if ( onLoad ) {
+
+ setTimeout( function () {
+
+ onLoad( cached );
+
+ scope.manager.itemEnd( url );
+
+ }, 0 );
+
+ } else {
+
+ scope.manager.itemEnd( url );
+
+ }
+
+ return cached;
+
+ }
+
+ var image = document.createElement( 'img' );
+
+ image.addEventListener( 'load', function ( event ) {
+
+ THREE.Cache.add( url, this );
+
+ if ( onLoad ) onLoad( this );
+
+ scope.manager.itemEnd( url );
+
+ }, false );
+
+ if ( onProgress !== undefined ) {
+
+ image.addEventListener( 'progress', function ( event ) {
+
+ onProgress( event );
+
+ }, false );
+
+ }
+
+ image.addEventListener( 'error', function ( event ) {
+
+ if ( onError ) onError( event );
+
+ scope.manager.itemError( url );
+
+ }, false );
+
+ if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
+
+ scope.manager.itemStart( url );
+
+ image.src = url;
+
+ return image;
+
+ },
+
+ setCrossOrigin: function ( value ) {
+
+ this.crossOrigin = value;
+
+ },
+
+ setPath: function ( value ) {
+
+ this.path = value;
+
+ }
+
+};
+
+// File:src/loaders/JSONLoader.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.JSONLoader = function ( manager ) {
+
+ if ( typeof manager === 'boolean' ) {
+
+ console.warn( 'THREE.JSONLoader: showStatus parameter has been removed from constructor.' );
+ manager = undefined;
+
+ }
+
+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+ this.withCredentials = false;
+
+};
+
+THREE.JSONLoader.prototype = {
+
+ constructor: THREE.JSONLoader,
+
+ // Deprecated
+
+ get statusDomElement () {
+
+ if ( this._statusDomElement === undefined ) {
+
+ this._statusDomElement = document.createElement( 'div' );
+
+ }
+
+ console.warn( 'THREE.JSONLoader: .statusDomElement has been removed.' );
+ return this._statusDomElement;
+
+ },
+
+ load: function( url, onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var texturePath = this.texturePath && ( typeof this.texturePath === "string" ) ? this.texturePath : THREE.Loader.prototype.extractUrlBase( url );
+
+ var loader = new THREE.XHRLoader( this.manager );
+ loader.setWithCredentials( this.withCredentials );
+ loader.load( url, function ( text ) {
+
+ var json = JSON.parse( text );
+ var metadata = json.metadata;
+
+ if ( metadata !== undefined ) {
+
+ var type = metadata.type;
+
+ if ( type !== undefined ) {
+
+ if ( type.toLowerCase() === 'object' ) {
+
+ console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' );
+ return;
+
+ }
+
+ if ( type.toLowerCase() === 'scene' ) {
+
+ console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.SceneLoader instead.' );
+ return;
+
+ }
+
+ }
+
+ }
+
+ var object = scope.parse( json, texturePath );
+ onLoad( object.geometry, object.materials );
+
+ }, onProgress, onError );
+
+ },
+
+ setTexturePath: function ( value ) {
+
+ this.texturePath = value;
+
+ },
+
+ parse: function ( json, texturePath ) {
+
+ var geometry = new THREE.Geometry(),
+ scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
+
+ parseModel( scale );
+
+ parseSkin();
+ parseMorphing( scale );
+ parseAnimations();
+
+ geometry.computeFaceNormals();
+ geometry.computeBoundingSphere();
+
+ function parseModel( scale ) {
+
+ function isBitSet( value, position ) {
+
+ return value & ( 1 << position );
+
+ }
+
+ var i, j, fi,
+
+ offset, zLength,
+
+ colorIndex, normalIndex, uvIndex, materialIndex,
+
+ type,
+ isQuad,
+ hasMaterial,
+ hasFaceVertexUv,
+ hasFaceNormal, hasFaceVertexNormal,
+ hasFaceColor, hasFaceVertexColor,
+
+ vertex, face, faceA, faceB, hex, normal,
+
+ uvLayer, uv, u, v,
+
+ faces = json.faces,
+ vertices = json.vertices,
+ normals = json.normals,
+ colors = json.colors,
+
+ nUvLayers = 0;
+
+ if ( json.uvs !== undefined ) {
+
+ // disregard empty arrays
+
+ for ( i = 0; i < json.uvs.length; i ++ ) {
+
+ if ( json.uvs[ i ].length ) nUvLayers ++;
+
+ }
+
+ for ( i = 0; i < nUvLayers; i ++ ) {
+
+ geometry.faceVertexUvs[ i ] = [];
+
+ }
+
+ }
+
+ offset = 0;
+ zLength = vertices.length;
+
+ while ( offset < zLength ) {
+
+ vertex = new THREE.Vector3();
+
+ vertex.x = vertices[ offset ++ ] * scale;
+ vertex.y = vertices[ offset ++ ] * scale;
+ vertex.z = vertices[ offset ++ ] * scale;
+
+ geometry.vertices.push( vertex );
+
+ }
+
+ offset = 0;
+ zLength = faces.length;
+
+ while ( offset < zLength ) {
+
+ type = faces[ offset ++ ];
+
+
+ isQuad = isBitSet( type, 0 );
+ hasMaterial = isBitSet( type, 1 );
+ hasFaceVertexUv = isBitSet( type, 3 );
+ hasFaceNormal = isBitSet( type, 4 );
+ hasFaceVertexNormal = isBitSet( type, 5 );
+ hasFaceColor = isBitSet( type, 6 );
+ hasFaceVertexColor = isBitSet( type, 7 );
+
+ // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
+
+ if ( isQuad ) {
+
+ faceA = new THREE.Face3();
+ faceA.a = faces[ offset ];
+ faceA.b = faces[ offset + 1 ];
+ faceA.c = faces[ offset + 3 ];
+
+ faceB = new THREE.Face3();
+ faceB.a = faces[ offset + 1 ];
+ faceB.b = faces[ offset + 2 ];
+ faceB.c = faces[ offset + 3 ];
+
+ offset += 4;
+
+ if ( hasMaterial ) {
+
+ materialIndex = faces[ offset ++ ];
+ faceA.materialIndex = materialIndex;
+ faceB.materialIndex = materialIndex;
+
+ }
+
+ // to get face <=> uv index correspondence
+
+ fi = geometry.faces.length;
+
+ if ( hasFaceVertexUv ) {
+
+ for ( i = 0; i < nUvLayers; i ++ ) {
+
+ uvLayer = json.uvs[ i ];
+
+ geometry.faceVertexUvs[ i ][ fi ] = [];
+ geometry.faceVertexUvs[ i ][ fi + 1 ] = [];
+
+ for ( j = 0; j < 4; j ++ ) {
+
+ uvIndex = faces[ offset ++ ];
+
+ u = uvLayer[ uvIndex * 2 ];
+ v = uvLayer[ uvIndex * 2 + 1 ];
+
+ uv = new THREE.Vector2( u, v );
+
+ if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv );
+ if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv );
+
+ }
+
+ }
+
+ }
+
+ if ( hasFaceNormal ) {
+
+ normalIndex = faces[ offset ++ ] * 3;
+
+ faceA.normal.set(
+ normals[ normalIndex ++ ],
+ normals[ normalIndex ++ ],
+ normals[ normalIndex ]
+ );
+
+ faceB.normal.copy( faceA.normal );
+
+ }
+
+ if ( hasFaceVertexNormal ) {
+
+ for ( i = 0; i < 4; i ++ ) {
+
+ normalIndex = faces[ offset ++ ] * 3;
+
+ normal = new THREE.Vector3(
+ normals[ normalIndex ++ ],
+ normals[ normalIndex ++ ],
+ normals[ normalIndex ]
+ );
+
+
+ if ( i !== 2 ) faceA.vertexNormals.push( normal );
+ if ( i !== 0 ) faceB.vertexNormals.push( normal );
+
+ }
+
+ }
+
+
+ if ( hasFaceColor ) {
+
+ colorIndex = faces[ offset ++ ];
+ hex = colors[ colorIndex ];
+
+ faceA.color.setHex( hex );
+ faceB.color.setHex( hex );
+
+ }
+
+
+ if ( hasFaceVertexColor ) {
+
+ for ( i = 0; i < 4; i ++ ) {
+
+ colorIndex = faces[ offset ++ ];
+ hex = colors[ colorIndex ];
+
+ if ( i !== 2 ) faceA.vertexColors.push( new THREE.Color( hex ) );
+ if ( i !== 0 ) faceB.vertexColors.push( new THREE.Color( hex ) );
+
+ }
+
+ }
+
+ geometry.faces.push( faceA );
+ geometry.faces.push( faceB );
+
+ } else {
+
+ face = new THREE.Face3();
+ face.a = faces[ offset ++ ];
+ face.b = faces[ offset ++ ];
+ face.c = faces[ offset ++ ];
+
+ if ( hasMaterial ) {
+
+ materialIndex = faces[ offset ++ ];
+ face.materialIndex = materialIndex;
+
+ }
+
+ // to get face <=> uv index correspondence
+
+ fi = geometry.faces.length;
+
+ if ( hasFaceVertexUv ) {
+
+ for ( i = 0; i < nUvLayers; i ++ ) {
+
+ uvLayer = json.uvs[ i ];
+
+ geometry.faceVertexUvs[ i ][ fi ] = [];
+
+ for ( j = 0; j < 3; j ++ ) {
+
+ uvIndex = faces[ offset ++ ];
+
+ u = uvLayer[ uvIndex * 2 ];
+ v = uvLayer[ uvIndex * 2 + 1 ];
+
+ uv = new THREE.Vector2( u, v );
+
+ geometry.faceVertexUvs[ i ][ fi ].push( uv );
+
+ }
+
+ }
+
+ }
+
+ if ( hasFaceNormal ) {
+
+ normalIndex = faces[ offset ++ ] * 3;
+
+ face.normal.set(
+ normals[ normalIndex ++ ],
+ normals[ normalIndex ++ ],
+ normals[ normalIndex ]
+ );
+
+ }
+
+ if ( hasFaceVertexNormal ) {
+
+ for ( i = 0; i < 3; i ++ ) {
+
+ normalIndex = faces[ offset ++ ] * 3;
+
+ normal = new THREE.Vector3(
+ normals[ normalIndex ++ ],
+ normals[ normalIndex ++ ],
+ normals[ normalIndex ]
+ );
+
+ face.vertexNormals.push( normal );
+
+ }
+
+ }
+
+
+ if ( hasFaceColor ) {
+
+ colorIndex = faces[ offset ++ ];
+ face.color.setHex( colors[ colorIndex ] );
+
+ }
+
+
+ if ( hasFaceVertexColor ) {
+
+ for ( i = 0; i < 3; i ++ ) {
+
+ colorIndex = faces[ offset ++ ];
+ face.vertexColors.push( new THREE.Color( colors[ colorIndex ] ) );
+
+ }
+
+ }
+
+ geometry.faces.push( face );
+
+ }
+
+ }
+
+ };
+
+ function parseSkin() {
+
+ var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2;
+
+ if ( json.skinWeights ) {
+
+ for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) {
+
+ var x = json.skinWeights[ i ];
+ var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0;
+ var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0;
+ var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0;
+
+ geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );
+
+ }
+
+ }
+
+ if ( json.skinIndices ) {
+
+ for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) {
+
+ var a = json.skinIndices[ i ];
+ var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0;
+ var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0;
+ var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0;
+
+ geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );
+
+ }
+
+ }
+
+ geometry.bones = json.bones;
+
+ if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) {
+
+ console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' +
+ geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' );
+
+ }
+
+ };
+
+ function parseMorphing( scale ) {
+
+ if ( json.morphTargets !== undefined ) {
+
+ for ( var i = 0, l = json.morphTargets.length; i < l; i ++ ) {
+
+ geometry.morphTargets[ i ] = {};
+ geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
+ geometry.morphTargets[ i ].vertices = [];
+
+ var dstVertices = geometry.morphTargets[ i ].vertices;
+ var srcVertices = json.morphTargets[ i ].vertices;
+
+ for ( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) {
+
+ var vertex = new THREE.Vector3();
+ vertex.x = srcVertices[ v ] * scale;
+ vertex.y = srcVertices[ v + 1 ] * scale;
+ vertex.z = srcVertices[ v + 2 ] * scale;
+
+ dstVertices.push( vertex );
+
+ }
+
+ }
+
+ }
+
+ if ( json.morphColors !== undefined && json.morphColors.length > 0 ) {
+
+ console.warn( 'THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.' );
+
+ var faces = geometry.faces;
+ var morphColors = json.morphColors[ 0 ].colors;
+
+ for ( var i = 0, l = faces.length; i < l; i ++ ) {
+
+ faces[ i ].color.fromArray( morphColors, i * 3 );
+
+ }
+
+ }
+
+ }
+
+ function parseAnimations() {
+
+ var outputAnimations = [];
+
+ // parse old style Bone/Hierarchy animations
+ var animations = [];
+
+ if ( json.animation !== undefined ) {
+
+ animations.push( json.animation );
+
+ }
+
+ if ( json.animations !== undefined ) {
+
+ if ( json.animations.length ) {
+
+ animations = animations.concat( json.animations );
+
+ } else {
+
+ animations.push( json.animations );
+
+ }
+
+ }
+
+ for ( var i = 0; i < animations.length; i ++ ) {
+
+ var clip = THREE.AnimationClip.parseAnimation( animations[ i ], geometry.bones );
+ if ( clip ) outputAnimations.push( clip );
+
+ }
+
+ // parse implicit morph animations
+ if ( geometry.morphTargets ) {
+
+ // TODO: Figure out what an appropraite FPS is for morph target animations -- defaulting to 10, but really it is completely arbitrary.
+ var morphAnimationClips = THREE.AnimationClip.CreateClipsFromMorphTargetSequences( geometry.morphTargets, 10 );
+ outputAnimations = outputAnimations.concat( morphAnimationClips );
+
+ }
+
+ if ( outputAnimations.length > 0 ) geometry.animations = outputAnimations;
+
+ };
+
+ if ( json.materials === undefined || json.materials.length === 0 ) {
+
+ return { geometry: geometry };
+
+ } else {
+
+ var materials = THREE.Loader.prototype.initMaterials( json.materials, texturePath, this.crossOrigin );
+
+ return { geometry: geometry, materials: materials };
+
+ }
+
+ }
+
+};
+
+// File:src/loaders/LoadingManager.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.LoadingManager = function ( onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var isLoading = false, itemsLoaded = 0, itemsTotal = 0;
+
+ this.onStart = undefined;
+ this.onLoad = onLoad;
+ this.onProgress = onProgress;
+ this.onError = onError;
+
+ this.itemStart = function ( url ) {
+
+ itemsTotal ++;
+
+ if ( isLoading === false ) {
+
+ if ( scope.onStart !== undefined ) {
+
+ scope.onStart( url, itemsLoaded, itemsTotal );
+
+ }
+
+ }
+
+ isLoading = true;
+
+ };
+
+ this.itemEnd = function ( url ) {
+
+ itemsLoaded ++;
+
+ if ( scope.onProgress !== undefined ) {
+
+ scope.onProgress( url, itemsLoaded, itemsTotal );
+
+ }
+
+ if ( itemsLoaded === itemsTotal ) {
+
+ isLoading = false;
+
+ if ( scope.onLoad !== undefined ) {
+
+ scope.onLoad();
+
+ }
+
+ }
+
+ };
+
+ this.itemError = function ( url ) {
+
+ if ( scope.onError !== undefined ) {
+
+ scope.onError( url );
+
+ }
+
+ };
+
+};
+
+THREE.DefaultLoadingManager = new THREE.LoadingManager();
+
+// File:src/loaders/BufferGeometryLoader.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.BufferGeometryLoader = function ( manager ) {
+
+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+};
+
+THREE.BufferGeometryLoader.prototype = {
+
+ constructor: THREE.BufferGeometryLoader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var loader = new THREE.XHRLoader( scope.manager );
+ loader.load( url, function ( text ) {
+
+ onLoad( scope.parse( JSON.parse( text ) ) );
+
+ }, onProgress, onError );
+
+ },
+
+ parse: function ( json ) {
+
+ var geometry = new THREE.BufferGeometry();
+
+ var index = json.data.index;
+
+ var TYPED_ARRAYS = {
+ 'Int8Array': Int8Array,
+ 'Uint8Array': Uint8Array,
+ 'Uint8ClampedArray': Uint8ClampedArray,
+ 'Int16Array': Int16Array,
+ 'Uint16Array': Uint16Array,
+ 'Int32Array': Int32Array,
+ 'Uint32Array': Uint32Array,
+ 'Float32Array': Float32Array,
+ 'Float64Array': Float64Array
+ };
+
+ if ( index !== undefined ) {
+
+ var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
+ geometry.setIndex( new THREE.BufferAttribute( typedArray, 1 ) );
+
+ }
+
+ var attributes = json.data.attributes;
+
+ for ( var key in attributes ) {
+
+ var attribute = attributes[ key ];
+ var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
+
+ geometry.addAttribute( key, new THREE.BufferAttribute( typedArray, attribute.itemSize ) );
+
+ }
+
+ var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
+
+ if ( groups !== undefined ) {
+
+ for ( var i = 0, n = groups.length; i !== n; ++ i ) {
+
+ var group = groups[ i ];
+
+ geometry.addGroup( group.start, group.count, group.materialIndex );
+
+ }
+
+ }
+
+ var boundingSphere = json.data.boundingSphere;
+
+ if ( boundingSphere !== undefined ) {
+
+ var center = new THREE.Vector3();
+
+ if ( boundingSphere.center !== undefined ) {
+
+ center.fromArray( boundingSphere.center );
+
+ }
+
+ geometry.boundingSphere = new THREE.Sphere( center, boundingSphere.radius );
+
+ }
+
+ return geometry;
+
+ }
+
+};
+
+// File:src/loaders/MaterialLoader.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.MaterialLoader = function ( manager ) {
+
+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+ this.textures = {};
+
+};
+
+THREE.MaterialLoader.prototype = {
+
+ constructor: THREE.MaterialLoader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var loader = new THREE.XHRLoader( scope.manager );
+ loader.load( url, function ( text ) {
+
+ onLoad( scope.parse( JSON.parse( text ) ) );
+
+ }, onProgress, onError );
+
+ },
+
+ setTextures: function ( value ) {
+
+ this.textures = value;
+
+ },
+
+ getTexture: function ( name ) {
+
+ var textures = this.textures;
+
+ if ( textures[ name ] === undefined ) {
+
+ console.warn( 'THREE.MaterialLoader: Undefined texture', name );
+
+ }
+
+ return textures[ name ];
+
+ },
+
+ parse: function ( json ) {
+
+ var material = new THREE[ json.type ];
+
+ if ( json.uuid !== undefined ) material.uuid = json.uuid;
+ if ( json.name !== undefined ) material.name = json.name;
+ if ( json.color !== undefined ) material.color.setHex( json.color );
+ if ( json.roughness !== undefined ) material.roughness = json.roughness;
+ if ( json.metalness !== undefined ) material.metalness = json.metalness;
+ if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
+ if ( json.specular !== undefined ) material.specular.setHex( json.specular );
+ if ( json.shininess !== undefined ) material.shininess = json.shininess;
+ if ( json.uniforms !== undefined ) material.uniforms = json.uniforms;
+ if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
+ if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
+ if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
+ if ( json.shading !== undefined ) material.shading = json.shading;
+ if ( json.blending !== undefined ) material.blending = json.blending;
+ if ( json.side !== undefined ) material.side = json.side;
+ if ( json.opacity !== undefined ) material.opacity = json.opacity;
+ if ( json.transparent !== undefined ) material.transparent = json.transparent;
+ if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
+ if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
+ if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
+ if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
+ if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
+ if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
+
+ // for PointsMaterial
+ if ( json.size !== undefined ) material.size = json.size;
+ if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
+
+ // maps
+
+ if ( json.map !== undefined ) material.map = this.getTexture( json.map );
+
+ if ( json.alphaMap !== undefined ) {
+
+ material.alphaMap = this.getTexture( json.alphaMap );
+ material.transparent = true;
+
+ }
+
+ if ( json.bumpMap !== undefined ) material.bumpMap = this.getTexture( json.bumpMap );
+ if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
+
+ if ( json.normalMap !== undefined ) material.normalMap = this.getTexture( json.normalMap );
+ if ( json.normalScale !== undefined ) {
+
+ var normalScale = json.normalScale;
+
+ if ( Array.isArray( normalScale ) === false ) {
+
+ // Blender exporter used to export a scalar. See #7459
+
+ normalScale = [ normalScale, normalScale ];
+
+ }
+
+ material.normalScale = new THREE.Vector2().fromArray( normalScale );
+
+ }
+
+ if ( json.displacementMap !== undefined ) material.displacementMap = this.getTexture( json.displacementMap );
+ if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
+ if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
+
+ if ( json.roughnessMap !== undefined ) material.roughnessMap = this.getTexture( json.roughnessMap );
+ if ( json.metalnessMap !== undefined ) material.metalnessMap = this.getTexture( json.metalnessMap );
+
+ if ( json.emissiveMap !== undefined ) material.emissiveMap = this.getTexture( json.emissiveMap );
+ if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
+
+ if ( json.specularMap !== undefined ) material.specularMap = this.getTexture( json.specularMap );
+
+ if ( json.envMap !== undefined ) {
+
+ material.envMap = this.getTexture( json.envMap );
+ material.combine = THREE.MultiplyOperation;
+
+ }
+
+ if ( json.reflectivity ) material.reflectivity = json.reflectivity;
+
+ if ( json.lightMap !== undefined ) material.lightMap = this.getTexture( json.lightMap );
+ if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
+
+ if ( json.aoMap !== undefined ) material.aoMap = this.getTexture( json.aoMap );
+ if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
+
+ // MultiMaterial
+
+ if ( json.materials !== undefined ) {
+
+ for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
+
+ material.materials.push( this.parse( json.materials[ i ] ) );
+
+ }
+
+ }
+
+ return material;
+
+ }
+
+};
+
+// File:src/loaders/ObjectLoader.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.ObjectLoader = function ( manager ) {
+
+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+ this.texturePath = '';
+
+};
+
+THREE.ObjectLoader.prototype = {
+
+ constructor: THREE.ObjectLoader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ if ( this.texturePath === '' ) {
+
+ this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 );
+
+ }
+
+ var scope = this;
+
+ var loader = new THREE.XHRLoader( scope.manager );
+ loader.load( url, function ( text ) {
+
+ scope.parse( JSON.parse( text ), onLoad );
+
+ }, onProgress, onError );
+
+ },
+
+ setTexturePath: function ( value ) {
+
+ this.texturePath = value;
+
+ },
+
+ setCrossOrigin: function ( value ) {
+
+ this.crossOrigin = value;
+
+ },
+
+ parse: function ( json, onLoad ) {
+
+ var geometries = this.parseGeometries( json.geometries );
+
+ var images = this.parseImages( json.images, function () {
+
+ if ( onLoad !== undefined ) onLoad( object );
+
+ } );
+
+ var textures = this.parseTextures( json.textures, images );
+ var materials = this.parseMaterials( json.materials, textures );
+
+ var object = this.parseObject( json.object, geometries, materials );
+
+ if ( json.animations ) {
+
+ object.animations = this.parseAnimations( json.animations );
+
+ }
+
+ if ( json.images === undefined || json.images.length === 0 ) {
+
+ if ( onLoad !== undefined ) onLoad( object );
+
+ }
+
+ return object;
+
+ },
+
+ parseGeometries: function ( json ) {
+
+ var geometries = {};
+
+ if ( json !== undefined ) {
+
+ var geometryLoader = new THREE.JSONLoader();
+ var bufferGeometryLoader = new THREE.BufferGeometryLoader();
+
+ for ( var i = 0, l = json.length; i < l; i ++ ) {
+
+ var geometry;
+ var data = json[ i ];
+
+ switch ( data.type ) {
+
+ case 'PlaneGeometry':
+ case 'PlaneBufferGeometry':
+
+ geometry = new THREE[ data.type ](
+ data.width,
+ data.height,
+ data.widthSegments,
+ data.heightSegments
+ );
+
+ break;
+
+ case 'BoxGeometry':
+ case 'CubeGeometry': // backwards compatible
+
+ geometry = new THREE.BoxGeometry(
+ data.width,
+ data.height,
+ data.depth,
+ data.widthSegments,
+ data.heightSegments,
+ data.depthSegments
+ );
+
+ break;
+
+ case 'CircleBufferGeometry':
+
+ geometry = new THREE.CircleBufferGeometry(
+ data.radius,
+ data.segments,
+ data.thetaStart,
+ data.thetaLength
+ );
+
+ break;
+
+ case 'CircleGeometry':
+
+ geometry = new THREE.CircleGeometry(
+ data.radius,
+ data.segments,
+ data.thetaStart,
+ data.thetaLength
+ );
+
+ break;
+
+ case 'CylinderGeometry':
+
+ geometry = new THREE.CylinderGeometry(
+ data.radiusTop,
+ data.radiusBottom,
+ data.height,
+ data.radialSegments,
+ data.heightSegments,
+ data.openEnded,
+ data.thetaStart,
+ data.thetaLength
+ );
+
+ break;
+
+ case 'SphereGeometry':
+
+ geometry = new THREE.SphereGeometry(
+ data.radius,
+ data.widthSegments,
+ data.heightSegments,
+ data.phiStart,
+ data.phiLength,
+ data.thetaStart,
+ data.thetaLength
+ );
+
+ break;
+
+ case 'SphereBufferGeometry':
+
+ geometry = new THREE.SphereBufferGeometry(
+ data.radius,
+ data.widthSegments,
+ data.heightSegments,
+ data.phiStart,
+ data.phiLength,
+ data.thetaStart,
+ data.thetaLength
+ );
+
+ break;
+
+ case 'DodecahedronGeometry':
+
+ geometry = new THREE.DodecahedronGeometry(
+ data.radius,
+ data.detail
+ );
+
+ break;
+
+ case 'IcosahedronGeometry':
+
+ geometry = new THREE.IcosahedronGeometry(
+ data.radius,
+ data.detail
+ );
+
+ break;
+
+ case 'OctahedronGeometry':
+
+ geometry = new THREE.OctahedronGeometry(
+ data.radius,
+ data.detail
+ );
+
+ break;
+
+ case 'TetrahedronGeometry':
+
+ geometry = new THREE.TetrahedronGeometry(
+ data.radius,
+ data.detail
+ );
+
+ break;
+
+ case 'RingGeometry':
+
+ geometry = new THREE.RingGeometry(
+ data.innerRadius,
+ data.outerRadius,
+ data.thetaSegments,
+ data.phiSegments,
+ data.thetaStart,
+ data.thetaLength
+ );
+
+ break;
+
+ case 'TorusGeometry':
+
+ geometry = new THREE.TorusGeometry(
+ data.radius,
+ data.tube,
+ data.radialSegments,
+ data.tubularSegments,
+ data.arc
+ );
+
+ break;
+
+ case 'TorusKnotGeometry':
+
+ geometry = new THREE.TorusKnotGeometry(
+ data.radius,
+ data.tube,
+ data.radialSegments,
+ data.tubularSegments,
+ data.p,
+ data.q,
+ data.heightScale
+ );
+
+ break;
+
+ case 'LatheGeometry':
+
+ geometry = new THREE.LatheGeometry(
+ data.points,
+ data.segments,
+ data.phiStart,
+ data.phiLength
+ );
+
+ break;
+
+ case 'BufferGeometry':
+
+ geometry = bufferGeometryLoader.parse( data );
+
+ break;
+
+ case 'Geometry':
+
+ geometry = geometryLoader.parse( data.data, this.texturePath ).geometry;
+
+ break;
+
+ default:
+
+ console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
+
+ continue;
+
+ }
+
+ geometry.uuid = data.uuid;
+
+ if ( data.name !== undefined ) geometry.name = data.name;
+
+ geometries[ data.uuid ] = geometry;
+
+ }
+
+ }
+
+ return geometries;
+
+ },
+
+ parseMaterials: function ( json, textures ) {
+
+ var materials = {};
+
+ if ( json !== undefined ) {
+
+ var loader = new THREE.MaterialLoader();
+ loader.setTextures( textures );
+
+ for ( var i = 0, l = json.length; i < l; i ++ ) {
+
+ var material = loader.parse( json[ i ] );
+ materials[ material.uuid ] = material;
+
+ }
+
+ }
+
+ return materials;
+
+ },
+
+ parseAnimations: function ( json ) {
+
+ var animations = [];
+
+ for ( var i = 0; i < json.length; i ++ ) {
+
+ var clip = THREE.AnimationClip.parse( json[ i ] );
+
+ animations.push( clip );
+
+ }
+
+ return animations;
+
+ },
+
+ parseImages: function ( json, onLoad ) {
+
+ var scope = this;
+ var images = {};
+
+ function loadImage( url ) {
+
+ scope.manager.itemStart( url );
+
+ return loader.load( url, function () {
+
+ scope.manager.itemEnd( url );
+
+ } );
+
+ }
+
+ if ( json !== undefined && json.length > 0 ) {
+
+ var manager = new THREE.LoadingManager( onLoad );
+
+ var loader = new THREE.ImageLoader( manager );
+ loader.setCrossOrigin( this.crossOrigin );
+
+ for ( var i = 0, l = json.length; i < l; i ++ ) {
+
+ var image = json[ i ];
+ var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.texturePath + image.url;
+
+ images[ image.uuid ] = loadImage( path );
+
+ }
+
+ }
+
+ return images;
+
+ },
+
+ parseTextures: function ( json, images ) {
+
+ function parseConstant( value ) {
+
+ if ( typeof( value ) === 'number' ) return value;
+
+ console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
+
+ return THREE[ value ];
+
+ }
+
+ var textures = {};
+
+ if ( json !== undefined ) {
+
+ for ( var i = 0, l = json.length; i < l; i ++ ) {
+
+ var data = json[ i ];
+
+ if ( data.image === undefined ) {
+
+ console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
+
+ }
+
+ if ( images[ data.image ] === undefined ) {
+
+ console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
+
+ }
+
+ var texture = new THREE.Texture( images[ data.image ] );
+ texture.needsUpdate = true;
+
+ texture.uuid = data.uuid;
+
+ if ( data.name !== undefined ) texture.name = data.name;
+ if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping );
+ if ( data.offset !== undefined ) texture.offset = new THREE.Vector2( data.offset[ 0 ], data.offset[ 1 ] );
+ if ( data.repeat !== undefined ) texture.repeat = new THREE.Vector2( data.repeat[ 0 ], data.repeat[ 1 ] );
+ if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter );
+ if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter );
+ if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
+ if ( Array.isArray( data.wrap ) ) {
+
+ texture.wrapS = parseConstant( data.wrap[ 0 ] );
+ texture.wrapT = parseConstant( data.wrap[ 1 ] );
+
+ }
+
+ textures[ data.uuid ] = texture;
+
+ }
+
+ }
+
+ return textures;
+
+ },
+
+ parseObject: function () {
+
+ var matrix = new THREE.Matrix4();
+
+ return function ( data, geometries, materials ) {
+
+ var object;
+
+ function getGeometry( name ) {
+
+ if ( geometries[ name ] === undefined ) {
+
+ console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
+
+ }
+
+ return geometries[ name ];
+
+ }
+
+ function getMaterial( name ) {
+
+ if ( name === undefined ) return undefined;
+
+ if ( materials[ name ] === undefined ) {
+
+ console.warn( 'THREE.ObjectLoader: Undefined material', name );
+
+ }
+
+ return materials[ name ];
+
+ }
+
+ switch ( data.type ) {
+
+ case 'Scene':
+
+ object = new THREE.Scene();
+
+ break;
+
+ case 'PerspectiveCamera':
+
+ object = new THREE.PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
+
+ break;
+
+ case 'OrthographicCamera':
+
+ object = new THREE.OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
+
+ break;
+
+ case 'AmbientLight':
+
+ object = new THREE.AmbientLight( data.color, data.intensity );
+
+ break;
+
+ case 'DirectionalLight':
+
+ object = new THREE.DirectionalLight( data.color, data.intensity );
+
+ break;
+
+ case 'PointLight':
+
+ object = new THREE.PointLight( data.color, data.intensity, data.distance, data.decay );
+
+ break;
+
+ case 'SpotLight':
+
+ object = new THREE.SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
+
+ break;
+
+ case 'HemisphereLight':
+
+ object = new THREE.HemisphereLight( data.color, data.groundColor, data.intensity );
+
+ break;
+
+ case 'Mesh':
+
+ var geometry = getGeometry( data.geometry );
+ var material = getMaterial( data.material );
+
+ if ( geometry.bones && geometry.bones.length > 0 ) {
+
+ object = new THREE.SkinnedMesh( geometry, material );
+
+ } else {
+
+ object = new THREE.Mesh( geometry, material );
+
+ }
+
+ break;
+
+ case 'LOD':
+
+ object = new THREE.LOD();
+
+ break;
+
+ case 'Line':
+
+ object = new THREE.Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
+
+ break;
+
+ case 'PointCloud':
+ case 'Points':
+
+ object = new THREE.Points( getGeometry( data.geometry ), getMaterial( data.material ) );
+
+ break;
+
+ case 'Sprite':
+
+ object = new THREE.Sprite( getMaterial( data.material ) );
+
+ break;
+
+ case 'Group':
+
+ object = new THREE.Group();
+
+ break;
+
+ default:
+
+ object = new THREE.Object3D();
+
+ }
+
+ object.uuid = data.uuid;
+
+ if ( data.name !== undefined ) object.name = data.name;
+ if ( data.matrix !== undefined ) {
+
+ matrix.fromArray( data.matrix );
+ matrix.decompose( object.position, object.quaternion, object.scale );
+
+ } else {
+
+ if ( data.position !== undefined ) object.position.fromArray( data.position );
+ if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
+ if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
+
+ }
+
+ if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
+ if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
+
+ if ( data.visible !== undefined ) object.visible = data.visible;
+ if ( data.userData !== undefined ) object.userData = data.userData;
+
+ if ( data.children !== undefined ) {
+
+ for ( var child in data.children ) {
+
+ object.add( this.parseObject( data.children[ child ], geometries, materials ) );
+
+ }
+
+ }
+
+ if ( data.type === 'LOD' ) {
+
+ var levels = data.levels;
+
+ for ( var l = 0; l < levels.length; l ++ ) {
+
+ var level = levels[ l ];
+ var child = object.getObjectByProperty( 'uuid', level.object );
+
+ if ( child !== undefined ) {
+
+ object.addLevel( child, level.distance );
+
+ }
+
+ }
+
+ }
+
+ return object;
+
+ }
+
+ }()
+
+};
+
+// File:src/loaders/TextureLoader.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.TextureLoader = function ( manager ) {
+
+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+};
+
+THREE.TextureLoader.prototype = {
+
+ constructor: THREE.TextureLoader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var texture = new THREE.Texture();
+
+ var loader = new THREE.ImageLoader( this.manager );
+ loader.setCrossOrigin( this.crossOrigin );
+ loader.setPath( this.path );
+ loader.load( url, function ( image ) {
+
+ texture.image = image;
+ texture.needsUpdate = true;
+
+ if ( onLoad !== undefined ) {
+
+ onLoad( texture );
+
+ }
+
+ }, onProgress, onError );
+
+ return texture;
+
+ },
+
+ setCrossOrigin: function ( value ) {
+
+ this.crossOrigin = value;
+
+ },
+
+ setPath: function ( value ) {
+
+ this.path = value;
+
+ }
+
+};
+
+// File:src/loaders/CubeTextureLoader.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.CubeTextureLoader = function ( manager ) {
+
+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+};
+
+THREE.CubeTextureLoader.prototype = {
+
+ constructor: THREE.CubeTextureLoader,
+
+ load: function ( urls, onLoad, onProgress, onError ) {
+
+ var texture = new THREE.CubeTexture( [] );
+
+ var loader = new THREE.ImageLoader( this.manager );
+ loader.setCrossOrigin( this.crossOrigin );
+ loader.setPath( this.path );
+
+ var loaded = 0;
+
+ function loadTexture( i ) {
+
+ loader.load( urls[ i ], function ( image ) {
+
+ texture.images[ i ] = image;
+
+ loaded ++;
+
+ if ( loaded === 6 ) {
+
+ texture.needsUpdate = true;
+
+ if ( onLoad ) onLoad( texture );
+
+ }
+
+ }, undefined, onError );
+
+ }
+
+ for ( var i = 0; i < urls.length; ++ i ) {
+
+ loadTexture( i );
+
+ }
+
+ return texture;
+
+ },
+
+ setCrossOrigin: function ( value ) {
+
+ this.crossOrigin = value;
+
+ },
+
+ setPath: function ( value ) {
+
+ this.path = value;
+
+ }
+
+};
+
+// File:src/loaders/BinaryTextureLoader.js
+
+/**
+ * @author Nikos M. / https://github.com/foo123/
+ *
+ * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
+ */
+
+THREE.DataTextureLoader = THREE.BinaryTextureLoader = function ( manager ) {
+
+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+ // override in sub classes
+ this._parser = null;
+
+};
+
+THREE.BinaryTextureLoader.prototype = {
+
+ constructor: THREE.BinaryTextureLoader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var texture = new THREE.DataTexture();
+
+ var loader = new THREE.XHRLoader( this.manager );
+ loader.setResponseType( 'arraybuffer' );
+
+ loader.load( url, function ( buffer ) {
+
+ var texData = scope._parser( buffer );
+
+ if ( ! texData ) return;
+
+ if ( undefined !== texData.image ) {
+
+ texture.image = texData.image;
+
+ } else if ( undefined !== texData.data ) {
+
+ texture.image.width = texData.width;
+ texture.image.height = texData.height;
+ texture.image.data = texData.data;
+
+ }
+
+ texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : THREE.ClampToEdgeWrapping;
+ texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : THREE.ClampToEdgeWrapping;
+
+ texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : THREE.LinearFilter;
+ texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : THREE.LinearMipMapLinearFilter;
+
+ texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1;
+
+ if ( undefined !== texData.format ) {
+
+ texture.format = texData.format;
+
+ }
+ if ( undefined !== texData.type ) {
+
+ texture.type = texData.type;
+
+ }
+
+ if ( undefined !== texData.mipmaps ) {
+
+ texture.mipmaps = texData.mipmaps;
+
+ }
+
+ if ( 1 === texData.mipmapCount ) {
+
+ texture.minFilter = THREE.LinearFilter;
+
+ }
+
+ texture.needsUpdate = true;
+
+ if ( onLoad ) onLoad( texture, texData );
+
+ }, onProgress, onError );
+
+
+ return texture;
+
+ }
+
+};
+
+// File:src/loaders/CompressedTextureLoader.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ *
+ * Abstract Base class to block based textures loader (dds, pvr, ...)
+ */
+
+THREE.CompressedTextureLoader = function ( manager ) {
+
+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+ // override in sub classes
+ this._parser = null;
+
+};
+
+
+THREE.CompressedTextureLoader.prototype = {
+
+ constructor: THREE.CompressedTextureLoader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var images = [];
+
+ var texture = new THREE.CompressedTexture();
+ texture.image = images;
+
+ var loader = new THREE.XHRLoader( this.manager );
+ loader.setPath( this.path );
+ loader.setResponseType( 'arraybuffer' );
+
+ function loadTexture( i ) {
+
+ loader.load( url[ i ], function ( buffer ) {
+
+ var texDatas = scope._parser( buffer, true );
+
+ images[ i ] = {
+ width: texDatas.width,
+ height: texDatas.height,
+ format: texDatas.format,
+ mipmaps: texDatas.mipmaps
+ };
+
+ loaded += 1;
+
+ if ( loaded === 6 ) {
+
+ if ( texDatas.mipmapCount === 1 )
+ texture.minFilter = THREE.LinearFilter;
+
+ texture.format = texDatas.format;
+ texture.needsUpdate = true;
+
+ if ( onLoad ) onLoad( texture );
+
+ }
+
+ }, onProgress, onError );
+
+ }
+
+ if ( Array.isArray( url ) ) {
+
+ var loaded = 0;
+
+ for ( var i = 0, il = url.length; i < il; ++ i ) {
+
+ loadTexture( i );
+
+ }
+
+ } else {
+
+ // compressed cubemap texture stored in a single DDS file
+
+ loader.load( url, function ( buffer ) {
+
+ var texDatas = scope._parser( buffer, true );
+
+ if ( texDatas.isCubemap ) {
+
+ var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
+
+ for ( var f = 0; f < faces; f ++ ) {
+
+ images[ f ] = { mipmaps : [] };
+
+ for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
+
+ images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
+ images[ f ].format = texDatas.format;
+ images[ f ].width = texDatas.width;
+ images[ f ].height = texDatas.height;
+
+ }
+
+ }
+
+ } else {
+
+ texture.image.width = texDatas.width;
+ texture.image.height = texDatas.height;
+ texture.mipmaps = texDatas.mipmaps;
+
+ }
+
+ if ( texDatas.mipmapCount === 1 ) {
+
+ texture.minFilter = THREE.LinearFilter;
+
+ }
+
+ texture.format = texDatas.format;
+ texture.needsUpdate = true;
+
+ if ( onLoad ) onLoad( texture );
+
+ }, onProgress, onError );
+
+ }
+
+ return texture;
+
+ },
+
+ setPath: function ( value ) {
+
+ this.path = value;
+
+ }
+
+};
+
+// File:src/materials/Material.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Material = function () {
+
+ Object.defineProperty( this, 'id', { value: THREE.MaterialIdCount ++ } );
+
+ this.uuid = THREE.Math.generateUUID();
+
+ this.name = '';
+ this.type = 'Material';
+
+ this.side = THREE.FrontSide;
+
+ this.opacity = 1;
+ this.transparent = false;
+
+ this.blending = THREE.NormalBlending;
+
+ this.blendSrc = THREE.SrcAlphaFactor;
+ this.blendDst = THREE.OneMinusSrcAlphaFactor;
+ this.blendEquation = THREE.AddEquation;
+ this.blendSrcAlpha = null;
+ this.blendDstAlpha = null;
+ this.blendEquationAlpha = null;
+
+ this.depthFunc = THREE.LessEqualDepth;
+ this.depthTest = true;
+ this.depthWrite = true;
+
+ this.colorWrite = true;
+
+ this.precision = null; // override the renderer's default precision for this material
+
+ this.polygonOffset = false;
+ this.polygonOffsetFactor = 0;
+ this.polygonOffsetUnits = 0;
+
+ this.alphaTest = 0;
+
+ this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer
+
+ this.visible = true;
+
+ this._needsUpdate = true;
+
+};
+
+THREE.Material.prototype = {
+
+ constructor: THREE.Material,
+
+ get needsUpdate () {
+
+ return this._needsUpdate;
+
+ },
+
+ set needsUpdate ( value ) {
+
+ if ( value === true ) this.update();
+
+ this._needsUpdate = value;
+
+ },
+
+ setValues: function ( values ) {
+
+ if ( values === undefined ) return;
+
+ for ( var key in values ) {
+
+ var newValue = values[ key ];
+
+ if ( newValue === undefined ) {
+
+ console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
+ continue;
+
+ }
+
+ var currentValue = this[ key ];
+
+ if ( currentValue === undefined ) {
+
+ console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
+ continue;
+
+ }
+
+ if ( currentValue instanceof THREE.Color ) {
+
+ currentValue.set( newValue );
+
+ } else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) {
+
+ currentValue.copy( newValue );
+
+ } else if ( key === 'overdraw' ) {
+
+ // ensure overdraw is backwards-compatible with legacy boolean type
+ this[ key ] = Number( newValue );
+
+ } else {
+
+ this[ key ] = newValue;
+
+ }
+
+ }
+
+ },
+
+ toJSON: function ( meta ) {
+
+ var isRoot = meta === undefined;
+
+ if ( isRoot ) {
+
+ meta = {
+ textures: {},
+ images: {}
+ };
+
+ }
+
+ var data = {
+ metadata: {
+ version: 4.4,
+ type: 'Material',
+ generator: 'Material.toJSON'
+ }
+ };
+
+ // standard Material serialization
+ data.uuid = this.uuid;
+ data.type = this.type;
+ if ( this.name !== '' ) data.name = this.name;
+
+ if ( this.color instanceof THREE.Color ) data.color = this.color.getHex();
+
+ if ( this.roughness !== 0.5 ) data.roughness = this.roughness;
+ if ( this.metalness !== 0.5 ) data.metalness = this.metalness;
+
+ if ( this.emissive instanceof THREE.Color ) data.emissive = this.emissive.getHex();
+ if ( this.specular instanceof THREE.Color ) data.specular = this.specular.getHex();
+ if ( this.shininess !== undefined ) data.shininess = this.shininess;
+
+ if ( this.map instanceof THREE.Texture ) data.map = this.map.toJSON( meta ).uuid;
+ if ( this.alphaMap instanceof THREE.Texture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
+ if ( this.lightMap instanceof THREE.Texture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;
+ if ( this.bumpMap instanceof THREE.Texture ) {
+
+ data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
+ data.bumpScale = this.bumpScale;
+
+ }
+ if ( this.normalMap instanceof THREE.Texture ) {
+
+ data.normalMap = this.normalMap.toJSON( meta ).uuid;
+ data.normalScale = this.normalScale.toArray();
+
+ }
+ if ( this.displacementMap instanceof THREE.Texture ) {
+
+ data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
+ data.displacementScale = this.displacementScale;
+ data.displacementBias = this.displacementBias;
+
+ }
+ if ( this.roughnessMap instanceof THREE.Texture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
+ if ( this.metalnessMap instanceof THREE.Texture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
+
+ if ( this.emissiveMap instanceof THREE.Texture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
+ if ( this.specularMap instanceof THREE.Texture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
+
+ if ( this.envMap instanceof THREE.Texture ) {
+
+ data.envMap = this.envMap.toJSON( meta ).uuid;
+ data.reflectivity = this.reflectivity; // Scale behind envMap
+
+ }
+
+ if ( this.size !== undefined ) data.size = this.size;
+ if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
+
+ if ( this.vertexColors !== undefined && this.vertexColors !== THREE.NoColors ) data.vertexColors = this.vertexColors;
+ if ( this.shading !== undefined && this.shading !== THREE.SmoothShading ) data.shading = this.shading;
+ if ( this.blending !== undefined && this.blending !== THREE.NormalBlending ) data.blending = this.blending;
+ if ( this.side !== undefined && this.side !== THREE.FrontSide ) data.side = this.side;
+
+ if ( this.opacity < 1 ) data.opacity = this.opacity;
+ if ( this.transparent === true ) data.transparent = this.transparent;
+ if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
+ if ( this.wireframe === true ) data.wireframe = this.wireframe;
+ if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
+
+ // TODO: Copied from Object3D.toJSON
+
+ function extractFromCache ( cache ) {
+
+ var values = [];
+
+ for ( var key in cache ) {
+
+ var data = cache[ key ];
+ delete data.metadata;
+ values.push( data );
+
+ }
+
+ return values;
+
+ }
+
+ if ( isRoot ) {
+
+ var textures = extractFromCache( meta.textures );
+ var images = extractFromCache( meta.images );
+
+ if ( textures.length > 0 ) data.textures = textures;
+ if ( images.length > 0 ) data.images = images;
+
+ }
+
+ return data;
+
+ },
+
+ clone: function () {
+
+ return new this.constructor().copy( this );
+
+ },
+
+ copy: function ( source ) {
+
+ this.name = source.name;
+
+ this.side = source.side;
+
+ this.opacity = source.opacity;
+ this.transparent = source.transparent;
+
+ this.blending = source.blending;
+
+ this.blendSrc = source.blendSrc;
+ this.blendDst = source.blendDst;
+ this.blendEquation = source.blendEquation;
+ this.blendSrcAlpha = source.blendSrcAlpha;
+ this.blendDstAlpha = source.blendDstAlpha;
+ this.blendEquationAlpha = source.blendEquationAlpha;
+
+ this.depthFunc = source.depthFunc;
+ this.depthTest = source.depthTest;
+ this.depthWrite = source.depthWrite;
+
+ this.colorWrite = source.colorWrite;
+
+ this.precision = source.precision;
+
+ this.polygonOffset = source.polygonOffset;
+ this.polygonOffsetFactor = source.polygonOffsetFactor;
+ this.polygonOffsetUnits = source.polygonOffsetUnits;
+
+ this.alphaTest = source.alphaTest;
+
+ this.overdraw = source.overdraw;
+
+ this.visible = source.visible;
+
+ return this;
+
+ },
+
+ update: function () {
+
+ this.dispatchEvent( { type: 'update' } );
+
+ },
+
+ dispose: function () {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+ }
+
+};
+
+THREE.EventDispatcher.prototype.apply( THREE.Material.prototype );
+
+THREE.MaterialIdCount = 0;
+
+// File:src/materials/LineBasicMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: <hex>,
+ * opacity: <float>,
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * linewidth: <float>,
+ * linecap: "round",
+ * linejoin: "round",
+ *
+ * vertexColors: <bool>
+ *
+ * fog: <bool>
+ * }
+ */
+
+THREE.LineBasicMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.type = 'LineBasicMaterial';
+
+ this.color = new THREE.Color( 0xffffff );
+
+ this.linewidth = 1;
+ this.linecap = 'round';
+ this.linejoin = 'round';
+
+ this.vertexColors = THREE.NoColors;
+
+ this.fog = true;
+
+ this.setValues( parameters );
+
+};
+
+THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype );
+THREE.LineBasicMaterial.prototype.constructor = THREE.LineBasicMaterial;
+
+THREE.LineBasicMaterial.prototype.copy = function ( source ) {
+
+ THREE.Material.prototype.copy.call( this, source );
+
+ this.color.copy( source.color );
+
+ this.linewidth = source.linewidth;
+ this.linecap = source.linecap;
+ this.linejoin = source.linejoin;
+
+ this.vertexColors = source.vertexColors;
+
+ this.fog = source.fog;
+
+ return this;
+
+};
+
+// File:src/materials/LineDashedMaterial.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: <hex>,
+ * opacity: <float>,
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * linewidth: <float>,
+ *
+ * scale: <float>,
+ * dashSize: <float>,
+ * gapSize: <float>,
+ *
+ * vertexColors: THREE.NoColors / THREE.FaceColors / THREE.VertexColors
+ *
+ * fog: <bool>
+ * }
+ */
+
+THREE.LineDashedMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.type = 'LineDashedMaterial';
+
+ this.color = new THREE.Color( 0xffffff );
+
+ this.linewidth = 1;
+
+ this.scale = 1;
+ this.dashSize = 3;
+ this.gapSize = 1;
+
+ this.vertexColors = THREE.NoColors;
+
+ this.fog = true;
+
+ this.setValues( parameters );
+
+};
+
+THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype );
+THREE.LineDashedMaterial.prototype.constructor = THREE.LineDashedMaterial;
+
+THREE.LineDashedMaterial.prototype.copy = function ( source ) {
+
+ THREE.Material.prototype.copy.call( this, source );
+
+ this.color.copy( source.color );
+
+ this.linewidth = source.linewidth;
+
+ this.scale = source.scale;
+ this.dashSize = source.dashSize;
+ this.gapSize = source.gapSize;
+
+ this.vertexColors = source.vertexColors;
+
+ this.fog = source.fog;
+
+ return this;
+
+};
+
+// File:src/materials/MeshBasicMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: <hex>,
+ * opacity: <float>,
+ * map: new THREE.Texture( <Image> ),
+ *
+ * aoMap: new THREE.Texture( <Image> ),
+ * aoMapIntensity: <float>
+ *
+ * specularMap: new THREE.Texture( <Image> ),
+ *
+ * alphaMap: new THREE.Texture( <Image> ),
+ *
+ * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
+ * combine: THREE.Multiply,
+ * reflectivity: <float>,
+ * refractionRatio: <float>,
+ *
+ * shading: THREE.SmoothShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * wireframe: <boolean>,
+ * wireframeLinewidth: <float>,
+ *
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ * skinning: <bool>,
+ * morphTargets: <bool>,
+ *
+ * fog: <bool>
+ * }
+ */
+
+THREE.MeshBasicMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.type = 'MeshBasicMaterial';
+
+ this.color = new THREE.Color( 0xffffff ); // emissive
+
+ this.map = null;
+
+ this.aoMap = null;
+ this.aoMapIntensity = 1.0;
+
+ this.specularMap = null;
+
+ this.alphaMap = null;
+
+ this.envMap = null;
+ this.combine = THREE.MultiplyOperation;
+ this.reflectivity = 1;
+ this.refractionRatio = 0.98;
+
+ this.fog = true;
+
+ this.shading = THREE.SmoothShading;
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+ this.wireframeLinecap = 'round';
+ this.wireframeLinejoin = 'round';
+
+ this.vertexColors = THREE.NoColors;
+
+ this.skinning = false;
+ this.morphTargets = false;
+
+ this.setValues( parameters );
+
+};
+
+THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype );
+THREE.MeshBasicMaterial.prototype.constructor = THREE.MeshBasicMaterial;
+
+THREE.MeshBasicMaterial.prototype.copy = function ( source ) {
+
+ THREE.Material.prototype.copy.call( this, source );
+
+ this.color.copy( source.color );
+
+ this.map = source.map;
+
+ this.aoMap = source.aoMap;
+ this.aoMapIntensity = source.aoMapIntensity;
+
+ this.specularMap = source.specularMap;
+
+ this.alphaMap = source.alphaMap;
+
+ this.envMap = source.envMap;
+ this.combine = source.combine;
+ this.reflectivity = source.reflectivity;
+ this.refractionRatio = source.refractionRatio;
+
+ this.fog = source.fog;
+
+ this.shading = source.shading;
+
+ this.wireframe = source.wireframe;
+ this.wireframeLinewidth = source.wireframeLinewidth;
+ this.wireframeLinecap = source.wireframeLinecap;
+ this.wireframeLinejoin = source.wireframeLinejoin;
+
+ this.vertexColors = source.vertexColors;
+
+ this.skinning = source.skinning;
+ this.morphTargets = source.morphTargets;
+
+ return this;
+
+};
+
+// File:src/materials/MeshLambertMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: <hex>,
+ * opacity: <float>,
+ *
+ * map: new THREE.Texture( <Image> ),
+ *
+ * lightMap: new THREE.Texture( <Image> ),
+ * lightMapIntensity: <float>
+ *
+ * aoMap: new THREE.Texture( <Image> ),
+ * aoMapIntensity: <float>
+ *
+ * emissive: <hex>,
+ * emissiveIntensity: <float>
+ * emissiveMap: new THREE.Texture( <Image> ),
+ *
+ * specularMap: new THREE.Texture( <Image> ),
+ *
+ * alphaMap: new THREE.Texture( <Image> ),
+ *
+ * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
+ * combine: THREE.Multiply,
+ * reflectivity: <float>,
+ * refractionRatio: <float>,
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * wireframe: <boolean>,
+ * wireframeLinewidth: <float>,
+ *
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ * skinning: <bool>,
+ * morphTargets: <bool>,
+ * morphNormals: <bool>,
+ *
+ * fog: <bool>
+ * }
+ */
+
+THREE.MeshLambertMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.type = 'MeshLambertMaterial';
+
+ this.color = new THREE.Color( 0xffffff ); // diffuse
+
+ this.map = null;
+
+ this.lightMap = null;
+ this.lightMapIntensity = 1.0;
+
+ this.aoMap = null;
+ this.aoMapIntensity = 1.0;
+
+ this.emissive = new THREE.Color( 0x000000 );
+ this.emissiveIntensity = 1.0;
+ this.emissiveMap = null;
+
+ this.specularMap = null;
+
+ this.alphaMap = null;
+
+ this.envMap = null;
+ this.combine = THREE.MultiplyOperation;
+ this.reflectivity = 1;
+ this.refractionRatio = 0.98;
+
+ this.fog = true;
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+ this.wireframeLinecap = 'round';
+ this.wireframeLinejoin = 'round';
+
+ this.vertexColors = THREE.NoColors;
+
+ this.skinning = false;
+ this.morphTargets = false;
+ this.morphNormals = false;
+
+ this.setValues( parameters );
+
+};
+
+THREE.MeshLambertMaterial.prototype = Object.create( THREE.Material.prototype );
+THREE.MeshLambertMaterial.prototype.constructor = THREE.MeshLambertMaterial;
+
+THREE.MeshLambertMaterial.prototype.copy = function ( source ) {
+
+ THREE.Material.prototype.copy.call( this, source );
+
+ this.color.copy( source.color );
+
+ this.map = source.map;
+
+ this.lightMap = source.lightMap;
+ this.lightMapIntensity = source.lightMapIntensity;
+
+ this.aoMap = source.aoMap;
+ this.aoMapIntensity = source.aoMapIntensity;
+
+ this.emissive.copy( source.emissive );
+ this.emissiveMap = source.emissiveMap;
+ this.emissiveIntensity = source.emissiveIntensity;
+
+ this.specularMap = source.specularMap;
+
+ this.alphaMap = source.alphaMap;
+
+ this.envMap = source.envMap;
+ this.combine = source.combine;
+ this.reflectivity = source.reflectivity;
+ this.refractionRatio = source.refractionRatio;
+
+ this.fog = source.fog;
+
+ this.wireframe = source.wireframe;
+ this.wireframeLinewidth = source.wireframeLinewidth;
+ this.wireframeLinecap = source.wireframeLinecap;
+ this.wireframeLinejoin = source.wireframeLinejoin;
+
+ this.vertexColors = source.vertexColors;
+
+ this.skinning = source.skinning;
+ this.morphTargets = source.morphTargets;
+ this.morphNormals = source.morphNormals;
+
+ return this;
+
+};
+
+// File:src/materials/MeshPhongMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: <hex>,
+ * specular: <hex>,
+ * shininess: <float>,
+ * opacity: <float>,
+ *
+ * map: new THREE.Texture( <Image> ),
+ *
+ * lightMap: new THREE.Texture( <Image> ),
+ * lightMapIntensity: <float>
+ *
+ * aoMap: new THREE.Texture( <Image> ),
+ * aoMapIntensity: <float>
+ *
+ * emissive: <hex>,
+ * emissiveIntensity: <float>
+ * emissiveMap: new THREE.Texture( <Image> ),
+ *
+ * bumpMap: new THREE.Texture( <Image> ),
+ * bumpScale: <float>,
+ *
+ * normalMap: new THREE.Texture( <Image> ),
+ * normalScale: <Vector2>,
+ *
+ * displacementMap: new THREE.Texture( <Image> ),
+ * displacementScale: <float>,
+ * displacementBias: <float>,
+ *
+ * specularMap: new THREE.Texture( <Image> ),
+ *
+ * alphaMap: new THREE.Texture( <Image> ),
+ *
+ * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
+ * combine: THREE.Multiply,
+ * reflectivity: <float>,
+ * refractionRatio: <float>,
+ *
+ * shading: THREE.SmoothShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * wireframe: <boolean>,
+ * wireframeLinewidth: <float>,
+ *
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ * skinning: <bool>,
+ * morphTargets: <bool>,
+ * morphNormals: <bool>,
+ *
+ * fog: <bool>
+ * }
+ */
+
+THREE.MeshPhongMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.type = 'MeshPhongMaterial';
+
+ this.color = new THREE.Color( 0xffffff ); // diffuse
+ this.specular = new THREE.Color( 0x111111 );
+ this.shininess = 30;
+
+ this.map = null;
+
+ this.lightMap = null;
+ this.lightMapIntensity = 1.0;
+
+ this.aoMap = null;
+ this.aoMapIntensity = 1.0;
+
+ this.emissive = new THREE.Color( 0x000000 );
+ this.emissiveIntensity = 1.0;
+ this.emissiveMap = null;
+
+ this.bumpMap = null;
+ this.bumpScale = 1;
+
+ this.normalMap = null;
+ this.normalScale = new THREE.Vector2( 1, 1 );
+
+ this.displacementMap = null;
+ this.displacementScale = 1;
+ this.displacementBias = 0;
+
+ this.specularMap = null;
+
+ this.alphaMap = null;
+
+ this.envMap = null;
+ this.combine = THREE.MultiplyOperation;
+ this.reflectivity = 1;
+ this.refractionRatio = 0.98;
+
+ this.fog = true;
+
+ this.shading = THREE.SmoothShading;
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+ this.wireframeLinecap = 'round';
+ this.wireframeLinejoin = 'round';
+
+ this.vertexColors = THREE.NoColors;
+
+ this.skinning = false;
+ this.morphTargets = false;
+ this.morphNormals = false;
+
+ this.setValues( parameters );
+
+};
+
+THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype );
+THREE.MeshPhongMaterial.prototype.constructor = THREE.MeshPhongMaterial;
+
+THREE.MeshPhongMaterial.prototype.copy = function ( source ) {
+
+ THREE.Material.prototype.copy.call( this, source );
+
+ this.color.copy( source.color );
+ this.specular.copy( source.specular );
+ this.shininess = source.shininess;
+
+ this.map = source.map;
+
+ this.lightMap = source.lightMap;
+ this.lightMapIntensity = source.lightMapIntensity;
+
+ this.aoMap = source.aoMap;
+ this.aoMapIntensity = source.aoMapIntensity;
+
+ this.emissive.copy( source.emissive );
+ this.emissiveMap = source.emissiveMap;
+ this.emissiveIntensity = source.emissiveIntensity;
+
+ this.bumpMap = source.bumpMap;
+ this.bumpScale = source.bumpScale;
+
+ this.normalMap = source.normalMap;
+ this.normalScale.copy( source.normalScale );
+
+ this.displacementMap = source.displacementMap;
+ this.displacementScale = source.displacementScale;
+ this.displacementBias = source.displacementBias;
+
+ this.specularMap = source.specularMap;
+
+ this.alphaMap = source.alphaMap;
+
+ this.envMap = source.envMap;
+ this.combine = source.combine;
+ this.reflectivity = source.reflectivity;
+ this.refractionRatio = source.refractionRatio;
+
+ this.fog = source.fog;
+
+ this.shading = source.shading;
+
+ this.wireframe = source.wireframe;
+ this.wireframeLinewidth = source.wireframeLinewidth;
+ this.wireframeLinecap = source.wireframeLinecap;
+ this.wireframeLinejoin = source.wireframeLinejoin;
+
+ this.vertexColors = source.vertexColors;
+
+ this.skinning = source.skinning;
+ this.morphTargets = source.morphTargets;
+ this.morphNormals = source.morphNormals;
+
+ return this;
+
+};
+
+// File:src/materials/MeshStandardMaterial.js
+
+/**
+ * @author WestLangley / http://github.com/WestLangley
+ *
+ * parameters = {
+ * color: <hex>,
+ * roughness: <float>,
+ * metalness: <float>,
+ * opacity: <float>,
+ *
+ * map: new THREE.Texture( <Image> ),
+ *
+ * lightMap: new THREE.Texture( <Image> ),
+ * lightMapIntensity: <float>
+ *
+ * aoMap: new THREE.Texture( <Image> ),
+ * aoMapIntensity: <float>
+ *
+ * emissive: <hex>,
+ * emissiveIntensity: <float>
+ * emissiveMap: new THREE.Texture( <Image> ),
+ *
+ * bumpMap: new THREE.Texture( <Image> ),
+ * bumpScale: <float>,
+ *
+ * normalMap: new THREE.Texture( <Image> ),
+ * normalScale: <Vector2>,
+ *
+ * displacementMap: new THREE.Texture( <Image> ),
+ * displacementScale: <float>,
+ * displacementBias: <float>,
+ *
+ * roughnessMap: new THREE.Texture( <Image> ),
+ *
+ * metalnessMap: new THREE.Texture( <Image> ),
+ *
+ * alphaMap: new THREE.Texture( <Image> ),
+ *
+ * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
+ * envMapIntensity: <float>
+ *
+ * refractionRatio: <float>,
+ *
+ * shading: THREE.SmoothShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * wireframe: <boolean>,
+ * wireframeLinewidth: <float>,
+ *
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ * skinning: <bool>,
+ * morphTargets: <bool>,
+ * morphNormals: <bool>,
+ *
+ * fog: <bool>
+ * }
+ */
+
+THREE.MeshStandardMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.type = 'MeshStandardMaterial';
+
+ this.color = new THREE.Color( 0xffffff ); // diffuse
+ this.roughness = 0.5;
+ this.metalness = 0.5;
+
+ this.map = null;
+
+ this.lightMap = null;
+ this.lightMapIntensity = 1.0;
+
+ this.aoMap = null;
+ this.aoMapIntensity = 1.0;
+
+ this.emissive = new THREE.Color( 0x000000 );
+ this.emissiveIntensity = 1.0;
+ this.emissiveMap = null;
+
+ this.bumpMap = null;
+ this.bumpScale = 1;
+
+ this.normalMap = null;
+ this.normalScale = new THREE.Vector2( 1, 1 );
+
+ this.displacementMap = null;
+ this.displacementScale = 1;
+ this.displacementBias = 0;
+
+ this.roughnessMap = null;
+
+ this.metalnessMap = null;
+
+ this.alphaMap = null;
+
+ this.envMap = null;
+ this.envMapIntensity = 1.0;
+
+ this.refractionRatio = 0.98;
+
+ this.fog = true;
+
+ this.shading = THREE.SmoothShading;
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+ this.wireframeLinecap = 'round';
+ this.wireframeLinejoin = 'round';
+
+ this.vertexColors = THREE.NoColors;
+
+ this.skinning = false;
+ this.morphTargets = false;
+ this.morphNormals = false;
+
+ this.setValues( parameters );
+
+};
+
+THREE.MeshStandardMaterial.prototype = Object.create( THREE.Material.prototype );
+THREE.MeshStandardMaterial.prototype.constructor = THREE.MeshStandardMaterial;
+
+THREE.MeshStandardMaterial.prototype.copy = function ( source ) {
+
+ THREE.Material.prototype.copy.call( this, source );
+
+ this.color.copy( source.color );
+ this.roughness = source.roughness;
+ this.metalness = source.metalness;
+
+ this.map = source.map;
+
+ this.lightMap = source.lightMap;
+ this.lightMapIntensity = source.lightMapIntensity;
+
+ this.aoMap = source.aoMap;
+ this.aoMapIntensity = source.aoMapIntensity;
+
+ this.emissive.copy( source.emissive );
+ this.emissiveMap = source.emissiveMap;
+ this.emissiveIntensity = source.emissiveIntensity;
+
+ this.bumpMap = source.bumpMap;
+ this.bumpScale = source.bumpScale;
+
+ this.normalMap = source.normalMap;
+ this.normalScale.copy( source.normalScale );
+
+ this.displacementMap = source.displacementMap;
+ this.displacementScale = source.displacementScale;
+ this.displacementBias = source.displacementBias;
+
+ this.roughnessMap = source.roughnessMap;
+
+ this.metalnessMap = source.metalnessMap;
+
+ this.alphaMap = source.alphaMap;
+
+ this.envMap = source.envMap;
+ this.envMapIntensity = source.envMapIntensity;
+
+ this.refractionRatio = source.refractionRatio;
+
+ this.fog = source.fog;
+
+ this.shading = source.shading;
+
+ this.wireframe = source.wireframe;
+ this.wireframeLinewidth = source.wireframeLinewidth;
+ this.wireframeLinecap = source.wireframeLinecap;
+ this.wireframeLinejoin = source.wireframeLinejoin;
+
+ this.vertexColors = source.vertexColors;
+
+ this.skinning = source.skinning;
+ this.morphTargets = source.morphTargets;
+ this.morphNormals = source.morphNormals;
+
+ return this;
+
+};
+
+// File:src/materials/MeshDepthMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * opacity: <float>,
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * wireframe: <boolean>,
+ * wireframeLinewidth: <float>
+ * }
+ */
+
+THREE.MeshDepthMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.type = 'MeshDepthMaterial';
+
+ this.morphTargets = false;
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+
+ this.setValues( parameters );
+
+};
+
+THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype );
+THREE.MeshDepthMaterial.prototype.constructor = THREE.MeshDepthMaterial;
+
+THREE.MeshDepthMaterial.prototype.copy = function ( source ) {
+
+ THREE.Material.prototype.copy.call( this, source );
+
+ this.wireframe = source.wireframe;
+ this.wireframeLinewidth = source.wireframeLinewidth;
+
+ return this;
+
+};
+
+// File:src/materials/MeshNormalMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ *
+ * parameters = {
+ * opacity: <float>,
+ *
+ * shading: THREE.FlatShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * wireframe: <boolean>,
+ * wireframeLinewidth: <float>
+ * }
+ */
+
+THREE.MeshNormalMaterial = function ( parameters ) {
+
+ THREE.Material.call( this, parameters );
+
+ this.type = 'MeshNormalMaterial';
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+
+ this.morphTargets = false;
+
+ this.setValues( parameters );
+
+};
+
+THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype );
+THREE.MeshNormalMaterial.prototype.constructor = THREE.MeshNormalMaterial;
+
+THREE.MeshNormalMaterial.prototype.copy = function ( source ) {
+
+ THREE.Material.prototype.copy.call( this, source );
+
+ this.wireframe = source.wireframe;
+ this.wireframeLinewidth = source.wireframeLinewidth;
+
+ return this;
+
+};
+
+// File:src/materials/MultiMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.MultiMaterial = function ( materials ) {
+
+ this.uuid = THREE.Math.generateUUID();
+
+ this.type = 'MultiMaterial';
+
+ this.materials = materials instanceof Array ? materials : [];
+
+ this.visible = true;
+
+};
+
+THREE.MultiMaterial.prototype = {
+
+ constructor: THREE.MultiMaterial,
+
+ toJSON: function ( meta ) {
+
+ var output = {
+ metadata: {
+ version: 4.2,
+ type: 'material',
+ generator: 'MaterialExporter'
+ },
+ uuid: this.uuid,
+ type: this.type,
+ materials: []
+ };
+
+ var materials = this.materials;
+
+ for ( var i = 0, l = materials.length; i < l; i ++ ) {
+
+ var material = materials[ i ].toJSON( meta );
+ delete material.metadata;
+
+ output.materials.push( material );
+
+ }
+
+ output.visible = this.visible;
+
+ return output;
+
+ },
+
+ clone: function () {
+
+ var material = new this.constructor();
+
+ for ( var i = 0; i < this.materials.length; i ++ ) {
+
+ material.materials.push( this.materials[ i ].clone() );
+
+ }
+
+ material.visible = this.visible;
+
+ return material;
+
+ }
+
+};
+
+// File:src/materials/PointsMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: <hex>,
+ * opacity: <float>,
+ * map: new THREE.Texture( <Image> ),
+ *
+ * size: <float>,
+ * sizeAttenuation: <bool>,
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * vertexColors: <bool>,
+ *
+ * fog: <bool>
+ * }
+ */
+
+THREE.PointsMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.type = 'PointsMaterial';
+
+ this.color = new THREE.Color( 0xffffff );
+
+ this.map = null;
+
+ this.size = 1;
+ this.sizeAttenuation = true;
+
+ this.vertexColors = THREE.NoColors;
+
+ this.fog = true;
+
+ this.setValues( parameters );
+
+};
+
+THREE.PointsMaterial.prototype = Object.create( THREE.Material.prototype );
+THREE.PointsMaterial.prototype.constructor = THREE.PointsMaterial;
+
+THREE.PointsMaterial.prototype.copy = function ( source ) {
+
+ THREE.Material.prototype.copy.call( this, source );
+
+ this.color.copy( source.color );
+
+ this.map = source.map;
+
+ this.size = source.size;
+ this.sizeAttenuation = source.sizeAttenuation;
+
+ this.vertexColors = source.vertexColors;
+
+ this.fog = source.fog;
+
+ return this;
+
+};
+
+// File:src/materials/ShaderMaterial.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * defines: { "label" : "value" },
+ * uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
+ *
+ * fragmentShader: <string>,
+ * vertexShader: <string>,
+ *
+ * shading: THREE.SmoothShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * wireframe: <boolean>,
+ * wireframeLinewidth: <float>,
+ *
+ * lights: <bool>,
+ *
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ * skinning: <bool>,
+ * morphTargets: <bool>,
+ * morphNormals: <bool>,
+ *
+ * fog: <bool>
+ * }
+ */
+
+THREE.ShaderMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.type = 'ShaderMaterial';
+
+ this.defines = {};
+ this.uniforms = {};
+
+ this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}';
+ this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}';
+
+ this.shading = THREE.SmoothShading;
+
+ this.linewidth = 1;
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+
+ this.fog = false; // set to use scene fog
+
+ this.lights = false; // set to use scene lights
+
+ this.vertexColors = THREE.NoColors; // set to use "color" attribute stream
+
+ this.skinning = false; // set to use skinning attribute streams
+
+ this.morphTargets = false; // set to use morph targets
+ this.morphNormals = false; // set to use morph normals
+
+ this.extensions = {
+ derivatives: false, // set to use derivatives
+ fragDepth: false, // set to use fragment depth values
+ drawBuffers: false, // set to use draw buffers
+ shaderTextureLOD: false // set to use shader texture LOD
+ };
+
+ // When rendered geometry doesn't include these attributes but the material does,
+ // use these default values in WebGL. This avoids errors when buffer data is missing.
+ this.defaultAttributeValues = {
+ 'color': [ 1, 1, 1 ],
+ 'uv': [ 0, 0 ],
+ 'uv2': [ 0, 0 ]
+ };
+
+ this.index0AttributeName = undefined;
+
+ if ( parameters !== undefined ) {
+
+ if ( parameters.attributes !== undefined ) {
+
+ console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
+
+ }
+
+ this.setValues( parameters );
+
+ }
+
+};
+
+THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );
+THREE.ShaderMaterial.prototype.constructor = THREE.ShaderMaterial;
+
+THREE.ShaderMaterial.prototype.copy = function ( source ) {
+
+ THREE.Material.prototype.copy.call( this, source );
+
+ this.fragmentShader = source.fragmentShader;
+ this.vertexShader = source.vertexShader;
+
+ this.uniforms = THREE.UniformsUtils.clone( source.uniforms );
+
+ this.defines = source.defines;
+
+ this.shading = source.shading;
+
+ this.wireframe = source.wireframe;
+ this.wireframeLinewidth = source.wireframeLinewidth;
+
+ this.fog = source.fog;
+
+ this.lights = source.lights;
+
+ this.vertexColors = source.vertexColors;
+
+ this.skinning = source.skinning;
+
+ this.morphTargets = source.morphTargets;
+ this.morphNormals = source.morphNormals;
+
+ this.extensions = source.extensions;
+
+ return this;
+
+};
+
+THREE.ShaderMaterial.prototype.toJSON = function ( meta ) {
+
+ var data = THREE.Material.prototype.toJSON.call( this, meta );
+
+ data.uniforms = this.uniforms;
+ data.vertexShader = this.vertexShader;
+ data.fragmentShader = this.fragmentShader;
+
+ return data;
+
+};
+
+// File:src/materials/RawShaderMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RawShaderMaterial = function ( parameters ) {
+
+ THREE.ShaderMaterial.call( this, parameters );
+
+ this.type = 'RawShaderMaterial';
+
+};
+
+THREE.RawShaderMaterial.prototype = Object.create( THREE.ShaderMaterial.prototype );
+THREE.RawShaderMaterial.prototype.constructor = THREE.RawShaderMaterial;
+
+// File:src/materials/SpriteMaterial.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: <hex>,
+ * opacity: <float>,
+ * map: new THREE.Texture( <Image> ),
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * uvOffset: new THREE.Vector2(),
+ * uvScale: new THREE.Vector2(),
+ *
+ * fog: <bool>
+ * }
+ */
+
+THREE.SpriteMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.type = 'SpriteMaterial';
+
+ this.color = new THREE.Color( 0xffffff );
+ this.map = null;
+
+ this.rotation = 0;
+
+ this.fog = false;
+
+ // set parameters
+
+ this.setValues( parameters );
+
+};
+
+THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype );
+THREE.SpriteMaterial.prototype.constructor = THREE.SpriteMaterial;
+
+THREE.SpriteMaterial.prototype.copy = function ( source ) {
+
+ THREE.Material.prototype.copy.call( this, source );
+
+ this.color.copy( source.color );
+ this.map = source.map;
+
+ this.rotation = source.rotation;
+
+ this.fog = source.fog;
+
+ return this;
+
+};
+
+// File:src/textures/Texture.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author szimek / https://github.com/szimek/
+ */
+
+THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
+
+ Object.defineProperty( this, 'id', { value: THREE.TextureIdCount ++ } );
+
+ this.uuid = THREE.Math.generateUUID();
+
+ this.name = '';
+ this.sourceFile = '';
+
+ this.image = image !== undefined ? image : THREE.Texture.DEFAULT_IMAGE;
+ this.mipmaps = [];
+
+ this.mapping = mapping !== undefined ? mapping : THREE.Texture.DEFAULT_MAPPING;
+
+ this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping;
+ this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping;
+
+ this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter;
+ this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter;
+
+ this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
+
+ this.format = format !== undefined ? format : THREE.RGBAFormat;
+ this.type = type !== undefined ? type : THREE.UnsignedByteType;
+
+ this.offset = new THREE.Vector2( 0, 0 );
+ this.repeat = new THREE.Vector2( 1, 1 );
+
+ this.generateMipmaps = true;
+ this.premultiplyAlpha = false;
+ this.flipY = true;
+ this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
+
+ this.version = 0;
+ this.onUpdate = null;
+
+};
+
+THREE.Texture.DEFAULT_IMAGE = undefined;
+THREE.Texture.DEFAULT_MAPPING = THREE.UVMapping;
+
+THREE.Texture.prototype = {
+
+ constructor: THREE.Texture,
+
+ set needsUpdate ( value ) {
+
+ if ( value === true ) this.version ++;
+
+ },
+
+ clone: function () {
+
+ return new this.constructor().copy( this );
+
+ },
+
+ copy: function ( source ) {
+
+ this.image = source.image;
+ this.mipmaps = source.mipmaps.slice( 0 );
+
+ this.mapping = source.mapping;
+
+ this.wrapS = source.wrapS;
+ this.wrapT = source.wrapT;
+
+ this.magFilter = source.magFilter;
+ this.minFilter = source.minFilter;
+
+ this.anisotropy = source.anisotropy;
+
+ this.format = source.format;
+ this.type = source.type;
+
+ this.offset.copy( source.offset );
+ this.repeat.copy( source.repeat );
+
+ this.generateMipmaps = source.generateMipmaps;
+ this.premultiplyAlpha = source.premultiplyAlpha;
+ this.flipY = source.flipY;
+ this.unpackAlignment = source.unpackAlignment;
+
+ return this;
+
+ },
+
+ toJSON: function ( meta ) {
+
+ if ( meta.textures[ this.uuid ] !== undefined ) {
+
+ return meta.textures[ this.uuid ];
+
+ }
+
+ function getDataURL( image ) {
+
+ var canvas;
+
+ if ( image.toDataURL !== undefined ) {
+
+ canvas = image;
+
+ } else {
+
+ canvas = document.createElement( 'canvas' );
+ canvas.width = image.width;
+ canvas.height = image.height;
+
+ canvas.getContext( '2d' ).drawImage( image, 0, 0, image.width, image.height );
+
+ }
+
+ if ( canvas.width > 2048 || canvas.height > 2048 ) {
+
+ return canvas.toDataURL( 'image/jpeg', 0.6 );
+
+ } else {
+
+ return canvas.toDataURL( 'image/png' );
+
+ }
+
+ }
+
+ var output = {
+ metadata: {
+ version: 4.4,
+ type: 'Texture',
+ generator: 'Texture.toJSON'
+ },
+
+ uuid: this.uuid,
+ name: this.name,
+
+ mapping: this.mapping,
+
+ repeat: [ this.repeat.x, this.repeat.y ],
+ offset: [ this.offset.x, this.offset.y ],
+ wrap: [ this.wrapS, this.wrapT ],
+
+ minFilter: this.minFilter,
+ magFilter: this.magFilter,
+ anisotropy: this.anisotropy
+ };
+
+ if ( this.image !== undefined ) {
+
+ // TODO: Move to THREE.Image
+
+ var image = this.image;
+
+ if ( image.uuid === undefined ) {
+
+ image.uuid = THREE.Math.generateUUID(); // UGH
+
+ }
+
+ if ( meta.images[ image.uuid ] === undefined ) {
+
+ meta.images[ image.uuid ] = {
+ uuid: image.uuid,
+ url: getDataURL( image )
+ };
+
+ }
+
+ output.image = image.uuid;
+
+ }
+
+ meta.textures[ this.uuid ] = output;
+
+ return output;
+
+ },
+
+ dispose: function () {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+ },
+
+ transformUv: function ( uv ) {
+
+ if ( this.mapping !== THREE.UVMapping ) return;
+
+ uv.multiply( this.repeat );
+ uv.add( this.offset );
+
+ if ( uv.x < 0 || uv.x > 1 ) {
+
+ switch ( this.wrapS ) {
+
+ case THREE.RepeatWrapping:
+
+ uv.x = uv.x - Math.floor( uv.x );
+ break;
+
+ case THREE.ClampToEdgeWrapping:
+
+ uv.x = uv.x < 0 ? 0 : 1;
+ break;
+
+ case THREE.MirroredRepeatWrapping:
+
+ if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
+
+ uv.x = Math.ceil( uv.x ) - uv.x;
+
+ } else {
+
+ uv.x = uv.x - Math.floor( uv.x );
+
+ }
+ break;
+
+ }
+
+ }
+
+ if ( uv.y < 0 || uv.y > 1 ) {
+
+ switch ( this.wrapT ) {
+
+ case THREE.RepeatWrapping:
+
+ uv.y = uv.y - Math.floor( uv.y );
+ break;
+
+ case THREE.ClampToEdgeWrapping:
+
+ uv.y = uv.y < 0 ? 0 : 1;
+ break;
+
+ case THREE.MirroredRepeatWrapping:
+
+ if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
+
+ uv.y = Math.ceil( uv.y ) - uv.y;
+
+ } else {
+
+ uv.y = uv.y - Math.floor( uv.y );
+
+ }
+ break;
+
+ }
+
+ }
+
+ if ( this.flipY ) {
+
+ uv.y = 1 - uv.y;
+
+ }
+
+ }
+
+};
+
+THREE.EventDispatcher.prototype.apply( THREE.Texture.prototype );
+
+THREE.TextureIdCount = 0;
+
+// File:src/textures/CanvasTexture.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.CanvasTexture = function ( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
+
+ THREE.Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
+
+ this.needsUpdate = true;
+
+};
+
+THREE.CanvasTexture.prototype = Object.create( THREE.Texture.prototype );
+THREE.CanvasTexture.prototype.constructor = THREE.CanvasTexture;
+
+// File:src/textures/CubeTexture.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.CubeTexture = function ( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
+
+ mapping = mapping !== undefined ? mapping : THREE.CubeReflectionMapping;
+
+ THREE.Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
+
+ this.images = images;
+ this.flipY = false;
+
+};
+
+THREE.CubeTexture.prototype = Object.create( THREE.Texture.prototype );
+THREE.CubeTexture.prototype.constructor = THREE.CubeTexture;
+
+THREE.CubeTexture.prototype.copy = function ( source ) {
+
+ THREE.Texture.prototype.copy.call( this, source );
+
+ this.images = source.images;
+
+ return this;
+
+};
+
+// File:src/textures/CompressedTexture.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
+
+ THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
+
+ this.image = { width: width, height: height };
+ this.mipmaps = mipmaps;
+
+ // no flipping for cube textures
+ // (also flipping doesn't work for compressed textures )
+
+ this.flipY = false;
+
+ // can't generate mipmaps for compressed textures
+ // mips must be embedded in DDS files
+
+ this.generateMipmaps = false;
+
+};
+
+THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype );
+THREE.CompressedTexture.prototype.constructor = THREE.CompressedTexture;
+
+// File:src/textures/DataTexture.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
+
+ THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
+
+ this.image = { data: data, width: width, height: height };
+
+ this.magFilter = magFilter !== undefined ? magFilter : THREE.NearestFilter;
+ this.minFilter = minFilter !== undefined ? minFilter : THREE.NearestFilter;
+
+ this.flipY = false;
+ this.generateMipmaps = false;
+
+};
+
+THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype );
+THREE.DataTexture.prototype.constructor = THREE.DataTexture;
+
+// File:src/textures/VideoTexture.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.VideoTexture = function ( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
+
+ THREE.Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
+
+ this.generateMipmaps = false;
+
+ var scope = this;
+
+ function update() {
+
+ requestAnimationFrame( update );
+
+ if ( video.readyState === video.HAVE_ENOUGH_DATA ) {
+
+ scope.needsUpdate = true;
+
+ }
+
+ }
+
+ update();
+
+};
+
+THREE.VideoTexture.prototype = Object.create( THREE.Texture.prototype );
+THREE.VideoTexture.prototype.constructor = THREE.VideoTexture;
+
+// File:src/objects/Group.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Group = function () {
+
+ THREE.Object3D.call( this );
+
+ this.type = 'Group';
+
+};
+
+THREE.Group.prototype = Object.create( THREE.Object3D.prototype );
+THREE.Group.prototype.constructor = THREE.Group;
+
+// File:src/objects/Points.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Points = function ( geometry, material ) {
+
+ THREE.Object3D.call( this );
+
+ this.type = 'Points';
+
+ this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
+ this.material = material !== undefined ? material : new THREE.PointsMaterial( { color: Math.random() * 0xffffff } );
+
+};
+
+THREE.Points.prototype = Object.create( THREE.Object3D.prototype );
+THREE.Points.prototype.constructor = THREE.Points;
+
+THREE.Points.prototype.raycast = ( function () {
+
+ var inverseMatrix = new THREE.Matrix4();
+ var ray = new THREE.Ray();
+ var sphere = new THREE.Sphere();
+
+ return function raycast( raycaster, intersects ) {
+
+ var object = this;
+ var geometry = this.geometry;
+ var matrixWorld = this.matrixWorld;
+ var threshold = raycaster.params.Points.threshold;
+
+ // Checking boundingSphere distance to ray
+
+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
+
+ sphere.copy( geometry.boundingSphere );
+ sphere.applyMatrix4( matrixWorld );
+
+ if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
+
+ //
+
+ inverseMatrix.getInverse( matrixWorld );
+ ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
+
+ var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
+ var localThresholdSq = localThreshold * localThreshold;
+ var position = new THREE.Vector3();
+
+ function testPoint( point, index ) {
+
+ var rayPointDistanceSq = ray.distanceSqToPoint( point );
+
+ if ( rayPointDistanceSq < localThresholdSq ) {
+
+ var intersectPoint = ray.closestPointToPoint( point );
+ intersectPoint.applyMatrix4( matrixWorld );
+
+ var distance = raycaster.ray.origin.distanceTo( intersectPoint );
+
+ if ( distance < raycaster.near || distance > raycaster.far ) return;
+
+ intersects.push( {
+
+ distance: distance,
+ distanceToRay: Math.sqrt( rayPointDistanceSq ),
+ point: intersectPoint.clone(),
+ index: index,
+ face: null,
+ object: object
+
+ } );
+
+ }
+
+ }
+
+ if ( geometry instanceof THREE.BufferGeometry ) {
+
+ var index = geometry.index;
+ var attributes = geometry.attributes;
+ var positions = attributes.position.array;
+
+ if ( index !== null ) {
+
+ var indices = index.array;
+
+ for ( var i = 0, il = indices.length; i < il; i ++ ) {
+
+ var a = indices[ i ];
+
+ position.fromArray( positions, a * 3 );
+
+ testPoint( position, a );
+
+ }
+
+ } else {
+
+ for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
+
+ position.fromArray( positions, i * 3 );
+
+ testPoint( position, i );
+
+ }
+
+ }
+
+ } else {
+
+ var vertices = geometry.vertices;
+
+ for ( var i = 0, l = vertices.length; i < l; i ++ ) {
+
+ testPoint( vertices[ i ], i );
+
+ }
+
+ }
+
+ };
+
+}() );
+
+THREE.Points.prototype.clone = function () {
+
+ return new this.constructor( this.geometry, this.material ).copy( this );
+
+};
+
+// File:src/objects/Line.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Line = function ( geometry, material, mode ) {
+
+ if ( mode === 1 ) {
+
+ console.warn( 'THREE.Line: parameter THREE.LinePieces no longer supported. Created THREE.LineSegments instead.' );
+ return new THREE.LineSegments( geometry, material );
+
+ }
+
+ THREE.Object3D.call( this );
+
+ this.type = 'Line';
+
+ this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
+ this.material = material !== undefined ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
+
+};
+
+THREE.Line.prototype = Object.create( THREE.Object3D.prototype );
+THREE.Line.prototype.constructor = THREE.Line;
+
+THREE.Line.prototype.raycast = ( function () {
+
+ var inverseMatrix = new THREE.Matrix4();
+ var ray = new THREE.Ray();
+ var sphere = new THREE.Sphere();
+
+ return function raycast( raycaster, intersects ) {
+
+ var precision = raycaster.linePrecision;
+ var precisionSq = precision * precision;
+
+ var geometry = this.geometry;
+ var matrixWorld = this.matrixWorld;
+
+ // Checking boundingSphere distance to ray
+
+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
+
+ sphere.copy( geometry.boundingSphere );
+ sphere.applyMatrix4( matrixWorld );
+
+ if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
+
+ //
+
+ inverseMatrix.getInverse( matrixWorld );
+ ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
+
+ var vStart = new THREE.Vector3();
+ var vEnd = new THREE.Vector3();
+ var interSegment = new THREE.Vector3();
+ var interRay = new THREE.Vector3();
+ var step = this instanceof THREE.LineSegments ? 2 : 1;
+
+ if ( geometry instanceof THREE.BufferGeometry ) {
+
+ var index = geometry.index;
+ var attributes = geometry.attributes;
+ var positions = attributes.position.array;
+
+ if ( index !== null ) {
+
+ var indices = index.array;
+
+ for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
+
+ var a = indices[ i ];
+ var b = indices[ i + 1 ];
+
+ vStart.fromArray( positions, a * 3 );
+ vEnd.fromArray( positions, b * 3 );
+
+ var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
+
+ if ( distSq > precisionSq ) continue;
+
+ interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
+
+ var distance = raycaster.ray.origin.distanceTo( interRay );
+
+ if ( distance < raycaster.near || distance > raycaster.far ) continue;
+
+ intersects.push( {
+
+ distance: distance,
+ // What do we want? intersection point on the ray or on the segment??
+ // point: raycaster.ray.at( distance ),
+ point: interSegment.clone().applyMatrix4( this.matrixWorld ),
+ index: i,
+ face: null,
+ faceIndex: null,
+ object: this
+
+ } );
+
+ }
+
+ } else {
+
+ for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
+
+ vStart.fromArray( positions, 3 * i );
+ vEnd.fromArray( positions, 3 * i + 3 );
+
+ var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
+
+ if ( distSq > precisionSq ) continue;
+
+ interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
+
+ var distance = raycaster.ray.origin.distanceTo( interRay );
+
+ if ( distance < raycaster.near || distance > raycaster.far ) continue;
+
+ intersects.push( {
+
+ distance: distance,
+ // What do we want? intersection point on the ray or on the segment??
+ // point: raycaster.ray.at( distance ),
+ point: interSegment.clone().applyMatrix4( this.matrixWorld ),
+ index: i,
+ face: null,
+ faceIndex: null,
+ object: this
+
+ } );
+
+ }
+
+ }
+
+ } else if ( geometry instanceof THREE.Geometry ) {
+
+ var vertices = geometry.vertices;
+ var nbVertices = vertices.length;
+
+ for ( var i = 0; i < nbVertices - 1; i += step ) {
+
+ var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
+
+ if ( distSq > precisionSq ) continue;
+
+ interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
+
+ var distance = raycaster.ray.origin.distanceTo( interRay );
+
+ if ( distance < raycaster.near || distance > raycaster.far ) continue;
+
+ intersects.push( {
+
+ distance: distance,
+ // What do we want? intersection point on the ray or on the segment??
+ // point: raycaster.ray.at( distance ),
+ point: interSegment.clone().applyMatrix4( this.matrixWorld ),
+ index: i,
+ face: null,
+ faceIndex: null,
+ object: this
+
+ } );
+
+ }
+
+ }
+
+ };
+
+}() );
+
+THREE.Line.prototype.clone = function () {
+
+ return new this.constructor( this.geometry, this.material ).copy( this );
+
+};
+
+// DEPRECATED
+
+THREE.LineStrip = 0;
+THREE.LinePieces = 1;
+
+// File:src/objects/LineSegments.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.LineSegments = function ( geometry, material ) {
+
+ THREE.Line.call( this, geometry, material );
+
+ this.type = 'LineSegments';
+
+};
+
+THREE.LineSegments.prototype = Object.create( THREE.Line.prototype );
+THREE.LineSegments.prototype.constructor = THREE.LineSegments;
+
+// File:src/objects/Mesh.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author mikael emtinger / http://gomo.se/
+ * @author jonobr1 / http://jonobr1.com/
+ */
+
+THREE.Mesh = function ( geometry, material ) {
+
+ THREE.Object3D.call( this );
+
+ this.type = 'Mesh';
+
+ this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
+ this.material = material !== undefined ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } );
+
+ this.drawMode = THREE.TrianglesDrawMode;
+
+ this.updateMorphTargets();
+
+};
+
+THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype );
+THREE.Mesh.prototype.constructor = THREE.Mesh;
+
+THREE.Mesh.prototype.setDrawMode = function ( value ) {
+
+ this.drawMode = value;
+
+};
+
+THREE.Mesh.prototype.updateMorphTargets = function () {
+
+ if ( this.geometry.morphTargets !== undefined && this.geometry.morphTargets.length > 0 ) {
+
+ this.morphTargetBase = - 1;
+ this.morphTargetInfluences = [];
+ this.morphTargetDictionary = {};
+
+ for ( var m = 0, ml = this.geometry.morphTargets.length; m < ml; m ++ ) {
+
+ this.morphTargetInfluences.push( 0 );
+ this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;
+
+ }
+
+ }
+
+};
+
+THREE.Mesh.prototype.getMorphTargetIndexByName = function ( name ) {
+
+ if ( this.morphTargetDictionary[ name ] !== undefined ) {
+
+ return this.morphTargetDictionary[ name ];
+
+ }
+
+ console.warn( 'THREE.Mesh.getMorphTargetIndexByName: morph target ' + name + ' does not exist. Returning 0.' );
+
+ return 0;
+
+};
+
+
+THREE.Mesh.prototype.raycast = ( function () {
+
+ var inverseMatrix = new THREE.Matrix4();
+ var ray = new THREE.Ray();
+ var sphere = new THREE.Sphere();
+
+ var vA = new THREE.Vector3();
+ var vB = new THREE.Vector3();
+ var vC = new THREE.Vector3();
+
+ var tempA = new THREE.Vector3();
+ var tempB = new THREE.Vector3();
+ var tempC = new THREE.Vector3();
+
+ var uvA = new THREE.Vector2();
+ var uvB = new THREE.Vector2();
+ var uvC = new THREE.Vector2();
+
+ var barycoord = new THREE.Vector3();
+
+ var intersectionPoint = new THREE.Vector3();
+ var intersectionPointWorld = new THREE.Vector3();
+
+ function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) {
+
+ THREE.Triangle.barycoordFromPoint( point, p1, p2, p3, barycoord );
+
+ uv1.multiplyScalar( barycoord.x );
+ uv2.multiplyScalar( barycoord.y );
+ uv3.multiplyScalar( barycoord.z );
+
+ uv1.add( uv2 ).add( uv3 );
+
+ return uv1.clone();
+
+ }
+
+ function checkIntersection( object, raycaster, ray, pA, pB, pC, point ) {
+
+ var intersect;
+ var material = object.material;
+
+ if ( material.side === THREE.BackSide ) {
+
+ intersect = ray.intersectTriangle( pC, pB, pA, true, point );
+
+ } else {
+
+ intersect = ray.intersectTriangle( pA, pB, pC, material.side !== THREE.DoubleSide, point );
+
+ }
+
+ if ( intersect === null ) return null;
+
+ intersectionPointWorld.copy( point );
+ intersectionPointWorld.applyMatrix4( object.matrixWorld );
+
+ var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );
+
+ if ( distance < raycaster.near || distance > raycaster.far ) return null;
+
+ return {
+ distance: distance,
+ point: intersectionPointWorld.clone(),
+ object: object
+ };
+
+ }
+
+ function checkBufferGeometryIntersection( object, raycaster, ray, positions, uvs, a, b, c ) {
+
+ vA.fromArray( positions, a * 3 );
+ vB.fromArray( positions, b * 3 );
+ vC.fromArray( positions, c * 3 );
+
+ var intersection = checkIntersection( object, raycaster, ray, vA, vB, vC, intersectionPoint );
+
+ if ( intersection ) {
+
+ if ( uvs ) {
+
+ uvA.fromArray( uvs, a * 2 );
+ uvB.fromArray( uvs, b * 2 );
+ uvC.fromArray( uvs, c * 2 );
+
+ intersection.uv = uvIntersection( intersectionPoint, vA, vB, vC, uvA, uvB, uvC );
+
+ }
+
+ intersection.face = new THREE.Face3( a, b, c, THREE.Triangle.normal( vA, vB, vC ) );
+ intersection.faceIndex = a;
+
+ }
+
+ return intersection;
+
+ }
+
+ return function raycast( raycaster, intersects ) {
+
+ var geometry = this.geometry;
+ var material = this.material;
+ var matrixWorld = this.matrixWorld;
+
+ if ( material === undefined ) return;
+
+ // Checking boundingSphere distance to ray
+
+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
+
+ sphere.copy( geometry.boundingSphere );
+ sphere.applyMatrix4( matrixWorld );
+
+ if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
+
+ //
+
+ inverseMatrix.getInverse( matrixWorld );
+ ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
+
+ // Check boundingBox before continuing
+
+ if ( geometry.boundingBox !== null ) {
+
+ if ( ray.intersectsBox( geometry.boundingBox ) === false ) return;
+
+ }
+
+ var uvs, intersection;
+
+ if ( geometry instanceof THREE.BufferGeometry ) {
+
+ var a, b, c;
+ var index = geometry.index;
+ var attributes = geometry.attributes;
+ var positions = attributes.position.array;
+
+ if ( attributes.uv !== undefined ) {
+
+ uvs = attributes.uv.array;
+
+ }
+
+ if ( index !== null ) {
+
+ var indices = index.array;
+
+ for ( var i = 0, l = indices.length; i < l; i += 3 ) {
+
+ a = indices[ i ];
+ b = indices[ i + 1 ];
+ c = indices[ i + 2 ];
+
+ intersection = checkBufferGeometryIntersection( this, raycaster, ray, positions, uvs, a, b, c );
+
+ if ( intersection ) {
+
+ intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indices buffer semantics
+ intersects.push( intersection );
+
+ }
+
+ }
+
+ } else {
+
+
+ for ( var i = 0, l = positions.length; i < l; i += 9 ) {
+
+ a = i / 3;
+ b = a + 1;
+ c = a + 2;
+
+ intersection = checkBufferGeometryIntersection( this, raycaster, ray, positions, uvs, a, b, c );
+
+ if ( intersection ) {
+
+ intersection.index = a; // triangle number in positions buffer semantics
+ intersects.push( intersection );
+
+ }
+
+ }
+
+ }
+
+ } else if ( geometry instanceof THREE.Geometry ) {
+
+ var fvA, fvB, fvC;
+ var isFaceMaterial = material instanceof THREE.MultiMaterial;
+ var materials = isFaceMaterial === true ? material.materials : null;
+
+ var vertices = geometry.vertices;
+ var faces = geometry.faces;
+ var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
+ if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;
+
+ for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
+
+ var face = faces[ f ];
+ var faceMaterial = isFaceMaterial === true ? materials[ face.materialIndex ] : material;
+
+ if ( faceMaterial === undefined ) continue;
+
+ fvA = vertices[ face.a ];
+ fvB = vertices[ face.b ];
+ fvC = vertices[ face.c ];
+
+ if ( faceMaterial.morphTargets === true ) {
+
+ var morphTargets = geometry.morphTargets;
+ var morphInfluences = this.morphTargetInfluences;
+
+ vA.set( 0, 0, 0 );
+ vB.set( 0, 0, 0 );
+ vC.set( 0, 0, 0 );
+
+ for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
+
+ var influence = morphInfluences[ t ];
+
+ if ( influence === 0 ) continue;
+
+ var targets = morphTargets[ t ].vertices;
+
+ vA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence );
+ vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence );
+ vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence );
+
+ }
+
+ vA.add( fvA );
+ vB.add( fvB );
+ vC.add( fvC );
+
+ fvA = vA;
+ fvB = vB;
+ fvC = vC;
+
+ }
+
+ intersection = checkIntersection( this, raycaster, ray, fvA, fvB, fvC, intersectionPoint );
+
+ if ( intersection ) {
+
+ if ( uvs ) {
+
+ var uvs_f = uvs[ f ];
+ uvA.copy( uvs_f[ 0 ] );
+ uvB.copy( uvs_f[ 1 ] );
+ uvC.copy( uvs_f[ 2 ] );
+
+ intersection.uv = uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC );
+
+ }
+
+ intersection.face = face;
+ intersection.faceIndex = f;
+ intersects.push( intersection );
+
+ }
+
+ }
+
+ }
+
+ };
+
+}() );
+
+THREE.Mesh.prototype.clone = function () {
+
+ return new this.constructor( this.geometry, this.material ).copy( this );
+
+};
+
+// File:src/objects/Bone.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author ikerr / http://verold.com
+ */
+
+THREE.Bone = function ( skin ) {
+
+ THREE.Object3D.call( this );
+
+ this.type = 'Bone';
+
+ this.skin = skin;
+
+};
+
+THREE.Bone.prototype = Object.create( THREE.Object3D.prototype );
+THREE.Bone.prototype.constructor = THREE.Bone;
+
+THREE.Bone.prototype.copy = function ( source ) {
+
+ THREE.Object3D.prototype.copy.call( this, source );
+
+ this.skin = source.skin;
+
+ return this;
+
+};
+
+// File:src/objects/Skeleton.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author michael guerrero / http://realitymeltdown.com
+ * @author ikerr / http://verold.com
+ */
+
+THREE.Skeleton = function ( bones, boneInverses, useVertexTexture ) {
+
+ this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
+
+ this.identityMatrix = new THREE.Matrix4();
+
+ // copy the bone array
+
+ bones = bones || [];
+
+ this.bones = bones.slice( 0 );
+
+ // create a bone texture or an array of floats
+
+ if ( this.useVertexTexture ) {
+
+ // layout (1 matrix = 4 pixels)
+ // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
+ // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
+ // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
+ // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
+ // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
+
+
+ var size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
+ size = THREE.Math.nextPowerOfTwo( Math.ceil( size ) );
+ size = Math.max( size, 4 );
+
+ this.boneTextureWidth = size;
+ this.boneTextureHeight = size;
+
+ this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
+ this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
+
+ } else {
+
+ this.boneMatrices = new Float32Array( 16 * this.bones.length );
+
+ }
+
+ // use the supplied bone inverses or calculate the inverses
+
+ if ( boneInverses === undefined ) {
+
+ this.calculateInverses();
+
+ } else {
+
+ if ( this.bones.length === boneInverses.length ) {
+
+ this.boneInverses = boneInverses.slice( 0 );
+
+ } else {
+
+ console.warn( 'THREE.Skeleton bonInverses is the wrong length.' );
+
+ this.boneInverses = [];
+
+ for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
+
+ this.boneInverses.push( new THREE.Matrix4() );
+
+ }
+
+ }
+
+ }
+
+};
+
+THREE.Skeleton.prototype.calculateInverses = function () {
+
+ this.boneInverses = [];
+
+ for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
+
+ var inverse = new THREE.Matrix4();
+
+ if ( this.bones[ b ] ) {
+
+ inverse.getInverse( this.bones[ b ].matrixWorld );
+
+ }
+
+ this.boneInverses.push( inverse );
+
+ }
+
+};
+
+THREE.Skeleton.prototype.pose = function () {
+
+ var bone;
+
+ // recover the bind-time world matrices
+
+ for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
+
+ bone = this.bones[ b ];
+
+ if ( bone ) {
+
+ bone.matrixWorld.getInverse( this.boneInverses[ b ] );
+
+ }
+
+ }
+
+ // compute the local matrices, positions, rotations and scales
+
+ for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
+
+ bone = this.bones[ b ];
+
+ if ( bone ) {
+
+ if ( bone.parent ) {
+
+ bone.matrix.getInverse( bone.parent.matrixWorld );
+ bone.matrix.multiply( bone.matrixWorld );
+
+ } else {
+
+ bone.matrix.copy( bone.matrixWorld );
+
+ }
+
+ bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
+
+ }
+
+ }
+
+};
+
+THREE.Skeleton.prototype.update = ( function () {
+
+ var offsetMatrix = new THREE.Matrix4();
+
+ return function update() {
+
+ // flatten bone matrices to array
+
+ for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
+
+ // compute the offset between the current and the original transform
+
+ var matrix = this.bones[ b ] ? this.bones[ b ].matrixWorld : this.identityMatrix;
+
+ offsetMatrix.multiplyMatrices( matrix, this.boneInverses[ b ] );
+ offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );
+
+ }
+
+ if ( this.useVertexTexture ) {
+
+ this.boneTexture.needsUpdate = true;
+
+ }
+
+ };
+
+} )();
+
+THREE.Skeleton.prototype.clone = function () {
+
+ return new THREE.Skeleton( this.bones, this.boneInverses, this.useVertexTexture );
+
+};
+
+// File:src/objects/SkinnedMesh.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author ikerr / http://verold.com
+ */
+
+THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {
+
+ THREE.Mesh.call( this, geometry, material );
+
+ this.type = 'SkinnedMesh';
+
+ this.bindMode = "attached";
+ this.bindMatrix = new THREE.Matrix4();
+ this.bindMatrixInverse = new THREE.Matrix4();
+
+ // init bones
+
+ // TODO: remove bone creation as there is no reason (other than
+ // convenience) for THREE.SkinnedMesh to do this.
+
+ var bones = [];
+
+ if ( this.geometry && this.geometry.bones !== undefined ) {
+
+ var bone, gbone;
+
+ for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) {
+
+ gbone = this.geometry.bones[ b ];
+
+ bone = new THREE.Bone( this );
+ bones.push( bone );
+
+ bone.name = gbone.name;
+ bone.position.fromArray( gbone.pos );
+ bone.quaternion.fromArray( gbone.rotq );
+ if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl );
+
+ }
+
+ for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) {
+
+ gbone = this.geometry.bones[ b ];
+
+ if ( gbone.parent !== - 1 && gbone.parent !== null ) {
+
+ bones[ gbone.parent ].add( bones[ b ] );
+
+ } else {
+
+ this.add( bones[ b ] );
+
+ }
+
+ }
+
+ }
+
+ this.normalizeSkinWeights();
+
+ this.updateMatrixWorld( true );
+ this.bind( new THREE.Skeleton( bones, undefined, useVertexTexture ), this.matrixWorld );
+
+};
+
+
+THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );
+THREE.SkinnedMesh.prototype.constructor = THREE.SkinnedMesh;
+
+THREE.SkinnedMesh.prototype.bind = function( skeleton, bindMatrix ) {
+
+ this.skeleton = skeleton;
+
+ if ( bindMatrix === undefined ) {
+
+ this.updateMatrixWorld( true );
+
+ this.skeleton.calculateInverses();
+
+ bindMatrix = this.matrixWorld;
+
+ }
+
+ this.bindMatrix.copy( bindMatrix );
+ this.bindMatrixInverse.getInverse( bindMatrix );
+
+};
+
+THREE.SkinnedMesh.prototype.pose = function () {
+
+ this.skeleton.pose();
+
+};
+
+THREE.SkinnedMesh.prototype.normalizeSkinWeights = function () {
+
+ if ( this.geometry instanceof THREE.Geometry ) {
+
+ for ( var i = 0; i < this.geometry.skinWeights.length; i ++ ) {
+
+ var sw = this.geometry.skinWeights[ i ];
+
+ var scale = 1.0 / sw.lengthManhattan();
+
+ if ( scale !== Infinity ) {
+
+ sw.multiplyScalar( scale );
+
+ } else {
+
+ sw.set( 1, 0, 0, 0 ); // do something reasonable
+
+ }
+
+ }
+
+ } else if ( this.geometry instanceof THREE.BufferGeometry ) {
+
+ var vec = new THREE.Vector4();
+
+ var skinWeight = this.geometry.attributes.skinWeight;
+
+ for ( var i = 0; i < skinWeight.count; i ++ ) {
+
+ vec.x = skinWeight.getX( i );
+ vec.y = skinWeight.getY( i );
+ vec.z = skinWeight.getZ( i );
+ vec.w = skinWeight.getW( i );
+
+ var scale = 1.0 / vec.lengthManhattan();
+
+ if ( scale !== Infinity ) {
+
+ vec.multiplyScalar( scale );
+
+ } else {
+
+ vec.set( 1, 0, 0, 0 ); // do something reasonable
+
+ }
+
+ skinWeight.setXYZW( i, vec.x, vec.y, vec.z, vec.w );
+
+ }
+
+ }
+
+};
+
+THREE.SkinnedMesh.prototype.updateMatrixWorld = function( force ) {
+
+ THREE.Mesh.prototype.updateMatrixWorld.call( this, true );
+
+ if ( this.bindMode === "attached" ) {
+
+ this.bindMatrixInverse.getInverse( this.matrixWorld );
+
+ } else if ( this.bindMode === "detached" ) {
+
+ this.bindMatrixInverse.getInverse( this.bindMatrix );
+
+ } else {
+
+ console.warn( 'THREE.SkinnedMesh unrecognized bindMode: ' + this.bindMode );
+
+ }
+
+};
+
+THREE.SkinnedMesh.prototype.clone = function() {
+
+ return new this.constructor( this.geometry, this.material, this.useVertexTexture ).copy( this );
+
+};
+
+// File:src/objects/LOD.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.LOD = function () {
+
+ THREE.Object3D.call( this );
+
+ this.type = 'LOD';
+
+ Object.defineProperties( this, {
+ levels: {
+ enumerable: true,
+ value: []
+ },
+ objects: {
+ get: function () {
+
+ console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
+ return this.levels;
+
+ }
+ }
+ } );
+
+};
+
+
+THREE.LOD.prototype = Object.create( THREE.Object3D.prototype );
+THREE.LOD.prototype.constructor = THREE.LOD;
+
+THREE.LOD.prototype.addLevel = function ( object, distance ) {
+
+ if ( distance === undefined ) distance = 0;
+
+ distance = Math.abs( distance );
+
+ var levels = this.levels;
+
+ for ( var l = 0; l < levels.length; l ++ ) {
+
+ if ( distance < levels[ l ].distance ) {
+
+ break;
+
+ }
+
+ }
+
+ levels.splice( l, 0, { distance: distance, object: object } );
+
+ this.add( object );
+
+};
+
+THREE.LOD.prototype.getObjectForDistance = function ( distance ) {
+
+ var levels = this.levels;
+
+ for ( var i = 1, l = levels.length; i < l; i ++ ) {
+
+ if ( distance < levels[ i ].distance ) {
+
+ break;
+
+ }
+
+ }
+
+ return levels[ i - 1 ].object;
+
+};
+
+THREE.LOD.prototype.raycast = ( function () {
+
+ var matrixPosition = new THREE.Vector3();
+
+ return function raycast( raycaster, intersects ) {
+
+ matrixPosition.setFromMatrixPosition( this.matrixWorld );
+
+ var distance = raycaster.ray.origin.distanceTo( matrixPosition );
+
+ this.getObjectForDistance( distance ).raycast( raycaster, intersects );
+
+ };
+
+}() );
+
+THREE.LOD.prototype.update = function () {
+
+ var v1 = new THREE.Vector3();
+ var v2 = new THREE.Vector3();
+
+ return function update( camera ) {
+
+ var levels = this.levels;
+
+ if ( levels.length > 1 ) {
+
+ v1.setFromMatrixPosition( camera.matrixWorld );
+ v2.setFromMatrixPosition( this.matrixWorld );
+
+ var distance = v1.distanceTo( v2 );
+
+ levels[ 0 ].object.visible = true;
+
+ for ( var i = 1, l = levels.length; i < l; i ++ ) {
+
+ if ( distance >= levels[ i ].distance ) {
+
+ levels[ i - 1 ].object.visible = false;
+ levels[ i ].object.visible = true;
+
+ } else {
+
+ break;
+
+ }
+
+ }
+
+ for ( ; i < l; i ++ ) {
+
+ levels[ i ].object.visible = false;
+
+ }
+
+ }
+
+ };
+
+}();
+
+THREE.LOD.prototype.copy = function ( source ) {
+
+ THREE.Object3D.prototype.copy.call( this, source, false );
+
+ var levels = source.levels;
+
+ for ( var i = 0, l = levels.length; i < l; i ++ ) {
+
+ var level = levels[ i ];
+
+ this.addLevel( level.object.clone(), level.distance );
+
+ }
+
+ return this;
+
+};
+
+THREE.LOD.prototype.toJSON = function ( meta ) {
+
+ var data = THREE.Object3D.prototype.toJSON.call( this, meta );
+
+ data.object.levels = [];
+
+ var levels = this.levels;
+
+ for ( var i = 0, l = levels.length; i < l; i ++ ) {
+
+ var level = levels[ i ];
+
+ data.object.levels.push( {
+ object: level.object.uuid,
+ distance: level.distance
+ } );
+
+ }
+
+ return data;
+
+};
+
+// File:src/objects/Sprite.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Sprite = ( function () {
+
+ var indices = new Uint16Array( [ 0, 1, 2, 0, 2, 3 ] );
+ var vertices = new Float32Array( [ - 0.5, - 0.5, 0, 0.5, - 0.5, 0, 0.5, 0.5, 0, - 0.5, 0.5, 0 ] );
+ var uvs = new Float32Array( [ 0, 0, 1, 0, 1, 1, 0, 1 ] );
+
+ var geometry = new THREE.BufferGeometry();
+ geometry.setIndex( new THREE.BufferAttribute( indices, 1 ) );
+ geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
+ geometry.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
+
+ return function Sprite( material ) {
+
+ THREE.Object3D.call( this );
+
+ this.type = 'Sprite';
+
+ this.geometry = geometry;
+ this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial();
+
+ };
+
+} )();
+
+THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );
+THREE.Sprite.prototype.constructor = THREE.Sprite;
+
+THREE.Sprite.prototype.raycast = ( function () {
+
+ var matrixPosition = new THREE.Vector3();
+
+ return function raycast( raycaster, intersects ) {
+
+ matrixPosition.setFromMatrixPosition( this.matrixWorld );
+
+ var distanceSq = raycaster.ray.distanceSqToPoint( matrixPosition );
+ var guessSizeSq = this.scale.x * this.scale.y;
+
+ if ( distanceSq > guessSizeSq ) {
+
+ return;
+
+ }
+
+ intersects.push( {
+
+ distance: Math.sqrt( distanceSq ),
+ point: this.position,
+ face: null,
+ object: this
+
+ } );
+
+ };
+
+}() );
+
+THREE.Sprite.prototype.clone = function () {
+
+ return new this.constructor( this.material ).copy( this );
+
+};
+
+// Backwards compatibility
+
+THREE.Particle = THREE.Sprite;
+
+// File:src/objects/LensFlare.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.LensFlare = function ( texture, size, distance, blending, color ) {
+
+ THREE.Object3D.call( this );
+
+ this.lensFlares = [];
+
+ this.positionScreen = new THREE.Vector3();
+ this.customUpdateCallback = undefined;
+
+ if ( texture !== undefined ) {
+
+ this.add( texture, size, distance, blending, color );
+
+ }
+
+};
+
+THREE.LensFlare.prototype = Object.create( THREE.Object3D.prototype );
+THREE.LensFlare.prototype.constructor = THREE.LensFlare;
+
+
+/*
+ * Add: adds another flare
+ */
+
+THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, color, opacity ) {
+
+ if ( size === undefined ) size = - 1;
+ if ( distance === undefined ) distance = 0;
+ if ( opacity === undefined ) opacity = 1;
+ if ( color === undefined ) color = new THREE.Color( 0xffffff );
+ if ( blending === undefined ) blending = THREE.NormalBlending;
+
+ distance = Math.min( distance, Math.max( 0, distance ) );
+
+ this.lensFlares.push( {
+ texture: texture, // THREE.Texture
+ size: size, // size in pixels (-1 = use texture.width)
+ distance: distance, // distance (0-1) from light source (0=at light source)
+ x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is in front z = 1 is back
+ scale: 1, // scale
+ rotation: 0, // rotation
+ opacity: opacity, // opacity
+ color: color, // color
+ blending: blending // blending
+ } );
+
+};
+
+/*
+ * Update lens flares update positions on all flares based on the screen position
+ * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
+ */
+
+THREE.LensFlare.prototype.updateLensFlares = function () {
+
+ var f, fl = this.lensFlares.length;
+ var flare;
+ var vecX = - this.positionScreen.x * 2;
+ var vecY = - this.positionScreen.y * 2;
+
+ for ( f = 0; f < fl; f ++ ) {
+
+ flare = this.lensFlares[ f ];
+
+ flare.x = this.positionScreen.x + vecX * flare.distance;
+ flare.y = this.positionScreen.y + vecY * flare.distance;
+
+ flare.wantedRotation = flare.x * Math.PI * 0.25;
+ flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;
+
+ }
+
+};
+
+THREE.LensFlare.prototype.copy = function ( source ) {
+
+ THREE.Object3D.prototype.copy.call( this, source );
+
+ this.positionScreen.copy( source.positionScreen );
+ this.customUpdateCallback = source.customUpdateCallback;
+
+ for ( var i = 0, l = source.lensFlares.length; i < l; i ++ ) {
+
+ this.lensFlares.push( source.lensFlares[ i ] );
+
+ }
+
+ return this;
+
+};
+
+// File:src/scenes/Scene.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Scene = function () {
+
+ THREE.Object3D.call( this );
+
+ this.type = 'Scene';
+
+ this.fog = null;
+ this.overrideMaterial = null;
+
+ this.autoUpdate = true; // checked by the renderer
+
+};
+
+THREE.Scene.prototype = Object.create( THREE.Object3D.prototype );
+THREE.Scene.prototype.constructor = THREE.Scene;
+
+THREE.Scene.prototype.copy = function ( source, recursive ) {
+
+ THREE.Object3D.prototype.copy.call( this, source, recursive );
+
+ if ( source.fog !== null ) this.fog = source.fog.clone();
+ if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
+
+ this.autoUpdate = source.autoUpdate;
+ this.matrixAutoUpdate = source.matrixAutoUpdate;
+
+ return this;
+
+};
+
+// File:src/scenes/Fog.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Fog = function ( color, near, far ) {
+
+ this.name = '';
+
+ this.color = new THREE.Color( color );
+
+ this.near = ( near !== undefined ) ? near : 1;
+ this.far = ( far !== undefined ) ? far : 1000;
+
+};
+
+THREE.Fog.prototype.clone = function () {
+
+ return new THREE.Fog( this.color.getHex(), this.near, this.far );
+
+};
+
+// File:src/scenes/FogExp2.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.FogExp2 = function ( color, density ) {
+
+ this.name = '';
+
+ this.color = new THREE.Color( color );
+ this.density = ( density !== undefined ) ? density : 0.00025;
+
+};
+
+THREE.FogExp2.prototype.clone = function () {
+
+ return new THREE.FogExp2( this.color.getHex(), this.density );
+
+};
+
+// File:src/renderers/shaders/ShaderChunk.js
+
+THREE.ShaderChunk = {};
+
+// File:src/renderers/shaders/ShaderChunk/alphamap_fragment.glsl
+
+THREE.ShaderChunk[ 'alphamap_fragment' ] = "#ifdef USE_ALPHAMAP\n diffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'alphamap_pars_fragment' ] = "#ifdef USE_ALPHAMAP\n uniform sampler2D alphaMap;\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl
+
+THREE.ShaderChunk[ 'alphatest_fragment' ] = "#ifdef ALPHATEST\n if ( diffuseColor.a < ALPHATEST ) discard;\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/ambient_pars.glsl
+
+THREE.ShaderChunk[ 'ambient_pars' ] = "uniform vec3 ambientLightColor;\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n return PI * ambientLightColor;\n}\n";
+
+// File:src/renderers/shaders/ShaderChunk/aomap_fragment.glsl
+
+THREE.ShaderChunk[ 'aomap_fragment' ] = "#ifdef USE_AOMAP\n reflectedLight.indirectDiffuse *= ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/aomap_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'aomap_pars_fragment' ] = "#ifdef USE_AOMAP\n uniform sampler2D aoMap;\n uniform float aoMapIntensity;\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/begin_vertex.glsl
+
+THREE.ShaderChunk[ 'begin_vertex' ] = "\nvec3 transformed = vec3( position );\n";
+
+// File:src/renderers/shaders/ShaderChunk/beginnormal_vertex.glsl
+
+THREE.ShaderChunk[ 'beginnormal_vertex' ] = "\nvec3 objectNormal = vec3( normal );\n";
+
+// File:src/renderers/shaders/ShaderChunk/bsdfs.glsl
+
+THREE.ShaderChunk[ 'bsdfs' ] = "bool testLightInRange( const in float lightDistance, const in float cutoffDistance ) {\n return any( bvec2( cutoffDistance == 0.0, lightDistance < cutoffDistance ) );\n}\nfloat calcLightAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n if ( decayExponent > 0.0 ) {\n return pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n }\n return 1.0;\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n return RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n float fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n return ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n float a2 = alpha * alpha;\n float gl = dotNL + pow( a2 + ( 1.0 - a2 ) * dotNL * dotNL, 0.5 );\n float gv = dotNV + pow( a2 + ( 1.0 - a2 ) * dotNV * dotNV, 0.5 );\n return 1.0 / ( gl * gv );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n float a2 = alpha * alpha;\n float denom = dotNH * dotNH * ( a2 - 1.0 ) + 1.0;\n return RECIPROCAL_PI * a2 / ( denom * denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n float alpha = roughness * roughness;\n vec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n float dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n float dotNH = saturate( dot( geometry.normal, halfDir ) );\n float dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n vec3 F = F_Schlick( specularColor, dotLH );\n float G = G_GGX_Smith( alpha, dotNL, dotNV );\n float D = D_GGX( alpha, dotNH );\n return F * ( G * D );\n}\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n const vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n const vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n vec4 r = roughness * c0 + c1;\n float a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n vec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n return specularColor * AB.x + AB.y;\n}\nfloat G_BlinnPhong_Implicit( ) {\n return 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n return RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n vec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n float dotNH = saturate( dot( geometry.normal, halfDir ) );\n float dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n vec3 F = F_Schlick( specularColor, dotLH );\n float G = G_BlinnPhong_Implicit( );\n float D = D_BlinnPhong( shininess, dotNH );\n return F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n return ( 2.0 / square( ggxRoughness + 0.0001 ) - 2.0 );\n}\n";
+
+// File:src/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'bumpmap_pars_fragment' ] = "#ifdef USE_BUMPMAP\n uniform sampler2D bumpMap;\n uniform float bumpScale;\n vec2 dHdxy_fwd() {\n vec2 dSTdx = dFdx( vUv );\n vec2 dSTdy = dFdy( vUv );\n float Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n return vec2( dBx, dBy );\n }\n vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n vec3 vSigmaX = dFdx( surf_pos );\n vec3 vSigmaY = dFdy( surf_pos );\n vec3 vN = surf_norm;\n vec3 R1 = cross( vSigmaY, vN );\n vec3 R2 = cross( vN, vSigmaX );\n float fDet = dot( vSigmaX, R1 );\n vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n return normalize( abs( fDet ) * surf_norm - vGrad );\n }\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/color_fragment.glsl
+
+THREE.ShaderChunk[ 'color_fragment' ] = "#ifdef USE_COLOR\n diffuseColor.rgb *= vColor;\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'color_pars_fragment' ] = "#ifdef USE_COLOR\n varying vec3 vColor;\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'color_pars_vertex' ] = "#ifdef USE_COLOR\n varying vec3 vColor;\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/color_vertex.glsl
+
+THREE.ShaderChunk[ 'color_vertex' ] = "#ifdef USE_COLOR\n vColor.xyz = color.xyz;\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/common.glsl
+
+THREE.ShaderChunk[ 'common' ] = "#define PI 3.14159\n#define PI2 6.28318\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\nfloat square( const in float x ) { return x*x; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nstruct IncidentLight {\n vec3 color;\n vec3 direction;\n bool visible;\n};\nstruct ReflectedLight {\n vec3 directDiffuse;\n vec3 directSpecular;\n vec3 indirectDiffuse;\n vec3 indirectSpecular;\n};\nstruct GeometricContext {\n vec3 position;\n vec3 normal;\n vec3 viewDir;\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n float distance = dot( planeNormal, point - pointOnPlane );\n return - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n return sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n return lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nvec3 inputToLinear( in vec3 a ) {\n #ifdef GAMMA_INPUT\n return pow( a, vec3( float( GAMMA_FACTOR ) ) );\n #else\n return a;\n #endif\n}\nvec3 linearToOutput( in vec3 a ) {\n #ifdef GAMMA_OUTPUT\n return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );\n #else\n return a;\n #endif\n}\n";
+
+// File:src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl
+
+THREE.ShaderChunk[ 'defaultnormal_vertex' ] = "#ifdef FLIP_SIDED\n objectNormal = -objectNormal;\n#endif\nvec3 transformedNormal = normalMatrix * objectNormal;\n";
+
+// File:src/renderers/shaders/ShaderChunk/displacementmap_vertex.glsl
+
+THREE.ShaderChunk[ 'displacementmap_vertex' ] = "#ifdef USE_DISPLACEMENTMAP\n transformed += normal * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/displacementmap_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'displacementmap_pars_vertex' ] = "#ifdef USE_DISPLACEMENTMAP\n uniform sampler2D displacementMap;\n uniform float displacementScale;\n uniform float displacementBias;\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/emissivemap_fragment.glsl
+
+THREE.ShaderChunk[ 'emissivemap_fragment' ] = "#ifdef USE_EMISSIVEMAP\n vec4 emissiveColor = texture2D( emissiveMap, vUv );\n emissiveColor.rgb = inputToLinear( emissiveColor.rgb );\n totalEmissiveLight *= emissiveColor.rgb;\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/emissivemap_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'emissivemap_pars_fragment' ] = "#ifdef USE_EMISSIVEMAP\n uniform sampler2D emissiveMap;\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/envmap_fragment.glsl
+
+THREE.ShaderChunk[ 'envmap_fragment' ] = "#ifdef USE_ENVMAP\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n #ifdef ENVMAP_MODE_REFLECTION\n vec3 reflectVec = reflect( cameraToVertex, worldNormal );\n #else\n vec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n #endif\n #else\n vec3 reflectVec = vReflect;\n #endif\n #ifdef DOUBLE_SIDED\n float flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n #else\n float flipNormal = 1.0;\n #endif\n #ifdef ENVMAP_TYPE_CUBE\n vec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n #elif defined( ENVMAP_TYPE_EQUIREC )\n vec2 sampleUV;\n sampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n sampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n vec4 envColor = texture2D( envMap, sampleUV );\n #elif defined( ENVMAP_TYPE_SPHERE )\n vec3 reflectView = flipNormal * normalize((viewMatrix * vec4( reflectVec, 0.0 )).xyz + vec3(0.0,0.0,1.0));\n vec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n #endif\n envColor.xyz = inputToLinear( envColor.xyz );\n #ifdef ENVMAP_BLENDING_MULTIPLY\n outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n #elif defined( ENVMAP_BLENDING_MIX )\n outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n #elif defined( ENVMAP_BLENDING_ADD )\n outgoingLight += envColor.xyz * specularStrength * reflectivity;\n #endif\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'envmap_pars_fragment' ] = "#if defined( USE_ENVMAP ) || defined( STANDARD )\n uniform float reflectivity;\n uniform float envMapIntenstiy;\n#endif\n#ifdef USE_ENVMAP\n #ifdef ENVMAP_TYPE_CUBE\n uniform samplerCube envMap;\n #else\n uniform sampler2D envMap;\n #endif\n uniform float flipEnvMap;\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( STANDARD )\n uniform float refractionRatio;\n #else\n varying vec3 vReflect;\n #endif\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'envmap_pars_vertex' ] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG ) && ! defined( STANDARD )\n varying vec3 vReflect;\n uniform float refractionRatio;\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/envmap_vertex.glsl
+
+THREE.ShaderChunk[ 'envmap_vertex' ] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG ) && ! defined( STANDARD )\n vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n vec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n #ifdef ENVMAP_MODE_REFLECTION\n vReflect = reflect( cameraToVertex, worldNormal );\n #else\n vReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n #endif\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/fog_fragment.glsl
+
+THREE.ShaderChunk[ 'fog_fragment' ] = "#ifdef USE_FOG\n #ifdef USE_LOGDEPTHBUF_EXT\n float depth = gl_FragDepthEXT / gl_FragCoord.w;\n #else\n float depth = gl_FragCoord.z / gl_FragCoord.w;\n #endif\n #ifdef FOG_EXP2\n float fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * depth * depth * LOG2 ) );\n #else\n float fogFactor = smoothstep( fogNear, fogFar, depth );\n #endif\n \n outgoingLight = mix( outgoingLight, fogColor, fogFactor );\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'fog_pars_fragment' ] = "#ifdef USE_FOG\n uniform vec3 fogColor;\n #ifdef FOG_EXP2\n uniform float fogDensity;\n #else\n uniform float fogNear;\n uniform float fogFar;\n #endif\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl
+
+THREE.ShaderChunk[ 'lightmap_fragment' ] = "#ifdef USE_LIGHTMAP\n reflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'lightmap_pars_fragment' ] = "#ifdef USE_LIGHTMAP\n uniform sampler2D lightMap;\n uniform float lightMapIntensity;\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl
+
+THREE.ShaderChunk[ 'lights_lambert_vertex' ] = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n vLightBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n directLight = getPointDirectLight( pointLights[ i ], geometry );\n dotNL = dot( geometry.normal, directLight.direction );\n directLightColor_Diffuse = PI * directLight.color;\n vLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n #ifdef DOUBLE_SIDED\n vLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n #endif\n }\n#endif\n#if NUM_SPOT_LIGHTS > 0\n for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n directLight = getSpotDirectLight( spotLights[ i ], geometry );\n dotNL = dot( geometry.normal, directLight.direction );\n directLightColor_Diffuse = PI * directLight.color;\n vLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n #ifdef DOUBLE_SIDED\n vLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n #endif\n }\n#endif\n#if NUM_DIR_LIGHTS > 0\n for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n directLight = getDirectionalDirectLight( directionalLights[ i ], geometry );\n dotNL = dot( geometry.normal, directLight.direction );\n directLightColor_Diffuse = PI * directLight.color;\n vLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n #ifdef DOUBLE_SIDED\n vLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n #endif\n }\n#endif\n#if NUM_HEMI_LIGHTS > 0\n for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n vLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n #ifdef DOUBLE_SIDED\n vLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n #endif\n }\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/lights_pars.glsl
+
+THREE.ShaderChunk[ 'lights_pars' ] = "#if NUM_DIR_LIGHTS > 0\n struct DirectionalLight {\n vec3 direction;\n vec3 color;\n int shadow;\n float shadowBias;\n float shadowRadius;\n vec2 shadowMapSize;\n };\n uniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n IncidentLight getDirectionalDirectLight( const in DirectionalLight directionalLight, const in GeometricContext geometry ) {\n IncidentLight directLight;\n directLight.color = directionalLight.color;\n directLight.direction = directionalLight.direction;\n directLight.visible = true;\n return directLight;\n }\n#endif\n#if NUM_POINT_LIGHTS > 0\n struct PointLight {\n vec3 position;\n vec3 color;\n float distance;\n float decay;\n int shadow;\n float shadowBias;\n float shadowRadius;\n vec2 shadowMapSize;\n };\n uniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n IncidentLight getPointDirectLight( const in PointLight pointLight, const in GeometricContext geometry ) {\n IncidentLight directLight;\n vec3 lVector = pointLight.position - geometry.position;\n directLight.direction = normalize( lVector );\n float lightDistance = length( lVector );\n if ( testLightInRange( lightDistance, pointLight.distance ) ) {\n directLight.color = pointLight.color;\n directLight.color *= calcLightAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n directLight.visible = true;\n } else {\n directLight.color = vec3( 0.0 );\n directLight.visible = false;\n }\n return directLight;\n }\n#endif\n#if NUM_SPOT_LIGHTS > 0\n struct SpotLight {\n vec3 position;\n vec3 direction;\n vec3 color;\n float distance;\n float decay;\n float angleCos;\n float penumbra;\n int shadow;\n float shadowBias;\n float shadowRadius;\n vec2 shadowMapSize;\n };\n uniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n IncidentLight getSpotDirectLight( const in SpotLight spotLight, const in GeometricContext geometry ) {\n IncidentLight directLight;\n vec3 lVector = spotLight.position - geometry.position;\n directLight.direction = normalize( lVector );\n float lightDistance = length( lVector );\n float spotEffect = dot( directLight.direction, spotLight.direction );\n if ( all( bvec2( spotEffect > spotLight.angleCos, testLightInRange( lightDistance, spotLight.distance ) ) ) ) {\n float spotEffect = dot( spotLight.direction, directLight.direction );\n spotEffect *= clamp( ( spotEffect - spotLight.angleCos ) / spotLight.penumbra, 0.0, 1.0 );\n directLight.color = spotLight.color;\n directLight.color *= ( spotEffect * calcLightAttenuation( lightDistance, spotLight.distance, spotLight.decay ) );\n directLight.visible = true;\n } else {\n directLight.color = vec3( 0.0 );\n directLight.visible = false;\n }\n return directLight;\n }\n#endif\n#if NUM_HEMI_LIGHTS > 0\n struct HemisphereLight {\n vec3 direction;\n vec3 skyColor;\n vec3 groundColor;\n };\n uniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n vec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n float dotNL = dot( geometry.normal, hemiLight.direction );\n float hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n return PI * mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n }\n#endif\n#if defined( USE_ENVMAP ) && defined( STANDARD )\n vec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n #ifdef DOUBLE_SIDED\n float flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n #else\n float flipNormal = 1.0;\n #endif\n vec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n #ifdef ENVMAP_TYPE_CUBE\n vec3 queryVec = flipNormal * vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n #ifdef TEXTURE_LOD_EXT\n vec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n #else\n vec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n #endif\n #else\n vec3 envMapColor = vec3( 0.0 );\n #endif\n envMapColor.rgb = inputToLinear( envMapColor.rgb );\n return PI * envMapColor.rgb * envMapIntensity;\n }\n float getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n float maxMIPLevelScalar = float( maxMIPLevel );\n float desiredMIPLevel = maxMIPLevelScalar - 0.79248 - 0.5 * log2( square( blinnShininessExponent ) + 1.0 );\n return clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n }\n vec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n #ifdef ENVMAP_MODE_REFLECTION\n vec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n #else\n vec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n #endif\n #ifdef DOUBLE_SIDED\n float flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n #else\n float flipNormal = 1.0;\n #endif\n reflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n float specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n #ifdef ENVMAP_TYPE_CUBE\n vec3 queryReflectVec = flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n #ifdef TEXTURE_LOD_EXT\n vec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n #else\n vec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n #endif\n #elif defined( ENVMAP_TYPE_EQUIREC )\n vec2 sampleUV;\n sampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n sampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n #ifdef TEXTURE_LOD_EXT\n vec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n #else\n vec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n #endif\n #elif defined( ENVMAP_TYPE_SPHERE )\n vec3 reflectView = flipNormal * normalize((viewMatrix * vec4( reflectVec, 0.0 )).xyz + vec3(0.0,0.0,1.0));\n #ifdef TEXTURE_LOD_EXT\n vec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n #else\n vec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n #endif\n #endif\n envMapColor.rgb = inputToLinear( envMapColor.rgb );\n return envMapColor.rgb * envMapIntensity;\n }\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl
+
+THREE.ShaderChunk[ 'lights_phong_fragment' ] = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n";
+
+// File:src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'lights_phong_pars_fragment' ] = "#ifdef USE_ENVMAP\n varying vec3 vWorldPosition;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n varying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n vec3 diffuseColor;\n vec3 specularColor;\n float specularShininess;\n float specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n float dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n vec3 irradiance = dotNL * PI * directLight.color;\n reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n reflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct RE_Direct_BlinnPhong\n#define RE_IndirectDiffuse RE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material ) (0)\n";
+
+// File:src/renderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'lights_phong_pars_vertex' ] = "#ifdef USE_ENVMAP\n varying vec3 vWorldPosition;\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/lights_phong_vertex.glsl
+
+THREE.ShaderChunk[ 'lights_phong_vertex' ] = "#ifdef USE_ENVMAP\n vWorldPosition = worldPosition.xyz;\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/lights_standard_fragment.glsl
+
+THREE.ShaderChunk[ 'lights_standard_fragment' ] = "StandardMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\nmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n";
+
+// File:src/renderers/shaders/ShaderChunk/lights_standard_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'lights_standard_pars_fragment' ] = "struct StandardMaterial {\n vec3 diffuseColor;\n float specularRoughness;\n vec3 specularColor;\n};\nvoid RE_Direct_Standard( const in IncidentLight directLight, const in GeometricContext geometry, const in StandardMaterial material, inout ReflectedLight reflectedLight ) {\n float dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n vec3 irradiance = dotNL * PI * directLight.color;\n reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n reflectedLight.directSpecular += irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n}\nvoid RE_IndirectDiffuse_Standard( const in vec3 irradiance, const in GeometricContext geometry, const in StandardMaterial material, inout ReflectedLight reflectedLight ) {\n reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Standard( const in vec3 radiance, const in GeometricContext geometry, const in StandardMaterial material, inout ReflectedLight reflectedLight ) {\n reflectedLight.indirectSpecular += radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n}\n#define RE_Direct RE_Direct_Standard\n#define RE_IndirectDiffuse RE_IndirectDiffuse_Standard\n#define RE_IndirectSpecular RE_IndirectSpecular_Standard\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\n";
+
+// File:src/renderers/shaders/ShaderChunk/lights_template.glsl
+
+THREE.ShaderChunk[ 'lights_template' ] = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n PointLight pointLight;\n for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n pointLight = pointLights[ i ];\n directLight = getPointDirectLight( pointLight, geometry );\n #ifdef USE_SHADOWMAP\n directLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n #endif\n RE_Direct( directLight, geometry, material, reflectedLight );\n }\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n SpotLight spotLight;\n for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n spotLight = spotLights[ i ];\n directLight = getSpotDirectLight( spotLight, geometry );\n #ifdef USE_SHADOWMAP\n directLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n #endif\n RE_Direct( directLight, geometry, material, reflectedLight );\n }\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n DirectionalLight directionalLight;\n for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n directionalLight = directionalLights[ i ];\n directLight = getDirectionalDirectLight( directionalLight, geometry );\n #ifdef USE_SHADOWMAP\n directLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n #endif\n RE_Direct( directLight, geometry, material, reflectedLight );\n }\n#endif\n#if defined( RE_IndirectDiffuse )\n vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n #ifdef USE_LIGHTMAP\n irradiance += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n #endif\n #if ( NUM_HEMI_LIGHTS > 0 )\n for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n }\n #endif\n RE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n vec3 radiance = getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), 8 );\n RE_IndirectSpecular( radiance, geometry, material, reflectedLight );\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/linear_to_gamma_fragment.glsl
+
+THREE.ShaderChunk[ 'linear_to_gamma_fragment' ] = "\n outgoingLight = linearToOutput( outgoingLight );\n";
+
+// File:src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl
+
+THREE.ShaderChunk[ 'logdepthbuf_fragment' ] = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n gl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'logdepthbuf_pars_fragment' ] = "#ifdef USE_LOGDEPTHBUF\n uniform float logDepthBufFC;\n #ifdef USE_LOGDEPTHBUF_EXT\n varying float vFragDepth;\n #endif\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'logdepthbuf_pars_vertex' ] = "#ifdef USE_LOGDEPTHBUF\n #ifdef USE_LOGDEPTHBUF_EXT\n varying float vFragDepth;\n #endif\n uniform float logDepthBufFC;\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl
+
+THREE.ShaderChunk[ 'logdepthbuf_vertex' ] = "#ifdef USE_LOGDEPTHBUF\n gl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\n #ifdef USE_LOGDEPTHBUF_EXT\n vFragDepth = 1.0 + gl_Position.w;\n #else\n gl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n #endif\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/map_fragment.glsl
+
+THREE.ShaderChunk[ 'map_fragment' ] = "#ifdef USE_MAP\n vec4 texelColor = texture2D( map, vUv );\n texelColor.xyz = inputToLinear( texelColor.xyz );\n diffuseColor *= texelColor;\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'map_pars_fragment' ] = "#ifdef USE_MAP\n uniform sampler2D map;\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl
+
+THREE.ShaderChunk[ 'map_particle_fragment' ] = "#ifdef USE_MAP\n diffuseColor *= texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'map_particle_pars_fragment' ] = "#ifdef USE_MAP\n uniform vec4 offsetRepeat;\n uniform sampler2D map;\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/metalnessmap_fragment.glsl
+
+THREE.ShaderChunk[ 'metalnessmap_fragment' ] = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n vec4 texelMetalness = texture2D( metalnessMap, vUv );\n metalnessFactor *= texelMetalness.r;\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/metalnessmap_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'metalnessmap_pars_fragment' ] = "#ifdef USE_METALNESSMAP\n uniform sampler2D metalnessMap;\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl
+
+THREE.ShaderChunk[ 'morphnormal_vertex' ] = "#ifdef USE_MORPHNORMALS\n objectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n objectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n objectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n objectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'morphtarget_pars_vertex' ] = "#ifdef USE_MORPHTARGETS\n #ifndef USE_MORPHNORMALS\n uniform float morphTargetInfluences[ 8 ];\n #else\n uniform float morphTargetInfluences[ 4 ];\n #endif\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl
+
+THREE.ShaderChunk[ 'morphtarget_vertex' ] = "#ifdef USE_MORPHTARGETS\n transformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n transformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n transformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n transformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n #ifndef USE_MORPHNORMALS\n transformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n transformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n transformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n transformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n #endif\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/normal_fragment.glsl
+
+THREE.ShaderChunk[ 'normal_fragment' ] = "#ifdef FLAT_SHADED\n vec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n vec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n vec3 normal = normalize( cross( fdx, fdy ) );\n#else\n vec3 normal = normalize( vNormal );\n #ifdef DOUBLE_SIDED\n normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n #endif\n#endif\n#ifdef USE_NORMALMAP\n normal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'normalmap_pars_fragment' ] = "#ifdef USE_NORMALMAP\n uniform sampler2D normalMap;\n uniform vec2 normalScale;\n vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n vec3 q0 = dFdx( eye_pos.xyz );\n vec3 q1 = dFdy( eye_pos.xyz );\n vec2 st0 = dFdx( vUv.st );\n vec2 st1 = dFdy( vUv.st );\n vec3 S = normalize( q0 * st1.t - q1 * st0.t );\n vec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n vec3 N = normalize( surf_norm );\n vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n mapN.xy = normalScale * mapN.xy;\n mat3 tsn = mat3( S, T, N );\n return normalize( tsn * mapN );\n }\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/project_vertex.glsl
+
+THREE.ShaderChunk[ 'project_vertex' ] = "#ifdef USE_SKINNING\n vec4 mvPosition = modelViewMatrix * skinned;\n#else\n vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\n#endif\ngl_Position = projectionMatrix * mvPosition;\n";
+
+// File:src/renderers/shaders/ShaderChunk/roughnessmap_fragment.glsl
+
+THREE.ShaderChunk[ 'roughnessmap_fragment' ] = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n vec4 texelRoughness = texture2D( roughnessMap, vUv );\n roughnessFactor *= texelRoughness.r;\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/roughnessmap_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'roughnessmap_pars_fragment' ] = "#ifdef USE_ROUGHNESSMAP\n uniform sampler2D roughnessMap;\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'shadowmap_pars_fragment' ] = "#ifdef USE_SHADOWMAP\n #if NUM_DIR_LIGHTS > 0\n uniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n #endif\n #if NUM_SPOT_LIGHTS > 0\n uniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n varying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n #endif\n #if NUM_POINT_LIGHTS > 0\n uniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n varying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n #endif\n float unpackDepth( const in vec4 rgba_depth ) {\n const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n return dot( rgba_depth, bit_shift );\n }\n float texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n return step( compare, unpackDepth( texture2D( depths, uv ) ) );\n }\n float texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n const vec2 offset = vec2( 0.0, 1.0 );\n vec2 texelSize = vec2( 1.0 ) / size;\n vec2 centroidUV = floor( uv * size + 0.5 ) / size;\n float lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n float lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n float rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n float rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n vec2 f = fract( uv * size + 0.5 );\n float a = mix( lb, lt, f.y );\n float b = mix( rb, rt, f.y );\n float c = mix( a, b, f.x );\n return c;\n }\n float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n shadowCoord.xyz /= shadowCoord.w;\n shadowCoord.z += shadowBias;\n bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n bool inFrustum = all( inFrustumVec );\n bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n bool frustumTest = all( frustumTestVec );\n if ( frustumTest ) {\n #if defined( SHADOWMAP_TYPE_PCF )\n vec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n float dx0 = - texelSize.x * shadowRadius;\n float dy0 = - texelSize.y * shadowRadius;\n float dx1 = + texelSize.x * shadowRadius;\n float dy1 = + texelSize.y * shadowRadius;\n return (\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n ) * ( 1.0 / 9.0 );\n #elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n vec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n float dx0 = - texelSize.x * shadowRadius;\n float dy0 = - texelSize.y * shadowRadius;\n float dx1 = + texelSize.x * shadowRadius;\n float dy1 = + texelSize.y * shadowRadius;\n return (\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n ) * ( 1.0 / 9.0 );\n #else\n return texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n #endif\n }\n return 1.0;\n }\n vec2 cubeToUV( vec3 v, float texelSizeY ) {\n vec3 absV = abs( v );\n float scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n absV *= scaleToCube;\n v *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n vec2 planar = v.xy;\n float almostATexel = 1.5 * texelSizeY;\n float almostOne = 1.0 - almostATexel;\n if ( absV.z >= almostOne ) {\n if ( v.z > 0.0 )\n planar.x = 4.0 - v.x;\n } else if ( absV.x >= almostOne ) {\n float signX = sign( v.x );\n planar.x = v.z * signX + 2.0 * signX;\n } else if ( absV.y >= almostOne ) {\n float signY = sign( v.y );\n planar.x = v.x + 2.0 * signY + 2.0;\n planar.y = v.z * signY - 2.0;\n }\n return vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n }\n float getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n vec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n vec3 lightToPosition = shadowCoord.xyz;\n vec3 bd3D = normalize( lightToPosition );\n float dp = ( length( lightToPosition ) - shadowBias ) / 1000.0;\n #if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n vec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n return (\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n ) * ( 1.0 / 9.0 );\n #else\n return texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n #endif\n }\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'shadowmap_pars_vertex' ] = "#ifdef USE_SHADOWMAP\n #if NUM_DIR_LIGHTS > 0\n uniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n #endif\n #if NUM_SPOT_LIGHTS > 0\n uniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n varying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n #endif\n #if NUM_POINT_LIGHTS > 0\n uniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n varying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n #endif\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl
+
+THREE.ShaderChunk[ 'shadowmap_vertex' ] = "#ifdef USE_SHADOWMAP\n #if NUM_DIR_LIGHTS > 0\n for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n vDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n }\n #endif\n #if NUM_SPOT_LIGHTS > 0\n for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n vSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n }\n #endif\n #if NUM_POINT_LIGHTS > 0\n for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n vPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n }\n #endif\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/shadowmask_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'shadowmask_pars_fragment' ] = "float getShadowMask() {\n float shadow = 1.0;\n #ifdef USE_SHADOWMAP\n #if NUM_DIR_LIGHTS > 0\n DirectionalLight directionalLight;\n for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n directionalLight = directionalLights[ i ];\n shadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n }\n #endif\n #if NUM_SPOT_LIGHTS > 0\n SpotLight spotLight;\n for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n spotLight = spotLights[ i ];\n shadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n }\n #endif\n #if NUM_POINT_LIGHTS > 0\n PointLight pointLight;\n for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n pointLight = pointLights[ i ];\n shadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n }\n #endif\n #endif\n return shadow;\n}\n";
+
+// File:src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl
+
+THREE.ShaderChunk[ 'skinbase_vertex' ] = "#ifdef USE_SKINNING\n mat4 boneMatX = getBoneMatrix( skinIndex.x );\n mat4 boneMatY = getBoneMatrix( skinIndex.y );\n mat4 boneMatZ = getBoneMatrix( skinIndex.z );\n mat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'skinning_pars_vertex' ] = "#ifdef USE_SKINNING\n uniform mat4 bindMatrix;\n uniform mat4 bindMatrixInverse;\n #ifdef BONE_TEXTURE\n uniform sampler2D boneTexture;\n uniform int boneTextureWidth;\n uniform int boneTextureHeight;\n mat4 getBoneMatrix( const in float i ) {\n float j = i * 4.0;\n float x = mod( j, float( boneTextureWidth ) );\n float y = floor( j / float( boneTextureWidth ) );\n float dx = 1.0 / float( boneTextureWidth );\n float dy = 1.0 / float( boneTextureHeight );\n y = dy * ( y + 0.5 );\n vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n mat4 bone = mat4( v1, v2, v3, v4 );\n return bone;\n }\n #else\n uniform mat4 boneGlobalMatrices[ MAX_BONES ];\n mat4 getBoneMatrix( const in float i ) {\n mat4 bone = boneGlobalMatrices[ int(i) ];\n return bone;\n }\n #endif\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/skinning_vertex.glsl
+
+THREE.ShaderChunk[ 'skinning_vertex' ] = "#ifdef USE_SKINNING\n vec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n vec4 skinned = vec4( 0.0 );\n skinned += boneMatX * skinVertex * skinWeight.x;\n skinned += boneMatY * skinVertex * skinWeight.y;\n skinned += boneMatZ * skinVertex * skinWeight.z;\n skinned += boneMatW * skinVertex * skinWeight.w;\n skinned = bindMatrixInverse * skinned;\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl
+
+THREE.ShaderChunk[ 'skinnormal_vertex' ] = "#ifdef USE_SKINNING\n mat4 skinMatrix = mat4( 0.0 );\n skinMatrix += skinWeight.x * boneMatX;\n skinMatrix += skinWeight.y * boneMatY;\n skinMatrix += skinWeight.z * boneMatZ;\n skinMatrix += skinWeight.w * boneMatW;\n skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n objectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl
+
+THREE.ShaderChunk[ 'specularmap_fragment' ] = "float specularStrength;\n#ifdef USE_SPECULARMAP\n vec4 texelSpecular = texture2D( specularMap, vUv );\n specularStrength = texelSpecular.r;\n#else\n specularStrength = 1.0;\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'specularmap_pars_fragment' ] = "#ifdef USE_SPECULARMAP\n uniform sampler2D specularMap;\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/uv2_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'uv2_pars_fragment' ] = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n varying vec2 vUv2;\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/uv2_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'uv2_pars_vertex' ] = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n attribute vec2 uv2;\n varying vec2 vUv2;\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/uv2_vertex.glsl
+
+THREE.ShaderChunk[ 'uv2_vertex' ] = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n vUv2 = uv2;\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/uv_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'uv_pars_fragment' ] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n varying vec2 vUv;\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/uv_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'uv_pars_vertex' ] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n varying vec2 vUv;\n uniform vec4 offsetRepeat;\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/uv_vertex.glsl
+
+THREE.ShaderChunk[ 'uv_vertex' ] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n vUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl
+
+THREE.ShaderChunk[ 'worldpos_vertex' ] = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( STANDARD ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n #ifdef USE_SKINNING\n vec4 worldPosition = modelMatrix * skinned;\n #else\n vec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n #endif\n#endif\n";
+
+// File:src/renderers/shaders/UniformsUtils.js
+
+/**
+ * Uniform Utilities
+ */
+
+THREE.UniformsUtils = {
+
+ merge: function ( uniforms ) {
+
+ var merged = {};
+
+ for ( var u = 0; u < uniforms.length; u ++ ) {
+
+ var tmp = this.clone( uniforms[ u ] );
+
+ for ( var p in tmp ) {
+
+ merged[ p ] = tmp[ p ];
+
+ }
+
+ }
+
+ return merged;
+
+ },
+
+ clone: function ( uniforms_src ) {
+
+ var uniforms_dst = {};
+
+ for ( var u in uniforms_src ) {
+
+ uniforms_dst[ u ] = {};
+
+ for ( var p in uniforms_src[ u ] ) {
+
+ var parameter_src = uniforms_src[ u ][ p ];
+
+ if ( parameter_src instanceof THREE.Color ||
+ parameter_src instanceof THREE.Vector2 ||
+ parameter_src instanceof THREE.Vector3 ||
+ parameter_src instanceof THREE.Vector4 ||
+ parameter_src instanceof THREE.Matrix3 ||
+ parameter_src instanceof THREE.Matrix4 ||
+ parameter_src instanceof THREE.Texture ) {
+
+ uniforms_dst[ u ][ p ] = parameter_src.clone();
+
+ } else if ( Array.isArray( parameter_src ) ) {
+
+ uniforms_dst[ u ][ p ] = parameter_src.slice();
+
+ } else {
+
+ uniforms_dst[ u ][ p ] = parameter_src;
+
+ }
+
+ }
+
+ }
+
+ return uniforms_dst;
+
+ }
+
+};
+
+// File:src/renderers/shaders/UniformsLib.js
+
+/**
+ * Uniforms library for shared webgl shaders
+ */
+
+THREE.UniformsLib = {
+
+ common: {
+
+ "diffuse": { type: "c", value: new THREE.Color( 0xeeeeee ) },
+ "opacity": { type: "f", value: 1.0 },
+
+ "map": { type: "t", value: null },
+ "offsetRepeat": { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
+
+ "specularMap": { type: "t", value: null },
+ "alphaMap": { type: "t", value: null },
+
+ "envMap": { type: "t", value: null },
+ "flipEnvMap": { type: "f", value: - 1 },
+ "reflectivity": { type: "f", value: 1.0 },
+ "refractionRatio": { type: "f", value: 0.98 }
+
+ },
+
+ aomap: {
+
+ "aoMap": { type: "t", value: null },
+ "aoMapIntensity": { type: "f", value: 1 }
+
+ },
+
+ lightmap: {
+
+ "lightMap": { type: "t", value: null },
+ "lightMapIntensity": { type: "f", value: 1 }
+
+ },
+
+ emissivemap: {
+
+ "emissiveMap": { type: "t", value: null }
+
+ },
+
+ bumpmap: {
+
+ "bumpMap": { type: "t", value: null },
+ "bumpScale": { type: "f", value: 1 }
+
+ },
+
+ normalmap: {
+
+ "normalMap": { type: "t", value: null },
+ "normalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) }
+
+ },
+
+ displacementmap: {
+
+ "displacementMap": { type: "t", value: null },
+ "displacementScale": { type: "f", value: 1 },
+ "displacementBias": { type: "f", value: 0 }
+
+ },
+
+ roughnessmap: {
+
+ "roughnessMap": { type: "t", value: null }
+
+ },
+
+ metalnessmap: {
+
+ "metalnessMap": { type: "t", value: null }
+
+ },
+
+ fog: {
+
+ "fogDensity": { type: "f", value: 0.00025 },
+ "fogNear": { type: "f", value: 1 },
+ "fogFar": { type: "f", value: 2000 },
+ "fogColor": { type: "c", value: new THREE.Color( 0xffffff ) }
+
+ },
+
+ ambient: {
+
+ "ambientLightColor": { type: "fv", value: [] }
+
+ },
+
+ lights: {
+
+ "directionalLights": { type: "sa", value: [], properties: {
+ "direction": { type: "v3" },
+ "color": { type: "c" },
+
+ "shadow": { type: "i" },
+ "shadowBias": { type: "f" },
+ "shadowRadius": { type: "f" },
+ "shadowMapSize": { type: "v2" }
+ } },
+
+ "directionalShadowMap": { type: "tv", value: [] },
+ "directionalShadowMatrix": { type: "m4v", value: [] },
+
+ "spotLights": { type: "sa", value: [], properties: {
+ "color": { type: "c" },
+ "position": { type: "v3" },
+ "direction": { type: "v3" },
+ "distance": { type: "f" },
+ "angleCos": { type: "f" },
+ "penumbra": { type: "f" },
+ "decay": { type: "f" },
+
+ "shadow": { type: "i" },
+ "shadowBias": { type: "f" },
+ "shadowRadius": { type: "f" },
+ "shadowMapSize": { type: "v2" }
+ } },
+
+ "spotShadowMap": { type: "tv", value: [] },
+ "spotShadowMatrix": { type: "m4v", value: [] },
+
+ "pointLights": { type: "sa", value: [], properties: {
+ "color": { type: "c" },
+ "position": { type: "v3" },
+ "decay": { type: "f" },
+ "distance": { type: "f" },
+
+ "shadow": { type: "i" },
+ "shadowBias": { type: "f" },
+ "shadowRadius": { type: "f" },
+ "shadowMapSize": { type: "v2" }
+ } },
+
+ "pointShadowMap": { type: "tv", value: [] },
+ "pointShadowMatrix": { type: "m4v", value: [] },
+
+ "hemisphereLights": { type: "sa", value: [], properties: {
+ "direction": { type: "v3" },
+ "skyColor": { type: "c" },
+ "groundColor": { type: "c" }
+ } }
+
+ },
+
+ points: {
+
+ "diffuse": { type: "c", value: new THREE.Color( 0xeeeeee ) },
+ "opacity": { type: "f", value: 1.0 },
+ "size": { type: "f", value: 1.0 },
+ "scale": { type: "f", value: 1.0 },
+ "map": { type: "t", value: null },
+ "offsetRepeat": { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) }
+
+ }
+
+};
+
+// File:src/renderers/shaders/ShaderLib.js
+
+/**
+ * Webgl Shader Library for three_js
+ *
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ * @author mikael emtinger / http://gomo.se/
+ */
+
+
+THREE.ShaderLib = {
+
+ 'basic': {
+
+ uniforms: THREE.UniformsUtils.merge( [
+
+ THREE.UniformsLib[ "common" ],
+ THREE.UniformsLib[ "aomap" ],
+ THREE.UniformsLib[ "fog" ]
+
+ ] ),
+
+ vertexShader: [
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "uv_pars_vertex" ],
+ THREE.ShaderChunk[ "uv2_pars_vertex" ],
+ THREE.ShaderChunk[ "envmap_pars_vertex" ],
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "uv_vertex" ],
+ THREE.ShaderChunk[ "uv2_vertex" ],
+ THREE.ShaderChunk[ "color_vertex" ],
+ THREE.ShaderChunk[ "skinbase_vertex" ],
+
+ " #ifdef USE_ENVMAP",
+
+ THREE.ShaderChunk[ "beginnormal_vertex" ],
+ THREE.ShaderChunk[ "morphnormal_vertex" ],
+ THREE.ShaderChunk[ "skinnormal_vertex" ],
+ THREE.ShaderChunk[ "defaultnormal_vertex" ],
+
+ " #endif",
+
+ THREE.ShaderChunk[ "begin_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "skinning_vertex" ],
+ THREE.ShaderChunk[ "project_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+ THREE.ShaderChunk[ "worldpos_vertex" ],
+ THREE.ShaderChunk[ "envmap_vertex" ],
+
+ "}"
+
+ ].join( "\n" ),
+
+ fragmentShader: [
+
+ "uniform vec3 diffuse;",
+ "uniform float opacity;",
+
+ "#ifndef FLAT_SHADED",
+
+ " varying vec3 vNormal;",
+
+ "#endif",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "uv_pars_fragment" ],
+ THREE.ShaderChunk[ "uv2_pars_fragment" ],
+ THREE.ShaderChunk[ "map_pars_fragment" ],
+ THREE.ShaderChunk[ "alphamap_pars_fragment" ],
+ THREE.ShaderChunk[ "aomap_pars_fragment" ],
+ THREE.ShaderChunk[ "envmap_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+ THREE.ShaderChunk[ "specularmap_pars_fragment" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+ "void main() {",
+
+ " vec4 diffuseColor = vec4( diffuse, opacity );",
+
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+ THREE.ShaderChunk[ "map_fragment" ],
+ THREE.ShaderChunk[ "color_fragment" ],
+ THREE.ShaderChunk[ "alphamap_fragment" ],
+ THREE.ShaderChunk[ "alphatest_fragment" ],
+ THREE.ShaderChunk[ "specularmap_fragment" ],
+
+ " ReflectedLight reflectedLight;",
+ " reflectedLight.directDiffuse = vec3( 0.0 );",
+ " reflectedLight.directSpecular = vec3( 0.0 );",
+ " reflectedLight.indirectDiffuse = diffuseColor.rgb;",
+ " reflectedLight.indirectSpecular = vec3( 0.0 );",
+
+ THREE.ShaderChunk[ "aomap_fragment" ],
+
+ " vec3 outgoingLight = reflectedLight.indirectDiffuse;",
+
+ THREE.ShaderChunk[ "envmap_fragment" ],
+ THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+ THREE.ShaderChunk[ "fog_fragment" ],
+
+ " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
+
+ "}"
+
+ ].join( "\n" )
+
+ },
+
+ 'lambert': {
+
+ uniforms: THREE.UniformsUtils.merge( [
+
+ THREE.UniformsLib[ "common" ],
+ THREE.UniformsLib[ "aomap" ],
+ THREE.UniformsLib[ "lightmap" ],
+ THREE.UniformsLib[ "emissivemap" ],
+ THREE.UniformsLib[ "fog" ],
+ THREE.UniformsLib[ "ambient" ],
+ THREE.UniformsLib[ "lights" ],
+
+ {
+ "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }
+ }
+
+ ] ),
+
+ vertexShader: [
+
+ "#define LAMBERT",
+
+ "varying vec3 vLightFront;",
+
+ "#ifdef DOUBLE_SIDED",
+
+ " varying vec3 vLightBack;",
+
+ "#endif",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "uv_pars_vertex" ],
+ THREE.ShaderChunk[ "uv2_pars_vertex" ],
+ THREE.ShaderChunk[ "envmap_pars_vertex" ],
+ THREE.ShaderChunk[ "bsdfs" ],
+ THREE.ShaderChunk[ "lights_pars" ],
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "uv_vertex" ],
+ THREE.ShaderChunk[ "uv2_vertex" ],
+ THREE.ShaderChunk[ "color_vertex" ],
+
+ THREE.ShaderChunk[ "beginnormal_vertex" ],
+ THREE.ShaderChunk[ "morphnormal_vertex" ],
+ THREE.ShaderChunk[ "skinbase_vertex" ],
+ THREE.ShaderChunk[ "skinnormal_vertex" ],
+ THREE.ShaderChunk[ "defaultnormal_vertex" ],
+
+ THREE.ShaderChunk[ "begin_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "skinning_vertex" ],
+ THREE.ShaderChunk[ "project_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+ THREE.ShaderChunk[ "worldpos_vertex" ],
+ THREE.ShaderChunk[ "envmap_vertex" ],
+ THREE.ShaderChunk[ "lights_lambert_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+ "}"
+
+ ].join( "\n" ),
+
+ fragmentShader: [
+
+ "uniform vec3 diffuse;",
+ "uniform vec3 emissive;",
+ "uniform float opacity;",
+
+ "varying vec3 vLightFront;",
+
+ "#ifdef DOUBLE_SIDED",
+
+ " varying vec3 vLightBack;",
+
+ "#endif",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "uv_pars_fragment" ],
+ THREE.ShaderChunk[ "uv2_pars_fragment" ],
+ THREE.ShaderChunk[ "map_pars_fragment" ],
+ THREE.ShaderChunk[ "alphamap_pars_fragment" ],
+ THREE.ShaderChunk[ "aomap_pars_fragment" ],
+ THREE.ShaderChunk[ "lightmap_pars_fragment" ],
+ THREE.ShaderChunk[ "emissivemap_pars_fragment" ],
+ THREE.ShaderChunk[ "envmap_pars_fragment" ],
+ THREE.ShaderChunk[ "bsdfs" ],
+ THREE.ShaderChunk[ "ambient_pars" ],
+ THREE.ShaderChunk[ "lights_pars" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+ THREE.ShaderChunk[ "shadowmask_pars_fragment" ],
+ THREE.ShaderChunk[ "specularmap_pars_fragment" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+ "void main() {",
+
+ " vec4 diffuseColor = vec4( diffuse, opacity );",
+ " ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );",
+ " vec3 totalEmissiveLight = emissive;",
+
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+ THREE.ShaderChunk[ "map_fragment" ],
+ THREE.ShaderChunk[ "color_fragment" ],
+ THREE.ShaderChunk[ "alphamap_fragment" ],
+ THREE.ShaderChunk[ "alphatest_fragment" ],
+ THREE.ShaderChunk[ "specularmap_fragment" ],
+ THREE.ShaderChunk[ "emissivemap_fragment" ],
+
+ // accumulation
+ " reflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );",
+
+ THREE.ShaderChunk[ "lightmap_fragment" ],
+
+ " reflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );",
+
+ " #ifdef DOUBLE_SIDED",
+
+ " reflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;",
+
+ " #else",
+
+ " reflectedLight.directDiffuse = vLightFront;",
+
+ " #endif",
+
+ " reflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();",
+
+ // modulation
+ THREE.ShaderChunk[ "aomap_fragment" ],
+
+ " vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveLight;",
+
+ THREE.ShaderChunk[ "envmap_fragment" ],
+
+ THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+
+ THREE.ShaderChunk[ "fog_fragment" ],
+
+ " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
+
+ "}"
+
+ ].join( "\n" )
+
+ },
+
+ 'phong': {
+
+ uniforms: THREE.UniformsUtils.merge( [
+
+ THREE.UniformsLib[ "common" ],
+ THREE.UniformsLib[ "aomap" ],
+ THREE.UniformsLib[ "lightmap" ],
+ THREE.UniformsLib[ "emissivemap" ],
+ THREE.UniformsLib[ "bumpmap" ],
+ THREE.UniformsLib[ "normalmap" ],
+ THREE.UniformsLib[ "displacementmap" ],
+ THREE.UniformsLib[ "fog" ],
+ THREE.UniformsLib[ "ambient" ],
+ THREE.UniformsLib[ "lights" ],
+
+ {
+ "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
+ "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
+ "shininess": { type: "f", value: 30 }
+ }
+
+ ] ),
+
+ vertexShader: [
+
+ "#define PHONG",
+
+ "varying vec3 vViewPosition;",
+
+ "#ifndef FLAT_SHADED",
+
+ " varying vec3 vNormal;",
+
+ "#endif",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "uv_pars_vertex" ],
+ THREE.ShaderChunk[ "uv2_pars_vertex" ],
+ THREE.ShaderChunk[ "displacementmap_pars_vertex" ],
+ THREE.ShaderChunk[ "envmap_pars_vertex" ],
+ THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "uv_vertex" ],
+ THREE.ShaderChunk[ "uv2_vertex" ],
+ THREE.ShaderChunk[ "color_vertex" ],
+
+ THREE.ShaderChunk[ "beginnormal_vertex" ],
+ THREE.ShaderChunk[ "morphnormal_vertex" ],
+ THREE.ShaderChunk[ "skinbase_vertex" ],
+ THREE.ShaderChunk[ "skinnormal_vertex" ],
+ THREE.ShaderChunk[ "defaultnormal_vertex" ],
+
+ "#ifndef FLAT_SHADED", // Normal computed with derivatives when FLAT_SHADED
+
+ " vNormal = normalize( transformedNormal );",
+
+ "#endif",
+
+ THREE.ShaderChunk[ "begin_vertex" ],
+ THREE.ShaderChunk[ "displacementmap_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "skinning_vertex" ],
+ THREE.ShaderChunk[ "project_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+ " vViewPosition = - mvPosition.xyz;",
+
+ THREE.ShaderChunk[ "worldpos_vertex" ],
+ THREE.ShaderChunk[ "envmap_vertex" ],
+ THREE.ShaderChunk[ "lights_phong_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+ "}"
+
+ ].join( "\n" ),
+
+ fragmentShader: [
+
+ "#define PHONG",
+
+ "uniform vec3 diffuse;",
+ "uniform vec3 emissive;",
+ "uniform vec3 specular;",
+ "uniform float shininess;",
+ "uniform float opacity;",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "uv_pars_fragment" ],
+ THREE.ShaderChunk[ "uv2_pars_fragment" ],
+ THREE.ShaderChunk[ "map_pars_fragment" ],
+ THREE.ShaderChunk[ "alphamap_pars_fragment" ],
+ THREE.ShaderChunk[ "aomap_pars_fragment" ],
+ THREE.ShaderChunk[ "lightmap_pars_fragment" ],
+ THREE.ShaderChunk[ "emissivemap_pars_fragment" ],
+ THREE.ShaderChunk[ "envmap_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+ THREE.ShaderChunk[ "bsdfs" ],
+ THREE.ShaderChunk[ "ambient_pars" ],
+ THREE.ShaderChunk[ "lights_pars" ],
+ THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+ THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
+ THREE.ShaderChunk[ "normalmap_pars_fragment" ],
+ THREE.ShaderChunk[ "specularmap_pars_fragment" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+ "void main() {",
+
+ " vec4 diffuseColor = vec4( diffuse, opacity );",
+ " ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );",
+ " vec3 totalEmissiveLight = emissive;",
+
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+ THREE.ShaderChunk[ "map_fragment" ],
+ THREE.ShaderChunk[ "color_fragment" ],
+ THREE.ShaderChunk[ "alphamap_fragment" ],
+ THREE.ShaderChunk[ "alphatest_fragment" ],
+ THREE.ShaderChunk[ "specularmap_fragment" ],
+ THREE.ShaderChunk[ "normal_fragment" ],
+ THREE.ShaderChunk[ "emissivemap_fragment" ],
+
+ // accumulation
+ THREE.ShaderChunk[ "lights_phong_fragment" ],
+ THREE.ShaderChunk[ "lights_template" ],
+
+ // modulation
+ THREE.ShaderChunk[ "aomap_fragment" ],
+
+ "vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveLight;",
+
+ THREE.ShaderChunk[ "envmap_fragment" ],
+ THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+
+ THREE.ShaderChunk[ "fog_fragment" ],
+
+ " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
+
+ "}"
+
+ ].join( "\n" )
+
+ },
+
+ 'standard': {
+
+ uniforms: THREE.UniformsUtils.merge( [
+
+ THREE.UniformsLib[ "common" ],
+ THREE.UniformsLib[ "aomap" ],
+ THREE.UniformsLib[ "lightmap" ],
+ THREE.UniformsLib[ "emissivemap" ],
+ THREE.UniformsLib[ "bumpmap" ],
+ THREE.UniformsLib[ "normalmap" ],
+ THREE.UniformsLib[ "displacementmap" ],
+ THREE.UniformsLib[ "roughnessmap" ],
+ THREE.UniformsLib[ "metalnessmap" ],
+ THREE.UniformsLib[ "fog" ],
+ THREE.UniformsLib[ "ambient" ],
+ THREE.UniformsLib[ "lights" ],
+
+ {
+ "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
+ "roughness": { type: "f", value: 0.5 },
+ "metalness": { type: "f", value: 0 },
+ "envMapIntensity" : { type: "f", value: 1 } // temporary
+ }
+
+ ] ),
+
+ vertexShader: [
+
+ "#define STANDARD",
+
+ "varying vec3 vViewPosition;",
+
+ "#ifndef FLAT_SHADED",
+
+ " varying vec3 vNormal;",
+
+ "#endif",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "uv_pars_vertex" ],
+ THREE.ShaderChunk[ "uv2_pars_vertex" ],
+ THREE.ShaderChunk[ "displacementmap_pars_vertex" ],
+ THREE.ShaderChunk[ "envmap_pars_vertex" ],
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+ THREE.ShaderChunk[ "specularmap_pars_fragment" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+ "void main() {", // STANDARD
+
+ THREE.ShaderChunk[ "uv_vertex" ],
+ THREE.ShaderChunk[ "uv2_vertex" ],
+ THREE.ShaderChunk[ "color_vertex" ],
+
+ THREE.ShaderChunk[ "beginnormal_vertex" ],
+ THREE.ShaderChunk[ "morphnormal_vertex" ],
+ THREE.ShaderChunk[ "skinbase_vertex" ],
+ THREE.ShaderChunk[ "skinnormal_vertex" ],
+ THREE.ShaderChunk[ "defaultnormal_vertex" ],
+
+ "#ifndef FLAT_SHADED", // Normal computed with derivatives when FLAT_SHADED
+
+ " vNormal = normalize( transformedNormal );",
+
+ "#endif",
+
+ THREE.ShaderChunk[ "begin_vertex" ],
+ THREE.ShaderChunk[ "displacementmap_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "skinning_vertex" ],
+ THREE.ShaderChunk[ "project_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+ " vViewPosition = - mvPosition.xyz;",
+
+ THREE.ShaderChunk[ "worldpos_vertex" ],
+ THREE.ShaderChunk[ "envmap_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+ "}"
+
+ ].join( "\n" ),
+
+ fragmentShader: [
+
+ "#define STANDARD",
+
+ "uniform vec3 diffuse;",
+ "uniform vec3 emissive;",
+ "uniform float roughness;",
+ "uniform float metalness;",
+ "uniform float opacity;",
+
+ "uniform float envMapIntensity;", // temporary
+
+ "varying vec3 vViewPosition;",
+
+ "#ifndef FLAT_SHADED",
+
+ " varying vec3 vNormal;",
+
+ "#endif",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "uv_pars_fragment" ],
+ THREE.ShaderChunk[ "uv2_pars_fragment" ],
+ THREE.ShaderChunk[ "map_pars_fragment" ],
+ THREE.ShaderChunk[ "alphamap_pars_fragment" ],
+ THREE.ShaderChunk[ "aomap_pars_fragment" ],
+ THREE.ShaderChunk[ "lightmap_pars_fragment" ],
+ THREE.ShaderChunk[ "emissivemap_pars_fragment" ],
+ THREE.ShaderChunk[ "envmap_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+ THREE.ShaderChunk[ "bsdfs" ],
+ THREE.ShaderChunk[ "ambient_pars" ],
+ THREE.ShaderChunk[ "lights_pars" ],
+ THREE.ShaderChunk[ "lights_standard_pars_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+ THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
+ THREE.ShaderChunk[ "normalmap_pars_fragment" ],
+ THREE.ShaderChunk[ "roughnessmap_pars_fragment" ],
+ THREE.ShaderChunk[ "metalnessmap_pars_fragment" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+ "void main() {",
+
+ " vec4 diffuseColor = vec4( diffuse, opacity );",
+ " ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );",
+ " vec3 totalEmissiveLight = emissive;",
+
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+ THREE.ShaderChunk[ "map_fragment" ],
+ THREE.ShaderChunk[ "color_fragment" ],
+ THREE.ShaderChunk[ "alphamap_fragment" ],
+ THREE.ShaderChunk[ "alphatest_fragment" ],
+ THREE.ShaderChunk[ "specularmap_fragment" ],
+ THREE.ShaderChunk[ "roughnessmap_fragment" ],
+ THREE.ShaderChunk[ "metalnessmap_fragment" ],
+ THREE.ShaderChunk[ "normal_fragment" ],
+ THREE.ShaderChunk[ "emissivemap_fragment" ],
+
+ // accumulation
+ THREE.ShaderChunk[ "lights_standard_fragment" ],
+ THREE.ShaderChunk[ "lights_template" ],
+
+ // modulation
+ THREE.ShaderChunk[ "aomap_fragment" ],
+
+ "vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveLight;",
+
+ THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+
+ THREE.ShaderChunk[ "fog_fragment" ],
+
+ " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
+
+ "}"
+
+ ].join( "\n" )
+
+ },
+
+ 'points': {
+
+ uniforms: THREE.UniformsUtils.merge( [
+
+ THREE.UniformsLib[ "points" ],
+ THREE.UniformsLib[ "fog" ]
+
+ ] ),
+
+ vertexShader: [
+
+ "uniform float size;",
+ "uniform float scale;",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "color_vertex" ],
+ THREE.ShaderChunk[ "begin_vertex" ],
+ THREE.ShaderChunk[ "project_vertex" ],
+
+ " #ifdef USE_SIZEATTENUATION",
+ " gl_PointSize = size * ( scale / - mvPosition.z );",
+ " #else",
+ " gl_PointSize = size;",
+ " #endif",
+
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+ THREE.ShaderChunk[ "worldpos_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+ "}"
+
+ ].join( "\n" ),
+
+ fragmentShader: [
+
+ "uniform vec3 diffuse;",
+ "uniform float opacity;",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "map_particle_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+ "void main() {",
+
+ " vec3 outgoingLight = vec3( 0.0 );",
+ " vec4 diffuseColor = vec4( diffuse, opacity );",
+
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+ THREE.ShaderChunk[ "map_particle_fragment" ],
+ THREE.ShaderChunk[ "color_fragment" ],
+ THREE.ShaderChunk[ "alphatest_fragment" ],
+
+ " outgoingLight = diffuseColor.rgb;",
+
+ THREE.ShaderChunk[ "fog_fragment" ],
+
+ " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
+
+ "}"
+
+ ].join( "\n" )
+
+ },
+
+ 'dashed': {
+
+ uniforms: THREE.UniformsUtils.merge( [
+
+ THREE.UniformsLib[ "common" ],
+ THREE.UniformsLib[ "fog" ],
+
+ {
+ "scale" : { type: "f", value: 1 },
+ "dashSize" : { type: "f", value: 1 },
+ "totalSize": { type: "f", value: 2 }
+ }
+
+ ] ),
+
+ vertexShader: [
+
+ "uniform float scale;",
+ "attribute float lineDistance;",
+
+ "varying float vLineDistance;",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "color_vertex" ],
+
+ " vLineDistance = scale * lineDistance;",
+
+ " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+ " gl_Position = projectionMatrix * mvPosition;",
+
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+ "}"
+
+ ].join( "\n" ),
+
+ fragmentShader: [
+
+ "uniform vec3 diffuse;",
+ "uniform float opacity;",
+
+ "uniform float dashSize;",
+ "uniform float totalSize;",
+
+ "varying float vLineDistance;",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+ "void main() {",
+
+ " if ( mod( vLineDistance, totalSize ) > dashSize ) {",
+
+ " discard;",
+
+ " }",
+
+ " vec3 outgoingLight = vec3( 0.0 );",
+ " vec4 diffuseColor = vec4( diffuse, opacity );",
+
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+ THREE.ShaderChunk[ "color_fragment" ],
+
+ " outgoingLight = diffuseColor.rgb;", // simple shader
+
+ THREE.ShaderChunk[ "fog_fragment" ],
+
+ " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
+
+ "}"
+
+ ].join( "\n" )
+
+ },
+
+ 'depth': {
+
+ uniforms: {
+
+ "mNear": { type: "f", value: 1.0 },
+ "mFar" : { type: "f", value: 2000.0 },
+ "opacity" : { type: "f", value: 1.0 }
+
+ },
+
+ vertexShader: [
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "begin_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "project_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+ "}"
+
+ ].join( "\n" ),
+
+ fragmentShader: [
+
+ "uniform float mNear;",
+ "uniform float mFar;",
+ "uniform float opacity;",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+
+ " #ifdef USE_LOGDEPTHBUF_EXT",
+
+ " float depth = gl_FragDepthEXT / gl_FragCoord.w;",
+
+ " #else",
+
+ " float depth = gl_FragCoord.z / gl_FragCoord.w;",
+
+ " #endif",
+
+ " float color = 1.0 - smoothstep( mNear, mFar, depth );",
+ " gl_FragColor = vec4( vec3( color ), opacity );",
+
+ "}"
+
+ ].join( "\n" )
+
+ },
+
+ 'normal': {
+
+ uniforms: {
+
+ "opacity" : { type: "f", value: 1.0 }
+
+ },
+
+ vertexShader: [
+
+ "varying vec3 vNormal;",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+ "void main() {",
+
+ " vNormal = normalize( normalMatrix * normal );",
+
+ THREE.ShaderChunk[ "begin_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "project_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+ "}"
+
+ ].join( "\n" ),
+
+ fragmentShader: [
+
+ "uniform float opacity;",
+ "varying vec3 vNormal;",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+ "void main() {",
+
+ " gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
+
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+
+ "}"
+
+ ].join( "\n" )
+
+ },
+
+ /* -------------------------------------------------------------------------
+ // Cube map shader
+ ------------------------------------------------------------------------- */
+
+ 'cube': {
+
+ uniforms: {
+ "tCube": { type: "t", value: null },
+ "tFlip": { type: "f", value: - 1 }
+ },
+
+ vertexShader: [
+
+ "varying vec3 vWorldPosition;",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+ "void main() {",
+
+ " vWorldPosition = transformDirection( position, modelMatrix );",
+
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+ "}"
+
+ ].join( "\n" ),
+
+ fragmentShader: [
+
+ "uniform samplerCube tCube;",
+ "uniform float tFlip;",
+
+ "varying vec3 vWorldPosition;",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+ "void main() {",
+
+ " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
+
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+
+ "}"
+
+ ].join( "\n" )
+
+ },
+
+ /* -------------------------------------------------------------------------
+ // Cube map shader
+ ------------------------------------------------------------------------- */
+
+ 'equirect': {
+
+ uniforms: {
+ "tEquirect": { type: "t", value: null },
+ "tFlip": { type: "f", value: - 1 }
+ },
+
+ vertexShader: [
+
+ "varying vec3 vWorldPosition;",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+ "void main() {",
+
+ " vWorldPosition = transformDirection( position, modelMatrix );",
+
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+ "}"
+
+ ].join( "\n" ),
+
+ fragmentShader: [
+
+ "uniform sampler2D tEquirect;",
+ "uniform float tFlip;",
+
+ "varying vec3 vWorldPosition;",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+ "void main() {",
+
+ // " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
+ "vec3 direction = normalize( vWorldPosition );",
+ "vec2 sampleUV;",
+ "sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );",
+ "sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
+ "gl_FragColor = texture2D( tEquirect, sampleUV );",
+
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+
+ "}"
+
+ ].join( "\n" )
+
+ },
+
+ /* Depth encoding into RGBA texture
+ *
+ * based on SpiderGL shadow map example
+ * http://spidergl.org/example.php?id=6
+ *
+ * originally from
+ * http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
+ *
+ * see also
+ * http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
+ */
+
+ 'depthRGBA': {
+
+ uniforms: {},
+
+ vertexShader: [
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "skinbase_vertex" ],
+
+ THREE.ShaderChunk[ "begin_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "skinning_vertex" ],
+ THREE.ShaderChunk[ "project_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+ "}"
+
+ ].join( "\n" ),
+
+ fragmentShader: [
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+ "vec4 pack_depth( const in float depth ) {",
+
+ " const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
+ " const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
+ " vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );",
+ " res -= res.xxyz * bit_mask;",
+ " return res;",
+
+ "}",
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+
+ " #ifdef USE_LOGDEPTHBUF_EXT",
+
+ " gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );",
+
+ " #else",
+
+ " gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
+
+ " #endif",
+
+ //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
+ //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
+ //"gl_FragData[ 0 ] = pack_depth( z );",
+ //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
+
+ "}"
+
+ ].join( "\n" )
+
+ },
+
+
+ 'distanceRGBA': {
+
+ uniforms: {
+
+ "lightPos": { type: "v3", value: new THREE.Vector3( 0, 0, 0 ) }
+
+ },
+
+ vertexShader: [
+
+ "varying vec4 vWorldPosition;",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "skinbase_vertex" ],
+ THREE.ShaderChunk[ "begin_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "skinning_vertex" ],
+ THREE.ShaderChunk[ "project_vertex" ],
+ THREE.ShaderChunk[ "worldpos_vertex" ],
+
+ "vWorldPosition = worldPosition;",
+
+ "}"
+
+ ].join( "\n" ),
+
+ fragmentShader: [
+
+ "uniform vec3 lightPos;",
+ "varying vec4 vWorldPosition;",
+
+ THREE.ShaderChunk[ "common" ],
+
+ "vec4 pack1K ( float depth ) {",
+
+ " depth /= 1000.0;",
+ " const vec4 bitSh = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
+ " const vec4 bitMsk = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
+ " vec4 res = mod( depth * bitSh * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );",
+ " res -= res.xxyz * bitMsk;",
+ " return res; ",
+
+ "}",
+
+ "float unpack1K ( vec4 color ) {",
+
+ " const vec4 bitSh = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );",
+ " return dot( color, bitSh ) * 1000.0;",
+
+ "}",
+
+ "void main () {",
+
+ " gl_FragColor = pack1K( length( vWorldPosition.xyz - lightPos.xyz ) );",
+
+ "}"
+
+ ].join( "\n" )
+
+ }
+
+};
+
+// File:src/renderers/WebGLRenderer.js
+
+/**
+ * @author supereggbert / http://www.paulbrunt.co.uk/
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author szimek / https://github.com/szimek/
+ */
+
+THREE.WebGLRenderer = function ( parameters ) {
+
+ console.log( 'THREE.WebGLRenderer', THREE.REVISION );
+
+ parameters = parameters || {};
+
+ var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
+ _context = parameters.context !== undefined ? parameters.context : null,
+
+ _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
+ _depth = parameters.depth !== undefined ? parameters.depth : true,
+ _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
+ _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
+ _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
+ _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false;
+
+ var lights = [];
+
+ var opaqueObjects = [];
+ var opaqueObjectsLastIndex = - 1;
+ var transparentObjects = [];
+ var transparentObjectsLastIndex = - 1;
+
+ var morphInfluences = new Float32Array( 8 );
+
+ var sprites = [];
+ var lensFlares = [];
+
+ // public properties
+
+ this.domElement = _canvas;
+ this.context = null;
+
+ // clearing
+
+ this.autoClear = true;
+ this.autoClearColor = true;
+ this.autoClearDepth = true;
+ this.autoClearStencil = true;
+
+ // scene graph
+
+ this.sortObjects = true;
+
+ // physically based shading
+
+ this.gammaFactor = 2.0; // for backwards compatibility
+ this.gammaInput = false;
+ this.gammaOutput = false;
+
+ // morphs
+
+ this.maxMorphTargets = 8;
+ this.maxMorphNormals = 4;
+
+ // flags
+
+ this.autoScaleCubemaps = true;
+
+ // internal properties
+
+ var _this = this,
+
+ // internal state cache
+
+ _currentProgram = null,
+ _currentRenderTarget = null,
+ _currentFramebuffer = null,
+ _currentMaterialId = - 1,
+ _currentGeometryProgram = '',
+ _currentCamera = null,
+
+ _currentScissor = new THREE.Vector4(),
+ _currentScissorTest = null,
+
+ _currentViewport = new THREE.Vector4(),
+
+ //
+
+ _usedTextureUnits = 0,
+
+ //
+
+ _clearColor = new THREE.Color( 0x000000 ),
+ _clearAlpha = 0,
+
+ _width = _canvas.width,
+ _height = _canvas.height,
+
+ _pixelRatio = 1,
+
+ _scissor = new THREE.Vector4( 0, 0, _width, _height ),
+ _scissorTest = false,
+
+ _viewport = new THREE.Vector4( 0, 0, _width, _height ),
+
+ // frustum
+
+ _frustum = new THREE.Frustum(),
+
+ // camera matrices cache
+
+ _projScreenMatrix = new THREE.Matrix4(),
+
+ _vector3 = new THREE.Vector3(),
+
+ // light arrays cache
+
+ _lights = {
+
+ hash: '',
+
+ ambient: [ 0, 0, 0 ],
+ directional: [],
+ directionalShadowMap: [],
+ directionalShadowMatrix: [],
+ spot: [],
+ spotShadowMap: [],
+ spotShadowMatrix: [],
+ point: [],
+ pointShadowMap: [],
+ pointShadowMatrix: [],
+ hemi: [],
+
+ shadows: [],
+ shadowsPointLight: 0
+
+ },
+
+ // info
+
+ _infoMemory = {
+
+ geometries: 0,
+ textures: 0
+
+ },
+
+ _infoRender = {
+
+ calls: 0,
+ vertices: 0,
+ faces: 0,
+ points: 0
+
+ };
+
+ this.info = {
+
+ render: _infoRender,
+ memory: _infoMemory,
+ programs: null
+
+ };
+
+
+ // initialize
+
+ var _gl;
+
+ try {
+
+ var attributes = {
+ alpha: _alpha,
+ depth: _depth,
+ stencil: _stencil,
+ antialias: _antialias,
+ premultipliedAlpha: _premultipliedAlpha,
+ preserveDrawingBuffer: _preserveDrawingBuffer
+ };
+
+ _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
+
+ if ( _gl === null ) {
+
+ if ( _canvas.getContext( 'webgl' ) !== null ) {
+
+ throw 'Error creating WebGL context with your selected attributes.';
+
+ } else {
+
+ throw 'Error creating WebGL context.';
+
+ }
+
+ }
+
+ _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
+
+ } catch ( error ) {
+
+ console.error( 'THREE.WebGLRenderer: ' + error );
+
+ }
+
+ var extensions = new THREE.WebGLExtensions( _gl );
+
+ extensions.get( 'OES_texture_float' );
+ extensions.get( 'OES_texture_float_linear' );
+ extensions.get( 'OES_texture_half_float' );
+ extensions.get( 'OES_texture_half_float_linear' );
+ extensions.get( 'OES_standard_derivatives' );
+ extensions.get( 'ANGLE_instanced_arrays' );
+
+ if ( extensions.get( 'OES_element_index_uint' ) ) {
+
+ THREE.BufferGeometry.MaxIndex = 4294967296;
+
+ }
+
+ var capabilities = new THREE.WebGLCapabilities( _gl, extensions, parameters );
+
+ var state = new THREE.WebGLState( _gl, extensions, paramThreeToGL );
+ var properties = new THREE.WebGLProperties();
+ var objects = new THREE.WebGLObjects( _gl, properties, this.info );
+ var programCache = new THREE.WebGLPrograms( this, capabilities );
+ var lightCache = new THREE.WebGLLights();
+
+ this.info.programs = programCache.programs;
+
+ var bufferRenderer = new THREE.WebGLBufferRenderer( _gl, extensions, _infoRender );
+ var indexedBufferRenderer = new THREE.WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
+
+ //
+
+ function getTargetPixelRatio() {
+
+ return _currentRenderTarget === null ? _pixelRatio : 1;
+
+ }
+
+ function glClearColor( r, g, b, a ) {
+
+ if ( _premultipliedAlpha === true ) {
+
+ r *= a; g *= a; b *= a;
+
+ }
+
+ state.clearColor( r, g, b, a );
+
+ }
+
+ function setDefaultGLState() {
+
+ state.init();
+
+ state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
+ state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
+
+ glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
+
+ }
+
+ function resetGLState() {
+
+ _currentProgram = null;
+ _currentCamera = null;
+
+ _currentGeometryProgram = '';
+ _currentMaterialId = - 1;
+
+ state.reset();
+
+ }
+
+ setDefaultGLState();
+
+ this.context = _gl;
+ this.capabilities = capabilities;
+ this.extensions = extensions;
+ this.properties = properties;
+ this.state = state;
+
+ // shadow map
+
+ var shadowMap = new THREE.WebGLShadowMap( this, _lights, objects );
+
+ this.shadowMap = shadowMap;
+
+
+ // Plugins
+
+ var spritePlugin = new THREE.SpritePlugin( this, sprites );
+ var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );
+
+ // API
+
+ this.getContext = function () {
+
+ return _gl;
+
+ };
+
+ this.getContextAttributes = function () {
+
+ return _gl.getContextAttributes();
+
+ };
+
+ this.forceContextLoss = function () {
+
+ extensions.get( 'WEBGL_lose_context' ).loseContext();
+
+ };
+
+ this.getMaxAnisotropy = ( function () {
+
+ var value;
+
+ return function getMaxAnisotropy() {
+
+ if ( value !== undefined ) return value;
+
+ var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
+
+ if ( extension !== null ) {
+
+ value = _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
+
+ } else {
+
+ value = 0;
+
+ }
+
+ return value;
+
+ };
+
+ } )();
+
+ this.getPrecision = function () {
+
+ return capabilities.precision;
+
+ };
+
+ this.getPixelRatio = function () {
+
+ return _pixelRatio;
+
+ };
+
+ this.setPixelRatio = function ( value ) {
+
+ if ( value === undefined ) return;
+
+ _pixelRatio = value;
+
+ this.setSize( _viewport.z, _viewport.w, false );
+
+ };
+
+ this.getSize = function () {
+
+ return {
+ width: _width,
+ height: _height
+ };
+
+ };
+
+ this.setSize = function ( width, height, updateStyle ) {
+
+ _width = width;
+ _height = height;
+
+ _canvas.width = width * _pixelRatio;
+ _canvas.height = height * _pixelRatio;
+
+ if ( updateStyle !== false ) {
+
+ _canvas.style.width = width + 'px';
+ _canvas.style.height = height + 'px';
+
+ }
+
+ this.setViewport( 0, 0, width, height );
+
+ };
+
+ this.setViewport = function ( x, y, width, height ) {
+
+ state.viewport( _viewport.set( x, y, width, height ) );
+
+ };
+
+ this.setScissor = function ( x, y, width, height ) {
+
+ state.scissor( _scissor.set( x, y, width, height ) );
+
+ };
+
+ this.setScissorTest = function ( boolean ) {
+
+ state.setScissorTest( _scissorTest = boolean );
+
+ };
+
+ // Clearing
+
+ this.getClearColor = function () {
+
+ return _clearColor;
+
+ };
+
+ this.setClearColor = function ( color, alpha ) {
+
+ _clearColor.set( color );
+
+ _clearAlpha = alpha !== undefined ? alpha : 1;
+
+ glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
+
+ };
+
+ this.getClearAlpha = function () {
+
+ return _clearAlpha;
+
+ };
+
+ this.setClearAlpha = function ( alpha ) {
+
+ _clearAlpha = alpha;
+
+ glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
+
+ };
+
+ this.clear = function ( color, depth, stencil ) {
+
+ var bits = 0;
+
+ if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
+ if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
+ if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
+
+ _gl.clear( bits );
+
+ };
+
+ this.clearColor = function () {
+
+ this.clear( true, false, false );
+
+ };
+
+ this.clearDepth = function () {
+
+ this.clear( false, true, false );
+
+ };
+
+ this.clearStencil = function () {
+
+ this.clear( false, false, true );
+
+ };
+
+ this.clearTarget = function ( renderTarget, color, depth, stencil ) {
+
+ this.setRenderTarget( renderTarget );
+ this.clear( color, depth, stencil );
+
+ };
+
+ // Reset
+
+ this.resetGLState = resetGLState;
+
+ this.dispose = function() {
+
+ _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
+
+ };
+
+ // Events
+
+ function onContextLost( event ) {
+
+ event.preventDefault();
+
+ resetGLState();
+ setDefaultGLState();
+
+ properties.clear();
+
+ }
+
+ function onTextureDispose( event ) {
+
+ var texture = event.target;
+
+ texture.removeEventListener( 'dispose', onTextureDispose );
+
+ deallocateTexture( texture );
+
+ _infoMemory.textures --;
+
+
+ }
+
+ function onRenderTargetDispose( event ) {
+
+ var renderTarget = event.target;
+
+ renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
+
+ deallocateRenderTarget( renderTarget );
+
+ _infoMemory.textures --;
+
+ }
+
+ function onMaterialDispose( event ) {
+
+ var material = event.target;
+
+ material.removeEventListener( 'dispose', onMaterialDispose );
+
+ deallocateMaterial( material );
+
+ }
+
+ // Buffer deallocation
+
+ function deallocateTexture( texture ) {
+
+ var textureProperties = properties.get( texture );
+
+ if ( texture.image && textureProperties.__image__webglTextureCube ) {
+
+ // cube texture
+
+ _gl.deleteTexture( textureProperties.__image__webglTextureCube );
+
+ } else {
+
+ // 2D texture
+
+ if ( textureProperties.__webglInit === undefined ) return;
+
+ _gl.deleteTexture( textureProperties.__webglTexture );
+
+ }
+
+ // remove all webgl properties
+ properties.delete( texture );
+
+ }
+
+ function deallocateRenderTarget( renderTarget ) {
+
+ var renderTargetProperties = properties.get( renderTarget );
+ var textureProperties = properties.get( renderTarget.texture );
+
+ if ( ! renderTarget || textureProperties.__webglTexture === undefined ) return;
+
+ _gl.deleteTexture( textureProperties.__webglTexture );
+
+ if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
+ _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
+
+ }
+
+ } else {
+
+ _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
+ _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
+
+ }
+
+ properties.delete( renderTarget.texture );
+ properties.delete( renderTarget );
+
+ }
+
+ function deallocateMaterial( material ) {
+
+ releaseMaterialProgramReference( material );
+
+ properties.delete( material );
+
+ }
+
+
+ function releaseMaterialProgramReference( material ) {
+
+ var programInfo = properties.get( material ).program;
+
+ material.program = undefined;
+
+ if ( programInfo !== undefined ) {
+
+ programCache.releaseProgram( programInfo );
+
+ }
+
+ }
+
+ // Buffer rendering
+
+ this.renderBufferImmediate = function ( object, program, material ) {
+
+ state.initAttributes();
+
+ var buffers = properties.get( object );
+
+ if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
+ if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
+ if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
+ if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
+
+ var attributes = program.getAttributes();
+
+ if ( object.hasPositions ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
+ _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
+
+ state.enableAttribute( attributes.position );
+ _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( object.hasNormals ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
+
+ if ( material.type !== 'MeshPhongMaterial' && material.type !== 'MeshStandardMaterial' && material.shading === THREE.FlatShading ) {
+
+ for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
+
+ var array = object.normalArray;
+
+ var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
+ var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
+ var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
+
+ array[ i + 0 ] = nx;
+ array[ i + 1 ] = ny;
+ array[ i + 2 ] = nz;
+
+ array[ i + 3 ] = nx;
+ array[ i + 4 ] = ny;
+ array[ i + 5 ] = nz;
+
+ array[ i + 6 ] = nx;
+ array[ i + 7 ] = ny;
+ array[ i + 8 ] = nz;
+
+ }
+
+ }
+
+ _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
+
+ state.enableAttribute( attributes.normal );
+
+ _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( object.hasUvs && material.map ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
+ _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
+
+ state.enableAttribute( attributes.uv );
+
+ _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
+ _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
+
+ state.enableAttribute( attributes.color );
+
+ _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ state.disableUnusedAttributes();
+
+ _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
+
+ object.count = 0;
+
+ };
+
+ this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
+
+ setMaterial( material );
+
+ var program = setProgram( camera, fog, material, object );
+
+ var updateBuffers = false;
+ var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
+
+ if ( geometryProgram !== _currentGeometryProgram ) {
+
+ _currentGeometryProgram = geometryProgram;
+ updateBuffers = true;
+
+ }
+
+ // morph targets
+
+ var morphTargetInfluences = object.morphTargetInfluences;
+
+ if ( morphTargetInfluences !== undefined ) {
+
+ var activeInfluences = [];
+
+ for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) {
+
+ var influence = morphTargetInfluences[ i ];
+ activeInfluences.push( [ influence, i ] );
+
+ }
+
+ activeInfluences.sort( absNumericalSort );
+
+ if ( activeInfluences.length > 8 ) {
+
+ activeInfluences.length = 8;
+
+ }
+
+ var morphAttributes = geometry.morphAttributes;
+
+ for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {
+
+ var influence = activeInfluences[ i ];
+ morphInfluences[ i ] = influence[ 0 ];
+
+ if ( influence[ 0 ] !== 0 ) {
+
+ var index = influence[ 1 ];
+
+ if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] );
+ if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] );
+
+ } else {
+
+ if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
+ if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
+
+ }
+
+ }
+
+ var uniforms = program.getUniforms();
+
+ if ( uniforms.morphTargetInfluences !== null ) {
+
+ _gl.uniform1fv( uniforms.morphTargetInfluences, morphInfluences );
+
+ }
+
+ updateBuffers = true;
+
+ }
+
+ //
+
+ var index = geometry.index;
+ var position = geometry.attributes.position;
+
+ if ( material.wireframe === true ) {
+
+ index = objects.getWireframeAttribute( geometry );
+
+ }
+
+ var renderer;
+
+ if ( index !== null ) {
+
+ renderer = indexedBufferRenderer;
+ renderer.setIndex( index );
+
+ } else {
+
+ renderer = bufferRenderer;
+
+ }
+
+ if ( updateBuffers ) {
+
+ setupVertexAttributes( material, program, geometry );
+
+ if ( index !== null ) {
+
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) );
+
+ }
+
+ }
+
+ //
+
+ var dataStart = 0;
+ var dataCount = Infinity;
+
+ if ( index !== null ) {
+
+ dataCount = index.count;
+
+ } else if ( position !== undefined ) {
+
+ dataCount = position.count;
+
+ }
+
+ var rangeStart = geometry.drawRange.start;
+ var rangeCount = geometry.drawRange.count;
+
+ var groupStart = group !== null ? group.start : 0;
+ var groupCount = group !== null ? group.count : Infinity;
+
+ var drawStart = Math.max( dataStart, rangeStart, groupStart );
+ var drawEnd = Math.min( dataStart + dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
+
+ var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
+
+ //
+
+ if ( object instanceof THREE.Mesh ) {
+
+ if ( material.wireframe === true ) {
+
+ state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
+ renderer.setMode( _gl.LINES );
+
+ } else {
+
+ switch ( object.drawMode ) {
+
+ case THREE.TrianglesDrawMode:
+ renderer.setMode( _gl.TRIANGLES );
+ break;
+
+ case THREE.TriangleStripDrawMode:
+ renderer.setMode( _gl.TRIANGLE_STRIP );
+ break;
+
+ case THREE.TriangleFanDrawMode:
+ renderer.setMode( _gl.TRIANGLE_FAN );
+ break;
+
+ }
+
+ }
+
+
+ } else if ( object instanceof THREE.Line ) {
+
+ var lineWidth = material.linewidth;
+
+ if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
+
+ state.setLineWidth( lineWidth * getTargetPixelRatio() );
+
+ if ( object instanceof THREE.LineSegments ) {
+
+ renderer.setMode( _gl.LINES );
+
+ } else {
+
+ renderer.setMode( _gl.LINE_STRIP );
+
+ }
+
+ } else if ( object instanceof THREE.Points ) {
+
+ renderer.setMode( _gl.POINTS );
+
+ }
+
+ if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
+
+ renderer.renderInstances( geometry, drawStart, drawCount );
+
+ } else {
+
+ renderer.render( drawStart, drawCount );
+
+ }
+
+ };
+
+ function setupVertexAttributes( material, program, geometry, startIndex ) {
+
+ var extension;
+
+ if ( geometry instanceof THREE.InstancedBufferGeometry ) {
+
+ extension = extensions.get( 'ANGLE_instanced_arrays' );
+
+ if ( extension === null ) {
+
+ console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
+ return;
+
+ }
+
+ }
+
+ if ( startIndex === undefined ) startIndex = 0;
+
+ state.initAttributes();
+
+ var geometryAttributes = geometry.attributes;
+
+ var programAttributes = program.getAttributes();
+
+ var materialDefaultAttributeValues = material.defaultAttributeValues;
+
+ for ( var name in programAttributes ) {
+
+ var programAttribute = programAttributes[ name ];
+
+ if ( programAttribute >= 0 ) {
+
+ var geometryAttribute = geometryAttributes[ name ];
+
+ if ( geometryAttribute !== undefined ) {
+
+ var size = geometryAttribute.itemSize;
+ var buffer = objects.getAttributeBuffer( geometryAttribute );
+
+ if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) {
+
+ var data = geometryAttribute.data;
+ var stride = data.stride;
+ var offset = geometryAttribute.offset;
+
+ if ( data instanceof THREE.InstancedInterleavedBuffer ) {
+
+ state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
+
+ if ( geometry.maxInstancedCount === undefined ) {
+
+ geometry.maxInstancedCount = data.meshPerAttribute * data.count;
+
+ }
+
+ } else {
+
+ state.enableAttribute( programAttribute );
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
+ _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT );
+
+ } else {
+
+ if ( geometryAttribute instanceof THREE.InstancedBufferAttribute ) {
+
+ state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
+
+ if ( geometry.maxInstancedCount === undefined ) {
+
+ geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
+
+ }
+
+ } else {
+
+ state.enableAttribute( programAttribute );
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
+ _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
+
+ }
+
+ } else if ( materialDefaultAttributeValues !== undefined ) {
+
+ var value = materialDefaultAttributeValues[ name ];
+
+ if ( value !== undefined ) {
+
+ switch ( value.length ) {
+
+ case 2:
+ _gl.vertexAttrib2fv( programAttribute, value );
+ break;
+
+ case 3:
+ _gl.vertexAttrib3fv( programAttribute, value );
+ break;
+
+ case 4:
+ _gl.vertexAttrib4fv( programAttribute, value );
+ break;
+
+ default:
+ _gl.vertexAttrib1fv( programAttribute, value );
+
+ }
+
+ }
+
+ }
+
+ }
+
+ }
+
+ state.disableUnusedAttributes();
+
+ }
+
+ // Sorting
+
+ function absNumericalSort( a, b ) {
+
+ return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] );
+
+ }
+
+ function painterSortStable ( a, b ) {
+
+ if ( a.object.renderOrder !== b.object.renderOrder ) {
+
+ return a.object.renderOrder - b.object.renderOrder;
+
+ } else if ( a.material.id !== b.material.id ) {
+
+ return a.material.id - b.material.id;
+
+ } else if ( a.z !== b.z ) {
+
+ return a.z - b.z;
+
+ } else {
+
+ return a.id - b.id;
+
+ }
+
+ }
+
+ function reversePainterSortStable ( a, b ) {
+
+ if ( a.object.renderOrder !== b.object.renderOrder ) {
+
+ return a.object.renderOrder - b.object.renderOrder;
+
+ } if ( a.z !== b.z ) {
+
+ return b.z - a.z;
+
+ } else {
+
+ return a.id - b.id;
+
+ }
+
+ }
+
+ // Rendering
+
+ this.render = function ( scene, camera, renderTarget, forceClear ) {
+
+ if ( camera instanceof THREE.Camera === false ) {
+
+ console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
+ return;
+
+ }
+
+ var fog = scene.fog;
+
+ // reset caching for this frame
+
+ _currentGeometryProgram = '';
+ _currentMaterialId = - 1;
+ _currentCamera = null;
+
+ // update scene graph
+
+ if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
+
+ // update camera matrices and frustum
+
+ if ( camera.parent === null ) camera.updateMatrixWorld();
+
+ camera.matrixWorldInverse.getInverse( camera.matrixWorld );
+
+ _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
+ _frustum.setFromMatrix( _projScreenMatrix );
+
+ lights.length = 0;
+
+ opaqueObjectsLastIndex = - 1;
+ transparentObjectsLastIndex = - 1;
+
+ sprites.length = 0;
+ lensFlares.length = 0;
+
+ projectObject( scene, camera );
+
+ opaqueObjects.length = opaqueObjectsLastIndex + 1;
+ transparentObjects.length = transparentObjectsLastIndex + 1;
+
+ if ( _this.sortObjects === true ) {
+
+ opaqueObjects.sort( painterSortStable );
+ transparentObjects.sort( reversePainterSortStable );
+
+ }
+
+ setupLights( lights, camera );
+
+ //
+
+ shadowMap.render( scene, camera );
+
+ //
+
+ _infoRender.calls = 0;
+ _infoRender.vertices = 0;
+ _infoRender.faces = 0;
+ _infoRender.points = 0;
+
+ if ( renderTarget === undefined ) {
+
+ renderTarget = null;
+
+ }
+
+ this.setRenderTarget( renderTarget );
+
+ if ( this.autoClear || forceClear ) {
+
+ this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
+
+ }
+
+ //
+
+ if ( scene.overrideMaterial ) {
+
+ var overrideMaterial = scene.overrideMaterial;
+
+ renderObjects( opaqueObjects, camera, fog, overrideMaterial );
+ renderObjects( transparentObjects, camera, fog, overrideMaterial );
+
+ } else {
+
+ // opaque pass (front-to-back order)
+
+ state.setBlending( THREE.NoBlending );
+ renderObjects( opaqueObjects, camera, fog );
+
+ // transparent pass (back-to-front order)
+
+ renderObjects( transparentObjects, camera, fog );
+
+ }
+
+ // custom render plugins (post pass)
+
+ spritePlugin.render( scene, camera );
+ lensFlarePlugin.render( scene, camera, _currentViewport );
+
+ // Generate mipmap if we're using any kind of mipmap filtering
+
+ if ( renderTarget ) {
+
+ var texture = renderTarget.texture;
+
+ if ( texture.generateMipmaps && isPowerOfTwo( renderTarget ) &&
+ texture.minFilter !== THREE.NearestFilter &&
+ texture.minFilter !== THREE.LinearFilter ) {
+
+ updateRenderTargetMipmap( renderTarget );
+
+ }
+
+ }
+
+ // Ensure depth buffer writing is enabled so it can be cleared on next render
+
+ state.setDepthTest( true );
+ state.setDepthWrite( true );
+ state.setColorWrite( true );
+
+ // _gl.finish();
+
+ };
+
+ function pushRenderItem( object, geometry, material, z, group ) {
+
+ var array, index;
+
+ // allocate the next position in the appropriate array
+
+ if ( material.transparent ) {
+
+ array = transparentObjects;
+ index = ++ transparentObjectsLastIndex;
+
+ } else {
+
+ array = opaqueObjects;
+ index = ++ opaqueObjectsLastIndex;
+
+ }
+
+ // recycle existing render item or grow the array
+
+ var renderItem = array[ index ];
+
+ if ( renderItem !== undefined ) {
+
+ renderItem.id = object.id;
+ renderItem.object = object;
+ renderItem.geometry = geometry;
+ renderItem.material = material;
+ renderItem.z = _vector3.z;
+ renderItem.group = group;
+
+ } else {
+
+ renderItem = {
+ id: object.id,
+ object: object,
+ geometry: geometry,
+ material: material,
+ z: _vector3.z,
+ group: group
+ };
+
+ // assert( index === array.length );
+ array.push( renderItem );
+
+ }
+
+ }
+
+ function projectObject( object, camera ) {
+
+ if ( object.visible === false ) return;
+
+ if ( object.layers.test( camera.layers ) ) {
+
+ if ( object instanceof THREE.Light ) {
+
+ lights.push( object );
+
+ } else if ( object instanceof THREE.Sprite ) {
+
+ if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
+
+ sprites.push( object );
+
+ }
+
+ } else if ( object instanceof THREE.LensFlare ) {
+
+ lensFlares.push( object );
+
+ } else if ( object instanceof THREE.ImmediateRenderObject ) {
+
+ if ( _this.sortObjects === true ) {
+
+ _vector3.setFromMatrixPosition( object.matrixWorld );
+ _vector3.applyProjection( _projScreenMatrix );
+
+ }
+
+ pushRenderItem( object, null, object.material, _vector3.z, null );
+
+ } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) {
+
+ if ( object instanceof THREE.SkinnedMesh ) {
+
+ object.skeleton.update();
+
+ }
+
+ if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
+
+ var material = object.material;
+
+ if ( material.visible === true ) {
+
+ if ( _this.sortObjects === true ) {
+
+ _vector3.setFromMatrixPosition( object.matrixWorld );
+ _vector3.applyProjection( _projScreenMatrix );
+
+ }
+
+ var geometry = objects.update( object );
+
+ if ( material instanceof THREE.MultiMaterial ) {
+
+ var groups = geometry.groups;
+ var materials = material.materials;
+
+ for ( var i = 0, l = groups.length; i < l; i ++ ) {
+
+ var group = groups[ i ];
+ var groupMaterial = materials[ group.materialIndex ];
+
+ if ( groupMaterial.visible === true ) {
+
+ pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );
+
+ }
+
+ }
+
+ } else {
+
+ pushRenderItem( object, geometry, material, _vector3.z, null );
+
+ }
+
+ }
+
+ }
+
+ }
+
+ }
+
+ var children = object.children;
+
+ for ( var i = 0, l = children.length; i < l; i ++ ) {
+
+ projectObject( children[ i ], camera );
+
+ }
+
+ }
+
+ function renderObjects( renderList, camera, fog, overrideMaterial ) {
+
+ for ( var i = 0, l = renderList.length; i < l; i ++ ) {
+
+ var renderItem = renderList[ i ];
+
+ var object = renderItem.object;
+ var geometry = renderItem.geometry;
+ var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
+ var group = renderItem.group;
+
+ object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
+ object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
+
+ if ( object instanceof THREE.ImmediateRenderObject ) {
+
+ setMaterial( material );
+
+ var program = setProgram( camera, fog, material, object );
+
+ _currentGeometryProgram = '';
+
+ object.render( function ( object ) {
+
+ _this.renderBufferImmediate( object, program, material );
+
+ } );
+
+ } else {
+
+ _this.renderBufferDirect( camera, fog, geometry, material, object, group );
+
+ }
+
+ }
+
+ }
+
+ function initMaterial( material, fog, object ) {
+
+ var materialProperties = properties.get( material );
+
+ var parameters = programCache.getParameters( material, _lights, fog, object );
+ var code = programCache.getProgramCode( material, parameters );
+
+ var program = materialProperties.program;
+ var programChange = true;
+
+ if ( program === undefined ) {
+
+ // new material
+ material.addEventListener( 'dispose', onMaterialDispose );
+
+ } else if ( program.code !== code ) {
+
+ // changed glsl or parameters
+ releaseMaterialProgramReference( material );
+
+ } else if ( parameters.shaderID !== undefined ) {
+
+ // same glsl and uniform list
+ return;
+
+ } else {
+
+ // only rebuild uniform list
+ programChange = false;
+
+ }
+
+ if ( programChange ) {
+
+ if ( parameters.shaderID ) {
+
+ var shader = THREE.ShaderLib[ parameters.shaderID ];
+
+ materialProperties.__webglShader = {
+ name: material.type,
+ uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
+ vertexShader: shader.vertexShader,
+ fragmentShader: shader.fragmentShader
+ };
+
+ } else {
+
+ materialProperties.__webglShader = {
+ name: material.type,
+ uniforms: material.uniforms,
+ vertexShader: material.vertexShader,
+ fragmentShader: material.fragmentShader
+ };
+
+ }
+
+ material.__webglShader = materialProperties.__webglShader;
+
+ program = programCache.acquireProgram( material, parameters, code );
+
+ materialProperties.program = program;
+ material.program = program;
+
+ }
+
+ var attributes = program.getAttributes();
+
+ if ( material.morphTargets ) {
+
+ material.numSupportedMorphTargets = 0;
+
+ for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
+
+ if ( attributes[ 'morphTarget' + i ] >= 0 ) {
+
+ material.numSupportedMorphTargets ++;
+
+ }
+
+ }
+
+ }
+
+ if ( material.morphNormals ) {
+
+ material.numSupportedMorphNormals = 0;
+
+ for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
+
+ if ( attributes[ 'morphNormal' + i ] >= 0 ) {
+
+ material.numSupportedMorphNormals ++;
+
+ }
+
+ }
+
+ }
+
+ materialProperties.uniformsList = [];
+
+ var uniforms = materialProperties.__webglShader.uniforms,
+ uniformLocations = materialProperties.program.getUniforms();
+
+ for ( var u in uniforms ) {
+
+ var location = uniformLocations[ u ];
+
+ if ( location ) {
+
+ materialProperties.uniformsList.push( [ materialProperties.__webglShader.uniforms[ u ], location ] );
+
+ }
+
+ }
+
+ if ( material instanceof THREE.MeshPhongMaterial ||
+ material instanceof THREE.MeshLambertMaterial ||
+ material instanceof THREE.MeshStandardMaterial ||
+ material.lights ) {
+
+ // store the light setup it was created for
+
+ materialProperties.lightsHash = _lights.hash;
+
+ // wire up the material to this renderer's lighting state
+
+ uniforms.ambientLightColor.value = _lights.ambient;
+ uniforms.directionalLights.value = _lights.directional;
+ uniforms.spotLights.value = _lights.spot;
+ uniforms.pointLights.value = _lights.point;
+ uniforms.hemisphereLights.value = _lights.hemi;
+
+ uniforms.directionalShadowMap.value = _lights.directionalShadowMap;
+ uniforms.directionalShadowMatrix.value = _lights.directionalShadowMatrix;
+ uniforms.spotShadowMap.value = _lights.spotShadowMap;
+ uniforms.spotShadowMatrix.value = _lights.spotShadowMatrix;
+ uniforms.pointShadowMap.value = _lights.pointShadowMap;
+ uniforms.pointShadowMatrix.value = _lights.pointShadowMatrix;
+
+ }
+
+ // detect dynamic uniforms
+
+ materialProperties.hasDynamicUniforms = false;
+
+ for ( var j = 0, jl = materialProperties.uniformsList.length; j < jl; j ++ ) {
+
+ var uniform = materialProperties.uniformsList[ j ][ 0 ];
+
+ if ( uniform.dynamic === true ) {
+
+ materialProperties.hasDynamicUniforms = true;
+ break;
+
+ }
+
+ }
+
+ }
+
+ function setMaterial( material ) {
+
+ setMaterialFaces( material );
+
+ if ( material.transparent === true ) {
+
+ state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
+
+ } else {
+
+ state.setBlending( THREE.NoBlending );
+
+ }
+
+ state.setDepthFunc( material.depthFunc );
+ state.setDepthTest( material.depthTest );
+ state.setDepthWrite( material.depthWrite );
+ state.setColorWrite( material.colorWrite );
+ state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
+
+ }
+
+ function setMaterialFaces( material ) {
+
+ material.side !== THREE.DoubleSide ? state.enable( _gl.CULL_FACE ) : state.disable( _gl.CULL_FACE );
+ state.setFlipSided( material.side === THREE.BackSide );
+
+ }
+
+ function setProgram( camera, fog, material, object ) {
+
+ _usedTextureUnits = 0;
+
+ var materialProperties = properties.get( material );
+
+ if ( materialProperties.program === undefined ) {
+
+ material.needsUpdate = true;
+
+ }
+
+ if ( materialProperties.lightsHash !== undefined &&
+ materialProperties.lightsHash !== _lights.hash ) {
+
+ material.needsUpdate = true;
+
+ }
+
+ if ( material.needsUpdate ) {
+
+ initMaterial( material, fog, object );
+ material.needsUpdate = false;
+
+ }
+
+ var refreshProgram = false;
+ var refreshMaterial = false;
+ var refreshLights = false;
+
+ var program = materialProperties.program,
+ p_uniforms = program.getUniforms(),
+ m_uniforms = materialProperties.__webglShader.uniforms;
+
+ if ( program.id !== _currentProgram ) {
+
+ _gl.useProgram( program.program );
+ _currentProgram = program.id;
+
+ refreshProgram = true;
+ refreshMaterial = true;
+ refreshLights = true;
+
+ }
+
+ if ( material.id !== _currentMaterialId ) {
+
+ _currentMaterialId = material.id;
+
+ refreshMaterial = true;
+
+ }
+
+ if ( refreshProgram || camera !== _currentCamera ) {
+
+ _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
+
+ if ( capabilities.logarithmicDepthBuffer ) {
+
+ _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
+
+ }
+
+
+ if ( camera !== _currentCamera ) {
+
+ _currentCamera = camera;
+
+ // lighting uniforms depend on the camera so enforce an update
+ // now, in case this material supports lights - or later, when
+ // the next material that does gets activated:
+
+ refreshMaterial = true; // set to true on material change
+ refreshLights = true; // remains set until update done
+
+ }
+
+ // load material specific uniforms
+ // (shader material also gets them for the sake of genericity)
+
+ if ( material instanceof THREE.ShaderMaterial ||
+ material instanceof THREE.MeshPhongMaterial ||
+ material instanceof THREE.MeshStandardMaterial ||
+ material.envMap ) {
+
+ if ( p_uniforms.cameraPosition !== undefined ) {
+
+ _vector3.setFromMatrixPosition( camera.matrixWorld );
+ _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
+
+ }
+
+ }
+
+ if ( material instanceof THREE.MeshPhongMaterial ||
+ material instanceof THREE.MeshLambertMaterial ||
+ material instanceof THREE.MeshBasicMaterial ||
+ material instanceof THREE.MeshStandardMaterial ||
+ material instanceof THREE.ShaderMaterial ||
+ material.skinning ) {
+
+ if ( p_uniforms.viewMatrix !== undefined ) {
+
+ _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
+
+ }
+
+ }
+
+ }
+
+ // skinning uniforms must be set even if material didn't change
+ // auto-setting of texture unit for bone texture must go before other textures
+ // not sure why, but otherwise weird things happen
+
+ if ( material.skinning ) {
+
+ if ( object.bindMatrix && p_uniforms.bindMatrix !== undefined ) {
+
+ _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
+
+ }
+
+ if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== undefined ) {
+
+ _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
+
+ }
+
+ if ( capabilities.floatVertexTextures && object.skeleton && object.skeleton.useVertexTexture ) {
+
+ if ( p_uniforms.boneTexture !== undefined ) {
+
+ var textureUnit = getTextureUnit();
+
+ _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
+ _this.setTexture( object.skeleton.boneTexture, textureUnit );
+
+ }
+
+ if ( p_uniforms.boneTextureWidth !== undefined ) {
+
+ _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
+
+ }
+
+ if ( p_uniforms.boneTextureHeight !== undefined ) {
+
+ _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
+
+ }
+
+ } else if ( object.skeleton && object.skeleton.boneMatrices ) {
+
+ if ( p_uniforms.boneGlobalMatrices !== undefined ) {
+
+ _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
+
+ }
+
+ }
+
+ }
+
+ if ( refreshMaterial ) {
+
+ if ( material instanceof THREE.MeshPhongMaterial ||
+ material instanceof THREE.MeshLambertMaterial ||
+ material instanceof THREE.MeshStandardMaterial ||
+ material.lights ) {
+
+ // the current material requires lighting info
+
+ // note: all lighting uniforms are always set correctly
+ // they simply reference the renderer's state for their
+ // values
+ //
+ // use the current material's .needsUpdate flags to set
+ // the GL state when required
+
+ markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
+
+ }
+
+ // refresh uniforms common to several materials
+
+ if ( fog && material.fog ) {
+
+ refreshUniformsFog( m_uniforms, fog );
+
+ }
+
+ if ( material instanceof THREE.MeshBasicMaterial ||
+ material instanceof THREE.MeshLambertMaterial ||
+ material instanceof THREE.MeshPhongMaterial ||
+ material instanceof THREE.MeshStandardMaterial ) {
+
+ refreshUniformsCommon( m_uniforms, material );
+
+ }
+
+ // refresh single material specific uniforms
+
+ if ( material instanceof THREE.LineBasicMaterial ) {
+
+ refreshUniformsLine( m_uniforms, material );
+
+ } else if ( material instanceof THREE.LineDashedMaterial ) {
+
+ refreshUniformsLine( m_uniforms, material );
+ refreshUniformsDash( m_uniforms, material );
+
+ } else if ( material instanceof THREE.PointsMaterial ) {
+
+ refreshUniformsPoints( m_uniforms, material );
+
+ } else if ( material instanceof THREE.MeshLambertMaterial ) {
+
+ refreshUniformsLambert( m_uniforms, material );
+
+ } else if ( material instanceof THREE.MeshPhongMaterial ) {
+
+ refreshUniformsPhong( m_uniforms, material );
+
+ } else if ( material instanceof THREE.MeshStandardMaterial ) {
+
+ refreshUniformsStandard( m_uniforms, material );
+
+ } else if ( material instanceof THREE.MeshDepthMaterial ) {
+
+ m_uniforms.mNear.value = camera.near;
+ m_uniforms.mFar.value = camera.far;
+ m_uniforms.opacity.value = material.opacity;
+
+ } else if ( material instanceof THREE.MeshNormalMaterial ) {
+
+ m_uniforms.opacity.value = material.opacity;
+
+ }
+
+ // load common uniforms
+
+ loadUniformsGeneric( materialProperties.uniformsList );
+
+ }
+
+ loadUniformsMatrices( p_uniforms, object );
+
+ if ( p_uniforms.modelMatrix !== undefined ) {
+
+ _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
+
+ }
+
+ if ( materialProperties.hasDynamicUniforms === true ) {
+
+ updateDynamicUniforms( materialProperties.uniformsList, object, camera );
+
+ }
+
+ return program;
+
+ }
+
+ function updateDynamicUniforms ( uniforms, object, camera ) {
+
+ var dynamicUniforms = [];
+
+ for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
+
+ var uniform = uniforms[ j ][ 0 ];
+ var onUpdateCallback = uniform.onUpdateCallback;
+
+ if ( onUpdateCallback !== undefined ) {
+
+ onUpdateCallback.bind( uniform )( object, camera );
+ dynamicUniforms.push( uniforms[ j ] );
+
+ }
+
+ }
+
+ loadUniformsGeneric( dynamicUniforms );
+
+ }
+
+ // Uniforms (refresh uniforms objects)
+
+ function refreshUniformsCommon ( uniforms, material ) {
+
+ uniforms.opacity.value = material.opacity;
+
+ uniforms.diffuse.value = material.color;
+
+ if ( material.emissive ) {
+
+ uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
+
+ }
+
+ uniforms.map.value = material.map;
+ uniforms.specularMap.value = material.specularMap;
+ uniforms.alphaMap.value = material.alphaMap;
+
+ if ( material.aoMap ) {
+
+ uniforms.aoMap.value = material.aoMap;
+ uniforms.aoMapIntensity.value = material.aoMapIntensity;
+
+ }
+
+ // uv repeat and offset setting priorities
+ // 1. color map
+ // 2. specular map
+ // 3. normal map
+ // 4. bump map
+ // 5. alpha map
+ // 6. emissive map
+
+ var uvScaleMap;
+
+ if ( material.map ) {
+
+ uvScaleMap = material.map;
+
+ } else if ( material.specularMap ) {
+
+ uvScaleMap = material.specularMap;
+
+ } else if ( material.displacementMap ) {
+
+ uvScaleMap = material.displacementMap;
+
+ } else if ( material.normalMap ) {
+
+ uvScaleMap = material.normalMap;
+
+ } else if ( material.bumpMap ) {
+
+ uvScaleMap = material.bumpMap;
+
+ } else if ( material.roughnessMap ) {
+
+ uvScaleMap = material.roughnessMap;
+
+ } else if ( material.metalnessMap ) {
+
+ uvScaleMap = material.metalnessMap;
+
+ } else if ( material.alphaMap ) {
+
+ uvScaleMap = material.alphaMap;
+
+ } else if ( material.emissiveMap ) {
+
+ uvScaleMap = material.emissiveMap;
+
+ }
+
+ if ( uvScaleMap !== undefined ) {
+
+ if ( uvScaleMap instanceof THREE.WebGLRenderTarget ) {
+
+ uvScaleMap = uvScaleMap.texture;
+
+ }
+
+ var offset = uvScaleMap.offset;
+ var repeat = uvScaleMap.repeat;
+
+ uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
+
+ }
+
+ uniforms.envMap.value = material.envMap;
+ uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
+
+ uniforms.reflectivity.value = material.reflectivity;
+ uniforms.refractionRatio.value = material.refractionRatio;
+
+ }
+
+ function refreshUniformsLine ( uniforms, material ) {
+
+ uniforms.diffuse.value = material.color;
+ uniforms.opacity.value = material.opacity;
+
+ }
+
+ function refreshUniformsDash ( uniforms, material ) {
+
+ uniforms.dashSize.value = material.dashSize;
+ uniforms.totalSize.value = material.dashSize + material.gapSize;
+ uniforms.scale.value = material.scale;
+
+ }
+
+ function refreshUniformsPoints ( uniforms, material ) {
+
+ uniforms.diffuse.value = material.color;
+ uniforms.opacity.value = material.opacity;
+ uniforms.size.value = material.size * _pixelRatio;
+ uniforms.scale.value = _canvas.clientHeight / 2.0; // TODO: Cache this.
+
+ uniforms.map.value = material.map;
+
+ if ( material.map !== null ) {
+
+ var offset = material.map.offset;
+ var repeat = material.map.repeat;
+
+ uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
+
+ }
+
+ }
+
+ function refreshUniformsFog ( uniforms, fog ) {
+
+ uniforms.fogColor.value = fog.color;
+
+ if ( fog instanceof THREE.Fog ) {
+
+ uniforms.fogNear.value = fog.near;
+ uniforms.fogFar.value = fog.far;
+
+ } else if ( fog instanceof THREE.FogExp2 ) {
+
+ uniforms.fogDensity.value = fog.density;
+
+ }
+
+ }
+
+ function refreshUniformsLambert ( uniforms, material ) {
+
+ if ( material.lightMap ) {
+
+ uniforms.lightMap.value = material.lightMap;
+ uniforms.lightMapIntensity.value = material.lightMapIntensity;
+
+ }
+
+ if ( material.emissiveMap ) {
+
+ uniforms.emissiveMap.value = material.emissiveMap;
+
+ }
+
+ }
+
+ function refreshUniformsPhong ( uniforms, material ) {
+
+ uniforms.specular.value = material.specular;
+ uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
+
+ if ( material.lightMap ) {
+
+ uniforms.lightMap.value = material.lightMap;
+ uniforms.lightMapIntensity.value = material.lightMapIntensity;
+
+ }
+
+ if ( material.emissiveMap ) {
+
+ uniforms.emissiveMap.value = material.emissiveMap;
+
+ }
+
+ if ( material.bumpMap ) {
+
+ uniforms.bumpMap.value = material.bumpMap;
+ uniforms.bumpScale.value = material.bumpScale;
+
+ }
+
+ if ( material.normalMap ) {
+
+ uniforms.normalMap.value = material.normalMap;
+ uniforms.normalScale.value.copy( material.normalScale );
+
+ }
+
+ if ( material.displacementMap ) {
+
+ uniforms.displacementMap.value = material.displacementMap;
+ uniforms.displacementScale.value = material.displacementScale;
+ uniforms.displacementBias.value = material.displacementBias;
+
+ }
+
+ }
+
+ function refreshUniformsStandard ( uniforms, material ) {
+
+ uniforms.roughness.value = material.roughness;
+ uniforms.metalness.value = material.metalness;
+
+ if ( material.roughnessMap ) {
+
+ uniforms.roughnessMap.value = material.roughnessMap;
+
+ }
+
+ if ( material.metalnessMap ) {
+
+ uniforms.metalnessMap.value = material.metalnessMap;
+
+ }
+
+ if ( material.lightMap ) {
+
+ uniforms.lightMap.value = material.lightMap;
+ uniforms.lightMapIntensity.value = material.lightMapIntensity;
+
+ }
+
+ if ( material.emissiveMap ) {
+
+ uniforms.emissiveMap.value = material.emissiveMap;
+
+ }
+
+ if ( material.bumpMap ) {
+
+ uniforms.bumpMap.value = material.bumpMap;
+ uniforms.bumpScale.value = material.bumpScale;
+
+ }
+
+ if ( material.normalMap ) {
+
+ uniforms.normalMap.value = material.normalMap;
+ uniforms.normalScale.value.copy( material.normalScale );
+
+ }
+
+ if ( material.displacementMap ) {
+
+ uniforms.displacementMap.value = material.displacementMap;
+ uniforms.displacementScale.value = material.displacementScale;
+ uniforms.displacementBias.value = material.displacementBias;
+
+ }
+
+ if ( material.envMap ) {
+
+ //uniforms.envMap.value = material.envMap; // part of uniforms common
+ uniforms.envMapIntensity.value = material.envMapIntensity;
+
+ }
+
+ }
+
+ // If uniforms are marked as clean, they don't need to be loaded to the GPU.
+
+ function markUniformsLightsNeedsUpdate ( uniforms, value ) {
+
+ uniforms.ambientLightColor.needsUpdate = value;
+
+ uniforms.directionalLights.needsUpdate = value;
+ uniforms.pointLights.needsUpdate = value;
+ uniforms.spotLights.needsUpdate = value;
+ uniforms.hemisphereLights.needsUpdate = value;
+
+ }
+
+ // Uniforms (load to GPU)
+
+ function loadUniformsMatrices ( uniforms, object ) {
+
+ _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object.modelViewMatrix.elements );
+
+ if ( uniforms.normalMatrix ) {
+
+ _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object.normalMatrix.elements );
+
+ }
+
+ }
+
+ function getTextureUnit() {
+
+ var textureUnit = _usedTextureUnits;
+
+ if ( textureUnit >= capabilities.maxTextures ) {
+
+ console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
+
+ }
+
+ _usedTextureUnits += 1;
+
+ return textureUnit;
+
+ }
+
+ function loadUniformsGeneric ( uniforms ) {
+
+ var texture, textureUnit;
+
+ for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
+
+ var uniform = uniforms[ j ][ 0 ];
+
+ // needsUpdate property is not added to all uniforms.
+ if ( uniform.needsUpdate === false ) continue;
+
+ var type = uniform.type;
+ var value = uniform.value;
+ var location = uniforms[ j ][ 1 ];
+
+ switch ( type ) {
+
+ case '1i':
+ _gl.uniform1i( location, value );
+ break;
+
+ case '1f':
+ _gl.uniform1f( location, value );
+ break;
+
+ case '2f':
+ _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
+ break;
+
+ case '3f':
+ _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
+ break;
+
+ case '4f':
+ _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
+ break;
+
+ case '1iv':
+ _gl.uniform1iv( location, value );
+ break;
+
+ case '3iv':
+ _gl.uniform3iv( location, value );
+ break;
+
+ case '1fv':
+ _gl.uniform1fv( location, value );
+ break;
+
+ case '2fv':
+ _gl.uniform2fv( location, value );
+ break;
+
+ case '3fv':
+ _gl.uniform3fv( location, value );
+ break;
+
+ case '4fv':
+ _gl.uniform4fv( location, value );
+ break;
+
+ case 'Matrix2fv':
+ _gl.uniformMatrix2fv( location, false, value );
+ break;
+
+ case 'Matrix3fv':
+ _gl.uniformMatrix3fv( location, false, value );
+ break;
+
+ case 'Matrix4fv':
+ _gl.uniformMatrix4fv( location, false, value );
+ break;
+
+ //
+
+ case 'i':
+
+ // single integer
+ _gl.uniform1i( location, value );
+
+ break;
+
+ case 'f':
+
+ // single float
+ _gl.uniform1f( location, value );
+
+ break;
+
+ case 'v2':
+
+ // single THREE.Vector2
+ _gl.uniform2f( location, value.x, value.y );
+
+ break;
+
+ case 'v3':
+
+ // single THREE.Vector3
+ _gl.uniform3f( location, value.x, value.y, value.z );
+
+ break;
+
+ case 'v4':
+
+ // single THREE.Vector4
+ _gl.uniform4f( location, value.x, value.y, value.z, value.w );
+
+ break;
+
+ case 'c':
+
+ // single THREE.Color
+ _gl.uniform3f( location, value.r, value.g, value.b );
+
+ break;
+
+ /*
+ case 's':
+
+ // TODO: Optimize this.
+ for( var propertyName in uniform.properties ) {
+
+ var property = uniform.properties[ propertyName ];
+ var locationProperty = location[ propertyName ];
+ var valueProperty = value[ propertyName ];
+
+ switch( property.type ) {
+ case 'i':
+ _gl.uniform1i( locationProperty, valueProperty );
+ break;
+ case 'f':
+ _gl.uniform1f( locationProperty, valueProperty );
+ break;
+ case 'v2':
+ _gl.uniform2f( locationProperty, valueProperty.x, valueProperty.y );
+ break;
+ case 'v3':
+ _gl.uniform3f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z );
+ break;
+ case 'v4':
+ _gl.uniform4f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z, valueProperty.w );
+ break;
+ case 'c':
+ _gl.uniform3f( locationProperty, valueProperty.r, valueProperty.g, valueProperty.b );
+ break;
+ };
+
+ }
+
+ break;
+ */
+
+ case 'sa':
+
+ // TODO: Optimize this.
+ for ( var i = 0; i < value.length; i ++ ) {
+
+ for ( var propertyName in uniform.properties ) {
+
+ var property = uniform.properties[ propertyName ];
+ var locationProperty = location[ i ][ propertyName ];
+ var valueProperty = value[ i ][ propertyName ];
+
+ switch ( property.type ) {
+ case 'i':
+ _gl.uniform1i( locationProperty, valueProperty );
+ break;
+ case 'f':
+ _gl.uniform1f( locationProperty, valueProperty );
+ break;
+ case 'v2':
+ _gl.uniform2f( locationProperty, valueProperty.x, valueProperty.y );
+ break;
+ case 'v3':
+ _gl.uniform3f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z );
+ break;
+ case 'v4':
+ _gl.uniform4f( locationProperty, valueProperty.x, valueProperty.y, valueProperty.z, valueProperty.w );
+ break;
+ case 'c':
+ _gl.uniform3f( locationProperty, valueProperty.r, valueProperty.g, valueProperty.b );
+ break;
+ case 'm4':
+ _gl.uniformMatrix4fv( locationProperty, false, valueProperty.elements );
+ break;
+ }
+
+ }
+
+ }
+
+ break;
+
+ case 'iv1':
+
+ // flat array of integers (JS or typed array)
+ _gl.uniform1iv( location, value );
+
+ break;
+
+ case 'iv':
+
+ // flat array of integers with 3 x N size (JS or typed array)
+ _gl.uniform3iv( location, value );
+
+ break;
+
+ case 'fv1':
+
+ // flat array of floats (JS or typed array)
+ _gl.uniform1fv( location, value );
+
+ break;
+
+ case 'fv':
+
+ // flat array of floats with 3 x N size (JS or typed array)
+ _gl.uniform3fv( location, value );
+
+ break;
+
+ case 'v2v':
+
+ // array of THREE.Vector2
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = new Float32Array( 2 * value.length );
+
+ }
+
+ for ( var i = 0, i2 = 0, il = value.length; i < il; i ++, i2 += 2 ) {
+
+ uniform._array[ i2 + 0 ] = value[ i ].x;
+ uniform._array[ i2 + 1 ] = value[ i ].y;
+
+ }
+
+ _gl.uniform2fv( location, uniform._array );
+
+ break;
+
+ case 'v3v':
+
+ // array of THREE.Vector3
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = new Float32Array( 3 * value.length );
+
+ }
+
+ for ( var i = 0, i3 = 0, il = value.length; i < il; i ++, i3 += 3 ) {
+
+ uniform._array[ i3 + 0 ] = value[ i ].x;
+ uniform._array[ i3 + 1 ] = value[ i ].y;
+ uniform._array[ i3 + 2 ] = value[ i ].z;
+
+ }
+
+ _gl.uniform3fv( location, uniform._array );
+
+ break;
+
+ case 'v4v':
+
+ // array of THREE.Vector4
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = new Float32Array( 4 * value.length );
+
+ }
+
+ for ( var i = 0, i4 = 0, il = value.length; i < il; i ++, i4 += 4 ) {
+
+ uniform._array[ i4 + 0 ] = value[ i ].x;
+ uniform._array[ i4 + 1 ] = value[ i ].y;
+ uniform._array[ i4 + 2 ] = value[ i ].z;
+ uniform._array[ i4 + 3 ] = value[ i ].w;
+
+ }
+
+ _gl.uniform4fv( location, uniform._array );
+
+ break;
+
+ case 'm2':
+
+ // single THREE.Matrix2
+ _gl.uniformMatrix2fv( location, false, value.elements );
+
+ break;
+
+ case 'm3':
+
+ // single THREE.Matrix3
+ _gl.uniformMatrix3fv( location, false, value.elements );
+
+ break;
+
+ case 'm3v':
+
+ // array of THREE.Matrix3
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = new Float32Array( 9 * value.length );
+
+ }
+
+ for ( var i = 0, il = value.length; i < il; i ++ ) {
+
+ value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
+
+ }
+
+ _gl.uniformMatrix3fv( location, false, uniform._array );
+
+ break;
+
+ case 'm4':
+
+ // single THREE.Matrix4
+ _gl.uniformMatrix4fv( location, false, value.elements );
+
+ break;
+
+ case 'm4v':
+
+ // array of THREE.Matrix4
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = new Float32Array( 16 * value.length );
+
+ }
+
+ for ( var i = 0, il = value.length; i < il; i ++ ) {
+
+ value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
+
+ }
+
+ _gl.uniformMatrix4fv( location, false, uniform._array );
+
+ break;
+
+ case 't':
+
+ // single THREE.Texture (2d or cube)
+
+ texture = value;
+ textureUnit = getTextureUnit();
+
+ _gl.uniform1i( location, textureUnit );
+
+ if ( ! texture ) continue;
+
+ if ( texture instanceof THREE.CubeTexture ||
+ ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
+
+ // CompressedTexture can have Array in image :/
+
+ setCubeTexture( texture, textureUnit );
+
+ } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
+
+ setCubeTextureDynamic( texture.texture, textureUnit );
+
+ } else if ( texture instanceof THREE.WebGLRenderTarget ) {
+
+ _this.setTexture( texture.texture, textureUnit );
+
+ } else {
+
+ _this.setTexture( texture, textureUnit );
+
+ }
+
+ break;
+
+ case 'tv':
+
+ // array of THREE.Texture (2d or cube)
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = [];
+
+ }
+
+ for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
+
+ uniform._array[ i ] = getTextureUnit();
+
+ }
+
+ _gl.uniform1iv( location, uniform._array );
+
+ for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
+
+ texture = uniform.value[ i ];
+ textureUnit = uniform._array[ i ];
+
+ if ( ! texture ) continue;
+
+ if ( texture instanceof THREE.CubeTexture ||
+ ( texture.image instanceof Array && texture.image.length === 6 ) ) {
+
+ // CompressedTexture can have Array in image :/
+
+ setCubeTexture( texture, textureUnit );
+
+ } else if ( texture instanceof THREE.WebGLRenderTarget ) {
+
+ _this.setTexture( texture.texture, textureUnit );
+
+ } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
+
+ setCubeTextureDynamic( texture.texture, textureUnit );
+
+ } else {
+
+ _this.setTexture( texture, textureUnit );
+
+ }
+
+ }
+
+ break;
+
+ default:
+
+ console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
+
+ }
+
+ }
+
+ }
+
+ function setupLights ( lights, camera ) {
+
+ var l, ll, light,
+ r = 0, g = 0, b = 0,
+ color,
+ intensity,
+ distance,
+
+ viewMatrix = camera.matrixWorldInverse,
+
+ directionalLength = 0,
+ pointLength = 0,
+ spotLength = 0,
+ hemiLength = 0,
+
+ shadowsLength = 0;
+
+ _lights.shadowsPointLight = 0;
+
+ for ( l = 0, ll = lights.length; l < ll; l ++ ) {
+
+ light = lights[ l ];
+
+ color = light.color;
+ intensity = light.intensity;
+ distance = light.distance;
+
+ if ( light instanceof THREE.AmbientLight ) {
+
+ r += color.r * intensity;
+ g += color.g * intensity;
+ b += color.b * intensity;
+
+ } else if ( light instanceof THREE.DirectionalLight ) {
+
+ var uniforms = lightCache.get( light );
+
+ uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
+ uniforms.direction.setFromMatrixPosition( light.matrixWorld );
+ _vector3.setFromMatrixPosition( light.target.matrixWorld );
+ uniforms.direction.sub( _vector3 );
+ uniforms.direction.transformDirection( viewMatrix );
+
+ uniforms.shadow = light.castShadow;
+
+ if ( light.castShadow ) {
+
+ uniforms.shadowBias = light.shadow.bias;
+ uniforms.shadowRadius = light.shadow.radius;
+ uniforms.shadowMapSize = light.shadow.mapSize;
+
+ _lights.shadows[ shadowsLength ++ ] = light;
+
+ }
+
+ _lights.directionalShadowMap[ directionalLength ] = light.shadow.map;
+ _lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
+ _lights.directional[ directionalLength ++ ] = uniforms;
+
+ } else if ( light instanceof THREE.SpotLight ) {
+
+ var uniforms = lightCache.get( light );
+
+ uniforms.position.setFromMatrixPosition( light.matrixWorld );
+ uniforms.position.applyMatrix4( viewMatrix );
+
+ uniforms.color.copy( color ).multiplyScalar( intensity );
+ uniforms.distance = distance;
+
+ uniforms.direction.setFromMatrixPosition( light.matrixWorld );
+ _vector3.setFromMatrixPosition( light.target.matrixWorld );
+ uniforms.direction.sub( _vector3 );
+ uniforms.direction.transformDirection( viewMatrix );
+
+ uniforms.angleCos = Math.cos( light.angle );
+ uniforms.penumbra = Math.cos( light.angle ) * light.penumbra;
+ uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
+
+ uniforms.shadow = light.castShadow;
+
+ if ( light.castShadow ) {
+
+ uniforms.shadowBias = light.shadow.bias;
+ uniforms.shadowRadius = light.shadow.radius;
+ uniforms.shadowMapSize = light.shadow.mapSize;
+
+ _lights.shadows[ shadowsLength ++ ] = light;
+
+ }
+
+ _lights.spotShadowMap[ spotLength ] = light.shadow.map;
+ _lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
+ _lights.spot[ spotLength ++ ] = uniforms;
+
+ } else if ( light instanceof THREE.PointLight ) {
+
+ var uniforms = lightCache.get( light );
+
+ uniforms.position.setFromMatrixPosition( light.matrixWorld );
+ uniforms.position.applyMatrix4( viewMatrix );
+
+ uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
+ uniforms.distance = light.distance;
+ uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
+
+ uniforms.shadow = light.castShadow;
+
+ if ( light.castShadow ) {
+
+ uniforms.shadowBias = light.shadow.bias;
+ uniforms.shadowRadius = light.shadow.radius;
+ uniforms.shadowMapSize = light.shadow.mapSize;
+
+ _lights.shadows[ shadowsLength ++ ] = light;
+
+ }
+
+ _lights.pointShadowMap[ pointLength ] = light.shadow.map;
+
+ if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) {
+
+ _lights.pointShadowMatrix[ pointLength ] = new THREE.Matrix4();
+
+ }
+
+ // for point lights we set the shadow matrix to be a translation-only matrix
+ // equal to inverse of the light's position
+ _vector3.setFromMatrixPosition( light.matrixWorld ).negate();
+ _lights.pointShadowMatrix[ pointLength ].identity().setPosition( _vector3 );
+
+ _lights.point[ pointLength ++ ] = uniforms;
+
+ } else if ( light instanceof THREE.HemisphereLight ) {
+
+ var uniforms = lightCache.get( light );
+
+ uniforms.direction.setFromMatrixPosition( light.matrixWorld );
+ uniforms.direction.transformDirection( viewMatrix );
+ uniforms.direction.normalize();
+
+ uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
+ uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
+
+ _lights.hemi[ hemiLength ++ ] = uniforms;
+
+ }
+
+ }
+
+ _lights.ambient[ 0 ] = r;
+ _lights.ambient[ 1 ] = g;
+ _lights.ambient[ 2 ] = b;
+
+ _lights.directional.length = directionalLength;
+ _lights.spot.length = spotLength;
+ _lights.point.length = pointLength;
+ _lights.hemi.length = hemiLength;
+
+ _lights.shadows.length = shadowsLength;
+
+ _lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + hemiLength + ',' + shadowsLength;
+
+ }
+
+ // GL state setting
+
+ this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
+
+ if ( cullFace === THREE.CullFaceNone ) {
+
+ state.disable( _gl.CULL_FACE );
+
+ } else {
+
+ if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
+
+ _gl.frontFace( _gl.CW );
+
+ } else {
+
+ _gl.frontFace( _gl.CCW );
+
+ }
+
+ if ( cullFace === THREE.CullFaceBack ) {
+
+ _gl.cullFace( _gl.BACK );
+
+ } else if ( cullFace === THREE.CullFaceFront ) {
+
+ _gl.cullFace( _gl.FRONT );
+
+ } else {
+
+ _gl.cullFace( _gl.FRONT_AND_BACK );
+
+ }
+
+ state.enable( _gl.CULL_FACE );
+
+ }
+
+ };
+
+ // Textures
+
+ function setTextureParameters ( textureType, texture, isPowerOfTwoImage ) {
+
+ var extension;
+
+ if ( isPowerOfTwoImage ) {
+
+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
+
+ _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
+ _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
+
+ } else {
+
+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
+
+ if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {
+
+ console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture );
+
+ }
+
+ _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
+ _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
+
+ if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {
+
+ console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture );
+
+ }
+
+ }
+
+ extension = extensions.get( 'EXT_texture_filter_anisotropic' );
+
+ if ( extension ) {
+
+ if ( texture.type === THREE.FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
+ if ( texture.type === THREE.HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return;
+
+ if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
+
+ _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
+ properties.get( texture ).__currentAnisotropy = texture.anisotropy;
+
+ }
+
+ }
+
+ }
+
+ function uploadTexture( textureProperties, texture, slot ) {
+
+ if ( textureProperties.__webglInit === undefined ) {
+
+ textureProperties.__webglInit = true;
+
+ texture.addEventListener( 'dispose', onTextureDispose );
+
+ textureProperties.__webglTexture = _gl.createTexture();
+
+ _infoMemory.textures ++;
+
+ }
+
+ state.activeTexture( _gl.TEXTURE0 + slot );
+ state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
+
+ _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
+ _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
+ _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
+
+ var image = clampToMaxSize( texture.image, capabilities.maxTextureSize );
+
+ if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( image ) === false ) {
+
+ image = makePowerOfTwo( image );
+
+ }
+
+ var isPowerOfTwoImage = isPowerOfTwo( image ),
+ glFormat = paramThreeToGL( texture.format ),
+ glType = paramThreeToGL( texture.type );
+
+ setTextureParameters( _gl.TEXTURE_2D, texture, isPowerOfTwoImage );
+
+ var mipmap, mipmaps = texture.mipmaps;
+
+ if ( texture instanceof THREE.DataTexture ) {
+
+ // use manually created mipmaps if available
+ // if there are no manual mipmaps
+ // set 0 level mipmap and then use GL to generate other mipmap levels
+
+ if ( mipmaps.length > 0 && isPowerOfTwoImage ) {
+
+ for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
+
+ mipmap = mipmaps[ i ];
+ state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
+
+ }
+
+ texture.generateMipmaps = false;
+
+ } else {
+
+ state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
+
+ }
+
+ } else if ( texture instanceof THREE.CompressedTexture ) {
+
+ for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
+
+ mipmap = mipmaps[ i ];
+
+ if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
+
+ if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
+
+ state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
+
+ } else {
+
+ console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
+
+ }
+
+ } else {
+
+ state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
+
+ }
+
+ }
+
+ } else {
+
+ // regular Texture (image, video, canvas)
+
+ // use manually created mipmaps if available
+ // if there are no manual mipmaps
+ // set 0 level mipmap and then use GL to generate other mipmap levels
+
+ if ( mipmaps.length > 0 && isPowerOfTwoImage ) {
+
+ for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
+
+ mipmap = mipmaps[ i ];
+ state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
+
+ }
+
+ texture.generateMipmaps = false;
+
+ } else {
+
+ state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, image );
+
+ }
+
+ }
+
+ if ( texture.generateMipmaps && isPowerOfTwoImage ) _gl.generateMipmap( _gl.TEXTURE_2D );
+
+ textureProperties.__version = texture.version;
+
+ if ( texture.onUpdate ) texture.onUpdate( texture );
+
+ }
+
+ this.setTexture = function ( texture, slot ) {
+
+ var textureProperties = properties.get( texture );
+
+ if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
+
+ var image = texture.image;
+
+ if ( image === undefined ) {
+
+ console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
+ return;
+
+ }
+
+ if ( image.complete === false ) {
+
+ console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
+ return;
+
+ }
+
+ uploadTexture( textureProperties, texture, slot );
+
+ return;
+
+ }
+
+ state.activeTexture( _gl.TEXTURE0 + slot );
+ state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
+
+ };
+
+ function clampToMaxSize ( image, maxSize ) {
+
+ if ( image.width > maxSize || image.height > maxSize ) {
+
+ // Warning: Scaling through the canvas will only work with images that use
+ // premultiplied alpha.
+
+ var scale = maxSize / Math.max( image.width, image.height );
+
+ var canvas = document.createElement( 'canvas' );
+ canvas.width = Math.floor( image.width * scale );
+ canvas.height = Math.floor( image.height * scale );
+
+ var context = canvas.getContext( '2d' );
+ context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
+
+ console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
+
+ return canvas;
+
+ }
+
+ return image;
+
+ }
+
+ function isPowerOfTwo( image ) {
+
+ return THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height );
+
+ }
+
+ function textureNeedsPowerOfTwo( texture ) {
+
+ if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) return true;
+ if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) return true;
+
+ return false;
+
+ }
+
+ function makePowerOfTwo( image ) {
+
+ if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement ) {
+
+ var canvas = document.createElement( 'canvas' );
+ canvas.width = THREE.Math.nearestPowerOfTwo( image.width );
+ canvas.height = THREE.Math.nearestPowerOfTwo( image.height );
+
+ var context = canvas.getContext( '2d' );
+ context.drawImage( image, 0, 0, canvas.width, canvas.height );
+
+ console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
+
+ return canvas;
+
+ }
+
+ return image;
+
+ }
+
+ function setCubeTexture ( texture, slot ) {
+
+ var textureProperties = properties.get( texture );
+
+ if ( texture.image.length === 6 ) {
+
+ if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
+
+ if ( ! textureProperties.__image__webglTextureCube ) {
+
+ texture.addEventListener( 'dispose', onTextureDispose );
+
+ textureProperties.__image__webglTextureCube = _gl.createTexture();
+
+ _infoMemory.textures ++;
+
+ }
+
+ state.activeTexture( _gl.TEXTURE0 + slot );
+ state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
+
+ _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
+
+ var isCompressed = texture instanceof THREE.CompressedTexture;
+ var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
+
+ var cubeImage = [];
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
+
+ cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize );
+
+ } else {
+
+ cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
+
+ }
+
+ }
+
+ var image = cubeImage[ 0 ],
+ isPowerOfTwoImage = isPowerOfTwo( image ),
+ glFormat = paramThreeToGL( texture.format ),
+ glType = paramThreeToGL( texture.type );
+
+ setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isPowerOfTwoImage );
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ if ( ! isCompressed ) {
+
+ if ( isDataTexture ) {
+
+ state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
+
+ } else {
+
+ state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
+
+ }
+
+ } else {
+
+ var mipmap, mipmaps = cubeImage[ i ].mipmaps;
+
+ for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
+
+ mipmap = mipmaps[ j ];
+
+ if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
+
+ if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
+
+ state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
+
+ } else {
+
+ console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
+
+ }
+
+ } else {
+
+ state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
+
+ }
+
+ }
+
+ }
+
+ }
+
+ if ( texture.generateMipmaps && isPowerOfTwoImage ) {
+
+ _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
+
+ }
+
+ textureProperties.__version = texture.version;
+
+ if ( texture.onUpdate ) texture.onUpdate( texture );
+
+ } else {
+
+ state.activeTexture( _gl.TEXTURE0 + slot );
+ state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
+
+ }
+
+ }
+
+ }
+
+ function setCubeTextureDynamic ( texture, slot ) {
+
+ state.activeTexture( _gl.TEXTURE0 + slot );
+ state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
+
+ }
+
+ // Render targets
+
+ // Setup storage for target texture and bind it to correct framebuffer
+ function setupFrameBufferTexture ( framebuffer, renderTarget, attachment, textureTarget ) {
+
+ var glFormat = paramThreeToGL( renderTarget.texture.format );
+ var glType = paramThreeToGL( renderTarget.texture.type );
+ state.texImage2D( textureTarget, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
+ _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
+ _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
+ _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
+
+ }
+
+ // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
+ function setupRenderBufferStorage ( renderbuffer, renderTarget ) {
+
+ _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
+
+ if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
+
+ _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
+
+ } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
+
+ _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
+
+ } else {
+
+ // FIXME: We don't support !depth !stencil
+ _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
+
+ }
+
+ _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
+
+ }
+
+ // Setup GL resources for a non-texture depth buffer
+ function setupDepthRenderbuffer( renderTarget ) {
+
+ var renderTargetProperties = properties.get( renderTarget );
+
+ var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
+
+ if ( isCube ) {
+
+ renderTargetProperties.__webglDepthbuffer = [];
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );
+ renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
+ setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
+
+ }
+
+ } else {
+
+ _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
+ renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
+ setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
+
+ }
+
+ _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
+
+ }
+
+ // Set up GL resources for the render target
+ function setupRenderTarget( renderTarget ) {
+
+ var renderTargetProperties = properties.get( renderTarget );
+ var textureProperties = properties.get( renderTarget.texture );
+
+ renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
+
+ textureProperties.__webglTexture = _gl.createTexture();
+
+ _infoMemory.textures ++;
+
+ var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
+ var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height );
+
+ // Setup framebuffer
+
+ if ( isCube ) {
+
+ renderTargetProperties.__webglFramebuffer = [];
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
+
+ }
+
+ } else {
+
+ renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
+
+ }
+
+ // Setup color buffer
+
+ if ( isCube ) {
+
+ state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
+ setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo );
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
+
+ }
+
+ if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
+ state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
+
+ } else {
+
+ state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
+ setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo );
+ setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D );
+
+ if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
+ state.bindTexture( _gl.TEXTURE_2D, null );
+
+ }
+
+ // Setup depth and stencil buffers
+
+ if ( renderTarget.depthBuffer ) {
+
+ setupDepthRenderbuffer( renderTarget );
+
+ }
+
+ }
+
+ this.setRenderTarget = function ( renderTarget ) {
+
+ _currentRenderTarget = renderTarget;
+
+ if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
+
+ setupRenderTarget( renderTarget );
+
+ }
+
+ var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
+ var framebuffer;
+
+ if ( renderTarget ) {
+
+ var renderTargetProperties = properties.get( renderTarget );
+
+ if ( isCube ) {
+
+ framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
+
+ } else {
+
+ framebuffer = renderTargetProperties.__webglFramebuffer;
+
+ }
+
+ _currentScissor.copy( renderTarget.scissor );
+ _currentScissorTest = renderTarget.scissorTest;
+
+ _currentViewport.copy( renderTarget.viewport );
+
+ } else {
+
+ framebuffer = null;
+
+ _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
+ _currentScissorTest = _scissorTest;
+
+ _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
+
+ }
+
+ if ( _currentFramebuffer !== framebuffer ) {
+
+ _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
+ _currentFramebuffer = framebuffer;
+
+ }
+
+ state.scissor( _currentScissor );
+ state.setScissorTest( _currentScissorTest );
+
+ state.viewport( _currentViewport );
+
+ if ( isCube ) {
+
+ var textureProperties = properties.get( renderTarget.texture );
+ _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, 0 );
+
+ }
+
+ };
+
+ this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
+
+ if ( renderTarget instanceof THREE.WebGLRenderTarget === false ) {
+
+ console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
+ return;
+
+ }
+
+ var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
+
+ if ( framebuffer ) {
+
+ var restore = false;
+
+ if ( framebuffer !== _currentFramebuffer ) {
+
+ _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
+
+ restore = true;
+
+ }
+
+ try {
+
+ var texture = renderTarget.texture;
+
+ if ( texture.format !== THREE.RGBAFormat
+ && paramThreeToGL( texture.format ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
+
+ console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
+ return;
+
+ }
+
+ if ( texture.type !== THREE.UnsignedByteType
+ && paramThreeToGL( texture.type ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE )
+ && ! ( texture.type === THREE.FloatType && extensions.get( 'WEBGL_color_buffer_float' ) )
+ && ! ( texture.type === THREE.HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {
+
+ console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
+ return;
+
+ }
+
+ if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
+
+ _gl.readPixels( x, y, width, height, paramThreeToGL( texture.format ), paramThreeToGL( texture.type ), buffer );
+
+ } else {
+
+ console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
+
+ }
+
+ } finally {
+
+ if ( restore ) {
+
+ _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
+
+ }
+
+ }
+
+ }
+
+ };
+
+ function updateRenderTargetMipmap( renderTarget ) {
+
+ var target = renderTarget instanceof THREE.WebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
+ var texture = properties.get( renderTarget.texture ).__webglTexture;
+
+ state.bindTexture( target, texture );
+ _gl.generateMipmap( target );
+ state.bindTexture( target, null );
+
+ }
+
+ // Fallback filters for non-power-of-2 textures
+
+ function filterFallback ( f ) {
+
+ if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
+
+ return _gl.NEAREST;
+
+ }
+
+ return _gl.LINEAR;
+
+ }
+
+ // Map three_js constants to WebGL constants
+
+ function paramThreeToGL ( p ) {
+
+ var extension;
+
+ if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
+ if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
+ if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
+
+ if ( p === THREE.NearestFilter ) return _gl.NEAREST;
+ if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
+ if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
+
+ if ( p === THREE.LinearFilter ) return _gl.LINEAR;
+ if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
+ if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
+
+ if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
+ if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
+ if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
+ if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
+
+ if ( p === THREE.ByteType ) return _gl.BYTE;
+ if ( p === THREE.ShortType ) return _gl.SHORT;
+ if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
+ if ( p === THREE.IntType ) return _gl.INT;
+ if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
+ if ( p === THREE.FloatType ) return _gl.FLOAT;
+
+ extension = extensions.get( 'OES_texture_half_float' );
+
+ if ( extension !== null ) {
+
+ if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES;
+
+ }
+
+ if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
+ if ( p === THREE.RGBFormat ) return _gl.RGB;
+ if ( p === THREE.RGBAFormat ) return _gl.RGBA;
+ if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
+ if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
+
+ if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
+ if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
+ if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
+
+ if ( p === THREE.ZeroFactor ) return _gl.ZERO;
+ if ( p === THREE.OneFactor ) return _gl.ONE;
+ if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
+ if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
+ if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
+ if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
+ if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
+ if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
+
+ if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
+ if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
+ if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
+
+ extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
+
+ if ( extension !== null ) {
+
+ if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
+ if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
+ if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
+ if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
+
+ }
+
+ extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
+
+ if ( extension !== null ) {
+
+ if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
+ if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
+ if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
+ if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
+
+ }
+
+ extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
+
+ if ( extension !== null ) {
+
+ if ( p === THREE.RGB_ETC1_Format ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
+
+ }
+
+ extension = extensions.get( 'EXT_blend_minmax' );
+
+ if ( extension !== null ) {
+
+ if ( p === THREE.MinEquation ) return extension.MIN_EXT;
+ if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
+
+ }
+
+ return 0;
+
+ }
+
+};
+
+// File:src/renderers/WebGLRenderTarget.js
+
+/**
+ * @author szimek / https://github.com/szimek/
+ * @author alteredq / http://alteredqualia.com/
+ * @author Marius Kintel / https://github.com/kintel
+ */
+
+/*
+ In options, we can specify:
+ * Texture parameters for an auto-generated target texture
+ * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
+*/
+THREE.WebGLRenderTarget = function ( width, height, options ) {
+
+ this.uuid = THREE.Math.generateUUID();
+
+ this.width = width;
+ this.height = height;
+
+ this.scissor = new THREE.Vector4( 0, 0, width, height );
+ this.scissorTest = false;
+
+ this.viewport = new THREE.Vector4( 0, 0, width, height );
+
+ options = options || {};
+
+ if ( options.minFilter === undefined ) options.minFilter = THREE.LinearFilter;
+
+ this.texture = new THREE.Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy );
+
+ this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
+ this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
+
+};
+
+THREE.WebGLRenderTarget.prototype = {
+
+ constructor: THREE.WebGLRenderTarget,
+
+ setSize: function ( width, height ) {
+
+ if ( this.width !== width || this.height !== height ) {
+
+ this.width = width;
+ this.height = height;
+
+ this.dispose();
+
+ }
+
+ this.viewport.set( 0, 0, width, height );
+ this.scissor.set( 0, 0, width, height );
+
+ },
+
+ clone: function () {
+
+ return new this.constructor().copy( this );
+
+ },
+
+ copy: function ( source ) {
+
+ this.width = source.width;
+ this.height = source.height;
+
+ this.viewport.copy( source.viewport );
+
+ this.texture = source.texture.clone();
+
+ this.depthBuffer = source.depthBuffer;
+ this.stencilBuffer = source.stencilBuffer;
+
+ this.shareDepthFrom = source.shareDepthFrom;
+
+ return this;
+
+ },
+
+ dispose: function () {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+ }
+
+};
+
+THREE.EventDispatcher.prototype.apply( THREE.WebGLRenderTarget.prototype );
+
+// File:src/renderers/WebGLRenderTargetCube.js
+
+/**
+ * @author alteredq / http://alteredqualia.com
+ */
+
+THREE.WebGLRenderTargetCube = function ( width, height, options ) {
+
+ THREE.WebGLRenderTarget.call( this, width, height, options );
+
+ this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
+
+};
+
+THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype );
+THREE.WebGLRenderTargetCube.prototype.constructor = THREE.WebGLRenderTargetCube;
+
+// File:src/renderers/webgl/WebGLBufferRenderer.js
+
+/**
+* @author mrdoob / http://mrdoob.com/
+*/
+
+THREE.WebGLBufferRenderer = function ( _gl, extensions, _infoRender ) {
+
+ var mode;
+
+ function setMode( value ) {
+
+ mode = value;
+
+ }
+
+ function render( start, count ) {
+
+ _gl.drawArrays( mode, start, count );
+
+ _infoRender.calls ++;
+ _infoRender.vertices += count;
+ if ( mode === _gl.TRIANGLES ) _infoRender.faces += count / 3;
+
+ }
+
+ function renderInstances( geometry ) {
+
+ var extension = extensions.get( 'ANGLE_instanced_arrays' );
+
+ if ( extension === null ) {
+
+ console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
+ return;
+
+ }
+
+ var position = geometry.attributes.position;
+
+ var count = 0;
+
+ if ( position instanceof THREE.InterleavedBufferAttribute ) {
+
+ count = position.data.count;
+
+ extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount );
+
+ } else {
+
+ count = position.count;
+
+ extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount );
+
+ }
+
+ _infoRender.calls ++;
+ _infoRender.vertices += count * geometry.maxInstancedCount;
+ if ( mode === _gl.TRIANGLES ) _infoRender.faces += geometry.maxInstancedCount * count / 3;
+
+ }
+
+ this.setMode = setMode;
+ this.render = render;
+ this.renderInstances = renderInstances;
+
+};
+
+// File:src/renderers/webgl/WebGLIndexedBufferRenderer.js
+
+/**
+* @author mrdoob / http://mrdoob.com/
+*/
+
+THREE.WebGLIndexedBufferRenderer = function ( _gl, extensions, _infoRender ) {
+
+ var mode;
+
+ function setMode( value ) {
+
+ mode = value;
+
+ }
+
+ var type, size;
+
+ function setIndex( index ) {
+
+ if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
+
+ type = _gl.UNSIGNED_INT;
+ size = 4;
+
+ } else {
+
+ type = _gl.UNSIGNED_SHORT;
+ size = 2;
+
+ }
+
+ }
+
+ function render( start, count ) {
+
+ _gl.drawElements( mode, count, type, start * size );
+
+ _infoRender.calls ++;
+ _infoRender.vertices += count;
+ if ( mode === _gl.TRIANGLES ) _infoRender.faces += count / 3;
+
+ }
+
+ function renderInstances( geometry, start, count ) {
+
+ var extension = extensions.get( 'ANGLE_instanced_arrays' );
+
+ if ( extension === null ) {
+
+ console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
+ return;
+
+ }
+
+ extension.drawElementsInstancedANGLE( mode, count, type, start * size, geometry.maxInstancedCount );
+
+ _infoRender.calls ++;
+ _infoRender.vertices += count * geometry.maxInstancedCount;
+ if ( mode === _gl.TRIANGLES ) _infoRender.faces += geometry.maxInstancedCount * count / 3;
+ }
+
+ this.setMode = setMode;
+ this.setIndex = setIndex;
+ this.render = render;
+ this.renderInstances = renderInstances;
+
+};
+
+// File:src/renderers/webgl/WebGLExtensions.js
+
+/**
+* @author mrdoob / http://mrdoob.com/
+*/
+
+THREE.WebGLExtensions = function ( gl ) {
+
+ var extensions = {};
+
+ this.get = function ( name ) {
+
+ if ( extensions[ name ] !== undefined ) {
+
+ return extensions[ name ];
+
+ }
+
+ var extension;
+
+ switch ( name ) {
+
+ case 'EXT_texture_filter_anisotropic':
+ extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
+ break;
+
+ case 'WEBGL_compressed_texture_s3tc':
+ extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
+ break;
+
+ case 'WEBGL_compressed_texture_pvrtc':
+ extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
+ break;
+
+ case 'WEBGL_compressed_texture_etc1':
+ extension = gl.getExtension( 'WEBGL_compressed_texture_etc1' );
+ break;
+
+ default:
+ extension = gl.getExtension( name );
+
+ }
+
+ if ( extension === null ) {
+
+ console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
+
+ }
+
+ extensions[ name ] = extension;
+
+ return extension;
+
+ };
+
+};
+
+// File:src/renderers/webgl/WebGLCapabilities.js
+
+THREE.WebGLCapabilities = function ( gl, extensions, parameters ) {
+
+ function getMaxPrecision( precision ) {
+
+ if ( precision === 'highp' ) {
+
+ if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 &&
+ gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) {
+
+ return 'highp';
+
+ }
+
+ precision = 'mediump';
+
+ }
+
+ if ( precision === 'mediump' ) {
+
+ if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 &&
+ gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) {
+
+ return 'mediump';
+
+ }
+
+ }
+
+ return 'lowp';
+
+ }
+
+ this.getMaxPrecision = getMaxPrecision;
+
+ this.precision = parameters.precision !== undefined ? parameters.precision : 'highp',
+ this.logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false;
+
+ this.maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );
+ this.maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
+ this.maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE );
+ this.maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE );
+
+ this.maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );
+ this.maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS );
+ this.maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS );
+ this.maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS );
+
+ this.vertexTextures = this.maxVertexTextures > 0;
+ this.floatFragmentTextures = !! extensions.get( 'OES_texture_float' );
+ this.floatVertexTextures = this.vertexTextures && this.floatFragmentTextures;
+
+ var _maxPrecision = getMaxPrecision( this.precision );
+
+ if ( _maxPrecision !== this.precision ) {
+
+ console.warn( 'THREE.WebGLRenderer:', this.precision, 'not supported, using', _maxPrecision, 'instead.' );
+ this.precision = _maxPrecision;
+
+ }
+
+ if ( this.logarithmicDepthBuffer ) {
+
+ this.logarithmicDepthBuffer = !! extensions.get( 'EXT_frag_depth' );
+
+ }
+
+};
+
+// File:src/renderers/webgl/WebGLGeometries.js
+
+/**
+* @author mrdoob / http://mrdoob.com/
+*/
+
+THREE.WebGLGeometries = function ( gl, properties, info ) {
+
+ var geometries = {};
+
+ function get( object ) {
+
+ var geometry = object.geometry;
+
+ if ( geometries[ geometry.id ] !== undefined ) {
+
+ return geometries[ geometry.id ];
+
+ }
+
+ geometry.addEventListener( 'dispose', onGeometryDispose );
+
+ var buffergeometry;
+
+ if ( geometry instanceof THREE.BufferGeometry ) {
+
+ buffergeometry = geometry;
+
+ } else if ( geometry instanceof THREE.Geometry ) {
+
+ if ( geometry._bufferGeometry === undefined ) {
+
+ geometry._bufferGeometry = new THREE.BufferGeometry().setFromObject( object );
+
+ }
+
+ buffergeometry = geometry._bufferGeometry;
+
+ }
+
+ geometries[ geometry.id ] = buffergeometry;
+
+ info.memory.geometries ++;
+
+ return buffergeometry;
+
+ }
+
+ function onGeometryDispose( event ) {
+
+ var geometry = event.target;
+ var buffergeometry = geometries[ geometry.id ];
+
+ if ( buffergeometry.index !== null ) {
+
+ deleteAttribute( buffergeometry.index );
+
+ }
+
+ deleteAttributes( buffergeometry.attributes );
+
+ geometry.removeEventListener( 'dispose', onGeometryDispose );
+
+ delete geometries[ geometry.id ];
+
+ // TODO
+
+ var property = properties.get( geometry );
+
+ if ( property.wireframe ) {
+
+ deleteAttribute( property.wireframe );
+
+ }
+
+ properties.delete( geometry );
+
+ var bufferproperty = properties.get( buffergeometry );
+
+ if ( bufferproperty.wireframe ) {
+
+ deleteAttribute( bufferproperty.wireframe );
+
+ }
+
+ properties.delete( buffergeometry );
+
+ //
+
+ info.memory.geometries --;
+
+ }
+
+ function getAttributeBuffer( attribute ) {
+
+ if ( attribute instanceof THREE.InterleavedBufferAttribute ) {
+
+ return properties.get( attribute.data ).__webglBuffer;
+
+ }
+
+ return properties.get( attribute ).__webglBuffer;
+
+ }
+
+ function deleteAttribute( attribute ) {
+
+ var buffer = getAttributeBuffer( attribute );
+
+ if ( buffer !== undefined ) {
+
+ gl.deleteBuffer( buffer );
+ removeAttributeBuffer( attribute );
+
+ }
+
+ }
+
+ function deleteAttributes( attributes ) {
+
+ for ( var name in attributes ) {
+
+ deleteAttribute( attributes[ name ] );
+
+ }
+
+ }
+
+ function removeAttributeBuffer( attribute ) {
+
+ if ( attribute instanceof THREE.InterleavedBufferAttribute ) {
+
+ properties.delete( attribute.data );
+
+ } else {
+
+ properties.delete( attribute );
+
+ }
+
+ }
+
+ this.get = get;
+
+};
+
+// File:src/renderers/webgl/WebGLLights.js
+
+/**
+* @author mrdoob / http://mrdoob.com/
+*/
+
+THREE.WebGLLights = function () {
+
+ var lights = {};
+
+ this.get = function ( light ) {
+
+ if ( lights[ light.id ] !== undefined ) {
+
+ return lights[ light.id ];
+
+ }
+
+ var uniforms;
+
+ switch ( light.type ) {
+
+ case 'DirectionalLight':
+ uniforms = {
+ direction: new THREE.Vector3(),
+ color: new THREE.Color(),
+
+ shadow: false,
+ shadowBias: 0,
+ shadowRadius: 1,
+ shadowMapSize: new THREE.Vector2()
+ };
+ break;
+
+ case 'SpotLight':
+ uniforms = {
+ position: new THREE.Vector3(),
+ direction: new THREE.Vector3(),
+ color: new THREE.Color(),
+ distance: 0,
+ angleCos: 0,
+ penumbra: 0,
+ decay: 0,
+
+ shadow: false,
+ shadowBias: 0,
+ shadowRadius: 1,
+ shadowMapSize: new THREE.Vector2()
+ };
+ break;
+
+ case 'PointLight':
+ uniforms = {
+ position: new THREE.Vector3(),
+ color: new THREE.Color(),
+ distance: 0,
+ decay: 0,
+
+ shadow: false,
+ shadowBias: 0,
+ shadowRadius: 1,
+ shadowMapSize: new THREE.Vector2()
+ };
+ break;
+
+ case 'HemisphereLight':
+ uniforms = {
+ direction: new THREE.Vector3(),
+ skyColor: new THREE.Color(),
+ groundColor: new THREE.Color()
+ };
+ break;
+
+ }
+
+ lights[ light.id ] = uniforms;
+
+ return uniforms;
+
+ };
+
+};
+
+// File:src/renderers/webgl/WebGLObjects.js
+
+/**
+* @author mrdoob / http://mrdoob.com/
+*/
+
+THREE.WebGLObjects = function ( gl, properties, info ) {
+
+ var geometries = new THREE.WebGLGeometries( gl, properties, info );
+
+ //
+
+ function update( object ) {
+
+ // TODO: Avoid updating twice (when using shadowMap). Maybe add frame counter.
+
+ var geometry = geometries.get( object );
+
+ if ( object.geometry instanceof THREE.Geometry ) {
+
+ geometry.updateFromObject( object );
+
+ }
+
+ var index = geometry.index;
+ var attributes = geometry.attributes;
+
+ if ( index !== null ) {
+
+ updateAttribute( index, gl.ELEMENT_ARRAY_BUFFER );
+
+ }
+
+ for ( var name in attributes ) {
+
+ updateAttribute( attributes[ name ], gl.ARRAY_BUFFER );
+
+ }
+
+ // morph targets
+
+ var morphAttributes = geometry.morphAttributes;
+
+ for ( var name in morphAttributes ) {
+
+ var array = morphAttributes[ name ];
+
+ for ( var i = 0, l = array.length; i < l; i ++ ) {
+
+ updateAttribute( array[ i ], gl.ARRAY_BUFFER );
+
+ }
+
+ }
+
+ return geometry;
+
+ }
+
+ function updateAttribute( attribute, bufferType ) {
+
+ var data = ( attribute instanceof THREE.InterleavedBufferAttribute ) ? attribute.data : attribute;
+
+ var attributeProperties = properties.get( data );
+
+ if ( attributeProperties.__webglBuffer === undefined ) {
+
+ createBuffer( attributeProperties, data, bufferType );
+
+ } else if ( attributeProperties.version !== data.version ) {
+
+ updateBuffer( attributeProperties, data, bufferType );
+
+ }
+
+ }
+
+ function createBuffer( attributeProperties, data, bufferType ) {
+
+ attributeProperties.__webglBuffer = gl.createBuffer();
+ gl.bindBuffer( bufferType, attributeProperties.__webglBuffer );
+
+ var usage = data.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW;
+
+ gl.bufferData( bufferType, data.array, usage );
+
+ attributeProperties.version = data.version;
+
+ }
+
+ function updateBuffer( attributeProperties, data, bufferType ) {
+
+ gl.bindBuffer( bufferType, attributeProperties.__webglBuffer );
+
+ if ( data.dynamic === false || data.updateRange.count === - 1 ) {
+
+ // Not using update ranges
+
+ gl.bufferSubData( bufferType, 0, data.array );
+
+ } else if ( data.updateRange.count === 0 ) {
+
+ console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' );
+
+ } else {
+
+ gl.bufferSubData( bufferType, data.updateRange.offset * data.array.BYTES_PER_ELEMENT,
+ data.array.subarray( data.updateRange.offset, data.updateRange.offset + data.updateRange.count ) );
+
+ data.updateRange.count = 0; // reset range
+
+ }
+
+ attributeProperties.version = data.version;
+
+ }
+
+ function getAttributeBuffer( attribute ) {
+
+ if ( attribute instanceof THREE.InterleavedBufferAttribute ) {
+
+ return properties.get( attribute.data ).__webglBuffer;
+
+ }
+
+ return properties.get( attribute ).__webglBuffer;
+
+ }
+
+ function getWireframeAttribute( geometry ) {
+
+ var property = properties.get( geometry );
+
+ if ( property.wireframe !== undefined ) {
+
+ return property.wireframe;
+
+ }
+
+ var indices = [];
+
+ var index = geometry.index;
+ var attributes = geometry.attributes;
+ var position = attributes.position;
+
+ // console.time( 'wireframe' );
+
+ if ( index !== null ) {
+
+ var edges = {};
+ var array = index.array;
+
+ for ( var i = 0, l = array.length; i < l; i += 3 ) {
+
+ var a = array[ i + 0 ];
+ var b = array[ i + 1 ];
+ var c = array[ i + 2 ];
+
+ if ( checkEdge( edges, a, b ) ) indices.push( a, b );
+ if ( checkEdge( edges, b, c ) ) indices.push( b, c );
+ if ( checkEdge( edges, c, a ) ) indices.push( c, a );
+
+ }
+
+ } else {
+
+ var array = attributes.position.array;
+
+ for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
+
+ var a = i + 0;
+ var b = i + 1;
+ var c = i + 2;
+
+ indices.push( a, b, b, c, c, a );
+
+ }
+
+ }
+
+ // console.timeEnd( 'wireframe' );
+
+ var TypeArray = position.count > 65535 ? Uint32Array : Uint16Array;
+ var attribute = new THREE.BufferAttribute( new TypeArray( indices ), 1 );
+
+ updateAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER );
+
+ property.wireframe = attribute;
+
+ return attribute;
+
+ }
+
+ function checkEdge( edges, a, b ) {
+
+ if ( a > b ) {
+
+ var tmp = a;
+ a = b;
+ b = tmp;
+
+ }
+
+ var list = edges[ a ];
+
+ if ( list === undefined ) {
+
+ edges[ a ] = [ b ];
+ return true;
+
+ } else if ( list.indexOf( b ) === -1 ) {
+
+ list.push( b );
+ return true;
+
+ }
+
+ return false;
+
+ }
+
+ this.getAttributeBuffer = getAttributeBuffer;
+ this.getWireframeAttribute = getWireframeAttribute;
+
+ this.update = update;
+
+};
+
+// File:src/renderers/webgl/WebGLProgram.js
+
+THREE.WebGLProgram = ( function () {
+
+ var programIdCount = 0;
+
+ // TODO: Combine the regex
+ var structRe = /^([\w\d_]+)\.([\w\d_]+)$/;
+ var arrayStructRe = /^([\w\d_]+)\[(\d+)\]\.([\w\d_]+)$/;
+ var arrayRe = /^([\w\d_]+)\[0\]$/;
+
+ function generateExtensions( extensions, parameters, rendererExtensions ) {
+
+ extensions = extensions || {};
+
+ var chunks = [
+ ( extensions.derivatives || parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
+ ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
+ ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
+ ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : '',
+ ];
+
+ return chunks.filter( filterEmptyLine ).join( '\n' );
+
+ }
+
+ function generateDefines( defines ) {
+
+ var chunks = [];
+
+ for ( var name in defines ) {
+
+ var value = defines[ name ];
+
+ if ( value === false ) continue;
+
+ chunks.push( '#define ' + name + ' ' + value );
+
+ }
+
+ return chunks.join( '\n' );
+
+ }
+
+ function fetchUniformLocations( gl, program, identifiers ) {
+
+ var uniforms = {};
+
+ var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );
+
+ for ( var i = 0; i < n; i ++ ) {
+
+ var info = gl.getActiveUniform( program, i );
+ var name = info.name;
+ var location = gl.getUniformLocation( program, name );
+
+ //console.log("THREE.WebGLProgram: ACTIVE UNIFORM:", name);
+
+ var matches = structRe.exec( name );
+ if ( matches ) {
+
+ var structName = matches[ 1 ];
+ var structProperty = matches[ 2 ];
+
+ var uniformsStruct = uniforms[ structName ];
+
+ if ( ! uniformsStruct ) {
+
+ uniformsStruct = uniforms[ structName ] = {};
+
+ }
+
+ uniformsStruct[ structProperty ] = location;
+
+ continue;
+
+ }
+
+ matches = arrayStructRe.exec( name );
+
+ if ( matches ) {
+
+ var arrayName = matches[ 1 ];
+ var arrayIndex = matches[ 2 ];
+ var arrayProperty = matches[ 3 ];
+
+ var uniformsArray = uniforms[ arrayName ];
+
+ if ( ! uniformsArray ) {
+
+ uniformsArray = uniforms[ arrayName ] = [];
+
+ }
+
+ var uniformsArrayIndex = uniformsArray[ arrayIndex ];
+
+ if ( ! uniformsArrayIndex ) {
+
+ uniformsArrayIndex = uniformsArray[ arrayIndex ] = {};
+
+ }
+
+ uniformsArrayIndex[ arrayProperty ] = location;
+
+ continue;
+
+ }
+
+ matches = arrayRe.exec( name );
+
+ if ( matches ) {
+
+ var arrayName = matches[ 1 ];
+
+ uniforms[ arrayName ] = location;
+
+ continue;
+
+ }
+
+ uniforms[ name ] = location;
+
+ }
+
+ return uniforms;
+
+ }
+
+ function fetchAttributeLocations( gl, program, identifiers ) {
+
+ var attributes = {};
+
+ var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );
+
+ for ( var i = 0; i < n; i ++ ) {
+
+ var info = gl.getActiveAttrib( program, i );
+ var name = info.name;
+
+ // console.log("THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:", name, i );
+
+ attributes[ name ] = gl.getAttribLocation( program, name );
+
+ }
+
+ return attributes;
+
+ }
+
+ function filterEmptyLine( string ) {
+
+ return string !== '';
+
+ }
+
+ function replaceLightNums( string, parameters ) {
+
+ return string
+ .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
+ .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
+ .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
+ .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights );
+
+ }
+
+ function unrollLoops( string ) {
+
+ var pattern = /for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
+
+ function replace( match, start, end, snippet ) {
+
+ var unroll = '';
+
+ for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
+
+ unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' );
+
+ }
+
+ return unroll;
+
+ }
+
+ return string.replace( pattern, replace );
+
+ }
+
+ return function WebGLProgram( renderer, code, material, parameters ) {
+
+ var gl = renderer.context;
+
+ var extensions = material.extensions;
+ var defines = material.defines;
+
+ var vertexShader = material.__webglShader.vertexShader;
+ var fragmentShader = material.__webglShader.fragmentShader;
+
+ var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
+
+ if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
+
+ shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
+
+ } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
+
+ shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
+
+ }
+
+ var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
+ var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
+ var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
+
+ if ( parameters.envMap ) {
+
+ switch ( material.envMap.mapping ) {
+
+ case THREE.CubeReflectionMapping:
+ case THREE.CubeRefractionMapping:
+ envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
+ break;
+
+ case THREE.EquirectangularReflectionMapping:
+ case THREE.EquirectangularRefractionMapping:
+ envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
+ break;
+
+ case THREE.SphericalReflectionMapping:
+ envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
+ break;
+
+ }
+
+ switch ( material.envMap.mapping ) {
+
+ case THREE.CubeRefractionMapping:
+ case THREE.EquirectangularRefractionMapping:
+ envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
+ break;
+
+ }
+
+ switch ( material.combine ) {
+
+ case THREE.MultiplyOperation:
+ envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
+ break;
+
+ case THREE.MixOperation:
+ envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
+ break;
+
+ case THREE.AddOperation:
+ envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
+ break;
+
+ }
+
+ }
+
+ var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
+
+ // console.log( 'building new program ' );
+
+ //
+
+ var customExtensions = generateExtensions( extensions, parameters, renderer.extensions );
+
+ var customDefines = generateDefines( defines );
+
+ //
+
+ var program = gl.createProgram();
+
+ var prefixVertex, prefixFragment;
+
+ if ( material instanceof THREE.RawShaderMaterial ) {
+
+ prefixVertex = '';
+ prefixFragment = '';
+
+ } else {
+
+ prefixVertex = [
+
+ 'precision ' + parameters.precision + ' float;',
+ 'precision ' + parameters.precision + ' int;',
+
+ '#define SHADER_NAME ' + material.__webglShader.name,
+
+ customDefines,
+
+ parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
+
+ renderer.gammaInput ? '#define GAMMA_INPUT' : '',
+ renderer.gammaOutput ? '#define GAMMA_OUTPUT' : '',
+ '#define GAMMA_FACTOR ' + gammaFactorDefine,
+
+ '#define MAX_BONES ' + parameters.maxBones,
+
+ parameters.map ? '#define USE_MAP' : '',
+ parameters.envMap ? '#define USE_ENVMAP' : '',
+ parameters.envMap ? '#define ' + envMapModeDefine : '',
+ parameters.lightMap ? '#define USE_LIGHTMAP' : '',
+ parameters.aoMap ? '#define USE_AOMAP' : '',
+ parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
+ parameters.bumpMap ? '#define USE_BUMPMAP' : '',
+ parameters.normalMap ? '#define USE_NORMALMAP' : '',
+ parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
+ parameters.specularMap ? '#define USE_SPECULARMAP' : '',
+ parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
+ parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
+ parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
+ parameters.vertexColors ? '#define USE_COLOR' : '',
+
+ parameters.flatShading ? '#define FLAT_SHADED' : '',
+
+ parameters.skinning ? '#define USE_SKINNING' : '',
+ parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
+
+ parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
+ parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
+ parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
+ parameters.flipSided ? '#define FLIP_SIDED' : '',
+
+ parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
+ parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
+ parameters.pointLightShadows > 0 ? '#define POINT_LIGHT_SHADOWS' : '',
+
+ parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
+
+ parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
+ parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
+
+
+ 'uniform mat4 modelMatrix;',
+ 'uniform mat4 modelViewMatrix;',
+ 'uniform mat4 projectionMatrix;',
+ 'uniform mat4 viewMatrix;',
+ 'uniform mat3 normalMatrix;',
+ 'uniform vec3 cameraPosition;',
+
+ 'attribute vec3 position;',
+ 'attribute vec3 normal;',
+ 'attribute vec2 uv;',
+
+ '#ifdef USE_COLOR',
+
+ ' attribute vec3 color;',
+
+ '#endif',
+
+ '#ifdef USE_MORPHTARGETS',
+
+ ' attribute vec3 morphTarget0;',
+ ' attribute vec3 morphTarget1;',
+ ' attribute vec3 morphTarget2;',
+ ' attribute vec3 morphTarget3;',
+
+ ' #ifdef USE_MORPHNORMALS',
+
+ ' attribute vec3 morphNormal0;',
+ ' attribute vec3 morphNormal1;',
+ ' attribute vec3 morphNormal2;',
+ ' attribute vec3 morphNormal3;',
+
+ ' #else',
+
+ ' attribute vec3 morphTarget4;',
+ ' attribute vec3 morphTarget5;',
+ ' attribute vec3 morphTarget6;',
+ ' attribute vec3 morphTarget7;',
+
+ ' #endif',
+
+ '#endif',
+
+ '#ifdef USE_SKINNING',
+
+ ' attribute vec4 skinIndex;',
+ ' attribute vec4 skinWeight;',
+
+ '#endif',
+
+ '\n'
+
+ ].filter( filterEmptyLine ).join( '\n' );
+
+
+ prefixFragment = [
+
+ customExtensions,
+
+ 'precision ' + parameters.precision + ' float;',
+ 'precision ' + parameters.precision + ' int;',
+
+ '#define SHADER_NAME ' + material.__webglShader.name,
+
+ customDefines,
+
+ parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '',
+
+ renderer.gammaInput ? '#define GAMMA_INPUT' : '',
+ renderer.gammaOutput ? '#define GAMMA_OUTPUT' : '',
+ '#define GAMMA_FACTOR ' + gammaFactorDefine,
+
+ ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
+ ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
+
+ parameters.map ? '#define USE_MAP' : '',
+ parameters.envMap ? '#define USE_ENVMAP' : '',
+ parameters.envMap ? '#define ' + envMapTypeDefine : '',
+ parameters.envMap ? '#define ' + envMapModeDefine : '',
+ parameters.envMap ? '#define ' + envMapBlendingDefine : '',
+ parameters.lightMap ? '#define USE_LIGHTMAP' : '',
+ parameters.aoMap ? '#define USE_AOMAP' : '',
+ parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
+ parameters.bumpMap ? '#define USE_BUMPMAP' : '',
+ parameters.normalMap ? '#define USE_NORMALMAP' : '',
+ parameters.specularMap ? '#define USE_SPECULARMAP' : '',
+ parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
+ parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
+ parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
+ parameters.vertexColors ? '#define USE_COLOR' : '',
+
+ parameters.flatShading ? '#define FLAT_SHADED' : '',
+
+ parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
+ parameters.flipSided ? '#define FLIP_SIDED' : '',
+
+ parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
+ parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
+ parameters.pointLightShadows > 0 ? '#define POINT_LIGHT_SHADOWS' : '',
+
+ parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
+ parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
+
+ parameters.envMap && renderer.extensions.get( 'EXT_shader_texture_lod' ) ? '#define TEXTURE_LOD_EXT' : '',
+
+ 'uniform mat4 viewMatrix;',
+ 'uniform vec3 cameraPosition;',
+
+ '\n'
+
+ ].filter( filterEmptyLine ).join( '\n' );
+
+ }
+
+ vertexShader = replaceLightNums( vertexShader, parameters );
+ fragmentShader = replaceLightNums( fragmentShader, parameters );
+
+ if ( material instanceof THREE.ShaderMaterial === false ) {
+
+ vertexShader = unrollLoops( vertexShader );
+ fragmentShader = unrollLoops( fragmentShader );
+
+ }
+
+ var vertexGlsl = prefixVertex + vertexShader;
+ var fragmentGlsl = prefixFragment + fragmentShader;
+
+ // console.log( '*VERTEX*', vertexGlsl );
+ // console.log( '*FRAGMENT*', fragmentGlsl );
+
+ var glVertexShader = THREE.WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
+ var glFragmentShader = THREE.WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
+
+ gl.attachShader( program, glVertexShader );
+ gl.attachShader( program, glFragmentShader );
+
+ // Force a particular attribute to index 0.
+
+ if ( material.index0AttributeName !== undefined ) {
+
+ gl.bindAttribLocation( program, 0, material.index0AttributeName );
+
+ } else if ( parameters.morphTargets === true ) {
+
+ // programs with morphTargets displace position out of attribute 0
+ gl.bindAttribLocation( program, 0, 'position' );
+
+ }
+
+ gl.linkProgram( program );
+
+ var programLog = gl.getProgramInfoLog( program );
+ var vertexLog = gl.getShaderInfoLog( glVertexShader );
+ var fragmentLog = gl.getShaderInfoLog( glFragmentShader );
+
+ var runnable = true;
+ var haveDiagnostics = true;
+
+ // console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) );
+ // console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) );
+
+ if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
+
+ runnable = false;
+
+ console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog );
+
+ } else if ( programLog !== '' ) {
+
+ console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
+
+ } else if ( vertexLog === '' || fragmentLog === '' ) {
+
+ haveDiagnostics = false;
+
+ }
+
+ if ( haveDiagnostics ) {
+
+ this.diagnostics = {
+
+ runnable: runnable,
+ material: material,
+
+ programLog: programLog,
+
+ vertexShader: {
+
+ log: vertexLog,
+ prefix: prefixVertex
+
+ },
+
+ fragmentShader: {
+
+ log: fragmentLog,
+ prefix: prefixFragment
+
+ }
+
+ };
+
+ }
+
+ // clean up
+
+ gl.deleteShader( glVertexShader );
+ gl.deleteShader( glFragmentShader );
+
+ // set up caching for uniform locations
+
+ var cachedUniforms;
+
+ this.getUniforms = function() {
+
+ if ( cachedUniforms === undefined ) {
+
+ cachedUniforms = fetchUniformLocations( gl, program );
+
+ }
+
+ return cachedUniforms;
+
+ };
+
+ // set up caching for attribute locations
+
+ var cachedAttributes;
+
+ this.getAttributes = function() {
+
+ if ( cachedAttributes === undefined ) {
+
+ cachedAttributes = fetchAttributeLocations( gl, program );
+
+ }
+
+ return cachedAttributes;
+
+ };
+
+ // free resource
+
+ this.destroy = function() {
+
+ gl.deleteProgram( program );
+ this.program = undefined;
+
+ };
+
+ // DEPRECATED
+
+ Object.defineProperties( this, {
+
+ uniforms: {
+ get: function() {
+
+ console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' );
+ return this.getUniforms();
+
+ }
+ },
+
+ attributes: {
+ get: function() {
+
+ console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' );
+ return this.getAttributes();
+
+ }
+ }
+
+ } );
+
+
+ //
+
+ this.id = programIdCount ++;
+ this.code = code;
+ this.usedTimes = 1;
+ this.program = program;
+ this.vertexShader = glVertexShader;
+ this.fragmentShader = glFragmentShader;
+
+ return this;
+
+ };
+
+} )();
+
+// File:src/renderers/webgl/WebGLPrograms.js
+
+THREE.WebGLPrograms = function ( renderer, capabilities ) {
+
+ var programs = [];
+
+ var shaderIDs = {
+ MeshDepthMaterial: 'depth',
+ MeshNormalMaterial: 'normal',
+ MeshBasicMaterial: 'basic',
+ MeshLambertMaterial: 'lambert',
+ MeshPhongMaterial: 'phong',
+ MeshStandardMaterial: 'standard',
+ LineBasicMaterial: 'basic',
+ LineDashedMaterial: 'dashed',
+ PointsMaterial: 'points'
+ };
+
+ var parameterNames = [
+ "precision", "supportsVertexTextures", "map", "envMap", "envMapMode",
+ "lightMap", "aoMap", "emissiveMap", "bumpMap", "normalMap", "displacementMap", "specularMap",
+ "roughnessMap", "metalnessMap",
+ "alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp",
+ "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
+ "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
+ "maxMorphTargets", "maxMorphNormals",
+ "numDirLights", "numPointLights", "numSpotLights", "numHemiLights",
+ "shadowMapEnabled", "pointLightShadows",
+ "shadowMapType",
+ "alphaTest", "doubleSided", "flipSided"
+ ];
+
+
+ function allocateBones ( object ) {
+
+ if ( capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
+
+ return 1024;
+
+ } else {
+
+ // default for when object is not specified
+ // ( for example when prebuilding shader to be used with multiple objects )
+ //
+ // - leave some extra space for other uniforms
+ // - limit here is ANGLE's 254 max uniform vectors
+ // (up to 54 should be safe)
+
+ var nVertexUniforms = capabilities.maxVertexUniforms;
+ var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
+
+ var maxBones = nVertexMatrices;
+
+ if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
+
+ maxBones = Math.min( object.skeleton.bones.length, maxBones );
+
+ if ( maxBones < object.skeleton.bones.length ) {
+
+ console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
+
+ }
+
+ }
+
+ return maxBones;
+
+ }
+
+ }
+
+ this.getParameters = function ( material, lights, fog, object ) {
+
+ var shaderID = shaderIDs[ material.type ];
+ // heuristics to create shader parameters according to lights in the scene
+ // (not to blow over maxLights budget)
+
+ var maxBones = allocateBones( object );
+ var precision = renderer.getPrecision();
+
+ if ( material.precision !== null ) {
+
+ precision = capabilities.getMaxPrecision( material.precision );
+
+ if ( precision !== material.precision ) {
+
+ console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
+
+ }
+
+ }
+
+ var parameters = {
+
+ shaderID: shaderID,
+
+ precision: precision,
+ supportsVertexTextures: capabilities.vertexTextures,
+
+ map: !! material.map,
+ envMap: !! material.envMap,
+ envMapMode: material.envMap && material.envMap.mapping,
+ lightMap: !! material.lightMap,
+ aoMap: !! material.aoMap,
+ emissiveMap: !! material.emissiveMap,
+ bumpMap: !! material.bumpMap,
+ normalMap: !! material.normalMap,
+ displacementMap: !! material.displacementMap,
+ roughnessMap: !! material.roughnessMap,
+ metalnessMap: !! material.metalnessMap,
+ specularMap: !! material.specularMap,
+ alphaMap: !! material.alphaMap,
+
+ combine: material.combine,
+
+ vertexColors: material.vertexColors,
+
+ fog: fog,
+ useFog: material.fog,
+ fogExp: fog instanceof THREE.FogExp2,
+
+ flatShading: material.shading === THREE.FlatShading,
+
+ sizeAttenuation: material.sizeAttenuation,
+ logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
+
+ skinning: material.skinning,
+ maxBones: maxBones,
+ useVertexTexture: capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture,
+
+ morphTargets: material.morphTargets,
+ morphNormals: material.morphNormals,
+ maxMorphTargets: renderer.maxMorphTargets,
+ maxMorphNormals: renderer.maxMorphNormals,
+
+ numDirLights: lights.directional.length,
+ numPointLights: lights.point.length,
+ numSpotLights: lights.spot.length,
+ numHemiLights: lights.hemi.length,
+
+ pointLightShadows: lights.shadowsPointLight,
+
+ shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && lights.shadows.length > 0,
+ shadowMapType: renderer.shadowMap.type,
+
+ alphaTest: material.alphaTest,
+ doubleSided: material.side === THREE.DoubleSide,
+ flipSided: material.side === THREE.BackSide
+
+ };
+
+ return parameters;
+
+ };
+
+ this.getProgramCode = function ( material, parameters ) {
+
+ var chunks = [];
+
+ if ( parameters.shaderID ) {
+
+ chunks.push( parameters.shaderID );
+
+ } else {
+
+ chunks.push( material.fragmentShader );
+ chunks.push( material.vertexShader );
+
+ }
+
+ if ( material.defines !== undefined ) {
+
+ for ( var name in material.defines ) {
+
+ chunks.push( name );
+ chunks.push( material.defines[ name ] );
+
+ }
+
+ }
+
+ for ( var i = 0; i < parameterNames.length; i ++ ) {
+
+ var parameterName = parameterNames[ i ];
+ chunks.push( parameterName );
+ chunks.push( parameters[ parameterName ] );
+
+ }
+
+ return chunks.join();
+
+ };
+
+ this.acquireProgram = function ( material, parameters, code ) {
+
+ var program;
+
+ // Check if code has been already compiled
+ for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
+
+ var programInfo = programs[ p ];
+
+ if ( programInfo.code === code ) {
+
+ program = programInfo;
+ ++ program.usedTimes;
+
+ break;
+
+ }
+
+ }
+
+ if ( program === undefined ) {
+
+ program = new THREE.WebGLProgram( renderer, code, material, parameters );
+ programs.push( program );
+
+ }
+
+ return program;
+
+ };
+
+ this.releaseProgram = function( program ) {
+
+ if ( -- program.usedTimes === 0 ) {
+
+ // Remove from unordered set
+ var i = programs.indexOf( program );
+ programs[ i ] = programs[ programs.length - 1 ];
+ programs.pop();
+
+ // Free WebGL resources
+ program.destroy();
+
+ }
+
+ };
+
+ // Exposed for resource monitoring & error feedback via renderer.info:
+ this.programs = programs;
+
+};
+
+// File:src/renderers/webgl/WebGLProperties.js
+
+/**
+* @author fordacious / fordacious.github.io
+*/
+
+THREE.WebGLProperties = function () {
+
+ var properties = {};
+
+ this.get = function ( object ) {
+
+ var uuid = object.uuid;
+ var map = properties[ uuid ];
+
+ if ( map === undefined ) {
+
+ map = {};
+ properties[ uuid ] = map;
+
+ }
+
+ return map;
+
+ };
+
+ this.delete = function ( object ) {
+
+ delete properties[ object.uuid ];
+
+ };
+
+ this.clear = function () {
+
+ properties = {};
+
+ };
+
+};
+
+// File:src/renderers/webgl/WebGLShader.js
+
+THREE.WebGLShader = ( function () {
+
+ function addLineNumbers( string ) {
+
+ var lines = string.split( '\n' );
+
+ for ( var i = 0; i < lines.length; i ++ ) {
+
+ lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
+
+ }
+
+ return lines.join( '\n' );
+
+ }
+
+ return function WebGLShader( gl, type, string ) {
+
+ var shader = gl.createShader( type );
+
+ gl.shaderSource( shader, string );
+ gl.compileShader( shader );
+
+ if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) {
+
+ console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );
+
+ }
+
+ if ( gl.getShaderInfoLog( shader ) !== '' ) {
+
+ console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === gl.VERTEX_SHADER ? 'vertex' : 'fragment', gl.getShaderInfoLog( shader ), addLineNumbers( string ) );
+
+ }
+
+ // --enable-privileged-webgl-extension
+ // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
+
+ return shader;
+
+ };
+
+} )();
+
+// File:src/renderers/webgl/WebGLShadowMap.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
+
+ var _gl = _renderer.context,
+ _state = _renderer.state,
+ _frustum = new THREE.Frustum(),
+ _projScreenMatrix = new THREE.Matrix4(),
+
+ _shadowMapSize = new THREE.Vector2(),
+
+ _lookTarget = new THREE.Vector3(),
+ _lightPositionWorld = new THREE.Vector3(),
+
+ _renderList = [],
+
+ _MorphingFlag = 1,
+ _SkinningFlag = 2,
+
+ _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
+
+ _depthMaterials = new Array( _NumberOfMaterialVariants ),
+ _distanceMaterials = new Array( _NumberOfMaterialVariants );
+
+ var cubeDirections = [
+ new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( - 1, 0, 0 ), new THREE.Vector3( 0, 0, 1 ),
+ new THREE.Vector3( 0, 0, - 1 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, - 1, 0 )
+ ];
+
+ var cubeUps = [
+ new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 1, 0 ),
+ new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 1 ), new THREE.Vector3( 0, 0, - 1 )
+ ];
+
+ var cube2DViewPorts = [
+ new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4(),
+ new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4()
+ ];
+
+ // init
+
+ var depthShader = THREE.ShaderLib[ "depthRGBA" ];
+ var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
+
+ var distanceShader = THREE.ShaderLib[ "distanceRGBA" ];
+ var distanceUniforms = THREE.UniformsUtils.clone( distanceShader.uniforms );
+
+ for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
+
+ var useMorphing = ( i & _MorphingFlag ) !== 0;
+ var useSkinning = ( i & _SkinningFlag ) !== 0;
+
+ var depthMaterial = new THREE.ShaderMaterial( {
+ uniforms: depthUniforms,
+ vertexShader: depthShader.vertexShader,
+ fragmentShader: depthShader.fragmentShader,
+ morphTargets: useMorphing,
+ skinning: useSkinning
+ } );
+
+ depthMaterial._shadowPass = true;
+
+ _depthMaterials[ i ] = depthMaterial;
+
+ var distanceMaterial = new THREE.ShaderMaterial( {
+ uniforms: distanceUniforms,
+ vertexShader: distanceShader.vertexShader,
+ fragmentShader: distanceShader.fragmentShader,
+ morphTargets: useMorphing,
+ skinning: useSkinning
+ } );
+
+ distanceMaterial._shadowPass = true;
+
+ _distanceMaterials[ i ] = distanceMaterial;
+
+ }
+
+ //
+
+ var scope = this;
+
+ this.enabled = false;
+
+ this.autoUpdate = true;
+ this.needsUpdate = false;
+
+ this.type = THREE.PCFShadowMap;
+ this.cullFace = THREE.CullFaceFront;
+
+ this.render = function ( scene, camera ) {
+
+ var faceCount, isPointLight;
+
+ if ( scope.enabled === false ) return;
+ if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
+
+ // Set GL state for depth map.
+ _state.clearColor( 1, 1, 1, 1 );
+ _state.disable( _gl.BLEND );
+ _state.enable( _gl.CULL_FACE );
+ _gl.frontFace( _gl.CCW );
+ _gl.cullFace( scope.cullFace === THREE.CullFaceFront ? _gl.FRONT : _gl.BACK );
+ _state.setDepthTest( true );
+ _state.setScissorTest( false );
+
+ // render depth map
+
+ var shadows = _lights.shadows;
+
+ for ( var i = 0, il = shadows.length; i < il; i ++ ) {
+
+ var light = shadows[ i ];
+
+ var shadow = light.shadow;
+ var shadowCamera = shadow.camera;
+
+ _shadowMapSize.copy( shadow.mapSize );
+
+ if ( light instanceof THREE.PointLight ) {
+
+ faceCount = 6;
+ isPointLight = true;
+
+ var vpWidth = _shadowMapSize.x;
+ var vpHeight = _shadowMapSize.y;
+
+ // These viewports map a cube-map onto a 2D texture with the
+ // following orientation:
+ //
+ // xzXZ
+ // y Y
+ //
+ // X - Positive x direction
+ // x - Negative x direction
+ // Y - Positive y direction
+ // y - Negative y direction
+ // Z - Positive z direction
+ // z - Negative z direction
+
+ // positive X
+ cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight );
+ // negative X
+ cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight );
+ // positive Z
+ cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight );
+ // negative Z
+ cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight );
+ // positive Y
+ cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight );
+ // negative Y
+ cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight );
+
+ _shadowMapSize.x *= 4.0;
+ _shadowMapSize.y *= 2.0;
+
+ } else {
+
+ faceCount = 1;
+ isPointLight = false;
+
+ }
+
+ if ( shadow.map === null ) {
+
+ var pars = { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat };
+
+ shadow.map = new THREE.WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
+
+ //
+
+ if ( light instanceof THREE.SpotLight ) {
+
+ shadowCamera.aspect = _shadowMapSize.x / _shadowMapSize.y;
+
+ }
+
+ shadowCamera.updateProjectionMatrix();
+
+ }
+
+ var shadowMap = shadow.map;
+ var shadowMatrix = shadow.matrix;
+
+ _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
+ shadowCamera.position.copy( _lightPositionWorld );
+
+ _renderer.setRenderTarget( shadowMap );
+ _renderer.clear();
+
+ // render shadow map for each cube face (if omni-directional) or
+ // run a single pass if not
+
+ for ( var face = 0; face < faceCount; face ++ ) {
+
+ if ( isPointLight ) {
+
+ _lookTarget.copy( shadowCamera.position );
+ _lookTarget.add( cubeDirections[ face ] );
+ shadowCamera.up.copy( cubeUps[ face ] );
+ shadowCamera.lookAt( _lookTarget );
+
+ var vpDimensions = cube2DViewPorts[ face ];
+ _state.viewport( vpDimensions );
+
+ } else {
+
+ _lookTarget.setFromMatrixPosition( light.target.matrixWorld );
+ shadowCamera.lookAt( _lookTarget );
+
+ }
+
+ shadowCamera.updateMatrixWorld();
+ shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
+
+ // compute shadow matrix
+
+ shadowMatrix.set(
+ 0.5, 0.0, 0.0, 0.5,
+ 0.0, 0.5, 0.0, 0.5,
+ 0.0, 0.0, 0.5, 0.5,
+ 0.0, 0.0, 0.0, 1.0
+ );
+
+ shadowMatrix.multiply( shadowCamera.projectionMatrix );
+ shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
+
+ // update camera matrices and frustum
+
+ _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
+ _frustum.setFromMatrix( _projScreenMatrix );
+
+ // set object matrices & frustum culling
+
+ _renderList.length = 0;
+
+ projectObject( scene, camera, shadowCamera );
+
+ // render shadow map
+ // render regular objects
+
+ for ( var j = 0, jl = _renderList.length; j < jl; j ++ ) {
+
+ var object = _renderList[ j ];
+ var geometry = _objects.update( object );
+ var material = object.material;
+
+ if ( material instanceof THREE.MultiMaterial ) {
+
+ var groups = geometry.groups;
+ var materials = material.materials;
+
+ for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
+
+ var group = groups[ k ];
+ var groupMaterial = materials[ group.materialIndex ];
+
+ if ( groupMaterial.visible === true ) {
+
+ var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld );
+ _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
+
+ }
+
+ }
+
+ } else {
+
+ var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld );
+ _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
+
+ }
+
+ }
+
+ }
+
+ // We must call _renderer.resetGLState() at the end of each iteration of
+ // the light loop in order to force material updates for each light.
+ _renderer.resetGLState();
+
+ }
+
+ // Restore GL state.
+ var clearColor = _renderer.getClearColor(),
+ clearAlpha = _renderer.getClearAlpha();
+ _renderer.setClearColor( clearColor, clearAlpha );
+
+ _state.enable( _gl.BLEND );
+
+ if ( scope.cullFace === THREE.CullFaceFront ) {
+
+ _gl.cullFace( _gl.BACK );
+
+ }
+
+ _renderer.resetGLState();
+
+ scope.needsUpdate = false;
+
+ };
+
+ function getDepthMaterial( object, material, isPointLight, lightPositionWorld ) {
+
+ var geometry = object.geometry;
+
+ var newMaterial = null;
+
+ var materialVariants = _depthMaterials;
+ var customMaterial = object.customDepthMaterial;
+
+ if ( isPointLight ) {
+
+ materialVariants = _distanceMaterials;
+ customMaterial = object.customDistanceMaterial;
+
+ }
+
+ if ( ! customMaterial ) {
+
+ var useMorphing = geometry.morphTargets !== undefined &&
+ geometry.morphTargets.length > 0 && material.morphTargets;
+
+ var useSkinning = object instanceof THREE.SkinnedMesh && material.skinning;
+
+ var variantIndex = 0;
+
+ if ( useMorphing ) variantIndex |= _MorphingFlag;
+ if ( useSkinning ) variantIndex |= _SkinningFlag;
+
+ newMaterial = materialVariants[ variantIndex ];
+
+ } else {
+
+ newMaterial = customMaterial;
+
+ }
+
+ newMaterial.visible = material.visible;
+ newMaterial.wireframe = material.wireframe;
+ newMaterial.wireframeLinewidth = material.wireframeLinewidth;
+
+ if ( isPointLight && newMaterial.uniforms.lightPos !== undefined ) {
+
+ newMaterial.uniforms.lightPos.value.copy( lightPositionWorld );
+
+ }
+
+ return newMaterial;
+
+ }
+
+ function projectObject( object, camera, shadowCamera ) {
+
+ if ( object.visible === false ) return;
+
+ if ( object.layers.test( camera.layers ) && ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) ) {
+
+ if ( object.castShadow && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
+
+ var material = object.material;
+
+ if ( material.visible === true ) {
+
+ object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
+ _renderList.push( object );
+
+ }
+
+ }
+
+ }
+
+ var children = object.children;
+
+ for ( var i = 0, l = children.length; i < l; i ++ ) {
+
+ projectObject( children[ i ], camera, shadowCamera );
+
+ }
+
+ }
+
+};
+
+// File:src/renderers/webgl/WebGLState.js
+
+/**
+* @author mrdoob / http://mrdoob.com/
+*/
+
+THREE.WebGLState = function ( gl, extensions, paramThreeToGL ) {
+
+ var _this = this;
+
+ var color = new THREE.Vector4();
+
+ var newAttributes = new Uint8Array( 16 );
+ var enabledAttributes = new Uint8Array( 16 );
+ var attributeDivisors = new Uint8Array( 16 );
+
+ var capabilities = {};
+
+ var compressedTextureFormats = null;
+
+ var currentBlending = null;
+ var currentBlendEquation = null;
+ var currentBlendSrc = null;
+ var currentBlendDst = null;
+ var currentBlendEquationAlpha = null;
+ var currentBlendSrcAlpha = null;
+ var currentBlendDstAlpha = null;
+
+ var currentDepthFunc = null;
+ var currentDepthWrite = null;
+
+ var currentColorWrite = null;
+
+ var currentStencilWrite = null;
+ var currentStencilFunc = null;
+ var currentStencilRef = null;
+ var currentStencilMask = null;
+ var currentStencilFail = null;
+ var currentStencilZFail = null;
+ var currentStencilZPass = null;
+
+ var currentFlipSided = null;
+
+ var currentLineWidth = null;
+
+ var currentPolygonOffsetFactor = null;
+ var currentPolygonOffsetUnits = null;
+
+ var currentScissorTest = null;
+
+ var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );
+
+ var currentTextureSlot = undefined;
+ var currentBoundTextures = {};
+
+ var currentClearColor = new THREE.Vector4();
+ var currentClearDepth = null;
+ var currentClearStencil = null;
+
+ var currentScissor = new THREE.Vector4();
+ var currentViewport = new THREE.Vector4();
+
+ this.init = function () {
+
+ this.clearColor( 0, 0, 0, 1 );
+ this.clearDepth( 1 );
+ this.clearStencil( 0 );
+
+ this.enable( gl.DEPTH_TEST );
+ gl.depthFunc( gl.LEQUAL );
+
+ gl.frontFace( gl.CCW );
+ gl.cullFace( gl.BACK );
+ this.enable( gl.CULL_FACE );
+
+ this.enable( gl.BLEND );
+ gl.blendEquation( gl.FUNC_ADD );
+ gl.blendFunc( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA );
+
+ };
+
+ this.initAttributes = function () {
+
+ for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
+
+ newAttributes[ i ] = 0;
+
+ }
+
+ };
+
+ this.enableAttribute = function ( attribute ) {
+
+ newAttributes[ attribute ] = 1;
+
+ if ( enabledAttributes[ attribute ] === 0 ) {
+
+ gl.enableVertexAttribArray( attribute );
+ enabledAttributes[ attribute ] = 1;
+
+ }
+
+ if ( attributeDivisors[ attribute ] !== 0 ) {
+
+ var extension = extensions.get( 'ANGLE_instanced_arrays' );
+
+ extension.vertexAttribDivisorANGLE( attribute, 0 );
+ attributeDivisors[ attribute ] = 0;
+
+ }
+
+ };
+
+ this.enableAttributeAndDivisor = function ( attribute, meshPerAttribute, extension ) {
+
+ newAttributes[ attribute ] = 1;
+
+ if ( enabledAttributes[ attribute ] === 0 ) {
+
+ gl.enableVertexAttribArray( attribute );
+ enabledAttributes[ attribute ] = 1;
+
+ }
+
+ if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
+
+ extension.vertexAttribDivisorANGLE( attribute, meshPerAttribute );
+ attributeDivisors[ attribute ] = meshPerAttribute;
+
+ }
+
+ };
+
+ this.disableUnusedAttributes = function () {
+
+ for ( var i = 0, l = enabledAttributes.length; i < l; i ++ ) {
+
+ if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
+
+ gl.disableVertexAttribArray( i );
+ enabledAttributes[ i ] = 0;
+
+ }
+
+ }
+
+ };
+
+ this.enable = function ( id ) {
+
+ if ( capabilities[ id ] !== true ) {
+
+ gl.enable( id );
+ capabilities[ id ] = true;
+
+ }
+
+ };
+
+ this.disable = function ( id ) {
+
+ if ( capabilities[ id ] !== false ) {
+
+ gl.disable( id );
+ capabilities[ id ] = false;
+
+ }
+
+ };
+
+ this.getCompressedTextureFormats = function () {
+
+ if ( compressedTextureFormats === null ) {
+
+ compressedTextureFormats = [];
+
+ if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
+ extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
+ extensions.get( 'WEBGL_compressed_texture_etc1' )) {
+
+ var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS );
+
+ for ( var i = 0; i < formats.length; i ++ ) {
+
+ compressedTextureFormats.push( formats[ i ] );
+
+ }
+
+ }
+
+ }
+
+ return compressedTextureFormats;
+
+ };
+
+ this.setBlending = function ( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha ) {
+
+ if ( blending === THREE.NoBlending ) {
+
+ this.disable( gl.BLEND );
+
+ } else {
+
+ this.enable( gl.BLEND );
+
+ }
+
+ if ( blending !== currentBlending ) {
+
+ if ( blending === THREE.AdditiveBlending ) {
+
+ gl.blendEquation( gl.FUNC_ADD );
+ gl.blendFunc( gl.SRC_ALPHA, gl.ONE );
+
+ } else if ( blending === THREE.SubtractiveBlending ) {
+
+ // TODO: Find blendFuncSeparate() combination
+
+ gl.blendEquation( gl.FUNC_ADD );
+ gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR );
+
+ } else if ( blending === THREE.MultiplyBlending ) {
+
+ // TODO: Find blendFuncSeparate() combination
+
+ gl.blendEquation( gl.FUNC_ADD );
+ gl.blendFunc( gl.ZERO, gl.SRC_COLOR );
+
+ } else {
+
+ gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
+ gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
+
+ }
+
+ currentBlending = blending;
+
+ }
+
+ if ( blending === THREE.CustomBlending ) {
+
+ blendEquationAlpha = blendEquationAlpha || blendEquation;
+ blendSrcAlpha = blendSrcAlpha || blendSrc;
+ blendDstAlpha = blendDstAlpha || blendDst;
+
+ if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
+
+ gl.blendEquationSeparate( paramThreeToGL( blendEquation ), paramThreeToGL( blendEquationAlpha ) );
+
+ currentBlendEquation = blendEquation;
+ currentBlendEquationAlpha = blendEquationAlpha;
+
+ }
+
+ if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
+
+ gl.blendFuncSeparate( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ), paramThreeToGL( blendSrcAlpha ), paramThreeToGL( blendDstAlpha ) );
+
+ currentBlendSrc = blendSrc;
+ currentBlendDst = blendDst;
+ currentBlendSrcAlpha = blendSrcAlpha;
+ currentBlendDstAlpha = blendDstAlpha;
+
+ }
+
+ } else {
+
+ currentBlendEquation = null;
+ currentBlendSrc = null;
+ currentBlendDst = null;
+ currentBlendEquationAlpha = null;
+ currentBlendSrcAlpha = null;
+ currentBlendDstAlpha = null;
+
+ }
+
+ };
+
+ this.setDepthFunc = function ( depthFunc ) {
+
+ if ( currentDepthFunc !== depthFunc ) {
+
+ if ( depthFunc ) {
+
+ switch ( depthFunc ) {
+
+ case THREE.NeverDepth:
+
+ gl.depthFunc( gl.NEVER );
+ break;
+
+ case THREE.AlwaysDepth:
+
+ gl.depthFunc( gl.ALWAYS );
+ break;
+
+ case THREE.LessDepth:
+
+ gl.depthFunc( gl.LESS );
+ break;
+
+ case THREE.LessEqualDepth:
+
+ gl.depthFunc( gl.LEQUAL );
+ break;
+
+ case THREE.EqualDepth:
+
+ gl.depthFunc( gl.EQUAL );
+ break;
+
+ case THREE.GreaterEqualDepth:
+
+ gl.depthFunc( gl.GEQUAL );
+ break;
+
+ case THREE.GreaterDepth:
+
+ gl.depthFunc( gl.GREATER );
+ break;
+
+ case THREE.NotEqualDepth:
+
+ gl.depthFunc( gl.NOTEQUAL );
+ break;
+
+ default:
+
+ gl.depthFunc( gl.LEQUAL );
+
+ }
+
+ } else {
+
+ gl.depthFunc( gl.LEQUAL );
+
+ }
+
+ currentDepthFunc = depthFunc;
+
+ }
+
+ };
+
+ this.setDepthTest = function ( depthTest ) {
+
+ if ( depthTest ) {
+
+ this.enable( gl.DEPTH_TEST );
+
+ } else {
+
+ this.disable( gl.DEPTH_TEST );
+
+ }
+
+ };
+
+ this.setDepthWrite = function ( depthWrite ) {
+
+ // TODO: Rename to setDepthMask
+
+ if ( currentDepthWrite !== depthWrite ) {
+
+ gl.depthMask( depthWrite );
+ currentDepthWrite = depthWrite;
+
+ }
+
+ };
+
+ this.setColorWrite = function ( colorWrite ) {
+
+ // TODO: Rename to setColorMask
+
+ if ( currentColorWrite !== colorWrite ) {
+
+ gl.colorMask( colorWrite, colorWrite, colorWrite, colorWrite );
+ currentColorWrite = colorWrite;
+
+ }
+
+ };
+
+ this.setStencilFunc = function ( stencilFunc, stencilRef, stencilMask ) {
+
+ if ( currentStencilFunc !== stencilFunc ||
+ currentStencilRef !== stencilRef ||
+ currentStencilMask !== stencilMask ) {
+
+ gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
+
+ currentStencilFunc = stencilFunc;
+ currentStencilRef = stencilRef;
+ currentStencilMask = stencilMask;
+
+ }
+
+ };
+
+ this.setStencilOp = function ( stencilFail, stencilZFail, stencilZPass ) {
+
+ if ( currentStencilFail !== stencilFail ||
+ currentStencilZFail !== stencilZFail ||
+ currentStencilZPass !== stencilZPass ) {
+
+ gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
+
+ currentStencilFail = stencilFail;
+ currentStencilZFail = stencilZFail;
+ currentStencilZPass = stencilZPass;
+
+ }
+
+ };
+
+ this.setStencilTest = function ( stencilTest ) {
+
+ if ( stencilTest ) {
+
+ this.enable( gl.STENCIL_TEST );
+
+ } else {
+
+ this.disable( gl.STENCIL_TEST );
+
+ }
+
+ };
+
+ this.setStencilWrite = function ( stencilWrite ) {
+
+ // TODO: Rename to setStencilMask
+
+ if ( currentStencilWrite !== stencilWrite ) {
+
+ gl.stencilMask( stencilWrite );
+ currentStencilWrite = stencilWrite;
+
+ }
+
+ };
+
+ this.setFlipSided = function ( flipSided ) {
+
+ if ( currentFlipSided !== flipSided ) {
+
+ if ( flipSided ) {
+
+ gl.frontFace( gl.CW );
+
+ } else {
+
+ gl.frontFace( gl.CCW );
+
+ }
+
+ currentFlipSided = flipSided;
+
+ }
+
+ };
+
+ this.setLineWidth = function ( width ) {
+
+ if ( width !== currentLineWidth ) {
+
+ gl.lineWidth( width );
+
+ currentLineWidth = width;
+
+ }
+
+ };
+
+ this.setPolygonOffset = function ( polygonOffset, factor, units ) {
+
+ if ( polygonOffset ) {
+
+ this.enable( gl.POLYGON_OFFSET_FILL );
+
+ } else {
+
+ this.disable( gl.POLYGON_OFFSET_FILL );
+
+ }
+
+ if ( polygonOffset && ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) ) {
+
+ gl.polygonOffset( factor, units );
+
+ currentPolygonOffsetFactor = factor;
+ currentPolygonOffsetUnits = units;
+
+ }
+
+ };
+
+ this.getScissorTest = function () {
+
+ return currentScissorTest;
+
+ };
+
+ this.setScissorTest = function ( scissorTest ) {
+
+ currentScissorTest = scissorTest;
+
+ if ( scissorTest ) {
+
+ this.enable( gl.SCISSOR_TEST );
+
+ } else {
+
+ this.disable( gl.SCISSOR_TEST );
+
+ }
+
+ };
+
+ // texture
+
+ this.activeTexture = function ( webglSlot ) {
+
+ if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;
+
+ if ( currentTextureSlot !== webglSlot ) {
+
+ gl.activeTexture( webglSlot );
+ currentTextureSlot = webglSlot;
+
+ }
+
+ };
+
+ this.bindTexture = function ( webglType, webglTexture ) {
+
+ if ( currentTextureSlot === undefined ) {
+
+ _this.activeTexture();
+
+ }
+
+ var boundTexture = currentBoundTextures[ currentTextureSlot ];
+
+ if ( boundTexture === undefined ) {
+
+ boundTexture = { type: undefined, texture: undefined };
+ currentBoundTextures[ currentTextureSlot ] = boundTexture;
+
+ }
+
+ if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
+
+ gl.bindTexture( webglType, webglTexture );
+
+ boundTexture.type = webglType;
+ boundTexture.texture = webglTexture;
+
+ }
+
+ };
+
+ this.compressedTexImage2D = function () {
+
+ try {
+
+ gl.compressedTexImage2D.apply( gl, arguments );
+
+ } catch ( error ) {
+
+ console.error( error );
+
+ }
+
+ };
+
+ this.texImage2D = function () {
+
+ try {
+
+ gl.texImage2D.apply( gl, arguments );
+
+ } catch ( error ) {
+
+ console.error( error );
+
+ }
+
+ };
+
+ // clear values
+
+ this.clearColor = function ( r, g, b, a ) {
+
+ color.set( r, g, b, a );
+
+ if ( currentClearColor.equals( color ) === false ) {
+
+ gl.clearColor( r, g, b, a );
+ currentClearColor.copy( color );
+
+ }
+
+ };
+
+ this.clearDepth = function ( depth ) {
+
+ if ( currentClearDepth !== depth ) {
+
+ gl.clearDepth( depth );
+ currentClearDepth = depth;
+
+ }
+
+ };
+
+ this.clearStencil = function ( stencil ) {
+
+ if ( currentClearStencil !== stencil ) {
+
+ gl.clearStencil( stencil );
+ currentClearStencil = stencil;
+
+ }
+
+ };
+
+ //
+
+ this.scissor = function ( scissor ) {
+
+ if ( currentScissor.equals( scissor ) === false ) {
+
+ gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
+ currentScissor.copy( scissor );
+
+ }
+
+ };
+
+ this.viewport = function ( viewport ) {
+
+ if ( currentViewport.equals( viewport ) === false ) {
+
+ gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
+ currentViewport.copy( viewport );
+
+ }
+
+ };
+
+ //
+
+ this.reset = function () {
+
+ for ( var i = 0; i < enabledAttributes.length; i ++ ) {
+
+ if ( enabledAttributes[ i ] === 1 ) {
+
+ gl.disableVertexAttribArray( i );
+ enabledAttributes[ i ] = 0;
+
+ }
+
+ }
+
+ capabilities = {};
+
+ compressedTextureFormats = null;
+
+ currentBlending = null;
+
+ currentColorWrite = null;
+ currentDepthWrite = null;
+ currentStencilWrite = null;
+
+ currentFlipSided = null;
+
+ };
+
+};
+
+// File:src/renderers/webgl/plugins/LensFlarePlugin.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.LensFlarePlugin = function ( renderer, flares ) {
+
+ var gl = renderer.context;
+ var state = renderer.state;
+
+ var vertexBuffer, elementBuffer;
+ var program, attributes, uniforms;
+ var hasVertexTexture;
+
+ var tempTexture, occlusionTexture;
+
+ function init() {
+
+ var vertices = new Float32Array( [
+ - 1, - 1, 0, 0,
+ 1, - 1, 1, 0,
+ 1, 1, 1, 1,
+ - 1, 1, 0, 1
+ ] );
+
+ var faces = new Uint16Array( [
+ 0, 1, 2,
+ 0, 2, 3
+ ] );
+
+ // buffers
+
+ vertexBuffer = gl.createBuffer();
+ elementBuffer = gl.createBuffer();
+
+ gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
+ gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );
+
+ gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
+ gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );
+
+ // textures
+
+ tempTexture = gl.createTexture();
+ occlusionTexture = gl.createTexture();
+
+ state.bindTexture( gl.TEXTURE_2D, tempTexture );
+ gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGB, 16, 16, 0, gl.RGB, gl.UNSIGNED_BYTE, null );
+ gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );
+ gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );
+ gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
+ gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
+
+ state.bindTexture( gl.TEXTURE_2D, occlusionTexture );
+ gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null );
+ gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );
+ gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );
+ gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
+ gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
+
+ hasVertexTexture = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) > 0;
+
+ var shader;
+
+ if ( hasVertexTexture ) {
+
+ shader = {
+
+ vertexShader: [
+
+ "uniform lowp int renderType;",
+
+ "uniform vec3 screenPosition;",
+ "uniform vec2 scale;",
+ "uniform float rotation;",
+
+ "uniform sampler2D occlusionMap;",
+
+ "attribute vec2 position;",
+ "attribute vec2 uv;",
+
+ "varying vec2 vUV;",
+ "varying float vVisibility;",
+
+ "void main() {",
+
+ "vUV = uv;",
+
+ "vec2 pos = position;",
+
+ "if ( renderType == 2 ) {",
+
+ "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );",
+ "visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );",
+ "visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );",
+ "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );",
+ "visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );",
+ "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );",
+ "visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );",
+ "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );",
+ "visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
+
+ "vVisibility = visibility.r / 9.0;",
+ "vVisibility *= 1.0 - visibility.g / 9.0;",
+ "vVisibility *= visibility.b / 9.0;",
+ "vVisibility *= 1.0 - visibility.a / 9.0;",
+
+ "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
+ "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
+
+ "}",
+
+ "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
+
+ "}"
+
+ ].join( "\n" ),
+
+ fragmentShader: [
+
+ "uniform lowp int renderType;",
+
+ "uniform sampler2D map;",
+ "uniform float opacity;",
+ "uniform vec3 color;",
+
+ "varying vec2 vUV;",
+ "varying float vVisibility;",
+
+ "void main() {",
+
+ // pink square
+
+ "if ( renderType == 0 ) {",
+
+ "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
+
+ // restore
+
+ "} else if ( renderType == 1 ) {",
+
+ "gl_FragColor = texture2D( map, vUV );",
+
+ // flare
+
+ "} else {",
+
+ "vec4 texture = texture2D( map, vUV );",
+ "texture.a *= opacity * vVisibility;",
+ "gl_FragColor = texture;",
+ "gl_FragColor.rgb *= color;",
+
+ "}",
+
+ "}"
+
+ ].join( "\n" )
+
+ };
+
+ } else {
+
+ shader = {
+
+ vertexShader: [
+
+ "uniform lowp int renderType;",
+
+ "uniform vec3 screenPosition;",
+ "uniform vec2 scale;",
+ "uniform float rotation;",
+
+ "attribute vec2 position;",
+ "attribute vec2 uv;",
+
+ "varying vec2 vUV;",
+
+ "void main() {",
+
+ "vUV = uv;",
+
+ "vec2 pos = position;",
+
+ "if ( renderType == 2 ) {",
+
+ "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
+ "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
+
+ "}",
+
+ "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
+
+ "}"
+
+ ].join( "\n" ),
+
+ fragmentShader: [
+
+ "precision mediump float;",
+
+ "uniform lowp int renderType;",
+
+ "uniform sampler2D map;",
+ "uniform sampler2D occlusionMap;",
+ "uniform float opacity;",
+ "uniform vec3 color;",
+
+ "varying vec2 vUV;",
+
+ "void main() {",
+
+ // pink square
+
+ "if ( renderType == 0 ) {",
+
+ "gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",
+
+ // restore
+
+ "} else if ( renderType == 1 ) {",
+
+ "gl_FragColor = texture2D( map, vUV );",
+
+ // flare
+
+ "} else {",
+
+ "float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a;",
+ "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a;",
+ "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a;",
+ "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
+ "visibility = ( 1.0 - visibility / 4.0 );",
+
+ "vec4 texture = texture2D( map, vUV );",
+ "texture.a *= opacity * visibility;",
+ "gl_FragColor = texture;",
+ "gl_FragColor.rgb *= color;",
+
+ "}",
+
+ "}"
+
+ ].join( "\n" )
+
+ };
+
+ }
+
+ program = createProgram( shader );
+
+ attributes = {
+ vertex: gl.getAttribLocation ( program, "position" ),
+ uv: gl.getAttribLocation ( program, "uv" )
+ };
+
+ uniforms = {
+ renderType: gl.getUniformLocation( program, "renderType" ),
+ map: gl.getUniformLocation( program, "map" ),
+ occlusionMap: gl.getUniformLocation( program, "occlusionMap" ),
+ opacity: gl.getUniformLocation( program, "opacity" ),
+ color: gl.getUniformLocation( program, "color" ),
+ scale: gl.getUniformLocation( program, "scale" ),
+ rotation: gl.getUniformLocation( program, "rotation" ),
+ screenPosition: gl.getUniformLocation( program, "screenPosition" )
+ };
+
+ }
+
+ /*
+ * Render lens flares
+ * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
+ * reads these back and calculates occlusion.
+ */
+
+ this.render = function ( scene, camera, viewport ) {
+
+ if ( flares.length === 0 ) return;
+
+ var tempPosition = new THREE.Vector3();
+
+ var invAspect = viewport.w / viewport.z,
+ halfViewportWidth = viewport.z * 0.5,
+ halfViewportHeight = viewport.w * 0.5;
+
+ var size = 16 / viewport.w,
+ scale = new THREE.Vector2( size * invAspect, size );
+
+ var screenPosition = new THREE.Vector3( 1, 1, 0 ),
+ screenPositionPixels = new THREE.Vector2( 1, 1 );
+
+ if ( program === undefined ) {
+
+ init();
+
+ }
+
+ gl.useProgram( program );
+
+ state.initAttributes();
+ state.enableAttribute( attributes.vertex );
+ state.enableAttribute( attributes.uv );
+ state.disableUnusedAttributes();
+
+ // loop through all lens flares to update their occlusion and positions
+ // setup gl and common used attribs/uniforms
+
+ gl.uniform1i( uniforms.occlusionMap, 0 );
+ gl.uniform1i( uniforms.map, 1 );
+
+ gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
+ gl.vertexAttribPointer( attributes.vertex, 2, gl.FLOAT, false, 2 * 8, 0 );
+ gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );
+
+ gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
+
+ state.disable( gl.CULL_FACE );
+ state.setDepthWrite( false );
+
+ for ( var i = 0, l = flares.length; i < l; i ++ ) {
+
+ size = 16 / viewport.w;
+ scale.set( size * invAspect, size );
+
+ // calc object screen position
+
+ var flare = flares[ i ];
+
+ tempPosition.set( flare.matrixWorld.elements[ 12 ], flare.matrixWorld.elements[ 13 ], flare.matrixWorld.elements[ 14 ] );
+
+ tempPosition.applyMatrix4( camera.matrixWorldInverse );
+ tempPosition.applyProjection( camera.projectionMatrix );
+
+ // setup arrays for gl programs
+
+ screenPosition.copy( tempPosition );
+
+ screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth;
+ screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight;
+
+ // screen cull
+
+ if ( hasVertexTexture || (
+ screenPositionPixels.x > 0 &&
+ screenPositionPixels.x < viewport.z &&
+ screenPositionPixels.y > 0 &&
+ screenPositionPixels.y < viewport.w ) ) {
+
+ // save current RGB to temp texture
+
+ state.activeTexture( gl.TEXTURE0 );
+ state.bindTexture( gl.TEXTURE_2D, null );
+ state.activeTexture( gl.TEXTURE1 );
+ state.bindTexture( gl.TEXTURE_2D, tempTexture );
+ gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGB, viewport.x + screenPositionPixels.x - 8, viewport.y + screenPositionPixels.y - 8, 16, 16, 0 );
+
+
+ // render pink quad
+
+ gl.uniform1i( uniforms.renderType, 0 );
+ gl.uniform2f( uniforms.scale, scale.x, scale.y );
+ gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
+
+ state.disable( gl.BLEND );
+ state.enable( gl.DEPTH_TEST );
+
+ gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
+
+
+ // copy result to occlusionMap
+
+ state.activeTexture( gl.TEXTURE0 );
+ state.bindTexture( gl.TEXTURE_2D, occlusionTexture );
+ gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, viewport.x + screenPositionPixels.x - 8, viewport.y + screenPositionPixels.y - 8, 16, 16, 0 );
+
+
+ // restore graphics
+
+ gl.uniform1i( uniforms.renderType, 1 );
+ state.disable( gl.DEPTH_TEST );
+
+ state.activeTexture( gl.TEXTURE1 );
+ state.bindTexture( gl.TEXTURE_2D, tempTexture );
+ gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
+
+
+ // update object positions
+
+ flare.positionScreen.copy( screenPosition );
+
+ if ( flare.customUpdateCallback ) {
+
+ flare.customUpdateCallback( flare );
+
+ } else {
+
+ flare.updateLensFlares();
+
+ }
+
+ // render flares
+
+ gl.uniform1i( uniforms.renderType, 2 );
+ state.enable( gl.BLEND );
+
+ for ( var j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
+
+ var sprite = flare.lensFlares[ j ];
+
+ if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {
+
+ screenPosition.x = sprite.x;
+ screenPosition.y = sprite.y;
+ screenPosition.z = sprite.z;
+
+ size = sprite.size * sprite.scale / viewport.w;
+
+ scale.x = size * invAspect;
+ scale.y = size;
+
+ gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
+ gl.uniform2f( uniforms.scale, scale.x, scale.y );
+ gl.uniform1f( uniforms.rotation, sprite.rotation );
+
+ gl.uniform1f( uniforms.opacity, sprite.opacity );
+ gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
+
+ state.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
+ renderer.setTexture( sprite.texture, 1 );
+
+ gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
+
+ }
+
+ }
+
+ }
+
+ }
+
+ // restore gl
+
+ state.enable( gl.CULL_FACE );
+ state.enable( gl.DEPTH_TEST );
+ state.setDepthWrite( true );
+
+ renderer.resetGLState();
+
+ };
+
+ function createProgram ( shader ) {
+
+ var program = gl.createProgram();
+
+ var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
+ var vertexShader = gl.createShader( gl.VERTEX_SHADER );
+
+ var prefix = "precision " + renderer.getPrecision() + " float;\n";
+
+ gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
+ gl.shaderSource( vertexShader, prefix + shader.vertexShader );
+
+ gl.compileShader( fragmentShader );
+ gl.compileShader( vertexShader );
+
+ gl.attachShader( program, fragmentShader );
+ gl.attachShader( program, vertexShader );
+
+ gl.linkProgram( program );
+
+ return program;
+
+ }
+
+};
+
+// File:src/renderers/webgl/plugins/SpritePlugin.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SpritePlugin = function ( renderer, sprites ) {
+
+ var gl = renderer.context;
+ var state = renderer.state;
+
+ var vertexBuffer, elementBuffer;
+ var program, attributes, uniforms;
+
+ var texture;
+
+ // decompose matrixWorld
+
+ var spritePosition = new THREE.Vector3();
+ var spriteRotation = new THREE.Quaternion();
+ var spriteScale = new THREE.Vector3();
+
+ function init() {
+
+ var vertices = new Float32Array( [
+ - 0.5, - 0.5, 0, 0,
+ 0.5, - 0.5, 1, 0,
+ 0.5, 0.5, 1, 1,
+ - 0.5, 0.5, 0, 1
+ ] );
+
+ var faces = new Uint16Array( [
+ 0, 1, 2,
+ 0, 2, 3
+ ] );
+
+ vertexBuffer = gl.createBuffer();
+ elementBuffer = gl.createBuffer();
+
+ gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
+ gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );
+
+ gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
+ gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );
+
+ program = createProgram();
+
+ attributes = {
+ position: gl.getAttribLocation ( program, 'position' ),
+ uv: gl.getAttribLocation ( program, 'uv' )
+ };
+
+ uniforms = {
+ uvOffset: gl.getUniformLocation( program, 'uvOffset' ),
+ uvScale: gl.getUniformLocation( program, 'uvScale' ),
+
+ rotation: gl.getUniformLocation( program, 'rotation' ),
+ scale: gl.getUniformLocation( program, 'scale' ),
+
+ color: gl.getUniformLocation( program, 'color' ),
+ map: gl.getUniformLocation( program, 'map' ),
+ opacity: gl.getUniformLocation( program, 'opacity' ),
+
+ modelViewMatrix: gl.getUniformLocation( program, 'modelViewMatrix' ),
+ projectionMatrix: gl.getUniformLocation( program, 'projectionMatrix' ),
+
+ fogType: gl.getUniformLocation( program, 'fogType' ),
+ fogDensity: gl.getUniformLocation( program, 'fogDensity' ),
+ fogNear: gl.getUniformLocation( program, 'fogNear' ),
+ fogFar: gl.getUniformLocation( program, 'fogFar' ),
+ fogColor: gl.getUniformLocation( program, 'fogColor' ),
+
+ alphaTest: gl.getUniformLocation( program, 'alphaTest' )
+ };
+
+ var canvas = document.createElement( 'canvas' );
+ canvas.width = 8;
+ canvas.height = 8;
+
+ var context = canvas.getContext( '2d' );
+ context.fillStyle = 'white';
+ context.fillRect( 0, 0, 8, 8 );
+
+ texture = new THREE.Texture( canvas );
+ texture.needsUpdate = true;
+
+ }
+
+ this.render = function ( scene, camera ) {
+
+ if ( sprites.length === 0 ) return;
+
+ // setup gl
+
+ if ( program === undefined ) {
+
+ init();
+
+ }
+
+ gl.useProgram( program );
+
+ state.initAttributes();
+ state.enableAttribute( attributes.position );
+ state.enableAttribute( attributes.uv );
+ state.disableUnusedAttributes();
+
+ state.disable( gl.CULL_FACE );
+ state.enable( gl.BLEND );
+
+ gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
+ gl.vertexAttribPointer( attributes.position, 2, gl.FLOAT, false, 2 * 8, 0 );
+ gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );
+
+ gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
+
+ gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
+
+ state.activeTexture( gl.TEXTURE0 );
+ gl.uniform1i( uniforms.map, 0 );
+
+ var oldFogType = 0;
+ var sceneFogType = 0;
+ var fog = scene.fog;
+
+ if ( fog ) {
+
+ gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );
+
+ if ( fog instanceof THREE.Fog ) {
+
+ gl.uniform1f( uniforms.fogNear, fog.near );
+ gl.uniform1f( uniforms.fogFar, fog.far );
+
+ gl.uniform1i( uniforms.fogType, 1 );
+ oldFogType = 1;
+ sceneFogType = 1;
+
+ } else if ( fog instanceof THREE.FogExp2 ) {
+
+ gl.uniform1f( uniforms.fogDensity, fog.density );
+
+ gl.uniform1i( uniforms.fogType, 2 );
+ oldFogType = 2;
+ sceneFogType = 2;
+
+ }
+
+ } else {
+
+ gl.uniform1i( uniforms.fogType, 0 );
+ oldFogType = 0;
+ sceneFogType = 0;
+
+ }
+
+
+ // update positions and sort
+
+ for ( var i = 0, l = sprites.length; i < l; i ++ ) {
+
+ var sprite = sprites[ i ];
+
+ sprite.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
+ sprite.z = - sprite.modelViewMatrix.elements[ 14 ];
+
+ }
+
+ sprites.sort( painterSortStable );
+
+ // render all sprites
+
+ var scale = [];
+
+ for ( var i = 0, l = sprites.length; i < l; i ++ ) {
+
+ var sprite = sprites[ i ];
+ var material = sprite.material;
+
+ gl.uniform1f( uniforms.alphaTest, material.alphaTest );
+ gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite.modelViewMatrix.elements );
+
+ sprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale );
+
+ scale[ 0 ] = spriteScale.x;
+ scale[ 1 ] = spriteScale.y;
+
+ var fogType = 0;
+
+ if ( scene.fog && material.fog ) {
+
+ fogType = sceneFogType;
+
+ }
+
+ if ( oldFogType !== fogType ) {
+
+ gl.uniform1i( uniforms.fogType, fogType );
+ oldFogType = fogType;
+
+ }
+
+ if ( material.map !== null ) {
+
+ gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y );
+ gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y );
+
+ } else {
+
+ gl.uniform2f( uniforms.uvOffset, 0, 0 );
+ gl.uniform2f( uniforms.uvScale, 1, 1 );
+
+ }
+
+ gl.uniform1f( uniforms.opacity, material.opacity );
+ gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );
+
+ gl.uniform1f( uniforms.rotation, material.rotation );
+ gl.uniform2fv( uniforms.scale, scale );
+
+ state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
+ state.setDepthTest( material.depthTest );
+ state.setDepthWrite( material.depthWrite );
+
+ if ( material.map && material.map.image && material.map.image.width ) {
+
+ renderer.setTexture( material.map, 0 );
+
+ } else {
+
+ renderer.setTexture( texture, 0 );
+
+ }
+
+ gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
+
+ }
+
+ // restore gl
+
+ state.enable( gl.CULL_FACE );
+
+ renderer.resetGLState();
+
+ };
+
+ function createProgram () {
+
+ var program = gl.createProgram();
+
+ var vertexShader = gl.createShader( gl.VERTEX_SHADER );
+ var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
+
+ gl.shaderSource( vertexShader, [
+
+ 'precision ' + renderer.getPrecision() + ' float;',
+
+ 'uniform mat4 modelViewMatrix;',
+ 'uniform mat4 projectionMatrix;',
+ 'uniform float rotation;',
+ 'uniform vec2 scale;',
+ 'uniform vec2 uvOffset;',
+ 'uniform vec2 uvScale;',
+
+ 'attribute vec2 position;',
+ 'attribute vec2 uv;',
+
+ 'varying vec2 vUV;',
+
+ 'void main() {',
+
+ 'vUV = uvOffset + uv * uvScale;',
+
+ 'vec2 alignedPosition = position * scale;',
+
+ 'vec2 rotatedPosition;',
+ 'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
+ 'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',
+
+ 'vec4 finalPosition;',
+
+ 'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
+ 'finalPosition.xy += rotatedPosition;',
+ 'finalPosition = projectionMatrix * finalPosition;',
+
+ 'gl_Position = finalPosition;',
+
+ '}'
+
+ ].join( '\n' ) );
+
+ gl.shaderSource( fragmentShader, [
+
+ 'precision ' + renderer.getPrecision() + ' float;',
+
+ 'uniform vec3 color;',
+ 'uniform sampler2D map;',
+ 'uniform float opacity;',
+
+ 'uniform int fogType;',
+ 'uniform vec3 fogColor;',
+ 'uniform float fogDensity;',
+ 'uniform float fogNear;',
+ 'uniform float fogFar;',
+ 'uniform float alphaTest;',
+
+ 'varying vec2 vUV;',
+
+ 'void main() {',
+
+ 'vec4 texture = texture2D( map, vUV );',
+
+ 'if ( texture.a < alphaTest ) discard;',
+
+ 'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',
+
+ 'if ( fogType > 0 ) {',
+
+ 'float depth = gl_FragCoord.z / gl_FragCoord.w;',
+ 'float fogFactor = 0.0;',
+
+ 'if ( fogType == 1 ) {',
+
+ 'fogFactor = smoothstep( fogNear, fogFar, depth );',
+
+ '} else {',
+
+ 'const float LOG2 = 1.442695;',
+ 'fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );',
+ 'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',
+
+ '}',
+
+ 'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );',
+
+ '}',
+
+ '}'
+
+ ].join( '\n' ) );
+
+ gl.compileShader( vertexShader );
+ gl.compileShader( fragmentShader );
+
+ gl.attachShader( program, vertexShader );
+ gl.attachShader( program, fragmentShader );
+
+ gl.linkProgram( program );
+
+ return program;
+
+ }
+
+ function painterSortStable ( a, b ) {
+
+ if ( a.renderOrder !== b.renderOrder ) {
+
+ return a.renderOrder - b.renderOrder;
+
+ } else if ( a.z !== b.z ) {
+
+ return b.z - a.z;
+
+ } else {
+
+ return b.id - a.id;
+
+ }
+
+ }
+
+};
+
+// File:src/Three.Legacy.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+Object.defineProperties( THREE.Box2.prototype, {
+ empty: {
+ value: function () {
+ console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
+ return this.isEmpty();
+ }
+ },
+ isIntersectionBox: {
+ value: function ( box ) {
+ console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
+ return this.intersectsBox( box );
+ }
+ }
+} );
+
+Object.defineProperties( THREE.Box3.prototype, {
+ empty: {
+ value: function () {
+ console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
+ return this.isEmpty();
+ }
+ },
+ isIntersectionBox: {
+ value: function ( box ) {
+ console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
+ return this.intersectsBox( box );
+ }
+ },
+ isIntersectionSphere: {
+ value: function ( sphere ) {
+ console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
+ return this.intersectsSphere( sphere );
+ }
+ }
+} );
+
+Object.defineProperties( THREE.Matrix3.prototype, {
+ multiplyVector3: {
+ value: function ( vector ) {
+ console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
+ return vector.applyMatrix3( this );
+ }
+ },
+ multiplyVector3Array: {
+ value: function ( a ) {
+ console.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
+ return this.applyToVector3Array( a );
+ }
+ }
+} );
+
+Object.defineProperties( THREE.Matrix4.prototype, {
+ extractPosition: {
+ value: function ( m ) {
+ console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
+ return this.copyPosition( m );
+ }
+ },
+ setRotationFromQuaternion: {
+ value: function ( q ) {
+ console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
+ return this.makeRotationFromQuaternion( q );
+ }
+ },
+ multiplyVector3: {
+ value: function ( vector ) {
+ console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
+ return vector.applyProjection( this );
+ }
+ },
+ multiplyVector4: {
+ value: function ( vector ) {
+ console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
+ return vector.applyMatrix4( this );
+ }
+ },
+ multiplyVector3Array: {
+ value: function ( a ) {
+ console.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
+ return this.applyToVector3Array( a );
+ }
+ },
+ rotateAxis: {
+ value: function ( v ) {
+ console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
+ v.transformDirection( this );
+ }
+ },
+ crossVector: {
+ value: function ( vector ) {
+ console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
+ return vector.applyMatrix4( this );
+ }
+ },
+ translate: {
+ value: function ( v ) {
+ console.error( 'THREE.Matrix4: .translate() has been removed.' );
+ }
+ },
+ rotateX: {
+ value: function ( angle ) {
+ console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
+ }
+ },
+ rotateY: {
+ value: function ( angle ) {
+ console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
+ }
+ },
+ rotateZ: {
+ value: function ( angle ) {
+ console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
+ }
+ },
+ rotateByAxis: {
+ value: function ( axis, angle ) {
+ console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
+ }
+ }
+} );
+
+Object.defineProperties( THREE.Plane.prototype, {
+ isIntersectionLine: {
+ value: function ( line ) {
+ console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
+ return this.intersectsLine( line );
+ }
+ }
+} );
+
+Object.defineProperties( THREE.Quaternion.prototype, {
+ multiplyVector3: {
+ value: function ( vector ) {
+ console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
+ return vector.applyQuaternion( this );
+ }
+ }
+} );
+
+Object.defineProperties( THREE.Ray.prototype, {
+ isIntersectionBox: {
+ value: function ( box ) {
+ console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
+ return this.intersectsBox( box );
+ }
+ },
+ isIntersectionPlane: {
+ value: function ( plane ) {
+ console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
+ return this.intersectsPlane( plane );
+ }
+ },
+ isIntersectionSphere: {
+ value: function ( sphere ) {
+ console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
+ return this.intersectsSphere( sphere );
+ }
+ }
+} );
+
+Object.defineProperties( THREE.Vector3.prototype, {
+ setEulerFromRotationMatrix: {
+ value: function () {
+ console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
+ }
+ },
+ setEulerFromQuaternion: {
+ value: function () {
+ console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
+ }
+ },
+ getPositionFromMatrix: {
+ value: function ( m ) {
+ console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
+ return this.setFromMatrixPosition( m );
+ }
+ },
+ getScaleFromMatrix: {
+ value: function ( m ) {
+ console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
+ return this.setFromMatrixScale( m );
+ }
+ },
+ getColumnFromMatrix: {
+ value: function ( index, matrix ) {
+ console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
+ return this.setFromMatrixColumn( index, matrix );
+ }
+ }
+} );
+
+//
+
+THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {
+
+ console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
+ return new THREE.Face3( a, b, c, normal, color, materialIndex );
+
+};
+
+//
+
+Object.defineProperties( THREE.Object3D.prototype, {
+ eulerOrder: {
+ get: function () {
+ console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
+ return this.rotation.order;
+ },
+ set: function ( value ) {
+ console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
+ this.rotation.order = value;
+ }
+ },
+ getChildByName: {
+ value: function ( name ) {
+ console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
+ return this.getObjectByName( name );
+ }
+ },
+ renderDepth: {
+ set: function ( value ) {
+ console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
+ }
+ },
+ translate: {
+ value: function ( distance, axis ) {
+ console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
+ return this.translateOnAxis( axis, distance );
+ }
+ },
+ useQuaternion: {
+ get: function () {
+ console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
+ },
+ set: function ( value ) {
+ console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
+ }
+ }
+} );
+
+//
+
+Object.defineProperties( THREE, {
+ PointCloud: {
+ value: function ( geometry, material ) {
+ console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
+ return new THREE.Points( geometry, material );
+ }
+ },
+ ParticleSystem: {
+ value: function ( geometry, material ) {
+ console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
+ return new THREE.Points( geometry, material );
+ }
+ }
+} );
+
+//
+
+Object.defineProperties( THREE.Light.prototype, {
+ onlyShadow: {
+ set: function ( value ) {
+ console.warn( 'THREE.Light: .onlyShadow has been removed.' );
+ }
+ },
+ shadowCameraFov: {
+ set: function ( value ) {
+ console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
+ this.shadow.camera.fov = value;
+ }
+ },
+ shadowCameraLeft: {
+ set: function ( value ) {
+ console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
+ this.shadow.camera.left = value;
+ }
+ },
+ shadowCameraRight: {
+ set: function ( value ) {
+ console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
+ this.shadow.camera.right = value;
+ }
+ },
+ shadowCameraTop: {
+ set: function ( value ) {
+ console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
+ this.shadow.camera.top = value;
+ }
+ },
+ shadowCameraBottom: {
+ set: function ( value ) {
+ console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
+ this.shadow.camera.bottom = value;
+ }
+ },
+ shadowCameraNear: {
+ set: function ( value ) {
+ console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
+ this.shadow.camera.near = value;
+ }
+ },
+ shadowCameraFar: {
+ set: function ( value ) {
+ console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
+ this.shadow.camera.far = value;
+ }
+ },
+ shadowCameraVisible: {
+ set: function ( value ) {
+ console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
+ }
+ },
+ shadowBias: {
+ set: function ( value ) {
+ console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
+ this.shadow.bias = value;
+ }
+ },
+ shadowDarkness: {
+ set: function ( value ) {
+ console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
+ }
+ },
+ shadowMapWidth: {
+ set: function ( value ) {
+ console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
+ this.shadow.mapSize.width = value;
+ }
+ },
+ shadowMapHeight: {
+ set: function ( value ) {
+ console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
+ this.shadow.mapSize.height = value;
+ }
+ }
+} );
+
+//
+
+Object.defineProperties( THREE.BufferAttribute.prototype, {
+ length: {
+ get: function () {
+ console.warn( 'THREE.BufferAttribute: .length has been deprecated. Please use .count.' );
+ return this.array.length;
+ }
+ }
+} );
+
+Object.defineProperties( THREE.BufferGeometry.prototype, {
+ drawcalls: {
+ get: function () {
+ console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
+ return this.groups;
+ }
+ },
+ offsets: {
+ get: function () {
+ console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
+ return this.groups;
+ }
+ },
+ addIndex: {
+ value: function ( index ) {
+ console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
+ this.setIndex( index );
+ }
+ },
+ addDrawCall: {
+ value: function ( start, count, indexOffset ) {
+ if ( indexOffset !== undefined ) {
+ console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
+ }
+ console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
+ this.addGroup( start, count );
+ }
+ },
+ clearDrawCalls: {
+ value: function () {
+ console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
+ this.clearGroups();
+ }
+ },
+ computeTangents: {
+ value: function () {
+ console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
+ }
+ },
+ computeOffsets: {
+ value: function () {
+ console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
+ }
+ }
+} );
+
+//
+
+Object.defineProperties( THREE.Material.prototype, {
+ wrapAround: {
+ get: function () {
+ console.warn( 'THREE.' + this.type + ': .wrapAround has been removed.' );
+ },
+ set: function ( value ) {
+ console.warn( 'THREE.' + this.type + ': .wrapAround has been removed.' );
+ }
+ },
+ wrapRGB: {
+ get: function () {
+ console.warn( 'THREE.' + this.type + ': .wrapRGB has been removed.' );
+ return new THREE.Color();
+ }
+ }
+} );
+
+Object.defineProperties( THREE, {
+ PointCloudMaterial: {
+ value: function ( parameters ) {
+ console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
+ return new THREE.PointsMaterial( parameters );
+ }
+ },
+ ParticleBasicMaterial: {
+ value: function ( parameters ) {
+ console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
+ return new THREE.PointsMaterial( parameters );
+ }
+ },
+ ParticleSystemMaterial:{
+ value: function ( parameters ) {
+ console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
+ return new THREE.PointsMaterial( parameters );
+ }
+ }
+} );
+
+Object.defineProperties( THREE.MeshPhongMaterial.prototype, {
+ metal: {
+ get: function () {
+ console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
+ return false;
+ },
+ set: function ( value ) {
+ console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
+ }
+ }
+} );
+
+Object.defineProperties( THREE.ShaderMaterial.prototype, {
+ derivatives: {
+ get: function () {
+ console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
+ return this.extensions.derivatives;
+ },
+ set: function ( value ) {
+ console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
+ this.extensions.derivatives = value;
+ }
+ }
+} );
+
+//
+
+Object.defineProperties( THREE.WebGLRenderer.prototype, {
+ supportsFloatTextures: {
+ value: function () {
+ console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
+ return this.extensions.get( 'OES_texture_float' );
+ }
+ },
+ supportsHalfFloatTextures: {
+ value: function () {
+ console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
+ return this.extensions.get( 'OES_texture_half_float' );
+ }
+ },
+ supportsStandardDerivatives: {
+ value: function () {
+ console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
+ return this.extensions.get( 'OES_standard_derivatives' );
+ }
+ },
+ supportsCompressedTextureS3TC: {
+ value: function () {
+ console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
+ return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
+ }
+ },
+ supportsCompressedTexturePVRTC: {
+ value: function () {
+ console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
+ return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
+ }
+ },
+ supportsBlendMinMax: {
+ value: function () {
+ console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
+ return this.extensions.get( 'EXT_blend_minmax' );
+ }
+ },
+ supportsVertexTextures: {
+ value: function () {
+ return this.capabilities.vertexTextures;
+ }
+ },
+ supportsInstancedArrays: {
+ value: function () {
+ console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
+ return this.extensions.get( 'ANGLE_instanced_arrays' );
+ }
+ },
+ enableScissorTest: {
+ value: function ( boolean ) {
+ console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
+ this.setScissorTest( boolean );
+ }
+ },
+ initMaterial: {
+ value: function () {
+ console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
+ }
+ },
+ addPrePlugin: {
+ value: function () {
+ console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
+ }
+ },
+ addPostPlugin: {
+ value: function () {
+ console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
+ }
+ },
+ updateShadowMap: {
+ value: function () {
+ console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
+ }
+ },
+ shadowMapEnabled: {
+ get: function () {
+ return this.shadowMap.enabled;
+ },
+ set: function ( value ) {
+ console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
+ this.shadowMap.enabled = value;
+ }
+ },
+ shadowMapType: {
+ get: function () {
+ return this.shadowMap.type;
+ },
+ set: function ( value ) {
+ console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
+ this.shadowMap.type = value;
+ }
+ },
+ shadowMapCullFace: {
+ get: function () {
+ return this.shadowMap.cullFace;
+ },
+ set: function ( value ) {
+ console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' );
+ this.shadowMap.cullFace = value;
+ }
+ }
+} );
+
+//
+
+Object.defineProperties( THREE.WebGLRenderTarget.prototype, {
+ wrapS: {
+ get: function () {
+ console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
+ return this.texture.wrapS;
+ },
+ set: function ( value ) {
+ console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
+ this.texture.wrapS = value;
+ }
+ },
+ wrapT: {
+ get: function () {
+ console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
+ return this.texture.wrapT;
+ },
+ set: function ( value ) {
+ console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
+ this.texture.wrapT = value;
+ }
+ },
+ magFilter: {
+ get: function () {
+ console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
+ return this.texture.magFilter;
+ },
+ set: function ( value ) {
+ console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
+ this.texture.magFilter = value;
+ }
+ },
+ minFilter: {
+ get: function () {
+ console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
+ return this.texture.minFilter;
+ },
+ set: function ( value ) {
+ console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
+ this.texture.minFilter = value;
+ }
+ },
+ anisotropy: {
+ get: function () {
+ console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
+ return this.texture.anisotropy;
+ },
+ set: function ( value ) {
+ console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
+ this.texture.anisotropy = value;
+ }
+ },
+ offset: {
+ get: function () {
+ console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
+ return this.texture.offset;
+ },
+ set: function ( value ) {
+ console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
+ this.texture.offset = value;
+ }
+ },
+ repeat: {
+ get: function () {
+ console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
+ return this.texture.repeat;
+ },
+ set: function ( value ) {
+ console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
+ this.texture.repeat = value;
+ }
+ },
+ format: {
+ get: function () {
+ console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
+ return this.texture.format;
+ },
+ set: function ( value ) {
+ console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
+ this.texture.format = value;
+ }
+ },
+ type: {
+ get: function () {
+ console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
+ return this.texture.type;
+ },
+ set: function ( value ) {
+ console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
+ this.texture.type = value;
+ }
+ },
+ generateMipmaps: {
+ get: function () {
+ console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
+ return this.texture.generateMipmaps;
+ },
+ set: function ( value ) {
+ console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
+ this.texture.generateMipmaps = value;
+ }
+ }
+} );
+
+//
+
+THREE.GeometryUtils = {
+
+ merge: function ( geometry1, geometry2, materialIndexOffset ) {
+
+ console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
+
+ var matrix;
+
+ if ( geometry2 instanceof THREE.Mesh ) {
+
+ geometry2.matrixAutoUpdate && geometry2.updateMatrix();
+
+ matrix = geometry2.matrix;
+ geometry2 = geometry2.geometry;
+
+ }
+
+ geometry1.merge( geometry2, matrix, materialIndexOffset );
+
+ },
+
+ center: function ( geometry ) {
+
+ console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
+ return geometry.center();
+
+ }
+
+};
+
+THREE.ImageUtils = {
+
+ crossOrigin: undefined,
+
+ loadTexture: function ( url, mapping, onLoad, onError ) {
+
+ console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
+
+ var loader = new THREE.TextureLoader();
+ loader.setCrossOrigin( this.crossOrigin );
+
+ var texture = loader.load( url, onLoad, undefined, onError );
+
+ if ( mapping ) texture.mapping = mapping;
+
+ return texture;
+
+ },
+
+ loadTextureCube: function ( urls, mapping, onLoad, onError ) {
+
+ console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
+
+ var loader = new THREE.CubeTextureLoader();
+ loader.setCrossOrigin( this.crossOrigin );
+
+ var texture = loader.load( urls, onLoad, undefined, onError );
+
+ if ( mapping ) texture.mapping = mapping;
+
+ return texture;
+
+ },
+
+ loadCompressedTexture: function () {
+
+ console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
+
+ },
+
+ loadCompressedTextureCube: function () {
+
+ console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
+
+ }
+
+};
+
+//
+
+THREE.Projector = function () {
+
+ console.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' );
+
+ this.projectVector = function ( vector, camera ) {
+
+ console.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
+ vector.project( camera );
+
+ };
+
+ this.unprojectVector = function ( vector, camera ) {
+
+ console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
+ vector.unproject( camera );
+
+ };
+
+ this.pickingRay = function ( vector, camera ) {
+
+ console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );
+
+ };
+
+};
+
+//
+
+THREE.CanvasRenderer = function () {
+
+ console.error( 'THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js' );
+
+ this.domElement = document.createElement( 'canvas' );
+ this.clear = function () {};
+ this.render = function () {};
+ this.setClearColor = function () {};
+ this.setSize = function () {};
+
+};
+
+//
+
+THREE.MeshFaceMaterial = THREE.MultiMaterial;
+
+// File:src/extras/CurveUtils.js
+
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ */
+
+THREE.CurveUtils = {
+
+ tangentQuadraticBezier: function ( t, p0, p1, p2 ) {
+
+ return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
+
+ },
+
+ // Puay Bing, thanks for helping with this derivative!
+
+ tangentCubicBezier: function ( t, p0, p1, p2, p3 ) {
+
+ return - 3 * p0 * ( 1 - t ) * ( 1 - t ) +
+ 3 * p1 * ( 1 - t ) * ( 1 - t ) - 6 * t * p1 * ( 1 - t ) +
+ 6 * t * p2 * ( 1 - t ) - 3 * t * t * p2 +
+ 3 * t * t * p3;
+
+ },
+
+ tangentSpline: function ( t, p0, p1, p2, p3 ) {
+
+ // To check if my formulas are correct
+
+ var h00 = 6 * t * t - 6 * t; // derived from 2t^3 − 3t^2 + 1
+ var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t
+ var h01 = - 6 * t * t + 6 * t; // − 2t3 + 3t2
+ var h11 = 3 * t * t - 2 * t; // t3 − t2
+
+ return h00 + h10 + h01 + h11;
+
+ },
+
+ // Catmull-Rom
+
+ interpolate: function( p0, p1, p2, p3, t ) {
+
+ var v0 = ( p2 - p0 ) * 0.5;
+ var v1 = ( p3 - p1 ) * 0.5;
+ var t2 = t * t;
+ var t3 = t * t2;
+ return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
+
+ }
+
+};
+
+// File:src/extras/SceneUtils.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SceneUtils = {
+
+ createMultiMaterialObject: function ( geometry, materials ) {
+
+ var group = new THREE.Group();
+
+ for ( var i = 0, l = materials.length; i < l; i ++ ) {
+
+ group.add( new THREE.Mesh( geometry, materials[ i ] ) );
+
+ }
+
+ return group;
+
+ },
+
+ detach: function ( child, parent, scene ) {
+
+ child.applyMatrix( parent.matrixWorld );
+ parent.remove( child );
+ scene.add( child );
+
+ },
+
+ attach: function ( child, scene, parent ) {
+
+ var matrixWorldInverse = new THREE.Matrix4();
+ matrixWorldInverse.getInverse( parent.matrixWorld );
+ child.applyMatrix( matrixWorldInverse );
+
+ scene.remove( child );
+ parent.add( child );
+
+ }
+
+};
+
+// File:src/extras/ShapeUtils.js
+
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ */
+
+THREE.ShapeUtils = {
+
+ // calculate area of the contour polygon
+
+ area: function ( contour ) {
+
+ var n = contour.length;
+ var a = 0.0;
+
+ for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
+
+ a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
+
+ }
+
+ return a * 0.5;
+
+ },
+
+ triangulate: ( function () {
+
+ /**
+ * This code is a quick port of code written in C++ which was submitted to
+ * flipcode.com by John W. Ratcliff // July 22, 2000
+ * See original code and more information here:
+ * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
+ *
+ * ported to actionscript by Zevan Rosser
+ * www.actionsnippet.com
+ *
+ * ported to javascript by Joshua Koo
+ * http://www.lab4games.net/zz85/blog
+ *
+ */
+
+ function snip( contour, u, v, w, n, verts ) {
+
+ var p;
+ var ax, ay, bx, by;
+ var cx, cy, px, py;
+
+ ax = contour[ verts[ u ] ].x;
+ ay = contour[ verts[ u ] ].y;
+
+ bx = contour[ verts[ v ] ].x;
+ by = contour[ verts[ v ] ].y;
+
+ cx = contour[ verts[ w ] ].x;
+ cy = contour[ verts[ w ] ].y;
+
+ if ( Number.EPSILON > ( ( ( bx - ax ) * ( cy - ay ) ) - ( ( by - ay ) * ( cx - ax ) ) ) ) return false;
+
+ var aX, aY, bX, bY, cX, cY;
+ var apx, apy, bpx, bpy, cpx, cpy;
+ var cCROSSap, bCROSScp, aCROSSbp;
+
+ aX = cx - bx; aY = cy - by;
+ bX = ax - cx; bY = ay - cy;
+ cX = bx - ax; cY = by - ay;
+
+ for ( p = 0; p < n; p ++ ) {
+
+ px = contour[ verts[ p ] ].x;
+ py = contour[ verts[ p ] ].y;
+
+ if ( ( ( px === ax ) && ( py === ay ) ) ||
+ ( ( px === bx ) && ( py === by ) ) ||
+ ( ( px === cx ) && ( py === cy ) ) ) continue;
+
+ apx = px - ax; apy = py - ay;
+ bpx = px - bx; bpy = py - by;
+ cpx = px - cx; cpy = py - cy;
+
+ // see if p is inside triangle abc
+
+ aCROSSbp = aX * bpy - aY * bpx;
+ cCROSSap = cX * apy - cY * apx;
+ bCROSScp = bX * cpy - bY * cpx;
+
+ if ( ( aCROSSbp >= - Number.EPSILON ) && ( bCROSScp >= - Number.EPSILON ) && ( cCROSSap >= - Number.EPSILON ) ) return false;
+
+ }
+
+ return true;
+
+ }
+
+ // takes in an contour array and returns
+
+ return function ( contour, indices ) {
+
+ var n = contour.length;
+
+ if ( n < 3 ) return null;
+
+ var result = [],
+ verts = [],
+ vertIndices = [];
+
+ /* we want a counter-clockwise polygon in verts */
+
+ var u, v, w;
+
+ if ( THREE.ShapeUtils.area( contour ) > 0.0 ) {
+
+ for ( v = 0; v < n; v ++ ) verts[ v ] = v;
+
+ } else {
+
+ for ( v = 0; v < n; v ++ ) verts[ v ] = ( n - 1 ) - v;
+
+ }
+
+ var nv = n;
+
+ /* remove nv - 2 vertices, creating 1 triangle every time */
+
+ var count = 2 * nv; /* error detection */
+
+ for ( v = nv - 1; nv > 2; ) {
+
+ /* if we loop, it is probably a non-simple polygon */
+
+ if ( ( count -- ) <= 0 ) {
+
+ //** Triangulate: ERROR - probable bad polygon!
+
+ //throw ( "Warning, unable to triangulate polygon!" );
+ //return null;
+ // Sometimes warning is fine, especially polygons are triangulated in reverse.
+ console.warn( 'THREE.ShapeUtils: Unable to triangulate polygon! in triangulate()' );
+
+ if ( indices ) return vertIndices;
+ return result;
+
+ }
+
+ /* three consecutive vertices in current polygon, <u,v,w> */
+
+ u = v; if ( nv <= u ) u = 0; /* previous */
+ v = u + 1; if ( nv <= v ) v = 0; /* new v */
+ w = v + 1; if ( nv <= w ) w = 0; /* next */
+
+ if ( snip( contour, u, v, w, nv, verts ) ) {
+
+ var a, b, c, s, t;
+
+ /* true names of the vertices */
+
+ a = verts[ u ];
+ b = verts[ v ];
+ c = verts[ w ];
+
+ /* output Triangle */
+
+ result.push( [ contour[ a ],
+ contour[ b ],
+ contour[ c ] ] );
+
+
+ vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );
+
+ /* remove v from the remaining polygon */
+
+ for ( s = v, t = v + 1; t < nv; s ++, t ++ ) {
+
+ verts[ s ] = verts[ t ];
+
+ }
+
+ nv --;
+
+ /* reset error detection counter */
+
+ count = 2 * nv;
+
+ }
+
+ }
+
+ if ( indices ) return vertIndices;
+ return result;
+
+ }
+
+ } )(),
+
+ triangulateShape: function ( contour, holes ) {
+
+ function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) {
+
+ // inOtherPt needs to be collinear to the inSegment
+ if ( inSegPt1.x !== inSegPt2.x ) {
+
+ if ( inSegPt1.x < inSegPt2.x ) {
+
+ return ( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) );
+
+ } else {
+
+ return ( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) );
+
+ }
+
+ } else {
+
+ if ( inSegPt1.y < inSegPt2.y ) {
+
+ return ( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) );
+
+ } else {
+
+ return ( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) );
+
+ }
+
+ }
+
+ }
+
+ function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) {
+
+ var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x, seg1dy = inSeg1Pt2.y - inSeg1Pt1.y;
+ var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x, seg2dy = inSeg2Pt2.y - inSeg2Pt1.y;
+
+ var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x;
+ var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y;
+
+ var limit = seg1dy * seg2dx - seg1dx * seg2dy;
+ var perpSeg1 = seg1dy * seg1seg2dx - seg1dx * seg1seg2dy;
+
+ if ( Math.abs( limit ) > Number.EPSILON ) {
+
+ // not parallel
+
+ var perpSeg2;
+ if ( limit > 0 ) {
+
+ if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) return [];
+ perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
+ if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) return [];
+
+ } else {
+
+ if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) return [];
+ perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
+ if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) return [];
+
+ }
+
+ // i.e. to reduce rounding errors
+ // intersection at endpoint of segment#1?
+ if ( perpSeg2 === 0 ) {
+
+ if ( ( inExcludeAdjacentSegs ) &&
+ ( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) ) return [];
+ return [ inSeg1Pt1 ];
+
+ }
+ if ( perpSeg2 === limit ) {
+
+ if ( ( inExcludeAdjacentSegs ) &&
+ ( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) ) return [];
+ return [ inSeg1Pt2 ];
+
+ }
+ // intersection at endpoint of segment#2?
+ if ( perpSeg1 === 0 ) return [ inSeg2Pt1 ];
+ if ( perpSeg1 === limit ) return [ inSeg2Pt2 ];
+
+ // return real intersection point
+ var factorSeg1 = perpSeg2 / limit;
+ return [ { x: inSeg1Pt1.x + factorSeg1 * seg1dx,
+ y: inSeg1Pt1.y + factorSeg1 * seg1dy } ];
+
+ } else {
+
+ // parallel or collinear
+ if ( ( perpSeg1 !== 0 ) ||
+ ( seg2dy * seg1seg2dx !== seg2dx * seg1seg2dy ) ) return [];
+
+ // they are collinear or degenerate
+ var seg1Pt = ( ( seg1dx === 0 ) && ( seg1dy === 0 ) ); // segment1 is just a point?
+ var seg2Pt = ( ( seg2dx === 0 ) && ( seg2dy === 0 ) ); // segment2 is just a point?
+ // both segments are points
+ if ( seg1Pt && seg2Pt ) {
+
+ if ( ( inSeg1Pt1.x !== inSeg2Pt1.x ) ||
+ ( inSeg1Pt1.y !== inSeg2Pt1.y ) ) return []; // they are distinct points
+ return [ inSeg1Pt1 ]; // they are the same point
+
+ }
+ // segment#1 is a single point
+ if ( seg1Pt ) {
+
+ if ( ! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) ) return []; // but not in segment#2
+ return [ inSeg1Pt1 ];
+
+ }
+ // segment#2 is a single point
+ if ( seg2Pt ) {
+
+ if ( ! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) ) return []; // but not in segment#1
+ return [ inSeg2Pt1 ];
+
+ }
+
+ // they are collinear segments, which might overlap
+ var seg1min, seg1max, seg1minVal, seg1maxVal;
+ var seg2min, seg2max, seg2minVal, seg2maxVal;
+ if ( seg1dx !== 0 ) {
+
+ // the segments are NOT on a vertical line
+ if ( inSeg1Pt1.x < inSeg1Pt2.x ) {
+
+ seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x;
+ seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x;
+
+ } else {
+
+ seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x;
+ seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x;
+
+ }
+ if ( inSeg2Pt1.x < inSeg2Pt2.x ) {
+
+ seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x;
+ seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x;
+
+ } else {
+
+ seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x;
+ seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x;
+
+ }
+
+ } else {
+
+ // the segments are on a vertical line
+ if ( inSeg1Pt1.y < inSeg1Pt2.y ) {
+
+ seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y;
+ seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y;
+
+ } else {
+
+ seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y;
+ seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y;
+
+ }
+ if ( inSeg2Pt1.y < inSeg2Pt2.y ) {
+
+ seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y;
+ seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y;
+
+ } else {
+
+ seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y;
+ seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y;
+
+ }
+
+ }
+ if ( seg1minVal <= seg2minVal ) {
+
+ if ( seg1maxVal < seg2minVal ) return [];
+ if ( seg1maxVal === seg2minVal ) {
+
+ if ( inExcludeAdjacentSegs ) return [];
+ return [ seg2min ];
+
+ }
+ if ( seg1maxVal <= seg2maxVal ) return [ seg2min, seg1max ];
+ return [ seg2min, seg2max ];
+
+ } else {
+
+ if ( seg1minVal > seg2maxVal ) return [];
+ if ( seg1minVal === seg2maxVal ) {
+
+ if ( inExcludeAdjacentSegs ) return [];
+ return [ seg1min ];
+
+ }
+ if ( seg1maxVal <= seg2maxVal ) return [ seg1min, seg1max ];
+ return [ seg1min, seg2max ];
+
+ }
+
+ }
+
+ }
+
+ function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) {
+
+ // The order of legs is important
+
+ // translation of all points, so that Vertex is at (0,0)
+ var legFromPtX = inLegFromPt.x - inVertex.x, legFromPtY = inLegFromPt.y - inVertex.y;
+ var legToPtX = inLegToPt.x - inVertex.x, legToPtY = inLegToPt.y - inVertex.y;
+ var otherPtX = inOtherPt.x - inVertex.x, otherPtY = inOtherPt.y - inVertex.y;
+
+ // main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg.
+ var from2toAngle = legFromPtX * legToPtY - legFromPtY * legToPtX;
+ var from2otherAngle = legFromPtX * otherPtY - legFromPtY * otherPtX;
+
+ if ( Math.abs( from2toAngle ) > Number.EPSILON ) {
+
+ // angle != 180 deg.
+
+ var other2toAngle = otherPtX * legToPtY - otherPtY * legToPtX;
+ // console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle );
+
+ if ( from2toAngle > 0 ) {
+
+ // main angle < 180 deg.
+ return ( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) );
+
+ } else {
+
+ // main angle > 180 deg.
+ return ( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) );
+
+ }
+
+ } else {
+
+ // angle == 180 deg.
+ // console.log( "from2to: 180 deg., from2other: " + from2otherAngle );
+ return ( from2otherAngle > 0 );
+
+ }
+
+ }
+
+
+ function removeHoles( contour, holes ) {
+
+ var shape = contour.concat(); // work on this shape
+ var hole;
+
+ function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) {
+
+ // Check if hole point lies within angle around shape point
+ var lastShapeIdx = shape.length - 1;
+
+ var prevShapeIdx = inShapeIdx - 1;
+ if ( prevShapeIdx < 0 ) prevShapeIdx = lastShapeIdx;
+
+ var nextShapeIdx = inShapeIdx + 1;
+ if ( nextShapeIdx > lastShapeIdx ) nextShapeIdx = 0;
+
+ var insideAngle = isPointInsideAngle( shape[ inShapeIdx ], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[ inHoleIdx ] );
+ if ( ! insideAngle ) {
+
+ // console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y );
+ return false;
+
+ }
+
+ // Check if shape point lies within angle around hole point
+ var lastHoleIdx = hole.length - 1;
+
+ var prevHoleIdx = inHoleIdx - 1;
+ if ( prevHoleIdx < 0 ) prevHoleIdx = lastHoleIdx;
+
+ var nextHoleIdx = inHoleIdx + 1;
+ if ( nextHoleIdx > lastHoleIdx ) nextHoleIdx = 0;
+
+ insideAngle = isPointInsideAngle( hole[ inHoleIdx ], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[ inShapeIdx ] );
+ if ( ! insideAngle ) {
+
+ // console.log( "Vertex (Hole): " + inHoleIdx + ", Point: " + shape[inShapeIdx].x + "/" + shape[inShapeIdx].y );
+ return false;
+
+ }
+
+ return true;
+
+ }
+
+ function intersectsShapeEdge( inShapePt, inHolePt ) {
+
+ // checks for intersections with shape edges
+ var sIdx, nextIdx, intersection;
+ for ( sIdx = 0; sIdx < shape.length; sIdx ++ ) {
+
+ nextIdx = sIdx + 1; nextIdx %= shape.length;
+ intersection = intersect_segments_2D( inShapePt, inHolePt, shape[ sIdx ], shape[ nextIdx ], true );
+ if ( intersection.length > 0 ) return true;
+
+ }
+
+ return false;
+
+ }
+
+ var indepHoles = [];
+
+ function intersectsHoleEdge( inShapePt, inHolePt ) {
+
+ // checks for intersections with hole edges
+ var ihIdx, chkHole,
+ hIdx, nextIdx, intersection;
+ for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx ++ ) {
+
+ chkHole = holes[ indepHoles[ ihIdx ]];
+ for ( hIdx = 0; hIdx < chkHole.length; hIdx ++ ) {
+
+ nextIdx = hIdx + 1; nextIdx %= chkHole.length;
+ intersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[ hIdx ], chkHole[ nextIdx ], true );
+ if ( intersection.length > 0 ) return true;
+
+ }
+
+ }
+ return false;
+
+ }
+
+ var holeIndex, shapeIndex,
+ shapePt, holePt,
+ holeIdx, cutKey, failedCuts = [],
+ tmpShape1, tmpShape2,
+ tmpHole1, tmpHole2;
+
+ for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
+
+ indepHoles.push( h );
+
+ }
+
+ var minShapeIndex = 0;
+ var counter = indepHoles.length * 2;
+ while ( indepHoles.length > 0 ) {
+
+ counter --;
+ if ( counter < 0 ) {
+
+ console.log( "Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!" );
+ break;
+
+ }
+
+ // search for shape-vertex and hole-vertex,
+ // which can be connected without intersections
+ for ( shapeIndex = minShapeIndex; shapeIndex < shape.length; shapeIndex ++ ) {
+
+ shapePt = shape[ shapeIndex ];
+ holeIndex = - 1;
+
+ // search for hole which can be reached without intersections
+ for ( var h = 0; h < indepHoles.length; h ++ ) {
+
+ holeIdx = indepHoles[ h ];
+
+ // prevent multiple checks
+ cutKey = shapePt.x + ":" + shapePt.y + ":" + holeIdx;
+ if ( failedCuts[ cutKey ] !== undefined ) continue;
+
+ hole = holes[ holeIdx ];
+ for ( var h2 = 0; h2 < hole.length; h2 ++ ) {
+
+ holePt = hole[ h2 ];
+ if ( ! isCutLineInsideAngles( shapeIndex, h2 ) ) continue;
+ if ( intersectsShapeEdge( shapePt, holePt ) ) continue;
+ if ( intersectsHoleEdge( shapePt, holePt ) ) continue;
+
+ holeIndex = h2;
+ indepHoles.splice( h, 1 );
+
+ tmpShape1 = shape.slice( 0, shapeIndex + 1 );
+ tmpShape2 = shape.slice( shapeIndex );
+ tmpHole1 = hole.slice( holeIndex );
+ tmpHole2 = hole.slice( 0, holeIndex + 1 );
+
+ shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
+
+ minShapeIndex = shapeIndex;
+
+ // Debug only, to show the selected cuts
+ // glob_CutLines.push( [ shapePt, holePt ] );
+
+ break;
+
+ }
+ if ( holeIndex >= 0 ) break; // hole-vertex found
+
+ failedCuts[ cutKey ] = true; // remember failure
+
+ }
+ if ( holeIndex >= 0 ) break; // hole-vertex found
+
+ }
+
+ }
+
+ return shape; /* shape with no holes */
+
+ }
+
+
+ var i, il, f, face,
+ key, index,
+ allPointsMap = {};
+
+ // To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first.
+
+ var allpoints = contour.concat();
+
+ for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
+
+ Array.prototype.push.apply( allpoints, holes[ h ] );
+
+ }
+
+ //console.log( "allpoints",allpoints, allpoints.length );
+
+ // prepare all points map
+
+ for ( i = 0, il = allpoints.length; i < il; i ++ ) {
+
+ key = allpoints[ i ].x + ":" + allpoints[ i ].y;
+
+ if ( allPointsMap[ key ] !== undefined ) {
+
+ console.warn( "THREE.Shape: Duplicate point", key );
+
+ }
+
+ allPointsMap[ key ] = i;
+
+ }
+
+ // remove holes by cutting paths to holes and adding them to the shape
+ var shapeWithoutHoles = removeHoles( contour, holes );
+
+ var triangles = THREE.ShapeUtils.triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape
+ //console.log( "triangles",triangles, triangles.length );
+
+ // check all face vertices against all points map
+
+ for ( i = 0, il = triangles.length; i < il; i ++ ) {
+
+ face = triangles[ i ];
+
+ for ( f = 0; f < 3; f ++ ) {
+
+ key = face[ f ].x + ":" + face[ f ].y;
+
+ index = allPointsMap[ key ];
+
+ if ( index !== undefined ) {
+
+ face[ f ] = index;
+
+ }
+
+ }
+
+ }
+
+ return triangles.concat();
+
+ },
+
+ isClockWise: function ( pts ) {
+
+ return THREE.ShapeUtils.area( pts ) < 0;
+
+ },
+
+ // Bezier Curves formulas obtained from
+ // http://en.wikipedia.org/wiki/B%C3%A9zier_curve
+
+ // Quad Bezier Functions
+
+ b2: ( function () {
+
+ function b2p0( t, p ) {
+
+ var k = 1 - t;
+ return k * k * p;
+
+ }
+
+ function b2p1( t, p ) {
+
+ return 2 * ( 1 - t ) * t * p;
+
+ }
+
+ function b2p2( t, p ) {
+
+ return t * t * p;
+
+ }
+
+ return function ( t, p0, p1, p2 ) {
+
+ return b2p0( t, p0 ) + b2p1( t, p1 ) + b2p2( t, p2 );
+
+ };
+
+ } )(),
+
+ // Cubic Bezier Functions
+
+ b3: ( function () {
+
+ function b3p0( t, p ) {
+
+ var k = 1 - t;
+ return k * k * k * p;
+
+ }
+
+ function b3p1( t, p ) {
+
+ var k = 1 - t;
+ return 3 * k * k * t * p;
+
+ }
+
+ function b3p2( t, p ) {
+
+ var k = 1 - t;
+ return 3 * k * t * t * p;
+
+ }
+
+ function b3p3( t, p ) {
+
+ return t * t * t * p;
+
+ }
+
+ return function ( t, p0, p1, p2, p3 ) {
+
+ return b3p0( t, p0 ) + b3p1( t, p1 ) + b3p2( t, p2 ) + b3p3( t, p3 );
+
+ };
+
+ } )()
+
+};
+
+// File:src/extras/core/Curve.js
+
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * Extensible curve object
+ *
+ * Some common of Curve methods
+ * .getPoint(t), getTangent(t)
+ * .getPointAt(u), getTagentAt(u)
+ * .getPoints(), .getSpacedPoints()
+ * .getLength()
+ * .updateArcLengths()
+ *
+ * This following classes subclasses THREE.Curve:
+ *
+ * -- 2d classes --
+ * THREE.LineCurve
+ * THREE.QuadraticBezierCurve
+ * THREE.CubicBezierCurve
+ * THREE.SplineCurve
+ * THREE.ArcCurve
+ * THREE.EllipseCurve
+ *
+ * -- 3d classes --
+ * THREE.LineCurve3
+ * THREE.QuadraticBezierCurve3
+ * THREE.CubicBezierCurve3
+ * THREE.SplineCurve3
+ * THREE.ClosedSplineCurve3
+ *
+ * A series of curves can be represented as a THREE.CurvePath
+ *
+ **/
+
+/**************************************************************
+ * Abstract Curve base class
+ **************************************************************/
+
+THREE.Curve = function () {
+
+};
+
+THREE.Curve.prototype = {
+
+ constructor: THREE.Curve,
+
+ // Virtual base class method to overwrite and implement in subclasses
+ // - t [0 .. 1]
+
+ getPoint: function ( t ) {
+
+ console.warn( "THREE.Curve: Warning, getPoint() not implemented!" );
+ return null;
+
+ },
+
+ // Get point at relative position in curve according to arc length
+ // - u [0 .. 1]
+
+ getPointAt: function ( u ) {
+
+ var t = this.getUtoTmapping( u );
+ return this.getPoint( t );
+
+ },
+
+ // Get sequence of points using getPoint( t )
+
+ getPoints: function ( divisions ) {
+
+ if ( ! divisions ) divisions = 5;
+
+ var d, pts = [];
+
+ for ( d = 0; d <= divisions; d ++ ) {
+
+ pts.push( this.getPoint( d / divisions ) );
+
+ }
+
+ return pts;
+
+ },
+
+ // Get sequence of points using getPointAt( u )
+
+ getSpacedPoints: function ( divisions ) {
+
+ if ( ! divisions ) divisions = 5;
+
+ var d, pts = [];
+
+ for ( d = 0; d <= divisions; d ++ ) {
+
+ pts.push( this.getPointAt( d / divisions ) );
+
+ }
+
+ return pts;
+
+ },
+
+ // Get total curve arc length
+
+ getLength: function () {
+
+ var lengths = this.getLengths();
+ return lengths[ lengths.length - 1 ];
+
+ },
+
+ // Get list of cumulative segment lengths
+
+ getLengths: function ( divisions ) {
+
+ if ( ! divisions ) divisions = ( this.__arcLengthDivisions ) ? ( this.__arcLengthDivisions ) : 200;
+
+ if ( this.cacheArcLengths
+ && ( this.cacheArcLengths.length === divisions + 1 )
+ && ! this.needsUpdate ) {
+
+ //console.log( "cached", this.cacheArcLengths );
+ return this.cacheArcLengths;
+
+ }
+
+ this.needsUpdate = false;
+
+ var cache = [];
+ var current, last = this.getPoint( 0 );
+ var p, sum = 0;
+
+ cache.push( 0 );
+
+ for ( p = 1; p <= divisions; p ++ ) {
+
+ current = this.getPoint ( p / divisions );
+ sum += current.distanceTo( last );
+ cache.push( sum );
+ last = current;
+
+ }
+
+ this.cacheArcLengths = cache;
+
+ return cache; // { sums: cache, sum:sum }; Sum is in the last element.
+
+ },
+
+ updateArcLengths: function() {
+
+ this.needsUpdate = true;
+ this.getLengths();
+
+ },
+
+ // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
+
+ getUtoTmapping: function ( u, distance ) {
+
+ var arcLengths = this.getLengths();
+
+ var i = 0, il = arcLengths.length;
+
+ var targetArcLength; // The targeted u distance value to get
+
+ if ( distance ) {
+
+ targetArcLength = distance;
+
+ } else {
+
+ targetArcLength = u * arcLengths[ il - 1 ];
+
+ }
+
+ //var time = Date.now();
+
+ // binary search for the index with largest value smaller than target u distance
+
+ var low = 0, high = il - 1, comparison;
+
+ while ( low <= high ) {
+
+ i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
+
+ comparison = arcLengths[ i ] - targetArcLength;
+
+ if ( comparison < 0 ) {
+
+ low = i + 1;
+
+ } else if ( comparison > 0 ) {
+
+ high = i - 1;
+
+ } else {
+
+ high = i;
+ break;
+
+ // DONE
+
+ }
+
+ }
+
+ i = high;
+
+ //console.log('b' , i, low, high, Date.now()- time);
+
+ if ( arcLengths[ i ] === targetArcLength ) {
+
+ var t = i / ( il - 1 );
+ return t;
+
+ }
+
+ // we could get finer grain at lengths, or use simple interpolation between two points
+
+ var lengthBefore = arcLengths[ i ];
+ var lengthAfter = arcLengths[ i + 1 ];
+
+ var segmentLength = lengthAfter - lengthBefore;
+
+ // determine where we are between the 'before' and 'after' points
+
+ var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
+
+ // add that fractional amount to t
+
+ var t = ( i + segmentFraction ) / ( il - 1 );
+
+ return t;
+
+ },
+
+ // Returns a unit vector tangent at t
+ // In case any sub curve does not implement its tangent derivation,
+ // 2 points a small delta apart will be used to find its gradient
+ // which seems to give a reasonable approximation
+
+ getTangent: function( t ) {
+
+ var delta = 0.0001;
+ var t1 = t - delta;
+ var t2 = t + delta;
+
+ // Capping in case of danger
+
+ if ( t1 < 0 ) t1 = 0;
+ if ( t2 > 1 ) t2 = 1;
+
+ var pt1 = this.getPoint( t1 );
+ var pt2 = this.getPoint( t2 );
+
+ var vec = pt2.clone().sub( pt1 );
+ return vec.normalize();
+
+ },
+
+ getTangentAt: function ( u ) {
+
+ var t = this.getUtoTmapping( u );
+ return this.getTangent( t );
+
+ }
+
+};
+
+// TODO: Transformation for Curves?
+
+/**************************************************************
+ * 3D Curves
+ **************************************************************/
+
+// A Factory method for creating new curve subclasses
+
+THREE.Curve.create = function ( constructor, getPointFunc ) {
+
+ constructor.prototype = Object.create( THREE.Curve.prototype );
+ constructor.prototype.constructor = constructor;
+ constructor.prototype.getPoint = getPointFunc;
+
+ return constructor;
+
+};
+
+// File:src/extras/core/CurvePath.js
+
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ *
+ **/
+
+/**************************************************************
+ * Curved Path - a curve path is simply a array of connected
+ * curves, but retains the api of a curve
+ **************************************************************/
+
+THREE.CurvePath = function () {
+
+ this.curves = [];
+
+ this.autoClose = false; // Automatically closes the path
+
+};
+
+THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype );
+THREE.CurvePath.prototype.constructor = THREE.CurvePath;
+
+THREE.CurvePath.prototype.add = function ( curve ) {
+
+ this.curves.push( curve );
+
+};
+
+/*
+THREE.CurvePath.prototype.checkConnection = function() {
+ // TODO
+ // If the ending of curve is not connected to the starting
+ // or the next curve, then, this is not a real path
+};
+*/
+
+THREE.CurvePath.prototype.closePath = function() {
+
+ // TODO Test
+ // and verify for vector3 (needs to implement equals)
+ // Add a line curve if start and end of lines are not connected
+ var startPoint = this.curves[ 0 ].getPoint( 0 );
+ var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
+
+ if ( ! startPoint.equals( endPoint ) ) {
+
+ this.curves.push( new THREE.LineCurve( endPoint, startPoint ) );
+
+ }
+
+};
+
+// To get accurate point with reference to
+// entire path distance at time t,
+// following has to be done:
+
+// 1. Length of each sub path have to be known
+// 2. Locate and identify type of curve
+// 3. Get t for the curve
+// 4. Return curve.getPointAt(t')
+
+THREE.CurvePath.prototype.getPoint = function( t ) {
+
+ var d = t * this.getLength();
+ var curveLengths = this.getCurveLengths();
+ var i = 0;
+
+ // To think about boundaries points.
+
+ while ( i < curveLengths.length ) {
+
+ if ( curveLengths[ i ] >= d ) {
+
+ var diff = curveLengths[ i ] - d;
+ var curve = this.curves[ i ];
+
+ var u = 1 - diff / curve.getLength();
+
+ return curve.getPointAt( u );
+
+ }
+
+ i ++;
+
+ }
+
+ return null;
+
+ // loop where sum != 0, sum > d , sum+1 <d
+
+};
+
+/*
+THREE.CurvePath.prototype.getTangent = function( t ) {
+};
+*/
+
+// We cannot use the default THREE.Curve getPoint() with getLength() because in
+// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
+// getPoint() depends on getLength
+
+THREE.CurvePath.prototype.getLength = function() {
+
+ var lens = this.getCurveLengths();
+ return lens[ lens.length - 1 ];
+
+};
+
+// Compute lengths and cache them
+// We cannot overwrite getLengths() because UtoT mapping uses it.
+
+THREE.CurvePath.prototype.getCurveLengths = function() {
+
+ // We use cache values if curves and cache array are same length
+
+ if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
+
+ return this.cacheLengths;
+
+ }
+
+ // Get length of sub-curve
+ // Push sums into cached array
+
+ var lengths = [], sums = 0;
+
+ for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
+
+ sums += this.curves[ i ].getLength();
+ lengths.push( sums );
+
+ }
+
+ this.cacheLengths = lengths;
+
+ return lengths;
+
+};
+
+
+
+/**************************************************************
+ * Create Geometries Helpers
+ **************************************************************/
+
+/// Generate geometry from path points (for Line or Points objects)
+
+THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {
+
+ var pts = this.getPoints( divisions );
+ return this.createGeometry( pts );
+
+};
+
+// Generate geometry from equidistant sampling along the path
+
+THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) {
+
+ var pts = this.getSpacedPoints( divisions );
+ return this.createGeometry( pts );
+
+};
+
+THREE.CurvePath.prototype.createGeometry = function( points ) {
+
+ var geometry = new THREE.Geometry();
+
+ for ( var i = 0, l = points.length; i < l; i ++ ) {
+
+ var point = points[ i ];
+ geometry.vertices.push( new THREE.Vector3( point.x, point.y, point.z || 0 ) );
+
+ }
+
+ return geometry;
+
+};
+
+// File:src/extras/core/Font.js
+
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Font = function ( data ) {
+
+ this.data = data;
+
+};
+
+THREE.Font.prototype = {
+
+ constructor: THREE.Font,
+
+ generateShapes: function ( text, size, divisions ) {
+
+ function createPaths( text ) {
+
+ var chars = String( text ).split( '' );
+ var scale = size / data.resolution;
+ var offset = 0;
+
+ var paths = [];
+
+ for ( var i = 0; i < chars.length; i ++ ) {
+
+ var ret = createPath( chars[ i ], scale, offset );
+ offset += ret.offset;
+
+ paths.push( ret.path );
+
+ }
+
+ return paths;
+
+ }
+
+ function createPath( c, scale, offset ) {
+
+ var glyph = data.glyphs[ c ] || data.glyphs[ '?' ];
+
+ if ( ! glyph ) return;
+
+ var path = new THREE.Path();
+
+ var pts = [], b2 = THREE.ShapeUtils.b2, b3 = THREE.ShapeUtils.b3;
+ var x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2, laste;
+
+ if ( glyph.o ) {
+
+ var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
+
+ for ( var i = 0, l = outline.length; i < l; ) {
+
+ var action = outline[ i ++ ];
+
+ switch ( action ) {
+
+ case 'm': // moveTo
+
+ x = outline[ i ++ ] * scale + offset;
+ y = outline[ i ++ ] * scale;
+
+ path.moveTo( x, y );
+
+ break;
+
+ case 'l': // lineTo
+
+ x = outline[ i ++ ] * scale + offset;
+ y = outline[ i ++ ] * scale;
+
+ path.lineTo( x, y );
+
+ break;
+
+ case 'q': // quadraticCurveTo
+
+ cpx = outline[ i ++ ] * scale + offset;
+ cpy = outline[ i ++ ] * scale;
+ cpx1 = outline[ i ++ ] * scale + offset;
+ cpy1 = outline[ i ++ ] * scale;
+
+ path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
+
+ laste = pts[ pts.length - 1 ];
+
+ if ( laste ) {
+
+ cpx0 = laste.x;
+ cpy0 = laste.y;
+
+ for ( var i2 = 1; i2 <= divisions; i2 ++ ) {
+
+ var t = i2 / divisions;
+ b2( t, cpx0, cpx1, cpx );
+ b2( t, cpy0, cpy1, cpy );
+
+ }
+
+ }
+
+ break;
+
+ case 'b': // bezierCurveTo
+
+ cpx = outline[ i ++ ] * scale + offset;
+ cpy = outline[ i ++ ] * scale;
+ cpx1 = outline[ i ++ ] * scale + offset;
+ cpy1 = outline[ i ++ ] * scale;
+ cpx2 = outline[ i ++ ] * scale + offset;
+ cpy2 = outline[ i ++ ] * scale;
+
+ path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
+
+ laste = pts[ pts.length - 1 ];
+
+ if ( laste ) {
+
+ cpx0 = laste.x;
+ cpy0 = laste.y;
+
+ for ( var i2 = 1; i2 <= divisions; i2 ++ ) {
+
+ var t = i2 / divisions;
+ b3( t, cpx0, cpx1, cpx2, cpx );
+ b3( t, cpy0, cpy1, cpy2, cpy );
+
+ }
+
+ }
+
+ break;
+
+ }
+
+ }
+
+ }
+
+ return { offset: glyph.ha * scale, path: path };
+
+ }
+
+ //
+
+ if ( size === undefined ) size = 100;
+ if ( divisions === undefined ) divisions = 4;
+
+ var data = this.data;
+
+ var paths = createPaths( text );
+ var shapes = [];
+
+ for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
+
+ Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
+
+ }
+
+ return shapes;
+
+ }
+
+};
+
+// File:src/extras/core/Path.js
+
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * Creates free form 2d path using series of points, lines or curves.
+ *
+ **/
+
+THREE.Path = function ( points ) {
+
+ THREE.CurvePath.call( this );
+
+ this.actions = [];
+
+ if ( points ) {
+
+ this.fromPoints( points );
+
+ }
+
+};
+
+THREE.Path.prototype = Object.create( THREE.CurvePath.prototype );
+THREE.Path.prototype.constructor = THREE.Path;
+
+// TODO Clean up PATH API
+
+// Create path using straight lines to connect all points
+// - vectors: array of Vector2
+
+THREE.Path.prototype.fromPoints = function ( vectors ) {
+
+ this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );
+
+ for ( var i = 1, l = vectors.length; i < l; i ++ ) {
+
+ this.lineTo( vectors[ i ].x, vectors[ i ].y );
+
+ }
+
+};
+
+// startPath() endPath()?
+
+THREE.Path.prototype.moveTo = function ( x, y ) {
+
+ this.actions.push( { action: 'moveTo', args: [ x, y ] } );
+
+};
+
+THREE.Path.prototype.lineTo = function ( x, y ) {
+
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
+
+ var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) );
+ this.curves.push( curve );
+
+ this.actions.push( { action: 'lineTo', args: [ x, y ] } );
+
+};
+
+THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) {
+
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
+
+ var curve = new THREE.QuadraticBezierCurve(
+ new THREE.Vector2( x0, y0 ),
+ new THREE.Vector2( aCPx, aCPy ),
+ new THREE.Vector2( aX, aY )
+ );
+
+ this.curves.push( curve );
+
+ this.actions.push( { action: 'quadraticCurveTo', args: [ aCPx, aCPy, aX, aY ] } );
+
+};
+
+THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
+
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
+
+ var curve = new THREE.CubicBezierCurve(
+ new THREE.Vector2( x0, y0 ),
+ new THREE.Vector2( aCP1x, aCP1y ),
+ new THREE.Vector2( aCP2x, aCP2y ),
+ new THREE.Vector2( aX, aY )
+ );
+
+ this.curves.push( curve );
+
+ this.actions.push( { action: 'bezierCurveTo', args: [ aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ] } );
+
+};
+
+THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) {
+
+ var args = Array.prototype.slice.call( arguments );
+
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
+
+ var npts = [ new THREE.Vector2( x0, y0 ) ];
+ Array.prototype.push.apply( npts, pts );
+
+ var curve = new THREE.SplineCurve( npts );
+ this.curves.push( curve );
+
+ this.actions.push( { action: 'splineThru', args: args } );
+
+};
+
+// FUTURE: Change the API or follow canvas API?
+
+THREE.Path.prototype.arc = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
+
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
+
+ this.absarc( aX + x0, aY + y0, aRadius,
+ aStartAngle, aEndAngle, aClockwise );
+
+ };
+
+ THREE.Path.prototype.absarc = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
+
+ this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
+
+ };
+
+THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
+
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
+
+ this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
+
+ };
+
+
+THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
+
+ var args = [
+ aX, aY,
+ xRadius, yRadius,
+ aStartAngle, aEndAngle,
+ aClockwise,
+ aRotation || 0 // aRotation is optional.
+ ];
+
+ var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
+ this.curves.push( curve );
+
+ var lastPoint = curve.getPoint( 1 );
+ args.push( lastPoint.x );
+ args.push( lastPoint.y );
+
+ this.actions.push( { action: 'ellipse', args: args } );
+
+ };
+
+THREE.Path.prototype.getSpacedPoints = function ( divisions ) {
+
+ if ( ! divisions ) divisions = 40;
+
+ var points = [];
+
+ for ( var i = 0; i < divisions; i ++ ) {
+
+ points.push( this.getPoint( i / divisions ) );
+
+ //if ( !this.getPoint( i / divisions ) ) throw "DIE";
+
+ }
+
+ if ( this.autoClose ) {
+
+ points.push( points[ 0 ] );
+
+ }
+
+ return points;
+
+};
+
+/* Return an array of vectors based on contour of the path */
+
+THREE.Path.prototype.getPoints = function( divisions ) {
+
+ divisions = divisions || 12;
+
+ var b2 = THREE.ShapeUtils.b2;
+ var b3 = THREE.ShapeUtils.b3;
+
+ var points = [];
+
+ var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0,
+ laste, tx, ty;
+
+ for ( var i = 0, l = this.actions.length; i < l; i ++ ) {
+
+ var item = this.actions[ i ];
+
+ var action = item.action;
+ var args = item.args;
+
+ switch ( action ) {
+
+ case 'moveTo':
+
+ points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
+
+ break;
+
+ case 'lineTo':
+
+ points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
+
+ break;
+
+ case 'quadraticCurveTo':
+
+ cpx = args[ 2 ];
+ cpy = args[ 3 ];
+
+ cpx1 = args[ 0 ];
+ cpy1 = args[ 1 ];
+
+ if ( points.length > 0 ) {
+
+ laste = points[ points.length - 1 ];
+
+ cpx0 = laste.x;
+ cpy0 = laste.y;
+
+ } else {
+
+ laste = this.actions[ i - 1 ].args;
+
+ cpx0 = laste[ laste.length - 2 ];
+ cpy0 = laste[ laste.length - 1 ];
+
+ }
+
+ for ( var j = 1; j <= divisions; j ++ ) {
+
+ var t = j / divisions;
+
+ tx = b2( t, cpx0, cpx1, cpx );
+ ty = b2( t, cpy0, cpy1, cpy );
+
+ points.push( new THREE.Vector2( tx, ty ) );
+
+ }
+
+ break;
+
+ case 'bezierCurveTo':
+
+ cpx = args[ 4 ];
+ cpy = args[ 5 ];
+
+ cpx1 = args[ 0 ];
+ cpy1 = args[ 1 ];
+
+ cpx2 = args[ 2 ];
+ cpy2 = args[ 3 ];
+
+ if ( points.length > 0 ) {
+
+ laste = points[ points.length - 1 ];
+
+ cpx0 = laste.x;
+ cpy0 = laste.y;
+
+ } else {
+
+ laste = this.actions[ i - 1 ].args;
+
+ cpx0 = laste[ laste.length - 2 ];
+ cpy0 = laste[ laste.length - 1 ];
+
+ }
+
+
+ for ( var j = 1; j <= divisions; j ++ ) {
+
+ var t = j / divisions;
+
+ tx = b3( t, cpx0, cpx1, cpx2, cpx );
+ ty = b3( t, cpy0, cpy1, cpy2, cpy );
+
+ points.push( new THREE.Vector2( tx, ty ) );
+
+ }
+
+ break;
+
+ case 'splineThru':
+
+ laste = this.actions[ i - 1 ].args;
+
+ var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] );
+ var spts = [ last ];
+
+ var n = divisions * args[ 0 ].length;
+
+ spts = spts.concat( args[ 0 ] );
+
+ var spline = new THREE.SplineCurve( spts );
+
+ for ( var j = 1; j <= n; j ++ ) {
+
+ points.push( spline.getPointAt( j / n ) );
+
+ }
+
+ break;
+
+ case 'arc':
+
+ var aX = args[ 0 ], aY = args[ 1 ],
+ aRadius = args[ 2 ],
+ aStartAngle = args[ 3 ], aEndAngle = args[ 4 ],
+ aClockwise = !! args[ 5 ];
+
+ var deltaAngle = aEndAngle - aStartAngle;
+ var angle;
+ var tdivisions = divisions * 2;
+
+ for ( var j = 1; j <= tdivisions; j ++ ) {
+
+ var t = j / tdivisions;
+
+ if ( ! aClockwise ) {
+
+ t = 1 - t;
+
+ }
+
+ angle = aStartAngle + t * deltaAngle;
+
+ tx = aX + aRadius * Math.cos( angle );
+ ty = aY + aRadius * Math.sin( angle );
+
+ //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
+
+ points.push( new THREE.Vector2( tx, ty ) );
+
+ }
+
+ //console.log(points);
+
+ break;
+
+ case 'ellipse':
+
+ var aX = args[ 0 ], aY = args[ 1 ],
+ xRadius = args[ 2 ],
+ yRadius = args[ 3 ],
+ aStartAngle = args[ 4 ], aEndAngle = args[ 5 ],
+ aClockwise = !! args[ 6 ],
+ aRotation = args[ 7 ];
+
+
+ var deltaAngle = aEndAngle - aStartAngle;
+ var angle;
+ var tdivisions = divisions * 2;
+
+ var cos, sin;
+ if ( aRotation !== 0 ) {
+
+ cos = Math.cos( aRotation );
+ sin = Math.sin( aRotation );
+
+ }
+
+ for ( var j = 1; j <= tdivisions; j ++ ) {
+
+ var t = j / tdivisions;
+
+ if ( ! aClockwise ) {
+
+ t = 1 - t;
+
+ }
+
+ angle = aStartAngle + t * deltaAngle;
+
+ tx = aX + xRadius * Math.cos( angle );
+ ty = aY + yRadius * Math.sin( angle );
+
+ if ( aRotation !== 0 ) {
+
+ var x = tx, y = ty;
+
+ // Rotate the point about the center of the ellipse.
+ tx = ( x - aX ) * cos - ( y - aY ) * sin + aX;
+ ty = ( x - aX ) * sin + ( y - aY ) * cos + aY;
+
+ }
+
+ //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
+
+ points.push( new THREE.Vector2( tx, ty ) );
+
+ }
+
+ //console.log(points);
+
+ break;
+
+ } // end switch
+
+ }
+
+
+
+ // Normalize to remove the closing point by default.
+ var lastPoint = points[ points.length - 1 ];
+ if ( Math.abs( lastPoint.x - points[ 0 ].x ) < Number.EPSILON &&
+ Math.abs( lastPoint.y - points[ 0 ].y ) < Number.EPSILON )
+ points.splice( points.length - 1, 1 );
+
+ if ( this.autoClose ) {
+
+ points.push( points[ 0 ] );
+
+ }
+
+ return points;
+
+};
+
+//
+// Breaks path into shapes
+//
+// Assumptions (if parameter isCCW==true the opposite holds):
+// - solid shapes are defined clockwise (CW)
+// - holes are defined counterclockwise (CCW)
+//
+// If parameter noHoles==true:
+// - all subPaths are regarded as solid shapes
+// - definition order CW/CCW has no relevance
+//
+
+THREE.Path.prototype.toShapes = function( isCCW, noHoles ) {
+
+ function extractSubpaths( inActions ) {
+
+ var subPaths = [], lastPath = new THREE.Path();
+
+ for ( var i = 0, l = inActions.length; i < l; i ++ ) {
+
+ var item = inActions[ i ];
+
+ var args = item.args;
+ var action = item.action;
+
+ if ( action === 'moveTo' ) {
+
+ if ( lastPath.actions.length !== 0 ) {
+
+ subPaths.push( lastPath );
+ lastPath = new THREE.Path();
+
+ }
+
+ }
+
+ lastPath[ action ].apply( lastPath, args );
+
+ }
+
+ if ( lastPath.actions.length !== 0 ) {
+
+ subPaths.push( lastPath );
+
+ }
+
+ // console.log(subPaths);
+
+ return subPaths;
+
+ }
+
+ function toShapesNoHoles( inSubpaths ) {
+
+ var shapes = [];
+
+ for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
+
+ var tmpPath = inSubpaths[ i ];
+
+ var tmpShape = new THREE.Shape();
+ tmpShape.actions = tmpPath.actions;
+ tmpShape.curves = tmpPath.curves;
+
+ shapes.push( tmpShape );
+
+ }
+
+ //console.log("shape", shapes);
+
+ return shapes;
+
+ }
+
+ function isPointInsidePolygon( inPt, inPolygon ) {
+
+ var polyLen = inPolygon.length;
+
+ // inPt on polygon contour => immediate success or
+ // toggling of inside/outside at every single! intersection point of an edge
+ // with the horizontal line through inPt, left of inPt
+ // not counting lowerY endpoints of edges and whole edges on that line
+ var inside = false;
+ for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
+
+ var edgeLowPt = inPolygon[ p ];
+ var edgeHighPt = inPolygon[ q ];
+
+ var edgeDx = edgeHighPt.x - edgeLowPt.x;
+ var edgeDy = edgeHighPt.y - edgeLowPt.y;
+
+ if ( Math.abs( edgeDy ) > Number.EPSILON ) {
+
+ // not parallel
+ if ( edgeDy < 0 ) {
+
+ edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
+ edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
+
+ }
+ if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
+
+ if ( inPt.y === edgeLowPt.y ) {
+
+ if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
+ // continue; // no intersection or edgeLowPt => doesn't count !!!
+
+ } else {
+
+ var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
+ if ( perpEdge === 0 ) return true; // inPt is on contour ?
+ if ( perpEdge < 0 ) continue;
+ inside = ! inside; // true intersection left of inPt
+
+ }
+
+ } else {
+
+ // parallel or collinear
+ if ( inPt.y !== edgeLowPt.y ) continue; // parallel
+ // edge lies on the same horizontal line as inPt
+ if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
+ ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
+ // continue;
+
+ }
+
+ }
+
+ return inside;
+
+ }
+
+ var isClockWise = THREE.ShapeUtils.isClockWise;
+
+ var subPaths = extractSubpaths( this.actions );
+ if ( subPaths.length === 0 ) return [];
+
+ if ( noHoles === true ) return toShapesNoHoles( subPaths );
+
+
+ var solid, tmpPath, tmpShape, shapes = [];
+
+ if ( subPaths.length === 1 ) {
+
+ tmpPath = subPaths[ 0 ];
+ tmpShape = new THREE.Shape();
+ tmpShape.actions = tmpPath.actions;
+ tmpShape.curves = tmpPath.curves;
+ shapes.push( tmpShape );
+ return shapes;
+
+ }
+
+ var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
+ holesFirst = isCCW ? ! holesFirst : holesFirst;
+
+ // console.log("Holes first", holesFirst);
+
+ var betterShapeHoles = [];
+ var newShapes = [];
+ var newShapeHoles = [];
+ var mainIdx = 0;
+ var tmpPoints;
+
+ newShapes[ mainIdx ] = undefined;
+ newShapeHoles[ mainIdx ] = [];
+
+ for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
+
+ tmpPath = subPaths[ i ];
+ tmpPoints = tmpPath.getPoints();
+ solid = isClockWise( tmpPoints );
+ solid = isCCW ? ! solid : solid;
+
+ if ( solid ) {
+
+ if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
+
+ newShapes[ mainIdx ] = { s: new THREE.Shape(), p: tmpPoints };
+ newShapes[ mainIdx ].s.actions = tmpPath.actions;
+ newShapes[ mainIdx ].s.curves = tmpPath.curves;
+
+ if ( holesFirst ) mainIdx ++;
+ newShapeHoles[ mainIdx ] = [];
+
+ //console.log('cw', i);
+
+ } else {
+
+ newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
+
+ //console.log('ccw', i);
+
+ }
+
+ }
+
+ // only Holes? -> probably all Shapes with wrong orientation
+ if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
+
+
+ if ( newShapes.length > 1 ) {
+
+ var ambiguous = false;
+ var toChange = [];
+
+ for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
+
+ betterShapeHoles[ sIdx ] = [];
+
+ }
+
+ for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
+
+ var sho = newShapeHoles[ sIdx ];
+
+ for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
+
+ var ho = sho[ hIdx ];
+ var hole_unassigned = true;
+
+ for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
+
+ if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
+
+ if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
+ if ( hole_unassigned ) {
+
+ hole_unassigned = false;
+ betterShapeHoles[ s2Idx ].push( ho );
+
+ } else {
+
+ ambiguous = true;
+
+ }
+
+ }
+
+ }
+ if ( hole_unassigned ) {
+
+ betterShapeHoles[ sIdx ].push( ho );
+
+ }
+
+ }
+
+ }
+ // console.log("ambiguous: ", ambiguous);
+ if ( toChange.length > 0 ) {
+
+ // console.log("to change: ", toChange);
+ if ( ! ambiguous ) newShapeHoles = betterShapeHoles;
+
+ }
+
+ }
+
+ var tmpHoles;
+
+ for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
+
+ tmpShape = newShapes[ i ].s;
+ shapes.push( tmpShape );
+ tmpHoles = newShapeHoles[ i ];
+
+ for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
+
+ tmpShape.holes.push( tmpHoles[ j ].h );
+
+ }
+
+ }
+
+ //console.log("shape", shapes);
+
+ return shapes;
+
+};
+
+// File:src/extras/core/Shape.js
+
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * Defines a 2d shape plane using paths.
+ **/
+
+// STEP 1 Create a path.
+// STEP 2 Turn path into shape.
+// STEP 3 ExtrudeGeometry takes in Shape/Shapes
+// STEP 3a - Extract points from each shape, turn to vertices
+// STEP 3b - Triangulate each shape, add faces.
+
+THREE.Shape = function () {
+
+ THREE.Path.apply( this, arguments );
+
+ this.holes = [];
+
+};
+
+THREE.Shape.prototype = Object.create( THREE.Path.prototype );
+THREE.Shape.prototype.constructor = THREE.Shape;
+
+// Convenience method to return ExtrudeGeometry
+
+THREE.Shape.prototype.extrude = function ( options ) {
+
+ return new THREE.ExtrudeGeometry( this, options );
+
+};
+
+// Convenience method to return ShapeGeometry
+
+THREE.Shape.prototype.makeGeometry = function ( options ) {
+
+ return new THREE.ShapeGeometry( this, options );
+
+};
+
+// Get points of holes
+
+THREE.Shape.prototype.getPointsHoles = function ( divisions ) {
+
+ var holesPts = [];
+
+ for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
+
+ holesPts[ i ] = this.holes[ i ].getPoints( divisions );
+
+ }
+
+ return holesPts;
+
+};
+
+
+// Get points of shape and holes (keypoints based on segments parameter)
+
+THREE.Shape.prototype.extractAllPoints = function ( divisions ) {
+
+ return {
+
+ shape: this.getPoints( divisions ),
+ holes: this.getPointsHoles( divisions )
+
+ };
+
+};
+
+THREE.Shape.prototype.extractPoints = function ( divisions ) {
+
+ return this.extractAllPoints( divisions );
+
+};
+
+// File:src/extras/curves/LineCurve.js
+
+/**************************************************************
+ * Line
+ **************************************************************/
+
+THREE.LineCurve = function ( v1, v2 ) {
+
+ this.v1 = v1;
+ this.v2 = v2;
+
+};
+
+THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype );
+THREE.LineCurve.prototype.constructor = THREE.LineCurve;
+
+THREE.LineCurve.prototype.getPoint = function ( t ) {
+
+ var point = this.v2.clone().sub( this.v1 );
+ point.multiplyScalar( t ).add( this.v1 );
+
+ return point;
+
+};
+
+// Line curve is linear, so we can overwrite default getPointAt
+
+THREE.LineCurve.prototype.getPointAt = function ( u ) {
+
+ return this.getPoint( u );
+
+};
+
+THREE.LineCurve.prototype.getTangent = function( t ) {
+
+ var tangent = this.v2.clone().sub( this.v1 );
+
+ return tangent.normalize();
+
+};
+
+// File:src/extras/curves/QuadraticBezierCurve.js
+
+/**************************************************************
+ * Quadratic Bezier curve
+ **************************************************************/
+
+
+THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) {
+
+ this.v0 = v0;
+ this.v1 = v1;
+ this.v2 = v2;
+
+};
+
+THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype );
+THREE.QuadraticBezierCurve.prototype.constructor = THREE.QuadraticBezierCurve;
+
+
+THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {
+
+ var b2 = THREE.ShapeUtils.b2;
+
+ return new THREE.Vector2(
+ b2( t, this.v0.x, this.v1.x, this.v2.x ),
+ b2( t, this.v0.y, this.v1.y, this.v2.y )
+ );
+
+};
+
+
+THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {
+
+ var tangentQuadraticBezier = THREE.CurveUtils.tangentQuadraticBezier;
+
+ return new THREE.Vector2(
+ tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x ),
+ tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y )
+ ).normalize();
+
+};
+
+// File:src/extras/curves/CubicBezierCurve.js
+
+/**************************************************************
+ * Cubic Bezier curve
+ **************************************************************/
+
+THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) {
+
+ this.v0 = v0;
+ this.v1 = v1;
+ this.v2 = v2;
+ this.v3 = v3;
+
+};
+
+THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype );
+THREE.CubicBezierCurve.prototype.constructor = THREE.CubicBezierCurve;
+
+THREE.CubicBezierCurve.prototype.getPoint = function ( t ) {
+
+ var b3 = THREE.ShapeUtils.b3;
+
+ return new THREE.Vector2(
+ b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ),
+ b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y )
+ );
+
+};
+
+THREE.CubicBezierCurve.prototype.getTangent = function( t ) {
+
+ var tangentCubicBezier = THREE.CurveUtils.tangentCubicBezier;
+
+ return new THREE.Vector2(
+ tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ),
+ tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y )
+ ).normalize();
+
+};
+
+// File:src/extras/curves/SplineCurve.js
+
+/**************************************************************
+ * Spline curve
+ **************************************************************/
+
+THREE.SplineCurve = function ( points /* array of Vector2 */ ) {
+
+ this.points = ( points == undefined ) ? [] : points;
+
+};
+
+THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype );
+THREE.SplineCurve.prototype.constructor = THREE.SplineCurve;
+
+THREE.SplineCurve.prototype.getPoint = function ( t ) {
+
+ var points = this.points;
+ var point = ( points.length - 1 ) * t;
+
+ var intPoint = Math.floor( point );
+ var weight = point - intPoint;
+
+ var point0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
+ var point1 = points[ intPoint ];
+ var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
+ var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
+
+ var interpolate = THREE.CurveUtils.interpolate;
+
+ return new THREE.Vector2(
+ interpolate( point0.x, point1.x, point2.x, point3.x, weight ),
+ interpolate( point0.y, point1.y, point2.y, point3.y, weight )
+ );
+
+};
+
+// File:src/extras/curves/EllipseCurve.js
+
+/**************************************************************
+ * Ellipse curve
+ **************************************************************/
+
+THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
+
+ this.aX = aX;
+ this.aY = aY;
+
+ this.xRadius = xRadius;
+ this.yRadius = yRadius;
+
+ this.aStartAngle = aStartAngle;
+ this.aEndAngle = aEndAngle;
+
+ this.aClockwise = aClockwise;
+
+ this.aRotation = aRotation || 0;
+
+};
+
+THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype );
+THREE.EllipseCurve.prototype.constructor = THREE.EllipseCurve;
+
+THREE.EllipseCurve.prototype.getPoint = function ( t ) {
+
+ var deltaAngle = this.aEndAngle - this.aStartAngle;
+
+ if ( deltaAngle < 0 ) deltaAngle += Math.PI * 2;
+ if ( deltaAngle > Math.PI * 2 ) deltaAngle -= Math.PI * 2;
+
+ var angle;
+
+ if ( this.aClockwise === true ) {
+
+ angle = this.aEndAngle + ( 1 - t ) * ( Math.PI * 2 - deltaAngle );
+
+ } else {
+
+ angle = this.aStartAngle + t * deltaAngle;
+
+ }
+
+ var x = this.aX + this.xRadius * Math.cos( angle );
+ var y = this.aY + this.yRadius * Math.sin( angle );
+
+ if ( this.aRotation !== 0 ) {
+
+ var cos = Math.cos( this.aRotation );
+ var sin = Math.sin( this.aRotation );
+
+ var tx = x, ty = y;
+
+ // Rotate the point about the center of the ellipse.
+ x = ( tx - this.aX ) * cos - ( ty - this.aY ) * sin + this.aX;
+ y = ( tx - this.aX ) * sin + ( ty - this.aY ) * cos + this.aY;
+
+ }
+
+ return new THREE.Vector2( x, y );
+
+};
+
+// File:src/extras/curves/ArcCurve.js
+
+/**************************************************************
+ * Arc curve
+ **************************************************************/
+
+THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
+
+ THREE.EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
+
+};
+
+THREE.ArcCurve.prototype = Object.create( THREE.EllipseCurve.prototype );
+THREE.ArcCurve.prototype.constructor = THREE.ArcCurve;
+
+// File:src/extras/curves/LineCurve3.js
+
+/**************************************************************
+ * Line3D
+ **************************************************************/
+
+THREE.LineCurve3 = THREE.Curve.create(
+
+ function ( v1, v2 ) {
+
+ this.v1 = v1;
+ this.v2 = v2;
+
+ },
+
+ function ( t ) {
+
+ var vector = new THREE.Vector3();
+
+ vector.subVectors( this.v2, this.v1 ); // diff
+ vector.multiplyScalar( t );
+ vector.add( this.v1 );
+
+ return vector;
+
+ }
+
+);
+
+// File:src/extras/curves/QuadraticBezierCurve3.js
+
+/**************************************************************
+ * Quadratic Bezier 3D curve
+ **************************************************************/
+
+THREE.QuadraticBezierCurve3 = THREE.Curve.create(
+
+ function ( v0, v1, v2 ) {
+
+ this.v0 = v0;
+ this.v1 = v1;
+ this.v2 = v2;
+
+ },
+
+ function ( t ) {
+
+ var b2 = THREE.ShapeUtils.b2;
+
+ return new THREE.Vector3(
+ b2( t, this.v0.x, this.v1.x, this.v2.x ),
+ b2( t, this.v0.y, this.v1.y, this.v2.y ),
+ b2( t, this.v0.z, this.v1.z, this.v2.z )
+ );
+
+ }
+
+);
+
+// File:src/extras/curves/CubicBezierCurve3.js
+
+/**************************************************************
+ * Cubic Bezier 3D curve
+ **************************************************************/
+
+THREE.CubicBezierCurve3 = THREE.Curve.create(
+
+ function ( v0, v1, v2, v3 ) {
+
+ this.v0 = v0;
+ this.v1 = v1;
+ this.v2 = v2;
+ this.v3 = v3;
+
+ },
+
+ function ( t ) {
+
+ var b3 = THREE.ShapeUtils.b3;
+
+ return new THREE.Vector3(
+ b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ),
+ b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ),
+ b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z )
+ );
+
+ }
+
+);
+
+// File:src/extras/curves/SplineCurve3.js
+
+/**************************************************************
+ * Spline 3D curve
+ **************************************************************/
+
+
+THREE.SplineCurve3 = THREE.Curve.create(
+
+ function ( points /* array of Vector3 */ ) {
+
+ console.warn( 'THREE.SplineCurve3 will be deprecated. Please use THREE.CatmullRomCurve3' );
+ this.points = ( points == undefined ) ? [] : points;
+
+ },
+
+ function ( t ) {
+
+ var points = this.points;
+ var point = ( points.length - 1 ) * t;
+
+ var intPoint = Math.floor( point );
+ var weight = point - intPoint;
+
+ var point0 = points[ intPoint == 0 ? intPoint : intPoint - 1 ];
+ var point1 = points[ intPoint ];
+ var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
+ var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
+
+ var interpolate = THREE.CurveUtils.interpolate;
+
+ return new THREE.Vector3(
+ interpolate( point0.x, point1.x, point2.x, point3.x, weight ),
+ interpolate( point0.y, point1.y, point2.y, point3.y, weight ),
+ interpolate( point0.z, point1.z, point2.z, point3.z, weight )
+ );
+
+ }
+
+);
+
+// File:src/extras/curves/CatmullRomCurve3.js
+
+/**
+ * @author zz85 https://github.com/zz85
+ *
+ * Centripetal CatmullRom Curve - which is useful for avoiding
+ * cusps and self-intersections in non-uniform catmull rom curves.
+ * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
+ *
+ * curve.type accepts centripetal(default), chordal and catmullrom
+ * curve.tension is used for catmullrom which defaults to 0.5
+ */
+
+THREE.CatmullRomCurve3 = ( function() {
+
+ var
+ tmp = new THREE.Vector3(),
+ px = new CubicPoly(),
+ py = new CubicPoly(),
+ pz = new CubicPoly();
+
+ /*
+ Based on an optimized c++ solution in
+ - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
+ - http://ideone.com/NoEbVM
+
+ This CubicPoly class could be used for reusing some variables and calculations,
+ but for three_js curve use, it could be possible inlined and flatten into a single function call
+ which can be placed in CurveUtils.
+ */
+
+ function CubicPoly() {
+
+ }
+
+ /*
+ * Compute coefficients for a cubic polynomial
+ * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
+ * such that
+ * p(0) = x0, p(1) = x1
+ * and
+ * p'(0) = t0, p'(1) = t1.
+ */
+ CubicPoly.prototype.init = function( x0, x1, t0, t1 ) {
+
+ this.c0 = x0;
+ this.c1 = t0;
+ this.c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
+ this.c3 = 2 * x0 - 2 * x1 + t0 + t1;
+
+ };
+
+ CubicPoly.prototype.initNonuniformCatmullRom = function( x0, x1, x2, x3, dt0, dt1, dt2 ) {
+
+ // compute tangents when parameterized in [t1,t2]
+ var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
+ var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
+
+ // rescale tangents for parametrization in [0,1]
+ t1 *= dt1;
+ t2 *= dt1;
+
+ // initCubicPoly
+ this.init( x1, x2, t1, t2 );
+
+ };
+
+ // standard Catmull-Rom spline: interpolate between x1 and x2 with previous/following points x1/x4
+ CubicPoly.prototype.initCatmullRom = function( x0, x1, x2, x3, tension ) {
+
+ this.init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
+
+ };
+
+ CubicPoly.prototype.calc = function( t ) {
+
+ var t2 = t * t;
+ var t3 = t2 * t;
+ return this.c0 + this.c1 * t + this.c2 * t2 + this.c3 * t3;
+
+ };
+
+ // Subclass Three.js curve
+ return THREE.Curve.create(
+
+ function ( p /* array of Vector3 */ ) {
+
+ this.points = p || [];
+ this.closed = false;
+
+ },
+
+ function ( t ) {
+
+ var points = this.points,
+ point, intPoint, weight, l;
+
+ l = points.length;
+
+ if ( l < 2 ) console.log( 'duh, you need at least 2 points' );
+
+ point = ( l - ( this.closed ? 0 : 1 ) ) * t;
+ intPoint = Math.floor( point );
+ weight = point - intPoint;
+
+ if ( this.closed ) {
+
+ intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
+
+ } else if ( weight === 0 && intPoint === l - 1 ) {
+
+ intPoint = l - 2;
+ weight = 1;
+
+ }
+
+ var p0, p1, p2, p3; // 4 points
+
+ if ( this.closed || intPoint > 0 ) {
+
+ p0 = points[ ( intPoint - 1 ) % l ];
+
+ } else {
+
+ // extrapolate first point
+ tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
+ p0 = tmp;
+
+ }
+
+ p1 = points[ intPoint % l ];
+ p2 = points[ ( intPoint + 1 ) % l ];
+
+ if ( this.closed || intPoint + 2 < l ) {
+
+ p3 = points[ ( intPoint + 2 ) % l ];
+
+ } else {
+
+ // extrapolate last point
+ tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
+ p3 = tmp;
+
+ }
+
+ if ( this.type === undefined || this.type === 'centripetal' || this.type === 'chordal' ) {
+
+ // init Centripetal / Chordal Catmull-Rom
+ var pow = this.type === 'chordal' ? 0.5 : 0.25;
+ var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
+ var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
+ var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
+
+ // safety check for repeated points
+ if ( dt1 < 1e-4 ) dt1 = 1.0;
+ if ( dt0 < 1e-4 ) dt0 = dt1;
+ if ( dt2 < 1e-4 ) dt2 = dt1;
+
+ px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
+ py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
+ pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
+
+ } else if ( this.type === 'catmullrom' ) {
+
+ var tension = this.tension !== undefined ? this.tension : 0.5;
+ px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, tension );
+ py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, tension );
+ pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, tension );
+
+ }
+
+ var v = new THREE.Vector3(
+ px.calc( weight ),
+ py.calc( weight ),
+ pz.calc( weight )
+ );
+
+ return v;
+
+ }
+
+ );
+
+} )();
+
+// File:src/extras/curves/ClosedSplineCurve3.js
+
+/**************************************************************
+ * Closed Spline 3D curve
+ **************************************************************/
+
+
+THREE.ClosedSplineCurve3 = function ( points ) {
+
+ console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Please use THREE.CatmullRomCurve3.' );
+
+ THREE.CatmullRomCurve3.call( this, points );
+ this.type = 'catmullrom';
+ this.closed = true;
+
+};
+
+THREE.ClosedSplineCurve3.prototype = Object.create( THREE.CatmullRomCurve3.prototype );
+
+// File:src/extras/geometries/BoxGeometry.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
+ */
+
+THREE.BoxGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
+
+ THREE.Geometry.call( this );
+
+ this.type = 'BoxGeometry';
+
+ this.parameters = {
+ width: width,
+ height: height,
+ depth: depth,
+ widthSegments: widthSegments,
+ heightSegments: heightSegments,
+ depthSegments: depthSegments
+ };
+
+ this.widthSegments = widthSegments || 1;
+ this.heightSegments = heightSegments || 1;
+ this.depthSegments = depthSegments || 1;
+
+ var scope = this;
+
+ var width_half = width / 2;
+ var height_half = height / 2;
+ var depth_half = depth / 2;
+
+ buildPlane( 'z', 'y', - 1, - 1, depth, height, width_half, 0 ); // px
+ buildPlane( 'z', 'y', 1, - 1, depth, height, - width_half, 1 ); // nx
+ buildPlane( 'x', 'z', 1, 1, width, depth, height_half, 2 ); // py
+ buildPlane( 'x', 'z', 1, - 1, width, depth, - height_half, 3 ); // ny
+ buildPlane( 'x', 'y', 1, - 1, width, height, depth_half, 4 ); // pz
+ buildPlane( 'x', 'y', - 1, - 1, width, height, - depth_half, 5 ); // nz
+
+ function buildPlane( u, v, udir, vdir, width, height, depth, materialIndex ) {
+
+ var w, ix, iy,
+ gridX = scope.widthSegments,
+ gridY = scope.heightSegments,
+ width_half = width / 2,
+ height_half = height / 2,
+ offset = scope.vertices.length;
+
+ if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) {
+
+ w = 'z';
+
+ } else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) {
+
+ w = 'y';
+ gridY = scope.depthSegments;
+
+ } else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) {
+
+ w = 'x';
+ gridX = scope.depthSegments;
+
+ }
+
+ var gridX1 = gridX + 1,
+ gridY1 = gridY + 1,
+ segment_width = width / gridX,
+ segment_height = height / gridY,
+ normal = new THREE.Vector3();
+
+ normal[ w ] = depth > 0 ? 1 : - 1;
+
+ for ( iy = 0; iy < gridY1; iy ++ ) {
+
+ for ( ix = 0; ix < gridX1; ix ++ ) {
+
+ var vector = new THREE.Vector3();
+ vector[ u ] = ( ix * segment_width - width_half ) * udir;
+ vector[ v ] = ( iy * segment_height - height_half ) * vdir;
+ vector[ w ] = depth;
+
+ scope.vertices.push( vector );
+
+ }
+
+ }
+
+ for ( iy = 0; iy < gridY; iy ++ ) {
+
+ for ( ix = 0; ix < gridX; ix ++ ) {
+
+ var a = ix + gridX1 * iy;
+ var b = ix + gridX1 * ( iy + 1 );
+ var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
+ var d = ( ix + 1 ) + gridX1 * iy;
+
+ var uva = new THREE.Vector2( ix / gridX, 1 - iy / gridY );
+ var uvb = new THREE.Vector2( ix / gridX, 1 - ( iy + 1 ) / gridY );
+ var uvc = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iy + 1 ) / gridY );
+ var uvd = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iy / gridY );
+
+ var face = new THREE.Face3( a + offset, b + offset, d + offset );
+ face.normal.copy( normal );
+ face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
+ face.materialIndex = materialIndex;
+
+ scope.faces.push( face );
+ scope.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
+
+ face = new THREE.Face3( b + offset, c + offset, d + offset );
+ face.normal.copy( normal );
+ face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
+ face.materialIndex = materialIndex;
+
+ scope.faces.push( face );
+ scope.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
+
+ }
+
+ }
+
+ }
+
+ this.mergeVertices();
+
+};
+
+THREE.BoxGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.BoxGeometry.prototype.constructor = THREE.BoxGeometry;
+
+THREE.CubeGeometry = THREE.BoxGeometry;
+
+// File:src/extras/geometries/CircleGeometry.js
+
+/**
+ * @author hughes
+ */
+
+THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
+
+ THREE.Geometry.call( this );
+
+ this.type = 'CircleGeometry';
+
+ this.parameters = {
+ radius: radius,
+ segments: segments,
+ thetaStart: thetaStart,
+ thetaLength: thetaLength
+ };
+
+ this.fromBufferGeometry( new THREE.CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
+
+};
+
+THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.CircleGeometry.prototype.constructor = THREE.CircleGeometry;
+
+// File:src/extras/geometries/CircleBufferGeometry.js
+
+/**
+ * @author benaadams / https://twitter.com/ben_a_adams
+ */
+
+THREE.CircleBufferGeometry = function ( radius, segments, thetaStart, thetaLength ) {
+
+ THREE.BufferGeometry.call( this );
+
+ this.type = 'CircleBufferGeometry';
+
+ this.parameters = {
+ radius: radius,
+ segments: segments,
+ thetaStart: thetaStart,
+ thetaLength: thetaLength
+ };
+
+ radius = radius || 50;
+ segments = segments !== undefined ? Math.max( 3, segments ) : 8;
+
+ thetaStart = thetaStart !== undefined ? thetaStart : 0;
+ thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
+
+ var vertices = segments + 2;
+
+ var positions = new Float32Array( vertices * 3 );
+ var normals = new Float32Array( vertices * 3 );
+ var uvs = new Float32Array( vertices * 2 );
+
+ // center data is already zero, but need to set a few extras
+ normals[ 2 ] = 1.0;
+ uvs[ 0 ] = 0.5;
+ uvs[ 1 ] = 0.5;
+
+ for ( var s = 0, i = 3, ii = 2 ; s <= segments; s ++, i += 3, ii += 2 ) {
+
+ var segment = thetaStart + s / segments * thetaLength;
+
+ positions[ i ] = radius * Math.cos( segment );
+ positions[ i + 1 ] = radius * Math.sin( segment );
+
+ normals[ i + 2 ] = 1; // normal z
+
+ uvs[ ii ] = ( positions[ i ] / radius + 1 ) / 2;
+ uvs[ ii + 1 ] = ( positions[ i + 1 ] / radius + 1 ) / 2;
+
+ }
+
+ var indices = [];
+
+ for ( var i = 1; i <= segments; i ++ ) {
+
+ indices.push( i, i + 1, 0 );
+
+ }
+
+ this.setIndex( new THREE.BufferAttribute( new Uint16Array( indices ), 1 ) );
+ this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
+ this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
+ this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
+
+ this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
+
+};
+
+THREE.CircleBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
+THREE.CircleBufferGeometry.prototype.constructor = THREE.CircleBufferGeometry;
+
+// File:src/extras/geometries/CylinderGeometry.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
+
+ THREE.Geometry.call( this );
+
+ this.type = 'CylinderGeometry';
+
+ this.parameters = {
+ radiusTop: radiusTop,
+ radiusBottom: radiusBottom,
+ height: height,
+ radialSegments: radialSegments,
+ heightSegments: heightSegments,
+ openEnded: openEnded,
+ thetaStart: thetaStart,
+ thetaLength: thetaLength
+ };
+
+ radiusTop = radiusTop !== undefined ? radiusTop : 20;
+ radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
+ height = height !== undefined ? height : 100;
+
+ radialSegments = radialSegments || 8;
+ heightSegments = heightSegments || 1;
+
+ openEnded = openEnded !== undefined ? openEnded : false;
+ thetaStart = thetaStart !== undefined ? thetaStart : 0;
+ thetaLength = thetaLength !== undefined ? thetaLength : 2 * Math.PI;
+
+ var heightHalf = height / 2;
+
+ var x, y, vertices = [], uvs = [];
+
+ for ( y = 0; y <= heightSegments; y ++ ) {
+
+ var verticesRow = [];
+ var uvsRow = [];
+
+ var v = y / heightSegments;
+ var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
+
+ for ( x = 0; x <= radialSegments; x ++ ) {
+
+ var u = x / radialSegments;
+
+ var vertex = new THREE.Vector3();
+ vertex.x = radius * Math.sin( u * thetaLength + thetaStart );
+ vertex.y = - v * height + heightHalf;
+ vertex.z = radius * Math.cos( u * thetaLength + thetaStart );
+
+ this.vertices.push( vertex );
+
+ verticesRow.push( this.vertices.length - 1 );
+ uvsRow.push( new THREE.Vector2( u, 1 - v ) );
+
+ }
+
+ vertices.push( verticesRow );
+ uvs.push( uvsRow );
+
+ }
+
+ var tanTheta = ( radiusBottom - radiusTop ) / height;
+ var na, nb;
+
+ for ( x = 0; x < radialSegments; x ++ ) {
+
+ if ( radiusTop !== 0 ) {
+
+ na = this.vertices[ vertices[ 0 ][ x ] ].clone();
+ nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone();
+
+ } else {
+
+ na = this.vertices[ vertices[ 1 ][ x ] ].clone();
+ nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone();
+
+ }
+
+ na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize();
+ nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize();
+
+ for ( y = 0; y < heightSegments; y ++ ) {
+
+ var v1 = vertices[ y ][ x ];
+ var v2 = vertices[ y + 1 ][ x ];
+ var v3 = vertices[ y + 1 ][ x + 1 ];
+ var v4 = vertices[ y ][ x + 1 ];
+
+ var n1 = na.clone();
+ var n2 = na.clone();
+ var n3 = nb.clone();
+ var n4 = nb.clone();
+
+ var uv1 = uvs[ y ][ x ].clone();
+ var uv2 = uvs[ y + 1 ][ x ].clone();
+ var uv3 = uvs[ y + 1 ][ x + 1 ].clone();
+ var uv4 = uvs[ y ][ x + 1 ].clone();
+
+ this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
+
+ this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
+
+ }
+
+ }
+
+ // top cap
+
+ if ( openEnded === false && radiusTop > 0 ) {
+
+ this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );
+
+ for ( x = 0; x < radialSegments; x ++ ) {
+
+ var v1 = vertices[ 0 ][ x ];
+ var v2 = vertices[ 0 ][ x + 1 ];
+ var v3 = this.vertices.length - 1;
+
+ var n1 = new THREE.Vector3( 0, 1, 0 );
+ var n2 = new THREE.Vector3( 0, 1, 0 );
+ var n3 = new THREE.Vector3( 0, 1, 0 );
+
+ var uv1 = uvs[ 0 ][ x ].clone();
+ var uv2 = uvs[ 0 ][ x + 1 ].clone();
+ var uv3 = new THREE.Vector2( uv2.x, 0 );
+
+ this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ], undefined, 1 ) );
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
+
+ }
+
+ }
+
+ // bottom cap
+
+ if ( openEnded === false && radiusBottom > 0 ) {
+
+ this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );
+
+ for ( x = 0; x < radialSegments; x ++ ) {
+
+ var v1 = vertices[ heightSegments ][ x + 1 ];
+ var v2 = vertices[ heightSegments ][ x ];
+ var v3 = this.vertices.length - 1;
+
+ var n1 = new THREE.Vector3( 0, - 1, 0 );
+ var n2 = new THREE.Vector3( 0, - 1, 0 );
+ var n3 = new THREE.Vector3( 0, - 1, 0 );
+
+ var uv1 = uvs[ heightSegments ][ x + 1 ].clone();
+ var uv2 = uvs[ heightSegments ][ x ].clone();
+ var uv3 = new THREE.Vector2( uv2.x, 1 );
+
+ this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ], undefined, 2 ) );
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
+
+ }
+
+ }
+
+ this.computeFaceNormals();
+
+};
+
+THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.CylinderGeometry.prototype.constructor = THREE.CylinderGeometry;
+
+// File:src/extras/geometries/EdgesGeometry.js
+
+/**
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.EdgesGeometry = function ( geometry, thresholdAngle ) {
+
+ THREE.BufferGeometry.call( this );
+
+ thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
+
+ var thresholdDot = Math.cos( THREE.Math.degToRad( thresholdAngle ) );
+
+ var edge = [ 0, 0 ], hash = {};
+
+ function sortFunction( a, b ) {
+
+ return a - b;
+
+ }
+
+ var keys = [ 'a', 'b', 'c' ];
+
+ var geometry2;
+
+ if ( geometry instanceof THREE.BufferGeometry ) {
+
+ geometry2 = new THREE.Geometry();
+ geometry2.fromBufferGeometry( geometry );
+
+ } else {
+
+ geometry2 = geometry.clone();
+
+ }
+
+ geometry2.mergeVertices();
+ geometry2.computeFaceNormals();
+
+ var vertices = geometry2.vertices;
+ var faces = geometry2.faces;
+
+ for ( var i = 0, l = faces.length; i < l; i ++ ) {
+
+ var face = faces[ i ];
+
+ for ( var j = 0; j < 3; j ++ ) {
+
+ edge[ 0 ] = face[ keys[ j ] ];
+ edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
+ edge.sort( sortFunction );
+
+ var key = edge.toString();
+
+ if ( hash[ key ] === undefined ) {
+
+ hash[ key ] = { vert1: edge[ 0 ], vert2: edge[ 1 ], face1: i, face2: undefined };
+
+ } else {
+
+ hash[ key ].face2 = i;
+
+ }
+
+ }
+
+ }
+
+ var coords = [];
+
+ for ( var key in hash ) {
+
+ var h = hash[ key ];
+
+ if ( h.face2 === undefined || faces[ h.face1 ].normal.dot( faces[ h.face2 ].normal ) <= thresholdDot ) {
+
+ var vertex = vertices[ h.vert1 ];
+ coords.push( vertex.x );
+ coords.push( vertex.y );
+ coords.push( vertex.z );
+
+ vertex = vertices[ h.vert2 ];
+ coords.push( vertex.x );
+ coords.push( vertex.y );
+ coords.push( vertex.z );
+
+ }
+
+ }
+
+ this.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( coords ), 3 ) );
+
+};
+
+THREE.EdgesGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
+THREE.EdgesGeometry.prototype.constructor = THREE.EdgesGeometry;
+
+// File:src/extras/geometries/ExtrudeGeometry.js
+
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ *
+ * Creates extruded geometry from a path shape.
+ *
+ * parameters = {
+ *
+ * curveSegments: <int>, // number of points on the curves
+ * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
+ * amount: <int>, // Depth to extrude the shape
+ *
+ * bevelEnabled: <bool>, // turn on bevel
+ * bevelThickness: <float>, // how deep into the original shape bevel goes
+ * bevelSize: <float>, // how far from shape outline is bevel
+ * bevelSegments: <int>, // number of bevel layers
+ *
+ * extrudePath: <THREE.CurvePath> // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined)
+ * frames: <THREE.TubeGeometry.FrenetFrames> // containing arrays of tangents, normals, binormals
+ *
+ * uvGenerator: <Object> // object that provides UV generator functions
+ *
+ * }
+ **/
+
+THREE.ExtrudeGeometry = function ( shapes, options ) {
+
+ if ( typeof( shapes ) === "undefined" ) {
+
+ shapes = [];
+ return;
+
+ }
+
+ THREE.Geometry.call( this );
+
+ this.type = 'ExtrudeGeometry';
+
+ shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
+
+ this.addShapeList( shapes, options );
+
+ this.computeFaceNormals();
+
+ // can't really use automatic vertex normals
+ // as then front and back sides get smoothed too
+ // should do separate smoothing just for sides
+
+ //this.computeVertexNormals();
+
+ //console.log( "took", ( Date.now() - startTime ) );
+
+};
+
+THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.ExtrudeGeometry.prototype.constructor = THREE.ExtrudeGeometry;
+
+THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) {
+
+ var sl = shapes.length;
+
+ for ( var s = 0; s < sl; s ++ ) {
+
+ var shape = shapes[ s ];
+ this.addShape( shape, options );
+
+ }
+
+};
+
+THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
+
+ var amount = options.amount !== undefined ? options.amount : 100;
+
+ var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
+ var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
+ var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
+
+ var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false
+
+ var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
+
+ var steps = options.steps !== undefined ? options.steps : 1;
+
+ var extrudePath = options.extrudePath;
+ var extrudePts, extrudeByPath = false;
+
+ // Use default WorldUVGenerator if no UV generators are specified.
+ var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator;
+
+ var splineTube, binormal, normal, position2;
+ if ( extrudePath ) {
+
+ extrudePts = extrudePath.getSpacedPoints( steps );
+
+ extrudeByPath = true;
+ bevelEnabled = false; // bevels not supported for path extrusion
+
+ // SETUP TNB variables
+
+ // Reuse TNB from TubeGeomtry for now.
+ // TODO1 - have a .isClosed in spline?
+
+ splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames( extrudePath, steps, false );
+
+ // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
+
+ binormal = new THREE.Vector3();
+ normal = new THREE.Vector3();
+ position2 = new THREE.Vector3();
+
+ }
+
+ // Safeguards if bevels are not enabled
+
+ if ( ! bevelEnabled ) {
+
+ bevelSegments = 0;
+ bevelThickness = 0;
+ bevelSize = 0;
+
+ }
+
+ // Variables initialization
+
+ var ahole, h, hl; // looping of holes
+ var scope = this;
+
+ var shapesOffset = this.vertices.length;
+
+ var shapePoints = shape.extractPoints( curveSegments );
+
+ var vertices = shapePoints.shape;
+ var holes = shapePoints.holes;
+
+ var reverse = ! THREE.ShapeUtils.isClockWise( vertices );
+
+ if ( reverse ) {
+
+ vertices = vertices.reverse();
+
+ // Maybe we should also check if holes are in the opposite direction, just to be safe ...
+
+ for ( h = 0, hl = holes.length; h < hl; h ++ ) {
+
+ ahole = holes[ h ];
+
+ if ( THREE.ShapeUtils.isClockWise( ahole ) ) {
+
+ holes[ h ] = ahole.reverse();
+
+ }
+
+ }
+
+ reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!
+
+ }
+
+
+ var faces = THREE.ShapeUtils.triangulateShape( vertices, holes );
+
+ /* Vertices */
+
+ var contour = vertices; // vertices has all points but contour has only points of circumference
+
+ for ( h = 0, hl = holes.length; h < hl; h ++ ) {
+
+ ahole = holes[ h ];
+
+ vertices = vertices.concat( ahole );
+
+ }
+
+
+ function scalePt2 ( pt, vec, size ) {
+
+ if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );
+
+ return vec.clone().multiplyScalar( size ).add( pt );
+
+ }
+
+ var b, bs, t, z,
+ vert, vlen = vertices.length,
+ face, flen = faces.length;
+
+
+ // Find directions for point movement
+
+
+ function getBevelVec( inPt, inPrev, inNext ) {
+
+ // computes for inPt the corresponding point inPt' on a new contour
+ // shifted by 1 unit (length of normalized vector) to the left
+ // if we walk along contour clockwise, this new contour is outside the old one
+ //
+ // inPt' is the intersection of the two lines parallel to the two
+ // adjacent edges of inPt at a distance of 1 unit on the left side.
+
+ var v_trans_x, v_trans_y, shrink_by = 1; // resulting translation vector for inPt
+
+ // good reading for geometry algorithms (here: line-line intersection)
+ // http://geomalgorithms.com/a05-_intersect-1.html
+
+ var v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y;
+ var v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y;
+
+ var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
+
+ // check for collinear edges
+ var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
+
+ if ( Math.abs( collinear0 ) > Number.EPSILON ) {
+
+ // not collinear
+
+ // length of vectors for normalizing
+
+ var v_prev_len = Math.sqrt( v_prev_lensq );
+ var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
+
+ // shift adjacent points by unit vectors to the left
+
+ var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
+ var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
+
+ var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
+ var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
+
+ // scaling factor for v_prev to intersection point
+
+ var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
+ ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
+ ( v_prev_x * v_next_y - v_prev_y * v_next_x );
+
+ // vector from inPt to intersection point
+
+ v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
+ v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
+
+ // Don't normalize!, otherwise sharp corners become ugly
+ // but prevent crazy spikes
+ var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
+ if ( v_trans_lensq <= 2 ) {
+
+ return new THREE.Vector2( v_trans_x, v_trans_y );
+
+ } else {
+
+ shrink_by = Math.sqrt( v_trans_lensq / 2 );
+
+ }
+
+ } else {
+
+ // handle special case of collinear edges
+
+ var direction_eq = false; // assumes: opposite
+ if ( v_prev_x > Number.EPSILON ) {
+
+ if ( v_next_x > Number.EPSILON ) {
+
+ direction_eq = true;
+
+ }
+
+ } else {
+
+ if ( v_prev_x < - Number.EPSILON ) {
+
+ if ( v_next_x < - Number.EPSILON ) {
+
+ direction_eq = true;
+
+ }
+
+ } else {
+
+ if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
+
+ direction_eq = true;
+
+ }
+
+ }
+
+ }
+
+ if ( direction_eq ) {
+
+ // console.log("Warning: lines are a straight sequence");
+ v_trans_x = - v_prev_y;
+ v_trans_y = v_prev_x;
+ shrink_by = Math.sqrt( v_prev_lensq );
+
+ } else {
+
+ // console.log("Warning: lines are a straight spike");
+ v_trans_x = v_prev_x;
+ v_trans_y = v_prev_y;
+ shrink_by = Math.sqrt( v_prev_lensq / 2 );
+
+ }
+
+ }
+
+ return new THREE.Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
+
+ }
+
+
+ var contourMovements = [];
+
+ for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
+
+ if ( j === il ) j = 0;
+ if ( k === il ) k = 0;
+
+ // (j)---(i)---(k)
+ // console.log('i,j,k', i, j , k)
+
+ contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
+
+ }
+
+ var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();
+
+ for ( h = 0, hl = holes.length; h < hl; h ++ ) {
+
+ ahole = holes[ h ];
+
+ oneHoleMovements = [];
+
+ for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
+
+ if ( j === il ) j = 0;
+ if ( k === il ) k = 0;
+
+ // (j)---(i)---(k)
+ oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
+
+ }
+
+ holesMovements.push( oneHoleMovements );
+ verticesMovements = verticesMovements.concat( oneHoleMovements );
+
+ }
+
+
+ // Loop bevelSegments, 1 for the front, 1 for the back
+
+ for ( b = 0; b < bevelSegments; b ++ ) {
+
+ //for ( b = bevelSegments; b > 0; b -- ) {
+
+ t = b / bevelSegments;
+ z = bevelThickness * ( 1 - t );
+
+ //z = bevelThickness * t;
+ bs = bevelSize * ( Math.sin ( t * Math.PI / 2 ) ); // curved
+ //bs = bevelSize * t; // linear
+
+ // contract shape
+
+ for ( i = 0, il = contour.length; i < il; i ++ ) {
+
+ vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
+
+ v( vert.x, vert.y, - z );
+
+ }
+
+ // expand holes
+
+ for ( h = 0, hl = holes.length; h < hl; h ++ ) {
+
+ ahole = holes[ h ];
+ oneHoleMovements = holesMovements[ h ];
+
+ for ( i = 0, il = ahole.length; i < il; i ++ ) {
+
+ vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
+
+ v( vert.x, vert.y, - z );
+
+ }
+
+ }
+
+ }
+
+ bs = bevelSize;
+
+ // Back facing vertices
+
+ for ( i = 0; i < vlen; i ++ ) {
+
+ vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
+
+ if ( ! extrudeByPath ) {
+
+ v( vert.x, vert.y, 0 );
+
+ } else {
+
+ // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
+
+ normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
+ binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
+
+ position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
+
+ v( position2.x, position2.y, position2.z );
+
+ }
+
+ }
+
+ // Add stepped vertices...
+ // Including front facing vertices
+
+ var s;
+
+ for ( s = 1; s <= steps; s ++ ) {
+
+ for ( i = 0; i < vlen; i ++ ) {
+
+ vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
+
+ if ( ! extrudeByPath ) {
+
+ v( vert.x, vert.y, amount / steps * s );
+
+ } else {
+
+ // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
+
+ normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
+ binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
+
+ position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
+
+ v( position2.x, position2.y, position2.z );
+
+ }
+
+ }
+
+ }
+
+
+ // Add bevel segments planes
+
+ //for ( b = 1; b <= bevelSegments; b ++ ) {
+ for ( b = bevelSegments - 1; b >= 0; b -- ) {
+
+ t = b / bevelSegments;
+ z = bevelThickness * ( 1 - t );
+ //bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) );
+ bs = bevelSize * Math.sin ( t * Math.PI / 2 );
+
+ // contract shape
+
+ for ( i = 0, il = contour.length; i < il; i ++ ) {
+
+ vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
+ v( vert.x, vert.y, amount + z );
+
+ }
+
+ // expand holes
+
+ for ( h = 0, hl = holes.length; h < hl; h ++ ) {
+
+ ahole = holes[ h ];
+ oneHoleMovements = holesMovements[ h ];
+
+ for ( i = 0, il = ahole.length; i < il; i ++ ) {
+
+ vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
+
+ if ( ! extrudeByPath ) {
+
+ v( vert.x, vert.y, amount + z );
+
+ } else {
+
+ v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
+
+ }
+
+ }
+
+ }
+
+ }
+
+ /* Faces */
+
+ // Top and bottom faces
+
+ buildLidFaces();
+
+ // Sides faces
+
+ buildSideFaces();
+
+
+ ///// Internal functions
+
+ function buildLidFaces() {
+
+ if ( bevelEnabled ) {
+
+ var layer = 0; // steps + 1
+ var offset = vlen * layer;
+
+ // Bottom faces
+
+ for ( i = 0; i < flen; i ++ ) {
+
+ face = faces[ i ];
+ f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
+
+ }
+
+ layer = steps + bevelSegments * 2;
+ offset = vlen * layer;
+
+ // Top faces
+
+ for ( i = 0; i < flen; i ++ ) {
+
+ face = faces[ i ];
+ f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
+
+ }
+
+ } else {
+
+ // Bottom faces
+
+ for ( i = 0; i < flen; i ++ ) {
+
+ face = faces[ i ];
+ f3( face[ 2 ], face[ 1 ], face[ 0 ] );
+
+ }
+
+ // Top faces
+
+ for ( i = 0; i < flen; i ++ ) {
+
+ face = faces[ i ];
+ f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
+
+ }
+
+ }
+
+ }
+
+ // Create faces for the z-sides of the shape
+
+ function buildSideFaces() {
+
+ var layeroffset = 0;
+ sidewalls( contour, layeroffset );
+ layeroffset += contour.length;
+
+ for ( h = 0, hl = holes.length; h < hl; h ++ ) {
+
+ ahole = holes[ h ];
+ sidewalls( ahole, layeroffset );
+
+ //, true
+ layeroffset += ahole.length;
+
+ }
+
+ }
+
+ function sidewalls( contour, layeroffset ) {
+
+ var j, k;
+ i = contour.length;
+
+ while ( -- i >= 0 ) {
+
+ j = i;
+ k = i - 1;
+ if ( k < 0 ) k = contour.length - 1;
+
+ //console.log('b', i,j, i-1, k,vertices.length);
+
+ var s = 0, sl = steps + bevelSegments * 2;
+
+ for ( s = 0; s < sl; s ++ ) {
+
+ var slen1 = vlen * s;
+ var slen2 = vlen * ( s + 1 );
+
+ var a = layeroffset + j + slen1,
+ b = layeroffset + k + slen1,
+ c = layeroffset + k + slen2,
+ d = layeroffset + j + slen2;
+
+ f4( a, b, c, d, contour, s, sl, j, k );
+
+ }
+
+ }
+
+ }
+
+
+ function v( x, y, z ) {
+
+ scope.vertices.push( new THREE.Vector3( x, y, z ) );
+
+ }
+
+ function f3( a, b, c ) {
+
+ a += shapesOffset;
+ b += shapesOffset;
+ c += shapesOffset;
+
+ scope.faces.push( new THREE.Face3( a, b, c, null, null, 0 ) );
+
+ var uvs = uvgen.generateTopUV( scope, a, b, c );
+
+ scope.faceVertexUvs[ 0 ].push( uvs );
+
+ }
+
+ function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {
+
+ a += shapesOffset;
+ b += shapesOffset;
+ c += shapesOffset;
+ d += shapesOffset;
+
+ scope.faces.push( new THREE.Face3( a, b, d, null, null, 1 ) );
+ scope.faces.push( new THREE.Face3( b, c, d, null, null, 1 ) );
+
+ var uvs = uvgen.generateSideWallUV( scope, a, b, c, d );
+
+ scope.faceVertexUvs[ 0 ].push( [ uvs[ 0 ], uvs[ 1 ], uvs[ 3 ] ] );
+ scope.faceVertexUvs[ 0 ].push( [ uvs[ 1 ], uvs[ 2 ], uvs[ 3 ] ] );
+
+ }
+
+};
+
+THREE.ExtrudeGeometry.WorldUVGenerator = {
+
+ generateTopUV: function ( geometry, indexA, indexB, indexC ) {
+
+ var vertices = geometry.vertices;
+
+ var a = vertices[ indexA ];
+ var b = vertices[ indexB ];
+ var c = vertices[ indexC ];
+
+ return [
+ new THREE.Vector2( a.x, a.y ),
+ new THREE.Vector2( b.x, b.y ),
+ new THREE.Vector2( c.x, c.y )
+ ];
+
+ },
+
+ generateSideWallUV: function ( geometry, indexA, indexB, indexC, indexD ) {
+
+ var vertices = geometry.vertices;
+
+ var a = vertices[ indexA ];
+ var b = vertices[ indexB ];
+ var c = vertices[ indexC ];
+ var d = vertices[ indexD ];
+
+ if ( Math.abs( a.y - b.y ) < 0.01 ) {
+
+ return [
+ new THREE.Vector2( a.x, 1 - a.z ),
+ new THREE.Vector2( b.x, 1 - b.z ),
+ new THREE.Vector2( c.x, 1 - c.z ),
+ new THREE.Vector2( d.x, 1 - d.z )
+ ];
+
+ } else {
+
+ return [
+ new THREE.Vector2( a.y, 1 - a.z ),
+ new THREE.Vector2( b.y, 1 - b.z ),
+ new THREE.Vector2( c.y, 1 - c.z ),
+ new THREE.Vector2( d.y, 1 - d.z )
+ ];
+
+ }
+
+ }
+};
+
+// File:src/extras/geometries/ShapeGeometry.js
+
+/**
+ * @author jonobr1 / http://jonobr1.com
+ *
+ * Creates a one-sided polygonal geometry from a path shape. Similar to
+ * ExtrudeGeometry.
+ *
+ * parameters = {
+ *
+ * curveSegments: <int>, // number of points on the curves. NOT USED AT THE MOMENT.
+ *
+ * material: <int> // material index for front and back faces
+ * uvGenerator: <Object> // object that provides UV generator functions
+ *
+ * }
+ **/
+
+THREE.ShapeGeometry = function ( shapes, options ) {
+
+ THREE.Geometry.call( this );
+
+ this.type = 'ShapeGeometry';
+
+ if ( Array.isArray( shapes ) === false ) shapes = [ shapes ];
+
+ this.addShapeList( shapes, options );
+
+ this.computeFaceNormals();
+
+};
+
+THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.ShapeGeometry.prototype.constructor = THREE.ShapeGeometry;
+
+/**
+ * Add an array of shapes to THREE.ShapeGeometry.
+ */
+THREE.ShapeGeometry.prototype.addShapeList = function ( shapes, options ) {
+
+ for ( var i = 0, l = shapes.length; i < l; i ++ ) {
+
+ this.addShape( shapes[ i ], options );
+
+ }
+
+ return this;
+
+};
+
+/**
+ * Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry.
+ */
+THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) {
+
+ if ( options === undefined ) options = {};
+ var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
+
+ var material = options.material;
+ var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator;
+
+ //
+
+ var i, l, hole;
+
+ var shapesOffset = this.vertices.length;
+ var shapePoints = shape.extractPoints( curveSegments );
+
+ var vertices = shapePoints.shape;
+ var holes = shapePoints.holes;
+
+ var reverse = ! THREE.ShapeUtils.isClockWise( vertices );
+
+ if ( reverse ) {
+
+ vertices = vertices.reverse();
+
+ // Maybe we should also check if holes are in the opposite direction, just to be safe...
+
+ for ( i = 0, l = holes.length; i < l; i ++ ) {
+
+ hole = holes[ i ];
+
+ if ( THREE.ShapeUtils.isClockWise( hole ) ) {
+
+ holes[ i ] = hole.reverse();
+
+ }
+
+ }
+
+ reverse = false;
+
+ }
+
+ var faces = THREE.ShapeUtils.triangulateShape( vertices, holes );
+
+ // Vertices
+
+ for ( i = 0, l = holes.length; i < l; i ++ ) {
+
+ hole = holes[ i ];
+ vertices = vertices.concat( hole );
+
+ }
+
+ //
+
+ var vert, vlen = vertices.length;
+ var face, flen = faces.length;
+
+ for ( i = 0; i < vlen; i ++ ) {
+
+ vert = vertices[ i ];
+
+ this.vertices.push( new THREE.Vector3( vert.x, vert.y, 0 ) );
+
+ }
+
+ for ( i = 0; i < flen; i ++ ) {
+
+ face = faces[ i ];
+
+ var a = face[ 0 ] + shapesOffset;
+ var b = face[ 1 ] + shapesOffset;
+ var c = face[ 2 ] + shapesOffset;
+
+ this.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
+ this.faceVertexUvs[ 0 ].push( uvgen.generateTopUV( this, a, b, c ) );
+
+ }
+
+};
+
+// File:src/extras/geometries/LatheGeometry.js
+
+/**
+ * @author astrodud / http://astrodud.isgreat.org/
+ * @author zz85 / https://github.com/zz85
+ * @author bhouston / http://clara.io
+ */
+
+// points - to create a closed torus, one must use a set of points
+// like so: [ a, b, c, d, a ], see first is the same as last.
+// segments - the number of circumference segments to create
+// phiStart - the starting radian
+// phiLength - the radian (0 to 2*PI) range of the lathed section
+// 2*pi is a closed lathe, less than 2PI is a portion.
+
+THREE.LatheGeometry = function ( points, segments, phiStart, phiLength ) {
+
+ THREE.Geometry.call( this );
+
+ this.type = 'LatheGeometry';
+
+ this.parameters = {
+ points: points,
+ segments: segments,
+ phiStart: phiStart,
+ phiLength: phiLength
+ };
+
+ segments = segments || 12;
+ phiStart = phiStart || 0;
+ phiLength = phiLength || 2 * Math.PI;
+
+ var inversePointLength = 1.0 / ( points.length - 1 );
+ var inverseSegments = 1.0 / segments;
+
+ for ( var i = 0, il = segments; i <= il; i ++ ) {
+
+ var phi = phiStart + i * inverseSegments * phiLength;
+
+ var sin = Math.sin( phi );
+ var cos = Math.cos( phi );
+
+ for ( var j = 0, jl = points.length; j < jl; j ++ ) {
+
+ var point = points[ j ];
+
+ var vertex = new THREE.Vector3();
+
+ vertex.x = point.x * sin;
+ vertex.y = point.y;
+ vertex.z = point.x * cos;
+
+ this.vertices.push( vertex );
+
+ }
+
+ }
+
+ var np = points.length;
+
+ for ( var i = 0, il = segments; i < il; i ++ ) {
+
+ for ( var j = 0, jl = points.length - 1; j < jl; j ++ ) {
+
+ var base = j + np * i;
+ var a = base;
+ var b = base + np;
+ var c = base + 1 + np;
+ var d = base + 1;
+
+ var u0 = i * inverseSegments;
+ var v0 = j * inversePointLength;
+ var u1 = u0 + inverseSegments;
+ var v1 = v0 + inversePointLength;
+
+ this.faces.push( new THREE.Face3( a, b, d ) );
+
+ this.faceVertexUvs[ 0 ].push( [
+
+ new THREE.Vector2( u0, v0 ),
+ new THREE.Vector2( u1, v0 ),
+ new THREE.Vector2( u0, v1 )
+
+ ] );
+
+ this.faces.push( new THREE.Face3( b, c, d ) );
+
+ this.faceVertexUvs[ 0 ].push( [
+
+ new THREE.Vector2( u1, v0 ),
+ new THREE.Vector2( u1, v1 ),
+ new THREE.Vector2( u0, v1 )
+
+ ] );
+
+
+ }
+
+ }
+
+ this.mergeVertices();
+ this.computeFaceNormals();
+ this.computeVertexNormals();
+
+};
+
+THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.LatheGeometry.prototype.constructor = THREE.LatheGeometry;
+
+// File:src/extras/geometries/PlaneGeometry.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
+ */
+
+THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) {
+
+ THREE.Geometry.call( this );
+
+ this.type = 'PlaneGeometry';
+
+ this.parameters = {
+ width: width,
+ height: height,
+ widthSegments: widthSegments,
+ heightSegments: heightSegments
+ };
+
+ this.fromBufferGeometry( new THREE.PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
+
+};
+
+THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.PlaneGeometry.prototype.constructor = THREE.PlaneGeometry;
+
+// File:src/extras/geometries/PlaneBufferGeometry.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
+ */
+
+THREE.PlaneBufferGeometry = function ( width, height, widthSegments, heightSegments ) {
+
+ THREE.BufferGeometry.call( this );
+
+ this.type = 'PlaneBufferGeometry';
+
+ this.parameters = {
+ width: width,
+ height: height,
+ widthSegments: widthSegments,
+ heightSegments: heightSegments
+ };
+
+ var width_half = width / 2;
+ var height_half = height / 2;
+
+ var gridX = Math.floor( widthSegments ) || 1;
+ var gridY = Math.floor( heightSegments ) || 1;
+
+ var gridX1 = gridX + 1;
+ var gridY1 = gridY + 1;
+
+ var segment_width = width / gridX;
+ var segment_height = height / gridY;
+
+ var vertices = new Float32Array( gridX1 * gridY1 * 3 );
+ var normals = new Float32Array( gridX1 * gridY1 * 3 );
+ var uvs = new Float32Array( gridX1 * gridY1 * 2 );
+
+ var offset = 0;
+ var offset2 = 0;
+
+ for ( var iy = 0; iy < gridY1; iy ++ ) {
+
+ var y = iy * segment_height - height_half;
+
+ for ( var ix = 0; ix < gridX1; ix ++ ) {
+
+ var x = ix * segment_width - width_half;
+
+ vertices[ offset ] = x;
+ vertices[ offset + 1 ] = - y;
+
+ normals[ offset + 2 ] = 1;
+
+ uvs[ offset2 ] = ix / gridX;
+ uvs[ offset2 + 1 ] = 1 - ( iy / gridY );
+
+ offset += 3;
+ offset2 += 2;
+
+ }
+
+ }
+
+ offset = 0;
+
+ var indices = new ( ( vertices.length / 3 ) > 65535 ? Uint32Array : Uint16Array )( gridX * gridY * 6 );
+
+ for ( var iy = 0; iy < gridY; iy ++ ) {
+
+ for ( var ix = 0; ix < gridX; ix ++ ) {
+
+ var a = ix + gridX1 * iy;
+ var b = ix + gridX1 * ( iy + 1 );
+ var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
+ var d = ( ix + 1 ) + gridX1 * iy;
+
+ indices[ offset ] = a;
+ indices[ offset + 1 ] = b;
+ indices[ offset + 2 ] = d;
+
+ indices[ offset + 3 ] = b;
+ indices[ offset + 4 ] = c;
+ indices[ offset + 5 ] = d;
+
+ offset += 6;
+
+ }
+
+ }
+
+ this.setIndex( new THREE.BufferAttribute( indices, 1 ) );
+ this.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
+ this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
+ this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
+
+};
+
+THREE.PlaneBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
+THREE.PlaneBufferGeometry.prototype.constructor = THREE.PlaneBufferGeometry;
+
+// File:src/extras/geometries/RingGeometry.js
+
+/**
+ * @author Kaleb Murphy
+ */
+
+THREE.RingGeometry = function ( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
+
+ THREE.Geometry.call( this );
+
+ this.type = 'RingGeometry';
+
+ this.parameters = {
+ innerRadius: innerRadius,
+ outerRadius: outerRadius,
+ thetaSegments: thetaSegments,
+ phiSegments: phiSegments,
+ thetaStart: thetaStart,
+ thetaLength: thetaLength
+ };
+
+ innerRadius = innerRadius || 0;
+ outerRadius = outerRadius || 50;
+
+ thetaStart = thetaStart !== undefined ? thetaStart : 0;
+ thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
+
+ thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
+ phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 8;
+
+ var i, o, uvs = [], radius = innerRadius, radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
+
+ for ( i = 0; i < phiSegments + 1; i ++ ) {
+
+ // concentric circles inside ring
+
+ for ( o = 0; o < thetaSegments + 1; o ++ ) {
+
+ // number of segments per circle
+
+ var vertex = new THREE.Vector3();
+ var segment = thetaStart + o / thetaSegments * thetaLength;
+ vertex.x = radius * Math.cos( segment );
+ vertex.y = radius * Math.sin( segment );
+
+ this.vertices.push( vertex );
+ uvs.push( new THREE.Vector2( ( vertex.x / outerRadius + 1 ) / 2, ( vertex.y / outerRadius + 1 ) / 2 ) );
+
+ }
+
+ radius += radiusStep;
+
+ }
+
+ var n = new THREE.Vector3( 0, 0, 1 );
+
+ for ( i = 0; i < phiSegments; i ++ ) {
+
+ // concentric circles inside ring
+
+ var thetaSegment = i * ( thetaSegments + 1 );
+
+ for ( o = 0; o < thetaSegments ; o ++ ) {
+
+ // number of segments per circle
+
+ var segment = o + thetaSegment;
+
+ var v1 = segment;
+ var v2 = segment + thetaSegments + 1;
+ var v3 = segment + thetaSegments + 2;
+
+ this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ] );
+
+ v1 = segment;
+ v2 = segment + thetaSegments + 2;
+ v3 = segment + 1;
+
+ this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ] );
+
+ }
+
+ }
+
+ this.computeFaceNormals();
+
+ this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
+
+};
+
+THREE.RingGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.RingGeometry.prototype.constructor = THREE.RingGeometry;
+
+// File:src/extras/geometries/SphereGeometry.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
+
+ THREE.Geometry.call( this );
+
+ this.type = 'SphereGeometry';
+
+ this.parameters = {
+ radius: radius,
+ widthSegments: widthSegments,
+ heightSegments: heightSegments,
+ phiStart: phiStart,
+ phiLength: phiLength,
+ thetaStart: thetaStart,
+ thetaLength: thetaLength
+ };
+
+ this.fromBufferGeometry( new THREE.SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
+
+};
+
+THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.SphereGeometry.prototype.constructor = THREE.SphereGeometry;
+
+// File:src/extras/geometries/SphereBufferGeometry.js
+
+/**
+ * @author benaadams / https://twitter.com/ben_a_adams
+ * based on THREE.SphereGeometry
+ */
+
+THREE.SphereBufferGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
+
+ THREE.BufferGeometry.call( this );
+
+ this.type = 'SphereBufferGeometry';
+
+ this.parameters = {
+ radius: radius,
+ widthSegments: widthSegments,
+ heightSegments: heightSegments,
+ phiStart: phiStart,
+ phiLength: phiLength,
+ thetaStart: thetaStart,
+ thetaLength: thetaLength
+ };
+
+ radius = radius || 50;
+
+ widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
+ heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
+
+ phiStart = phiStart !== undefined ? phiStart : 0;
+ phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
+
+ thetaStart = thetaStart !== undefined ? thetaStart : 0;
+ thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
+
+ var thetaEnd = thetaStart + thetaLength;
+
+ var vertexCount = ( ( widthSegments + 1 ) * ( heightSegments + 1 ) );
+
+ var positions = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 );
+ var normals = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 );
+ var uvs = new THREE.BufferAttribute( new Float32Array( vertexCount * 2 ), 2 );
+
+ var index = 0, vertices = [], normal = new THREE.Vector3();
+
+ for ( var y = 0; y <= heightSegments; y ++ ) {
+
+ var verticesRow = [];
+
+ var v = y / heightSegments;
+
+ for ( var x = 0; x <= widthSegments; x ++ ) {
+
+ var u = x / widthSegments;
+
+ var px = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
+ var py = radius * Math.cos( thetaStart + v * thetaLength );
+ var pz = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
+
+ normal.set( px, py, pz ).normalize();
+
+ positions.setXYZ( index, px, py, pz );
+ normals.setXYZ( index, normal.x, normal.y, normal.z );
+ uvs.setXY( index, u, 1 - v );
+
+ verticesRow.push( index );
+
+ index ++;
+
+ }
+
+ vertices.push( verticesRow );
+
+ }
+
+ var indices = [];
+
+ for ( var y = 0; y < heightSegments; y ++ ) {
+
+ for ( var x = 0; x < widthSegments; x ++ ) {
+
+ var v1 = vertices[ y ][ x + 1 ];
+ var v2 = vertices[ y ][ x ];
+ var v3 = vertices[ y + 1 ][ x ];
+ var v4 = vertices[ y + 1 ][ x + 1 ];
+
+ if ( y !== 0 || thetaStart > 0 ) indices.push( v1, v2, v4 );
+ if ( y !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( v2, v3, v4 );
+
+ }
+
+ }
+
+ this.setIndex( new ( positions.count > 65535 ? THREE.Uint32Attribute : THREE.Uint16Attribute )( indices, 1 ) );
+ this.addAttribute( 'position', positions );
+ this.addAttribute( 'normal', normals );
+ this.addAttribute( 'uv', uvs );
+
+ this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
+
+};
+
+THREE.SphereBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
+THREE.SphereBufferGeometry.prototype.constructor = THREE.SphereBufferGeometry;
+
+// File:src/extras/geometries/TextGeometry.js
+
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * Text = 3D Text
+ *
+ * parameters = {
+ * font: <THREE.Font>, // font
+ *
+ * size: <float>, // size of the text
+ * height: <float>, // thickness to extrude text
+ * curveSegments: <int>, // number of points on the curves
+ *
+ * bevelEnabled: <bool>, // turn on bevel
+ * bevelThickness: <float>, // how deep into text bevel goes
+ * bevelSize: <float> // how far from text outline is bevel
+ * }
+ */
+
+THREE.TextGeometry = function ( text, parameters ) {
+
+ parameters = parameters || {};
+
+ var font = parameters.font;
+
+ if ( font instanceof THREE.Font === false ) {
+
+ console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
+ return new THREE.Geometry();
+
+ }
+
+ var shapes = font.generateShapes( text, parameters.size, parameters.curveSegments );
+
+ // translate parameters to ExtrudeGeometry API
+
+ parameters.amount = parameters.height !== undefined ? parameters.height : 50;
+
+ // defaults
+
+ if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
+ if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
+ if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
+
+ THREE.ExtrudeGeometry.call( this, shapes, parameters );
+
+ this.type = 'TextGeometry';
+
+};
+
+THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype );
+THREE.TextGeometry.prototype.constructor = THREE.TextGeometry;
+
+// File:src/extras/geometries/TorusGeometry.js
+
+/**
+ * @author oosmoxiecode
+ * @author mrdoob / http://mrdoob.com/
+ * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
+ */
+
+THREE.TorusGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) {
+
+ THREE.Geometry.call( this );
+
+ this.type = 'TorusGeometry';
+
+ this.parameters = {
+ radius: radius,
+ tube: tube,
+ radialSegments: radialSegments,
+ tubularSegments: tubularSegments,
+ arc: arc
+ };
+
+ radius = radius || 100;
+ tube = tube || 40;
+ radialSegments = radialSegments || 8;
+ tubularSegments = tubularSegments || 6;
+ arc = arc || Math.PI * 2;
+
+ var center = new THREE.Vector3(), uvs = [], normals = [];
+
+ for ( var j = 0; j <= radialSegments; j ++ ) {
+
+ for ( var i = 0; i <= tubularSegments; i ++ ) {
+
+ var u = i / tubularSegments * arc;
+ var v = j / radialSegments * Math.PI * 2;
+
+ center.x = radius * Math.cos( u );
+ center.y = radius * Math.sin( u );
+
+ var vertex = new THREE.Vector3();
+ vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
+ vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
+ vertex.z = tube * Math.sin( v );
+
+ this.vertices.push( vertex );
+
+ uvs.push( new THREE.Vector2( i / tubularSegments, j / radialSegments ) );
+ normals.push( vertex.clone().sub( center ).normalize() );
+
+ }
+
+ }
+
+ for ( var j = 1; j <= radialSegments; j ++ ) {
+
+ for ( var i = 1; i <= tubularSegments; i ++ ) {
+
+ var a = ( tubularSegments + 1 ) * j + i - 1;
+ var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
+ var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
+ var d = ( tubularSegments + 1 ) * j + i;
+
+ var face = new THREE.Face3( a, b, d, [ normals[ a ].clone(), normals[ b ].clone(), normals[ d ].clone() ] );
+ this.faces.push( face );
+ this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ d ].clone() ] );
+
+ face = new THREE.Face3( b, c, d, [ normals[ b ].clone(), normals[ c ].clone(), normals[ d ].clone() ] );
+ this.faces.push( face );
+ this.faceVertexUvs[ 0 ].push( [ uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] );
+
+ }
+
+ }
+
+ this.computeFaceNormals();
+
+};
+
+THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.TorusGeometry.prototype.constructor = THREE.TorusGeometry;
+
+// File:src/extras/geometries/TorusKnotGeometry.js
+
+/**
+ * @author oosmoxiecode
+ * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
+ */
+
+THREE.TorusKnotGeometry = function ( radius, tube, radialSegments, tubularSegments, p, q, heightScale ) {
+
+ THREE.Geometry.call( this );
+
+ this.type = 'TorusKnotGeometry';
+
+ this.parameters = {
+ radius: radius,
+ tube: tube,
+ radialSegments: radialSegments,
+ tubularSegments: tubularSegments,
+ p: p,
+ q: q,
+ heightScale: heightScale
+ };
+
+ radius = radius || 100;
+ tube = tube || 40;
+ radialSegments = radialSegments || 64;
+ tubularSegments = tubularSegments || 8;
+ p = p || 2;
+ q = q || 3;
+ heightScale = heightScale || 1;
+
+ var grid = new Array( radialSegments );
+ var tang = new THREE.Vector3();
+ var n = new THREE.Vector3();
+ var bitan = new THREE.Vector3();
+
+ for ( var i = 0; i < radialSegments; ++ i ) {
+
+ grid[ i ] = new Array( tubularSegments );
+ var u = i / radialSegments * 2 * p * Math.PI;
+ var p1 = getPos( u, q, p, radius, heightScale );
+ var p2 = getPos( u + 0.01, q, p, radius, heightScale );
+ tang.subVectors( p2, p1 );
+ n.addVectors( p2, p1 );
+
+ bitan.crossVectors( tang, n );
+ n.crossVectors( bitan, tang );
+ bitan.normalize();
+ n.normalize();
+
+ for ( var j = 0; j < tubularSegments; ++ j ) {
+
+ var v = j / tubularSegments * 2 * Math.PI;
+ var cx = - tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
+ var cy = tube * Math.sin( v );
+
+ var pos = new THREE.Vector3();
+ pos.x = p1.x + cx * n.x + cy * bitan.x;
+ pos.y = p1.y + cx * n.y + cy * bitan.y;
+ pos.z = p1.z + cx * n.z + cy * bitan.z;
+
+ grid[ i ][ j ] = this.vertices.push( pos ) - 1;
+
+ }
+
+ }
+
+ for ( var i = 0; i < radialSegments; ++ i ) {
+
+ for ( var j = 0; j < tubularSegments; ++ j ) {
+
+ var ip = ( i + 1 ) % radialSegments;
+ var jp = ( j + 1 ) % tubularSegments;
+
+ var a = grid[ i ][ j ];
+ var b = grid[ ip ][ j ];
+ var c = grid[ ip ][ jp ];
+ var d = grid[ i ][ jp ];
+
+ var uva = new THREE.Vector2( i / radialSegments, j / tubularSegments );
+ var uvb = new THREE.Vector2( ( i + 1 ) / radialSegments, j / tubularSegments );
+ var uvc = new THREE.Vector2( ( i + 1 ) / radialSegments, ( j + 1 ) / tubularSegments );
+ var uvd = new THREE.Vector2( i / radialSegments, ( j + 1 ) / tubularSegments );
+
+ this.faces.push( new THREE.Face3( a, b, d ) );
+ this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
+
+ this.faces.push( new THREE.Face3( b, c, d ) );
+ this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
+
+ }
+
+ }
+
+ this.computeFaceNormals();
+ this.computeVertexNormals();
+
+ function getPos( u, in_q, in_p, radius, heightScale ) {
+
+ var cu = Math.cos( u );
+ var su = Math.sin( u );
+ var quOverP = in_q / in_p * u;
+ var cs = Math.cos( quOverP );
+
+ var tx = radius * ( 2 + cs ) * 0.5 * cu;
+ var ty = radius * ( 2 + cs ) * su * 0.5;
+ var tz = heightScale * radius * Math.sin( quOverP ) * 0.5;
+
+ return new THREE.Vector3( tx, ty, tz );
+
+ }
+
+};
+
+THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.TorusKnotGeometry.prototype.constructor = THREE.TorusKnotGeometry;
+
+// File:src/extras/geometries/TubeGeometry.js
+
+/**
+ * @author WestLangley / https://github.com/WestLangley
+ * @author zz85 / https://github.com/zz85
+ * @author miningold / https://github.com/miningold
+ * @author jonobr1 / https://github.com/jonobr1
+ *
+ * Modified from the TorusKnotGeometry by @oosmoxiecode
+ *
+ * Creates a tube which extrudes along a 3d spline
+ *
+ * Uses parallel transport frames as described in
+ * http://www.cs.indiana.edu/pub/techreports/TR425.pdf
+ */
+
+THREE.TubeGeometry = function ( path, segments, radius, radialSegments, closed, taper ) {
+
+ THREE.Geometry.call( this );
+
+ this.type = 'TubeGeometry';
+
+ this.parameters = {
+ path: path,
+ segments: segments,
+ radius: radius,
+ radialSegments: radialSegments,
+ closed: closed,
+ taper: taper
+ };
+
+ segments = segments || 64;
+ radius = radius || 1;
+ radialSegments = radialSegments || 8;
+ closed = closed || false;
+ taper = taper || THREE.TubeGeometry.NoTaper;
+
+ var grid = [];
+
+ var scope = this,
+
+ tangent,
+ normal,
+ binormal,
+
+ numpoints = segments + 1,
+
+ u, v, r,
+
+ cx, cy,
+ pos, pos2 = new THREE.Vector3(),
+ i, j,
+ ip, jp,
+ a, b, c, d,
+ uva, uvb, uvc, uvd;
+
+ var frames = new THREE.TubeGeometry.FrenetFrames( path, segments, closed ),
+ tangents = frames.tangents,
+ normals = frames.normals,
+ binormals = frames.binormals;
+
+ // proxy internals
+ this.tangents = tangents;
+ this.normals = normals;
+ this.binormals = binormals;
+
+ function vert( x, y, z ) {
+
+ return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
+
+ }
+
+ // construct the grid
+
+ for ( i = 0; i < numpoints; i ++ ) {
+
+ grid[ i ] = [];
+
+ u = i / ( numpoints - 1 );
+
+ pos = path.getPointAt( u );
+
+ tangent = tangents[ i ];
+ normal = normals[ i ];
+ binormal = binormals[ i ];
+
+ r = radius * taper( u );
+
+ for ( j = 0; j < radialSegments; j ++ ) {
+
+ v = j / radialSegments * 2 * Math.PI;
+
+ cx = - r * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
+ cy = r * Math.sin( v );
+
+ pos2.copy( pos );
+ pos2.x += cx * normal.x + cy * binormal.x;
+ pos2.y += cx * normal.y + cy * binormal.y;
+ pos2.z += cx * normal.z + cy * binormal.z;
+
+ grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z );
+
+ }
+
+ }
+
+
+ // construct the mesh
+
+ for ( i = 0; i < segments; i ++ ) {
+
+ for ( j = 0; j < radialSegments; j ++ ) {
+
+ ip = ( closed ) ? ( i + 1 ) % segments : i + 1;
+ jp = ( j + 1 ) % radialSegments;
+
+ a = grid[ i ][ j ]; // *** NOT NECESSARILY PLANAR ! ***
+ b = grid[ ip ][ j ];
+ c = grid[ ip ][ jp ];
+ d = grid[ i ][ jp ];
+
+ uva = new THREE.Vector2( i / segments, j / radialSegments );
+ uvb = new THREE.Vector2( ( i + 1 ) / segments, j / radialSegments );
+ uvc = new THREE.Vector2( ( i + 1 ) / segments, ( j + 1 ) / radialSegments );
+ uvd = new THREE.Vector2( i / segments, ( j + 1 ) / radialSegments );
+
+ this.faces.push( new THREE.Face3( a, b, d ) );
+ this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
+
+ this.faces.push( new THREE.Face3( b, c, d ) );
+ this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
+
+ }
+
+ }
+
+ this.computeFaceNormals();
+ this.computeVertexNormals();
+
+};
+
+THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.TubeGeometry.prototype.constructor = THREE.TubeGeometry;
+
+THREE.TubeGeometry.NoTaper = function ( u ) {
+
+ return 1;
+
+};
+
+THREE.TubeGeometry.SinusoidalTaper = function ( u ) {
+
+ return Math.sin( Math.PI * u );
+
+};
+
+// For computing of Frenet frames, exposing the tangents, normals and binormals the spline
+THREE.TubeGeometry.FrenetFrames = function ( path, segments, closed ) {
+
+ var normal = new THREE.Vector3(),
+
+ tangents = [],
+ normals = [],
+ binormals = [],
+
+ vec = new THREE.Vector3(),
+ mat = new THREE.Matrix4(),
+
+ numpoints = segments + 1,
+ theta,
+ smallest,
+
+ tx, ty, tz,
+ i, u;
+
+
+ // expose internals
+ this.tangents = tangents;
+ this.normals = normals;
+ this.binormals = binormals;
+
+ // compute the tangent vectors for each segment on the path
+
+ for ( i = 0; i < numpoints; i ++ ) {
+
+ u = i / ( numpoints - 1 );
+
+ tangents[ i ] = path.getTangentAt( u );
+ tangents[ i ].normalize();
+
+ }
+
+ initialNormal3();
+
+ /*
+ function initialNormal1(lastBinormal) {
+ // fixed start binormal. Has dangers of 0 vectors
+ normals[ 0 ] = new THREE.Vector3();
+ binormals[ 0 ] = new THREE.Vector3();
+ if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 );
+ normals[ 0 ].crossVectors( lastBinormal, tangents[ 0 ] ).normalize();
+ binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
+ }
+
+ function initialNormal2() {
+
+ // This uses the Frenet-Serret formula for deriving binormal
+ var t2 = path.getTangentAt( epsilon );
+
+ normals[ 0 ] = new THREE.Vector3().subVectors( t2, tangents[ 0 ] ).normalize();
+ binormals[ 0 ] = new THREE.Vector3().crossVectors( tangents[ 0 ], normals[ 0 ] );
+
+ normals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent
+ binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
+
+ }
+ */
+
+ function initialNormal3() {
+
+ // select an initial normal vector perpendicular to the first tangent vector,
+ // and in the direction of the smallest tangent xyz component
+
+ normals[ 0 ] = new THREE.Vector3();
+ binormals[ 0 ] = new THREE.Vector3();
+ smallest = Number.MAX_VALUE;
+ tx = Math.abs( tangents[ 0 ].x );
+ ty = Math.abs( tangents[ 0 ].y );
+ tz = Math.abs( tangents[ 0 ].z );
+
+ if ( tx <= smallest ) {
+
+ smallest = tx;
+ normal.set( 1, 0, 0 );
+
+ }
+
+ if ( ty <= smallest ) {
+
+ smallest = ty;
+ normal.set( 0, 1, 0 );
+
+ }
+
+ if ( tz <= smallest ) {
+
+ normal.set( 0, 0, 1 );
+
+ }
+
+ vec.crossVectors( tangents[ 0 ], normal ).normalize();
+
+ normals[ 0 ].crossVectors( tangents[ 0 ], vec );
+ binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
+
+ }
+
+
+ // compute the slowly-varying normal and binormal vectors for each segment on the path
+
+ for ( i = 1; i < numpoints; i ++ ) {
+
+ normals[ i ] = normals[ i - 1 ].clone();
+
+ binormals[ i ] = binormals[ i - 1 ].clone();
+
+ vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
+
+ if ( vec.length() > Number.EPSILON ) {
+
+ vec.normalize();
+
+ theta = Math.acos( THREE.Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
+
+ normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
+
+ }
+
+ binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
+
+ }
+
+
+ // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
+
+ if ( closed ) {
+
+ theta = Math.acos( THREE.Math.clamp( normals[ 0 ].dot( normals[ numpoints - 1 ] ), - 1, 1 ) );
+ theta /= ( numpoints - 1 );
+
+ if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ numpoints - 1 ] ) ) > 0 ) {
+
+ theta = - theta;
+
+ }
+
+ for ( i = 1; i < numpoints; i ++ ) {
+
+ // twist a little...
+ normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
+ binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
+
+ }
+
+ }
+
+};
+
+// File:src/extras/geometries/PolyhedronGeometry.js
+
+/**
+ * @author clockworkgeek / https://github.com/clockworkgeek
+ * @author timothypratley / https://github.com/timothypratley
+ * @author WestLangley / http://github.com/WestLangley
+*/
+
+THREE.PolyhedronGeometry = function ( vertices, indices, radius, detail ) {
+
+ THREE.Geometry.call( this );
+
+ this.type = 'PolyhedronGeometry';
+
+ this.parameters = {
+ vertices: vertices,
+ indices: indices,
+ radius: radius,
+ detail: detail
+ };
+
+ radius = radius || 1;
+ detail = detail || 0;
+
+ var that = this;
+
+ for ( var i = 0, l = vertices.length; i < l; i += 3 ) {
+
+ prepare( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) );
+
+ }
+
+ var p = this.vertices;
+
+ var faces = [];
+
+ for ( var i = 0, j = 0, l = indices.length; i < l; i += 3, j ++ ) {
+
+ var v1 = p[ indices[ i ] ];
+ var v2 = p[ indices[ i + 1 ] ];
+ var v3 = p[ indices[ i + 2 ] ];
+
+ faces[ j ] = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ], undefined, j );
+
+ }
+
+ var centroid = new THREE.Vector3();
+
+ for ( var i = 0, l = faces.length; i < l; i ++ ) {
+
+ subdivide( faces[ i ], detail );
+
+ }
+
+
+ // Handle case when face straddles the seam
+
+ for ( var i = 0, l = this.faceVertexUvs[ 0 ].length; i < l; i ++ ) {
+
+ var uvs = this.faceVertexUvs[ 0 ][ i ];
+
+ var x0 = uvs[ 0 ].x;
+ var x1 = uvs[ 1 ].x;
+ var x2 = uvs[ 2 ].x;
+
+ var max = Math.max( x0, x1, x2 );
+ var min = Math.min( x0, x1, x2 );
+
+ if ( max > 0.9 && min < 0.1 ) {
+
+ // 0.9 is somewhat arbitrary
+
+ if ( x0 < 0.2 ) uvs[ 0 ].x += 1;
+ if ( x1 < 0.2 ) uvs[ 1 ].x += 1;
+ if ( x2 < 0.2 ) uvs[ 2 ].x += 1;
+
+ }
+
+ }
+
+
+ // Apply radius
+
+ for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {
+
+ this.vertices[ i ].multiplyScalar( radius );
+
+ }
+
+
+ // Merge vertices
+
+ this.mergeVertices();
+
+ this.computeFaceNormals();
+
+ this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
+
+
+ // Project vector onto sphere's surface
+
+ function prepare( vector ) {
+
+ var vertex = vector.normalize().clone();
+ vertex.index = that.vertices.push( vertex ) - 1;
+
+ // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle.
+
+ var u = azimuth( vector ) / 2 / Math.PI + 0.5;
+ var v = inclination( vector ) / Math.PI + 0.5;
+ vertex.uv = new THREE.Vector2( u, 1 - v );
+
+ return vertex;
+
+ }
+
+
+ // Approximate a curved face with recursively sub-divided triangles.
+
+ function make( v1, v2, v3, materialIndex ) {
+
+ var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ], undefined, materialIndex );
+ that.faces.push( face );
+
+ centroid.copy( v1 ).add( v2 ).add( v3 ).divideScalar( 3 );
+
+ var azi = azimuth( centroid );
+
+ that.faceVertexUvs[ 0 ].push( [
+ correctUV( v1.uv, v1, azi ),
+ correctUV( v2.uv, v2, azi ),
+ correctUV( v3.uv, v3, azi )
+ ] );
+
+ }
+
+
+ // Analytically subdivide a face to the required detail level.
+
+ function subdivide( face, detail ) {
+
+ var cols = Math.pow( 2, detail );
+ var a = prepare( that.vertices[ face.a ] );
+ var b = prepare( that.vertices[ face.b ] );
+ var c = prepare( that.vertices[ face.c ] );
+ var v = [];
+
+ var materialIndex = face.materialIndex;
+
+ // Construct all of the vertices for this subdivision.
+
+ for ( var i = 0 ; i <= cols; i ++ ) {
+
+ v[ i ] = [];
+
+ var aj = prepare( a.clone().lerp( c, i / cols ) );
+ var bj = prepare( b.clone().lerp( c, i / cols ) );
+ var rows = cols - i;
+
+ for ( var j = 0; j <= rows; j ++ ) {
+
+ if ( j === 0 && i === cols ) {
+
+ v[ i ][ j ] = aj;
+
+ } else {
+
+ v[ i ][ j ] = prepare( aj.clone().lerp( bj, j / rows ) );
+
+ }
+
+ }
+
+ }
+
+ // Construct all of the faces.
+
+ for ( var i = 0; i < cols ; i ++ ) {
+
+ for ( var j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
+
+ var k = Math.floor( j / 2 );
+
+ if ( j % 2 === 0 ) {
+
+ make(
+ v[ i ][ k + 1 ],
+ v[ i + 1 ][ k ],
+ v[ i ][ k ],
+ materialIndex
+ );
+
+ } else {
+
+ make(
+ v[ i ][ k + 1 ],
+ v[ i + 1 ][ k + 1 ],
+ v[ i + 1 ][ k ],
+ materialIndex
+ );
+
+ }
+
+ }
+
+ }
+
+ }
+
+
+ // Angle around the Y axis, counter-clockwise when looking from above.
+
+ function azimuth( vector ) {
+
+ return Math.atan2( vector.z, - vector.x );
+
+ }
+
+
+ // Angle above the XZ plane.
+
+ function inclination( vector ) {
+
+ return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
+
+ }
+
+
+ // Texture fixing helper. Spheres have some odd behaviours.
+
+ function correctUV( uv, vector, azimuth ) {
+
+ if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) uv = new THREE.Vector2( uv.x - 1, uv.y );
+ if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.Vector2( azimuth / 2 / Math.PI + 0.5, uv.y );
+ return uv.clone();
+
+ }
+
+
+};
+
+THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.PolyhedronGeometry.prototype.constructor = THREE.PolyhedronGeometry;
+
+// File:src/extras/geometries/DodecahedronGeometry.js
+
+/**
+ * @author Abe Pazos / https://hamoid.com
+ */
+
+THREE.DodecahedronGeometry = function ( radius, detail ) {
+
+ var t = ( 1 + Math.sqrt( 5 ) ) / 2;
+ var r = 1 / t;
+
+ var vertices = [
+
+ // (±1, ±1, ±1)
+ - 1, - 1, - 1, - 1, - 1, 1,
+ - 1, 1, - 1, - 1, 1, 1,
+ 1, - 1, - 1, 1, - 1, 1,
+ 1, 1, - 1, 1, 1, 1,
+
+ // (0, ±1/φ, ±φ)
+ 0, - r, - t, 0, - r, t,
+ 0, r, - t, 0, r, t,
+
+ // (±1/φ, ±φ, 0)
+ - r, - t, 0, - r, t, 0,
+ r, - t, 0, r, t, 0,
+
+ // (±φ, 0, ±1/φ)
+ - t, 0, - r, t, 0, - r,
+ - t, 0, r, t, 0, r
+ ];
+
+ var indices = [
+ 3, 11, 7, 3, 7, 15, 3, 15, 13,
+ 7, 19, 17, 7, 17, 6, 7, 6, 15,
+ 17, 4, 8, 17, 8, 10, 17, 10, 6,
+ 8, 0, 16, 8, 16, 2, 8, 2, 10,
+ 0, 12, 1, 0, 1, 18, 0, 18, 16,
+ 6, 10, 2, 6, 2, 13, 6, 13, 15,
+ 2, 16, 18, 2, 18, 3, 2, 3, 13,
+ 18, 1, 9, 18, 9, 11, 18, 11, 3,
+ 4, 14, 12, 4, 12, 0, 4, 0, 8,
+ 11, 9, 5, 11, 5, 19, 11, 19, 7,
+ 19, 5, 14, 19, 14, 4, 19, 4, 17,
+ 1, 12, 14, 1, 14, 5, 1, 5, 9
+ ];
+
+ THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
+
+ this.type = 'DodecahedronGeometry';
+
+ this.parameters = {
+ radius: radius,
+ detail: detail
+ };
+
+};
+
+THREE.DodecahedronGeometry.prototype = Object.create( THREE.PolyhedronGeometry.prototype );
+THREE.DodecahedronGeometry.prototype.constructor = THREE.DodecahedronGeometry;
+
+// File:src/extras/geometries/IcosahedronGeometry.js
+
+/**
+ * @author timothypratley / https://github.com/timothypratley
+ */
+
+THREE.IcosahedronGeometry = function ( radius, detail ) {
+
+ var t = ( 1 + Math.sqrt( 5 ) ) / 2;
+
+ var vertices = [
+ - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
+ 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
+ t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
+ ];
+
+ var indices = [
+ 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
+ 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
+ 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
+ 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
+ ];
+
+ THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
+
+ this.type = 'IcosahedronGeometry';
+
+ this.parameters = {
+ radius: radius,
+ detail: detail
+ };
+
+};
+
+THREE.IcosahedronGeometry.prototype = Object.create( THREE.PolyhedronGeometry.prototype );
+THREE.IcosahedronGeometry.prototype.constructor = THREE.IcosahedronGeometry;
+
+// File:src/extras/geometries/OctahedronGeometry.js
+
+/**
+ * @author timothypratley / https://github.com/timothypratley
+ */
+
+THREE.OctahedronGeometry = function ( radius, detail ) {
+
+ var vertices = [
+ 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0, - 1
+ ];
+
+ var indices = [
+ 0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2
+ ];
+
+ THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
+
+ this.type = 'OctahedronGeometry';
+
+ this.parameters = {
+ radius: radius,
+ detail: detail
+ };
+
+};
+
+THREE.OctahedronGeometry.prototype = Object.create( THREE.PolyhedronGeometry.prototype );
+THREE.OctahedronGeometry.prototype.constructor = THREE.OctahedronGeometry;
+
+// File:src/extras/geometries/TetrahedronGeometry.js
+
+/**
+ * @author timothypratley / https://github.com/timothypratley
+ */
+
+THREE.TetrahedronGeometry = function ( radius, detail ) {
+
+ var vertices = [
+ 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
+ ];
+
+ var indices = [
+ 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
+ ];
+
+ THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
+
+ this.type = 'TetrahedronGeometry';
+
+ this.parameters = {
+ radius: radius,
+ detail: detail
+ };
+
+};
+
+THREE.TetrahedronGeometry.prototype = Object.create( THREE.PolyhedronGeometry.prototype );
+THREE.TetrahedronGeometry.prototype.constructor = THREE.TetrahedronGeometry;
+
+// File:src/extras/geometries/ParametricGeometry.js
+
+/**
+ * @author zz85 / https://github.com/zz85
+ * Parametric Surfaces Geometry
+ * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
+ *
+ * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements );
+ *
+ */
+
+THREE.ParametricGeometry = function ( func, slices, stacks ) {
+
+ THREE.Geometry.call( this );
+
+ this.type = 'ParametricGeometry';
+
+ this.parameters = {
+ func: func,
+ slices: slices,
+ stacks: stacks
+ };
+
+ var verts = this.vertices;
+ var faces = this.faces;
+ var uvs = this.faceVertexUvs[ 0 ];
+
+ var i, j, p;
+ var u, v;
+
+ var sliceCount = slices + 1;
+
+ for ( i = 0; i <= stacks; i ++ ) {
+
+ v = i / stacks;
+
+ for ( j = 0; j <= slices; j ++ ) {
+
+ u = j / slices;
+
+ p = func( u, v );
+ verts.push( p );
+
+ }
+
+ }
+
+ var a, b, c, d;
+ var uva, uvb, uvc, uvd;
+
+ for ( i = 0; i < stacks; i ++ ) {
+
+ for ( j = 0; j < slices; j ++ ) {
+
+ a = i * sliceCount + j;
+ b = i * sliceCount + j + 1;
+ c = ( i + 1 ) * sliceCount + j + 1;
+ d = ( i + 1 ) * sliceCount + j;
+
+ uva = new THREE.Vector2( j / slices, i / stacks );
+ uvb = new THREE.Vector2( ( j + 1 ) / slices, i / stacks );
+ uvc = new THREE.Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks );
+ uvd = new THREE.Vector2( j / slices, ( i + 1 ) / stacks );
+
+ faces.push( new THREE.Face3( a, b, d ) );
+ uvs.push( [ uva, uvb, uvd ] );
+
+ faces.push( new THREE.Face3( b, c, d ) );
+ uvs.push( [ uvb.clone(), uvc, uvd.clone() ] );
+
+ }
+
+ }
+
+ // console.log(this);
+
+ // magic bullet
+ // var diff = this.mergeVertices();
+ // console.log('removed ', diff, ' vertices by merging');
+
+ this.computeFaceNormals();
+ this.computeVertexNormals();
+
+};
+
+THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.ParametricGeometry.prototype.constructor = THREE.ParametricGeometry;
+
+// File:src/extras/geometries/WireframeGeometry.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.WireframeGeometry = function ( geometry ) {
+
+ THREE.BufferGeometry.call( this );
+
+ var edge = [ 0, 0 ], hash = {};
+
+ function sortFunction( a, b ) {
+
+ return a - b;
+
+ }
+
+ var keys = [ 'a', 'b', 'c' ];
+
+ if ( geometry instanceof THREE.Geometry ) {
+
+ var vertices = geometry.vertices;
+ var faces = geometry.faces;
+ var numEdges = 0;
+
+ // allocate maximal size
+ var edges = new Uint32Array( 6 * faces.length );
+
+ for ( var i = 0, l = faces.length; i < l; i ++ ) {
+
+ var face = faces[ i ];
+
+ for ( var j = 0; j < 3; j ++ ) {
+
+ edge[ 0 ] = face[ keys[ j ] ];
+ edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
+ edge.sort( sortFunction );
+
+ var key = edge.toString();
+
+ if ( hash[ key ] === undefined ) {
+
+ edges[ 2 * numEdges ] = edge[ 0 ];
+ edges[ 2 * numEdges + 1 ] = edge[ 1 ];
+ hash[ key ] = true;
+ numEdges ++;
+
+ }
+
+ }
+
+ }
+
+ var coords = new Float32Array( numEdges * 2 * 3 );
+
+ for ( var i = 0, l = numEdges; i < l; i ++ ) {
+
+ for ( var j = 0; j < 2; j ++ ) {
+
+ var vertex = vertices[ edges [ 2 * i + j ] ];
+
+ var index = 6 * i + 3 * j;
+ coords[ index + 0 ] = vertex.x;
+ coords[ index + 1 ] = vertex.y;
+ coords[ index + 2 ] = vertex.z;
+
+ }
+
+ }
+
+ this.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
+
+ } else if ( geometry instanceof THREE.BufferGeometry ) {
+
+ if ( geometry.index !== null ) {
+
+ // Indexed BufferGeometry
+
+ var indices = geometry.index.array;
+ var vertices = geometry.attributes.position;
+ var groups = geometry.groups;
+ var numEdges = 0;
+
+ if ( groups.length === 0 ) {
+
+ geometry.addGroup( 0, indices.length );
+
+ }
+
+ // allocate maximal size
+ var edges = new Uint32Array( 2 * indices.length );
+
+ for ( var o = 0, ol = groups.length; o < ol; ++ o ) {
+
+ var group = groups[ o ];
+
+ var start = group.start;
+ var count = group.count;
+
+ for ( var i = start, il = start + count; i < il; i += 3 ) {
+
+ for ( var j = 0; j < 3; j ++ ) {
+
+ edge[ 0 ] = indices[ i + j ];
+ edge[ 1 ] = indices[ i + ( j + 1 ) % 3 ];
+ edge.sort( sortFunction );
+
+ var key = edge.toString();
+
+ if ( hash[ key ] === undefined ) {
+
+ edges[ 2 * numEdges ] = edge[ 0 ];
+ edges[ 2 * numEdges + 1 ] = edge[ 1 ];
+ hash[ key ] = true;
+ numEdges ++;
+
+ }
+
+ }
+
+ }
+
+ }
+
+ var coords = new Float32Array( numEdges * 2 * 3 );
+
+ for ( var i = 0, l = numEdges; i < l; i ++ ) {
+
+ for ( var j = 0; j < 2; j ++ ) {
+
+ var index = 6 * i + 3 * j;
+ var index2 = edges[ 2 * i + j ];
+
+ coords[ index + 0 ] = vertices.getX( index2 );
+ coords[ index + 1 ] = vertices.getY( index2 );
+ coords[ index + 2 ] = vertices.getZ( index2 );
+
+ }
+
+ }
+
+ this.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
+
+ } else {
+
+ // non-indexed BufferGeometry
+
+ var vertices = geometry.attributes.position.array;
+ var numEdges = vertices.length / 3;
+ var numTris = numEdges / 3;
+
+ var coords = new Float32Array( numEdges * 2 * 3 );
+
+ for ( var i = 0, l = numTris; i < l; i ++ ) {
+
+ for ( var j = 0; j < 3; j ++ ) {
+
+ var index = 18 * i + 6 * j;
+
+ var index1 = 9 * i + 3 * j;
+ coords[ index + 0 ] = vertices[ index1 ];
+ coords[ index + 1 ] = vertices[ index1 + 1 ];
+ coords[ index + 2 ] = vertices[ index1 + 2 ];
+
+ var index2 = 9 * i + 3 * ( ( j + 1 ) % 3 );
+ coords[ index + 3 ] = vertices[ index2 ];
+ coords[ index + 4 ] = vertices[ index2 + 1 ];
+ coords[ index + 5 ] = vertices[ index2 + 2 ];
+
+ }
+
+ }
+
+ this.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
+
+ }
+
+ }
+
+};
+
+THREE.WireframeGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
+THREE.WireframeGeometry.prototype.constructor = THREE.WireframeGeometry;
+
+// File:src/extras/helpers/AxisHelper.js
+
+/**
+ * @author sroucheray / http://sroucheray.org/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.AxisHelper = function ( size ) {
+
+ size = size || 1;
+
+ var vertices = new Float32Array( [
+ 0, 0, 0, size, 0, 0,
+ 0, 0, 0, 0, size, 0,
+ 0, 0, 0, 0, 0, size
+ ] );
+
+ var colors = new Float32Array( [
+ 1, 0, 0, 1, 0.6, 0,
+ 0, 1, 0, 0.6, 1, 0,
+ 0, 0, 1, 0, 0.6, 1
+ ] );
+
+ var geometry = new THREE.BufferGeometry();
+ geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
+ geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
+
+ var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
+
+ THREE.LineSegments.call( this, geometry, material );
+
+};
+
+THREE.AxisHelper.prototype = Object.create( THREE.LineSegments.prototype );
+THREE.AxisHelper.prototype.constructor = THREE.AxisHelper;
+
+// File:src/extras/helpers/ArrowHelper.js
+
+/**
+ * @author WestLangley / http://github.com/WestLangley
+ * @author zz85 / http://github.com/zz85
+ * @author bhouston / http://clara.io
+ *
+ * Creates an arrow for visualizing directions
+ *
+ * Parameters:
+ * dir - Vector3
+ * origin - Vector3
+ * length - Number
+ * color - color in hex value
+ * headLength - Number
+ * headWidth - Number
+ */
+
+THREE.ArrowHelper = ( function () {
+
+ var lineGeometry = new THREE.Geometry();
+ lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 0, 1, 0 ) );
+
+ var coneGeometry = new THREE.CylinderGeometry( 0, 0.5, 1, 5, 1 );
+ coneGeometry.translate( 0, - 0.5, 0 );
+
+ return function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
+
+ // dir is assumed to be normalized
+
+ THREE.Object3D.call( this );
+
+ if ( color === undefined ) color = 0xffff00;
+ if ( length === undefined ) length = 1;
+ if ( headLength === undefined ) headLength = 0.2 * length;
+ if ( headWidth === undefined ) headWidth = 0.2 * headLength;
+
+ this.position.copy( origin );
+
+ this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: color } ) );
+ this.line.matrixAutoUpdate = false;
+ this.add( this.line );
+
+ this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: color } ) );
+ this.cone.matrixAutoUpdate = false;
+ this.add( this.cone );
+
+ this.setDirection( dir );
+ this.setLength( length, headLength, headWidth );
+
+ }
+
+}() );
+
+THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype );
+THREE.ArrowHelper.prototype.constructor = THREE.ArrowHelper;
+
+THREE.ArrowHelper.prototype.setDirection = ( function () {
+
+ var axis = new THREE.Vector3();
+ var radians;
+
+ return function setDirection( dir ) {
+
+ // dir is assumed to be normalized
+
+ if ( dir.y > 0.99999 ) {
+
+ this.quaternion.set( 0, 0, 0, 1 );
+
+ } else if ( dir.y < - 0.99999 ) {
+
+ this.quaternion.set( 1, 0, 0, 0 );
+
+ } else {
+
+ axis.set( dir.z, 0, - dir.x ).normalize();
+
+ radians = Math.acos( dir.y );
+
+ this.quaternion.setFromAxisAngle( axis, radians );
+
+ }
+
+ };
+
+}() );
+
+THREE.ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
+
+ if ( headLength === undefined ) headLength = 0.2 * length;
+ if ( headWidth === undefined ) headWidth = 0.2 * headLength;
+
+ this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 );
+ this.line.updateMatrix();
+
+ this.cone.scale.set( headWidth, headLength, headWidth );
+ this.cone.position.y = length;
+ this.cone.updateMatrix();
+
+};
+
+THREE.ArrowHelper.prototype.setColor = function ( color ) {
+
+ this.line.material.color.set( color );
+ this.cone.material.color.set( color );
+
+};
+
+// File:src/extras/helpers/BoxHelper.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.BoxHelper = function ( object ) {
+
+ var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
+ var positions = new Float32Array( 8 * 3 );
+
+ var geometry = new THREE.BufferGeometry();
+ geometry.setIndex( new THREE.BufferAttribute( indices, 1 ) );
+ geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
+
+ THREE.LineSegments.call( this, geometry, new THREE.LineBasicMaterial( { color: 0xffff00 } ) );
+
+ if ( object !== undefined ) {
+
+ this.update( object );
+
+ }
+
+};
+
+THREE.BoxHelper.prototype = Object.create( THREE.LineSegments.prototype );
+THREE.BoxHelper.prototype.constructor = THREE.BoxHelper;
+
+THREE.BoxHelper.prototype.update = ( function () {
+
+ var box = new THREE.Box3();
+
+ return function ( object ) {
+
+ box.setFromObject( object );
+
+ if ( box.isEmpty() ) return;
+
+ var min = box.min;
+ var max = box.max;
+
+ /*
+ 5____4
+ 1/___0/|
+ | 6__|_7
+ 2/___3/
+
+ 0: max.x, max.y, max.z
+ 1: min.x, max.y, max.z
+ 2: min.x, min.y, max.z
+ 3: max.x, min.y, max.z
+ 4: max.x, max.y, min.z
+ 5: min.x, max.y, min.z
+ 6: min.x, min.y, min.z
+ 7: max.x, min.y, min.z
+ */
+
+ var position = this.geometry.attributes.position;
+ var array = position.array;
+
+ array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
+ array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
+ array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
+ array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
+ array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
+ array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
+ array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
+ array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
+
+ position.needsUpdate = true;
+
+ this.geometry.computeBoundingSphere();
+
+ };
+
+} )();
+
+// File:src/extras/helpers/BoundingBoxHelper.js
+
+/**
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+// a helper to show the world-axis-aligned bounding box for an object
+
+THREE.BoundingBoxHelper = function ( object, hex ) {
+
+ var color = ( hex !== undefined ) ? hex : 0x888888;
+
+ this.object = object;
+
+ this.box = new THREE.Box3();
+
+ THREE.Mesh.call( this, new THREE.BoxGeometry( 1, 1, 1 ), new THREE.MeshBasicMaterial( { color: color, wireframe: true } ) );
+
+};
+
+THREE.BoundingBoxHelper.prototype = Object.create( THREE.Mesh.prototype );
+THREE.BoundingBoxHelper.prototype.constructor = THREE.BoundingBoxHelper;
+
+THREE.BoundingBoxHelper.prototype.update = function () {
+
+ this.box.setFromObject( this.object );
+
+ this.box.size( this.scale );
+
+ this.box.center( this.position );
+
+};
+
+// File:src/extras/helpers/CameraHelper.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * - shows frustum, line of sight and up of the camera
+ * - suitable for fast updates
+ * - based on frustum visualization in lightgl.js shadowmap example
+ * http://evanw.github.com/lightgl.js/tests/shadowmap.html
+ */
+
+THREE.CameraHelper = function ( camera ) {
+
+ var geometry = new THREE.Geometry();
+ var material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } );
+
+ var pointMap = {};
+
+ // colors
+
+ var hexFrustum = 0xffaa00;
+ var hexCone = 0xff0000;
+ var hexUp = 0x00aaff;
+ var hexTarget = 0xffffff;
+ var hexCross = 0x333333;
+
+ // near
+
+ addLine( "n1", "n2", hexFrustum );
+ addLine( "n2", "n4", hexFrustum );
+ addLine( "n4", "n3", hexFrustum );
+ addLine( "n3", "n1", hexFrustum );
+
+ // far
+
+ addLine( "f1", "f2", hexFrustum );
+ addLine( "f2", "f4", hexFrustum );
+ addLine( "f4", "f3", hexFrustum );
+ addLine( "f3", "f1", hexFrustum );
+
+ // sides
+
+ addLine( "n1", "f1", hexFrustum );
+ addLine( "n2", "f2", hexFrustum );
+ addLine( "n3", "f3", hexFrustum );
+ addLine( "n4", "f4", hexFrustum );
+
+ // cone
+
+ addLine( "p", "n1", hexCone );
+ addLine( "p", "n2", hexCone );
+ addLine( "p", "n3", hexCone );
+ addLine( "p", "n4", hexCone );
+
+ // up
+
+ addLine( "u1", "u2", hexUp );
+ addLine( "u2", "u3", hexUp );
+ addLine( "u3", "u1", hexUp );
+
+ // target
+
+ addLine( "c", "t", hexTarget );
+ addLine( "p", "c", hexCross );
+
+ // cross
+
+ addLine( "cn1", "cn2", hexCross );
+ addLine( "cn3", "cn4", hexCross );
+
+ addLine( "cf1", "cf2", hexCross );
+ addLine( "cf3", "cf4", hexCross );
+
+ function addLine( a, b, hex ) {
+
+ addPoint( a, hex );
+ addPoint( b, hex );
+
+ }
+
+ function addPoint( id, hex ) {
+
+ geometry.vertices.push( new THREE.Vector3() );
+ geometry.colors.push( new THREE.Color( hex ) );
+
+ if ( pointMap[ id ] === undefined ) {
+
+ pointMap[ id ] = [];
+
+ }
+
+ pointMap[ id ].push( geometry.vertices.length - 1 );
+
+ }
+
+ THREE.LineSegments.call( this, geometry, material );
+
+ this.camera = camera;
+ this.camera.updateProjectionMatrix();
+
+ this.matrix = camera.matrixWorld;
+ this.matrixAutoUpdate = false;
+
+ this.pointMap = pointMap;
+
+ this.update();
+
+};
+
+THREE.CameraHelper.prototype = Object.create( THREE.LineSegments.prototype );
+THREE.CameraHelper.prototype.constructor = THREE.CameraHelper;
+
+THREE.CameraHelper.prototype.update = function () {
+
+ var geometry, pointMap;
+
+ var vector = new THREE.Vector3();
+ var camera = new THREE.Camera();
+
+ function setPoint( point, x, y, z ) {
+
+ vector.set( x, y, z ).unproject( camera );
+
+ var points = pointMap[ point ];
+
+ if ( points !== undefined ) {
+
+ for ( var i = 0, il = points.length; i < il; i ++ ) {
+
+ geometry.vertices[ points[ i ] ].copy( vector );
+
+ }
+
+ }
+
+ }
+
+ return function () {
+
+ geometry = this.geometry;
+ pointMap = this.pointMap;
+
+ var w = 1, h = 1;
+
+ // we need just camera projection matrix
+ // world matrix must be identity
+
+ camera.projectionMatrix.copy( this.camera.projectionMatrix );
+
+ // center / target
+
+ setPoint( "c", 0, 0, - 1 );
+ setPoint( "t", 0, 0, 1 );
+
+ // near
+
+ setPoint( "n1", - w, - h, - 1 );
+ setPoint( "n2", w, - h, - 1 );
+ setPoint( "n3", - w, h, - 1 );
+ setPoint( "n4", w, h, - 1 );
+
+ // far
+
+ setPoint( "f1", - w, - h, 1 );
+ setPoint( "f2", w, - h, 1 );
+ setPoint( "f3", - w, h, 1 );
+ setPoint( "f4", w, h, 1 );
+
+ // up
+
+ setPoint( "u1", w * 0.7, h * 1.1, - 1 );
+ setPoint( "u2", - w * 0.7, h * 1.1, - 1 );
+ setPoint( "u3", 0, h * 2, - 1 );
+
+ // cross
+
+ setPoint( "cf1", - w, 0, 1 );
+ setPoint( "cf2", w, 0, 1 );
+ setPoint( "cf3", 0, - h, 1 );
+ setPoint( "cf4", 0, h, 1 );
+
+ setPoint( "cn1", - w, 0, - 1 );
+ setPoint( "cn2", w, 0, - 1 );
+ setPoint( "cn3", 0, - h, - 1 );
+ setPoint( "cn4", 0, h, - 1 );
+
+ geometry.verticesNeedUpdate = true;
+
+ };
+
+}();
+
+// File:src/extras/helpers/DirectionalLightHelper.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.DirectionalLightHelper = function ( light, size ) {
+
+ THREE.Object3D.call( this );
+
+ this.light = light;
+ this.light.updateMatrixWorld();
+
+ this.matrix = light.matrixWorld;
+ this.matrixAutoUpdate = false;
+
+ size = size || 1;
+
+ var geometry = new THREE.Geometry();
+ geometry.vertices.push(
+ new THREE.Vector3( - size, size, 0 ),
+ new THREE.Vector3( size, size, 0 ),
+ new THREE.Vector3( size, - size, 0 ),
+ new THREE.Vector3( - size, - size, 0 ),
+ new THREE.Vector3( - size, size, 0 )
+ );
+
+ var material = new THREE.LineBasicMaterial( { fog: false } );
+ material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
+
+ this.lightPlane = new THREE.Line( geometry, material );
+ this.add( this.lightPlane );
+
+ geometry = new THREE.Geometry();
+ geometry.vertices.push(
+ new THREE.Vector3(),
+ new THREE.Vector3()
+ );
+
+ material = new THREE.LineBasicMaterial( { fog: false } );
+ material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
+
+ this.targetLine = new THREE.Line( geometry, material );
+ this.add( this.targetLine );
+
+ this.update();
+
+};
+
+THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype );
+THREE.DirectionalLightHelper.prototype.constructor = THREE.DirectionalLightHelper;
+
+THREE.DirectionalLightHelper.prototype.dispose = function () {
+
+ this.lightPlane.geometry.dispose();
+ this.lightPlane.material.dispose();
+ this.targetLine.geometry.dispose();
+ this.targetLine.material.dispose();
+
+};
+
+THREE.DirectionalLightHelper.prototype.update = function () {
+
+ var v1 = new THREE.Vector3();
+ var v2 = new THREE.Vector3();
+ var v3 = new THREE.Vector3();
+
+ return function () {
+
+ v1.setFromMatrixPosition( this.light.matrixWorld );
+ v2.setFromMatrixPosition( this.light.target.matrixWorld );
+ v3.subVectors( v2, v1 );
+
+ this.lightPlane.lookAt( v3 );
+ this.lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
+
+ this.targetLine.geometry.vertices[ 1 ].copy( v3 );
+ this.targetLine.geometry.verticesNeedUpdate = true;
+ this.targetLine.material.color.copy( this.lightPlane.material.color );
+
+ };
+
+}();
+
+// File:src/extras/helpers/EdgesHelper.js
+
+/**
+ * @author WestLangley / http://github.com/WestLangley
+ * @param object THREE.Mesh whose geometry will be used
+ * @param hex line color
+ * @param thresholdAngle the minimum angle (in degrees),
+ * between the face normals of adjacent faces,
+ * that is required to render an edge. A value of 10 means
+ * an edge is only rendered if the angle is at least 10 degrees.
+ */
+
+THREE.EdgesHelper = function ( object, hex, thresholdAngle ) {
+
+ var color = ( hex !== undefined ) ? hex : 0xffffff;
+
+ THREE.LineSegments.call( this, new THREE.EdgesGeometry( object.geometry, thresholdAngle ), new THREE.LineBasicMaterial( { color: color } ) );
+
+ this.matrix = object.matrixWorld;
+ this.matrixAutoUpdate = false;
+
+};
+
+THREE.EdgesHelper.prototype = Object.create( THREE.LineSegments.prototype );
+THREE.EdgesHelper.prototype.constructor = THREE.EdgesHelper;
+
+// File:src/extras/helpers/FaceNormalsHelper.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author WestLangley / http://github.com/WestLangley
+*/
+
+THREE.FaceNormalsHelper = function ( object, size, hex, linewidth ) {
+
+ // FaceNormalsHelper only supports THREE.Geometry
+
+ this.object = object;
+
+ this.size = ( size !== undefined ) ? size : 1;
+
+ var color = ( hex !== undefined ) ? hex : 0xffff00;
+
+ var width = ( linewidth !== undefined ) ? linewidth : 1;
+
+ //
+
+ var nNormals = 0;
+
+ var objGeometry = this.object.geometry;
+
+ if ( objGeometry instanceof THREE.Geometry ) {
+
+ nNormals = objGeometry.faces.length;
+
+ } else {
+
+ console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
+
+ }
+
+ //
+
+ var geometry = new THREE.BufferGeometry();
+
+ var positions = new THREE.Float32Attribute( nNormals * 2 * 3, 3 );
+
+ geometry.addAttribute( 'position', positions );
+
+ THREE.LineSegments.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ) );
+
+ //
+
+ this.matrixAutoUpdate = false;
+ this.update();
+
+};
+
+THREE.FaceNormalsHelper.prototype = Object.create( THREE.LineSegments.prototype );
+THREE.FaceNormalsHelper.prototype.constructor = THREE.FaceNormalsHelper;
+
+THREE.FaceNormalsHelper.prototype.update = ( function () {
+
+ var v1 = new THREE.Vector3();
+ var v2 = new THREE.Vector3();
+ var normalMatrix = new THREE.Matrix3();
+
+ return function update() {
+
+ this.object.updateMatrixWorld( true );
+
+ normalMatrix.getNormalMatrix( this.object.matrixWorld );
+
+ var matrixWorld = this.object.matrixWorld;
+
+ var position = this.geometry.attributes.position;
+
+ //
+
+ var objGeometry = this.object.geometry;
+
+ var vertices = objGeometry.vertices;
+
+ var faces = objGeometry.faces;
+
+ var idx = 0;
+
+ for ( var i = 0, l = faces.length; i < l; i ++ ) {
+
+ var face = faces[ i ];
+
+ var normal = face.normal;
+
+ v1.copy( vertices[ face.a ] )
+ .add( vertices[ face.b ] )
+ .add( vertices[ face.c ] )
+ .divideScalar( 3 )
+ .applyMatrix4( matrixWorld );
+
+ v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
+
+ position.setXYZ( idx, v1.x, v1.y, v1.z );
+
+ idx = idx + 1;
+
+ position.setXYZ( idx, v2.x, v2.y, v2.z );
+
+ idx = idx + 1;
+
+ }
+
+ position.needsUpdate = true;
+
+ return this;
+
+ }
+
+}() );
+
+// File:src/extras/helpers/GridHelper.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.GridHelper = function ( size, step ) {
+
+ var geometry = new THREE.Geometry();
+ var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
+
+ this.color1 = new THREE.Color( 0x444444 );
+ this.color2 = new THREE.Color( 0x888888 );
+
+ for ( var i = - size; i <= size; i += step ) {
+
+ geometry.vertices.push(
+ new THREE.Vector3( - size, 0, i ), new THREE.Vector3( size, 0, i ),
+ new THREE.Vector3( i, 0, - size ), new THREE.Vector3( i, 0, size )
+ );
+
+ var color = i === 0 ? this.color1 : this.color2;
+
+ geometry.colors.push( color, color, color, color );
+
+ }
+
+ THREE.LineSegments.call( this, geometry, material );
+
+};
+
+THREE.GridHelper.prototype = Object.create( THREE.LineSegments.prototype );
+THREE.GridHelper.prototype.constructor = THREE.GridHelper;
+
+THREE.GridHelper.prototype.setColors = function( colorCenterLine, colorGrid ) {
+
+ this.color1.set( colorCenterLine );
+ this.color2.set( colorGrid );
+
+ this.geometry.colorsNeedUpdate = true;
+
+};
+
+// File:src/extras/helpers/HemisphereLightHelper.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.HemisphereLightHelper = function ( light, sphereSize ) {
+
+ THREE.Object3D.call( this );
+
+ this.light = light;
+ this.light.updateMatrixWorld();
+
+ this.matrix = light.matrixWorld;
+ this.matrixAutoUpdate = false;
+
+ this.colors = [ new THREE.Color(), new THREE.Color() ];
+
+ var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
+ geometry.rotateX( - Math.PI / 2 );
+
+ for ( var i = 0, il = 8; i < il; i ++ ) {
+
+ geometry.faces[ i ].color = this.colors[ i < 4 ? 0 : 1 ];
+
+ }
+
+ var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, wireframe: true } );
+
+ this.lightSphere = new THREE.Mesh( geometry, material );
+ this.add( this.lightSphere );
+
+ this.update();
+
+};
+
+THREE.HemisphereLightHelper.prototype = Object.create( THREE.Object3D.prototype );
+THREE.HemisphereLightHelper.prototype.constructor = THREE.HemisphereLightHelper;
+
+THREE.HemisphereLightHelper.prototype.dispose = function () {
+
+ this.lightSphere.geometry.dispose();
+ this.lightSphere.material.dispose();
+
+};
+
+THREE.HemisphereLightHelper.prototype.update = function () {
+
+ var vector = new THREE.Vector3();
+
+ return function () {
+
+ this.colors[ 0 ].copy( this.light.color ).multiplyScalar( this.light.intensity );
+ this.colors[ 1 ].copy( this.light.groundColor ).multiplyScalar( this.light.intensity );
+
+ this.lightSphere.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
+ this.lightSphere.geometry.colorsNeedUpdate = true;
+
+ }
+
+}();
+
+// File:src/extras/helpers/PointLightHelper.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.PointLightHelper = function ( light, sphereSize ) {
+
+ this.light = light;
+ this.light.updateMatrixWorld();
+
+ var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
+ var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
+ material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
+
+ THREE.Mesh.call( this, geometry, material );
+
+ this.matrix = this.light.matrixWorld;
+ this.matrixAutoUpdate = false;
+
+ /*
+ var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
+ var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
+
+ this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
+ this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
+
+ var d = light.distance;
+
+ if ( d === 0.0 ) {
+
+ this.lightDistance.visible = false;
+
+ } else {
+
+ this.lightDistance.scale.set( d, d, d );
+
+ }
+
+ this.add( this.lightDistance );
+ */
+
+};
+
+THREE.PointLightHelper.prototype = Object.create( THREE.Mesh.prototype );
+THREE.PointLightHelper.prototype.constructor = THREE.PointLightHelper;
+
+THREE.PointLightHelper.prototype.dispose = function () {
+
+ this.geometry.dispose();
+ this.material.dispose();
+
+};
+
+THREE.PointLightHelper.prototype.update = function () {
+
+ this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
+
+ /*
+ var d = this.light.distance;
+
+ if ( d === 0.0 ) {
+
+ this.lightDistance.visible = false;
+
+ } else {
+
+ this.lightDistance.visible = true;
+ this.lightDistance.scale.set( d, d, d );
+
+ }
+ */
+
+};
+
+// File:src/extras/helpers/SkeletonHelper.js
+
+/**
+ * @author Sean Griffin / http://twitter.com/sgrif
+ * @author Michael Guerrero / http://realitymeltdown.com
+ * @author mrdoob / http://mrdoob.com/
+ * @author ikerr / http://verold.com
+ */
+
+THREE.SkeletonHelper = function ( object ) {
+
+ this.bones = this.getBoneList( object );
+
+ var geometry = new THREE.Geometry();
+
+ for ( var i = 0; i < this.bones.length; i ++ ) {
+
+ var bone = this.bones[ i ];
+
+ if ( bone.parent instanceof THREE.Bone ) {
+
+ geometry.vertices.push( new THREE.Vector3() );
+ geometry.vertices.push( new THREE.Vector3() );
+ geometry.colors.push( new THREE.Color( 0, 0, 1 ) );
+ geometry.colors.push( new THREE.Color( 0, 1, 0 ) );
+
+ }
+
+ }
+
+ geometry.dynamic = true;
+
+ var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors, depthTest: false, depthWrite: false, transparent: true } );
+
+ THREE.LineSegments.call( this, geometry, material );
+
+ this.root = object;
+
+ this.matrix = object.matrixWorld;
+ this.matrixAutoUpdate = false;
+
+ this.update();
+
+};
+
+
+THREE.SkeletonHelper.prototype = Object.create( THREE.LineSegments.prototype );
+THREE.SkeletonHelper.prototype.constructor = THREE.SkeletonHelper;
+
+THREE.SkeletonHelper.prototype.getBoneList = function( object ) {
+
+ var boneList = [];
+
+ if ( object instanceof THREE.Bone ) {
+
+ boneList.push( object );
+
+ }
+
+ for ( var i = 0; i < object.children.length; i ++ ) {
+
+ boneList.push.apply( boneList, this.getBoneList( object.children[ i ] ) );
+
+ }
+
+ return boneList;
+
+};
+
+THREE.SkeletonHelper.prototype.update = function () {
+
+ var geometry = this.geometry;
+
+ var matrixWorldInv = new THREE.Matrix4().getInverse( this.root.matrixWorld );
+
+ var boneMatrix = new THREE.Matrix4();
+
+ var j = 0;
+
+ for ( var i = 0; i < this.bones.length; i ++ ) {
+
+ var bone = this.bones[ i ];
+
+ if ( bone.parent instanceof THREE.Bone ) {
+
+ boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld );
+ geometry.vertices[ j ].setFromMatrixPosition( boneMatrix );
+
+ boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld );
+ geometry.vertices[ j + 1 ].setFromMatrixPosition( boneMatrix );
+
+ j += 2;
+
+ }
+
+ }
+
+ geometry.verticesNeedUpdate = true;
+
+ geometry.computeBoundingSphere();
+
+};
+
+// File:src/extras/helpers/SpotLightHelper.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ * @author WestLangley / http://github.com/WestLangley
+*/
+
+THREE.SpotLightHelper = function ( light ) {
+
+ THREE.Object3D.call( this );
+
+ this.light = light;
+ this.light.updateMatrixWorld();
+
+ this.matrix = light.matrixWorld;
+ this.matrixAutoUpdate = false;
+
+ var geometry = new THREE.CylinderGeometry( 0, 1, 1, 8, 1, true );
+
+ geometry.translate( 0, - 0.5, 0 );
+ geometry.rotateX( - Math.PI / 2 );
+
+ var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
+
+ this.cone = new THREE.Mesh( geometry, material );
+ this.add( this.cone );
+
+ this.update();
+
+};
+
+THREE.SpotLightHelper.prototype = Object.create( THREE.Object3D.prototype );
+THREE.SpotLightHelper.prototype.constructor = THREE.SpotLightHelper;
+
+THREE.SpotLightHelper.prototype.dispose = function () {
+
+ this.cone.geometry.dispose();
+ this.cone.material.dispose();
+
+};
+
+THREE.SpotLightHelper.prototype.update = function () {
+
+ var vector = new THREE.Vector3();
+ var vector2 = new THREE.Vector3();
+
+ return function () {
+
+ var coneLength = this.light.distance ? this.light.distance : 10000;
+ var coneWidth = coneLength * Math.tan( this.light.angle );
+
+ this.cone.scale.set( coneWidth, coneWidth, coneLength );
+
+ vector.setFromMatrixPosition( this.light.matrixWorld );
+ vector2.setFromMatrixPosition( this.light.target.matrixWorld );
+
+ this.cone.lookAt( vector2.sub( vector ) );
+
+ this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
+
+ };
+
+}();
+
+// File:src/extras/helpers/VertexNormalsHelper.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author WestLangley / http://github.com/WestLangley
+*/
+
+THREE.VertexNormalsHelper = function ( object, size, hex, linewidth ) {
+
+ this.object = object;
+
+ this.size = ( size !== undefined ) ? size : 1;
+
+ var color = ( hex !== undefined ) ? hex : 0xff0000;
+
+ var width = ( linewidth !== undefined ) ? linewidth : 1;
+
+ //
+
+ var nNormals = 0;
+
+ var objGeometry = this.object.geometry;
+
+ if ( objGeometry instanceof THREE.Geometry ) {
+
+ nNormals = objGeometry.faces.length * 3;
+
+ } else if ( objGeometry instanceof THREE.BufferGeometry ) {
+
+ nNormals = objGeometry.attributes.normal.count
+
+ }
+
+ //
+
+ var geometry = new THREE.BufferGeometry();
+
+ var positions = new THREE.Float32Attribute( nNormals * 2 * 3, 3 );
+
+ geometry.addAttribute( 'position', positions );
+
+ THREE.LineSegments.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ) );
+
+ //
+
+ this.matrixAutoUpdate = false;
+
+ this.update();
+
+};
+
+THREE.VertexNormalsHelper.prototype = Object.create( THREE.LineSegments.prototype );
+THREE.VertexNormalsHelper.prototype.constructor = THREE.VertexNormalsHelper;
+
+THREE.VertexNormalsHelper.prototype.update = ( function () {
+
+ var v1 = new THREE.Vector3();
+ var v2 = new THREE.Vector3();
+ var normalMatrix = new THREE.Matrix3();
+
+ return function update() {
+
+ var keys = [ 'a', 'b', 'c' ];
+
+ this.object.updateMatrixWorld( true );
+
+ normalMatrix.getNormalMatrix( this.object.matrixWorld );
+
+ var matrixWorld = this.object.matrixWorld;
+
+ var position = this.geometry.attributes.position;
+
+ //
+
+ var objGeometry = this.object.geometry;
+
+ if ( objGeometry instanceof THREE.Geometry ) {
+
+ var vertices = objGeometry.vertices;
+
+ var faces = objGeometry.faces;
+
+ var idx = 0;
+
+ for ( var i = 0, l = faces.length; i < l; i ++ ) {
+
+ var face = faces[ i ];
+
+ for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
+
+ var vertex = vertices[ face[ keys[ j ] ] ];
+
+ var normal = face.vertexNormals[ j ];
+
+ v1.copy( vertex ).applyMatrix4( matrixWorld );
+
+ v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
+
+ position.setXYZ( idx, v1.x, v1.y, v1.z );
+
+ idx = idx + 1;
+
+ position.setXYZ( idx, v2.x, v2.y, v2.z );
+
+ idx = idx + 1;
+
+ }
+
+ }
+
+ } else if ( objGeometry instanceof THREE.BufferGeometry ) {
+
+ var objPos = objGeometry.attributes.position;
+
+ var objNorm = objGeometry.attributes.normal;
+
+ var idx = 0;
+
+ // for simplicity, ignore index and drawcalls, and render every normal
+
+ for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
+
+ v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
+
+ v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
+
+ v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
+
+ position.setXYZ( idx, v1.x, v1.y, v1.z );
+
+ idx = idx + 1;
+
+ position.setXYZ( idx, v2.x, v2.y, v2.z );
+
+ idx = idx + 1;
+
+ }
+
+ }
+
+ position.needsUpdate = true;
+
+ return this;
+
+ }
+
+}() );
+
+// File:src/extras/helpers/WireframeHelper.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.WireframeHelper = function ( object, hex ) {
+
+ var color = ( hex !== undefined ) ? hex : 0xffffff;
+
+ THREE.LineSegments.call( this, new THREE.WireframeGeometry( object.geometry ), new THREE.LineBasicMaterial( { color: color } ) );
+
+ this.matrix = object.matrixWorld;
+ this.matrixAutoUpdate = false;
+
+};
+
+THREE.WireframeHelper.prototype = Object.create( THREE.LineSegments.prototype );
+THREE.WireframeHelper.prototype.constructor = THREE.WireframeHelper;
+
+// File:src/extras/objects/ImmediateRenderObject.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.ImmediateRenderObject = function ( material ) {
+
+ THREE.Object3D.call( this );
+
+ this.material = material;
+ this.render = function ( renderCallback ) {};
+
+};
+
+THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype );
+THREE.ImmediateRenderObject.prototype.constructor = THREE.ImmediateRenderObject;
+
+// File:src/extras/objects/MorphBlendMesh.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.MorphBlendMesh = function( geometry, material ) {
+
+ THREE.Mesh.call( this, geometry, material );
+
+ this.animationsMap = {};
+ this.animationsList = [];
+
+ // prepare default animation
+ // (all frames played together in 1 second)
+
+ var numFrames = this.geometry.morphTargets.length;
+
+ var name = "__default";
+
+ var startFrame = 0;
+ var endFrame = numFrames - 1;
+
+ var fps = numFrames / 1;
+
+ this.createAnimation( name, startFrame, endFrame, fps );
+ this.setAnimationWeight( name, 1 );
+
+};
+
+THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype );
+THREE.MorphBlendMesh.prototype.constructor = THREE.MorphBlendMesh;
+
+THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) {
+
+ var animation = {
+
+ start: start,
+ end: end,
+
+ length: end - start + 1,
+
+ fps: fps,
+ duration: ( end - start ) / fps,
+
+ lastFrame: 0,
+ currentFrame: 0,
+
+ active: false,
+
+ time: 0,
+ direction: 1,
+ weight: 1,
+
+ directionBackwards: false,
+ mirroredLoop: false
+
+ };
+
+ this.animationsMap[ name ] = animation;
+ this.animationsList.push( animation );
+
+};
+
+THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) {
+
+ var pattern = /([a-z]+)_?(\d+)/i;
+
+ var firstAnimation, frameRanges = {};
+
+ var geometry = this.geometry;
+
+ for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
+
+ var morph = geometry.morphTargets[ i ];
+ var chunks = morph.name.match( pattern );
+
+ if ( chunks && chunks.length > 1 ) {
+
+ var name = chunks[ 1 ];
+
+ if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: - Infinity };
+
+ var range = frameRanges[ name ];
+
+ if ( i < range.start ) range.start = i;
+ if ( i > range.end ) range.end = i;
+
+ if ( ! firstAnimation ) firstAnimation = name;
+
+ }
+
+ }
+
+ for ( var name in frameRanges ) {
+
+ var range = frameRanges[ name ];
+ this.createAnimation( name, range.start, range.end, fps );
+
+ }
+
+ this.firstAnimation = firstAnimation;
+
+};
+
+THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) {
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ animation.direction = 1;
+ animation.directionBackwards = false;
+
+ }
+
+};
+
+THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) {
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ animation.direction = - 1;
+ animation.directionBackwards = true;
+
+ }
+
+};
+
+THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) {
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ animation.fps = fps;
+ animation.duration = ( animation.end - animation.start ) / animation.fps;
+
+ }
+
+};
+
+THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) {
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ animation.duration = duration;
+ animation.fps = ( animation.end - animation.start ) / animation.duration;
+
+ }
+
+};
+
+THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) {
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ animation.weight = weight;
+
+ }
+
+};
+
+THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) {
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ animation.time = time;
+
+ }
+
+};
+
+THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) {
+
+ var time = 0;
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ time = animation.time;
+
+ }
+
+ return time;
+
+};
+
+THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) {
+
+ var duration = - 1;
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ duration = animation.duration;
+
+ }
+
+ return duration;
+
+};
+
+THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) {
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ animation.time = 0;
+ animation.active = true;
+
+ } else {
+
+ console.warn( "THREE.MorphBlendMesh: animation[" + name + "] undefined in .playAnimation()" );
+
+ }
+
+};
+
+THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) {
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ animation.active = false;
+
+ }
+
+};
+
+THREE.MorphBlendMesh.prototype.update = function ( delta ) {
+
+ for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) {
+
+ var animation = this.animationsList[ i ];
+
+ if ( ! animation.active ) continue;
+
+ var frameTime = animation.duration / animation.length;
+
+ animation.time += animation.direction * delta;
+
+ if ( animation.mirroredLoop ) {
+
+ if ( animation.time > animation.duration || animation.time < 0 ) {
+
+ animation.direction *= - 1;
+
+ if ( animation.time > animation.duration ) {
+
+ animation.time = animation.duration;
+ animation.directionBackwards = true;
+
+ }
+
+ if ( animation.time < 0 ) {
+
+ animation.time = 0;
+ animation.directionBackwards = false;
+
+ }
+
+ }
+
+ } else {
+
+ animation.time = animation.time % animation.duration;
+
+ if ( animation.time < 0 ) animation.time += animation.duration;
+
+ }
+
+ var keyframe = animation.start + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
+ var weight = animation.weight;
+
+ if ( keyframe !== animation.currentFrame ) {
+
+ this.morphTargetInfluences[ animation.lastFrame ] = 0;
+ this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;
+
+ this.morphTargetInfluences[ keyframe ] = 0;
+
+ animation.lastFrame = animation.currentFrame;
+ animation.currentFrame = keyframe;
+
+ }
+
+ var mix = ( animation.time % frameTime ) / frameTime;
+
+ if ( animation.directionBackwards ) mix = 1 - mix;
+
+ if ( animation.currentFrame !== animation.lastFrame ) {
+
+ this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
+ this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;
+
+ } else {
+
+ this.morphTargetInfluences[ animation.currentFrame ] = weight;
+
+ }
+
+ }
+
+};
+