diff --git a/bin/cell-viz-1.1.2.bundle.js b/bin/cell-viz-1.1.2.bundle.js new file mode 100644 index 0000000..a08f331 --- /dev/null +++ b/bin/cell-viz-1.1.2.bundle.js @@ -0,0 +1,50958 @@ +/******/ (function(modules) { // webpackBootstrap +/******/ // The module cache +/******/ var installedModules = {}; + +/******/ // The require function +/******/ function __webpack_require__(moduleId) { + +/******/ // Check if module is in cache +/******/ if(installedModules[moduleId]) +/******/ return installedModules[moduleId].exports; + +/******/ // Create a new module (and put it into the cache) +/******/ var module = installedModules[moduleId] = { +/******/ exports: {}, +/******/ id: moduleId, +/******/ loaded: false +/******/ }; + +/******/ // Execute the module function +/******/ modules[moduleId].call(module.exports, module, module.exports, __webpack_require__); + +/******/ // Flag the module as loaded +/******/ module.loaded = true; + +/******/ // Return the exports of the module +/******/ return module.exports; +/******/ } + + +/******/ // expose the modules object (__webpack_modules__) +/******/ __webpack_require__.m = modules; + +/******/ // expose the module cache +/******/ __webpack_require__.c = installedModules; + +/******/ // __webpack_public_path__ +/******/ __webpack_require__.p = ""; + +/******/ // Load entry module and return exports +/******/ return __webpack_require__(0); +/******/ }) +/************************************************************************/ +/******/ ([ +/* 0 */ +/***/ function(module, exports, __webpack_require__) { + + __webpack_require__(1); + __webpack_require__(3); + __webpack_require__(4); + __webpack_require__(5); + __webpack_require__(6); + __webpack_require__(7); + __webpack_require__(8); + __webpack_require__(11); + __webpack_require__(12); + __webpack_require__(13); + __webpack_require__(14); + __webpack_require__(15); + module.exports = __webpack_require__(16); + + +/***/ }, +/* 1 */ +/***/ function(module, exports, __webpack_require__) { + + var THREE = __webpack_require__(2); + + /** + * @author mrdoob / http://mrdoob.com/ + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author julianwa / https://github.com/julianwa + */ + + THREE.RenderableObject = function () { + + this.id = 0; + + this.object = null; + this.z = 0; + this.renderOrder = 0; + + }; + + // + + THREE.RenderableFace = function () { + + this.id = 0; + + this.v1 = new THREE.RenderableVertex(); + this.v2 = new THREE.RenderableVertex(); + this.v3 = new THREE.RenderableVertex(); + + this.normalModel = new THREE.Vector3(); + + this.vertexNormalsModel = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ]; + this.vertexNormalsLength = 0; + + this.color = new THREE.Color(); + this.material = null; + this.uvs = [ new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() ]; + + this.z = 0; + this.renderOrder = 0; + + }; + + // + + THREE.RenderableVertex = function () { + + this.position = new THREE.Vector3(); + this.positionWorld = new THREE.Vector3(); + this.positionScreen = new THREE.Vector4(); + + this.visible = true; + + }; + + THREE.RenderableVertex.prototype.copy = function ( vertex ) { + + this.positionWorld.copy( vertex.positionWorld ); + this.positionScreen.copy( vertex.positionScreen ); + + }; + + // + + THREE.RenderableLine = function () { + + this.id = 0; + + this.v1 = new THREE.RenderableVertex(); + this.v2 = new THREE.RenderableVertex(); + + this.vertexColors = [ new THREE.Color(), new THREE.Color() ]; + this.material = null; + + this.z = 0; + this.renderOrder = 0; + + }; + + // + + THREE.RenderableSprite = function () { + + this.id = 0; + + this.object = null; + + this.x = 0; + this.y = 0; + this.z = 0; + + this.rotation = 0; + this.scale = new THREE.Vector2(); + + this.material = null; + this.renderOrder = 0; + + }; + + // + + THREE.Projector = function () { + + var _object, _objectCount, _objectPool = [], _objectPoolLength = 0, + _vertex, _vertexCount, _vertexPool = [], _vertexPoolLength = 0, + _face, _faceCount, _facePool = [], _facePoolLength = 0, + _line, _lineCount, _linePool = [], _linePoolLength = 0, + _sprite, _spriteCount, _spritePool = [], _spritePoolLength = 0, + + _renderData = { objects: [], lights: [], elements: [] }, + + _vector3 = new THREE.Vector3(), + _vector4 = new THREE.Vector4(), + + _clipBox = new THREE.Box3( new THREE.Vector3( - 1, - 1, - 1 ), new THREE.Vector3( 1, 1, 1 ) ), + _boundingBox = new THREE.Box3(), + _points3 = new Array( 3 ), + _points4 = new Array( 4 ), + + _viewMatrix = new THREE.Matrix4(), + _viewProjectionMatrix = new THREE.Matrix4(), + + _modelMatrix, + _modelViewProjectionMatrix = new THREE.Matrix4(), + + _normalMatrix = new THREE.Matrix3(), + + _frustum = new THREE.Frustum(), + + _clippedVertex1PositionScreen = new THREE.Vector4(), + _clippedVertex2PositionScreen = new THREE.Vector4(); + + // + + this.projectVector = function ( vector, camera ) { + + 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().' ); + + }; + + // + + var RenderList = function () { + + var normals = []; + var uvs = []; + + var object = null; + var material = null; + + var normalMatrix = new THREE.Matrix3(); + + function setObject( value ) { + + object = value; + material = object.material; + + normalMatrix.getNormalMatrix( object.matrixWorld ); + + normals.length = 0; + uvs.length = 0; + + } + + function projectVertex( vertex ) { + + var position = vertex.position; + var positionWorld = vertex.positionWorld; + var positionScreen = vertex.positionScreen; + + positionWorld.copy( position ).applyMatrix4( _modelMatrix ); + positionScreen.copy( positionWorld ).applyMatrix4( _viewProjectionMatrix ); + + var invW = 1 / positionScreen.w; + + positionScreen.x *= invW; + positionScreen.y *= invW; + positionScreen.z *= invW; + + vertex.visible = positionScreen.x >= - 1 && positionScreen.x <= 1 && + positionScreen.y >= - 1 && positionScreen.y <= 1 && + positionScreen.z >= - 1 && positionScreen.z <= 1; + + } + + function pushVertex( x, y, z ) { + + _vertex = getNextVertexInPool(); + _vertex.position.set( x, y, z ); + + projectVertex( _vertex ); + + } + + function pushNormal( x, y, z ) { + + normals.push( x, y, z ); + + } + + function pushUv( x, y ) { + + uvs.push( x, y ); + + } + + function checkTriangleVisibility( v1, v2, v3 ) { + + if ( v1.visible === true || v2.visible === true || v3.visible === true ) return true; + + _points3[ 0 ] = v1.positionScreen; + _points3[ 1 ] = v2.positionScreen; + _points3[ 2 ] = v3.positionScreen; + + return _clipBox.intersectsBox( _boundingBox.setFromPoints( _points3 ) ); + + } + + function checkBackfaceCulling( v1, v2, v3 ) { + + return ( ( v3.positionScreen.x - v1.positionScreen.x ) * + ( v2.positionScreen.y - v1.positionScreen.y ) - + ( v3.positionScreen.y - v1.positionScreen.y ) * + ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0; + + } + + function pushLine( a, b ) { + + var v1 = _vertexPool[ a ]; + var v2 = _vertexPool[ b ]; + + _line = getNextLineInPool(); + + _line.id = object.id; + _line.v1.copy( v1 ); + _line.v2.copy( v2 ); + _line.z = ( v1.positionScreen.z + v2.positionScreen.z ) / 2; + _line.renderOrder = object.renderOrder; + + _line.material = object.material; + + _renderData.elements.push( _line ); + + } + + function pushTriangle( a, b, c ) { + + var v1 = _vertexPool[ a ]; + var v2 = _vertexPool[ b ]; + var v3 = _vertexPool[ c ]; + + if ( checkTriangleVisibility( v1, v2, v3 ) === false ) return; + + if ( material.side === THREE.DoubleSide || checkBackfaceCulling( v1, v2, v3 ) === true ) { + + _face = getNextFaceInPool(); + + _face.id = object.id; + _face.v1.copy( v1 ); + _face.v2.copy( v2 ); + _face.v3.copy( v3 ); + _face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3; + _face.renderOrder = object.renderOrder; + + // use first vertex normal as face normal + + _face.normalModel.fromArray( normals, a * 3 ); + _face.normalModel.applyMatrix3( normalMatrix ).normalize(); + + for ( var i = 0; i < 3; i ++ ) { + + var normal = _face.vertexNormalsModel[ i ]; + normal.fromArray( normals, arguments[ i ] * 3 ); + normal.applyMatrix3( normalMatrix ).normalize(); + + var uv = _face.uvs[ i ]; + uv.fromArray( uvs, arguments[ i ] * 2 ); + + } + + _face.vertexNormalsLength = 3; + + _face.material = object.material; + + _renderData.elements.push( _face ); + + } + + } + + return { + setObject: setObject, + projectVertex: projectVertex, + checkTriangleVisibility: checkTriangleVisibility, + checkBackfaceCulling: checkBackfaceCulling, + pushVertex: pushVertex, + pushNormal: pushNormal, + pushUv: pushUv, + pushLine: pushLine, + pushTriangle: pushTriangle + } + + }; + + var renderList = new RenderList(); + + this.projectScene = function ( scene, camera, sortObjects, sortElements ) { + + _faceCount = 0; + _lineCount = 0; + _spriteCount = 0; + + _renderData.elements.length = 0; + + if ( scene.autoUpdate === true ) scene.updateMatrixWorld(); + if ( camera.parent === null ) camera.updateMatrixWorld(); + + _viewMatrix.copy( camera.matrixWorldInverse.getInverse( camera.matrixWorld ) ); + _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix ); + + _frustum.setFromMatrix( _viewProjectionMatrix ); + + // + + _objectCount = 0; + + _renderData.objects.length = 0; + _renderData.lights.length = 0; + + function addObject( object ) { + + _object = getNextObjectInPool(); + _object.id = object.id; + _object.object = object; + + _vector3.setFromMatrixPosition( object.matrixWorld ); + _vector3.applyProjection( _viewProjectionMatrix ); + _object.z = _vector3.z; + _object.renderOrder = object.renderOrder; + + _renderData.objects.push( _object ); + + } + + scene.traverseVisible( function ( object ) { + + if ( object instanceof THREE.Light ) { + + _renderData.lights.push( object ); + + } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line ) { + + if ( object.material.visible === false ) return; + if ( object.frustumCulled === true && _frustum.intersectsObject( object ) === false ) return; + + addObject( object ); + + } else if ( object instanceof THREE.Sprite ) { + + if ( object.material.visible === false ) return; + if ( object.frustumCulled === true && _frustum.intersectsSprite( object ) === false ) return; + + addObject( object ); + + } + + } ); + + if ( sortObjects === true ) { + + _renderData.objects.sort( painterSort ); + + } + + // + + for ( var o = 0, ol = _renderData.objects.length; o < ol; o ++ ) { + + var object = _renderData.objects[ o ].object; + var geometry = object.geometry; + + renderList.setObject( object ); + + _modelMatrix = object.matrixWorld; + + _vertexCount = 0; + + if ( object instanceof THREE.Mesh ) { + + if ( geometry instanceof THREE.BufferGeometry ) { + + var attributes = geometry.attributes; + var groups = geometry.groups; + + if ( attributes.position === undefined ) continue; + + var positions = attributes.position.array; + + for ( var i = 0, l = positions.length; i < l; i += 3 ) { + + renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ); + + } + + if ( attributes.normal !== undefined ) { + + var normals = attributes.normal.array; + + for ( var i = 0, l = normals.length; i < l; i += 3 ) { + + renderList.pushNormal( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ); + + } + + } + + if ( attributes.uv !== undefined ) { + + var uvs = attributes.uv.array; + + for ( var i = 0, l = uvs.length; i < l; i += 2 ) { + + renderList.pushUv( uvs[ i ], uvs[ i + 1 ] ); + + } + + } + + if ( geometry.index !== null ) { + + var indices = geometry.index.array; + + if ( groups.length > 0 ) { + + for ( var o = 0; o < groups.length; o ++ ) { + + var group = groups[ o ]; + + for ( var i = group.start, l = group.start + group.count; i < l; i += 3 ) { + + renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] ); + + } + + } + + } else { + + for ( var i = 0, l = indices.length; i < l; i += 3 ) { + + renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] ); + + } + + } + + } else { + + for ( var i = 0, l = positions.length / 3; i < l; i += 3 ) { + + renderList.pushTriangle( i, i + 1, i + 2 ); + + } + + } + + } else if ( geometry instanceof THREE.Geometry ) { + + var vertices = geometry.vertices; + var faces = geometry.faces; + var faceVertexUvs = geometry.faceVertexUvs[ 0 ]; + + _normalMatrix.getNormalMatrix( _modelMatrix ); + + var material = object.material; + + var isFaceMaterial = material instanceof THREE.MultiMaterial; + var objectMaterials = isFaceMaterial === true ? object.material : null; + + for ( var v = 0, vl = vertices.length; v < vl; v ++ ) { + + var vertex = vertices[ v ]; + + _vector3.copy( vertex ); + + if ( material.morphTargets === true ) { + + var morphTargets = geometry.morphTargets; + var morphInfluences = object.morphTargetInfluences; + + for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) { + + var influence = morphInfluences[ t ]; + + if ( influence === 0 ) continue; + + var target = morphTargets[ t ]; + var targetVertex = target.vertices[ v ]; + + _vector3.x += ( targetVertex.x - vertex.x ) * influence; + _vector3.y += ( targetVertex.y - vertex.y ) * influence; + _vector3.z += ( targetVertex.z - vertex.z ) * influence; + + } + + } + + renderList.pushVertex( _vector3.x, _vector3.y, _vector3.z ); + + } + + for ( var f = 0, fl = faces.length; f < fl; f ++ ) { + + var face = faces[ f ]; + + material = isFaceMaterial === true + ? objectMaterials.materials[ face.materialIndex ] + : object.material; + + if ( material === undefined ) continue; + + var side = material.side; + + var v1 = _vertexPool[ face.a ]; + var v2 = _vertexPool[ face.b ]; + var v3 = _vertexPool[ face.c ]; + + if ( renderList.checkTriangleVisibility( v1, v2, v3 ) === false ) continue; + + var visible = renderList.checkBackfaceCulling( v1, v2, v3 ); + + if ( side !== THREE.DoubleSide ) { + + if ( side === THREE.FrontSide && visible === false ) continue; + if ( side === THREE.BackSide && visible === true ) continue; + + } + + _face = getNextFaceInPool(); + + _face.id = object.id; + _face.v1.copy( v1 ); + _face.v2.copy( v2 ); + _face.v3.copy( v3 ); + + _face.normalModel.copy( face.normal ); + + if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) { + + _face.normalModel.negate(); + + } + + _face.normalModel.applyMatrix3( _normalMatrix ).normalize(); + + var faceVertexNormals = face.vertexNormals; + + for ( var n = 0, nl = Math.min( faceVertexNormals.length, 3 ); n < nl; n ++ ) { + + var normalModel = _face.vertexNormalsModel[ n ]; + normalModel.copy( faceVertexNormals[ n ] ); + + if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) { + + normalModel.negate(); + + } + + normalModel.applyMatrix3( _normalMatrix ).normalize(); + + } + + _face.vertexNormalsLength = faceVertexNormals.length; + + var vertexUvs = faceVertexUvs[ f ]; + + if ( vertexUvs !== undefined ) { + + for ( var u = 0; u < 3; u ++ ) { + + _face.uvs[ u ].copy( vertexUvs[ u ] ); + + } + + } + + _face.color = face.color; + _face.material = material; + + _face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3; + _face.renderOrder = object.renderOrder; + + _renderData.elements.push( _face ); + + } + + } + + } else if ( object instanceof THREE.Line ) { + + if ( geometry instanceof THREE.BufferGeometry ) { + + var attributes = geometry.attributes; + + if ( attributes.position !== undefined ) { + + var positions = attributes.position.array; + + for ( var i = 0, l = positions.length; i < l; i += 3 ) { + + renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ); + + } + + if ( geometry.index !== null ) { + + var indices = geometry.index.array; + + for ( var i = 0, l = indices.length; i < l; i += 2 ) { + + renderList.pushLine( indices[ i ], indices[ i + 1 ] ); + + } + + } else { + + var step = object instanceof THREE.LineSegments ? 2 : 1; + + for ( var i = 0, l = ( positions.length / 3 ) - 1; i < l; i += step ) { + + renderList.pushLine( i, i + 1 ); + + } + + } + + } + + } else if ( geometry instanceof THREE.Geometry ) { + + _modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix ); + + var vertices = object.geometry.vertices; + + if ( vertices.length === 0 ) continue; + + v1 = getNextVertexInPool(); + v1.positionScreen.copy( vertices[ 0 ] ).applyMatrix4( _modelViewProjectionMatrix ); + + var step = object instanceof THREE.LineSegments ? 2 : 1; + + for ( var v = 1, vl = vertices.length; v < vl; v ++ ) { + + v1 = getNextVertexInPool(); + v1.positionScreen.copy( vertices[ v ] ).applyMatrix4( _modelViewProjectionMatrix ); + + if ( ( v + 1 ) % step > 0 ) continue; + + v2 = _vertexPool[ _vertexCount - 2 ]; + + _clippedVertex1PositionScreen.copy( v1.positionScreen ); + _clippedVertex2PositionScreen.copy( v2.positionScreen ); + + if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) { + + // Perform the perspective divide + _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w ); + _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w ); + + _line = getNextLineInPool(); + + _line.id = object.id; + _line.v1.positionScreen.copy( _clippedVertex1PositionScreen ); + _line.v2.positionScreen.copy( _clippedVertex2PositionScreen ); + + _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z ); + _line.renderOrder = object.renderOrder; + + _line.material = object.material; + + if ( object.material.vertexColors === THREE.VertexColors ) { + + _line.vertexColors[ 0 ].copy( object.geometry.colors[ v ] ); + _line.vertexColors[ 1 ].copy( object.geometry.colors[ v - 1 ] ); + + } + + _renderData.elements.push( _line ); + + } + + } + + } + + } else if ( object instanceof THREE.Sprite ) { + + _vector4.set( _modelMatrix.elements[ 12 ], _modelMatrix.elements[ 13 ], _modelMatrix.elements[ 14 ], 1 ); + _vector4.applyMatrix4( _viewProjectionMatrix ); + + var invW = 1 / _vector4.w; + + _vector4.z *= invW; + + if ( _vector4.z >= - 1 && _vector4.z <= 1 ) { + + _sprite = getNextSpriteInPool(); + _sprite.id = object.id; + _sprite.x = _vector4.x * invW; + _sprite.y = _vector4.y * invW; + _sprite.z = _vector4.z; + _sprite.renderOrder = object.renderOrder; + _sprite.object = object; + + _sprite.rotation = object.rotation; + + _sprite.scale.x = object.scale.x * Math.abs( _sprite.x - ( _vector4.x + camera.projectionMatrix.elements[ 0 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 12 ] ) ); + _sprite.scale.y = object.scale.y * Math.abs( _sprite.y - ( _vector4.y + camera.projectionMatrix.elements[ 5 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 13 ] ) ); + + _sprite.material = object.material; + + _renderData.elements.push( _sprite ); + + } + + } + + } + + if ( sortElements === true ) { + + _renderData.elements.sort( painterSort ); + + } + + return _renderData; + + }; + + // Pools + + function getNextObjectInPool() { + + if ( _objectCount === _objectPoolLength ) { + + var object = new THREE.RenderableObject(); + _objectPool.push( object ); + _objectPoolLength ++; + _objectCount ++; + return object; + + } + + return _objectPool[ _objectCount ++ ]; + + } + + function getNextVertexInPool() { + + if ( _vertexCount === _vertexPoolLength ) { + + var vertex = new THREE.RenderableVertex(); + _vertexPool.push( vertex ); + _vertexPoolLength ++; + _vertexCount ++; + return vertex; + + } + + return _vertexPool[ _vertexCount ++ ]; + + } + + function getNextFaceInPool() { + + if ( _faceCount === _facePoolLength ) { + + var face = new THREE.RenderableFace(); + _facePool.push( face ); + _facePoolLength ++; + _faceCount ++; + return face; + + } + + return _facePool[ _faceCount ++ ]; + + + } + + function getNextLineInPool() { + + if ( _lineCount === _linePoolLength ) { + + var line = new THREE.RenderableLine(); + _linePool.push( line ); + _linePoolLength ++; + _lineCount ++; + return line; + + } + + return _linePool[ _lineCount ++ ]; + + } + + function getNextSpriteInPool() { + + if ( _spriteCount === _spritePoolLength ) { + + var sprite = new THREE.RenderableSprite(); + _spritePool.push( sprite ); + _spritePoolLength ++; + _spriteCount ++; + return sprite; + + } + + return _spritePool[ _spriteCount ++ ]; + + } + + // + + function painterSort( a, b ) { + + if ( a.renderOrder !== b.renderOrder ) { + + return a.renderOrder - b.renderOrder; + + } else if ( a.z !== b.z ) { + + return b.z - a.z; + + } else if ( a.id !== b.id ) { + + return a.id - b.id; + + } else { + + return 0; + + } + + } + + function clipLine( s1, s2 ) { + + var alpha1 = 0, alpha2 = 1, + + // Calculate the boundary coordinate of each vertex for the near and far clip planes, + // Z = -1 and Z = +1, respectively. + bc1near = s1.z + s1.w, + bc2near = s2.z + s2.w, + bc1far = - s1.z + s1.w, + bc2far = - s2.z + s2.w; + + if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) { + + // Both vertices lie entirely within all clip planes. + return true; + + } else if ( ( bc1near < 0 && bc2near < 0 ) || ( bc1far < 0 && bc2far < 0 ) ) { + + // Both vertices lie entirely outside one of the clip planes. + return false; + + } else { + + // The line segment spans at least one clip plane. + + if ( bc1near < 0 ) { + + // v1 lies outside the near plane, v2 inside + alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) ); + + } else if ( bc2near < 0 ) { + + // v2 lies outside the near plane, v1 inside + alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) ); + + } + + if ( bc1far < 0 ) { + + // v1 lies outside the far plane, v2 inside + alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) ); + + } else if ( bc2far < 0 ) { + + // v2 lies outside the far plane, v2 inside + alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) ); + + } + + if ( alpha2 < alpha1 ) { + + // The line segment spans two boundaries, but is outside both of them. + // (This can't happen when we're only clipping against just near/far but good + // to leave the check here for future usage if other clip planes are added.) + return false; + + } else { + + // Update the s1 and s2 vertices to match the clipped line segment. + s1.lerp( s2, alpha1 ); + s2.lerp( s1, 1 - alpha2 ); + + return true; + + } + + } + + } + + }; + + +/***/ }, +/* 2 */ +/***/ function(module, exports, __webpack_require__) { + + (function (global, factory) { + true ? factory(exports) : + typeof define === 'function' && define.amd ? define(['exports'], factory) : + (factory((global.THREE = global.THREE || {}))); + }(this, (function (exports) { 'use strict'; + + // Polyfills + + 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 ) { + + // 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 ) { + + // Missing in IE. + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign + + ( function () { + + Object.assign = function ( target ) { + + 'use strict'; + + if ( target === undefined || target === null ) { + + throw new TypeError( 'Cannot convert undefined or null to object' ); + + } + + var output = Object( target ); + + for ( var index = 1; index < arguments.length; index ++ ) { + + var source = arguments[ index ]; + + if ( source !== undefined && source !== null ) { + + for ( var nextKey in source ) { + + if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) { + + output[ nextKey ] = source[ nextKey ]; + + } + + } + + } + + } + + return output; + + }; + + } )(); + + } + + /** + * https://github.com/mrdoob/eventdispatcher.js/ + */ + + function EventDispatcher() {} + + Object.assign( EventDispatcher.prototype, { + + 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 = [], i = 0; + var length = listenerArray.length; + + for ( i = 0; i < length; i ++ ) { + + array[ i ] = listenerArray[ i ]; + + } + + for ( i = 0; i < length; i ++ ) { + + array[ i ].call( this, event ); + + } + + } + + } + + } ); + + var REVISION = '81'; + var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 }; + var CullFaceNone = 0; + var CullFaceBack = 1; + var CullFaceFront = 2; + var CullFaceFrontBack = 3; + var FrontFaceDirectionCW = 0; + var FrontFaceDirectionCCW = 1; + var BasicShadowMap = 0; + var PCFShadowMap = 1; + var PCFSoftShadowMap = 2; + var FrontSide = 0; + var BackSide = 1; + var DoubleSide = 2; + var FlatShading = 1; + var SmoothShading = 2; + var NoColors = 0; + var FaceColors = 1; + var VertexColors = 2; + var NoBlending = 0; + var NormalBlending = 1; + var AdditiveBlending = 2; + var SubtractiveBlending = 3; + var MultiplyBlending = 4; + var CustomBlending = 5; + var BlendingMode = { + NoBlending: NoBlending, + NormalBlending: NormalBlending, + AdditiveBlending: AdditiveBlending, + SubtractiveBlending: SubtractiveBlending, + MultiplyBlending: MultiplyBlending, + CustomBlending: CustomBlending + }; + var AddEquation = 100; + var SubtractEquation = 101; + var ReverseSubtractEquation = 102; + var MinEquation = 103; + var MaxEquation = 104; + var ZeroFactor = 200; + var OneFactor = 201; + var SrcColorFactor = 202; + var OneMinusSrcColorFactor = 203; + var SrcAlphaFactor = 204; + var OneMinusSrcAlphaFactor = 205; + var DstAlphaFactor = 206; + var OneMinusDstAlphaFactor = 207; + var DstColorFactor = 208; + var OneMinusDstColorFactor = 209; + var SrcAlphaSaturateFactor = 210; + var NeverDepth = 0; + var AlwaysDepth = 1; + var LessDepth = 2; + var LessEqualDepth = 3; + var EqualDepth = 4; + var GreaterEqualDepth = 5; + var GreaterDepth = 6; + var NotEqualDepth = 7; + var MultiplyOperation = 0; + var MixOperation = 1; + var AddOperation = 2; + var NoToneMapping = 0; + var LinearToneMapping = 1; + var ReinhardToneMapping = 2; + var Uncharted2ToneMapping = 3; + var CineonToneMapping = 4; + var UVMapping = 300; + var CubeReflectionMapping = 301; + var CubeRefractionMapping = 302; + var EquirectangularReflectionMapping = 303; + var EquirectangularRefractionMapping = 304; + var SphericalReflectionMapping = 305; + var CubeUVReflectionMapping = 306; + var CubeUVRefractionMapping = 307; + var TextureMapping = { + UVMapping: UVMapping, + CubeReflectionMapping: CubeReflectionMapping, + CubeRefractionMapping: CubeRefractionMapping, + EquirectangularReflectionMapping: EquirectangularReflectionMapping, + EquirectangularRefractionMapping: EquirectangularRefractionMapping, + SphericalReflectionMapping: SphericalReflectionMapping, + CubeUVReflectionMapping: CubeUVReflectionMapping, + CubeUVRefractionMapping: CubeUVRefractionMapping + }; + var RepeatWrapping = 1000; + var ClampToEdgeWrapping = 1001; + var MirroredRepeatWrapping = 1002; + var TextureWrapping = { + RepeatWrapping: RepeatWrapping, + ClampToEdgeWrapping: ClampToEdgeWrapping, + MirroredRepeatWrapping: MirroredRepeatWrapping + }; + var NearestFilter = 1003; + var NearestMipMapNearestFilter = 1004; + var NearestMipMapLinearFilter = 1005; + var LinearFilter = 1006; + var LinearMipMapNearestFilter = 1007; + var LinearMipMapLinearFilter = 1008; + var TextureFilter = { + NearestFilter: NearestFilter, + NearestMipMapNearestFilter: NearestMipMapNearestFilter, + NearestMipMapLinearFilter: NearestMipMapLinearFilter, + LinearFilter: LinearFilter, + LinearMipMapNearestFilter: LinearMipMapNearestFilter, + LinearMipMapLinearFilter: LinearMipMapLinearFilter + }; + var UnsignedByteType = 1009; + var ByteType = 1010; + var ShortType = 1011; + var UnsignedShortType = 1012; + var IntType = 1013; + var UnsignedIntType = 1014; + var FloatType = 1015; + var HalfFloatType = 1016; + var UnsignedShort4444Type = 1017; + var UnsignedShort5551Type = 1018; + var UnsignedShort565Type = 1019; + var UnsignedInt248Type = 1020; + var AlphaFormat = 1021; + var RGBFormat = 1022; + var RGBAFormat = 1023; + var LuminanceFormat = 1024; + var LuminanceAlphaFormat = 1025; + var RGBEFormat = RGBAFormat; + var DepthFormat = 1026; + var DepthStencilFormat = 1027; + var RGB_S3TC_DXT1_Format = 2001; + var RGBA_S3TC_DXT1_Format = 2002; + var RGBA_S3TC_DXT3_Format = 2003; + var RGBA_S3TC_DXT5_Format = 2004; + var RGB_PVRTC_4BPPV1_Format = 2100; + var RGB_PVRTC_2BPPV1_Format = 2101; + var RGBA_PVRTC_4BPPV1_Format = 2102; + var RGBA_PVRTC_2BPPV1_Format = 2103; + var RGB_ETC1_Format = 2151; + var LoopOnce = 2200; + var LoopRepeat = 2201; + var LoopPingPong = 2202; + var InterpolateDiscrete = 2300; + var InterpolateLinear = 2301; + var InterpolateSmooth = 2302; + var ZeroCurvatureEnding = 2400; + var ZeroSlopeEnding = 2401; + var WrapAroundEnding = 2402; + var TrianglesDrawMode = 0; + var TriangleStripDrawMode = 1; + var TriangleFanDrawMode = 2; + var LinearEncoding = 3000; + var sRGBEncoding = 3001; + var GammaEncoding = 3007; + var RGBEEncoding = 3002; + var LogLuvEncoding = 3003; + var RGBM7Encoding = 3004; + var RGBM16Encoding = 3005; + var RGBDEncoding = 3006; + var BasicDepthPacking = 3200; + var RGBADepthPacking = 3201; + + /** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + + exports.Math = { + + DEG2RAD: Math.PI / 180, + RAD2DEG: 180 / Math.PI, + + 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 generateUUID() { + + 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 to range + + mapLinear: function ( x, a1, a2, b1, b2 ) { + + return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 ); + + }, + + // http://en.wikipedia.org/wiki/Smoothstep + + smoothstep: function ( x, min, max ) { + + if ( x <= min ) return 0; + if ( x >= max ) return 1; + + x = ( x - min ) / ( max - min ); + + return x * x * ( 3 - 2 * x ); + + }, + + smootherstep: function ( x, min, max ) { + + if ( x <= min ) return 0; + if ( x >= max ) return 1; + + x = ( x - min ) / ( max - min ); + + return x * x * x * ( x * ( x * 6 - 15 ) + 10 ); + + }, + + random16: function () { + + console.warn( 'THREE.Math.random16() has been deprecated. Use Math.random() instead.' ); + return Math.random(); + + }, + + // Random integer from interval + + randInt: function ( low, high ) { + + return low + Math.floor( Math.random() * ( high - low + 1 ) ); + + }, + + // Random float from interval + + randFloat: function ( low, high ) { + + return low + Math.random() * ( high - low ); + + }, + + // Random float from <-range/2, range/2> interval + + randFloatSpread: function ( range ) { + + return range * ( 0.5 - Math.random() ); + + }, + + degToRad: function ( degrees ) { + + return degrees * exports.Math.DEG2RAD; + + }, + + radToDeg: function ( radians ) { + + return radians * exports.Math.RAD2DEG; + + }, + + 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; + + } + + }; + + /** + * @author mrdoob / http://mrdoob.com/ + * @author philogb / http://blog.thejit.org/ + * @author egraether / http://egraether.com/ + * @author zz85 / http://www.lab4games.net/zz85/blog + */ + + function Vector2( x, y ) { + + this.x = x || 0; + this.y = y || 0; + + } + + Vector2.prototype = { + + constructor: Vector2, + + isVector2: true, + + 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 Vector2(); + max = new Vector2(); + + } + + min.set( minVal, minVal ); + max.set( maxVal, maxVal ); + + return this.clamp( min, max ); + + }; + + }(), + + clampLength: function ( min, max ) { + + var length = this.length(); + + return this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length ); + + }, + + 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; + + }, + + distanceToManhattan: function ( v ) { + + return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ); + + }, + + 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 ) { + + return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); + + }, + + 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; + + } + + }; + + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author szimek / https://github.com/szimek/ + */ + + function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { + + Object.defineProperty( this, 'id', { value: TextureIdCount() } ); + + this.uuid = exports.Math.generateUUID(); + + this.name = ''; + this.sourceFile = ''; + + this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE; + this.mipmaps = []; + + this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING; + + this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping; + this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping; + + this.magFilter = magFilter !== undefined ? magFilter : LinearFilter; + this.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter; + + this.anisotropy = anisotropy !== undefined ? anisotropy : 1; + + this.format = format !== undefined ? format : RGBAFormat; + this.type = type !== undefined ? type : UnsignedByteType; + + this.offset = new Vector2( 0, 0 ); + this.repeat = new 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) + + + // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap. + // + // Also changing the encoding after already used by a Material will not automatically make the Material + // update. You need to explicitly call Material.needsUpdate to trigger it to recompile. + this.encoding = encoding !== undefined ? encoding : LinearEncoding; + + this.version = 0; + this.onUpdate = null; + + } + + Texture.DEFAULT_IMAGE = undefined; + Texture.DEFAULT_MAPPING = UVMapping; + + Texture.prototype = { + + constructor: Texture, + + isTexture: true, + + 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; + this.encoding = source.encoding; + + 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.createElementNS( 'http://www.w3.org/1999/xhtml', '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, + + flipY: this.flipY + }; + + if ( this.image !== undefined ) { + + // TODO: Move to THREE.Image + + var image = this.image; + + if ( image.uuid === undefined ) { + + image.uuid = exports.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 !== UVMapping ) return; + + uv.multiply( this.repeat ); + uv.add( this.offset ); + + if ( uv.x < 0 || uv.x > 1 ) { + + switch ( this.wrapS ) { + + case RepeatWrapping: + + uv.x = uv.x - Math.floor( uv.x ); + break; + + case ClampToEdgeWrapping: + + uv.x = uv.x < 0 ? 0 : 1; + break; + + case 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 RepeatWrapping: + + uv.y = uv.y - Math.floor( uv.y ); + break; + + case ClampToEdgeWrapping: + + uv.y = uv.y < 0 ? 0 : 1; + break; + + case 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; + + } + + } + + }; + + Object.assign( Texture.prototype, EventDispatcher.prototype ); + + var count = 0; + function TextureIdCount() { return count++; }; + + /** + * @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 + */ + + function Vector4( x, y, z, w ) { + + this.x = x || 0; + this.y = y || 0; + this.z = z || 0; + this.w = ( w !== undefined ) ? w : 1; + + } + + Vector4.prototype = { + + constructor: Vector4, + + isVector4: true, + + 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, y = this.y, z = this.z, 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 Vector4(); + max = new 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 ) { + + return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); + + }, + + 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; + + } + + }; + + /** + * @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 + */ + function WebGLRenderTarget( width, height, options ) { + + this.uuid = exports.Math.generateUUID(); + + this.width = width; + this.height = height; + + this.scissor = new Vector4( 0, 0, width, height ); + this.scissorTest = false; + + this.viewport = new Vector4( 0, 0, width, height ); + + options = options || {}; + + if ( options.minFilter === undefined ) options.minFilter = LinearFilter; + + this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding ); + + this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; + this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true; + this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null; + + } + + Object.assign( WebGLRenderTarget.prototype, EventDispatcher.prototype, { + + isWebGLRenderTarget: true, + + 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.depthTexture = source.depthTexture; + + return this; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + + } ); + + /** + * @author alteredq / http://alteredqualia.com + */ + + function WebGLRenderTargetCube( width, height, options ) { + + WebGLRenderTarget.call( this, width, height, options ); + + this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5 + this.activeMipMapLevel = 0; + + } + + WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype ); + WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube; + + WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true; + + /** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author WestLangley / http://github.com/WestLangley + * @author bhouston / http://clara.io + */ + + function Quaternion( x, y, z, w ) { + + this._x = x || 0; + this._y = y || 0; + this._z = z || 0; + this._w = ( w !== undefined ) ? w : 1; + + } + + Quaternion.prototype = { + + constructor: 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 && euler.isEuler) === 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 setFromUnitVectors( vFrom, vTo ) { + + if ( v1 === undefined ) v1 = new 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; + + return this.normalize(); + + }; + + }(), + + inverse: function () { + + return this.conjugate().normalize(); + + }, + + 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 ); + + }, + + premultiply: function ( q ) { + + return this.multiplyQuaternions( q, this ); + + }, + + 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( 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; + + } + + } ); + + /** + * @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 + */ + + function Vector3( x, y, z ) { + + this.x = x || 0; + this.y = y || 0; + this.z = z || 0; + + } + + Vector3.prototype = { + + constructor: Vector3, + + isVector3: true, + + 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 && euler.isEuler) === false ) { + + console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' ); + + } + + if ( quaternion === undefined ) quaternion = new Quaternion(); + + return this.applyQuaternion( quaternion.setFromEuler( euler ) ); + + }; + + }(), + + applyAxisAngle: function () { + + var quaternion; + + return function applyAxisAngle( axis, angle ) { + + if ( quaternion === undefined ) quaternion = new Quaternion(); + + return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) ); + + }; + + }(), + + applyMatrix3: function ( m ) { + + var x = this.x, y = this.y, 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, y = this.y, z = this.z; + var qx = q.x, qy = q.y, qz = q.z, 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 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 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; + + return this.normalize(); + + }, + + 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 Vector3(); + max = new Vector3(); + + } + + min.set( minVal, minVal, minVal ); + max.set( maxVal, maxVal, maxVal ); + + return this.clamp( min, max ); + + }; + + }(), + + clampLength: function ( min, max ) { + + var length = this.length(); + + return this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length ); + + }, + + 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 ) { + + return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); + + }, + + 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 ( vector ) { + + var scalar = vector.dot( this ) / vector.lengthSq(); + + return this.copy( vector ).multiplyScalar( scalar ); + + }, + + projectOnPlane: function () { + + var v1; + + return function projectOnPlane( planeNormal ) { + + if ( v1 === undefined ) v1 = new 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 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( exports.Math.clamp( theta, - 1, 1 ) ); + + }, + + distanceTo: function ( v ) { + + return Math.sqrt( this.distanceToSquared( v ) ); + + }, + + distanceToSquared: function ( v ) { + + var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z; + + return dx * dx + dy * dy + dz * dz; + + }, + + distanceToManhattan: function ( v ) { + + return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z ); + + }, + + setFromSpherical: function( s ) { + + var sinPhiRadius = Math.sin( s.phi ) * s.radius; + + this.x = sinPhiRadius * Math.sin( s.theta ); + this.y = Math.cos( s.phi ) * s.radius; + this.z = sinPhiRadius * Math.cos( s.theta ); + + return this; + + }, + + setFromMatrixPosition: function ( m ) { + + return this.setFromMatrixColumn( m, 3 ); + + }, + + setFromMatrixScale: function ( m ) { + + var sx = this.setFromMatrixColumn( m, 0 ).length(); + var sy = this.setFromMatrixColumn( m, 1 ).length(); + var sz = this.setFromMatrixColumn( m, 2 ).length(); + + this.x = sx; + this.y = sy; + this.z = sz; + + return this; + + }, + + setFromMatrixColumn: function ( m, index ) { + + if ( typeof m === 'number' ) { + + console.warn( 'THREE.Vector3: setFromMatrixColumn now expects ( matrix, index ).' ); + var temp = m + m = index; + index = temp; + + } + + return this.fromArray( m.elements, index * 4 ); + + }, + + 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; + + } + + }; + + /** + * @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 + */ + + function Matrix4() { + + 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.' ); + + } + + } + + Matrix4.prototype = { + + constructor: Matrix4, + + isMatrix4: true, + + 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 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 ) { + + xAxis.setFromMatrixColumn( this, 0 ); + yAxis.setFromMatrixColumn( this, 1 ); + zAxis.setFromMatrixColumn( this, 2 ); + + 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 extractRotation( m ) { + + if ( v1 === undefined ) v1 = new Vector3(); + + var te = this.elements; + var me = m.elements; + + var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length(); + var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length(); + var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).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 && euler.isEuler) === 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 lookAt( eye, target, up ) { + + if ( x === undefined ) { + + x = new Vector3(); + y = new Vector3(); + z = new 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.z += 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 ); + + }, + + premultiply: function ( m ) { + + return this.multiplyMatrices( m, this ); + + }, + + 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 applyToVector3Array( array, offset, length ) { + + if ( v1 === undefined ) v1 = new 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 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 ) { + + console.warn( "THREE.Matrix3: .flattenToArrayOffset is deprecated " + + "- just use .toArray instead." ); + + return this.toArray( array, offset ); + + }, + + getPosition: function () { + + var v1; + + return function getPosition() { + + if ( v1 === undefined ) v1 = new Vector3(); + console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' ); + + return v1.setFromMatrixColumn( this, 3 ); + + }; + + }(), + + setPosition: function ( v ) { + + var te = this.elements; + + te[ 12 ] = v.x; + te[ 13 ] = v.y; + te[ 14 ] = v.z; + + return this; + + }, + + getInverse: function ( m, throwOnDegenerate ) { + + // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm + var te = this.elements, + me = m.elements, + + n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ], + n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ], + n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ], + n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ], + + t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, + t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, + t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, + t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34; + + var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14; + + if ( det === 0 ) { + + var msg = "THREE.Matrix4.getInverse(): can't invert matrix, determinant is 0"; + + if ( throwOnDegenerate === true ) { + + throw new Error( msg ); + + } else { + + console.warn( msg ); + + } + + return this.identity(); + + } + + var detInv = 1 / det; + + te[ 0 ] = t11 * detInv; + te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv; + te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv; + te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv; + + te[ 4 ] = t12 * detInv; + te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv; + te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv; + te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv; + + te[ 8 ] = t13 * detInv; + te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv; + te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv; + te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv; + + te[ 12 ] = t14 * detInv; + te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv; + te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv; + te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv; + + 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 decompose( position, quaternion, scale ) { + + if ( vector === undefined ) { + + vector = new Vector3(); + matrix = new 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( exports.Math.DEG2RAD * 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 = 1.0 / ( right - left ); + var h = 1.0 / ( top - bottom ); + var p = 1.0 / ( 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, offset ) { + + if ( offset === undefined ) offset = 0; + + for( var i = 0; i < 16; i ++ ) { + + this.elements[ i ] = array[ i + offset ]; + + } + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + 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; + + } + + }; + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { + + images = images !== undefined ? images : []; + mapping = mapping !== undefined ? mapping : CubeReflectionMapping; + + Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); + + this.flipY = false; + + } + + CubeTexture.prototype = Object.create( Texture.prototype ); + CubeTexture.prototype.constructor = CubeTexture; + + CubeTexture.prototype.isCubeTexture = true; + + Object.defineProperty( CubeTexture.prototype, 'images', { + + get: function () { + + return this.image; + + }, + + set: function ( value ) { + + this.image = value; + + } + + } ); + + var emptyTexture = new Texture(); + var emptyCubeTexture = new CubeTexture(); + + // --- Base for inner nodes (including the root) --- + + function UniformContainer() { + + this.seq = []; + this.map = {}; + + } + + // --- Utilities --- + + // Array Caches (provide typed arrays for temporary by size) + + var arrayCacheF32 = []; + var arrayCacheI32 = []; + + // Flattening for arrays of vectors and matrices + + function flatten( array, nBlocks, blockSize ) { + + var firstElem = array[ 0 ]; + + if ( firstElem <= 0 || firstElem > 0 ) return array; + // unoptimized: ! isNaN( firstElem ) + // see http://jacksondunstan.com/articles/983 + + var n = nBlocks * blockSize, + r = arrayCacheF32[ n ]; + + if ( r === undefined ) { + + r = new Float32Array( n ); + arrayCacheF32[ n ] = r; + + } + + if ( nBlocks !== 0 ) { + + firstElem.toArray( r, 0 ); + + for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) { + + offset += blockSize; + array[ i ].toArray( r, offset ); + + } + + } + + return r; + + } + + // Texture unit allocation + + function allocTexUnits( renderer, n ) { + + var r = arrayCacheI32[ n ]; + + if ( r === undefined ) { + + r = new Int32Array( n ); + arrayCacheI32[ n ] = r; + + } + + for ( var i = 0; i !== n; ++ i ) + r[ i ] = renderer.allocTextureUnit(); + + return r; + + } + + // --- Setters --- + + // Note: Defining these methods externally, because they come in a bunch + // and this way their names minify. + + // Single scalar + + function setValue1f( gl, v ) { gl.uniform1f( this.addr, v ); } + function setValue1i( gl, v ) { gl.uniform1i( this.addr, v ); } + + // Single float vector (from flat array or THREE.VectorN) + + function setValue2fv( gl, v ) { + + if ( v.x === undefined ) gl.uniform2fv( this.addr, v ); + else gl.uniform2f( this.addr, v.x, v.y ); + + } + + function setValue3fv( gl, v ) { + + if ( v.x !== undefined ) + gl.uniform3f( this.addr, v.x, v.y, v.z ); + else if ( v.r !== undefined ) + gl.uniform3f( this.addr, v.r, v.g, v.b ); + else + gl.uniform3fv( this.addr, v ); + + } + + function setValue4fv( gl, v ) { + + if ( v.x === undefined ) gl.uniform4fv( this.addr, v ); + else gl.uniform4f( this.addr, v.x, v.y, v.z, v.w ); + + } + + // Single matrix (from flat array or MatrixN) + + function setValue2fm( gl, v ) { + + gl.uniformMatrix2fv( this.addr, false, v.elements || v ); + + } + + function setValue3fm( gl, v ) { + + gl.uniformMatrix3fv( this.addr, false, v.elements || v ); + + } + + function setValue4fm( gl, v ) { + + gl.uniformMatrix4fv( this.addr, false, v.elements || v ); + + } + + // Single texture (2D / Cube) + + function setValueT1( gl, v, renderer ) { + + var unit = renderer.allocTextureUnit(); + gl.uniform1i( this.addr, unit ); + renderer.setTexture2D( v || emptyTexture, unit ); + + } + + function setValueT6( gl, v, renderer ) { + + var unit = renderer.allocTextureUnit(); + gl.uniform1i( this.addr, unit ); + renderer.setTextureCube( v || emptyCubeTexture, unit ); + + } + + // Integer / Boolean vectors or arrays thereof (always flat arrays) + + function setValue2iv( gl, v ) { gl.uniform2iv( this.addr, v ); } + function setValue3iv( gl, v ) { gl.uniform3iv( this.addr, v ); } + function setValue4iv( gl, v ) { gl.uniform4iv( this.addr, v ); } + + // Helper to pick the right setter for the singular case + + function getSingularSetter( type ) { + + switch ( type ) { + + case 0x1406: return setValue1f; // FLOAT + case 0x8b50: return setValue2fv; // _VEC2 + case 0x8b51: return setValue3fv; // _VEC3 + case 0x8b52: return setValue4fv; // _VEC4 + + case 0x8b5a: return setValue2fm; // _MAT2 + case 0x8b5b: return setValue3fm; // _MAT3 + case 0x8b5c: return setValue4fm; // _MAT4 + + case 0x8b5e: return setValueT1; // SAMPLER_2D + case 0x8b60: return setValueT6; // SAMPLER_CUBE + + case 0x1404: case 0x8b56: return setValue1i; // INT, BOOL + case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2 + case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3 + case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4 + + } + + } + + // Array of scalars + + function setValue1fv( gl, v ) { gl.uniform1fv( this.addr, v ); } + function setValue1iv( gl, v ) { gl.uniform1iv( this.addr, v ); } + + // Array of vectors (flat or from THREE classes) + + function setValueV2a( gl, v ) { + + gl.uniform2fv( this.addr, flatten( v, this.size, 2 ) ); + + } + + function setValueV3a( gl, v ) { + + gl.uniform3fv( this.addr, flatten( v, this.size, 3 ) ); + + } + + function setValueV4a( gl, v ) { + + gl.uniform4fv( this.addr, flatten( v, this.size, 4 ) ); + + } + + // Array of matrices (flat or from THREE clases) + + function setValueM2a( gl, v ) { + + gl.uniformMatrix2fv( this.addr, false, flatten( v, this.size, 4 ) ); + + } + + function setValueM3a( gl, v ) { + + gl.uniformMatrix3fv( this.addr, false, flatten( v, this.size, 9 ) ); + + } + + function setValueM4a( gl, v ) { + + gl.uniformMatrix4fv( this.addr, false, flatten( v, this.size, 16 ) ); + + } + + // Array of textures (2D / Cube) + + function setValueT1a( gl, v, renderer ) { + + var n = v.length, + units = allocTexUnits( renderer, n ); + + gl.uniform1iv( this.addr, units ); + + for ( var i = 0; i !== n; ++ i ) { + + renderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] ); + + } + + } + + function setValueT6a( gl, v, renderer ) { + + var n = v.length, + units = allocTexUnits( renderer, n ); + + gl.uniform1iv( this.addr, units ); + + for ( var i = 0; i !== n; ++ i ) { + + renderer.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] ); + + } + + } + + // Helper to pick the right setter for a pure (bottom-level) array + + function getPureArraySetter( type ) { + + switch ( type ) { + + case 0x1406: return setValue1fv; // FLOAT + case 0x8b50: return setValueV2a; // _VEC2 + case 0x8b51: return setValueV3a; // _VEC3 + case 0x8b52: return setValueV4a; // _VEC4 + + case 0x8b5a: return setValueM2a; // _MAT2 + case 0x8b5b: return setValueM3a; // _MAT3 + case 0x8b5c: return setValueM4a; // _MAT4 + + case 0x8b5e: return setValueT1a; // SAMPLER_2D + case 0x8b60: return setValueT6a; // SAMPLER_CUBE + + case 0x1404: case 0x8b56: return setValue1iv; // INT, BOOL + case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2 + case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3 + case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4 + + } + + } + + // --- Uniform Classes --- + + function SingleUniform( id, activeInfo, addr ) { + + this.id = id; + this.addr = addr; + this.setValue = getSingularSetter( activeInfo.type ); + + // this.path = activeInfo.name; // DEBUG + + } + + function PureArrayUniform( id, activeInfo, addr ) { + + this.id = id; + this.addr = addr; + this.size = activeInfo.size; + this.setValue = getPureArraySetter( activeInfo.type ); + + // this.path = activeInfo.name; // DEBUG + + } + + function StructuredUniform( id ) { + + this.id = id; + + UniformContainer.call( this ); // mix-in + + } + + StructuredUniform.prototype.setValue = function( gl, value ) { + + // Note: Don't need an extra 'renderer' parameter, since samplers + // are not allowed in structured uniforms. + + var seq = this.seq; + + for ( var i = 0, n = seq.length; i !== n; ++ i ) { + + var u = seq[ i ]; + u.setValue( gl, value[ u.id ] ); + + } + + }; + + // --- Top-level --- + + // Parser - builds up the property tree from the path strings + + var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g; + + // extracts + // - the identifier (member name or array index) + // - followed by an optional right bracket (found when array index) + // - followed by an optional left bracket or dot (type of subscript) + // + // Note: These portions can be read in a non-overlapping fashion and + // allow straightforward parsing of the hierarchy that WebGL encodes + // in the uniform names. + + function addUniform( container, uniformObject ) { + + container.seq.push( uniformObject ); + container.map[ uniformObject.id ] = uniformObject; + + } + + function parseUniform( activeInfo, addr, container ) { + + var path = activeInfo.name, + pathLength = path.length; + + // reset RegExp object, because of the early exit of a previous run + RePathPart.lastIndex = 0; + + for (; ;) { + + var match = RePathPart.exec( path ), + matchEnd = RePathPart.lastIndex, + + id = match[ 1 ], + idIsIndex = match[ 2 ] === ']', + subscript = match[ 3 ]; + + if ( idIsIndex ) id = id | 0; // convert to integer + + if ( subscript === undefined || + subscript === '[' && matchEnd + 2 === pathLength ) { + // bare name or "pure" bottom-level array "[0]" suffix + + addUniform( container, subscript === undefined ? + new SingleUniform( id, activeInfo, addr ) : + new PureArrayUniform( id, activeInfo, addr ) ); + + break; + + } else { + // step into inner node / create it in case it doesn't exist + + var map = container.map, + next = map[ id ]; + + if ( next === undefined ) { + + next = new StructuredUniform( id ); + addUniform( container, next ); + + } + + container = next; + + } + + } + + } + + // Root Container + + function WebGLUniforms( gl, program, renderer ) { + + UniformContainer.call( this ); + + this.renderer = renderer; + + var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS ); + + for ( var i = 0; i !== n; ++ i ) { + + var info = gl.getActiveUniform( program, i ), + path = info.name, + addr = gl.getUniformLocation( program, path ); + + parseUniform( info, addr, this ); + + } + + } + + WebGLUniforms.prototype.setValue = function( gl, name, value ) { + + var u = this.map[ name ]; + + if ( u !== undefined ) u.setValue( gl, value, this.renderer ); + + }; + + WebGLUniforms.prototype.set = function( gl, object, name ) { + + var u = this.map[ name ]; + + if ( u !== undefined ) u.setValue( gl, object[ name ], this.renderer ); + + }; + + WebGLUniforms.prototype.setOptional = function( gl, object, name ) { + + var v = object[ name ]; + + if ( v !== undefined ) this.setValue( gl, name, v ); + + }; + + + // Static interface + + WebGLUniforms.upload = function( gl, seq, values, renderer ) { + + for ( var i = 0, n = seq.length; i !== n; ++ i ) { + + var u = seq[ i ], + v = values[ u.id ]; + + if ( v.needsUpdate !== false ) { + // note: always updating when .needsUpdate is undefined + + u.setValue( gl, v.value, renderer ); + + } + + } + + }; + + WebGLUniforms.seqWithValue = function( seq, values ) { + + var r = []; + + for ( var i = 0, n = seq.length; i !== n; ++ i ) { + + var u = seq[ i ]; + if ( u.id in values ) r.push( u ); + + } + + return r; + + }; + + WebGLUniforms.splitDynamic = function( seq, values ) { + + var r = null, + n = seq.length, + w = 0; + + for ( var i = 0; i !== n; ++ i ) { + + var u = seq[ i ], + v = values[ u.id ]; + + if ( v && v.dynamic === true ) { + + if ( r === null ) r = []; + r.push( u ); + + } else { + + // in-place compact 'seq', removing the matches + if ( w < i ) seq[ w ] = u; + ++ w; + + } + + } + + if ( w < n ) seq.length = w; + + return r; + + }; + + WebGLUniforms.evalDynamic = function( seq, values, object, material, camera ) { + + for ( var i = 0, n = seq.length; i !== n; ++ i ) { + + var v = values[ seq[ i ].id ], + f = v.onUpdateCallback; + + if ( f !== undefined ) f.call( v, object, material, camera ); + + } + + }; + + /** + * Uniform Utilities + */ + + exports.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 && parameter_src.isColor) || + (parameter_src && parameter_src.isVector2) || + (parameter_src && parameter_src.isVector3) || + (parameter_src && parameter_src.isVector4) || + (parameter_src && parameter_src.isMatrix3) || + (parameter_src && parameter_src.isMatrix4) || + (parameter_src && parameter_src.isTexture) ) { + + 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; + + } + + }; + + var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n"; + + var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif\n"; + + var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif\n"; + + var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif\n"; + + var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif"; + + var begin_vertex = "\nvec3 transformed = vec3( position );\n"; + + var beginnormal_vertex = "\nvec3 objectNormal = vec3( normal );\n"; + + var bsdfs = "bool testLightInRange( const in float lightDistance, const in float cutoffDistance ) {\n\treturn any( bvec2( cutoffDistance == 0.0, lightDistance < cutoffDistance ) );\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\t\tif( decayExponent > 0.0 ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\t\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\t\treturn distanceFalloff * maxDistanceCutoffFactor;\n#else\n\t\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n#endif\n\t\t}\n\t\treturn 1.0;\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n\treturn specularColor * AB.x + AB.y;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn 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\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n"; + + var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = dFdx( surf_pos );\n\t\tvec3 vSigmaY = dFdy( surf_pos );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif\n"; + + var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tfor ( int i = 0; i < NUM_CLIPPING_PLANES; ++ i ) {\n\t\tvec4 plane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n#endif\n"; + + var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif\n"; + + var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvarying vec3 vViewPosition;\n#endif\n"; + + var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n"; + + var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif"; + + var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif\n"; + + var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif"; + + var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif"; + + var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\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 pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\n"; + + var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale = bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif\n"; + + var defaultnormal_vertex = "#ifdef FLIP_SIDED\n\tobjectNormal = -objectNormal;\n#endif\nvec3 transformedNormal = normalMatrix * objectNormal;\n"; + + var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif\n"; + + var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normal * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif\n"; + + var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif\n"; + + var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif\n"; + + var encodings_fragment = " gl_FragColor = linearToOutputTexel( gl_FragColor );\n"; + + var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n return value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n return vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n return vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n return vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.w );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n return vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n float maxComponent = max( max( value.r, value.g ), value.b );\n float fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n return vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n return vec4( value.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n float maxRGB = max( value.x, max( value.g, value.b ) );\n float M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n M = ceil( M * 255.0 ) / 255.0;\n return vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n return vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n float maxRGB = max( value.x, max( value.g, value.b ) );\n float D = max( maxRange / maxRGB, 1.0 );\n D = min( floor( D ) / 255.0, 1.0 );\n return vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n vec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\n Xp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\n vec4 vResult;\n vResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n float Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n vResult.w = fract(Le);\n vResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\n return vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n float Le = value.z * 255.0 + value.w;\n vec3 Xp_Y_XYZp;\n Xp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\n Xp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n Xp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n vec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n return vec4( max(vRGB, 0.0), 1.0 );\n}\n"; + + var envmap_fragment = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\tsampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n\t\tsampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\tvec3 reflectView = flipNormal * normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif\n"; + + var envmap_pars_fragment = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntenstiy;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif\n"; + + var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif\n"; + + var envmap_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif\n"; + + var fog_fragment = "#ifdef USE_FOG\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tfloat depth = gl_FragDepthEXT / gl_FragCoord.w;\n\t#else\n\t\tfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n\t#endif\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * depth * depth * LOG2 ) );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, depth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif\n"; + + var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif"; + + var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n"; + + var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif"; + + var 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\tvLightBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif\n"; + + var lights_pars = "uniform vec3 ambientLightColor;\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tif ( testLightInRange( lightDistance, pointLight.distance ) ) {\n\t\t\tdirectLight.color = pointLight.color;\n\t\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( all( bvec2( angleCos > spotLight.coneCos, testLightInRange( lightDistance, spotLight.distance ) ) ) ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif\n#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\t#include \n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = flipNormal * vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = flipNormal * vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar - 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n\t\t#endif\n\t\t#include \n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n\t\t\tsampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = flipNormal * normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif\n"; + + var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n"; + + var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.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\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)\n"; + + var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.clearCoat = saturate( clearCoat );\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\n#endif\n"; + + var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifndef STANDARD\n\t\tfloat clearCoat;\n\t\tfloat clearCoatRoughness;\n\t#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifndef STANDARD\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#ifndef STANDARD\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifndef STANDARD\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\tfloat dotNL = dotNV;\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n\t#ifndef STANDARD\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}\n"; + + var 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\tPointLight pointLight;\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t \tirradiance += getLightProbeIndirectIrradiance( geometry, 8 );\n\t#endif\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tvec3 radiance = getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), 8 );\n\t#ifndef STANDARD\n\t\tvec3 clearCoatRadiance = getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), 8 );\n\t#else\n\t\tvec3 clearCoatRadiance = vec3( 0.0 );\n\t#endif\n\t\t\n\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif\n"; + + var logdepthbuf_fragment = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\tgl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n#endif"; + + var logdepthbuf_pars_fragment = "#ifdef USE_LOGDEPTHBUF\n\tuniform float logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n#endif\n"; + + var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n\tuniform float logDepthBufFC;\n#endif"; + + var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\tgl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\t#endif\n#endif\n"; + + var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif\n"; + + var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n"; + + var map_particle_fragment = "#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n"; + + var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform vec4 offsetRepeat;\n\tuniform sampler2D map;\n#endif\n"; + + var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.r;\n#endif\n"; + + var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif"; + + var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif\n"; + + var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif"; + + var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif\n"; + + var normal_flip = "#ifdef DOUBLE_SIDED\n\tfloat flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n#else\n\tfloat flipNormal = 1.0;\n#endif\n"; + + var normal_fragment = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal ) * flipNormal;\n#endif\n#ifdef USE_NORMALMAP\n\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n"; + + var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tvec3 S = normalize( q0 * st1.t - q1 * st0.t );\n\t\tvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n\t\tvec3 N = normalize( surf_norm );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif\n"; + + var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n return normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n return 1.0 - 2.0 * rgb.xyz;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n return ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n return linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n return (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n return ( near * far ) / ( ( far - near ) * invClipZ - far );\n}\n"; + + var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif\n"; + + var project_vertex = "#ifdef USE_SKINNING\n\tvec4 mvPosition = modelViewMatrix * skinned;\n#else\n\tvec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\n#endif\ngl_Position = projectionMatrix * mvPosition;\n"; + + var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.r;\n#endif\n"; + + var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif"; + + var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\treturn (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn 1.0;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\tfloat dp = ( length( lightToPosition ) - shadowBias ) / 1000.0;\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif\n"; + + var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n#endif\n"; + + var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif\n"; + + var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tDirectionalLight directionalLight;\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tSpotLight spotLight;\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tPointLight pointLight;\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}\n"; + + var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif"; + + var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform sampler2D boneTexture;\n\t\tuniform int boneTextureWidth;\n\t\tuniform int boneTextureHeight;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureWidth ) );\n\t\t\tfloat y = floor( j / float( boneTextureWidth ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureWidth );\n\t\t\tfloat dy = 1.0 / float( boneTextureHeight );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif\n"; + + var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\tskinned = bindMatrixInverse * skinned;\n#endif\n"; + + var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n#endif\n"; + + var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif"; + + var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif"; + + var tonemapping_fragment = "#if defined( TONE_MAPPING )\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif\n"; + + var tonemapping_pars_fragment = "#define saturate(a) clamp( a, 0.0, 1.0 )\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n return toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n color *= toneMappingExposure;\n return saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n color *= toneMappingExposure;\n return saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n color *= toneMappingExposure;\n color = max( vec3( 0.0 ), color - 0.004 );\n return pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\n"; + + var 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\tvarying vec2 vUv;\n#endif"; + + var 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\tvarying vec2 vUv;\n\tuniform vec4 offsetRepeat;\n#endif\n"; + + var 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\tvUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n#endif"; + + var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif"; + + var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif"; + + var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif"; + + var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( PHYSICAL ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\t#ifdef USE_SKINNING\n\t\tvec4 worldPosition = modelMatrix * skinned;\n\t#else\n\t\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n\t#endif\n#endif\n"; + + var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\n#include \nvoid main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n\tgl_FragColor.a *= opacity;\n}\n"; + + var cube_vert = "varying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}\n"; + + var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}\n"; + + var depth_vert = "#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + + var distanceRGBA_frag = "uniform vec3 lightPos;\nvarying vec4 vWorldPosition;\n#include \n#include \n#include \nvoid main () {\n\t#include \n\tgl_FragColor = packDepthToRGBA( length( vWorldPosition.xyz - lightPos.xyz ) / 1000.0 );\n}\n"; + + var distanceRGBA_vert = "varying vec4 vWorldPosition;\n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition;\n}\n"; + + var equirect_frag = "uniform sampler2D tEquirect;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldPosition );\n\tvec2 sampleUV;\n\tsampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n}\n"; + + var equirect_vert = "varying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}\n"; + + var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + + var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n}\n"; + + var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight;\n\treflectedLight.directDiffuse = vec3( 0.0 );\n\treflectedLight.directSpecular = vec3( 0.0 );\n\treflectedLight.indirectDiffuse = diffuseColor.rgb;\n\treflectedLight.indirectSpecular = vec3( 0.0 );\n\t#include \n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + + var meshbasic_vert = "#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_ENVMAP\n\t#include \n\t#include \n\t#include \n\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + + var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#include \n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + + var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + + var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + + var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}\n"; + + var meshphysical_frag = "#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n\tuniform float clearCoat;\n\tuniform float clearCoatRoughness;\n#endif\nuniform float envMapIntensity;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + + var meshphysical_vert = "#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n}\n"; + + var normal_frag = "uniform float opacity;\nvarying vec3 vNormal;\n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( vNormal ), opacity );\n\t#include \n}\n"; + + var normal_vert = "varying vec3 vNormal;\n#include \n#include \n#include \n#include \nvoid main() {\n\tvNormal = normalize( normalMatrix * normal );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + + var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + + var points_vert = "uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#ifdef USE_SIZEATTENUATION\n\t\tgl_PointSize = size * ( scale / - mvPosition.z );\n\t#else\n\t\tgl_PointSize = size;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + + var shadow_frag = "uniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( 0.0, 0.0, 0.0, opacity * ( 1.0 - getShadowMask() ) );\n}\n"; + + var shadow_vert = "#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + + var ShaderChunk = { + alphamap_fragment: alphamap_fragment, + alphamap_pars_fragment: alphamap_pars_fragment, + alphatest_fragment: alphatest_fragment, + aomap_fragment: aomap_fragment, + aomap_pars_fragment: aomap_pars_fragment, + begin_vertex: begin_vertex, + beginnormal_vertex: beginnormal_vertex, + bsdfs: bsdfs, + bumpmap_pars_fragment: bumpmap_pars_fragment, + clipping_planes_fragment: clipping_planes_fragment, + clipping_planes_pars_fragment: clipping_planes_pars_fragment, + clipping_planes_pars_vertex: clipping_planes_pars_vertex, + clipping_planes_vertex: clipping_planes_vertex, + color_fragment: color_fragment, + color_pars_fragment: color_pars_fragment, + color_pars_vertex: color_pars_vertex, + color_vertex: color_vertex, + common: common, + cube_uv_reflection_fragment: cube_uv_reflection_fragment, + defaultnormal_vertex: defaultnormal_vertex, + displacementmap_pars_vertex: displacementmap_pars_vertex, + displacementmap_vertex: displacementmap_vertex, + emissivemap_fragment: emissivemap_fragment, + emissivemap_pars_fragment: emissivemap_pars_fragment, + encodings_fragment: encodings_fragment, + encodings_pars_fragment: encodings_pars_fragment, + envmap_fragment: envmap_fragment, + envmap_pars_fragment: envmap_pars_fragment, + envmap_pars_vertex: envmap_pars_vertex, + envmap_vertex: envmap_vertex, + fog_fragment: fog_fragment, + fog_pars_fragment: fog_pars_fragment, + lightmap_fragment: lightmap_fragment, + lightmap_pars_fragment: lightmap_pars_fragment, + lights_lambert_vertex: lights_lambert_vertex, + lights_pars: lights_pars, + lights_phong_fragment: lights_phong_fragment, + lights_phong_pars_fragment: lights_phong_pars_fragment, + lights_physical_fragment: lights_physical_fragment, + lights_physical_pars_fragment: lights_physical_pars_fragment, + lights_template: lights_template, + logdepthbuf_fragment: logdepthbuf_fragment, + logdepthbuf_pars_fragment: logdepthbuf_pars_fragment, + logdepthbuf_pars_vertex: logdepthbuf_pars_vertex, + logdepthbuf_vertex: logdepthbuf_vertex, + map_fragment: map_fragment, + map_pars_fragment: map_pars_fragment, + map_particle_fragment: map_particle_fragment, + map_particle_pars_fragment: map_particle_pars_fragment, + metalnessmap_fragment: metalnessmap_fragment, + metalnessmap_pars_fragment: metalnessmap_pars_fragment, + morphnormal_vertex: morphnormal_vertex, + morphtarget_pars_vertex: morphtarget_pars_vertex, + morphtarget_vertex: morphtarget_vertex, + normal_flip: normal_flip, + normal_fragment: normal_fragment, + normalmap_pars_fragment: normalmap_pars_fragment, + packing: packing, + premultiplied_alpha_fragment: premultiplied_alpha_fragment, + project_vertex: project_vertex, + roughnessmap_fragment: roughnessmap_fragment, + roughnessmap_pars_fragment: roughnessmap_pars_fragment, + shadowmap_pars_fragment: shadowmap_pars_fragment, + shadowmap_pars_vertex: shadowmap_pars_vertex, + shadowmap_vertex: shadowmap_vertex, + shadowmask_pars_fragment: shadowmask_pars_fragment, + skinbase_vertex: skinbase_vertex, + skinning_pars_vertex: skinning_pars_vertex, + skinning_vertex: skinning_vertex, + skinnormal_vertex: skinnormal_vertex, + specularmap_fragment: specularmap_fragment, + specularmap_pars_fragment: specularmap_pars_fragment, + tonemapping_fragment: tonemapping_fragment, + tonemapping_pars_fragment: tonemapping_pars_fragment, + uv_pars_fragment: uv_pars_fragment, + uv_pars_vertex: uv_pars_vertex, + uv_vertex: uv_vertex, + uv2_pars_fragment: uv2_pars_fragment, + uv2_pars_vertex: uv2_pars_vertex, + uv2_vertex: uv2_vertex, + worldpos_vertex: worldpos_vertex, + + cube_frag: cube_frag, + cube_vert: cube_vert, + depth_frag: depth_frag, + depth_vert: depth_vert, + distanceRGBA_frag: distanceRGBA_frag, + distanceRGBA_vert: distanceRGBA_vert, + equirect_frag: equirect_frag, + equirect_vert: equirect_vert, + linedashed_frag: linedashed_frag, + linedashed_vert: linedashed_vert, + meshbasic_frag: meshbasic_frag, + meshbasic_vert: meshbasic_vert, + meshlambert_frag: meshlambert_frag, + meshlambert_vert: meshlambert_vert, + meshphong_frag: meshphong_frag, + meshphong_vert: meshphong_vert, + meshphysical_frag: meshphysical_frag, + meshphysical_vert: meshphysical_vert, + normal_frag: normal_frag, + normal_vert: normal_vert, + points_frag: points_frag, + points_vert: points_vert, + shadow_frag: shadow_frag, + shadow_vert: shadow_vert + }; + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function Color( r, g, b ) { + + if ( g === undefined && b === undefined ) { + + // r is THREE.Color, hex or string + return this.set( r ); + + } + + return this.setRGB( r, g, b ); + + } + + Color.prototype = { + + constructor: Color, + + isColor: true, + + r: 1, g: 1, b: 1, + + set: function ( value ) { + + if ( (value && value.isColor) ) { + + 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 setHSL( h, s, l ) { + + // h,s,l ranges are in 0.0 - 1.0 + h = exports.Math.euclideanModulo( h, 1 ); + s = exports.Math.clamp( s, 0, 1 ); + l = exports.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 = exports.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; + + }, + + sub: function( color ) { + + this.r = Math.max( 0, this.r - color.r ); + this.g = Math.max( 0, this.g - color.g ); + this.b = Math.max( 0, this.b - color.b ); + + 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; + + }, + + toJSON: function () { + + return this.getHex(); + + } + + }; + + exports.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 }; + + /** + * Uniforms library for shared webgl shaders + */ + + var UniformsLib = { + + common: { + + diffuse: { value: new Color( 0xeeeeee ) }, + opacity: { value: 1.0 }, + + map: { value: null }, + offsetRepeat: { value: new Vector4( 0, 0, 1, 1 ) }, + + specularMap: { value: null }, + alphaMap: { value: null }, + + envMap: { value: null }, + flipEnvMap: { value: - 1 }, + reflectivity: { value: 1.0 }, + refractionRatio: { value: 0.98 } + + }, + + aomap: { + + aoMap: { value: null }, + aoMapIntensity: { value: 1 } + + }, + + lightmap: { + + lightMap: { value: null }, + lightMapIntensity: { value: 1 } + + }, + + emissivemap: { + + emissiveMap: { value: null } + + }, + + bumpmap: { + + bumpMap: { value: null }, + bumpScale: { value: 1 } + + }, + + normalmap: { + + normalMap: { value: null }, + normalScale: { value: new Vector2( 1, 1 ) } + + }, + + displacementmap: { + + displacementMap: { value: null }, + displacementScale: { value: 1 }, + displacementBias: { value: 0 } + + }, + + roughnessmap: { + + roughnessMap: { value: null } + + }, + + metalnessmap: { + + metalnessMap: { value: null } + + }, + + fog: { + + fogDensity: { value: 0.00025 }, + fogNear: { value: 1 }, + fogFar: { value: 2000 }, + fogColor: { value: new Color( 0xffffff ) } + + }, + + lights: { + + ambientLightColor: { value: [] }, + + directionalLights: { value: [], properties: { + direction: {}, + color: {}, + + shadow: {}, + shadowBias: {}, + shadowRadius: {}, + shadowMapSize: {} + } }, + + directionalShadowMap: { value: [] }, + directionalShadowMatrix: { value: [] }, + + spotLights: { value: [], properties: { + color: {}, + position: {}, + direction: {}, + distance: {}, + coneCos: {}, + penumbraCos: {}, + decay: {}, + + shadow: {}, + shadowBias: {}, + shadowRadius: {}, + shadowMapSize: {} + } }, + + spotShadowMap: { value: [] }, + spotShadowMatrix: { value: [] }, + + pointLights: { value: [], properties: { + color: {}, + position: {}, + decay: {}, + distance: {}, + + shadow: {}, + shadowBias: {}, + shadowRadius: {}, + shadowMapSize: {} + } }, + + pointShadowMap: { value: [] }, + pointShadowMatrix: { value: [] }, + + hemisphereLights: { value: [], properties: { + direction: {}, + skyColor: {}, + groundColor: {} + } } + + }, + + points: { + + diffuse: { value: new Color( 0xeeeeee ) }, + opacity: { value: 1.0 }, + size: { value: 1.0 }, + scale: { value: 1.0 }, + map: { value: null }, + offsetRepeat: { value: new Vector4( 0, 0, 1, 1 ) } + + } + + }; + + /** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + */ + + var ShaderLib = { + + basic: { + + uniforms: exports.UniformsUtils.merge( [ + + UniformsLib.common, + UniformsLib.aomap, + UniformsLib.fog + + ] ), + + vertexShader: ShaderChunk.meshbasic_vert, + fragmentShader: ShaderChunk.meshbasic_frag + + }, + + lambert: { + + uniforms: exports.UniformsUtils.merge( [ + + UniformsLib.common, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.fog, + UniformsLib.lights, + + { + emissive : { value: new Color( 0x000000 ) } + } + + ] ), + + vertexShader: ShaderChunk.meshlambert_vert, + fragmentShader: ShaderChunk.meshlambert_frag + + }, + + phong: { + + uniforms: exports.UniformsUtils.merge( [ + + UniformsLib.common, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.fog, + UniformsLib.lights, + + { + emissive : { value: new Color( 0x000000 ) }, + specular : { value: new Color( 0x111111 ) }, + shininess: { value: 30 } + } + + ] ), + + vertexShader: ShaderChunk.meshphong_vert, + fragmentShader: ShaderChunk.meshphong_frag + + }, + + standard: { + + uniforms: exports.UniformsUtils.merge( [ + + UniformsLib.common, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.roughnessmap, + UniformsLib.metalnessmap, + UniformsLib.fog, + UniformsLib.lights, + + { + emissive : { value: new Color( 0x000000 ) }, + roughness: { value: 0.5 }, + metalness: { value: 0 }, + envMapIntensity : { value: 1 }, // temporary + } + + ] ), + + vertexShader: ShaderChunk.meshphysical_vert, + fragmentShader: ShaderChunk.meshphysical_frag + + }, + + points: { + + uniforms: exports.UniformsUtils.merge( [ + + UniformsLib.points, + UniformsLib.fog + + ] ), + + vertexShader: ShaderChunk.points_vert, + fragmentShader: ShaderChunk.points_frag + + }, + + dashed: { + + uniforms: exports.UniformsUtils.merge( [ + + UniformsLib.common, + UniformsLib.fog, + + { + scale : { value: 1 }, + dashSize : { value: 1 }, + totalSize: { value: 2 } + } + + ] ), + + vertexShader: ShaderChunk.linedashed_vert, + fragmentShader: ShaderChunk.linedashed_frag + + }, + + depth: { + + uniforms: exports.UniformsUtils.merge( [ + + UniformsLib.common, + UniformsLib.displacementmap + + ] ), + + vertexShader: ShaderChunk.depth_vert, + fragmentShader: ShaderChunk.depth_frag + + }, + + normal: { + + uniforms: { + + opacity : { value: 1.0 } + + }, + + vertexShader: ShaderChunk.normal_vert, + fragmentShader: ShaderChunk.normal_frag + + }, + + /* ------------------------------------------------------------------------- + // Cube map shader + ------------------------------------------------------------------------- */ + + cube: { + + uniforms: { + tCube: { value: null }, + tFlip: { value: - 1 }, + opacity: { value: 1.0 } + }, + + vertexShader: ShaderChunk.cube_vert, + fragmentShader: ShaderChunk.cube_frag + + }, + + /* ------------------------------------------------------------------------- + // Cube map shader + ------------------------------------------------------------------------- */ + + equirect: { + + uniforms: { + tEquirect: { value: null }, + tFlip: { value: - 1 } + }, + + vertexShader: ShaderChunk.equirect_vert, + fragmentShader: ShaderChunk.equirect_frag + + }, + + distanceRGBA: { + + uniforms: { + + lightPos: { value: new Vector3() } + + }, + + vertexShader: ShaderChunk.distanceRGBA_vert, + fragmentShader: ShaderChunk.distanceRGBA_frag + + } + + }; + + ShaderLib.physical = { + + uniforms: exports.UniformsUtils.merge( [ + + ShaderLib.standard.uniforms, + + { + clearCoat: { value: 0 }, + clearCoatRoughness: { value: 0 } + } + + ] ), + + vertexShader: ShaderChunk.meshphysical_vert, + fragmentShader: ShaderChunk.meshphysical_frag + + }; + + /** + * @author bhouston / http://clara.io + */ + + function Box2( min, max ) { + + this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity ); + this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity ); + + } + + Box2.prototype = { + + constructor: 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 Vector2(); + + return function setFromCenterAndSize( 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 ); + + }, + + getCenter: function ( optionalTarget ) { + + var result = optionalTarget || new Vector2(); + return this.isEmpty() ? result.set( 0, 0 ) : result.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); + + }, + + getSize: function ( optionalTarget ) { + + var result = optionalTarget || new Vector2(); + return this.isEmpty() ? result.set( 0, 0 ) : 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 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 Vector2(); + return result.copy( point ).clamp( this.min, this.max ); + + }, + + distanceToPoint: function () { + + var v1 = new Vector2(); + + return function distanceToPoint( 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 ); + + } + + }; + + /** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + + function LensFlarePlugin( renderer, flares ) { + + var gl = renderer.context; + var state = renderer.state; + + var vertexBuffer, elementBuffer; + var shader, program, attributes, uniforms; + + 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 ); + + 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" ) + + }; + + 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 Vector3(); + + var invAspect = viewport.w / viewport.z, + halfViewportWidth = viewport.z * 0.5, + halfViewportHeight = viewport.w * 0.5; + + var size = 16 / viewport.w, + scale = new Vector2( size * invAspect, size ); + + var screenPosition = new Vector3( 1, 1, 0 ), + screenPositionPixels = new Vector2( 1, 1 ); + + var validArea = new Box2(); + + validArea.min.set( 0, 0 ); + validArea.max.set( viewport.z - 16, viewport.w - 16 ); + + 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 ); + + // horizontal and vertical coordinate of the lower left corner of the pixels to copy + + screenPositionPixels.x = viewport.x + ( screenPosition.x * halfViewportWidth ) + halfViewportWidth - 8; + screenPositionPixels.y = viewport.y + ( screenPosition.y * halfViewportHeight ) + halfViewportHeight - 8; + + // screen cull + + if ( validArea.containsPoint( screenPositionPixels ) === true ) { + + // 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, screenPositionPixels.x, screenPositionPixels.y, 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, screenPositionPixels.x, screenPositionPixels.y, 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.setTexture2D( 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; + + } + + } + + /** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + + function SpritePlugin( renderer, sprites ) { + + var gl = renderer.context; + var state = renderer.state; + + var vertexBuffer, elementBuffer; + var program, attributes, uniforms; + + var texture; + + // decompose matrixWorld + + var spritePosition = new Vector3(); + var spriteRotation = new Quaternion(); + var spriteScale = new 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.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + canvas.width = 8; + canvas.height = 8; + + var context = canvas.getContext( '2d' ); + context.fillStyle = 'white'; + context.fillRect( 0, 0, 8, 8 ); + + texture = new 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 && fog.isFog) ) { + + gl.uniform1f( uniforms.fogNear, fog.near ); + gl.uniform1f( uniforms.fogFar, fog.far ); + + gl.uniform1i( uniforms.fogType, 1 ); + oldFogType = 1; + sceneFogType = 1; + + } else if ( (fog && fog.isFogExp2) ) { + + 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; + + if ( material.visible === false ) continue; + + 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 ) { + + renderer.setTexture2D( material.map, 0 ); + + } else { + + renderer.setTexture2D( 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; + + } + + } + + } + + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + + function Material() { + + Object.defineProperty( this, 'id', { value: MaterialIdCount() } ); + + this.uuid = exports.Math.generateUUID(); + + this.name = ''; + this.type = 'Material'; + + this.fog = true; + this.lights = true; + + this.blending = NormalBlending; + this.side = FrontSide; + this.shading = SmoothShading; // THREE.FlatShading, THREE.SmoothShading + this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors + + this.opacity = 1; + this.transparent = false; + + this.blendSrc = SrcAlphaFactor; + this.blendDst = OneMinusSrcAlphaFactor; + this.blendEquation = AddEquation; + this.blendSrcAlpha = null; + this.blendDstAlpha = null; + this.blendEquationAlpha = null; + + this.depthFunc = LessEqualDepth; + this.depthTest = true; + this.depthWrite = true; + + this.clippingPlanes = null; + this.clipShadows = false; + + 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.premultipliedAlpha = false; + + this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer + + this.visible = true; + + this._needsUpdate = true; + + } + + Material.prototype = { + + constructor: Material, + + isMaterial: true, + + 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 && currentValue.isColor) ) { + + currentValue.set( newValue ); + + } else if ( (currentValue && currentValue.isVector3) && (newValue && newValue.isVector3) ) { + + 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 && this.color.isColor) ) data.color = this.color.getHex(); + + if ( this.roughness !== undefined ) data.roughness = this.roughness; + if ( this.metalness !== undefined ) data.metalness = this.metalness; + + if ( (this.emissive && this.emissive.isColor) ) data.emissive = this.emissive.getHex(); + if ( (this.specular && this.specular.isColor) ) data.specular = this.specular.getHex(); + if ( this.shininess !== undefined ) data.shininess = this.shininess; + + if ( (this.map && this.map.isTexture) ) data.map = this.map.toJSON( meta ).uuid; + if ( (this.alphaMap && this.alphaMap.isTexture) ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid; + if ( (this.lightMap && this.lightMap.isTexture) ) data.lightMap = this.lightMap.toJSON( meta ).uuid; + if ( (this.bumpMap && this.bumpMap.isTexture) ) { + + data.bumpMap = this.bumpMap.toJSON( meta ).uuid; + data.bumpScale = this.bumpScale; + + } + if ( (this.normalMap && this.normalMap.isTexture) ) { + + data.normalMap = this.normalMap.toJSON( meta ).uuid; + data.normalScale = this.normalScale.toArray(); + + } + if ( (this.displacementMap && this.displacementMap.isTexture) ) { + + data.displacementMap = this.displacementMap.toJSON( meta ).uuid; + data.displacementScale = this.displacementScale; + data.displacementBias = this.displacementBias; + + } + if ( (this.roughnessMap && this.roughnessMap.isTexture) ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; + if ( (this.metalnessMap && this.metalnessMap.isTexture) ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; + + if ( (this.emissiveMap && this.emissiveMap.isTexture) ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; + if ( (this.specularMap && this.specularMap.isTexture) ) data.specularMap = this.specularMap.toJSON( meta ).uuid; + + if ( (this.envMap && this.envMap.isTexture) ) { + + 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.blending !== NormalBlending ) data.blending = this.blending; + if ( this.shading !== SmoothShading ) data.shading = this.shading; + if ( this.side !== FrontSide ) data.side = this.side; + if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors; + + if ( this.opacity < 1 ) data.opacity = this.opacity; + if ( this.transparent === true ) data.transparent = this.transparent; + + data.depthFunc = this.depthFunc; + data.depthTest = this.depthTest; + data.depthWrite = this.depthWrite; + + if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest; + if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha; + if ( this.wireframe === true ) data.wireframe = this.wireframe; + if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth; + if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap; + if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin; + + data.skinning = this.skinning; + data.morphTargets = this.morphTargets; + + // 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.fog = source.fog; + this.lights = source.lights; + + this.blending = source.blending; + this.side = source.side; + this.shading = source.shading; + this.vertexColors = source.vertexColors; + + this.opacity = source.opacity; + this.transparent = source.transparent; + + 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.premultipliedAlpha = source.premultipliedAlpha; + + this.overdraw = source.overdraw; + + this.visible = source.visible; + this.clipShadows = source.clipShadows; + + var srcPlanes = source.clippingPlanes, + dstPlanes = null; + + if ( srcPlanes !== null ) { + + var n = srcPlanes.length; + dstPlanes = new Array( n ); + + for ( var i = 0; i !== n; ++ i ) + dstPlanes[ i ] = srcPlanes[ i ].clone(); + + } + + this.clippingPlanes = dstPlanes; + + return this; + + }, + + update: function () { + + this.dispatchEvent( { type: 'update' } ); + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + + }; + + Object.assign( Material.prototype, EventDispatcher.prototype ); + + var count$1 = 0; + function MaterialIdCount() { return count$1++; }; + + /** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * defines: { "label" : "value" }, + * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } }, + * + * fragmentShader: , + * vertexShader: , + * + * wireframe: , + * wireframeLinewidth: , + * + * lights: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ + + function ShaderMaterial( parameters ) { + + 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.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.clipping = false; // set to use user-defined clipping planes + + 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 ); + + } + + } + + ShaderMaterial.prototype = Object.create( Material.prototype ); + ShaderMaterial.prototype.constructor = ShaderMaterial; + + ShaderMaterial.prototype.isShaderMaterial = true; + + ShaderMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.fragmentShader = source.fragmentShader; + this.vertexShader = source.vertexShader; + + this.uniforms = exports.UniformsUtils.clone( source.uniforms ); + + this.defines = source.defines; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + + this.lights = source.lights; + this.clipping = source.clipping; + + this.skinning = source.skinning; + + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + + this.extensions = source.extensions; + + return this; + + }; + + ShaderMaterial.prototype.toJSON = function ( meta ) { + + var data = Material.prototype.toJSON.call( this, meta ); + + data.uniforms = this.uniforms; + data.vertexShader = this.vertexShader; + data.fragmentShader = this.fragmentShader; + + return data; + + }; + + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author bhouston / https://clara.io + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * + * opacity: , + * + * map: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * wireframe: , + * wireframeLinewidth: + * } + */ + + function MeshDepthMaterial( parameters ) { + + Material.call( this ); + + this.type = 'MeshDepthMaterial'; + + this.depthPacking = BasicDepthPacking; + + this.skinning = false; + this.morphTargets = false; + + this.map = null; + + this.alphaMap = null; + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.fog = false; + this.lights = false; + + this.setValues( parameters ); + + } + + MeshDepthMaterial.prototype = Object.create( Material.prototype ); + MeshDepthMaterial.prototype.constructor = MeshDepthMaterial; + + MeshDepthMaterial.prototype.isMeshDepthMaterial = true; + + MeshDepthMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.depthPacking = source.depthPacking; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + + this.map = source.map; + + this.alphaMap = source.alphaMap; + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + + return this; + + }; + + /** + * @author bhouston / http://clara.io + * @author WestLangley / http://github.com/WestLangley + */ + + function Box3( min, max ) { + + this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity ); + this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity ); + + } + + Box3.prototype = { + + constructor: Box3, + + isBox3: true, + + set: function ( min, max ) { + + this.min.copy( min ); + this.max.copy( max ); + + return this; + + }, + + setFromArray: function ( array ) { + + var minX = + Infinity; + var minY = + Infinity; + var minZ = + Infinity; + + var maxX = - Infinity; + var maxY = - Infinity; + var maxZ = - Infinity; + + for ( var i = 0, l = array.length; i < l; 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 Vector3(); + + return function setFromCenterAndSize( 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 v1 = new Vector3(); + + return function setFromObject( object ) { + + var scope = this; + + object.updateMatrixWorld( true ); + + this.makeEmpty(); + + object.traverse( function ( node ) { + + var geometry = node.geometry; + + if ( geometry !== undefined ) { + + if ( (geometry && geometry.isGeometry) ) { + + var vertices = geometry.vertices; + + for ( var i = 0, il = vertices.length; i < il; i ++ ) { + + v1.copy( vertices[ i ] ); + v1.applyMatrix4( node.matrixWorld ); + + scope.expandByPoint( v1 ); + + } + + } else if ( (geometry && geometry.isBufferGeometry) ) { + + var attribute = geometry.attributes.position; + + if ( attribute !== undefined ) { + + var array, offset, stride; + + if ( (attribute && attribute.isInterleavedBufferAttribute) ) { + + array = attribute.data.array; + offset = attribute.offset; + stride = attribute.data.stride; + + } else { + + array = attribute.array; + offset = 0; + stride = 3; + + } + + for ( var i = offset, il = array.length; i < il; i += stride ) { + + v1.fromArray( array, i ); + v1.applyMatrix4( node.matrixWorld ); + + scope.expandByPoint( v1 ); + + } + + } + + } + + } + + } ); + + 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 ); + + }, + + getCenter: function ( optionalTarget ) { + + var result = optionalTarget || new Vector3(); + return this.isEmpty() ? result.set( 0, 0, 0 ) : result.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); + + }, + + getSize: function ( optionalTarget ) { + + var result = optionalTarget || new Vector3(); + return this.isEmpty() ? result.set( 0, 0, 0 ) : 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 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 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 Vector3(); + return result.copy( point ).clamp( this.min, this.max ); + + }, + + distanceToPoint: function () { + + var v1 = new Vector3(); + + return function distanceToPoint( point ) { + + var clampedPoint = v1.copy( point ).clamp( this.min, this.max ); + return clampedPoint.sub( point ).length(); + + }; + + }(), + + getBoundingSphere: function () { + + var v1 = new Vector3(); + + return function getBoundingSphere( optionalTarget ) { + + var result = optionalTarget || new Sphere(); + + this.getCenter( result.center ); + + result.radius = this.size( v1 ).length() * 0.5; + + return result; + + }; + + }(), + + intersect: function ( box ) { + + this.min.max( box.min ); + this.max.min( box.max ); + + // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values. + if( this.isEmpty() ) this.makeEmpty(); + + return this; + + }, + + union: function ( box ) { + + this.min.min( box.min ); + this.max.max( box.max ); + + return this; + + }, + + applyMatrix4: function () { + + var points = [ + new Vector3(), + new Vector3(), + new Vector3(), + new Vector3(), + new Vector3(), + new Vector3(), + new Vector3(), + new Vector3() + ]; + + return function applyMatrix4( matrix ) { + + // transform of empty box is an empty box. + if( this.isEmpty() ) return this; + + // 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.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 ); + + } + + }; + + /** + * @author bhouston / http://clara.io + * @author mrdoob / http://mrdoob.com/ + */ + + function Sphere( center, radius ) { + + this.center = ( center !== undefined ) ? center : new Vector3(); + this.radius = ( radius !== undefined ) ? radius : 0; + + } + + Sphere.prototype = { + + constructor: Sphere, + + set: function ( center, radius ) { + + this.center.copy( center ); + this.radius = radius; + + return this; + + }, + + setFromPoints: function () { + + var box = new Box3(); + + return function setFromPoints( points, optionalCenter ) { + + var center = this.center; + + if ( optionalCenter !== undefined ) { + + center.copy( optionalCenter ); + + } else { + + box.setFromPoints( points ).getCenter( 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 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 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 ); + + } + + }; + + /** + * @author alteredq / http://alteredqualia.com/ + * @author WestLangley / http://github.com/WestLangley + * @author bhouston / http://clara.io + * @author tschw + */ + + function Matrix3() { + + 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.' ); + + } + + } + + Matrix3.prototype = { + + constructor: Matrix3, + + isMatrix3: true, + + set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { + + var te = this.elements; + + te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31; + te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32; + te[ 6 ] = n13; te[ 7 ] = n23; 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; + + }, + + setFromMatrix4: function( m ) { + + var me = m.elements; + + this.set( + + me[ 0 ], me[ 4 ], me[ 8 ], + me[ 1 ], me[ 5 ], me[ 9 ], + me[ 2 ], me[ 6 ], me[ 10 ] + + ); + + return this; + + }, + + applyToVector3Array: function () { + + var v1; + + return function applyToVector3Array( array, offset, length ) { + + if ( v1 === undefined ) v1 = new 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 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 ) { + + if ( (matrix && matrix.isMatrix4) ) { + + console.error( "THREE.Matrix3.getInverse no longer takes a Matrix4 argument." ); + + } + + var me = matrix.elements, + te = this.elements, + + n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], + n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ], + n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ], + + t11 = n33 * n22 - n32 * n23, + t12 = n32 * n13 - n33 * n12, + t13 = n23 * n12 - n22 * n13, + + det = n11 * t11 + n21 * t12 + n31 * t13; + + if ( det === 0 ) { + + var msg = "THREE.Matrix3.getInverse(): can't invert matrix, determinant is 0"; + + if ( throwOnDegenerate === true ) { + + throw new Error( msg ); + + } else { + + console.warn( msg ); + + } + + return this.identity(); + } + + var detInv = 1 / det; + + te[ 0 ] = t11 * detInv; + te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv; + te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv; + + te[ 3 ] = t12 * detInv; + te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv; + te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv; + + te[ 6 ] = t13 * detInv; + te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv; + te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv; + + 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 ) { + + console.warn( "THREE.Matrix3: .flattenToArrayOffset is deprecated " + + "- just use .toArray instead." ); + + return this.toArray( array, offset ); + + }, + + getNormalMatrix: function ( matrix4 ) { + + return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose(); + + }, + + 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, offset ) { + + if ( offset === undefined ) offset = 0; + + for( var i = 0; i < 9; i ++ ) { + + this.elements[ i ] = array[ i + offset ]; + + } + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + 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; + + } + + }; + + /** + * @author bhouston / http://clara.io + */ + + function Plane( normal, constant ) { + + this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 ); + this.constant = ( constant !== undefined ) ? constant : 0; + + } + + Plane.prototype = { + + constructor: 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 Vector3(); + var v2 = new Vector3(); + + return function setFromCoplanarPoints( 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 Vector3(); + return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude ); + + }, + + intersectLine: function () { + + var v1 = new Vector3(); + + return function intersectLine( line, optionalTarget ) { + + var result = optionalTarget || new 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 Vector3(); + return result.copy( this.normal ).multiplyScalar( - this.constant ); + + }, + + applyMatrix4: function () { + + var v1 = new Vector3(); + var m1 = new Matrix3(); + + return function applyMatrix4( matrix, optionalNormalMatrix ) { + + var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix ); + + // transform normal based on theory here: + // http://www.songho.ca/opengl/gl_normaltransform.html + var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix ); + var normal = this.normal.applyMatrix3( normalMatrix ).normalize(); + + // recalculate constant (like in setFromNormalAndCoplanarPoint) + this.constant = - referencePoint.dot( normal ); + + 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 ); + + } + + }; + + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author bhouston / http://clara.io + */ + + function Frustum( p0, p1, p2, p3, p4, p5 ) { + + this.planes = [ + + ( p0 !== undefined ) ? p0 : new Plane(), + ( p1 !== undefined ) ? p1 : new Plane(), + ( p2 !== undefined ) ? p2 : new Plane(), + ( p3 !== undefined ) ? p3 : new Plane(), + ( p4 !== undefined ) ? p4 : new Plane(), + ( p5 !== undefined ) ? p5 : new Plane() + + ]; + + } + + Frustum.prototype = { + + constructor: 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 Sphere(); + + return function intersectsObject( object ) { + + var geometry = object.geometry; + + if ( geometry.boundingSphere === null ) + geometry.computeBoundingSphere(); + + sphere.copy( geometry.boundingSphere ) + .applyMatrix4( object.matrixWorld ); + + return this.intersectsSphere( sphere ); + + }; + + }(), + + intersectsSprite: function () { + + var sphere = new Sphere(); + + return function intersectsSprite( sprite ) { + + sphere.center.set( 0, 0, 0 ); + sphere.radius = 0.7071067811865476; + sphere.applyMatrix4( sprite.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 Vector3(), + p2 = new Vector3(); + + return function intersectsBox( 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; + + } + + }; + + function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) { + + var _gl = _renderer.context, + _state = _renderer.state, + _frustum = new Frustum(), + _projScreenMatrix = new Matrix4(), + + _lightShadows = _lights.shadows, + + _shadowMapSize = new Vector2(), + _maxShadowMapSize = new Vector2( capabilities.maxTextureSize, capabilities.maxTextureSize ), + + _lookTarget = new Vector3(), + _lightPositionWorld = new Vector3(), + + _renderList = [], + + _MorphingFlag = 1, + _SkinningFlag = 2, + + _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1, + + _depthMaterials = new Array( _NumberOfMaterialVariants ), + _distanceMaterials = new Array( _NumberOfMaterialVariants ), + + _materialCache = {}; + + var cubeDirections = [ + new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ), + new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 ) + ]; + + var cubeUps = [ + new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), + new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 ) + ]; + + var cube2DViewPorts = [ + new Vector4(), new Vector4(), new Vector4(), + new Vector4(), new Vector4(), new Vector4() + ]; + + // init + + var depthMaterialTemplate = new MeshDepthMaterial(); + depthMaterialTemplate.depthPacking = RGBADepthPacking; + depthMaterialTemplate.clipping = true; + + var distanceShader = ShaderLib[ "distanceRGBA" ]; + var distanceUniforms = exports.UniformsUtils.clone( distanceShader.uniforms ); + + for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) { + + var useMorphing = ( i & _MorphingFlag ) !== 0; + var useSkinning = ( i & _SkinningFlag ) !== 0; + + var depthMaterial = depthMaterialTemplate.clone(); + depthMaterial.morphTargets = useMorphing; + depthMaterial.skinning = useSkinning; + + _depthMaterials[ i ] = depthMaterial; + + var distanceMaterial = new ShaderMaterial( { + defines: { + 'USE_SHADOWMAP': '' + }, + uniforms: distanceUniforms, + vertexShader: distanceShader.vertexShader, + fragmentShader: distanceShader.fragmentShader, + morphTargets: useMorphing, + skinning: useSkinning, + clipping: true + } ); + + _distanceMaterials[ i ] = distanceMaterial; + + } + + // + + var scope = this; + + this.enabled = false; + + this.autoUpdate = true; + this.needsUpdate = false; + + this.type = PCFShadowMap; + + this.renderReverseSided = true; + this.renderSingleSided = true; + + this.render = function ( scene, camera ) { + + if ( scope.enabled === false ) return; + if ( scope.autoUpdate === false && scope.needsUpdate === false ) return; + + if ( _lightShadows.length === 0 ) return; + + // Set GL state for depth map. + _state.clearColor( 1, 1, 1, 1 ); + _state.disable( _gl.BLEND ); + _state.setDepthTest( true ); + _state.setScissorTest( false ); + + // render depth map + + var faceCount, isPointLight; + + for ( var i = 0, il = _lightShadows.length; i < il; i ++ ) { + + var light = _lightShadows[ i ]; + var shadow = light.shadow; + + if ( shadow === undefined ) { + + console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' ); + continue; + + } + + var shadowCamera = shadow.camera; + + _shadowMapSize.copy( shadow.mapSize ); + _shadowMapSize.min( _maxShadowMapSize ); + + if ( (light && light.isPointLight) ) { + + 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: NearestFilter, magFilter: NearestFilter, format: RGBAFormat }; + + shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); + + shadowCamera.updateProjectionMatrix(); + + } + + if ( (shadow && shadow.isSpotLightShadow) ) { + + shadow.update( light ); + + } + + 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 && material.isMultiMaterial) ) { + + 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 ); + + } + + } + + } + + } + + // Restore GL state. + var clearColor = _renderer.getClearColor(), + clearAlpha = _renderer.getClearAlpha(); + _renderer.setClearColor( clearColor, clearAlpha ); + + scope.needsUpdate = false; + + }; + + function getDepthMaterial( object, material, isPointLight, lightPositionWorld ) { + + var geometry = object.geometry; + + var result = null; + + var materialVariants = _depthMaterials; + var customMaterial = object.customDepthMaterial; + + if ( isPointLight ) { + + materialVariants = _distanceMaterials; + customMaterial = object.customDistanceMaterial; + + } + + if ( ! customMaterial ) { + + var useMorphing = false; + + if ( material.morphTargets ) { + + if ( (geometry && geometry.isBufferGeometry) ) { + + useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0; + + } else if ( (geometry && geometry.isGeometry) ) { + + useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0; + + } + + } + + var useSkinning = object.isSkinnedMesh && material.skinning; + + var variantIndex = 0; + + if ( useMorphing ) variantIndex |= _MorphingFlag; + if ( useSkinning ) variantIndex |= _SkinningFlag; + + result = materialVariants[ variantIndex ]; + + } else { + + result = customMaterial; + + } + + if ( _renderer.localClippingEnabled && + material.clipShadows === true && + material.clippingPlanes.length !== 0 ) { + + // in this case we need a unique material instance reflecting the + // appropriate state + + var keyA = result.uuid, keyB = material.uuid; + + var materialsForVariant = _materialCache[ keyA ]; + + if ( materialsForVariant === undefined ) { + + materialsForVariant = {}; + _materialCache[ keyA ] = materialsForVariant; + + } + + var cachedMaterial = materialsForVariant[ keyB ]; + + if ( cachedMaterial === undefined ) { + + cachedMaterial = result.clone(); + materialsForVariant[ keyB ] = cachedMaterial; + + } + + result = cachedMaterial; + + } + + result.visible = material.visible; + result.wireframe = material.wireframe; + + var side = material.side; + + if ( scope.renderSingleSided && side == DoubleSide ) { + + side = FrontSide; + + } + + if ( scope.renderReverseSided ) { + + if ( side === FrontSide ) side = BackSide; + else if ( side === BackSide ) side = FrontSide; + + } + + result.side = side; + + result.clipShadows = material.clipShadows; + result.clippingPlanes = material.clippingPlanes; + + result.wireframeLinewidth = material.wireframeLinewidth; + result.linewidth = material.linewidth; + + if ( isPointLight && result.uniforms.lightPos !== undefined ) { + + result.uniforms.lightPos.value.copy( lightPositionWorld ); + + } + + return result; + + } + + function projectObject( object, camera, shadowCamera ) { + + if ( object.visible === false ) return; + + var visible = ( object.layers.mask & camera.layers.mask ) !== 0; + + if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) { + + 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 ); + + } + + } + + } + + /** + * @author bhouston / http://clara.io + */ + + function Ray( origin, direction ) { + + this.origin = ( origin !== undefined ) ? origin : new Vector3(); + this.direction = ( direction !== undefined ) ? direction : new Vector3(); + + } + + Ray.prototype = { + + constructor: 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 Vector3(); + + return result.copy( this.direction ).multiplyScalar( t ).add( this.origin ); + + }, + + lookAt: function ( v ) { + + this.direction.copy( v ).sub( this.origin ).normalize(); + + return this; + + }, + + recast: function () { + + var v1 = new Vector3(); + + return function recast( t ) { + + this.origin.copy( this.at( t, v1 ) ); + + return this; + + }; + + }(), + + closestPointToPoint: function ( point, optionalTarget ) { + + var result = optionalTarget || new 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 Vector3(); + + return function distanceSqToPoint( 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 Vector3(); + var segDir = new Vector3(); + var diff = new Vector3(); + + return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) { + + // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h + // 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 Vector3(); + + return function intersectSphere( 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 Vector3(); + + return function intersectsBox( box ) { + + return this.intersectBox( box, v ) !== null; + + }; + + } )(), + + intersectTriangle: function () { + + // Compute the offset origin, edges, and normal. + var diff = new Vector3(); + var edge1 = new Vector3(); + var edge2 = new Vector3(); + var normal = new Vector3(); + + return function intersectTriangle( a, b, c, backfaceCulling, optionalTarget ) { + + // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h + + 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 ); + + } + + }; + + /** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + * @author bhouston / http://clara.io + */ + + function Euler( x, y, z, order ) { + + this._x = x || 0; + this._y = y || 0; + this._z = z || 0; + this._order = order || Euler.DefaultOrder; + + } + + Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ]; + + Euler.DefaultOrder = 'XYZ'; + + Euler.prototype = { + + constructor: Euler, + + isEuler: true, + + 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 = exports.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 setFromQuaternion( q, order, update ) { + + if ( matrix === undefined ) matrix = new Matrix4(); + + matrix.makeRotationFromQuaternion( q ); + + return this.setFromRotationMatrix( matrix, order, update ); + + }; + + }(), + + 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 Quaternion(); + + return function reorder( newOrder ) { + + q.setFromEuler( this ); + + return 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 Vector3( this._x, this._y, this._z ); + + } + + }, + + onChange: function ( callback ) { + + this.onChangeCallback = callback; + + return this; + + }, + + onChangeCallback: function () {} + + }; + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function Layers() { + + this.mask = 1; + + } + + Layers.prototype = { + + constructor: 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; + + } + + }; + + /** + * @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 + */ + + function Object3D() { + + Object.defineProperty( this, 'id', { value: Object3DIdCount() } ); + + this.uuid = exports.Math.generateUUID(); + + this.name = ''; + this.type = 'Object3D'; + + this.parent = null; + this.children = []; + + this.up = Object3D.DefaultUp.clone(); + + var position = new Vector3(); + var rotation = new Euler(); + var quaternion = new Quaternion(); + var scale = new 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 Matrix4() + }, + normalMatrix: { + value: new Matrix3() + } + } ); + + this.matrix = new Matrix4(); + this.matrixWorld = new Matrix4(); + + this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate; + this.matrixWorldNeedsUpdate = false; + + this.layers = new Layers(); + this.visible = true; + + this.castShadow = false; + this.receiveShadow = false; + + this.frustumCulled = true; + this.renderOrder = 0; + + this.userData = {}; + + this.onBeforeRender = null; + + } + + Object3D.DefaultUp = new Vector3( 0, 1, 0 ); + Object3D.DefaultMatrixAutoUpdate = true; + + Object.assign( Object3D.prototype, EventDispatcher.prototype, { + + isObject3D: true, + + 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 Quaternion(); + + return function rotateOnAxis( axis, angle ) { + + q1.setFromAxisAngle( axis, angle ); + + this.quaternion.multiply( q1 ); + + return this; + + }; + + }(), + + rotateX: function () { + + var v1 = new Vector3( 1, 0, 0 ); + + return function rotateX( angle ) { + + return this.rotateOnAxis( v1, angle ); + + }; + + }(), + + rotateY: function () { + + var v1 = new Vector3( 0, 1, 0 ); + + return function rotateY( angle ) { + + return this.rotateOnAxis( v1, angle ); + + }; + + }(), + + rotateZ: function () { + + var v1 = new Vector3( 0, 0, 1 ); + + return function rotateZ( 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 Vector3(); + + return function translateOnAxis( axis, distance ) { + + v1.copy( axis ).applyQuaternion( this.quaternion ); + + this.position.add( v1.multiplyScalar( distance ) ); + + return this; + + }; + + }(), + + translateX: function () { + + var v1 = new Vector3( 1, 0, 0 ); + + return function translateX( distance ) { + + return this.translateOnAxis( v1, distance ); + + }; + + }(), + + translateY: function () { + + var v1 = new Vector3( 0, 1, 0 ); + + return function translateY( distance ) { + + return this.translateOnAxis( v1, distance ); + + }; + + }(), + + translateZ: function () { + + var v1 = new Vector3( 0, 0, 1 ); + + return function translateZ( distance ) { + + return this.translateOnAxis( v1, distance ); + + }; + + }(), + + localToWorld: function ( vector ) { + + return vector.applyMatrix4( this.matrixWorld ); + + }, + + worldToLocal: function () { + + var m1 = new Matrix4(); + + return function worldToLocal( 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 Matrix4(); + + return function lookAt( 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 && object.isObject3D) ) { + + 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 Vector3(); + + this.updateMatrixWorld( true ); + + return result.setFromMatrixPosition( this.matrixWorld ); + + }, + + getWorldQuaternion: function () { + + var position = new Vector3(); + var scale = new Vector3(); + + return function getWorldQuaternion( optionalTarget ) { + + var result = optionalTarget || new Quaternion(); + + this.updateMatrixWorld( true ); + + this.matrixWorld.decompose( position, result, scale ); + + return result; + + }; + + }(), + + getWorldRotation: function () { + + var quaternion = new Quaternion(); + + return function getWorldRotation( optionalTarget ) { + + var result = optionalTarget || new Euler(); + + this.getWorldQuaternion( quaternion ); + + return result.setFromQuaternion( quaternion, this.rotation.order, false ); + + }; + + }(), + + getWorldScale: function () { + + var position = new Vector3(); + var quaternion = new Quaternion(); + + return function getWorldScale( optionalTarget ) { + + var result = optionalTarget || new Vector3(); + + this.updateMatrixWorld( true ); + + this.matrixWorld.decompose( position, quaternion, result ); + + return result; + + }; + + }(), + + getWorldDirection: function () { + + var quaternion = new Quaternion(); + + return function getWorldDirection( optionalTarget ) { + + var result = optionalTarget || new 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 + + var children = this.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].updateMatrixWorld( force ); + + } + + }, + + toJSON: function ( meta ) { + + // meta is '' when called from JSON.stringify + var isRootObject = ( meta === undefined || meta === '' ); + + 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.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; + + } + + } ); + + var count$2 = 0; + function Object3DIdCount() { return count$2++; }; + + /** + * @author bhouston / http://clara.io + */ + + function Line3( start, end ) { + + this.start = ( start !== undefined ) ? start : new Vector3(); + this.end = ( end !== undefined ) ? end : new Vector3(); + + } + + Line3.prototype = { + + constructor: 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; + + }, + + getCenter: function ( optionalTarget ) { + + var result = optionalTarget || new Vector3(); + return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 ); + + }, + + delta: function ( optionalTarget ) { + + var result = optionalTarget || new 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 Vector3(); + + return this.delta( result ).multiplyScalar( t ).add( this.start ); + + }, + + closestPointToPointParameter: function () { + + var startP = new Vector3(); + var startEnd = new Vector3(); + + return function closestPointToPointParameter( 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 = exports.Math.clamp( t, 0, 1 ); + + } + + return t; + + }; + + }(), + + closestPointToPoint: function ( point, clampToLine, optionalTarget ) { + + var t = this.closestPointToPointParameter( point, clampToLine ); + + var result = optionalTarget || new 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 ); + + } + + }; + + /** + * @author bhouston / http://clara.io + * @author mrdoob / http://mrdoob.com/ + */ + + function Triangle( a, b, c ) { + + this.a = ( a !== undefined ) ? a : new Vector3(); + this.b = ( b !== undefined ) ? b : new Vector3(); + this.c = ( c !== undefined ) ? c : new Vector3(); + + } + + Triangle.normal = function () { + + var v0 = new Vector3(); + + return function normal( a, b, c, optionalTarget ) { + + var result = optionalTarget || new 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 + Triangle.barycoordFromPoint = function () { + + var v0 = new Vector3(); + var v1 = new Vector3(); + var v2 = new Vector3(); + + return function barycoordFromPoint( 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 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 ); + + }; + + }(); + + Triangle.containsPoint = function () { + + var v1 = new Vector3(); + + return function containsPoint( point, a, b, c ) { + + var result = Triangle.barycoordFromPoint( point, a, b, c, v1 ); + + return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 ); + + }; + + }(); + + Triangle.prototype = { + + constructor: 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 Vector3(); + var v1 = new Vector3(); + + return function area() { + + 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 Vector3(); + return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 ); + + }, + + normal: function ( optionalTarget ) { + + return Triangle.normal( this.a, this.b, this.c, optionalTarget ); + + }, + + plane: function ( optionalTarget ) { + + var result = optionalTarget || new Plane(); + + return result.setFromCoplanarPoints( this.a, this.b, this.c ); + + }, + + barycoordFromPoint: function ( point, optionalTarget ) { + + return Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget ); + + }, + + containsPoint: function ( point ) { + + return Triangle.containsPoint( point, this.a, this.b, this.c ); + + }, + + closestPointToPoint: function () { + + var plane, edgeList, projectedPoint, closestPoint; + + return function closestPointToPoint( point, optionalTarget ) { + + if ( plane === undefined ) { + + plane = new Plane(); + edgeList = [ new Line3(), new Line3(), new Line3() ]; + projectedPoint = new Vector3(); + closestPoint = new Vector3(); + + } + + var result = optionalTarget || new Vector3(); + var minDistance = Infinity; + + // project the point onto the plane of the triangle + + plane.setFromCoplanarPoints( this.a, this.b, this.c ); + plane.projectPoint( point, projectedPoint ); + + // check if the projection lies within the triangle + + if( this.containsPoint( projectedPoint ) === true ) { + + // if so, this is the closest point + + result.copy( projectedPoint ); + + } else { + + // if not, the point falls outside the triangle. the result is the closest point to the triangle's edges or vertices + + edgeList[ 0 ].set( this.a, this.b ); + edgeList[ 1 ].set( this.b, this.c ); + edgeList[ 2 ].set( this.c, this.a ); + + for( var i = 0; i < edgeList.length; i ++ ) { + + edgeList[ i ].closestPointToPoint( projectedPoint, true, closestPoint ); + + var distance = projectedPoint.distanceToSquared( closestPoint ); + + if( distance < minDistance ) { + + minDistance = distance; + + result.copy( closestPoint ); + + } + + } + + } + + return result; + + }; + + }(), + + equals: function ( triangle ) { + + return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c ); + + } + + }; + + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + + function Face3( a, b, c, normal, color, materialIndex ) { + + this.a = a; + this.b = b; + this.c = c; + + this.normal = (normal && normal.isVector3) ? normal : new Vector3(); + this.vertexNormals = Array.isArray( normal ) ? normal : []; + + this.color = (color && color.isColor) ? color : new Color(); + this.vertexColors = Array.isArray( color ) ? color : []; + + this.materialIndex = materialIndex !== undefined ? materialIndex : 0; + + } + + Face3.prototype = { + + constructor: 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; + + } + + }; + + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * shading: THREE.SmoothShading, + * depthTest: , + * depthWrite: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: + * } + */ + + function MeshBasicMaterial( parameters ) { + + Material.call( this ); + + this.type = 'MeshBasicMaterial'; + + this.color = new Color( 0xffffff ); // emissive + + this.map = null; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.specularMap = null; + + this.alphaMap = null; + + this.envMap = null; + this.combine = MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.skinning = false; + this.morphTargets = false; + + this.lights = false; + + this.setValues( parameters ); + + } + + MeshBasicMaterial.prototype = Object.create( Material.prototype ); + MeshBasicMaterial.prototype.constructor = MeshBasicMaterial; + + MeshBasicMaterial.prototype.isMeshBasicMaterial = true; + + MeshBasicMaterial.prototype.copy = function ( source ) { + + 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.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + + return this; + + }; + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function BufferAttribute( array, itemSize, normalized ) { + + if ( Array.isArray( array ) ) { + + throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); + + } + + this.uuid = exports.Math.generateUUID(); + + this.array = array; + this.itemSize = itemSize; + this.count = array !== undefined ? array.length / itemSize : 0; + this.normalized = normalized === true; + + this.dynamic = false; + this.updateRange = { offset: 0, count: - 1 }; + + this.version = 0; + + } + + BufferAttribute.prototype = { + + constructor: BufferAttribute, + + isBufferAttribute: true, + + 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.count = source.count; + this.normalized = source.normalized; + + 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 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 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 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 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 ); + + } + + }; + + // + + function Int8Attribute( array, itemSize ) { + + return new BufferAttribute( new Int8Array( array ), itemSize ); + + } + + function Uint8Attribute( array, itemSize ) { + + return new BufferAttribute( new Uint8Array( array ), itemSize ); + + } + + function Uint8ClampedAttribute( array, itemSize ) { + + return new BufferAttribute( new Uint8ClampedArray( array ), itemSize ); + + } + + function Int16Attribute( array, itemSize ) { + + return new BufferAttribute( new Int16Array( array ), itemSize ); + + } + + function Uint16Attribute( array, itemSize ) { + + return new BufferAttribute( new Uint16Array( array ), itemSize ); + + } + + function Int32Attribute( array, itemSize ) { + + return new BufferAttribute( new Int32Array( array ), itemSize ); + + } + + function Uint32Attribute( array, itemSize ) { + + return new BufferAttribute( new Uint32Array( array ), itemSize ); + + } + + function Float32Attribute( array, itemSize ) { + + return new BufferAttribute( new Float32Array( array ), itemSize ); + + } + + function Float64Attribute( array, itemSize ) { + + return new BufferAttribute( new Float64Array( array ), itemSize ); + + } + + // Deprecated + + function DynamicBufferAttribute( array, itemSize ) { + + console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' ); + return new BufferAttribute( array, itemSize ).setDynamic( true ); + + } + + /** + * @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 + */ + + function Geometry() { + + Object.defineProperty( this, 'id', { value: GeometryIdCount() } ); + + this.uuid = exports.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.elementsNeedUpdate = false; + this.verticesNeedUpdate = false; + this.uvsNeedUpdate = false; + this.normalsNeedUpdate = false; + this.colorsNeedUpdate = false; + this.lineDistancesNeedUpdate = false; + this.groupsNeedUpdate = false; + + } + + Object.assign( Geometry.prototype, EventDispatcher.prototype, { + + isGeometry: true, + + applyMatrix: function ( matrix ) { + + var normalMatrix = new 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; + + return this; + + }, + + rotateX: function () { + + // rotate geometry around world x-axis + + var m1; + + return function rotateX( angle ) { + + if ( m1 === undefined ) m1 = new 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 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 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 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 Matrix4(); + + m1.makeScale( x, y, z ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + lookAt: function () { + + var obj; + + return function lookAt( vector ) { + + if ( obj === undefined ) obj = new 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 Vector3( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ) ); + + if ( normals !== undefined ) { + + tempNormals.push( new Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) ); + + } + + if ( colors !== undefined ) { + + scope.colors.push( new Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) ); + + } + + if ( uvs !== undefined ) { + + tempUVs.push( new Vector2( uvs[ j ], uvs[ j + 1 ] ) ); + + } + + if ( uvs2 !== undefined ) { + + tempUVs2.push( new Vector2( uvs2[ j ], uvs2[ j + 1 ] ) ); + + } + + } + + function addFace( a, b, c, materialIndex ) { + + 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 Face3( a, b, c, vertexNormals, vertexColors, materialIndex ); + + 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 ], group.materialIndex ); + + } + + } + + } 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.getCenter().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 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 Vector3(), ab = new 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 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 Vector3(), ab = new 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 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 Vector3(); + vertexNormals = { a: new Vector3(), b: new Vector3(), c: new 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 Box3(); + + } + + this.boundingBox.setFromPoints( this.vertices ); + + }, + + computeBoundingSphere: function () { + + if ( this.boundingSphere === null ) { + + this.boundingSphere = new Sphere(); + + } + + this.boundingSphere.setFromPoints( this.vertices ); + + }, + + merge: function ( geometry, matrix, materialIndexOffset ) { + + if ( (geometry && geometry.isGeometry) === 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 ], + colors1 = this.colors, + colors2 = geometry.colors; + + if ( materialIndexOffset === undefined ) materialIndexOffset = 0; + + if ( matrix !== undefined ) { + + normalMatrix = new 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 ); + + } + + // colors + + for ( var i = 0, il = colors2.length; i < il; i ++ ) { + + colors1.push( colors2[ i ].clone() ); + + } + + // 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 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 && mesh.isMesh) === 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 Geometry().copy( this ); + + }, + + copy: function ( source ) { + + this.vertices = []; + this.faces = []; + this.faceVertexUvs = [ [] ]; + this.colors = []; + + var vertices = source.vertices; + + for ( var i = 0, il = vertices.length; i < il; i ++ ) { + + this.vertices.push( vertices[ i ].clone() ); + + } + + var colors = source.colors; + + for ( var i = 0, il = colors.length; i < il; i ++ ) { + + this.colors.push( colors[ 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' } ); + + } + + } ); + + var count$3 = 0; + function GeometryIdCount() { return count$3++; }; + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function DirectGeometry() { + + Object.defineProperty( this, 'id', { value: GeometryIdCount() } ); + + this.uuid = exports.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; + + } + + Object.assign( DirectGeometry.prototype, EventDispatcher.prototype, { + + computeBoundingBox: Geometry.prototype.computeBoundingBox, + computeBoundingSphere: 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 Vector2(), new Vector2(), new 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 Vector2(), new Vector2(), new 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' } ); + + } + + } ); + + /** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + + function BufferGeometry() { + + Object.defineProperty( this, 'id', { value: GeometryIdCount() } ); + + this.uuid = exports.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 }; + + } + + Object.assign( BufferGeometry.prototype, EventDispatcher.prototype, { + + isBufferGeometry: true, + + getIndex: function () { + + return this.index; + + }, + + setIndex: function ( index ) { + + this.index = index; + + }, + + addAttribute: function ( name, attribute ) { + + if ( (attribute && attribute.isBufferAttribute) === false && (attribute && attribute.isInterleavedBufferAttribute) === false ) { + + console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' ); + + this.addAttribute( name, new 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 Matrix3().getNormalMatrix( matrix ); + + normalMatrix.applyToVector3Array( normal.array ); + normal.needsUpdate = true; + + } + + if ( this.boundingBox !== null ) { + + this.computeBoundingBox(); + + } + + if ( this.boundingSphere !== null ) { + + this.computeBoundingSphere(); + + } + + return this; + + }, + + rotateX: function () { + + // rotate geometry around world x-axis + + var m1; + + return function rotateX( angle ) { + + if ( m1 === undefined ) m1 = new 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 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 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 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 Matrix4(); + + m1.makeScale( x, y, z ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + lookAt: function () { + + var obj; + + return function lookAt( vector ) { + + if ( obj === undefined ) obj = new Object3D(); + + obj.lookAt( vector ); + + obj.updateMatrix(); + + this.applyMatrix( obj.matrix ); + + }; + + }(), + + center: function () { + + this.computeBoundingBox(); + + var offset = this.boundingBox.getCenter().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 && object.isPoints) || (object && object.isLine) ) { + + var positions = new Float32Attribute( geometry.vertices.length * 3, 3 ); + var colors = new 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 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 && object.isMesh) ) { + + if ( (geometry && geometry.isGeometry) ) { + + this.fromGeometry( geometry ); + + } + + } + + return this; + + }, + + updateFromObject: function ( object ) { + + var geometry = object.geometry; + + if ( (object && object.isMesh) ) { + + var direct = geometry.__directGeometry; + + if ( geometry.elementsNeedUpdate === true ) { + + direct = undefined; + geometry.elementsNeedUpdate = false; + + } + + 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; + + } + + var attribute; + + if ( geometry.verticesNeedUpdate === true ) { + + attribute = this.attributes.position; + + if ( attribute !== undefined ) { + + attribute.copyVector3sArray( geometry.vertices ); + attribute.needsUpdate = true; + + } + + geometry.verticesNeedUpdate = false; + + } + + if ( geometry.normalsNeedUpdate === true ) { + + attribute = this.attributes.normal; + + if ( attribute !== undefined ) { + + attribute.copyVector3sArray( geometry.normals ); + attribute.needsUpdate = true; + + } + + geometry.normalsNeedUpdate = false; + + } + + if ( geometry.colorsNeedUpdate === true ) { + + attribute = this.attributes.color; + + if ( attribute !== undefined ) { + + attribute.copyColorsArray( geometry.colors ); + attribute.needsUpdate = true; + + } + + geometry.colorsNeedUpdate = false; + + } + + if ( geometry.uvsNeedUpdate ) { + + attribute = this.attributes.uv; + + if ( attribute !== undefined ) { + + attribute.copyVector2sArray( geometry.uvs ); + attribute.needsUpdate = true; + + } + + geometry.uvsNeedUpdate = false; + + } + + if ( geometry.lineDistancesNeedUpdate ) { + + 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 DirectGeometry().fromGeometry( geometry ); + + return this.fromDirectGeometry( geometry.__directGeometry ); + + }, + + fromDirectGeometry: function ( geometry ) { + + var positions = new Float32Array( geometry.vertices.length * 3 ); + this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) ); + + if ( geometry.normals.length > 0 ) { + + var normals = new Float32Array( geometry.normals.length * 3 ); + this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) ); + + } + + if ( geometry.colors.length > 0 ) { + + var colors = new Float32Array( geometry.colors.length * 3 ); + this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) ); + + } + + if ( geometry.uvs.length > 0 ) { + + var uvs = new Float32Array( geometry.uvs.length * 2 ); + this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) ); + + } + + if ( geometry.uvs2.length > 0 ) { + + var uvs2 = new Float32Array( geometry.uvs2.length * 2 ); + this.addAttribute( 'uv2', new 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 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 Float32Attribute( morphTarget.length * 3, 3 ); + + array.push( attribute.copyVector3sArray( morphTarget ) ); + + } + + this.morphAttributes[ name ] = array; + + } + + // skinning + + if ( geometry.skinIndices.length > 0 ) { + + var skinIndices = new Float32Attribute( geometry.skinIndices.length * 4, 4 ); + this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) ); + + } + + if ( geometry.skinWeights.length > 0 ) { + + var skinWeights = new 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 () { + + if ( this.boundingBox === null ) { + + this.boundingBox = new Box3(); + + } + + var positions = this.attributes.position.array; + + if ( positions !== undefined ) { + + this.boundingBox.setFromArray( positions ); + + } else { + + this.boundingBox.makeEmpty(); + + } + + 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 Box3(); + var vector = new Vector3(); + + return function computeBoundingSphere() { + + if ( this.boundingSphere === null ) { + + this.boundingSphere = new Sphere(); + + } + + var positions = this.attributes.position; + + if ( positions ) { + + var array = positions.array; + var center = this.boundingSphere.center; + + box.setFromArray( array ); + box.getCenter( 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 = array.length; i < il; i += 3 ) { + + vector.fromArray( array, 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 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 Vector3(), + pB = new Vector3(), + pC = new Vector3(), + + cb = new Vector3(), + ab = new 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 && geometry.isBufferGeometry) === 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 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 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, + normalized: attribute.normalized + }; + + } + + 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 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, group.materialIndex ); + + } + + return this; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + + } ); + + BufferGeometry.MaxIndex = 65535; + + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author mikael emtinger / http://gomo.se/ + * @author jonobr1 / http://jonobr1.com/ + */ + + function Mesh( geometry, material ) { + + Object3D.call( this ); + + this.type = 'Mesh'; + + this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); + this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } ); + + this.drawMode = TrianglesDrawMode; + + this.updateMorphTargets(); + + } + + Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Mesh, + + isMesh: true, + + setDrawMode: function ( value ) { + + this.drawMode = value; + + }, + + copy: function ( source ) { + + Object3D.prototype.copy.call( this, source ); + + this.drawMode = source.drawMode; + + return this; + + }, + + updateMorphTargets: function () { + + var morphTargets = this.geometry.morphTargets; + + if ( morphTargets !== undefined && morphTargets.length > 0 ) { + + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; + + for ( var m = 0, ml = morphTargets.length; m < ml; m ++ ) { + + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ morphTargets[ m ].name ] = m; + + } + + } + + }, + + raycast: ( function () { + + var inverseMatrix = new Matrix4(); + var ray = new Ray(); + var sphere = new Sphere(); + + var vA = new Vector3(); + var vB = new Vector3(); + var vC = new Vector3(); + + var tempA = new Vector3(); + var tempB = new Vector3(); + var tempC = new Vector3(); + + var uvA = new Vector2(); + var uvB = new Vector2(); + var uvC = new Vector2(); + + var barycoord = new Vector3(); + + var intersectionPoint = new Vector3(); + var intersectionPointWorld = new Vector3(); + + function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) { + + 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 === BackSide ) { + + intersect = ray.intersectTriangle( pC, pB, pA, true, point ); + + } else { + + intersect = ray.intersectTriangle( pA, pB, pC, material.side !== 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 Face3( a, b, c, 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 && geometry.isBufferGeometry) ) { + + 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 && geometry.isGeometry) ) { + + var fvA, fvB, fvC; + var isFaceMaterial = (material && material.isMultiMaterial); + 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 ); + + } + + } + + } + + }; + + }() ), + + clone: function () { + + return new this.constructor( this.geometry, this.material ).copy( this ); + + } + + } ); + + /** + * @author Mugen87 / https://github.com/Mugen87 + */ + + function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) { + + BufferGeometry.call( this ); + + this.type = 'BoxBufferGeometry'; + + this.parameters = { + width: width, + height: height, + depth: depth, + widthSegments: widthSegments, + heightSegments: heightSegments, + depthSegments: depthSegments + }; + + var scope = this; + + // segments + widthSegments = Math.floor( widthSegments ) || 1; + heightSegments = Math.floor( heightSegments ) || 1; + depthSegments = Math.floor( depthSegments ) || 1; + + // these are used to calculate buffer length + var vertexCount = calculateVertexCount( widthSegments, heightSegments, depthSegments ); + var indexCount = calculateIndexCount( widthSegments, heightSegments, depthSegments ); + + // buffers + var indices = new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ); + var vertices = new Float32Array( vertexCount * 3 ); + var normals = new Float32Array( vertexCount * 3 ); + var uvs = new Float32Array( vertexCount * 2 ); + + // offset variables + var vertexBufferOffset = 0; + var uvBufferOffset = 0; + var indexBufferOffset = 0; + var numberOfVertices = 0; + + // group variables + var groupStart = 0; + + // build each side of the box geometry + buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px + buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx + buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py + buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny + buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz + buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz + + // build geometry + this.setIndex( new BufferAttribute( indices, 1 ) ); + this.addAttribute( 'position', new BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ) ); + + // helper functions + + function calculateVertexCount( w, h, d ) { + + var vertices = 0; + + // calculate the amount of vertices for each side (plane) + vertices += (w + 1) * (h + 1) * 2; // xy + vertices += (w + 1) * (d + 1) * 2; // xz + vertices += (d + 1) * (h + 1) * 2; // zy + + return vertices; + + } + + function calculateIndexCount( w, h, d ) { + + var index = 0; + + // calculate the amount of squares for each side + index += w * h * 2; // xy + index += w * d * 2; // xz + index += d * h * 2; // zy + + return index * 6; // two triangles per square => six vertices per square + + } + + function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) { + + var segmentWidth = width / gridX; + var segmentHeight = height / gridY; + + var widthHalf = width / 2; + var heightHalf = height / 2; + var depthHalf = depth / 2; + + var gridX1 = gridX + 1; + var gridY1 = gridY + 1; + + var vertexCounter = 0; + var groupCount = 0; + + var vector = new Vector3(); + + // generate vertices, normals and uvs + + for ( var iy = 0; iy < gridY1; iy ++ ) { + + var y = iy * segmentHeight - heightHalf; + + for ( var ix = 0; ix < gridX1; ix ++ ) { + + var x = ix * segmentWidth - widthHalf; + + // set values to correct vector component + vector[ u ] = x * udir; + vector[ v ] = y * vdir; + vector[ w ] = depthHalf; + + // now apply vector to vertex buffer + vertices[ vertexBufferOffset ] = vector.x; + vertices[ vertexBufferOffset + 1 ] = vector.y; + vertices[ vertexBufferOffset + 2 ] = vector.z; + + // set values to correct vector component + vector[ u ] = 0; + vector[ v ] = 0; + vector[ w ] = depth > 0 ? 1 : - 1; + + // now apply vector to normal buffer + normals[ vertexBufferOffset ] = vector.x; + normals[ vertexBufferOffset + 1 ] = vector.y; + normals[ vertexBufferOffset + 2 ] = vector.z; + + // uvs + uvs[ uvBufferOffset ] = ix / gridX; + uvs[ uvBufferOffset + 1 ] = 1 - ( iy / gridY ); + + // update offsets and counters + vertexBufferOffset += 3; + uvBufferOffset += 2; + vertexCounter += 1; + + } + + } + + // 1. you need three indices to draw a single face + // 2. a single segment consists of two faces + // 3. so we need to generate six (2*3) indices per segment + + for ( iy = 0; iy < gridY; iy ++ ) { + + for ( ix = 0; ix < gridX; ix ++ ) { + + // indices + var a = numberOfVertices + ix + gridX1 * iy; + var b = numberOfVertices + ix + gridX1 * ( iy + 1 ); + var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 ); + var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy; + + // face one + indices[ indexBufferOffset ] = a; + indices[ indexBufferOffset + 1 ] = b; + indices[ indexBufferOffset + 2 ] = d; + + // face two + indices[ indexBufferOffset + 3 ] = b; + indices[ indexBufferOffset + 4 ] = c; + indices[ indexBufferOffset + 5 ] = d; + + // update offsets and counters + indexBufferOffset += 6; + groupCount += 6; + + } + + } + + // add a group to the geometry. this will ensure multi material support + scope.addGroup( groupStart, groupCount, materialIndex ); + + // calculate new start value for groups + groupStart += groupCount; + + // update total number of vertices + numberOfVertices += vertexCounter; + + } + + } + + BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + BoxBufferGeometry.prototype.constructor = BoxBufferGeometry; + + /** + * @author mrdoob / http://mrdoob.com/ + * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as + */ + + function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) { + + 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 BufferAttribute( indices, 1 ) ); + this.addAttribute( 'position', new BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ) ); + + } + + PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry; + + /** + * @author mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + * @author WestLangley / http://github.com/WestLangley + */ + + function Camera() { + + Object3D.call( this ); + + this.type = 'Camera'; + + this.matrixWorldInverse = new Matrix4(); + this.projectionMatrix = new Matrix4(); + + } + + Camera.prototype = Object.create( Object3D.prototype ); + Camera.prototype.constructor = Camera; + + Camera.prototype.isCamera = true; + + Camera.prototype.getWorldDirection = function () { + + var quaternion = new Quaternion(); + + return function getWorldDirection( optionalTarget ) { + + var result = optionalTarget || new Vector3(); + + this.getWorldQuaternion( quaternion ); + + return result.set( 0, 0, - 1 ).applyQuaternion( quaternion ); + + }; + + }(); + + Camera.prototype.lookAt = function () { + + // This routine does not support cameras with rotated and/or translated parent(s) + + var m1 = new Matrix4(); + + return function lookAt( vector ) { + + m1.lookAt( this.position, vector, this.up ); + + this.quaternion.setFromRotationMatrix( m1 ); + + }; + + }(); + + Camera.prototype.clone = function () { + + return new this.constructor().copy( this ); + + }; + + Camera.prototype.copy = function ( source ) { + + Object3D.prototype.copy.call( this, source ); + + this.matrixWorldInverse.copy( source.matrixWorldInverse ); + this.projectionMatrix.copy( source.projectionMatrix ); + + return this; + + }; + + /** + * @author mrdoob / http://mrdoob.com/ + * @author greggman / http://games.greggman.com/ + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author tschw + */ + + function PerspectiveCamera( fov, aspect, near, far ) { + + Camera.call( this ); + + this.type = 'PerspectiveCamera'; + + this.fov = fov !== undefined ? fov : 50; + this.zoom = 1; + + this.near = near !== undefined ? near : 0.1; + this.far = far !== undefined ? far : 2000; + this.focus = 10; + + this.aspect = aspect !== undefined ? aspect : 1; + this.view = null; + + this.filmGauge = 35; // width of the film (default in millimeters) + this.filmOffset = 0; // horizontal film offset (same unit as gauge) + + this.updateProjectionMatrix(); + + } + + PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), { + + constructor: PerspectiveCamera, + + isPerspectiveCamera: true, + + copy: function ( source ) { + + Camera.prototype.copy.call( this, source ); + + this.fov = source.fov; + this.zoom = source.zoom; + + this.near = source.near; + this.far = source.far; + this.focus = source.focus; + + this.aspect = source.aspect; + this.view = source.view === null ? null : Object.assign( {}, source.view ); + + this.filmGauge = source.filmGauge; + this.filmOffset = source.filmOffset; + + return this; + + }, + + /** + * Sets the FOV by focal length in respect to the current .filmGauge. + * + * The default film gauge is 35, so that the focal length can be specified for + * a 35mm (full frame) camera. + * + * Values for focal length and film gauge must have the same unit. + */ + setFocalLength: function ( focalLength ) { + + // see http://www.bobatkins.com/photography/technical/field_of_view.html + var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength; + + this.fov = exports.Math.RAD2DEG * 2 * Math.atan( vExtentSlope ); + this.updateProjectionMatrix(); + + }, + + /** + * Calculates the focal length from the current .fov and .filmGauge. + */ + getFocalLength: function () { + + var vExtentSlope = Math.tan( exports.Math.DEG2RAD * 0.5 * this.fov ); + + return 0.5 * this.getFilmHeight() / vExtentSlope; + + }, + + getEffectiveFOV: function () { + + return exports.Math.RAD2DEG * 2 * Math.atan( + Math.tan( exports.Math.DEG2RAD * 0.5 * this.fov ) / this.zoom ); + + }, + + getFilmWidth: function () { + + // film not completely covered in portrait format (aspect < 1) + return this.filmGauge * Math.min( this.aspect, 1 ); + + }, + + getFilmHeight: function () { + + // film not completely covered in landscape format (aspect > 1) + return this.filmGauge / Math.max( this.aspect, 1 ); + + }, + + /** + * 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. + */ + setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) { + + this.aspect = fullWidth / fullHeight; + + this.view = { + fullWidth: fullWidth, + fullHeight: fullHeight, + offsetX: x, + offsetY: y, + width: width, + height: height + }; + + this.updateProjectionMatrix(); + + }, + + clearViewOffset: function() { + + this.view = null; + this.updateProjectionMatrix(); + + }, + + updateProjectionMatrix: function () { + + var near = this.near, + top = near * Math.tan( + exports.Math.DEG2RAD * 0.5 * this.fov ) / this.zoom, + height = 2 * top, + width = this.aspect * height, + left = - 0.5 * width, + view = this.view; + + if ( view !== null ) { + + var fullWidth = view.fullWidth, + fullHeight = view.fullHeight; + + left += view.offsetX * width / fullWidth; + top -= view.offsetY * height / fullHeight; + width *= view.width / fullWidth; + height *= view.height / fullHeight; + + } + + var skew = this.filmOffset; + if ( skew !== 0 ) left += near * skew / this.getFilmWidth(); + + this.projectionMatrix.makeFrustum( + left, left + width, top - height, top, near, this.far ); + + }, + + toJSON: function ( meta ) { + + var data = Object3D.prototype.toJSON.call( this, meta ); + + data.object.fov = this.fov; + data.object.zoom = this.zoom; + + data.object.near = this.near; + data.object.far = this.far; + data.object.focus = this.focus; + + data.object.aspect = this.aspect; + + if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); + + data.object.filmGauge = this.filmGauge; + data.object.filmOffset = this.filmOffset; + + return data; + + } + + } ); + + /** + * @author alteredq / http://alteredqualia.com/ + * @author arose / http://github.com/arose + */ + + function OrthographicCamera( left, right, top, bottom, near, far ) { + + Camera.call( this ); + + this.type = 'OrthographicCamera'; + + this.zoom = 1; + this.view = null; + + 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(); + + } + + OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), { + + constructor: OrthographicCamera, + + isOrthographicCamera: true, + + copy: function ( source ) { + + 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; + this.view = source.view === null ? null : Object.assign( {}, source.view ); + + return this; + + }, + + setViewOffset: function( fullWidth, fullHeight, x, y, width, height ) { + + this.view = { + fullWidth: fullWidth, + fullHeight: fullHeight, + offsetX: x, + offsetY: y, + width: width, + height: height + }; + + this.updateProjectionMatrix(); + + }, + + clearViewOffset: function() { + + this.view = null; + this.updateProjectionMatrix(); + + }, + + 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; + + var left = cx - dx; + var right = cx + dx; + var top = cy + dy; + var bottom = cy - dy; + + if ( this.view !== null ) { + + var zoomW = this.zoom / ( this.view.width / this.view.fullWidth ); + var zoomH = this.zoom / ( this.view.height / this.view.fullHeight ); + var scaleW = ( this.right - this.left ) / this.view.width; + var scaleH = ( this.top - this.bottom ) / this.view.height; + + left += scaleW * ( this.view.offsetX / zoomW ); + right = left + scaleW * ( this.view.width / zoomW ); + top -= scaleH * ( this.view.offsetY / zoomH ); + bottom = top - scaleH * ( this.view.height / zoomH ); + + } + + this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far ); + + }, + + toJSON: function ( meta ) { + + var data = 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; + + if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); + + return data; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function WebGLIndexedBufferRenderer( 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; + + } + + return { + + setMode: setMode, + setIndex: setIndex, + render: render, + renderInstances: renderInstances + + }; + + } + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function WebGLBufferRenderer( 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 && position.isInterleavedBufferAttribute) ) { + + 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; + + } + + return { + setMode: setMode, + render: render, + renderInstances: renderInstances + }; + + } + + function WebGLLights() { + + var lights = {}; + + return { + + get: function ( light ) { + + if ( lights[ light.id ] !== undefined ) { + + return lights[ light.id ]; + + } + + var uniforms; + + switch ( light.type ) { + + case 'DirectionalLight': + uniforms = { + direction: new Vector3(), + color: new Color(), + + shadow: false, + shadowBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2() + }; + break; + + case 'SpotLight': + uniforms = { + position: new Vector3(), + direction: new Vector3(), + color: new Color(), + distance: 0, + coneCos: 0, + penumbraCos: 0, + decay: 0, + + shadow: false, + shadowBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2() + }; + break; + + case 'PointLight': + uniforms = { + position: new Vector3(), + color: new Color(), + distance: 0, + decay: 0, + + shadow: false, + shadowBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2() + }; + break; + + case 'HemisphereLight': + uniforms = { + direction: new Vector3(), + skyColor: new Color(), + groundColor: new Color() + }; + break; + + } + + lights[ light.id ] = uniforms; + + return uniforms; + + } + + }; + + } + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + 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' ); + + } + + 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; + + } + + var programIdCount = 0; + + function getEncodingComponents( encoding ) { + + switch ( encoding ) { + + case LinearEncoding: + return [ 'Linear','( value )' ]; + case sRGBEncoding: + return [ 'sRGB','( value )' ]; + case RGBEEncoding: + return [ 'RGBE','( value )' ]; + case RGBM7Encoding: + return [ 'RGBM','( value, 7.0 )' ]; + case RGBM16Encoding: + return [ 'RGBM','( value, 16.0 )' ]; + case RGBDEncoding: + return [ 'RGBD','( value, 256.0 )' ]; + case GammaEncoding: + return [ 'Gamma','( value, float( GAMMA_FACTOR ) )' ]; + default: + throw new Error( 'unsupported encoding: ' + encoding ); + + } + + } + + function getTexelDecodingFunction( functionName, encoding ) { + + var components = getEncodingComponents( encoding ); + return "vec4 " + functionName + "( vec4 value ) { return " + components[ 0 ] + "ToLinear" + components[ 1 ] + "; }"; + + } + + function getTexelEncodingFunction( functionName, encoding ) { + + var components = getEncodingComponents( encoding ); + return "vec4 " + functionName + "( vec4 value ) { return LinearTo" + components[ 0 ] + components[ 1 ] + "; }"; + + } + + function getToneMappingFunction( functionName, toneMapping ) { + + var toneMappingName; + + switch ( toneMapping ) { + + case LinearToneMapping: + toneMappingName = "Linear"; + break; + + case ReinhardToneMapping: + toneMappingName = "Reinhard"; + break; + + case Uncharted2ToneMapping: + toneMappingName = "Uncharted2"; + break; + + case CineonToneMapping: + toneMappingName = "OptimizedCineon"; + break; + + default: + throw new Error( 'unsupported toneMapping: ' + toneMapping ); + + } + + return "vec3 " + functionName + "( vec3 color ) { return " + toneMappingName + "ToneMapping( color ); }"; + + } + + function generateExtensions( extensions, parameters, rendererExtensions ) { + + extensions = extensions || {}; + + var chunks = [ + ( extensions.derivatives || parameters.envMapCubeUV || 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 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 parseIncludes( string ) { + + var pattern = /#include +<([\w\d.]+)>/g; + + function replace( match, include ) { + + var replace = ShaderChunk[ include ]; + + if ( replace === undefined ) { + + throw new Error( 'Can not resolve #include <' + include + '>' ); + + } + + return parseIncludes( replace ); + + } + + return string.replace( pattern, replace ); + + } + + 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 ); + + } + + 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 === PCFShadowMap ) { + + shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF'; + + } else if ( parameters.shadowMapType === 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 CubeReflectionMapping: + case CubeRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; + break; + + case CubeUVReflectionMapping: + case CubeUVRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV'; + break; + + case EquirectangularReflectionMapping: + case EquirectangularRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC'; + break; + + case SphericalReflectionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_SPHERE'; + break; + + } + + switch ( material.envMap.mapping ) { + + case CubeRefractionMapping: + case EquirectangularRefractionMapping: + envMapModeDefine = 'ENVMAP_MODE_REFRACTION'; + break; + + } + + switch ( material.combine ) { + + case MultiplyOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; + break; + + case MixOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_MIX'; + break; + + case 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.isRawShaderMaterial ) { + + prefixVertex = [ + + customDefines, + + '\n' + + ].filter( filterEmptyLine ).join( '\n' ); + + prefixFragment = [ + + customExtensions, + customDefines, + + '\n' + + ].filter( filterEmptyLine ).join( '\n' ); + + } else { + + prefixVertex = [ + + 'precision ' + parameters.precision + ' float;', + 'precision ' + parameters.precision + ' int;', + + '#define SHADER_NAME ' + material.__webglShader.name, + + customDefines, + + parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', + + '#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' : '', + + '#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes, + + parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', + parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', + + 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 : '', + + '#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' : '', + + '#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes, + + parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', + parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', + + parameters.premultipliedAlpha ? "#define PREMULTIPLIED_ALPHA" : '', + + parameters.physicallyCorrectLights ? "#define PHYSICALLY_CORRECT_LIGHTS" : '', + + 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;', + + ( parameters.toneMapping !== NoToneMapping ) ? "#define TONE_MAPPING" : '', + ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below + ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( "toneMapping", parameters.toneMapping ) : '', + + ( parameters.outputEncoding || parameters.mapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ? ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below + parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '', + parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '', + parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '', + parameters.outputEncoding ? getTexelEncodingFunction( "linearToOutputTexel", parameters.outputEncoding ) : '', + + parameters.depthPacking ? "#define DEPTH_PACKING " + material.depthPacking : '', + + '\n' + + ].filter( filterEmptyLine ).join( '\n' ); + + } + + vertexShader = parseIncludes( vertexShader, parameters ); + vertexShader = replaceLightNums( vertexShader, parameters ); + + fragmentShader = parseIncludes( fragmentShader, parameters ); + fragmentShader = replaceLightNums( fragmentShader, parameters ); + + if ( ! material.isShaderMaterial ) { + + vertexShader = unrollLoops( vertexShader ); + fragmentShader = unrollLoops( fragmentShader ); + + } + + var vertexGlsl = prefixVertex + vertexShader; + var fragmentGlsl = prefixFragment + fragmentShader; + + // console.log( '*VERTEX*', vertexGlsl ); + // console.log( '*FRAGMENT*', fragmentGlsl ); + + var glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl ); + var glFragmentShader = 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 = + new WebGLUniforms( gl, program, renderer ); + + } + + 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; + + } + + function WebGLPrograms( renderer, capabilities ) { + + var programs = []; + + var shaderIDs = { + MeshDepthMaterial: 'depth', + MeshNormalMaterial: 'normal', + MeshBasicMaterial: 'basic', + MeshLambertMaterial: 'lambert', + MeshPhongMaterial: 'phong', + MeshStandardMaterial: 'physical', + MeshPhysicalMaterial: 'physical', + LineBasicMaterial: 'basic', + LineDashedMaterial: 'dashed', + PointsMaterial: 'points' + }; + + var parameterNames = [ + "precision", "supportsVertexTextures", "map", "mapEncoding", "envMap", "envMapMode", "envMapEncoding", + "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "displacementMap", "specularMap", + "roughnessMap", "metalnessMap", + "alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp", + "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning", + "maxBones", "useVertexTexture", "morphTargets", "morphNormals", + "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha", + "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", + "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights', + "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "depthPacking" + ]; + + + 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 && object.isSkinnedMesh) ) { + + maxBones = Math.min( object.skeleton.bones.length, maxBones ); + + if ( maxBones < object.skeleton.bones.length ) { + + console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' ); + + } + + } + + return maxBones; + + } + + } + + function getTextureEncodingFromMap( map, gammaOverrideLinear ) { + + var encoding; + + if ( ! map ) { + + encoding = LinearEncoding; + + } else if ( (map && map.isTexture) ) { + + encoding = map.encoding; + + } else if ( (map && map.isWebGLRenderTarget) ) { + + console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." ); + encoding = map.texture.encoding; + + } + + // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point. + if ( encoding === LinearEncoding && gammaOverrideLinear ) { + + encoding = GammaEncoding; + + } + + return encoding; + + } + + this.getParameters = function ( material, lights, fog, nClipPlanes, 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 currentRenderTarget = renderer.getCurrentRenderTarget(); + + var parameters = { + + shaderID: shaderID, + + precision: precision, + supportsVertexTextures: capabilities.vertexTextures, + outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ), + map: !! material.map, + mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ), + envMap: !! material.envMap, + envMapMode: material.envMap && material.envMap.mapping, + envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ), + envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ), + lightMap: !! material.lightMap, + aoMap: !! material.aoMap, + emissiveMap: !! material.emissiveMap, + emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ), + 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 && fog.isFogExp2), + + flatShading: material.shading === 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, + + numClippingPlanes: nClipPlanes, + + shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && lights.shadows.length > 0, + shadowMapType: renderer.shadowMap.type, + + toneMapping: renderer.toneMapping, + physicallyCorrectLights: renderer.physicallyCorrectLights, + + premultipliedAlpha: material.premultipliedAlpha, + + alphaTest: material.alphaTest, + doubleSided: material.side === DoubleSide, + flipSided: material.side === BackSide, + + depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false + + }; + + return parameters; + + }; + + this.getProgramCode = function ( material, parameters ) { + + var array = []; + + if ( parameters.shaderID ) { + + array.push( parameters.shaderID ); + + } else { + + array.push( material.fragmentShader ); + array.push( material.vertexShader ); + + } + + if ( material.defines !== undefined ) { + + for ( var name in material.defines ) { + + array.push( name ); + array.push( material.defines[ name ] ); + + } + + } + + for ( var i = 0; i < parameterNames.length; i ++ ) { + + array.push( parameters[ parameterNames[ i ] ] ); + + } + + return array.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 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; + + } + + function WebGLGeometries( gl, properties, info ) { + + var geometries = {}; + + 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.isInterleavedBufferAttribute ) { + + 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.isInterleavedBufferAttribute ) { + + properties.delete( attribute.data ); + + } else { + + properties.delete( attribute ); + + } + + } + + return { + + get: function ( object ) { + + var geometry = object.geometry; + + if ( geometries[ geometry.id ] !== undefined ) { + + return geometries[ geometry.id ]; + + } + + geometry.addEventListener( 'dispose', onGeometryDispose ); + + var buffergeometry; + + if ( geometry.isBufferGeometry ) { + + buffergeometry = geometry; + + } else if ( geometry.isGeometry ) { + + if ( geometry._bufferGeometry === undefined ) { + + geometry._bufferGeometry = new BufferGeometry().setFromObject( object ); + + } + + buffergeometry = geometry._bufferGeometry; + + } + + geometries[ geometry.id ] = buffergeometry; + + info.memory.geometries ++; + + return buffergeometry; + + } + + }; + + } + + function WebGLObjects( gl, properties, info ) { + + var geometries = new 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.isGeometry ) { + + 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.isInterleavedBufferAttribute ) ? 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.isInterleavedBufferAttribute ) { + + 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 ]; + + indices.push( a, b, b, c, 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 BufferAttribute( new TypeArray( indices ), 1 ); + + updateAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER ); + + property.wireframe = attribute; + + return attribute; + + } + + return { + + getAttributeBuffer: getAttributeBuffer, + getWireframeAttribute: getWireframeAttribute, + + update: update + + }; + + } + + function WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, info ) { + + var _infoMemory = info.memory; + var _isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && _gl instanceof WebGL2RenderingContext ); + + // + + 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.createElementNS( 'http://www.w3.org/1999/xhtml', '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 exports.Math.isPowerOfTwo( image.width ) && exports.Math.isPowerOfTwo( image.height ); + + } + + function makePowerOfTwo( image ) { + + if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement ) { + + var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + canvas.width = exports.Math.nearestPowerOfTwo( image.width ); + canvas.height = exports.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 textureNeedsPowerOfTwo( texture ) { + + if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) return true; + if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) return true; + + return false; + + } + + // Fallback filters for non-power-of-2 textures + + function filterFallback( f ) { + + if ( f === NearestFilter || f === NearestMipMapNearestFilter || f === NearestMipMapLinearFilter ) { + + return _gl.NEAREST; + + } + + return _gl.LINEAR; + + } + + // + + 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 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 ) return; + + if ( textureProperties.__webglTexture !== undefined ) { + + _gl.deleteTexture( textureProperties.__webglTexture ); + + } + + if ( renderTarget.depthTexture ) { + + renderTarget.depthTexture.dispose(); + + } + + if ( (renderTarget && renderTarget.isWebGLRenderTargetCube) ) { + + for ( var i = 0; i < 6; i ++ ) { + + _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] ); + if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); + + } + + } else { + + _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer ); + if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); + + } + + properties.delete( renderTarget.texture ); + properties.delete( renderTarget ); + + } + + // + + + + function setTexture2D( 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 ); + + } else if ( image.complete === false ) { + + console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture ); + + } else { + + uploadTexture( textureProperties, texture, slot ); + return; + + } + + } + + state.activeTexture( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); + + } + + function setTextureCube( 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 && texture.isCompressedTexture); + var isDataTexture = (texture.image[ 0 ] && texture.image[ 0 ].isDataTexture); + + var cubeImage = []; + + for ( var i = 0; i < 6; i ++ ) { + + if ( ! 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 !== RGBAFormat && texture.format !== 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 .setTextureCube()" ); + + } + + } 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 setTextureCubeDynamic( texture, slot ) { + + state.activeTexture( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture ); + + } + + 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 !== ClampToEdgeWrapping || texture.wrapT !== 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 !== NearestFilter && texture.minFilter !== 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 === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return; + if ( texture.type === 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, capabilities.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 && texture.isDepthTexture) ) { + + // populate depth texture with dummy data + + var internalFormat = _gl.DEPTH_COMPONENT; + + if ( texture.type === FloatType ) { + + if ( !_isWebGL2 ) throw new Error('Float Depth Texture only supported in WebGL2.0'); + internalFormat = _gl.DEPTH_COMPONENT32F; + + } else if ( _isWebGL2 ) { + + // WebGL 2.0 requires signed internalformat for glTexImage2D + internalFormat = _gl.DEPTH_COMPONENT16; + + } + + // Depth stencil textures need the DEPTH_STENCIL internal format + // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) + if ( texture.format === DepthStencilFormat ) { + + internalFormat = _gl.DEPTH_STENCIL; + + } + + state.texImage2D( _gl.TEXTURE_2D, 0, internalFormat, image.width, image.height, 0, glFormat, glType, null ); + + } else if ( (texture && texture.isDataTexture) ) { + + // 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 && texture.isCompressedTexture) ) { + + for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + + if ( texture.format !== RGBAFormat && texture.format !== 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 ); + + } + + // 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 resources for a Depth Texture for a FBO (needs an extension) + function setupDepthTexture( framebuffer, renderTarget ) { + + var isCube = ( (renderTarget && renderTarget.isWebGLRenderTargetCube) ); + if ( isCube ) throw new Error('Depth Texture with cube render targets is not supported!'); + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + + if ( !( (renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture) ) ) { + + throw new Error('renderTarget.depthTexture must be an instance of THREE.DepthTexture'); + + } + + // upload an empty depth texture with framebuffer size + if ( !properties.get( renderTarget.depthTexture ).__webglTexture || + renderTarget.depthTexture.image.width !== renderTarget.width || + renderTarget.depthTexture.image.height !== renderTarget.height ) { + renderTarget.depthTexture.image.width = renderTarget.width; + renderTarget.depthTexture.image.height = renderTarget.height; + renderTarget.depthTexture.needsUpdate = true; + } + + setTexture2D( renderTarget.depthTexture, 0 ); + + var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture; + + if ( renderTarget.depthTexture.format === DepthFormat ) { + + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); + + } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { + + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); + + } else { + + throw new Error('Unknown depthTexture format') + + } + + } + + // Setup GL resources for a non-texture depth buffer + function setupDepthRenderbuffer( renderTarget ) { + + var renderTargetProperties = properties.get( renderTarget ); + + var isCube = ( (renderTarget && renderTarget.isWebGLRenderTargetCube) ); + + if ( renderTarget.depthTexture ) { + + if ( isCube ) throw new Error('target.depthTexture not supported in Cube render targets'); + + setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget ); + + } else { + + 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 && renderTarget.isWebGLRenderTargetCube) ); + var isTargetPowerOfTwo = isPowerOfTwo( renderTarget ); + + // 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 ); + + } + + } + + function updateRenderTargetMipmap( renderTarget ) { + + var texture = renderTarget.texture; + + if ( texture.generateMipmaps && isPowerOfTwo( renderTarget ) && + texture.minFilter !== NearestFilter && + texture.minFilter !== LinearFilter ) { + + var target = (renderTarget && renderTarget.isWebGLRenderTargetCube) ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D; + var webglTexture = properties.get( texture ).__webglTexture; + + state.bindTexture( target, webglTexture ); + _gl.generateMipmap( target ); + state.bindTexture( target, null ); + + } + + } + + this.setTexture2D = setTexture2D; + this.setTextureCube = setTextureCube; + this.setTextureCubeDynamic = setTextureCubeDynamic; + this.setupRenderTarget = setupRenderTarget; + this.updateRenderTargetMipmap = updateRenderTargetMipmap; + + } + + /** + * @author fordacious / fordacious.github.io + */ + + function WebGLProperties() { + + var properties = {}; + + return { + + get: function ( object ) { + + var uuid = object.uuid; + var map = properties[ uuid ]; + + if ( map === undefined ) { + + map = {}; + properties[ uuid ] = map; + + } + + return map; + + }, + + delete: function ( object ) { + + delete properties[ object.uuid ]; + + }, + + clear: function () { + + properties = {}; + + } + + }; + + } + + function WebGLState( gl, extensions, paramThreeToGL ) { + + function ColorBuffer() { + + var locked = false; + + var color = new Vector4(); + var currentColorMask = null; + var currentColorClear = new Vector4(); + + return { + + setMask: function ( colorMask ) { + + if ( currentColorMask !== colorMask && ! locked ) { + + gl.colorMask( colorMask, colorMask, colorMask, colorMask ); + currentColorMask = colorMask; + + } + + }, + + setLocked: function ( lock ) { + + locked = lock; + + }, + + setClear: function ( r, g, b, a ) { + + color.set( r, g, b, a ); + + if ( currentColorClear.equals( color ) === false ) { + + gl.clearColor( r, g, b, a ); + currentColorClear.copy( color ); + + } + + }, + + reset: function () { + + locked = false; + + currentColorMask = null; + currentColorClear.set( 0, 0, 0, 1 ); + + } + + }; + + } + + function DepthBuffer() { + + var locked = false; + + var currentDepthMask = null; + var currentDepthFunc = null; + var currentDepthClear = null; + + return { + + setTest: function ( depthTest ) { + + if ( depthTest ) { + + enable( gl.DEPTH_TEST ); + + } else { + + disable( gl.DEPTH_TEST ); + + } + + }, + + setMask: function ( depthMask ) { + + if ( currentDepthMask !== depthMask && ! locked ) { + + gl.depthMask( depthMask ); + currentDepthMask = depthMask; + + } + + }, + + setFunc: function ( depthFunc ) { + + if ( currentDepthFunc !== depthFunc ) { + + if ( depthFunc ) { + + switch ( depthFunc ) { + + case NeverDepth: + + gl.depthFunc( gl.NEVER ); + break; + + case AlwaysDepth: + + gl.depthFunc( gl.ALWAYS ); + break; + + case LessDepth: + + gl.depthFunc( gl.LESS ); + break; + + case LessEqualDepth: + + gl.depthFunc( gl.LEQUAL ); + break; + + case EqualDepth: + + gl.depthFunc( gl.EQUAL ); + break; + + case GreaterEqualDepth: + + gl.depthFunc( gl.GEQUAL ); + break; + + case GreaterDepth: + + gl.depthFunc( gl.GREATER ); + break; + + case NotEqualDepth: + + gl.depthFunc( gl.NOTEQUAL ); + break; + + default: + + gl.depthFunc( gl.LEQUAL ); + + } + + } else { + + gl.depthFunc( gl.LEQUAL ); + + } + + currentDepthFunc = depthFunc; + + } + + }, + + setLocked: function ( lock ) { + + locked = lock; + + }, + + setClear: function ( depth ) { + + if ( currentDepthClear !== depth ) { + + gl.clearDepth( depth ); + currentDepthClear = depth; + + } + + }, + + reset: function () { + + locked = false; + + currentDepthMask = null; + currentDepthFunc = null; + currentDepthClear = null; + + } + + }; + + } + + function StencilBuffer() { + + var locked = false; + + var currentStencilMask = null; + var currentStencilFunc = null; + var currentStencilRef = null; + var currentStencilFuncMask = null; + var currentStencilFail = null; + var currentStencilZFail = null; + var currentStencilZPass = null; + var currentStencilClear = null; + + return { + + setTest: function ( stencilTest ) { + + if ( stencilTest ) { + + enable( gl.STENCIL_TEST ); + + } else { + + disable( gl.STENCIL_TEST ); + + } + + }, + + setMask: function ( stencilMask ) { + + if ( currentStencilMask !== stencilMask && ! locked ) { + + gl.stencilMask( stencilMask ); + currentStencilMask = stencilMask; + + } + + }, + + setFunc: function ( stencilFunc, stencilRef, stencilMask ) { + + if ( currentStencilFunc !== stencilFunc || + currentStencilRef !== stencilRef || + currentStencilFuncMask !== stencilMask ) { + + gl.stencilFunc( stencilFunc, stencilRef, stencilMask ); + + currentStencilFunc = stencilFunc; + currentStencilRef = stencilRef; + currentStencilFuncMask = stencilMask; + + } + + }, + + setOp: function ( stencilFail, stencilZFail, stencilZPass ) { + + if ( currentStencilFail !== stencilFail || + currentStencilZFail !== stencilZFail || + currentStencilZPass !== stencilZPass ) { + + gl.stencilOp( stencilFail, stencilZFail, stencilZPass ); + + currentStencilFail = stencilFail; + currentStencilZFail = stencilZFail; + currentStencilZPass = stencilZPass; + + } + + }, + + setLocked: function ( lock ) { + + locked = lock; + + }, + + setClear: function ( stencil ) { + + if ( currentStencilClear !== stencil ) { + + gl.clearStencil( stencil ); + currentStencilClear = stencil; + + } + + }, + + reset: function () { + + locked = false; + + currentStencilMask = null; + currentStencilFunc = null; + currentStencilRef = null; + currentStencilFuncMask = null; + currentStencilFail = null; + currentStencilZFail = null; + currentStencilZPass = null; + currentStencilClear = null; + + } + + }; + + } + + // + + var colorBuffer = new ColorBuffer(); + var depthBuffer = new DepthBuffer(); + var stencilBuffer = new StencilBuffer(); + + var maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); + var newAttributes = new Uint8Array( maxVertexAttributes ); + var enabledAttributes = new Uint8Array( maxVertexAttributes ); + var attributeDivisors = new Uint8Array( maxVertexAttributes ); + + 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 currentPremultipledAlpha = false; + + var currentFlipSided = null; + var currentCullFace = null; + + var currentLineWidth = null; + + var currentPolygonOffsetFactor = null; + var currentPolygonOffsetUnits = null; + + var currentScissorTest = null; + + var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS ); + + var currentTextureSlot = null; + var currentBoundTextures = {}; + + var currentScissor = new Vector4(); + var currentViewport = new Vector4(); + + function createTexture( type, target, count ) { + + var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4. + var texture = gl.createTexture(); + + gl.bindTexture( type, texture ); + gl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); + gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); + + for ( var i = 0; i < count; i ++ ) { + + gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data ); + + } + + return texture; + + } + + var emptyTextures = {}; + emptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 ); + emptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 ); + + // + + function init() { + + clearColor( 0, 0, 0, 1 ); + clearDepth( 1 ); + clearStencil( 0 ); + + enable( gl.DEPTH_TEST ); + setDepthFunc( LessEqualDepth ); + + setFlipSided( false ); + setCullFace( CullFaceBack ); + enable( gl.CULL_FACE ); + + enable( gl.BLEND ); + setBlending( NormalBlending ); + + } + + function initAttributes() { + + for ( var i = 0, l = newAttributes.length; i < l; i ++ ) { + + newAttributes[ i ] = 0; + + } + + } + + function enableAttribute( attribute ) { + + newAttributes[ attribute ] = 1; + + if ( enabledAttributes[ attribute ] === 0 ) { + + gl.enableVertexAttribArray( attribute ); + enabledAttributes[ attribute ] = 1; + + } + + if ( attributeDivisors[ attribute ] !== 0 ) { + + var extension = extensions.get( 'ANGLE_instanced_arrays' ); + + extension.vertexAttribDivisorANGLE( attribute, 0 ); + attributeDivisors[ attribute ] = 0; + + } + + } + + function enableAttributeAndDivisor( 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; + + } + + } + + function disableUnusedAttributes() { + + for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) { + + if ( enabledAttributes[ i ] !== newAttributes[ i ] ) { + + gl.disableVertexAttribArray( i ); + enabledAttributes[ i ] = 0; + + } + + } + + } + + function enable( id ) { + + if ( capabilities[ id ] !== true ) { + + gl.enable( id ); + capabilities[ id ] = true; + + } + + } + + function disable( id ) { + + if ( capabilities[ id ] !== false ) { + + gl.disable( id ); + capabilities[ id ] = false; + + } + + } + + function getCompressedTextureFormats() { + + 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; + + } + + function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) { + + if ( blending !== NoBlending ) { + + enable( gl.BLEND ); + + } else { + + disable( gl.BLEND ); + currentBlending = blending; // no blending, that is + return; + + } + + if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) { + + if ( blending === AdditiveBlending ) { + + if ( premultipliedAlpha ) { + + gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); + gl.blendFuncSeparate( gl.ONE, gl.ONE, gl.ONE, gl.ONE ); + + } else { + + gl.blendEquation( gl.FUNC_ADD ); + gl.blendFunc( gl.SRC_ALPHA, gl.ONE ); + + } + + } else if ( blending === SubtractiveBlending ) { + + if ( premultipliedAlpha ) { + + gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); + gl.blendFuncSeparate( gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA ); + + } else { + + gl.blendEquation( gl.FUNC_ADD ); + gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR ); + + } + + } else if ( blending === MultiplyBlending ) { + + if ( premultipliedAlpha ) { + + gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); + gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA ); + + } else { + + gl.blendEquation( gl.FUNC_ADD ); + gl.blendFunc( gl.ZERO, gl.SRC_COLOR ); + + } + + } else { + + if ( premultipliedAlpha ) { + + gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); + gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); + + } 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; + currentPremultipledAlpha = premultipliedAlpha; + + } + + if ( blending === 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; + + } + + } + + // TODO Deprecate + + function setColorWrite( colorWrite ) { + + colorBuffer.setMask( colorWrite ); + + } + + function setDepthTest( depthTest ) { + + depthBuffer.setTest( depthTest ); + + } + + function setDepthWrite( depthWrite ) { + + depthBuffer.setMask( depthWrite ); + + } + + function setDepthFunc( depthFunc ) { + + depthBuffer.setFunc( depthFunc ); + + } + + function setStencilTest( stencilTest ) { + + stencilBuffer.setTest( stencilTest ); + + } + + function setStencilWrite( stencilWrite ) { + + stencilBuffer.setMask( stencilWrite ); + + } + + function setStencilFunc( stencilFunc, stencilRef, stencilMask ) { + + stencilBuffer.setFunc( stencilFunc, stencilRef, stencilMask ); + + } + + function setStencilOp( stencilFail, stencilZFail, stencilZPass ) { + + stencilBuffer.setOp( stencilFail, stencilZFail, stencilZPass ); + + } + + // + + function setFlipSided( flipSided ) { + + if ( currentFlipSided !== flipSided ) { + + if ( flipSided ) { + + gl.frontFace( gl.CW ); + + } else { + + gl.frontFace( gl.CCW ); + + } + + currentFlipSided = flipSided; + + } + + } + + function setCullFace( cullFace ) { + + if ( cullFace !== CullFaceNone ) { + + enable( gl.CULL_FACE ); + + if ( cullFace !== currentCullFace ) { + + if ( cullFace === CullFaceBack ) { + + gl.cullFace( gl.BACK ); + + } else if ( cullFace === CullFaceFront ) { + + gl.cullFace( gl.FRONT ); + + } else { + + gl.cullFace( gl.FRONT_AND_BACK ); + + } + + } + + } else { + + disable( gl.CULL_FACE ); + + } + + currentCullFace = cullFace; + + } + + function setLineWidth( width ) { + + if ( width !== currentLineWidth ) { + + gl.lineWidth( width ); + + currentLineWidth = width; + + } + + } + + function setPolygonOffset( polygonOffset, factor, units ) { + + if ( polygonOffset ) { + + enable( gl.POLYGON_OFFSET_FILL ); + + if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) { + + gl.polygonOffset( factor, units ); + + currentPolygonOffsetFactor = factor; + currentPolygonOffsetUnits = units; + + } + + } else { + + disable( gl.POLYGON_OFFSET_FILL ); + + } + + } + + function getScissorTest() { + + return currentScissorTest; + + } + + function setScissorTest( scissorTest ) { + + currentScissorTest = scissorTest; + + if ( scissorTest ) { + + enable( gl.SCISSOR_TEST ); + + } else { + + disable( gl.SCISSOR_TEST ); + + } + + } + + // texture + + function activeTexture( webglSlot ) { + + if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1; + + if ( currentTextureSlot !== webglSlot ) { + + gl.activeTexture( webglSlot ); + currentTextureSlot = webglSlot; + + } + + } + + function bindTexture( webglType, webglTexture ) { + + if ( currentTextureSlot === null ) { + + 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 || emptyTextures[ webglType ] ); + + boundTexture.type = webglType; + boundTexture.texture = webglTexture; + + } + + } + + function compressedTexImage2D() { + + try { + + gl.compressedTexImage2D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( error ); + + } + + } + + function texImage2D() { + + try { + + gl.texImage2D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( error ); + + } + + } + + // TODO Deprecate + + function clearColor( r, g, b, a ) { + + colorBuffer.setClear( r, g, b, a ); + + } + + function clearDepth( depth ) { + + depthBuffer.setClear( depth ); + + } + + function clearStencil( stencil ) { + + stencilBuffer.setClear( stencil ); + + } + + // + + function scissor( scissor ) { + + if ( currentScissor.equals( scissor ) === false ) { + + gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w ); + currentScissor.copy( scissor ); + + } + + } + + function viewport( viewport ) { + + if ( currentViewport.equals( viewport ) === false ) { + + gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w ); + currentViewport.copy( viewport ); + + } + + } + + // + + function reset() { + + for ( var i = 0; i < enabledAttributes.length; i ++ ) { + + if ( enabledAttributes[ i ] === 1 ) { + + gl.disableVertexAttribArray( i ); + enabledAttributes[ i ] = 0; + + } + + } + + capabilities = {}; + + compressedTextureFormats = null; + + currentTextureSlot = null; + currentBoundTextures = {}; + + currentBlending = null; + + currentFlipSided = null; + currentCullFace = null; + + colorBuffer.reset(); + depthBuffer.reset(); + stencilBuffer.reset(); + + } + + return { + + buffers: { + color: colorBuffer, + depth: depthBuffer, + stencil: stencilBuffer + }, + + init: init, + initAttributes: initAttributes, + enableAttribute: enableAttribute, + enableAttributeAndDivisor: enableAttributeAndDivisor, + disableUnusedAttributes: disableUnusedAttributes, + enable: enable, + disable: disable, + getCompressedTextureFormats: getCompressedTextureFormats, + + setBlending: setBlending, + + setColorWrite: setColorWrite, + setDepthTest: setDepthTest, + setDepthWrite: setDepthWrite, + setDepthFunc: setDepthFunc, + setStencilTest: setStencilTest, + setStencilWrite: setStencilWrite, + setStencilFunc: setStencilFunc, + setStencilOp: setStencilOp, + + setFlipSided: setFlipSided, + setCullFace: setCullFace, + + setLineWidth: setLineWidth, + setPolygonOffset: setPolygonOffset, + + getScissorTest: getScissorTest, + setScissorTest: setScissorTest, + + activeTexture: activeTexture, + bindTexture: bindTexture, + compressedTexImage2D: compressedTexImage2D, + texImage2D: texImage2D, + + clearColor: clearColor, + clearDepth: clearDepth, + clearStencil: clearStencil, + + scissor: scissor, + viewport: viewport, + + reset: reset + + }; + + } + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function WebGLCapabilities( gl, extensions, parameters ) { + + var maxAnisotropy; + + function getMaxAnisotropy() { + + if ( maxAnisotropy !== undefined ) return maxAnisotropy; + + var extension = extensions.get( 'EXT_texture_filter_anisotropic' ); + + if ( extension !== null ) { + + maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ); + + } else { + + maxAnisotropy = 0; + + } + + return maxAnisotropy; + + } + + 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'; + + } + + var precision = parameters.precision !== undefined ? parameters.precision : 'highp'; + var maxPrecision = getMaxPrecision( precision ); + + if ( maxPrecision !== precision ) { + + console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' ); + precision = maxPrecision; + + } + + var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true && !! extensions.get( 'EXT_frag_depth' ); + + var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS ); + var maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ); + var maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE ); + var maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE ); + + var maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); + var maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS ); + var maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS ); + var maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS ); + + var vertexTextures = maxVertexTextures > 0; + var floatFragmentTextures = !! extensions.get( 'OES_texture_float' ); + var floatVertexTextures = vertexTextures && floatFragmentTextures; + + return { + + getMaxAnisotropy: getMaxAnisotropy, + getMaxPrecision: getMaxPrecision, + + precision: precision, + logarithmicDepthBuffer: logarithmicDepthBuffer, + + maxTextures: maxTextures, + maxVertexTextures: maxVertexTextures, + maxTextureSize: maxTextureSize, + maxCubemapSize: maxCubemapSize, + + maxAttributes: maxAttributes, + maxVertexUniforms: maxVertexUniforms, + maxVaryings: maxVaryings, + maxFragmentUniforms: maxFragmentUniforms, + + vertexTextures: vertexTextures, + floatFragmentTextures: floatFragmentTextures, + floatVertexTextures: floatVertexTextures + + }; + + } + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function WebGLExtensions( gl ) { + + var extensions = {}; + + return { + + get: function ( name ) { + + if ( extensions[ name ] !== undefined ) { + + return extensions[ name ]; + + } + + var extension; + + switch ( name ) { + + case 'WEBGL_depth_texture': + extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' ); + break; + + case 'EXT_texture_filter_anisotropic': + extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' ); + break; + + case 'WEBGL_compressed_texture_s3tc': + extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' ); + break; + + case 'WEBGL_compressed_texture_pvrtc': + extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' ); + break; + + case '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; + + } + + }; + + } + + function WebGLClipping() { + + var scope = this, + + globalState = null, + numGlobalPlanes = 0, + localClippingEnabled = false, + renderingShadows = false, + + plane = new Plane(), + viewNormalMatrix = new Matrix3(), + + uniform = { value: null, needsUpdate: false }; + + this.uniform = uniform; + this.numPlanes = 0; + + this.init = function( planes, enableLocalClipping, camera ) { + + var enabled = + planes.length !== 0 || + enableLocalClipping || + // enable state of previous frame - the clipping code has to + // run another frame in order to reset the state: + numGlobalPlanes !== 0 || + localClippingEnabled; + + localClippingEnabled = enableLocalClipping; + + globalState = projectPlanes( planes, camera, 0 ); + numGlobalPlanes = planes.length; + + return enabled; + + }; + + this.beginShadows = function() { + + renderingShadows = true; + projectPlanes( null ); + + }; + + this.endShadows = function() { + + renderingShadows = false; + resetGlobalState(); + + }; + + this.setState = function( planes, clipShadows, camera, cache, fromCache ) { + + if ( ! localClippingEnabled || + planes === null || planes.length === 0 || + renderingShadows && ! clipShadows ) { + // there's no local clipping + + if ( renderingShadows ) { + // there's no global clipping + + projectPlanes( null ); + + } else { + + resetGlobalState(); + } + + } else { + + var nGlobal = renderingShadows ? 0 : numGlobalPlanes, + lGlobal = nGlobal * 4, + + dstArray = cache.clippingState || null; + + uniform.value = dstArray; // ensure unique state + + dstArray = projectPlanes( planes, camera, lGlobal, fromCache ); + + for ( var i = 0; i !== lGlobal; ++ i ) { + + dstArray[ i ] = globalState[ i ]; + + } + + cache.clippingState = dstArray; + this.numPlanes += nGlobal; + + } + + + }; + + function resetGlobalState() { + + if ( uniform.value !== globalState ) { + + uniform.value = globalState; + uniform.needsUpdate = numGlobalPlanes > 0; + + } + + scope.numPlanes = numGlobalPlanes; + + } + + function projectPlanes( planes, camera, dstOffset, skipTransform ) { + + var nPlanes = planes !== null ? planes.length : 0, + dstArray = null; + + if ( nPlanes !== 0 ) { + + dstArray = uniform.value; + + if ( skipTransform !== true || dstArray === null ) { + + var flatSize = dstOffset + nPlanes * 4, + viewMatrix = camera.matrixWorldInverse; + + viewNormalMatrix.getNormalMatrix( viewMatrix ); + + if ( dstArray === null || dstArray.length < flatSize ) { + + dstArray = new Float32Array( flatSize ); + + } + + for ( var i = 0, i4 = dstOffset; + i !== nPlanes; ++ i, i4 += 4 ) { + + plane.copy( planes[ i ] ). + applyMatrix4( viewMatrix, viewNormalMatrix ); + + plane.normal.toArray( dstArray, i4 ); + dstArray[ i4 + 3 ] = plane.constant; + + } + + } + + uniform.value = dstArray; + uniform.needsUpdate = true; + + } + + scope.numPlanes = nPlanes; + return dstArray; + + } + + } + + /** + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author szimek / https://github.com/szimek/ + * @author tschw + */ + + function WebGLRenderer( parameters ) { + + console.log( 'THREE.WebGLRenderer', REVISION ); + + parameters = parameters || {}; + + var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', '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; + + // user-defined clipping + + this.clippingPlanes = []; + this.localClippingEnabled = false; + + // physically based shading + + this.gammaFactor = 2.0; // for backwards compatibility + this.gammaInput = false; + this.gammaOutput = false; + + // physical lights + + this.physicallyCorrectLights = false; + + // tone mapping + + this.toneMapping = LinearToneMapping; + this.toneMappingExposure = 1.0; + this.toneMappingWhitePoint = 1.0; + + // morphs + + this.maxMorphTargets = 8; + this.maxMorphNormals = 4; + + // internal properties + + var _this = this, + + // internal state cache + + _currentProgram = null, + _currentRenderTarget = null, + _currentFramebuffer = null, + _currentMaterialId = - 1, + _currentGeometryProgram = '', + _currentCamera = null, + + _currentScissor = new Vector4(), + _currentScissorTest = null, + + _currentViewport = new Vector4(), + + // + + _usedTextureUnits = 0, + + // + + _clearColor = new Color( 0x000000 ), + _clearAlpha = 0, + + _width = _canvas.width, + _height = _canvas.height, + + _pixelRatio = 1, + + _scissor = new Vector4( 0, 0, _width, _height ), + _scissorTest = false, + + _viewport = new Vector4( 0, 0, _width, _height ), + + // frustum + + _frustum = new Frustum(), + + // clipping + + _clipping = new WebGLClipping(), + _clippingEnabled = false, + _localClippingEnabled = false, + + _sphere = new Sphere(), + + // camera matrices cache + + _projScreenMatrix = new Matrix4(), + + _vector3 = new Vector3(), + + // light arrays cache + + _lights = { + + hash: '', + + ambient: [ 0, 0, 0 ], + directional: [], + directionalShadowMap: [], + directionalShadowMatrix: [], + spot: [], + spotShadowMap: [], + spotShadowMatrix: [], + point: [], + pointShadowMap: [], + pointShadowMatrix: [], + hemi: [], + + shadows: [] + + }, + + // info + + _infoRender = { + + calls: 0, + vertices: 0, + faces: 0, + points: 0 + + }; + + this.info = { + + render: _infoRender, + memory: { + + geometries: 0, + textures: 0 + + }, + 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.'; + + } + + } + + // Some experimental-webgl implementations do not have getShaderPrecisionFormat + + if ( _gl.getShaderPrecisionFormat === undefined ) { + + _gl.getShaderPrecisionFormat = function () { + + return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 }; + + }; + + } + + _canvas.addEventListener( 'webglcontextlost', onContextLost, false ); + + } catch ( error ) { + + console.error( 'THREE.WebGLRenderer: ' + error ); + + } + + var extensions = new WebGLExtensions( _gl ); + + extensions.get( 'WEBGL_depth_texture' ); + 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' ) ) { + + BufferGeometry.MaxIndex = 4294967296; + + } + + var capabilities = new WebGLCapabilities( _gl, extensions, parameters ); + + var state = new WebGLState( _gl, extensions, paramThreeToGL ); + var properties = new WebGLProperties(); + var textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, this.info ); + var objects = new WebGLObjects( _gl, properties, this.info ); + var programCache = new WebGLPrograms( this, capabilities ); + var lightCache = new WebGLLights(); + + this.info.programs = programCache.programs; + + var bufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender ); + var indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender ); + + // + + var backgroundCamera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); + var backgroundCamera2 = new PerspectiveCamera(); + var backgroundPlaneMesh = new Mesh( + new PlaneBufferGeometry( 2, 2 ), + new MeshBasicMaterial( { depthTest: false, depthWrite: false, fog: false } ) + ); + var backgroundBoxShader = ShaderLib[ 'cube' ]; + var backgroundBoxMesh = new Mesh( + new BoxBufferGeometry( 5, 5, 5 ), + new ShaderMaterial( { + uniforms: backgroundBoxShader.uniforms, + vertexShader: backgroundBoxShader.vertexShader, + fragmentShader: backgroundBoxShader.fragmentShader, + side: BackSide, + depthTest: false, + depthWrite: false, + fog: false + } ) + ); + + // + + 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 WebGLShadowMap( this, _lights, objects, capabilities ); + + this.shadowMap = shadowMap; + + + // Plugins + + var spritePlugin = new SpritePlugin( this, sprites ); + var lensFlarePlugin = new 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 () { + + return capabilities.getMaxAnisotropy(); + + }; + + 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() { + + transparentObjects = []; + transparentObjectsLastIndex = -1; + opaqueObjects = []; + opaqueObjectsLastIndex = -1; + + _canvas.removeEventListener( 'webglcontextlost', onContextLost, false ); + + }; + + // Events + + function onContextLost( event ) { + + event.preventDefault(); + + resetGLState(); + setDefaultGLState(); + + properties.clear(); + + } + + function onMaterialDispose( event ) { + + var material = event.target; + + material.removeEventListener( 'dispose', onMaterialDispose ); + + deallocateMaterial( material ); + + } + + // Buffer deallocation + + 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.isMeshPhongMaterial && + ! material.isMeshStandardMaterial && + material.shading === 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 !== 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 ); + + } + + } + + for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) { + + morphInfluences[ i ] = 0.0; + + } + + program.getUniforms().setValue( + _gl, 'morphTargetInfluences', morphInfluences ); + + updateBuffers = true; + + } + + // + + var index = geometry.index; + var position = geometry.attributes.position; + var rangeFactor = 1; + + if ( material.wireframe === true ) { + + index = objects.getWireframeAttribute( geometry ); + rangeFactor = 2; + + } + + 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 dataCount = 0; + + if ( index !== null ) { + + dataCount = index.count; + + } else if ( position !== undefined ) { + + dataCount = position.count; + + } + + var rangeStart = geometry.drawRange.start * rangeFactor; + var rangeCount = geometry.drawRange.count * rangeFactor; + + var groupStart = group !== null ? group.start * rangeFactor : 0; + var groupCount = group !== null ? group.count * rangeFactor : Infinity; + + var drawStart = Math.max( rangeStart, groupStart ); + var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1; + + var drawCount = Math.max( 0, drawEnd - drawStart + 1 ); + + if ( drawCount === 0 ) return; + + // + + if ( object.isMesh ) { + + if ( material.wireframe === true ) { + + state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() ); + renderer.setMode( _gl.LINES ); + + } else { + + switch ( object.drawMode ) { + + case TrianglesDrawMode: + renderer.setMode( _gl.TRIANGLES ); + break; + + case TriangleStripDrawMode: + renderer.setMode( _gl.TRIANGLE_STRIP ); + break; + + case TriangleFanDrawMode: + renderer.setMode( _gl.TRIANGLE_FAN ); + break; + + } + + } + + + } else if ( object.isLine ) { + + var lineWidth = material.linewidth; + + if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material + + state.setLineWidth( lineWidth * getTargetPixelRatio() ); + + if ( object.isLineSegments ) { + + renderer.setMode( _gl.LINES ); + + } else { + + renderer.setMode( _gl.LINE_STRIP ); + + } + + } else if ( object.isPoints ) { + + renderer.setMode( _gl.POINTS ); + + } + + if ( geometry && geometry.isInstancedBufferGeometry ) { + + if ( geometry.maxInstancedCount > 0 ) { + + renderer.renderInstances( geometry, drawStart, drawCount ); + + } + + } else { + + renderer.render( drawStart, drawCount ); + + } + + }; + + function setupVertexAttributes( material, program, geometry, startIndex ) { + + var extension; + + if ( geometry && geometry.isInstancedBufferGeometry ) { + + 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 type = _gl.FLOAT; + var array = geometryAttribute.array; + var normalized = geometryAttribute.normalized; + + if ( array instanceof Float32Array ) { + + type = _gl.FLOAT; + + } else if ( array instanceof Float64Array ) { + + console.warn( "Unsupported data buffer format: Float64Array" ); + + } else if ( array instanceof Uint16Array ) { + + type = _gl.UNSIGNED_SHORT; + + } else if ( array instanceof Int16Array ) { + + type = _gl.SHORT; + + } else if ( array instanceof Uint32Array ) { + + type = _gl.UNSIGNED_INT; + + } else if ( array instanceof Int32Array ) { + + type = _gl.INT; + + } else if ( array instanceof Int8Array ) { + + type = _gl.BYTE; + + } else if ( array instanceof Uint8Array ) { + + type = _gl.UNSIGNED_BYTE; + + } + + var size = geometryAttribute.itemSize; + var buffer = objects.getAttributeBuffer( geometryAttribute ); + + if ( geometryAttribute && geometryAttribute.isInterleavedBufferAttribute ) { + + var data = geometryAttribute.data; + var stride = data.stride; + var offset = geometryAttribute.offset; + + if ( data && data.isInstancedInterleavedBuffer ) { + + 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, type, normalized, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT ); + + } else { + + if ( geometryAttribute && geometryAttribute.isInstancedBufferAttribute ) { + + 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, type, normalized, 0, startIndex * size * geometryAttribute.array.BYTES_PER_ELEMENT ); + + } + + } 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.program && b.material.program && a.material.program !== b.material.program ) { + + return a.material.program.id - b.material.program.id; + + } 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 !== undefined && camera.isCamera !== true ) { + + 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; + + _localClippingEnabled = this.localClippingEnabled; + _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera ); + + projectObject( scene, camera ); + + opaqueObjects.length = opaqueObjectsLastIndex + 1; + transparentObjects.length = transparentObjectsLastIndex + 1; + + if ( _this.sortObjects === true ) { + + opaqueObjects.sort( painterSortStable ); + transparentObjects.sort( reversePainterSortStable ); + + } + + // + + if ( _clippingEnabled ) _clipping.beginShadows(); + + setupShadows( lights ); + + shadowMap.render( scene, camera ); + + setupLights( lights, camera ); + + if ( _clippingEnabled ) _clipping.endShadows(); + + // + + _infoRender.calls = 0; + _infoRender.vertices = 0; + _infoRender.faces = 0; + _infoRender.points = 0; + + if ( renderTarget === undefined ) { + + renderTarget = null; + + } + + this.setRenderTarget( renderTarget ); + + // + + var background = scene.background; + + if ( background === null ) { + + glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); + + } else if ( background && background.isColor ) { + + glClearColor( background.r, background.g, background.b, 1 ); + forceClear = true; + + } + + if ( this.autoClear || forceClear ) { + + this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil ); + + } + + if ( background && background.isCubeTexture ) { + + backgroundCamera2.projectionMatrix.copy( camera.projectionMatrix ); + + backgroundCamera2.matrixWorld.extractRotation( camera.matrixWorld ); + backgroundCamera2.matrixWorldInverse.getInverse( backgroundCamera2.matrixWorld ); + + backgroundBoxMesh.material.uniforms[ "tCube" ].value = background; + backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundCamera2.matrixWorldInverse, backgroundBoxMesh.matrixWorld ); + + objects.update( backgroundBoxMesh ); + + _this.renderBufferDirect( backgroundCamera2, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null ); + + } else if ( background && background.isTexture ) { + + backgroundPlaneMesh.material.map = background; + + objects.update( backgroundPlaneMesh ); + + _this.renderBufferDirect( backgroundCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null ); + + } + + // + + 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( 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 ) { + + textures.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 ); + + } + + } + + // TODO Duplicated code (Frustum) + + function isObjectViewable( object ) { + + var geometry = object.geometry; + + if ( geometry.boundingSphere === null ) + geometry.computeBoundingSphere(); + + _sphere.copy( geometry.boundingSphere ). + applyMatrix4( object.matrixWorld ); + + return isSphereViewable( _sphere ); + + } + + function isSpriteViewable( sprite ) { + + _sphere.center.set( 0, 0, 0 ); + _sphere.radius = 0.7071067811865476; + _sphere.applyMatrix4( sprite.matrixWorld ); + + return isSphereViewable( _sphere ); + + } + + function isSphereViewable( sphere ) { + + if ( ! _frustum.intersectsSphere( sphere ) ) return false; + + var numPlanes = _clipping.numPlanes; + + if ( numPlanes === 0 ) return true; + + var planes = _this.clippingPlanes, + + center = sphere.center, + negRad = - sphere.radius, + i = 0; + + do { + + // out when deeper than radius in the negative halfspace + if ( planes[ i ].distanceToPoint( center ) < negRad ) return false; + + } while ( ++ i !== numPlanes ); + + return true; + + } + + function projectObject( object, camera ) { + + if ( object.visible === false ) return; + + var visible = ( object.layers.mask & camera.layers.mask ) !== 0; + + if ( visible ) { + + if ( object.isLight ) { + + lights.push( object ); + + } else if ( object.isSprite ) { + + if ( object.frustumCulled === false || isSpriteViewable( object ) === true ) { + + sprites.push( object ); + + } + + } else if ( object.isLensFlare ) { + + lensFlares.push( object ); + + } else if ( object.isImmediateRenderObject ) { + + if ( _this.sortObjects === true ) { + + _vector3.setFromMatrixPosition( object.matrixWorld ); + _vector3.applyProjection( _projScreenMatrix ); + + } + + pushRenderItem( object, null, object.material, _vector3.z, null ); + + } else if ( object.isMesh || object.isLine || object.isPoints ) { + + if ( object.isSkinnedMesh ) { + + object.skeleton.update(); + + } + + if ( object.frustumCulled === false || isObjectViewable( 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.isMultiMaterial ) { + + 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.isImmediateRenderObject ) { + + setMaterial( material ); + + var program = setProgram( camera, fog, material, object ); + + _currentGeometryProgram = ''; + + object.render( function ( object ) { + + _this.renderBufferImmediate( object, program, material ); + + } ); + + } else { + + if ( object.onBeforeRender !== null ) object.onBeforeRender(); + + _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, _clipping.numPlanes, 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 = ShaderLib[ parameters.shaderID ]; + + materialProperties.__webglShader = { + name: material.type, + uniforms: exports.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 ++; + + } + + } + + } + + var uniforms = materialProperties.__webglShader.uniforms; + + if ( ! material.isShaderMaterial && + ! material.isRawShaderMaterial || + material.clipping === true ) { + + materialProperties.numClippingPlanes = _clipping.numPlanes; + uniforms.clippingPlanes = _clipping.uniform; + + } + + materialProperties.fog = fog; + + // store the light setup it was created for + + materialProperties.lightsHash = _lights.hash; + + if ( material.lights ) { + + // 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; + + } + + var progUniforms = materialProperties.program.getUniforms(), + uniformsList = + WebGLUniforms.seqWithValue( progUniforms.seq, uniforms ); + + materialProperties.uniformsList = uniformsList; + materialProperties.dynamicUniforms = + WebGLUniforms.splitDynamic( uniformsList, uniforms ); + + } + + function setMaterial( material ) { + + material.side === DoubleSide + ? state.disable( _gl.CULL_FACE ) + : state.enable( _gl.CULL_FACE ); + + state.setFlipSided( material.side === BackSide ); + + material.transparent === true + ? state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha ) + : state.setBlending( 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 setProgram( camera, fog, material, object ) { + + _usedTextureUnits = 0; + + var materialProperties = properties.get( material ); + + if ( _clippingEnabled ) { + + if ( _localClippingEnabled || camera !== _currentCamera ) { + + var useCache = + camera === _currentCamera && + material.id === _currentMaterialId; + + // we might want to call this function with some ClippingGroup + // object instead of the material, once it becomes feasible + // (#8465, #8379) + _clipping.setState( + material.clippingPlanes, material.clipShadows, + camera, materialProperties, useCache ); + + } + + } + + if ( material.needsUpdate === false ) { + + if ( materialProperties.program === undefined ) { + + material.needsUpdate = true; + + } else if ( material.fog && materialProperties.fog !== fog ) { + + material.needsUpdate = true; + + } else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) { + + material.needsUpdate = true; + + } else if ( materialProperties.numClippingPlanes !== undefined && + materialProperties.numClippingPlanes !== _clipping.numPlanes ) { + + 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 ) { + + p_uniforms.set( _gl, camera, 'projectionMatrix' ); + + if ( capabilities.logarithmicDepthBuffer ) { + + p_uniforms.setValue( _gl, '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.isShaderMaterial || + material.isMeshPhongMaterial || + material.isMeshStandardMaterial || + material.envMap ) { + + var uCamPos = p_uniforms.map.cameraPosition; + + if ( uCamPos !== undefined ) { + + uCamPos.setValue( _gl, + _vector3.setFromMatrixPosition( camera.matrixWorld ) ); + + } + + } + + if ( material.isMeshPhongMaterial || + material.isMeshLambertMaterial || + material.isMeshBasicMaterial || + material.isMeshStandardMaterial || + material.isShaderMaterial || + material.skinning ) { + + p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse ); + + } + + p_uniforms.set( _gl, _this, 'toneMappingExposure' ); + p_uniforms.set( _gl, _this, 'toneMappingWhitePoint' ); + + } + + // 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 ) { + + p_uniforms.setOptional( _gl, object, 'bindMatrix' ); + p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' ); + + var skeleton = object.skeleton; + + if ( skeleton ) { + + if ( capabilities.floatVertexTextures && skeleton.useVertexTexture ) { + + p_uniforms.set( _gl, skeleton, 'boneTexture' ); + p_uniforms.set( _gl, skeleton, 'boneTextureWidth' ); + p_uniforms.set( _gl, skeleton, 'boneTextureHeight' ); + + } else { + + p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' ); + + } + + } + + } + + if ( refreshMaterial ) { + + if ( 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.isMeshBasicMaterial || + material.isMeshLambertMaterial || + material.isMeshPhongMaterial || + material.isMeshStandardMaterial || + material.isMeshDepthMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + + } + + // refresh single material specific uniforms + + if ( material.isLineBasicMaterial ) { + + refreshUniformsLine( m_uniforms, material ); + + } else if ( material.isLineDashedMaterial ) { + + refreshUniformsLine( m_uniforms, material ); + refreshUniformsDash( m_uniforms, material ); + + } else if ( material.isPointsMaterial ) { + + refreshUniformsPoints( m_uniforms, material ); + + } else if ( material.isMeshLambertMaterial ) { + + refreshUniformsLambert( m_uniforms, material ); + + } else if ( material.isMeshPhongMaterial ) { + + refreshUniformsPhong( m_uniforms, material ); + + } else if ( material.isMeshPhysicalMaterial ) { + + refreshUniformsPhysical( m_uniforms, material ); + + } else if ( material.isMeshStandardMaterial ) { + + refreshUniformsStandard( m_uniforms, material ); + + } else if ( material.isMeshDepthMaterial ) { + + if ( material.displacementMap ) { + + m_uniforms.displacementMap.value = material.displacementMap; + m_uniforms.displacementScale.value = material.displacementScale; + m_uniforms.displacementBias.value = material.displacementBias; + + } + + } else if ( material.isMeshNormalMaterial ) { + + m_uniforms.opacity.value = material.opacity; + + } + + WebGLUniforms.upload( + _gl, materialProperties.uniformsList, m_uniforms, _this ); + + } + + + // common matrices + + p_uniforms.set( _gl, object, 'modelViewMatrix' ); + p_uniforms.set( _gl, object, 'normalMatrix' ); + p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld ); + + + // dynamic uniforms + + var dynUniforms = materialProperties.dynamicUniforms; + + if ( dynUniforms !== null ) { + + WebGLUniforms.evalDynamic( dynUniforms, m_uniforms, object, material, camera ); + WebGLUniforms.upload( _gl, dynUniforms, m_uniforms, _this ); + + } + + return program; + + } + + // 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 ) { + + // backwards compatibility + if ( uvScaleMap.isWebGLRenderTarget ) { + + 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; + + // don't flip CubeTexture envMaps, flip everything else: + // WebGLRenderTargetCube will be flipped for backwards compatibility + // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture + // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future + uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 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 * 0.5; + + 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.isFog ) { + + uniforms.fogNear.value = fog.near; + uniforms.fogFar.value = fog.far; + + } else if ( fog.isFogExp2 ) { + + 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; + + } + + } + + function refreshUniformsPhysical( uniforms, material ) { + + uniforms.clearCoat.value = material.clearCoat; + uniforms.clearCoatRoughness.value = material.clearCoatRoughness; + + refreshUniformsStandard( uniforms, material ); + + } + + // 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; + + } + + // Lighting + + function setupShadows( lights ) { + + var lightShadowsLength = 0; + + for ( var i = 0, l = lights.length; i < l; i ++ ) { + + var light = lights[ i ]; + + if ( light.castShadow ) { + + _lights.shadows[ lightShadowsLength ++ ] = light; + + } + + } + + _lights.shadows.length = lightShadowsLength; + + } + + function setupLights( lights, camera ) { + + var l, ll, light, + r = 0, g = 0, b = 0, + color, + intensity, + distance, + shadowMap, + + viewMatrix = camera.matrixWorldInverse, + + directionalLength = 0, + pointLength = 0, + spotLength = 0, + hemiLength = 0; + + for ( l = 0, ll = lights.length; l < ll; l ++ ) { + + light = lights[ l ]; + + color = light.color; + intensity = light.intensity; + distance = light.distance; + + shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null; + + if ( light.isAmbientLight ) { + + r += color.r * intensity; + g += color.g * intensity; + b += color.b * intensity; + + } else if ( light.isDirectionalLight ) { + + 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.directionalShadowMap[ directionalLength ] = shadowMap; + _lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix; + _lights.directional[ directionalLength ++ ] = uniforms; + + } else if ( light.isSpotLight ) { + + 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.coneCos = Math.cos( light.angle ); + uniforms.penumbraCos = Math.cos( light.angle * ( 1 - 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.spotShadowMap[ spotLength ] = shadowMap; + _lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix; + _lights.spot[ spotLength ++ ] = uniforms; + + } else if ( light.isPointLight ) { + + 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.pointShadowMap[ pointLength ] = shadowMap; + + if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) { + + _lights.pointShadowMatrix[ pointLength ] = new 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.isHemisphereLight ) { + + 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.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + hemiLength + ',' + _lights.shadows.length; + + } + + // GL state setting + + this.setFaceCulling = function ( cullFace, frontFaceDirection ) { + + state.setCullFace( cullFace ); + state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW ); + + }; + + // Textures + + function allocTextureUnit() { + + 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; + + } + + this.allocTextureUnit = allocTextureUnit; + + // this.setTexture2D = setTexture2D; + this.setTexture2D = ( function() { + + var warned = false; + + // backwards compatibility: peel texture.texture + return function setTexture2D( texture, slot ) { + + if ( texture && texture.isWebGLRenderTarget ) { + + if ( ! warned ) { + + console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." ); + warned = true; + + } + + texture = texture.texture; + + } + + textures.setTexture2D( texture, slot ); + + }; + + }() ); + + this.setTexture = ( function() { + + var warned = false; + + return function setTexture( texture, slot ) { + + if ( ! warned ) { + + console.warn( "THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead." ); + warned = true; + + } + + textures.setTexture2D( texture, slot ); + + }; + + }() ); + + this.setTextureCube = ( function() { + + var warned = false; + + return function setTextureCube( texture, slot ) { + + // backwards compatibility: peel texture.texture + if ( texture && texture.isWebGLRenderTargetCube ) { + + if ( ! warned ) { + + console.warn( "THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead." ); + warned = true; + + } + + texture = texture.texture; + + } + + // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture + // TODO: unify these code paths + if ( ( texture && texture.isCubeTexture ) || + ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) { + + // CompressedTexture can have Array in image :/ + + // this function alone should take care of cube textures + textures.setTextureCube( texture, slot ); + + } else { + + // assumed: texture property of THREE.WebGLRenderTargetCube + + textures.setTextureCubeDynamic( texture, slot ); + + } + + }; + + }() ); + + this.getCurrentRenderTarget = function() { + + return _currentRenderTarget; + + }; + + this.setRenderTarget = function ( renderTarget ) { + + _currentRenderTarget = renderTarget; + + if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) { + + textures.setupRenderTarget( renderTarget ); + + } + + var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube ); + 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, renderTarget.activeMipMapLevel ); + + } + + }; + + this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) { + + if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === 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; + var textureFormat = texture.format; + var textureType = texture.type; + + if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' ); + return; + + } + + if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513) + ! ( textureType === FloatType && ( extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox + ! ( textureType === 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 ) { + + // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604) + + if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) { + + _gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer ); + + } + + } else { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' ); + + } + + } finally { + + if ( restore ) { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer ); + + } + + } + + } + + }; + + // Map three.js constants to WebGL constants + + function paramThreeToGL( p ) { + + var extension; + + if ( p === RepeatWrapping ) return _gl.REPEAT; + if ( p === ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE; + if ( p === MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT; + + if ( p === NearestFilter ) return _gl.NEAREST; + if ( p === NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST; + if ( p === NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR; + + if ( p === LinearFilter ) return _gl.LINEAR; + if ( p === LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST; + if ( p === LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR; + + if ( p === UnsignedByteType ) return _gl.UNSIGNED_BYTE; + if ( p === UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4; + if ( p === UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1; + if ( p === UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5; + + if ( p === ByteType ) return _gl.BYTE; + if ( p === ShortType ) return _gl.SHORT; + if ( p === UnsignedShortType ) return _gl.UNSIGNED_SHORT; + if ( p === IntType ) return _gl.INT; + if ( p === UnsignedIntType ) return _gl.UNSIGNED_INT; + if ( p === FloatType ) return _gl.FLOAT; + + extension = extensions.get( 'OES_texture_half_float' ); + + if ( extension !== null ) { + + if ( p === HalfFloatType ) return extension.HALF_FLOAT_OES; + + } + + if ( p === AlphaFormat ) return _gl.ALPHA; + if ( p === RGBFormat ) return _gl.RGB; + if ( p === RGBAFormat ) return _gl.RGBA; + if ( p === LuminanceFormat ) return _gl.LUMINANCE; + if ( p === LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA; + if ( p === DepthFormat ) return _gl.DEPTH_COMPONENT; + if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL; + + if ( p === AddEquation ) return _gl.FUNC_ADD; + if ( p === SubtractEquation ) return _gl.FUNC_SUBTRACT; + if ( p === ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT; + + if ( p === ZeroFactor ) return _gl.ZERO; + if ( p === OneFactor ) return _gl.ONE; + if ( p === SrcColorFactor ) return _gl.SRC_COLOR; + if ( p === OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR; + if ( p === SrcAlphaFactor ) return _gl.SRC_ALPHA; + if ( p === OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA; + if ( p === DstAlphaFactor ) return _gl.DST_ALPHA; + if ( p === OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA; + + if ( p === DstColorFactor ) return _gl.DST_COLOR; + if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR; + if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE; + + extension = extensions.get( 'WEBGL_compressed_texture_s3tc' ); + + if ( extension !== null ) { + + if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; + if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; + if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; + if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; + + } + + extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' ); + + if ( extension !== null ) { + + if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; + if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; + if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; + if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; + + } + + extension = extensions.get( 'WEBGL_compressed_texture_etc1' ); + + if ( extension !== null ) { + + if ( p === RGB_ETC1_Format ) return extension.COMPRESSED_RGB_ETC1_WEBGL; + + } + + extension = extensions.get( 'EXT_blend_minmax' ); + + if ( extension !== null ) { + + if ( p === MinEquation ) return extension.MIN_EXT; + if ( p === MaxEquation ) return extension.MAX_EXT; + + } + + extension = extensions.get( 'WEBGL_depth_texture' ); + + if ( extension !== null ){ + + if ( p === UnsignedInt248Type ) return extension.UNSIGNED_INT_24_8_WEBGL; + + } + + return 0; + + } + + } + + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + + function FogExp2 ( color, density ) { + + this.name = ''; + + this.color = new Color( color ); + this.density = ( density !== undefined ) ? density : 0.00025; + + } + + FogExp2.prototype.isFogExp2 = true; + + FogExp2.prototype.clone = function () { + + return new FogExp2( this.color.getHex(), this.density ); + + }; + + FogExp2.prototype.toJSON = function ( meta ) { + + return { + type: 'FogExp2', + color: this.color.getHex(), + density: this.density + }; + + }; + + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + + function Fog ( color, near, far ) { + + this.name = ''; + + this.color = new Color( color ); + + this.near = ( near !== undefined ) ? near : 1; + this.far = ( far !== undefined ) ? far : 1000; + + } + + Fog.prototype.isFog = true; + + Fog.prototype.clone = function () { + + return new Fog( this.color.getHex(), this.near, this.far ); + + }; + + Fog.prototype.toJSON = function ( meta ) { + + return { + type: 'Fog', + color: this.color.getHex(), + near: this.near, + far: this.far + }; + + }; + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function Scene () { + + Object3D.call( this ); + + this.type = 'Scene'; + + this.background = null; + this.fog = null; + this.overrideMaterial = null; + + this.autoUpdate = true; // checked by the renderer + + } + + Scene.prototype = Object.create( Object3D.prototype ); + + Scene.prototype.constructor = Scene; + + Scene.prototype.copy = function ( source, recursive ) { + + Object3D.prototype.copy.call( this, source, recursive ); + + if ( source.background !== null ) this.background = source.background.clone(); + 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; + + }; + + Scene.prototype.toJSON = function ( meta ) { + + var data = Object3D.prototype.toJSON.call( this, meta ); + + if ( this.background !== null ) data.object.background = this.background.toJSON( meta ); + if ( this.fog !== null ) data.object.fog = this.fog.toJSON(); + + return data; + + }; + + /** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + + function LensFlare( texture, size, distance, blending, color ) { + + Object3D.call( this ); + + this.lensFlares = []; + + this.positionScreen = new Vector3(); + this.customUpdateCallback = undefined; + + if ( texture !== undefined ) { + + this.add( texture, size, distance, blending, color ); + + } + + } + + LensFlare.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: LensFlare, + + isLensFlare: true, + + copy: function ( source ) { + + 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; + + }, + + 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 Color( 0xffffff ); + if ( blending === undefined ) blending = 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. + */ + + updateLensFlares: function () { + + var f, fl = this.lensFlares.length; + var flare; + var vecX = - this.positionScreen.x * 2; + var vecY = - this.positionScreen.y * 2; + + for ( f = 0; f < fl; f ++ ) { + + flare = this.lensFlares[ f ]; + + flare.x = this.positionScreen.x + vecX * flare.distance; + flare.y = this.positionScreen.y + vecY * flare.distance; + + flare.wantedRotation = flare.x * Math.PI * 0.25; + flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25; + + } + + } + + } ); + + /** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * + * uvOffset: new THREE.Vector2(), + * uvScale: new THREE.Vector2() + * } + */ + + function SpriteMaterial( parameters ) { + + Material.call( this ); + + this.type = 'SpriteMaterial'; + + this.color = new Color( 0xffffff ); + this.map = null; + + this.rotation = 0; + + this.fog = false; + this.lights = false; + + this.setValues( parameters ); + + } + + SpriteMaterial.prototype = Object.create( Material.prototype ); + SpriteMaterial.prototype.constructor = SpriteMaterial; + + SpriteMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + this.map = source.map; + + this.rotation = source.rotation; + + return this; + + }; + + /** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + + function Sprite( material ) { + + Object3D.call( this ); + + this.type = 'Sprite'; + + this.material = ( material !== undefined ) ? material : new SpriteMaterial(); + + } + + Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Sprite, + + isSprite: true, + + raycast: ( function () { + + var matrixPosition = new Vector3(); + + return function raycast( raycaster, intersects ) { + + matrixPosition.setFromMatrixPosition( this.matrixWorld ); + + var distanceSq = raycaster.ray.distanceSqToPoint( matrixPosition ); + var guessSizeSq = this.scale.x * this.scale.y / 4; + + if ( distanceSq > guessSizeSq ) { + + return; + + } + + intersects.push( { + + distance: Math.sqrt( distanceSq ), + point: this.position, + face: null, + object: this + + } ); + + }; + + }() ), + + clone: function () { + + return new this.constructor( this.material ).copy( this ); + + } + + } ); + + /** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + + function LOD() { + + Object3D.call( this ); + + this.type = 'LOD'; + + Object.defineProperties( this, { + levels: { + enumerable: true, + value: [] + } + } ); + + } + + + LOD.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: LOD, + + copy: function ( source ) { + + 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; + + }, + + 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 ); + + }, + + 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; + + }, + + raycast: ( function () { + + var matrixPosition = new Vector3(); + + return function raycast( raycaster, intersects ) { + + matrixPosition.setFromMatrixPosition( this.matrixWorld ); + + var distance = raycaster.ray.origin.distanceTo( matrixPosition ); + + this.getObjectForDistance( distance ).raycast( raycaster, intersects ); + + }; + + }() ), + + update: function () { + + var v1 = new Vector3(); + var v2 = new 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; + + } + + } + + }; + + }(), + + toJSON: function ( meta ) { + + var data = 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; + + } + + } ); + + /** + * @author alteredq / http://alteredqualia.com/ + */ + + function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { + + Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); + + this.image = { data: data, width: width, height: height }; + + this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; + this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; + + this.flipY = false; + this.generateMipmaps = false; + + } + + DataTexture.prototype = Object.create( Texture.prototype ); + DataTexture.prototype.constructor = DataTexture; + + DataTexture.prototype.isDataTexture = true; + + /** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author michael guerrero / http://realitymeltdown.com + * @author ikerr / http://verold.com + */ + + function Skeleton( bones, boneInverses, useVertexTexture ) { + + this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true; + + this.identityMatrix = new 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 = exports.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 DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, RGBAFormat, 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 Matrix4() ); + + } + + } + + } + + } + + Object.assign( Skeleton.prototype, { + + calculateInverses: function () { + + this.boneInverses = []; + + for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) { + + var inverse = new Matrix4(); + + if ( this.bones[ b ] ) { + + inverse.getInverse( this.bones[ b ].matrixWorld ); + + } + + this.boneInverses.push( inverse ); + + } + + }, + + 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.parent.isBone) ) { + + 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 ); + + } + + } + + }, + + update: ( function () { + + var offsetMatrix = new 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.toArray( this.boneMatrices, b * 16 ); + + } + + if ( this.useVertexTexture ) { + + this.boneTexture.needsUpdate = true; + + } + + }; + + } )(), + + clone: function () { + + return new Skeleton( this.bones, this.boneInverses, this.useVertexTexture ); + + } + + } ); + + /** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author ikerr / http://verold.com + */ + + function Bone( skin ) { + + Object3D.call( this ); + + this.type = 'Bone'; + + this.skin = skin; + + } + + Bone.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Bone, + + isBone: true, + + copy: function ( source ) { + + Object3D.prototype.copy.call( this, source ); + + this.skin = source.skin; + + return this; + + } + + } ); + + /** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author ikerr / http://verold.com + */ + + function SkinnedMesh( geometry, material, useVertexTexture ) { + + Mesh.call( this, geometry, material ); + + this.type = 'SkinnedMesh'; + + this.bindMode = "attached"; + this.bindMatrix = new Matrix4(); + this.bindMatrixInverse = new 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 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 ] !== undefined ) { + + bones[ gbone.parent ].add( bones[ b ] ); + + } else { + + this.add( bones[ b ] ); + + } + + } + + } + + this.normalizeSkinWeights(); + + this.updateMatrixWorld( true ); + this.bind( new Skeleton( bones, undefined, useVertexTexture ), this.matrixWorld ); + + } + + + SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), { + + constructor: SkinnedMesh, + + isSkinnedMesh: true, + + 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 ); + + }, + + pose: function () { + + this.skeleton.pose(); + + }, + + normalizeSkinWeights: function () { + + if ( (this.geometry && this.geometry.isGeometry) ) { + + 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 && this.geometry.isBufferGeometry) ) { + + var vec = new 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 ); + + } + + } + + }, + + updateMatrixWorld: function( force ) { + + 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 ); + + } + + }, + + clone: function() { + + return new this.constructor( this.geometry, this.material, this.skeleton.useVertexTexture ).copy( this ); + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * + * linewidth: , + * linecap: "round", + * linejoin: "round" + * } + */ + + function LineBasicMaterial( parameters ) { + + Material.call( this ); + + this.type = 'LineBasicMaterial'; + + this.color = new Color( 0xffffff ); + + this.linewidth = 1; + this.linecap = 'round'; + this.linejoin = 'round'; + + this.lights = false; + + this.setValues( parameters ); + + } + + LineBasicMaterial.prototype = Object.create( Material.prototype ); + LineBasicMaterial.prototype.constructor = LineBasicMaterial; + + LineBasicMaterial.prototype.isLineBasicMaterial = true; + + LineBasicMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + + this.linewidth = source.linewidth; + this.linecap = source.linecap; + this.linejoin = source.linejoin; + + return this; + + }; + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function Line( geometry, material, mode ) { + + if ( mode === 1 ) { + + console.warn( 'THREE.Line: parameter THREE.LinePieces no longer supported. Created THREE.LineSegments instead.' ); + return new LineSegments( geometry, material ); + + } + + Object3D.call( this ); + + this.type = 'Line'; + + this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); + this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } ); + + } + + Line.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Line, + + isLine: true, + + raycast: ( function () { + + var inverseMatrix = new Matrix4(); + var ray = new Ray(); + var sphere = new 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 Vector3(); + var vEnd = new Vector3(); + var interSegment = new Vector3(); + var interRay = new Vector3(); + var step = (this && this.isLineSegments) ? 2 : 1; + + if ( (geometry && geometry.isBufferGeometry) ) { + + 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 && geometry.isGeometry) ) { + + 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 + + } ); + + } + + } + + }; + + }() ), + + clone: function () { + + return new this.constructor( this.geometry, this.material ).copy( this ); + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function LineSegments( geometry, material ) { + + Line.call( this, geometry, material ); + + this.type = 'LineSegments'; + + } + + LineSegments.prototype = Object.assign( Object.create( Line.prototype ), { + + constructor: LineSegments, + + isLineSegments: true + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * + * size: , + * sizeAttenuation: + * } + */ + + function PointsMaterial( parameters ) { + + Material.call( this ); + + this.type = 'PointsMaterial'; + + this.color = new Color( 0xffffff ); + + this.map = null; + + this.size = 1; + this.sizeAttenuation = true; + + this.lights = false; + + this.setValues( parameters ); + + } + + PointsMaterial.prototype = Object.create( Material.prototype ); + PointsMaterial.prototype.constructor = PointsMaterial; + + PointsMaterial.prototype.isPointsMaterial = true; + + PointsMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.size = source.size; + this.sizeAttenuation = source.sizeAttenuation; + + return this; + + }; + + /** + * @author alteredq / http://alteredqualia.com/ + */ + + function Points( geometry, material ) { + + Object3D.call( this ); + + this.type = 'Points'; + + this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); + this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } ); + + } + + Points.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Points, + + isPoints: true, + + raycast: ( function () { + + var inverseMatrix = new Matrix4(); + var ray = new Ray(); + var sphere = new 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 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 && geometry.isBufferGeometry) ) { + + 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 ); + + } + + } + + }; + + }() ), + + clone: function () { + + return new this.constructor( this.geometry, this.material ).copy( this ); + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function Group() { + + Object3D.call( this ); + + this.type = 'Group'; + + } + + Group.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Group + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + + 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_CURRENT_DATA ) { + + scope.needsUpdate = true; + + } + + } + + update(); + + } + + VideoTexture.prototype = Object.create( Texture.prototype ); + VideoTexture.prototype.constructor = VideoTexture; + + /** + * @author alteredq / http://alteredqualia.com/ + */ + + function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { + + Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); + + 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; + + } + + CompressedTexture.prototype = Object.create( Texture.prototype ); + CompressedTexture.prototype.constructor = CompressedTexture; + + CompressedTexture.prototype.isCompressedTexture = true; + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + + Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + this.needsUpdate = true; + + } + + CanvasTexture.prototype = Object.create( Texture.prototype ); + CanvasTexture.prototype.constructor = CanvasTexture; + + /** + * @author Matt DesLauriers / @mattdesl + * @author atix / arthursilber.de + */ + + function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) { + + format = format !== undefined ? format : DepthFormat; + + if ( format !== DepthFormat && format !== DepthStencilFormat ) { + + throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' ) + + } + + Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + this.image = { width: width, height: height }; + + this.type = type !== undefined ? type : UnsignedShortType; + + this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; + this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; + + this.flipY = false; + this.generateMipmaps = false; + + } + + DepthTexture.prototype = Object.create( Texture.prototype ); + DepthTexture.prototype.constructor = DepthTexture; + DepthTexture.prototype.isDepthTexture = true; + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function WireframeGeometry( geometry ) { + + BufferGeometry.call( this ); + + var edge = [ 0, 0 ], hash = {}; + + function sortFunction( a, b ) { + + return a - b; + + } + + var keys = [ 'a', 'b', 'c' ]; + + if ( (geometry && geometry.isGeometry) ) { + + 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 BufferAttribute( coords, 3 ) ); + + } else if ( (geometry && geometry.isBufferGeometry) ) { + + 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 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 BufferAttribute( coords, 3 ) ); + + } + + } + + } + + WireframeGeometry.prototype = Object.create( BufferGeometry.prototype ); + WireframeGeometry.prototype.constructor = WireframeGeometry; + + /** + * @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 ); + * + */ + + function ParametricGeometry( func, slices, stacks ) { + + 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 Vector2( j / slices, i / stacks ); + uvb = new Vector2( ( j + 1 ) / slices, i / stacks ); + uvc = new Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks ); + uvd = new Vector2( j / slices, ( i + 1 ) / stacks ); + + faces.push( new Face3( a, b, d ) ); + uvs.push( [ uva, uvb, uvd ] ); + + faces.push( new 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(); + + } + + ParametricGeometry.prototype = Object.create( Geometry.prototype ); + ParametricGeometry.prototype.constructor = ParametricGeometry; + + /** + * @author clockworkgeek / https://github.com/clockworkgeek + * @author timothypratley / https://github.com/timothypratley + * @author WestLangley / http://github.com/WestLangley + */ + + function PolyhedronGeometry( vertices, indices, radius, detail ) { + + 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 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 Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] ); + + } + + var centroid = new 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 Sphere( new 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 Vector2( u, 1 - v ); + + return vertex; + + } + + + // Approximate a curved face with recursively sub-divided triangles. + + function make( v1, v2, v3 ) { + + var face = new Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] ); + 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 = []; + + // Construct all of the vertices for this subdivision. + + for ( var i = 0 ; i <= cols; i ++ ) { + + v[ i ] = []; + + var aj = prepare( a.clone().lerp( c, i / cols ) ); + var bj = prepare( b.clone().lerp( c, i / cols ) ); + var rows = cols - i; + + for ( var j = 0; j <= rows; j ++ ) { + + if ( j === 0 && i === cols ) { + + v[ i ][ j ] = aj; + + } else { + + v[ i ][ j ] = prepare( aj.clone().lerp( bj, j / rows ) ); + + } + + } + + } + + // Construct all of the faces. + + for ( var i = 0; i < cols ; i ++ ) { + + for ( var j = 0; j < 2 * ( cols - i ) - 1; j ++ ) { + + var k = Math.floor( j / 2 ); + + if ( j % 2 === 0 ) { + + make( + v[ i ][ k + 1 ], + v[ i + 1 ][ k ], + v[ i ][ k ] + ); + + } else { + + make( + v[ i ][ k + 1 ], + v[ i + 1 ][ k + 1 ], + v[ i + 1 ][ k ] + ); + + } + + } + + } + + } + + + // Angle around the Y axis, counter-clockwise when looking from above. + + function azimuth( vector ) { + + return Math.atan2( vector.z, - vector.x ); + + } + + + // Angle above the XZ plane. + + function inclination( vector ) { + + return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); + + } + + + // Texture fixing helper. Spheres have some odd behaviours. + + function correctUV( uv, vector, azimuth ) { + + if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) uv = new Vector2( uv.x - 1, uv.y ); + if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new Vector2( azimuth / 2 / Math.PI + 0.5, uv.y ); + return uv.clone(); + + } + + } + + PolyhedronGeometry.prototype = Object.create( Geometry.prototype ); + PolyhedronGeometry.prototype.constructor = PolyhedronGeometry; + + /** + * @author timothypratley / https://github.com/timothypratley + */ + + function TetrahedronGeometry( 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 + ]; + + PolyhedronGeometry.call( this, vertices, indices, radius, detail ); + + this.type = 'TetrahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + + } + + TetrahedronGeometry.prototype = Object.create( PolyhedronGeometry.prototype ); + TetrahedronGeometry.prototype.constructor = TetrahedronGeometry; + + /** + * @author timothypratley / https://github.com/timothypratley + */ + + function OctahedronGeometry( 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 + ]; + + PolyhedronGeometry.call( this, vertices, indices, radius, detail ); + + this.type = 'OctahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + + } + + OctahedronGeometry.prototype = Object.create( PolyhedronGeometry.prototype ); + OctahedronGeometry.prototype.constructor = OctahedronGeometry; + + /** + * @author timothypratley / https://github.com/timothypratley + */ + + function IcosahedronGeometry( 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 + ]; + + PolyhedronGeometry.call( this, vertices, indices, radius, detail ); + + this.type = 'IcosahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + + } + + IcosahedronGeometry.prototype = Object.create( PolyhedronGeometry.prototype ); + IcosahedronGeometry.prototype.constructor = IcosahedronGeometry; + + /** + * @author Abe Pazos / https://hamoid.com + */ + + function DodecahedronGeometry( 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 + ]; + + PolyhedronGeometry.call( this, vertices, indices, radius, detail ); + + this.type = 'DodecahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + + } + + DodecahedronGeometry.prototype = Object.create( PolyhedronGeometry.prototype ); + DodecahedronGeometry.prototype.constructor = DodecahedronGeometry; + + /** + * @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 + */ + + function TubeGeometry( path, segments, radius, radialSegments, closed, taper ) { + + 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 || TubeGeometry.NoTaper; + + var grid = []; + + var scope = this, + + tangent, + normal, + binormal, + + numpoints = segments + 1, + + u, v, r, + + cx, cy, + pos, pos2 = new Vector3(), + i, j, + ip, jp, + a, b, c, d, + uva, uvb, uvc, uvd; + + var frames = new 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 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 Vector2( i / segments, j / radialSegments ); + uvb = new Vector2( ( i + 1 ) / segments, j / radialSegments ); + uvc = new Vector2( ( i + 1 ) / segments, ( j + 1 ) / radialSegments ); + uvd = new Vector2( i / segments, ( j + 1 ) / radialSegments ); + + this.faces.push( new Face3( a, b, d ) ); + this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] ); + + this.faces.push( new Face3( b, c, d ) ); + this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] ); + + } + + } + + this.computeFaceNormals(); + this.computeVertexNormals(); + + } + + TubeGeometry.prototype = Object.create( Geometry.prototype ); + TubeGeometry.prototype.constructor = TubeGeometry; + + TubeGeometry.NoTaper = function ( u ) { + + return 1; + + }; + + TubeGeometry.SinusoidalTaper = function ( u ) { + + return Math.sin( Math.PI * u ); + + }; + + // For computing of Frenet frames, exposing the tangents, normals and binormals the spline + TubeGeometry.FrenetFrames = function ( path, segments, closed ) { + + var normal = new Vector3(), + + tangents = [], + normals = [], + binormals = [], + + vec = new Vector3(), + mat = new 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 Vector3(); + binormals[ 0 ] = new 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( exports.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( exports.Math.clamp( normals[ 0 ].dot( normals[ numpoints - 1 ] ), - 1, 1 ) ); + theta /= ( numpoints - 1 ); + + if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ numpoints - 1 ] ) ) > 0 ) { + + theta = - theta; + + } + + for ( i = 1; i < numpoints; i ++ ) { + + // twist a little... + normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) ); + binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); + + } + + } + + }; + + /** + * @author Mugen87 / https://github.com/Mugen87 + * + * see: http://www.blackpawn.com/texts/pqtorus/ + */ + function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) { + + BufferGeometry.call( this ); + + this.type = 'TorusKnotBufferGeometry'; + + this.parameters = { + radius: radius, + tube: tube, + tubularSegments: tubularSegments, + radialSegments: radialSegments, + p: p, + q: q + }; + + radius = radius || 100; + tube = tube || 40; + tubularSegments = Math.floor( tubularSegments ) || 64; + radialSegments = Math.floor( radialSegments ) || 8; + p = p || 2; + q = q || 3; + + // used to calculate buffer length + var vertexCount = ( ( radialSegments + 1 ) * ( tubularSegments + 1 ) ); + var indexCount = radialSegments * tubularSegments * 2 * 3; + + // buffers + var indices = new BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ) , 1 ); + var vertices = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var normals = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var uvs = new BufferAttribute( new Float32Array( vertexCount * 2 ), 2 ); + + // helper variables + var i, j, index = 0, indexOffset = 0; + + var vertex = new Vector3(); + var normal = new Vector3(); + var uv = new Vector2(); + + var P1 = new Vector3(); + var P2 = new Vector3(); + + var B = new Vector3(); + var T = new Vector3(); + var N = new Vector3(); + + // generate vertices, normals and uvs + + for ( i = 0; i <= tubularSegments; ++ i ) { + + // the radian "u" is used to calculate the position on the torus curve of the current tubular segement + + var u = i / tubularSegments * p * Math.PI * 2; + + // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead. + // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions + + calculatePositionOnCurve( u, p, q, radius, P1 ); + calculatePositionOnCurve( u + 0.01, p, q, radius, P2 ); + + // calculate orthonormal basis + + T.subVectors( P2, P1 ); + N.addVectors( P2, P1 ); + B.crossVectors( T, N ); + N.crossVectors( B, T ); + + // normalize B, N. T can be ignored, we don't use it + + B.normalize(); + N.normalize(); + + for ( j = 0; j <= radialSegments; ++ j ) { + + // now calculate the vertices. they are nothing more than an extrusion of the torus curve. + // because we extrude a shape in the xy-plane, there is no need to calculate a z-value. + + var v = j / radialSegments * Math.PI * 2; + var cx = - tube * Math.cos( v ); + var cy = tube * Math.sin( v ); + + // now calculate the final vertex position. + // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve + + vertex.x = P1.x + ( cx * N.x + cy * B.x ); + vertex.y = P1.y + ( cx * N.y + cy * B.y ); + vertex.z = P1.z + ( cx * N.z + cy * B.z ); + + // vertex + vertices.setXYZ( index, vertex.x, vertex.y, vertex.z ); + + // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal) + normal.subVectors( vertex, P1 ).normalize(); + normals.setXYZ( index, normal.x, normal.y, normal.z ); + + // uv + uv.x = i / tubularSegments; + uv.y = j / radialSegments; + uvs.setXY( index, uv.x, uv.y ); + + // increase index + index ++; + + } + + } + + // generate indices + + for ( j = 1; j <= tubularSegments; j ++ ) { + + for ( i = 1; i <= radialSegments; i ++ ) { + + // indices + var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); + var b = ( radialSegments + 1 ) * j + ( i - 1 ); + var c = ( radialSegments + 1 ) * j + i; + var d = ( radialSegments + 1 ) * ( j - 1 ) + i; + + // face one + indices.setX( indexOffset, a ); indexOffset++; + indices.setX( indexOffset, b ); indexOffset++; + indices.setX( indexOffset, d ); indexOffset++; + + // face two + indices.setX( indexOffset, b ); indexOffset++; + indices.setX( indexOffset, c ); indexOffset++; + indices.setX( indexOffset, d ); indexOffset++; + + } + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', vertices ); + this.addAttribute( 'normal', normals ); + this.addAttribute( 'uv', uvs ); + + // this function calculates the current position on the torus curve + + function calculatePositionOnCurve( u, p, q, radius, position ) { + + var cu = Math.cos( u ); + var su = Math.sin( u ); + var quOverP = q / p * u; + var cs = Math.cos( quOverP ); + + position.x = radius * ( 2 + cs ) * 0.5 * cu; + position.y = radius * ( 2 + cs ) * su * 0.5; + position.z = radius * Math.sin( quOverP ) * 0.5; + + } + + } + + TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry; + + /** + * @author oosmoxiecode + */ + + function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) { + + Geometry.call( this ); + + this.type = 'TorusKnotGeometry'; + + this.parameters = { + radius: radius, + tube: tube, + tubularSegments: tubularSegments, + radialSegments: radialSegments, + p: p, + q: q + }; + + if( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); + + this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) ); + this.mergeVertices(); + + } + + TorusKnotGeometry.prototype = Object.create( Geometry.prototype ); + TorusKnotGeometry.prototype.constructor = TorusKnotGeometry; + + /** + * @author Mugen87 / https://github.com/Mugen87 + */ + + function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) { + + BufferGeometry.call( this ); + + this.type = 'TorusBufferGeometry'; + + this.parameters = { + radius: radius, + tube: tube, + radialSegments: radialSegments, + tubularSegments: tubularSegments, + arc: arc + }; + + radius = radius || 100; + tube = tube || 40; + radialSegments = Math.floor( radialSegments ) || 8; + tubularSegments = Math.floor( tubularSegments ) || 6; + arc = arc || Math.PI * 2; + + // used to calculate buffer length + var vertexCount = ( ( radialSegments + 1 ) * ( tubularSegments + 1 ) ); + var indexCount = radialSegments * tubularSegments * 2 * 3; + + // buffers + var indices = new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ); + var vertices = new Float32Array( vertexCount * 3 ); + var normals = new Float32Array( vertexCount * 3 ); + var uvs = new Float32Array( vertexCount * 2 ); + + // offset variables + var vertexBufferOffset = 0; + var uvBufferOffset = 0; + var indexBufferOffset = 0; + + // helper variables + var center = new Vector3(); + var vertex = new Vector3(); + var normal = new Vector3(); + + var j, i; + + // generate vertices, normals and uvs + + for ( j = 0; j <= radialSegments; j ++ ) { + + for ( i = 0; i <= tubularSegments; i ++ ) { + + var u = i / tubularSegments * arc; + var v = j / radialSegments * Math.PI * 2; + + // vertex + 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 ); + + vertices[ vertexBufferOffset ] = vertex.x; + vertices[ vertexBufferOffset + 1 ] = vertex.y; + vertices[ vertexBufferOffset + 2 ] = vertex.z; + + // this vector is used to calculate the normal + center.x = radius * Math.cos( u ); + center.y = radius * Math.sin( u ); + + // normal + normal.subVectors( vertex, center ).normalize(); + + normals[ vertexBufferOffset ] = normal.x; + normals[ vertexBufferOffset + 1 ] = normal.y; + normals[ vertexBufferOffset + 2 ] = normal.z; + + // uv + uvs[ uvBufferOffset ] = i / tubularSegments; + uvs[ uvBufferOffset + 1 ] = j / radialSegments; + + // update offsets + vertexBufferOffset += 3; + uvBufferOffset += 2; + + } + + } + + // generate indices + + for ( j = 1; j <= radialSegments; j ++ ) { + + for ( i = 1; i <= tubularSegments; i ++ ) { + + // indices + 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; + + // face one + indices[ indexBufferOffset ] = a; + indices[ indexBufferOffset + 1 ] = b; + indices[ indexBufferOffset + 2 ] = d; + + // face two + indices[ indexBufferOffset + 3 ] = b; + indices[ indexBufferOffset + 4 ] = c; + indices[ indexBufferOffset + 5 ] = d; + + // update offset + indexBufferOffset += 6; + + } + + } + + // build geometry + this.setIndex( new BufferAttribute( indices, 1 ) ); + this.addAttribute( 'position', new BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ) ); + + } + + TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + TorusBufferGeometry.prototype.constructor = TorusBufferGeometry; + + /** + * @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 + */ + + function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) { + + Geometry.call( this ); + + this.type = 'TorusGeometry'; + + this.parameters = { + radius: radius, + tube: tube, + radialSegments: radialSegments, + tubularSegments: tubularSegments, + arc: arc + }; + + this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) ); + + } + + TorusGeometry.prototype = Object.create( Geometry.prototype ); + TorusGeometry.prototype.constructor = TorusGeometry; + + /** + * @author zz85 / http://www.lab4games.net/zz85/blog + */ + + exports.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 triangulate( 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 ( exports.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; 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 removeDupEndPts(points) { + + var l = points.length; + + if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) { + + points.pop(); + + } + + } + + removeDupEndPts( contour ); + holes.forEach( removeDupEndPts ); + + 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.ShapeUtils: Duplicate point", key, i ); + + } + + allPointsMap[ key ] = i; + + } + + // remove holes by cutting paths to holes and adding them to the shape + var shapeWithoutHoles = removeHoles( contour, holes ); + + var triangles = exports.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 exports.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 b2( 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 b3( t, p0, p1, p2, p3 ) { + + return b3p0( t, p0 ) + b3p1( t, p1 ) + b3p2( t, p2 ) + b3p3( t, p3 ); + + }; + + } )() + + }; + + /** + * @author zz85 / http://www.lab4games.net/zz85/blog + * + * Creates extruded geometry from a path shape. + * + * parameters = { + * + * curveSegments: , // number of points on the curves + * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too + * amount: , // Depth to extrude the shape + * + * bevelEnabled: , // turn on bevel + * bevelThickness: , // how deep into the original shape bevel goes + * bevelSize: , // how far from shape outline is bevel + * bevelSegments: , // number of bevel layers + * + * extrudePath: // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined) + * frames: // containing arrays of tangents, normals, binormals + * + * uvGenerator: // object that provides UV generator functions + * + * } + **/ + + function ExtrudeGeometry( shapes, options ) { + + if ( typeof( shapes ) === "undefined" ) { + + shapes = []; + return; + + } + + 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 ) ); + + } + + ExtrudeGeometry.prototype = Object.create( Geometry.prototype ); + ExtrudeGeometry.prototype.constructor = ExtrudeGeometry; + + 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 ); + + } + + }; + + 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 : 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 TubeGeometry.FrenetFrames( extrudePath, steps, false ); + + // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); + + binormal = new Vector3(); + normal = new Vector3(); + position2 = new 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 = ! exports.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 ( exports.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 = exports.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 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 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 * Math.cos( 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, - 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 * Math.cos ( 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 Vector3( x, y, z ) ); + + } + + function f3( a, b, c ) { + + a += shapesOffset; + b += shapesOffset; + c += shapesOffset; + + scope.faces.push( new 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 Face3( a, b, d, null, null, 1 ) ); + scope.faces.push( new 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 ] ] ); + + } + + }; + + 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 Vector2( a.x, a.y ), + new Vector2( b.x, b.y ), + new 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 Vector2( a.x, 1 - a.z ), + new Vector2( b.x, 1 - b.z ), + new Vector2( c.x, 1 - c.z ), + new Vector2( d.x, 1 - d.z ) + ]; + + } else { + + return [ + new Vector2( a.y, 1 - a.z ), + new Vector2( b.y, 1 - b.z ), + new Vector2( c.y, 1 - c.z ), + new Vector2( d.y, 1 - d.z ) + ]; + + } + + } + }; + + /** + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author alteredq / http://alteredqualia.com/ + * + * Text = 3D Text + * + * parameters = { + * font: , // font + * + * size: , // size of the text + * height: , // thickness to extrude text + * curveSegments: , // number of points on the curves + * + * bevelEnabled: , // turn on bevel + * bevelThickness: , // how deep into text bevel goes + * bevelSize: // how far from text outline is bevel + * } + */ + + function TextGeometry( text, parameters ) { + + parameters = parameters || {}; + + var font = parameters.font; + + if ( (font && font.isFont) === false ) { + + console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' ); + return new 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; + + ExtrudeGeometry.call( this, shapes, parameters ); + + this.type = 'TextGeometry'; + + } + + TextGeometry.prototype = Object.create( ExtrudeGeometry.prototype ); + TextGeometry.prototype.constructor = TextGeometry; + + /** + * @author benaadams / https://twitter.com/ben_a_adams + * based on THREE.SphereGeometry + */ + + function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { + + 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 BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var normals = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var uvs = new BufferAttribute( new Float32Array( vertexCount * 2 ), 2 ); + + var index = 0, vertices = [], normal = new 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 ? Uint32Attribute : Uint16Attribute )( indices, 1 ) ); + this.addAttribute( 'position', positions ); + this.addAttribute( 'normal', normals ); + this.addAttribute( 'uv', uvs ); + + this.boundingSphere = new Sphere( new Vector3(), radius ); + + } + + SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + SphereBufferGeometry.prototype.constructor = SphereBufferGeometry; + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { + + 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 SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) ); + + } + + SphereGeometry.prototype = Object.create( Geometry.prototype ); + SphereGeometry.prototype.constructor = SphereGeometry; + + /** + * @author Mugen87 / https://github.com/Mugen87 + */ + + function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { + + BufferGeometry.call( this ); + + this.type = 'RingBufferGeometry'; + + this.parameters = { + innerRadius: innerRadius, + outerRadius: outerRadius, + thetaSegments: thetaSegments, + phiSegments: phiSegments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + innerRadius = innerRadius || 20; + 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 ) : 1; + + // these are used to calculate buffer length + var vertexCount = ( thetaSegments + 1 ) * ( phiSegments + 1 ); + var indexCount = thetaSegments * phiSegments * 2 * 3; + + // buffers + var indices = new BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ) , 1 ); + var vertices = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var normals = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var uvs = new BufferAttribute( new Float32Array( vertexCount * 2 ), 2 ); + + // some helper variables + var index = 0, indexOffset = 0, segment; + var radius = innerRadius; + var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); + var vertex = new Vector3(); + var uv = new Vector2(); + var j, i; + + // generate vertices, normals and uvs + + // values are generate from the inside of the ring to the outside + + for ( j = 0; j <= phiSegments; j ++ ) { + + for ( i = 0; i <= thetaSegments; i ++ ) { + + segment = thetaStart + i / thetaSegments * thetaLength; + + // vertex + vertex.x = radius * Math.cos( segment ); + vertex.y = radius * Math.sin( segment ); + vertices.setXYZ( index, vertex.x, vertex.y, vertex.z ); + + // normal + normals.setXYZ( index, 0, 0, 1 ); + + // uv + uv.x = ( vertex.x / outerRadius + 1 ) / 2; + uv.y = ( vertex.y / outerRadius + 1 ) / 2; + uvs.setXY( index, uv.x, uv.y ); + + // increase index + index++; + + } + + // increase the radius for next row of vertices + radius += radiusStep; + + } + + // generate indices + + for ( j = 0; j < phiSegments; j ++ ) { + + var thetaSegmentLevel = j * ( thetaSegments + 1 ); + + for ( i = 0; i < thetaSegments; i ++ ) { + + segment = i + thetaSegmentLevel; + + // indices + var a = segment; + var b = segment + thetaSegments + 1; + var c = segment + thetaSegments + 2; + var d = segment + 1; + + // face one + indices.setX( indexOffset, a ); indexOffset++; + indices.setX( indexOffset, b ); indexOffset++; + indices.setX( indexOffset, c ); indexOffset++; + + // face two + indices.setX( indexOffset, a ); indexOffset++; + indices.setX( indexOffset, c ); indexOffset++; + indices.setX( indexOffset, d ); indexOffset++; + + } + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', vertices ); + this.addAttribute( 'normal', normals ); + this.addAttribute( 'uv', uvs ); + + } + + RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + RingBufferGeometry.prototype.constructor = RingBufferGeometry; + + /** + * @author Kaleb Murphy + */ + + function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { + + Geometry.call( this ); + + this.type = 'RingGeometry'; + + this.parameters = { + innerRadius: innerRadius, + outerRadius: outerRadius, + thetaSegments: thetaSegments, + phiSegments: phiSegments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) ); + + } + + RingGeometry.prototype = Object.create( Geometry.prototype ); + RingGeometry.prototype.constructor = RingGeometry; + + /** + * @author mrdoob / http://mrdoob.com/ + * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as + */ + + function PlaneGeometry( width, height, widthSegments, heightSegments ) { + + Geometry.call( this ); + + this.type = 'PlaneGeometry'; + + this.parameters = { + width: width, + height: height, + widthSegments: widthSegments, + heightSegments: heightSegments + }; + + this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) ); + + } + + PlaneGeometry.prototype = Object.create( Geometry.prototype ); + PlaneGeometry.prototype.constructor = PlaneGeometry; + + /** + * @author Mugen87 / https://github.com/Mugen87 + */ + + // 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 2PI) range of the lathed section + // 2PI is a closed lathe, less than 2PI is a portion. + + function LatheBufferGeometry( points, segments, phiStart, phiLength ) { + + BufferGeometry.call( this ); + + this.type = 'LatheBufferGeometry'; + + this.parameters = { + points: points, + segments: segments, + phiStart: phiStart, + phiLength: phiLength + }; + + segments = Math.floor( segments ) || 12; + phiStart = phiStart || 0; + phiLength = phiLength || Math.PI * 2; + + // clamp phiLength so it's in range of [ 0, 2PI ] + phiLength = exports.Math.clamp( phiLength, 0, Math.PI * 2 ); + + // these are used to calculate buffer length + var vertexCount = ( segments + 1 ) * points.length; + var indexCount = segments * points.length * 2 * 3; + + // buffers + var indices = new BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ) , 1 ); + var vertices = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var uvs = new BufferAttribute( new Float32Array( vertexCount * 2 ), 2 ); + + // helper variables + var index = 0, indexOffset = 0, base; + var inverseSegments = 1.0 / segments; + var vertex = new Vector3(); + var uv = new Vector2(); + var i, j; + + // generate vertices and uvs + + for ( i = 0; i <= segments; i ++ ) { + + var phi = phiStart + i * inverseSegments * phiLength; + + var sin = Math.sin( phi ); + var cos = Math.cos( phi ); + + for ( j = 0; j <= ( points.length - 1 ); j ++ ) { + + // vertex + vertex.x = points[ j ].x * sin; + vertex.y = points[ j ].y; + vertex.z = points[ j ].x * cos; + vertices.setXYZ( index, vertex.x, vertex.y, vertex.z ); + + // uv + uv.x = i / segments; + uv.y = j / ( points.length - 1 ); + uvs.setXY( index, uv.x, uv.y ); + + // increase index + index ++; + + } + + } + + // generate indices + + for ( i = 0; i < segments; i ++ ) { + + for ( j = 0; j < ( points.length - 1 ); j ++ ) { + + base = j + i * points.length; + + // indices + var a = base; + var b = base + points.length; + var c = base + points.length + 1; + var d = base + 1; + + // face one + indices.setX( indexOffset, a ); indexOffset++; + indices.setX( indexOffset, b ); indexOffset++; + indices.setX( indexOffset, d ); indexOffset++; + + // face two + indices.setX( indexOffset, b ); indexOffset++; + indices.setX( indexOffset, c ); indexOffset++; + indices.setX( indexOffset, d ); indexOffset++; + + } + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', vertices ); + this.addAttribute( 'uv', uvs ); + + // generate normals + + this.computeVertexNormals(); + + // if the geometry is closed, we need to average the normals along the seam. + // because the corresponding vertices are identical (but still have different UVs). + + if( phiLength === Math.PI * 2 ) { + + var normals = this.attributes.normal.array; + var n1 = new Vector3(); + var n2 = new Vector3(); + var n = new Vector3(); + + // this is the buffer offset for the last line of vertices + base = segments * points.length * 3; + + for( i = 0, j = 0; i < points.length; i ++, j += 3 ) { + + // select the normal of the vertex in the first line + n1.x = normals[ j + 0 ]; + n1.y = normals[ j + 1 ]; + n1.z = normals[ j + 2 ]; + + // select the normal of the vertex in the last line + n2.x = normals[ base + j + 0 ]; + n2.y = normals[ base + j + 1 ]; + n2.z = normals[ base + j + 2 ]; + + // average normals + n.addVectors( n1, n2 ).normalize(); + + // assign the new values to both normals + normals[ j + 0 ] = normals[ base + j + 0 ] = n.x; + normals[ j + 1 ] = normals[ base + j + 1 ] = n.y; + normals[ j + 2 ] = normals[ base + j + 2 ] = n.z; + + } // next row + + } + + } + + LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + LatheBufferGeometry.prototype.constructor = LatheBufferGeometry; + + /** + * @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 2PI) range of the lathed section + // 2PI is a closed lathe, less than 2PI is a portion. + + function LatheGeometry( points, segments, phiStart, phiLength ) { + + Geometry.call( this ); + + this.type = 'LatheGeometry'; + + this.parameters = { + points: points, + segments: segments, + phiStart: phiStart, + phiLength: phiLength + }; + + this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) ); + this.mergeVertices(); + + } + + LatheGeometry.prototype = Object.create( Geometry.prototype ); + LatheGeometry.prototype.constructor = LatheGeometry; + + /** + * @author jonobr1 / http://jonobr1.com + * + * Creates a one-sided polygonal geometry from a path shape. Similar to + * ExtrudeGeometry. + * + * parameters = { + * + * curveSegments: , // number of points on the curves. NOT USED AT THE MOMENT. + * + * material: // material index for front and back faces + * uvGenerator: // object that provides UV generator functions + * + * } + **/ + + function ShapeGeometry( shapes, options ) { + + Geometry.call( this ); + + this.type = 'ShapeGeometry'; + + if ( Array.isArray( shapes ) === false ) shapes = [ shapes ]; + + this.addShapeList( shapes, options ); + + this.computeFaceNormals(); + + } + + ShapeGeometry.prototype = Object.create( Geometry.prototype ); + ShapeGeometry.prototype.constructor = ShapeGeometry; + + /** + * Add an array of shapes to THREE.ShapeGeometry. + */ + 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. + */ + 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 ? 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 = ! exports.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 ( exports.ShapeUtils.isClockWise( hole ) ) { + + holes[ i ] = hole.reverse(); + + } + + } + + reverse = false; + + } + + var faces = exports.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 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 Face3( a, b, c, null, null, material ) ); + this.faceVertexUvs[ 0 ].push( uvgen.generateTopUV( this, a, b, c ) ); + + } + + }; + + /** + * @author WestLangley / http://github.com/WestLangley + */ + + function EdgesGeometry( geometry, thresholdAngle ) { + + BufferGeometry.call( this ); + + thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1; + + var thresholdDot = Math.cos( exports.Math.DEG2RAD * thresholdAngle ); + + var edge = [ 0, 0 ], hash = {}; + + function sortFunction( a, b ) { + + return a - b; + + } + + var keys = [ 'a', 'b', 'c' ]; + + var geometry2; + + if ( (geometry && geometry.isBufferGeometry) ) { + + geometry2 = new 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 BufferAttribute( new Float32Array( coords ), 3 ) ); + + } + + EdgesGeometry.prototype = Object.create( BufferGeometry.prototype ); + EdgesGeometry.prototype.constructor = EdgesGeometry; + + /** + * @author Mugen87 / https://github.com/Mugen87 + */ + + function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { + + BufferGeometry.call( this ); + + this.type = 'CylinderBufferGeometry'; + + this.parameters = { + radiusTop: radiusTop, + radiusBottom: radiusBottom, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + var scope = this; + + radiusTop = radiusTop !== undefined ? radiusTop : 20; + radiusBottom = radiusBottom !== undefined ? radiusBottom : 20; + height = height !== undefined ? height : 100; + + radialSegments = Math.floor( radialSegments ) || 8; + heightSegments = Math.floor( heightSegments ) || 1; + + openEnded = openEnded !== undefined ? openEnded : false; + thetaStart = thetaStart !== undefined ? thetaStart : 0.0; + thetaLength = thetaLength !== undefined ? thetaLength : 2.0 * Math.PI; + + // used to calculate buffer length + + var nbCap = 0; + + if ( openEnded === false ) { + + if ( radiusTop > 0 ) nbCap ++; + if ( radiusBottom > 0 ) nbCap ++; + + } + + var vertexCount = calculateVertexCount(); + var indexCount = calculateIndexCount(); + + // buffers + + var indices = new BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ), 1 ); + var vertices = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var normals = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var uvs = new BufferAttribute( new Float32Array( vertexCount * 2 ), 2 ); + + // helper variables + + var index = 0, + indexOffset = 0, + indexArray = [], + halfHeight = height / 2; + + // group variables + var groupStart = 0; + + // generate geometry + + generateTorso(); + + if ( openEnded === false ) { + + if ( radiusTop > 0 ) generateCap( true ); + if ( radiusBottom > 0 ) generateCap( false ); + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', vertices ); + this.addAttribute( 'normal', normals ); + this.addAttribute( 'uv', uvs ); + + // helper functions + + function calculateVertexCount() { + + var count = ( radialSegments + 1 ) * ( heightSegments + 1 ); + + if ( openEnded === false ) { + + count += ( ( radialSegments + 1 ) * nbCap ) + ( radialSegments * nbCap ); + + } + + return count; + + } + + function calculateIndexCount() { + + var count = radialSegments * heightSegments * 2 * 3; + + if ( openEnded === false ) { + + count += radialSegments * nbCap * 3; + + } + + return count; + + } + + function generateTorso() { + + var x, y; + var normal = new Vector3(); + var vertex = new Vector3(); + + var groupCount = 0; + + // this will be used to calculate the normal + var slope = ( radiusBottom - radiusTop ) / height; + + // generate vertices, normals and uvs + + for ( y = 0; y <= heightSegments; y ++ ) { + + var indexRow = []; + + var v = y / heightSegments; + + // calculate the radius of the current row + var radius = v * ( radiusBottom - radiusTop ) + radiusTop; + + for ( x = 0; x <= radialSegments; x ++ ) { + + var u = x / radialSegments; + + var theta = u * thetaLength + thetaStart; + + var sinTheta = Math.sin( theta ); + var cosTheta = Math.cos( theta ); + + // vertex + vertex.x = radius * sinTheta; + vertex.y = - v * height + halfHeight; + vertex.z = radius * cosTheta; + vertices.setXYZ( index, vertex.x, vertex.y, vertex.z ); + + // normal + normal.set( sinTheta, slope, cosTheta ).normalize(); + normals.setXYZ( index, normal.x, normal.y, normal.z ); + + // uv + uvs.setXY( index, u, 1 - v ); + + // save index of vertex in respective row + indexRow.push( index ); + + // increase index + index ++; + + } + + // now save vertices of the row in our index array + indexArray.push( indexRow ); + + } + + // generate indices + + for ( x = 0; x < radialSegments; x ++ ) { + + for ( y = 0; y < heightSegments; y ++ ) { + + // we use the index array to access the correct indices + var i1 = indexArray[ y ][ x ]; + var i2 = indexArray[ y + 1 ][ x ]; + var i3 = indexArray[ y + 1 ][ x + 1 ]; + var i4 = indexArray[ y ][ x + 1 ]; + + // face one + indices.setX( indexOffset, i1 ); indexOffset ++; + indices.setX( indexOffset, i2 ); indexOffset ++; + indices.setX( indexOffset, i4 ); indexOffset ++; + + // face two + indices.setX( indexOffset, i2 ); indexOffset ++; + indices.setX( indexOffset, i3 ); indexOffset ++; + indices.setX( indexOffset, i4 ); indexOffset ++; + + // update counters + groupCount += 6; + + } + + } + + // add a group to the geometry. this will ensure multi material support + scope.addGroup( groupStart, groupCount, 0 ); + + // calculate new start value for groups + groupStart += groupCount; + + } + + function generateCap( top ) { + + var x, centerIndexStart, centerIndexEnd; + + var uv = new Vector2(); + var vertex = new Vector3(); + + var groupCount = 0; + + var radius = ( top === true ) ? radiusTop : radiusBottom; + var sign = ( top === true ) ? 1 : - 1; + + // save the index of the first center vertex + centerIndexStart = index; + + // first we generate the center vertex data of the cap. + // because the geometry needs one set of uvs per face, + // we must generate a center vertex per face/segment + + for ( x = 1; x <= radialSegments; x ++ ) { + + // vertex + vertices.setXYZ( index, 0, halfHeight * sign, 0 ); + + // normal + normals.setXYZ( index, 0, sign, 0 ); + + // uv + uv.x = 0.5; + uv.y = 0.5; + + uvs.setXY( index, uv.x, uv.y ); + + // increase index + index ++; + + } + + // save the index of the last center vertex + centerIndexEnd = index; + + // now we generate the surrounding vertices, normals and uvs + + for ( x = 0; x <= radialSegments; x ++ ) { + + var u = x / radialSegments; + var theta = u * thetaLength + thetaStart; + + var cosTheta = Math.cos( theta ); + var sinTheta = Math.sin( theta ); + + // vertex + vertex.x = radius * sinTheta; + vertex.y = halfHeight * sign; + vertex.z = radius * cosTheta; + vertices.setXYZ( index, vertex.x, vertex.y, vertex.z ); + + // normal + normals.setXYZ( index, 0, sign, 0 ); + + // uv + uv.x = ( cosTheta * 0.5 ) + 0.5; + uv.y = ( sinTheta * 0.5 * sign ) + 0.5; + uvs.setXY( index, uv.x, uv.y ); + + // increase index + index ++; + + } + + // generate indices + + for ( x = 0; x < radialSegments; x ++ ) { + + var c = centerIndexStart + x; + var i = centerIndexEnd + x; + + if ( top === true ) { + + // face top + indices.setX( indexOffset, i ); indexOffset ++; + indices.setX( indexOffset, i + 1 ); indexOffset ++; + indices.setX( indexOffset, c ); indexOffset ++; + + } else { + + // face bottom + indices.setX( indexOffset, i + 1 ); indexOffset ++; + indices.setX( indexOffset, i ); indexOffset ++; + indices.setX( indexOffset, c ); indexOffset ++; + + } + + // update counters + groupCount += 3; + + } + + // add a group to the geometry. this will ensure multi material support + scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 ); + + // calculate new start value for groups + groupStart += groupCount; + + } + + } + + CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry; + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { + + Geometry.call( this ); + + this.type = 'CylinderGeometry'; + + this.parameters = { + radiusTop: radiusTop, + radiusBottom: radiusBottom, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) ); + this.mergeVertices(); + + } + + CylinderGeometry.prototype = Object.create( Geometry.prototype ); + CylinderGeometry.prototype.constructor = CylinderGeometry; + + /** + * @author abelnation / http://github.com/abelnation + */ + + function ConeGeometry( + radius, height, + radialSegments, heightSegments, + openEnded, thetaStart, thetaLength ) { + + CylinderGeometry.call( this, + 0, radius, height, + radialSegments, heightSegments, + openEnded, thetaStart, thetaLength ); + + this.type = 'ConeGeometry'; + + this.parameters = { + radius: radius, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + } + + ConeGeometry.prototype = Object.create( CylinderGeometry.prototype ); + ConeGeometry.prototype.constructor = ConeGeometry; + + /* + * @author: abelnation / http://github.com/abelnation + */ + + function ConeBufferGeometry( + radius, height, + radialSegments, heightSegments, + openEnded, thetaStart, thetaLength ) { + + CylinderBufferGeometry.call( this, + 0, radius, height, + radialSegments, heightSegments, + openEnded, thetaStart, thetaLength ); + + this.type = 'ConeBufferGeometry'; + + this.parameters = { + radius: radius, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + } + + ConeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + ConeBufferGeometry.prototype.constructor = ConeBufferGeometry; + + /** + * @author benaadams / https://twitter.com/ben_a_adams + */ + + function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) { + + 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 BufferAttribute( new Uint16Array( indices ), 1 ) ); + this.addAttribute( 'position', new BufferAttribute( positions, 3 ) ); + this.addAttribute( 'normal', new BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ) ); + + this.boundingSphere = new Sphere( new Vector3(), radius ); + + } + + CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + CircleBufferGeometry.prototype.constructor = CircleBufferGeometry; + + /** + * @author hughes + */ + + function CircleGeometry( radius, segments, thetaStart, thetaLength ) { + + Geometry.call( this ); + + this.type = 'CircleGeometry'; + + this.parameters = { + radius: radius, + segments: segments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) ); + + } + + CircleGeometry.prototype = Object.create( Geometry.prototype ); + CircleGeometry.prototype.constructor = CircleGeometry; + + /** + * @author mrdoob / http://mrdoob.com/ + * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as + */ + + function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) { + + Geometry.call( this ); + + this.type = 'BoxGeometry'; + + this.parameters = { + width: width, + height: height, + depth: depth, + widthSegments: widthSegments, + heightSegments: heightSegments, + depthSegments: depthSegments + }; + + this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) ); + this.mergeVertices(); + + } + + BoxGeometry.prototype = Object.create( Geometry.prototype ); + BoxGeometry.prototype.constructor = BoxGeometry; + + + + var Geometries = Object.freeze({ + WireframeGeometry: WireframeGeometry, + ParametricGeometry: ParametricGeometry, + TetrahedronGeometry: TetrahedronGeometry, + OctahedronGeometry: OctahedronGeometry, + IcosahedronGeometry: IcosahedronGeometry, + DodecahedronGeometry: DodecahedronGeometry, + PolyhedronGeometry: PolyhedronGeometry, + TubeGeometry: TubeGeometry, + TorusKnotGeometry: TorusKnotGeometry, + TorusKnotBufferGeometry: TorusKnotBufferGeometry, + TorusGeometry: TorusGeometry, + TorusBufferGeometry: TorusBufferGeometry, + TextGeometry: TextGeometry, + SphereBufferGeometry: SphereBufferGeometry, + SphereGeometry: SphereGeometry, + RingGeometry: RingGeometry, + RingBufferGeometry: RingBufferGeometry, + PlaneBufferGeometry: PlaneBufferGeometry, + PlaneGeometry: PlaneGeometry, + LatheGeometry: LatheGeometry, + LatheBufferGeometry: LatheBufferGeometry, + ShapeGeometry: ShapeGeometry, + ExtrudeGeometry: ExtrudeGeometry, + EdgesGeometry: EdgesGeometry, + ConeGeometry: ConeGeometry, + ConeBufferGeometry: ConeBufferGeometry, + CylinderGeometry: CylinderGeometry, + CylinderBufferGeometry: CylinderBufferGeometry, + CircleBufferGeometry: CircleBufferGeometry, + CircleGeometry: CircleGeometry, + BoxBufferGeometry: BoxBufferGeometry, + BoxGeometry: BoxGeometry + }); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function ShadowMaterial() { + + ShaderMaterial.call( this, { + uniforms: exports.UniformsUtils.merge( [ + UniformsLib[ "lights" ], + { + opacity: { value: 1.0 } + } + ] ), + vertexShader: ShaderChunk[ 'shadow_vert' ], + fragmentShader: ShaderChunk[ 'shadow_frag' ] + } ); + + this.lights = true; + this.transparent = true; + + Object.defineProperties( this, { + opacity: { + enumerable: true, + get: function () { + return this.uniforms.opacity.value; + }, + set: function ( value ) { + this.uniforms.opacity.value = value; + } + } + } ); + + } + + ShadowMaterial.prototype = Object.create( ShaderMaterial.prototype ); + ShadowMaterial.prototype.constructor = ShadowMaterial; + + ShadowMaterial.prototype.isShadowMaterial = true; + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function RawShaderMaterial( parameters ) { + + ShaderMaterial.call( this, parameters ); + + this.type = 'RawShaderMaterial'; + + } + + RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype ); + RawShaderMaterial.prototype.constructor = RawShaderMaterial; + + RawShaderMaterial.prototype.isRawShaderMaterial = true; + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function MultiMaterial( materials ) { + + this.uuid = exports.Math.generateUUID(); + + this.type = 'MultiMaterial'; + + this.materials = materials instanceof Array ? materials : []; + + this.visible = true; + + } + + MultiMaterial.prototype = { + + constructor: MultiMaterial, + + isMultiMaterial: true, + + 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; + + } + + }; + + /** + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * color: , + * roughness: , + * metalness: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * roughnessMap: new THREE.Texture( ), + * + * metalnessMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), + * envMapIntensity: + * + * refractionRatio: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ + + function MeshStandardMaterial( parameters ) { + + Material.call( this ); + + this.defines = { 'STANDARD': '' }; + + this.type = 'MeshStandardMaterial'; + + this.color = new 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 Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalScale = new 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.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; + + this.setValues( parameters ); + + } + + MeshStandardMaterial.prototype = Object.create( Material.prototype ); + MeshStandardMaterial.prototype.constructor = MeshStandardMaterial; + + MeshStandardMaterial.prototype.isMeshStandardMaterial = true; + + MeshStandardMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.defines = { 'STANDARD': '' }; + + 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.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + + return this; + + }; + + /** + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * reflectivity: + * } + */ + + function MeshPhysicalMaterial( parameters ) { + + MeshStandardMaterial.call( this ); + + this.defines = { 'PHYSICAL': '' }; + + this.type = 'MeshPhysicalMaterial'; + + this.reflectivity = 0.5; // maps to F0 = 0.04 + + this.clearCoat = 0.0; + this.clearCoatRoughness = 0.0; + + this.setValues( parameters ); + + } + + MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype ); + MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial; + + MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true; + + MeshPhysicalMaterial.prototype.copy = function ( source ) { + + MeshStandardMaterial.prototype.copy.call( this, source ); + + this.defines = { 'PHYSICAL': '' }; + + this.reflectivity = source.reflectivity; + + this.clearCoat = source.clearCoat; + this.clearCoatRoughness = source.clearCoatRoughness; + + return this; + + }; + + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * specular: , + * shininess: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ + + function MeshPhongMaterial( parameters ) { + + Material.call( this ); + + this.type = 'MeshPhongMaterial'; + + this.color = new Color( 0xffffff ); // diffuse + this.specular = new 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 Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalScale = new Vector2( 1, 1 ); + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.specularMap = null; + + this.alphaMap = null; + + this.envMap = null; + this.combine = MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; + + this.setValues( parameters ); + + } + + MeshPhongMaterial.prototype = Object.create( Material.prototype ); + MeshPhongMaterial.prototype.constructor = MeshPhongMaterial; + + MeshPhongMaterial.prototype.isMeshPhongMaterial = true; + + MeshPhongMaterial.prototype.copy = function ( source ) { + + 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.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + + return this; + + }; + + /** + * @author mrdoob / http://mrdoob.com/ + * + * parameters = { + * opacity: , + * + * wireframe: , + * wireframeLinewidth: + * } + */ + + function MeshNormalMaterial( parameters ) { + + Material.call( this, parameters ); + + this.type = 'MeshNormalMaterial'; + + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.fog = false; + this.lights = false; + this.morphTargets = false; + + this.setValues( parameters ); + + } + + MeshNormalMaterial.prototype = Object.create( Material.prototype ); + MeshNormalMaterial.prototype.constructor = MeshNormalMaterial; + + MeshNormalMaterial.prototype.isMeshNormalMaterial = true; + + MeshNormalMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + + return this; + + }; + + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ + + function MeshLambertMaterial( parameters ) { + + Material.call( this ); + + this.type = 'MeshLambertMaterial'; + + this.color = new Color( 0xffffff ); // diffuse + + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + + this.specularMap = null; + + this.alphaMap = null; + + this.envMap = null; + this.combine = MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; + + this.setValues( parameters ); + + } + + MeshLambertMaterial.prototype = Object.create( Material.prototype ); + MeshLambertMaterial.prototype.constructor = MeshLambertMaterial; + + MeshLambertMaterial.prototype.isMeshLambertMaterial = true; + + MeshLambertMaterial.prototype.copy = function ( source ) { + + 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.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + + return this; + + }; + + /** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * + * linewidth: , + * + * scale: , + * dashSize: , + * gapSize: + * } + */ + + function LineDashedMaterial( parameters ) { + + Material.call( this ); + + this.type = 'LineDashedMaterial'; + + this.color = new Color( 0xffffff ); + + this.linewidth = 1; + + this.scale = 1; + this.dashSize = 3; + this.gapSize = 1; + + this.lights = false; + + this.setValues( parameters ); + + } + + LineDashedMaterial.prototype = Object.create( Material.prototype ); + LineDashedMaterial.prototype.constructor = LineDashedMaterial; + + LineDashedMaterial.prototype.isLineDashedMaterial = true; + + LineDashedMaterial.prototype.copy = function ( source ) { + + 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; + + return this; + + }; + + + + var Materials = Object.freeze({ + ShadowMaterial: ShadowMaterial, + SpriteMaterial: SpriteMaterial, + RawShaderMaterial: RawShaderMaterial, + ShaderMaterial: ShaderMaterial, + PointsMaterial: PointsMaterial, + MultiMaterial: MultiMaterial, + MeshPhysicalMaterial: MeshPhysicalMaterial, + MeshStandardMaterial: MeshStandardMaterial, + MeshPhongMaterial: MeshPhongMaterial, + MeshNormalMaterial: MeshNormalMaterial, + MeshLambertMaterial: MeshLambertMaterial, + MeshDepthMaterial: MeshDepthMaterial, + MeshBasicMaterial: MeshBasicMaterial, + LineDashedMaterial: LineDashedMaterial, + LineBasicMaterial: LineBasicMaterial, + Material: Material + }); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + exports.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 = {}; + + } + + }; + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function LoadingManager( 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 ); + + } + + }; + + } + + exports.DefaultLoadingManager = new LoadingManager(); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function XHRLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; + + } + + Object.assign( XHRLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + if ( this.path !== undefined ) url = this.path + url; + + var scope = this; + + var cached = exports.Cache.get( url ); + + if ( cached !== undefined ) { + + scope.manager.itemStart( url ); + + setTimeout( function () { + + if ( onLoad ) onLoad( cached ); + + scope.manager.itemEnd( url ); + + }, 0 ); + + return cached; + + } + + var request = new XMLHttpRequest(); + request.open( 'GET', url, true ); + + request.addEventListener( 'load', function ( event ) { + + var response = event.target.response; + + exports.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; + + if ( request.overrideMimeType ) request.overrideMimeType( 'text/plain' ); + + request.send( null ); + + scope.manager.itemStart( url ); + + return request; + + }, + + setPath: function ( value ) { + + this.path = value; + return this; + + }, + + setResponseType: function ( value ) { + + this.responseType = value; + return this; + + }, + + setWithCredentials: function ( value ) { + + this.withCredentials = value; + return this; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + * + * Abstract Base class to block based textures loader (dds, pvr, ...) + */ + + function CompressedTextureLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; + + // override in sub classes + this._parser = null; + + } + + Object.assign( CompressedTextureLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var images = []; + + var texture = new CompressedTexture(); + texture.image = images; + + var loader = new 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 = 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 = LinearFilter; + + } + + texture.format = texDatas.format; + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + }, onProgress, onError ); + + } + + return texture; + + }, + + setPath: function ( value ) { + + this.path = value; + return this; + + } + + } ); + + /** + * @author Nikos M. / https://github.com/foo123/ + * + * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...) + */ + + var DataTextureLoader = BinaryTextureLoader; + function BinaryTextureLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; + + // override in sub classes + this._parser = null; + + } + + Object.assign( BinaryTextureLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var texture = new DataTexture(); + + var loader = new 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 : ClampToEdgeWrapping; + texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : ClampToEdgeWrapping; + + texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : LinearFilter; + texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : 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 = LinearFilter; + + } + + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture, texData ); + + }, onProgress, onError ); + + + return texture; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function ImageLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; + + } + + Object.assign( ImageLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' ); + image.onload = function () { + + image.onload = null; + + URL.revokeObjectURL( image.src ); + + if ( onLoad ) onLoad( image ); + + scope.manager.itemEnd( url ); + + }; + + if ( url.indexOf( 'data:' ) === 0 ) { + + image.src = url; + + } else { + + var loader = new XHRLoader(); + loader.setPath( this.path ); + loader.setResponseType( 'blob' ); + loader.setWithCredentials( this.withCredentials ); + loader.load( url, function ( blob ) { + + image.src = URL.createObjectURL( blob ); + + }, onProgress, onError ); + + } + + scope.manager.itemStart( url ); + + return image; + + }, + + setCrossOrigin: function ( value ) { + + this.crossOrigin = value; + return this; + + }, + + setWithCredentials: function ( value ) { + + this.withCredentials = value; + return this; + + }, + + setPath: function ( value ) { + + this.path = value; + return this; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function CubeTextureLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; + + } + + Object.assign( CubeTextureLoader.prototype, { + + load: function ( urls, onLoad, onProgress, onError ) { + + var texture = new CubeTexture(); + + var loader = new 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; + return this; + + }, + + setPath: function ( value ) { + + this.path = value; + return this; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function TextureLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; + + } + + Object.assign( TextureLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var texture = new Texture(); + + var loader = new ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.setWithCredentials( this.withCredentials ); + loader.setPath( this.path ); + loader.load( url, function ( image ) { + + // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB. + var isJPEG = url.search( /\.(jpg|jpeg)$/ ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0; + + texture.format = isJPEG ? RGBFormat : RGBAFormat; + texture.image = image; + texture.needsUpdate = true; + + if ( onLoad !== undefined ) { + + onLoad( texture ); + + } + + }, onProgress, onError ); + + return texture; + + }, + + setCrossOrigin: function ( value ) { + + this.crossOrigin = value; + return this; + + }, + + setWithCredentials: function ( value ) { + + this.withCredentials = value; + return this; + + }, + + setPath: function ( value ) { + + this.path = value; + return this; + + } + + + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + + function Light( color, intensity ) { + + Object3D.call( this ); + + this.type = 'Light'; + + this.color = new Color( color ); + this.intensity = intensity !== undefined ? intensity : 1; + + this.receiveShadow = undefined; + + } + + Light.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Light, + + isLight: true, + + copy: function ( source ) { + + Object3D.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + this.intensity = source.intensity; + + return this; + + }, + + toJSON: function ( meta ) { + + var data = 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; + + if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON(); + + return data; + + } + + } ); + + /** + * @author alteredq / http://alteredqualia.com/ + */ + + function HemisphereLight( skyColor, groundColor, intensity ) { + + Light.call( this, skyColor, intensity ); + + this.type = 'HemisphereLight'; + + this.castShadow = undefined; + + this.position.copy( Object3D.DefaultUp ); + this.updateMatrix(); + + this.groundColor = new Color( groundColor ); + + } + + HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), { + + constructor: HemisphereLight, + + isHemisphereLight: true, + + copy: function ( source ) { + + Light.prototype.copy.call( this, source ); + + this.groundColor.copy( source.groundColor ); + + return this; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function LightShadow( camera ) { + + this.camera = camera; + + this.bias = 0; + this.radius = 1; + + this.mapSize = new Vector2( 512, 512 ); + + this.map = null; + this.matrix = new Matrix4(); + + } + + Object.assign( LightShadow.prototype, { + + 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 ); + + }, + + toJSON: function () { + + var object = {}; + + if ( this.bias !== 0 ) object.bias = this.bias; + if ( this.radius !== 1 ) object.radius = this.radius; + if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray(); + + object.camera = this.camera.toJSON( false ).object; + delete object.camera.matrix; + + return object; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function SpotLightShadow() { + + LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) ); + + } + + SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), { + + constructor: SpotLightShadow, + + isSpotLightShadow: true, + + update: function ( light ) { + + var fov = exports.Math.RAD2DEG * 2 * light.angle; + var aspect = this.mapSize.width / this.mapSize.height; + var far = light.distance || 500; + + var camera = this.camera; + + if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) { + + camera.fov = fov; + camera.aspect = aspect; + camera.far = far; + camera.updateProjectionMatrix(); + + } + + } + + } ); + + /** + * @author alteredq / http://alteredqualia.com/ + */ + + function SpotLight( color, intensity, distance, angle, penumbra, decay ) { + + Light.call( this, color, intensity ); + + this.type = 'SpotLight'; + + this.position.copy( Object3D.DefaultUp ); + this.updateMatrix(); + + this.target = new Object3D(); + + Object.defineProperty( this, 'power', { + get: function () { + // intensity = power per solid angle. + // ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf + return this.intensity * Math.PI; + }, + set: function ( power ) { + // intensity = power per solid angle. + // ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf + this.intensity = power / Math.PI; + } + } ); + + 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 SpotLightShadow(); + + } + + SpotLight.prototype = Object.assign( Object.create( Light.prototype ), { + + constructor: SpotLight, + + isSpotLight: true, + + copy: function ( source ) { + + 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; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + + function PointLight( color, intensity, distance, decay ) { + + Light.call( this, color, intensity ); + + this.type = 'PointLight'; + + Object.defineProperty( this, 'power', { + get: function () { + // intensity = power per solid angle. + // ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf + return this.intensity * 4 * Math.PI; + + }, + set: function ( power ) { + // intensity = power per solid angle. + // ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf + this.intensity = power / ( 4 * Math.PI ); + } + } ); + + this.distance = ( distance !== undefined ) ? distance : 0; + this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. + + this.shadow = new LightShadow( new PerspectiveCamera( 90, 1, 0.5, 500 ) ); + + } + + PointLight.prototype = Object.assign( Object.create( Light.prototype ), { + + constructor: PointLight, + + isPointLight: true, + + copy: function ( source ) { + + Light.prototype.copy.call( this, source ); + + this.distance = source.distance; + this.decay = source.decay; + + this.shadow = source.shadow.clone(); + + return this; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function DirectionalLightShadow( light ) { + + LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) ); + + } + + DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), { + + constructor: DirectionalLightShadow + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + + function DirectionalLight( color, intensity ) { + + Light.call( this, color, intensity ); + + this.type = 'DirectionalLight'; + + this.position.copy( Object3D.DefaultUp ); + this.updateMatrix(); + + this.target = new Object3D(); + + this.shadow = new DirectionalLightShadow(); + + } + + DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), { + + constructor: DirectionalLight, + + isDirectionalLight: true, + + copy: function ( source ) { + + Light.prototype.copy.call( this, source ); + + this.target = source.target.clone(); + + this.shadow = source.shadow.clone(); + + return this; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function AmbientLight( color, intensity ) { + + Light.call( this, color, intensity ); + + this.type = 'AmbientLight'; + + this.castShadow = undefined; + + } + + AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), { + + constructor: AmbientLight, + + isAmbientLight: true, + + } ); + + /** + * @author tschw + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + */ + + exports.AnimationUtils = { + + // same as Array.prototype.slice, but also works on typed arrays + arraySlice: function( array, from, to ) { + + if ( exports.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 ); + + } + + } + + }; + + /** + * 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 + */ + + function Interpolant( + 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; + + } + + Interpolant.prototype = { + + constructor: 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( Interpolant.prototype, { + + beforeStart_: //( 0, t, t0 ), returns this.resultBuffer + Interpolant.prototype.copySampleValue_, + + afterEnd_: //( N-1, tN-1, t ), returns this.resultBuffer + Interpolant.prototype.copySampleValue_ + + } ); + + /** + * 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 + */ + + function CubicInterpolant( + parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + Interpolant.call( + this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + + this._weightPrev = -0; + this._offsetPrev = -0; + this._weightNext = -0; + this._offsetNext = -0; + + } + + CubicInterpolant.prototype = + Object.assign( Object.create( Interpolant.prototype ), { + + constructor: CubicInterpolant, + + DefaultSettings_: { + + endingStart: ZeroCurvatureEnding, + endingEnd: 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 ZeroSlopeEnding: + + // f'(t0) = 0 + iPrev = i1; + tPrev = 2 * t0 - t1; + + break; + + case 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 ZeroSlopeEnding: + + // f'(tN) = 0 + iNext = i1; + tNext = 2 * t1 - t0; + + break; + + case 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; + + } + + } ); + + /** + * @author tschw + */ + + function LinearInterpolant( + parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + Interpolant.call( + this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + + } + + LinearInterpolant.prototype = + Object.assign( Object.create( Interpolant.prototype ), { + + constructor: 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; + + } + + } ); + + /** + * + * Interpolant that evaluates to the sample value at the position preceeding + * the parameter. + * + * @author tschw + */ + + function DiscreteInterpolant( + parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + Interpolant.call( + this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + + } + + DiscreteInterpolant.prototype = + Object.assign( Object.create( Interpolant.prototype ), { + + constructor: DiscreteInterpolant, + + interpolate_: function( i1, t0, t, t1 ) { + + return this.copySampleValue_( i1 - 1 ); + + } + + } ); + + var KeyframeTrackPrototype; + + KeyframeTrackPrototype = { + + TimeBufferType: Float32Array, + ValueBufferType: Float32Array, + + DefaultInterpolation: InterpolateLinear, + + InterpolantFactoryMethodDiscrete: function( result ) { + + return new DiscreteInterpolant( + this.times, this.values, this.getValueSize(), result ); + + }, + + InterpolantFactoryMethodLinear: function( result ) { + + return new LinearInterpolant( + this.times, this.values, this.getValueSize(), result ); + + }, + + InterpolantFactoryMethodSmooth: function( result ) { + + return new CubicInterpolant( + this.times, this.values, this.getValueSize(), result ); + + }, + + setInterpolation: function( interpolation ) { + + var factoryMethod; + + switch ( interpolation ) { + + case InterpolateDiscrete: + + factoryMethod = this.InterpolantFactoryMethodDiscrete; + + break; + + case InterpolateLinear: + + factoryMethod = this.InterpolantFactoryMethodLinear; + + break; + + case 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 InterpolateDiscrete; + + case this.InterpolantFactoryMethodLinear: + + return InterpolateLinear; + + case this.InterpolantFactoryMethodSmooth: + + return 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 = exports.AnimationUtils.arraySlice( times, from, to ); + this.values = exports.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 ( exports.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(), + + smoothInterpolation = this.getInterpolation() === InterpolateSmooth, + + writeIndex = 1, + lastIndex = times.length - 1; + + for( var i = 1; i < lastIndex; ++ 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 ] ) ) { + + if ( ! smoothInterpolation ) { + + // 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; + + } + + } + + } else keep = true; + + } + + // 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; + + } + + } + + // flush last keyframe (compaction looks ahead) + + if ( lastIndex > 0 ) { + + times[ writeIndex ] = times[ lastIndex ]; + + for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) + + values[ writeOffset + j ] = values[ readOffset + j ]; + + ++ writeIndex; + + } + + if ( writeIndex !== times.length ) { + + this.times = exports.AnimationUtils.arraySlice( times, 0, writeIndex ); + this.values = exports.AnimationUtils.arraySlice( values, 0, writeIndex * stride ); + + } + + return this; + + } + + } + + function KeyframeTrackConstructor( 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 = exports.AnimationUtils.convertArray( times, this.TimeBufferType ); + this.values = exports.AnimationUtils.convertArray( values, this.ValueBufferType ); + + this.setInterpolation( interpolation || this.DefaultInterpolation ); + + this.validate(); + this.optimize(); + + } + + /** + * + * A Track of vectored keyframe values. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + + function VectorKeyframeTrack( name, times, values, interpolation ) { + + KeyframeTrackConstructor.call( this, name, times, values, interpolation ); + + } + + VectorKeyframeTrack.prototype = + Object.assign( Object.create( KeyframeTrackPrototype ), { + + constructor: VectorKeyframeTrack, + + ValueTypeName: 'vector' + + // ValueBufferType is inherited + + // DefaultInterpolation is inherited + + } ); + + /** + * Spherical linear unit quaternion interpolant. + * + * @author tschw + */ + + function QuaternionLinearInterpolant( + parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + Interpolant.call( + this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + + } + + QuaternionLinearInterpolant.prototype = + Object.assign( Object.create( Interpolant.prototype ), { + + constructor: 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 ) { + + Quaternion.slerpFlat( result, 0, + values, offset - stride, values, offset, alpha ); + + } + + return result; + + } + + } ); + + /** + * + * A Track of quaternion keyframe values. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + + function QuaternionKeyframeTrack( name, times, values, interpolation ) { + + KeyframeTrackConstructor.call( this, name, times, values, interpolation ); + + } + + QuaternionKeyframeTrack.prototype = + Object.assign( Object.create( KeyframeTrackPrototype ), { + + constructor: QuaternionKeyframeTrack, + + ValueTypeName: 'quaternion', + + // ValueBufferType is inherited + + DefaultInterpolation: InterpolateLinear, + + InterpolantFactoryMethodLinear: function( result ) { + + return new QuaternionLinearInterpolant( + this.times, this.values, this.getValueSize(), result ); + + }, + + InterpolantFactoryMethodSmooth: undefined // not yet implemented + + } ); + + /** + * + * A Track of numeric keyframe values. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + + function NumberKeyframeTrack( name, times, values, interpolation ) { + + KeyframeTrackConstructor.call( this, name, times, values, interpolation ); + + } + + NumberKeyframeTrack.prototype = + Object.assign( Object.create( KeyframeTrackPrototype ), { + + constructor: NumberKeyframeTrack, + + ValueTypeName: 'number', + + // ValueBufferType is inherited + + // DefaultInterpolation is inherited + + } ); + + /** + * + * A Track that interpolates Strings + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + + function StringKeyframeTrack( name, times, values, interpolation ) { + + KeyframeTrackConstructor.call( this, name, times, values, interpolation ); + + } + + StringKeyframeTrack.prototype = + Object.assign( Object.create( KeyframeTrackPrototype ), { + + constructor: StringKeyframeTrack, + + ValueTypeName: 'string', + ValueBufferType: Array, + + DefaultInterpolation: InterpolateDiscrete, + + InterpolantFactoryMethodLinear: undefined, + + InterpolantFactoryMethodSmooth: undefined + + } ); + + /** + * + * A Track of Boolean keyframe values. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + + function BooleanKeyframeTrack( name, times, values ) { + + KeyframeTrackConstructor.call( this, name, times, values ); + + } + + BooleanKeyframeTrack.prototype = + Object.assign( Object.create( KeyframeTrackPrototype ), { + + constructor: BooleanKeyframeTrack, + + ValueTypeName: 'bool', + ValueBufferType: Array, + + DefaultInterpolation: InterpolateDiscrete, + + 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 )". + + } ); + + /** + * + * A Track of keyframe values that represent color. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + + function ColorKeyframeTrack( name, times, values, interpolation ) { + + KeyframeTrackConstructor.call( this, name, times, values, interpolation ); + + } + + ColorKeyframeTrack.prototype = + Object.assign( Object.create( KeyframeTrackPrototype ), { + + constructor: ColorKeyframeTrack, + + ValueTypeName: 'color' + + // ValueBufferType is inherited + + // DefaultInterpolation is inherited + + + // Note: Very basic implementation and nothing special yet. + // However, this is the place for color space parameterization. + + } ); + + /** + * + * A timed sequence of keyframes for a specific property. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + + function KeyframeTrack( name, times, values, interpolation ) { + + KeyframeTrackConstructor.apply( this, arguments ); + + } + + KeyframeTrack.prototype = KeyframeTrackPrototype; + KeyframeTrackPrototype.constructor = KeyframeTrack; + + // Static methods: + + Object.assign( 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 = KeyframeTrack._getTrackTypeForValueTypeName( json.type ); + + if ( json.times === undefined ) { + + var times = [], values = []; + + exports.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': exports.AnimationUtils.convertArray( track.times, Array ), + 'values': exports.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 NumberKeyframeTrack; + + case "vector": + case "vector2": + case "vector3": + case "vector4": + + return VectorKeyframeTrack; + + case "color": + + return ColorKeyframeTrack; + + case "quaternion": + + return QuaternionKeyframeTrack; + + case "bool": + case "boolean": + + return BooleanKeyframeTrack; + + case "string": + + return StringKeyframeTrack; + + } + + throw new Error( "Unsupported typeName: " + typeName ); + + } + + } ); + + /** + * + * Reusable set of Tracks that represent an animation. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + */ + + function AnimationClip( name, duration, tracks ) { + + this.name = name; + this.tracks = tracks; + this.duration = ( duration !== undefined ) ? duration : -1; + + this.uuid = exports.Math.generateUUID(); + + // this means it should figure out its duration by scanning the tracks + if ( this.duration < 0 ) { + + this.resetDuration(); + + } + + this.optimize(); + + } + + AnimationClip.prototype = { + + constructor: 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( 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( KeyframeTrack.parse( jsonTracks[ i ] ).scale( frameTime ) ); + + } + + return new 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( KeyframeTrack.toJSON( clipTracks[ i ] ) ); + + } + + return json; + + }, + + + CreateFromMorphTargetSequence: function( name, morphTargetSequence, fps, noLoop ) { + + 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 = exports.AnimationUtils.getKeyframeOrder( times ); + times = exports.AnimationUtils.sortedArray( times, 1, order ); + values = exports.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 ( ! noLoop && times[ 0 ] === 0 ) { + + times.push( numMorphTargets ); + values.push( values[ 0 ] ); + + } + + tracks.push( + new NumberKeyframeTrack( + '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']', + times, values + ).scale( 1.0 / fps ) ); + } + + return new AnimationClip( name, -1, tracks ); + + }, + + findByName: function( objectOrClipArray, name ) { + + var clipArray = objectOrClipArray; + + if ( ! Array.isArray( objectOrClipArray ) ) { + + var o = objectOrClipArray; + clipArray = o.geometry && o.geometry.animations || o.animations; + + } + + for ( var i = 0; i < clipArray.length; i ++ ) { + + if ( clipArray[ i ].name === name ) { + + return clipArray[ i ]; + + } + } + + return null; + + }, + + CreateClipsFromMorphTargetSequences: function( morphTargets, fps, noLoop ) { + + 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( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) ); + + } + + return clips; + + }, + + // parse the animation.hierarchy format + parseAnimation: function( animation, bones ) { + + 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 = []; + + exports.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 NumberKeyframeTrack( + '.morphTargetInfluence[' + morphTargetName + ']', times, values ) ); + + } + + duration = morphTargetNames.length * ( fps || 1.0 ); + + } else { + // ...assume skeletal animation + + var boneName = '.bones[' + bones[ h ].name + ']'; + + addNonemptyTrack( + VectorKeyframeTrack, boneName + '.position', + animationKeys, 'pos', tracks ); + + addNonemptyTrack( + QuaternionKeyframeTrack, boneName + '.quaternion', + animationKeys, 'rot', tracks ); + + addNonemptyTrack( + VectorKeyframeTrack, boneName + '.scale', + animationKeys, 'scl', tracks ); + + } + + } + + if ( tracks.length === 0 ) { + + return null; + + } + + var clip = new AnimationClip( clipName, duration, tracks ); + + return clip; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function MaterialLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; + this.textures = {}; + + } + + Object.assign( MaterialLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var loader = new XHRLoader( scope.manager ); + loader.load( url, function ( text ) { + + onLoad( scope.parse( JSON.parse( text ) ) ); + + }, onProgress, onError ); + + }, + + setTextures: function ( value ) { + + this.textures = value; + + }, + + parse: function ( json ) { + + var textures = this.textures; + + function getTexture( name ) { + + if ( textures[ name ] === undefined ) { + + console.warn( 'THREE.MaterialLoader: Undefined texture', name ); + + } + + return textures[ name ]; + + } + + var material = new Materials[ 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.fog !== undefined ) material.fog = json.fog; + 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; + if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap; + if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin; + if ( json.skinning !== undefined ) material.skinning = json.skinning; + if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets; + + // 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 = getTexture( json.map ); + + if ( json.alphaMap !== undefined ) { + + material.alphaMap = getTexture( json.alphaMap ); + material.transparent = true; + + } + + if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap ); + if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale; + + if ( json.normalMap !== undefined ) material.normalMap = 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 Vector2().fromArray( normalScale ); + + } + + if ( json.displacementMap !== undefined ) material.displacementMap = 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 = getTexture( json.roughnessMap ); + if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap ); + + if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap ); + if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity; + + if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap ); + + if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap ); + + if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity; + + if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap ); + if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity; + + if ( json.aoMap !== undefined ) material.aoMap = 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; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function BufferGeometryLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; + + } + + Object.assign( BufferGeometryLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var loader = new XHRLoader( scope.manager ); + loader.load( url, function ( text ) { + + onLoad( scope.parse( JSON.parse( text ) ) ); + + }, onProgress, onError ); + + }, + + parse: function ( json ) { + + var geometry = new 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 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 BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ) ); + + } + + 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 Vector3(); + + if ( boundingSphere.center !== undefined ) { + + center.fromArray( boundingSphere.center ); + + } + + geometry.boundingSphere = new Sphere( center, boundingSphere.radius ); + + } + + return geometry; + + } + + } ); + + /** + * @author alteredq / http://alteredqualia.com/ + */ + + function Loader() { + + this.onLoadStart = function () {}; + this.onLoadProgress = function () {}; + this.onLoadComplete = function () {}; + + } + + Loader.prototype = { + + constructor: 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 createMaterial( m, texturePath, crossOrigin ) { + + if ( color === undefined ) color = new Color(); + if ( textureLoader === undefined ) textureLoader = new TextureLoader(); + if ( materialLoader === undefined ) materialLoader = new MaterialLoader(); + + // convert from old material format + + var textures = {}; + + function loadTexture( path, repeat, offset, wrap, anisotropy ) { + + var fullPath = texturePath + path; + var loader = 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 = RepeatWrapping; + if ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping; + + } + + if ( offset !== undefined ) { + + texture.offset.fromArray( offset ); + + } + + if ( wrap !== undefined ) { + + if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping; + if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping; + + if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping; + if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping; + + } + + if ( anisotropy !== undefined ) { + + texture.anisotropy = anisotropy; + + } + + var uuid = exports.Math.generateUUID(); + + textures[ uuid ] = texture; + + return uuid; + + } + + // + + var json = { + uuid: exports.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 = BlendingMode[ 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'; + if ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial'; + 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 'mapEmissive': + json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy ); + break; + case 'mapEmissiveRepeat': + case 'mapEmissiveOffset': + case 'mapEmissiveWrap': + case 'mapEmissiveAnisotropy': + 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 'mapMetalness': + json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy ); + break; + case 'mapMetalnessRepeat': + case 'mapMetalnessOffset': + case 'mapMetalnessWrap': + case 'mapMetalnessAnisotropy': + break; + case 'mapRoughness': + json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy ); + break; + case 'mapRoughnessRepeat': + case 'mapRoughnessOffset': + case 'mapRoughnessWrap': + case 'mapRoughnessAnisotropy': + 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 = BackSide; + break; + case 'doubleSided': + json.side = 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 = VertexColors; + if ( value === 'face' ) json.vertexColors = 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 ); + + }; + + } )() + + }; + + 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; + + } + + }; + + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + + function JSONLoader( manager ) { + + if ( typeof manager === 'boolean' ) { + + console.warn( 'THREE.JSONLoader: showStatus parameter has been removed from constructor.' ); + manager = undefined; + + } + + this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; + + this.withCredentials = false; + + } + + Object.assign( JSONLoader.prototype, { + + load: function( url, onLoad, onProgress, onError ) { + + var scope = this; + + var texturePath = this.texturePath && ( typeof this.texturePath === "string" ) ? this.texturePath : Loader.prototype.extractUrlBase( url ); + + var loader = new 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 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 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 Face3(); + faceA.a = faces[ offset ]; + faceA.b = faces[ offset + 1 ]; + faceA.c = faces[ offset + 3 ]; + + faceB = new 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 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 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 Color( hex ) ); + if ( i !== 0 ) faceB.vertexColors.push( new Color( hex ) ); + + } + + } + + geometry.faces.push( faceA ); + geometry.faces.push( faceB ); + + } else { + + face = new 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 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 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 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 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 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 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 = 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 = 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 = Loader.prototype.initMaterials( json.materials, texturePath, this.crossOrigin ); + + return { geometry: geometry, materials: materials }; + + } + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function ObjectLoader ( manager ) { + + this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; + this.texturePath = ''; + + } + + Object.assign( ObjectLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + if ( this.texturePath === '' ) { + + this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 ); + + } + + var scope = this; + + var loader = new 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 JSONLoader(); + var bufferGeometryLoader = new 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 Geometries[ data.type ]( + data.width, + data.height, + data.widthSegments, + data.heightSegments + ); + + break; + + case 'BoxGeometry': + case 'BoxBufferGeometry': + case 'CubeGeometry': // backwards compatible + + geometry = new Geometries[ data.type ]( + data.width, + data.height, + data.depth, + data.widthSegments, + data.heightSegments, + data.depthSegments + ); + + break; + + case 'CircleGeometry': + case 'CircleBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.radius, + data.segments, + data.thetaStart, + data.thetaLength + ); + + break; + + case 'CylinderGeometry': + case 'CylinderBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.radiusTop, + data.radiusBottom, + data.height, + data.radialSegments, + data.heightSegments, + data.openEnded, + data.thetaStart, + data.thetaLength + ); + + break; + + case 'ConeGeometry': + case 'ConeBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.radius, + data.height, + data.radialSegments, + data.heightSegments, + data.openEnded, + data.thetaStart, + data.thetaLength + ); + + break; + + case 'SphereGeometry': + case 'SphereBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.radius, + data.widthSegments, + data.heightSegments, + data.phiStart, + data.phiLength, + data.thetaStart, + data.thetaLength + ); + + break; + + case 'DodecahedronGeometry': + case 'IcosahedronGeometry': + case 'OctahedronGeometry': + case 'TetrahedronGeometry': + + geometry = new Geometries[ data.type ]( + data.radius, + data.detail + ); + + break; + + case 'RingGeometry': + case 'RingBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.innerRadius, + data.outerRadius, + data.thetaSegments, + data.phiSegments, + data.thetaStart, + data.thetaLength + ); + + break; + + case 'TorusGeometry': + case 'TorusBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.radius, + data.tube, + data.radialSegments, + data.tubularSegments, + data.arc + ); + + break; + + case 'TorusKnotGeometry': + case 'TorusKnotBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.radius, + data.tube, + data.tubularSegments, + data.radialSegments, + data.p, + data.q + ); + + break; + + case 'LatheGeometry': + case 'LatheBufferGeometry': + + geometry = new Geometries[ data.type ]( + 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 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 = 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 ); + + }, undefined, function () { + + scope.manager.itemError( url ); + + } ); + + } + + if ( json !== undefined && json.length > 0 ) { + + var manager = new LoadingManager( onLoad ); + + var loader = new 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, type ) { + + if ( typeof( value ) === 'number' ) return value; + + console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value ); + + return type[ 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 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, TextureMapping ); + + if ( data.offset !== undefined ) texture.offset.fromArray( data.offset ); + if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat ); + if ( data.wrap !== undefined ) { + + texture.wrapS = parseConstant( data.wrap[ 0 ], TextureWrapping ); + texture.wrapT = parseConstant( data.wrap[ 1 ], TextureWrapping ); + + } + + if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TextureFilter ); + if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TextureFilter ); + if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy; + + if ( data.flipY !== undefined ) texture.flipY = data.flipY; + + textures[ data.uuid ] = texture; + + } + + } + + return textures; + + }, + + parseObject: function () { + + var matrix = new Matrix4(); + + return function parseObject( 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 Scene(); + + if ( data.background !== undefined ) { + + if ( Number.isInteger( data.background ) ) { + + object.background = new Color( data.background ); + + } + + } + + if ( data.fog !== undefined ) { + + if ( data.fog.type === 'Fog' ) { + + object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far ); + + } else if ( data.fog.type === 'FogExp2' ) { + + object.fog = new FogExp2( data.fog.color, data.fog.density ); + + } + + } + + break; + + case 'PerspectiveCamera': + + object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far ); + + if ( data.focus !== undefined ) object.focus = data.focus; + if ( data.zoom !== undefined ) object.zoom = data.zoom; + if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge; + if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset; + if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); + + break; + + case 'OrthographicCamera': + + object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far ); + + break; + + case 'AmbientLight': + + object = new AmbientLight( data.color, data.intensity ); + + break; + + case 'DirectionalLight': + + object = new DirectionalLight( data.color, data.intensity ); + + break; + + case 'PointLight': + + object = new PointLight( data.color, data.intensity, data.distance, data.decay ); + + break; + + case 'SpotLight': + + object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay ); + + break; + + case 'HemisphereLight': + + object = new 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 SkinnedMesh( geometry, material ); + + } else { + + object = new Mesh( geometry, material ); + + } + + break; + + case 'LOD': + + object = new LOD(); + + break; + + case 'Line': + + object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode ); + + break; + + case 'LineSegments': + + object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) ); + + break; + + case 'PointCloud': + case 'Points': + + object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) ); + + break; + + case 'Sprite': + + object = new Sprite( getMaterial( data.material ) ); + + break; + + case 'Group': + + object = new Group(); + + break; + + default: + + object = new 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.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion ); + 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.shadow ) { + + if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias; + if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius; + if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize ); + if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera ); + + } + + 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; + + }; + + }() + + } ); + + /** + * @author zz85 / http://www.lab4games.net/zz85/blog + * Extensible curve object + * + * Some common of Curve methods + * .getPoint(t), getTangent(t) + * .getPointAt(u), getTangentAt(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 + * + * A series of curves can be represented as a THREE.CurvePath + * + **/ + + /************************************************************** + * Abstract Curve base class + **************************************************************/ + + function Curve() {} + + Curve.prototype = { + + constructor: 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 points = []; + + for ( var d = 0; d <= divisions; d ++ ) { + + points.push( this.getPoint( d / divisions ) ); + + } + + return points; + + }, + + // Get sequence of points using getPointAt( u ) + + getSpacedPoints: function ( divisions ) { + + if ( ! divisions ) divisions = 5; + + var points = []; + + for ( var d = 0; d <= divisions; d ++ ) { + + points.push( this.getPointAt( d / divisions ) ); + + } + + return points; + + }, + + // 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 + + Curve.create = function ( constructor, getPointFunc ) { + + constructor.prototype = Object.create( Curve.prototype ); + constructor.prototype.constructor = constructor; + constructor.prototype.getPoint = getPointFunc; + + return constructor; + + }; + + /************************************************************** + * Line + **************************************************************/ + + function LineCurve( v1, v2 ) { + + this.v1 = v1; + this.v2 = v2; + + } + + LineCurve.prototype = Object.create( Curve.prototype ); + LineCurve.prototype.constructor = LineCurve; + + LineCurve.prototype.isLineCurve = true; + + LineCurve.prototype.getPoint = function ( t ) { + + if ( t === 1 ) { + + return this.v2.clone(); + + } + + 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 + + LineCurve.prototype.getPointAt = function ( u ) { + + return this.getPoint( u ); + + }; + + LineCurve.prototype.getTangent = function( t ) { + + var tangent = this.v2.clone().sub( this.v1 ); + + return tangent.normalize(); + + }; + + /** + * @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 + **************************************************************/ + + function CurvePath() { + + this.curves = []; + + this.autoClose = false; // Automatically closes the path + + } + + CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), { + + constructor: CurvePath, + + add: function ( curve ) { + + this.curves.push( curve ); + + }, + + closePath: function () { + + // 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 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') + + 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 segmentLength = curve.getLength(); + var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength; + + return curve.getPointAt( u ); + + } + + i ++; + + } + + return null; + + // loop where sum != 0, sum > d , sum+1 1 && !points[ points.length - 1 ].equals( points[ 0 ] ) ) { + + points.push( points[ 0 ] ); + + } + + return points; + + }, + + /************************************************************** + * Create Geometries Helpers + **************************************************************/ + + /// Generate geometry from path points (for Line or Points objects) + + createPointsGeometry: function ( divisions ) { + + var pts = this.getPoints( divisions ); + return this.createGeometry( pts ); + + }, + + // Generate geometry from equidistant sampling along the path + + createSpacedPointsGeometry: function ( divisions ) { + + var pts = this.getSpacedPoints( divisions ); + return this.createGeometry( pts ); + + }, + + createGeometry: function ( points ) { + + var geometry = new Geometry(); + + for ( var i = 0, l = points.length; i < l; i ++ ) { + + var point = points[ i ]; + geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) ); + + } + + return geometry; + + } + + } ); + + /************************************************************** + * Ellipse curve + **************************************************************/ + + function EllipseCurve( 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; + + } + + EllipseCurve.prototype = Object.create( Curve.prototype ); + EllipseCurve.prototype.constructor = EllipseCurve; + + EllipseCurve.prototype.isEllipseCurve = true; + + EllipseCurve.prototype.getPoint = function( t ) { + + var twoPi = Math.PI * 2; + var deltaAngle = this.aEndAngle - this.aStartAngle; + var samePoints = Math.abs( deltaAngle ) < Number.EPSILON; + + // ensures that deltaAngle is 0 .. 2 PI + while ( deltaAngle < 0 ) deltaAngle += twoPi; + while ( deltaAngle > twoPi ) deltaAngle -= twoPi; + + if ( deltaAngle < Number.EPSILON ) { + + if ( samePoints ) { + + deltaAngle = 0; + + } else { + + deltaAngle = twoPi; + + } + + } + + if ( this.aClockwise === true && ! samePoints ) { + + if ( deltaAngle === twoPi ) { + + deltaAngle = - twoPi; + + } else { + + deltaAngle = deltaAngle - twoPi; + + } + + } + + var 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 - this.aX; + var ty = y - this.aY; + + // Rotate the point about the center of the ellipse. + x = tx * cos - ty * sin + this.aX; + y = tx * sin + ty * cos + this.aY; + + } + + return new Vector2( x, y ); + + }; + + /** + * @author zz85 / http://www.lab4games.net/zz85/blog + */ + + exports.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; + + } + + }; + + /************************************************************** + * Spline curve + **************************************************************/ + + function SplineCurve( points /* array of Vector2 */ ) { + + this.points = ( points === undefined ) ? [] : points; + + } + + SplineCurve.prototype = Object.create( Curve.prototype ); + SplineCurve.prototype.constructor = SplineCurve; + + SplineCurve.prototype.isSplineCurve = true; + + 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 = exports.CurveUtils.interpolate; + + return new Vector2( + interpolate( point0.x, point1.x, point2.x, point3.x, weight ), + interpolate( point0.y, point1.y, point2.y, point3.y, weight ) + ); + + }; + + /************************************************************** + * Cubic Bezier curve + **************************************************************/ + + function CubicBezierCurve( v0, v1, v2, v3 ) { + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + this.v3 = v3; + + } + + CubicBezierCurve.prototype = Object.create( Curve.prototype ); + CubicBezierCurve.prototype.constructor = CubicBezierCurve; + + CubicBezierCurve.prototype.getPoint = function ( t ) { + + var b3 = exports.ShapeUtils.b3; + + return new 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 ) + ); + + }; + + CubicBezierCurve.prototype.getTangent = function( t ) { + + var tangentCubicBezier = exports.CurveUtils.tangentCubicBezier; + + return new 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(); + + }; + + /************************************************************** + * Quadratic Bezier curve + **************************************************************/ + + + function QuadraticBezierCurve( v0, v1, v2 ) { + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + + } + + QuadraticBezierCurve.prototype = Object.create( Curve.prototype ); + QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve; + + + QuadraticBezierCurve.prototype.getPoint = function ( t ) { + + var b2 = exports.ShapeUtils.b2; + + return new Vector2( + b2( t, this.v0.x, this.v1.x, this.v2.x ), + b2( t, this.v0.y, this.v1.y, this.v2.y ) + ); + + }; + + + QuadraticBezierCurve.prototype.getTangent = function( t ) { + + var tangentQuadraticBezier = exports.CurveUtils.tangentQuadraticBezier; + + return new Vector2( + tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x ), + tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y ) + ).normalize(); + + }; + + var PathPrototype = Object.assign( Object.create( CurvePath.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 ); + + } + + }, + + moveTo: function ( x, y ) { + + this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying? + + }, + + lineTo: function ( x, y ) { + + var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) ); + this.curves.push( curve ); + + this.currentPoint.set( x, y ); + + }, + + quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) { + + var curve = new QuadraticBezierCurve( + this.currentPoint.clone(), + new Vector2( aCPx, aCPy ), + new Vector2( aX, aY ) + ); + + this.curves.push( curve ); + + this.currentPoint.set( aX, aY ); + + }, + + bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { + + var curve = new CubicBezierCurve( + this.currentPoint.clone(), + new Vector2( aCP1x, aCP1y ), + new Vector2( aCP2x, aCP2y ), + new Vector2( aX, aY ) + ); + + this.curves.push( curve ); + + this.currentPoint.set( aX, aY ); + + }, + + splineThru: function ( pts /*Array of Vector*/ ) { + + var npts = [ this.currentPoint.clone() ].concat( pts ); + + var curve = new SplineCurve( npts ); + this.curves.push( curve ); + + this.currentPoint.copy( pts[ pts.length - 1 ] ); + + }, + + arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + + var x0 = this.currentPoint.x; + var y0 = this.currentPoint.y; + + this.absarc( aX + x0, aY + y0, aRadius, + aStartAngle, aEndAngle, aClockwise ); + + }, + + absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + + this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); + + }, + + ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + + var x0 = this.currentPoint.x; + var y0 = this.currentPoint.y; + + this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); + + }, + + absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + + var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); + + if ( this.curves.length > 0 ) { + + // if a previous curve is present, attempt to join + var firstPoint = curve.getPoint( 0 ); + + if ( ! firstPoint.equals( this.currentPoint ) ) { + + this.lineTo( firstPoint.x, firstPoint.y ); + + } + + } + + this.curves.push( curve ); + + var lastPoint = curve.getPoint( 1 ); + this.currentPoint.copy( lastPoint ); + + } + + } ); + + /** + * @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. + + function Shape() { + + Path.apply( this, arguments ); + + this.holes = []; + + } + + Shape.prototype = Object.assign( Object.create( PathPrototype ), { + + constructor: Shape, + + 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) + + extractAllPoints: function ( divisions ) { + + return { + + shape: this.getPoints( divisions ), + holes: this.getPointsHoles( divisions ) + + }; + + }, + + extractPoints: function ( divisions ) { + + return this.extractAllPoints( divisions ); + + } + + } ); + + /** + * @author zz85 / http://www.lab4games.net/zz85/blog + * Creates free form 2d path using series of points, lines or curves. + * + **/ + + function Path( points ) { + + CurvePath.call( this ); + this.currentPoint = new Vector2(); + + if ( points ) { + + this.fromPoints( points ); + + } + + } + + Path.prototype = PathPrototype; + PathPrototype.constructor = Path; + + + // minimal class for proxing functions to Path. Replaces old "extractSubpaths()" + function ShapePath() { + this.subPaths = []; + this.currentPath = null; + } + + ShapePath.prototype = { + moveTo: function ( x, y ) { + this.currentPath = new Path(); + this.subPaths.push(this.currentPath); + this.currentPath.moveTo( x, y ); + }, + lineTo: function ( x, y ) { + this.currentPath.lineTo( x, y ); + }, + quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) { + this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY ); + }, + bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { + this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ); + }, + splineThru: function ( pts ) { + this.currentPath.splineThru( pts ); + }, + + toShapes: function ( isCCW, noHoles ) { + + function toShapesNoHoles( inSubpaths ) { + + var shapes = []; + + for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) { + + var tmpPath = inSubpaths[ i ]; + + var tmpShape = new Shape(); + tmpShape.curves = tmpPath.curves; + + shapes.push( tmpShape ); + + } + + 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 = exports.ShapeUtils.isClockWise; + + var subPaths = this.subPaths; + 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 Shape(); + 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 Shape(), p: tmpPoints }; + 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; + + } + } + + /** + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author mrdoob / http://mrdoob.com/ + */ + + function Font( data ) { + + this.data = data; + + } + + Object.assign( Font.prototype, { + + isFont: true, + + 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 ShapePath(); + + var pts = [], b2 = exports.ShapeUtils.b2, b3 = exports.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; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function FontLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; + + } + + Object.assign( FontLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var loader = new XHRLoader( this.manager ); + loader.load( url, function ( text ) { + + var json; + + try { + + json = JSON.parse( text ); + + } catch ( e ) { + + console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' ); + json = JSON.parse( text.substring( 65, text.length - 2 ) ); + + } + + var font = scope.parse( json ); + + if ( onLoad ) onLoad( font ); + + }, onProgress, onError ); + + }, + + parse: function ( json ) { + + return new Font( json ); + + } + + } ); + + var context; + + function getAudioContext() { + + if ( context === undefined ) { + + context = new ( window.AudioContext || window.webkitAudioContext )(); + + } + + return context; + + } + + /** + * @author Reece Aaron Lecrivain / http://reecenotes.com/ + */ + + function AudioLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; + + } + + Object.assign( AudioLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var loader = new XHRLoader( this.manager ); + loader.setResponseType( 'arraybuffer' ); + loader.load( url, function ( buffer ) { + + var context = getAudioContext(); + + context.decodeAudioData( buffer, function ( audioBuffer ) { + + onLoad( audioBuffer ); + + } ); + + }, onProgress, onError ); + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function StereoCamera() { + + this.type = 'StereoCamera'; + + this.aspect = 1; + + this.eyeSep = 0.064; + + this.cameraL = new PerspectiveCamera(); + this.cameraL.layers.enable( 1 ); + this.cameraL.matrixAutoUpdate = false; + + this.cameraR = new PerspectiveCamera(); + this.cameraR.layers.enable( 2 ); + this.cameraR.matrixAutoUpdate = false; + + } + + Object.assign( StereoCamera.prototype, { + + update: ( function () { + + var instance, focus, fov, aspect, near, far, zoom; + + var eyeRight = new Matrix4(); + var eyeLeft = new Matrix4(); + + return function update( camera ) { + + var needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov || + aspect !== camera.aspect * this.aspect || near !== camera.near || + far !== camera.far || zoom !== camera.zoom; + + if ( needsUpdate ) { + + instance = this; + focus = camera.focus; + fov = camera.fov; + aspect = camera.aspect * this.aspect; + near = camera.near; + far = camera.far; + zoom = camera.zoom; + + // Off-axis stereoscopic effect based on + // http://paulbourke.net/stereographics/stereorender/ + + var projectionMatrix = camera.projectionMatrix.clone(); + var eyeSep = this.eyeSep / 2; + var eyeSepOnProjection = eyeSep * near / focus; + var ymax = ( near * Math.tan( exports.Math.DEG2RAD * fov * 0.5 ) ) / zoom; + 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 ); + + }; + + } )() + + } ); + + /** + * Camera for rendering cube maps + * - renders scene into axis-aligned cube + * + * @author alteredq / http://alteredqualia.com/ + */ + + function CubeCamera( near, far, cubeResolution ) { + + Object3D.call( this ); + + this.type = 'CubeCamera'; + + var fov = 90, aspect = 1; + + var cameraPX = new PerspectiveCamera( fov, aspect, near, far ); + cameraPX.up.set( 0, - 1, 0 ); + cameraPX.lookAt( new Vector3( 1, 0, 0 ) ); + this.add( cameraPX ); + + var cameraNX = new PerspectiveCamera( fov, aspect, near, far ); + cameraNX.up.set( 0, - 1, 0 ); + cameraNX.lookAt( new Vector3( - 1, 0, 0 ) ); + this.add( cameraNX ); + + var cameraPY = new PerspectiveCamera( fov, aspect, near, far ); + cameraPY.up.set( 0, 0, 1 ); + cameraPY.lookAt( new Vector3( 0, 1, 0 ) ); + this.add( cameraPY ); + + var cameraNY = new PerspectiveCamera( fov, aspect, near, far ); + cameraNY.up.set( 0, 0, - 1 ); + cameraNY.lookAt( new Vector3( 0, - 1, 0 ) ); + this.add( cameraNY ); + + var cameraPZ = new PerspectiveCamera( fov, aspect, near, far ); + cameraPZ.up.set( 0, - 1, 0 ); + cameraPZ.lookAt( new Vector3( 0, 0, 1 ) ); + this.add( cameraPZ ); + + var cameraNZ = new PerspectiveCamera( fov, aspect, near, far ); + cameraNZ.up.set( 0, - 1, 0 ); + cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) ); + this.add( cameraNZ ); + + var options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter }; + + this.renderTarget = new 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 ); + + }; + + } + + CubeCamera.prototype = Object.create( Object3D.prototype ); + CubeCamera.prototype.constructor = CubeCamera; + + function AudioListener() { + + Object3D.call( this ); + + this.type = 'AudioListener'; + + this.context = getAudioContext(); + + this.gain = this.context.createGain(); + this.gain.connect( this.context.destination ); + + this.filter = null; + + } + + AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: AudioListener, + + getInput: function () { + + return this.gain; + + }, + + 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; + + } + + }, + + getFilter: function () { + + return this.filter; + + }, + + 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 ); + + }, + + getMasterVolume: function () { + + return this.gain.gain.value; + + }, + + setMasterVolume: function ( value ) { + + this.gain.gain.value = value; + + }, + + updateMatrixWorld: ( function () { + + var position = new Vector3(); + var quaternion = new Quaternion(); + var scale = new Vector3(); + + var orientation = new Vector3(); + + return function updateMatrixWorld( force ) { + + 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 ); + + }; + + } )() + + } ); + + function Audio( listener ) { + + 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.filters = []; + + } + + Audio.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Audio, + + getOutput: function () { + + return this.gain; + + }, + + setNodeSource: function ( audioNode ) { + + this.hasPlaybackControl = false; + this.sourceType = 'audioNode'; + this.source = audioNode; + this.connect(); + + return this; + + }, + + setBuffer: function ( audioBuffer ) { + + this.source.buffer = audioBuffer; + this.sourceType = 'buffer'; + + if ( this.autoplay ) this.play(); + + return this; + + }, + + 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; + + return this.connect(); + + }, + + 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; + this.isPlaying = false; + + return this; + + }, + + stop: function () { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + this.source.stop(); + this.startTime = 0; + this.isPlaying = false; + + return this; + + }, + + connect: function () { + + if ( this.filters.length > 0 ) { + + this.source.connect( this.filters[ 0 ] ); + + for ( var i = 1, l = this.filters.length; i < l; i ++ ) { + + this.filters[ i - 1 ].connect( this.filters[ i ] ); + + } + + this.filters[ this.filters.length - 1 ].connect( this.getOutput() ); + + } else { + + this.source.connect( this.getOutput() ); + + } + + return this; + + }, + + disconnect: function () { + + if ( this.filters.length > 0 ) { + + this.source.disconnect( this.filters[ 0 ] ); + + for ( var i = 1, l = this.filters.length; i < l; i ++ ) { + + this.filters[ i - 1 ].disconnect( this.filters[ i ] ); + + } + + this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() ); + + } else { + + this.source.disconnect( this.getOutput() ); + + } + + return this; + + }, + + getFilters: function () { + + return this.filters; + + }, + + setFilters: function ( value ) { + + if ( ! value ) value = []; + + if ( this.isPlaying === true ) { + + this.disconnect(); + this.filters = value; + this.connect(); + + } else { + + this.filters = value; + + } + + return this; + + }, + + getFilter: function () { + + return this.getFilters()[ 0 ]; + + }, + + setFilter: function ( filter ) { + + return this.setFilters( filter ? [ filter ] : [] ); + + }, + + 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; + + } + + return this; + + }, + + getPlaybackRate: function () { + + return this.playbackRate; + + }, + + onEnded: function () { + + this.isPlaying = false; + + }, + + getLoop: function () { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return false; + + } + + return this.source.loop; + + }, + + setLoop: function ( value ) { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + this.source.loop = value; + + }, + + getVolume: function () { + + return this.gain.gain.value; + + }, + + + setVolume: function ( value ) { + + this.gain.gain.value = value; + + return this; + + } + + } ); + + function PositionalAudio( listener ) { + + Audio.call( this, listener ); + + this.panner = this.context.createPanner(); + this.panner.connect( this.gain ); + + } + + PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), { + + constructor: PositionalAudio, + + getOutput: function () { + + return this.panner; + + }, + + getRefDistance: function () { + + return this.panner.refDistance; + + }, + + setRefDistance: function ( value ) { + + this.panner.refDistance = value; + + }, + + getRolloffFactor: function () { + + return this.panner.rolloffFactor; + + }, + + setRolloffFactor: function ( value ) { + + this.panner.rolloffFactor = value; + + }, + + getDistanceModel: function () { + + return this.panner.distanceModel; + + }, + + setDistanceModel: function ( value ) { + + this.panner.distanceModel = value; + + }, + + getMaxDistance: function () { + + return this.panner.maxDistance; + + }, + + setMaxDistance: function ( value ) { + + this.panner.maxDistance = value; + + }, + + updateMatrixWorld: ( function () { + + var position = new Vector3(); + + return function updateMatrixWorld( force ) { + + Object3D.prototype.updateMatrixWorld.call( this, force ); + + position.setFromMatrixPosition( this.matrixWorld ); + + this.panner.setPosition( position.x, position.y, position.z ); + + }; + + } )() + + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function AudioAnalyser( 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 ); + + } + + Object.assign( AudioAnalyser.prototype, { + + getFrequencyData: function () { + + this.analyser.getByteFrequencyData( this.data ); + + return this.data; + + }, + + getAverageFrequency: function () { + + var value = 0, data = this.getFrequencyData(); + + for ( var i = 0; i < data.length; i ++ ) { + + value += data[ i ]; + + } + + return value / data.length; + + } + + } ); + + /** + * + * Buffered scene graph property that allows weighted accumulation. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + + function PropertyMixer( 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; + + } + + PropertyMixer.prototype = { + + constructor: PropertyMixer, + + // accumulate data in the 'incoming' region into 'accu' + 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' 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 ) { + + 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; + + } + + } + + }; + + /** + * + * A reference to a real property in the scene graph. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + + function PropertyBinding( rootNode, path, parsedPath ) { + + this.path = path; + this.parsedPath = parsedPath || + PropertyBinding.parseTrackName( path ); + + this.node = PropertyBinding.findNode( + rootNode, this.parsedPath.nodeName ) || rootNode; + + this.rootNode = rootNode; + + } + + PropertyBinding.prototype = { + + constructor: 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 = 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 === undefined ) { + + 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( 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: PropertyBinding.prototype.getValue, + _setValue_unbound: 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; + + } + + ] + + ] + + } ); + + PropertyBinding.Composite = + function( targetGroup, path, optionalParsedPath ) { + + var parsedPath = optionalParsedPath || + PropertyBinding.parseTrackName( path ); + + this._targetGroup = targetGroup; + this._bindings = targetGroup.subscribe_( path, parsedPath ); + + }; + + PropertyBinding.Composite.prototype = { + + constructor: 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(); + + } + + } + + }; + + PropertyBinding.create = function( root, path, parsedPath ) { + + if ( ! ( (root && root.isAnimationObjectGroup) ) ) { + + return new PropertyBinding( root, path, parsedPath ); + + } else { + + return new PropertyBinding.Composite( root, path, parsedPath ); + + } + + }; + + 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 + // scene:helium_balloon_model:helium_balloon_model.position + // created and tested via https://regex101.com/#javascript + + var re = /^((?:\w+[\/:])*)(\w+)?(?:\.(\w+)(?:\[(.+)\])?)?\.(\w+)(?:\[(.+)\])?$/; + var matches = re.exec( trackName ); + + if ( ! matches ) { + + throw new Error( "cannot parse trackName at all: " + trackName ); + + } + + var results = { + // directoryName: matches[ 1 ], // (tschw) currently unused + nodeName: matches[ 2 ], // allowed to be null, specified root node. + objectName: matches[ 3 ], + objectIndex: matches[ 4 ], + propertyName: matches[ 5 ], + propertyIndex: matches[ 6 ] // 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; + + }; + + 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; + + }; + + /** + * + * 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 + */ + + function AnimationObjectGroup( var_args ) { + + this.uuid = exports.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; } + + }; + + } + + AnimationObjectGroup.prototype = { + + constructor: AnimationObjectGroup, + + isAnimationObjectGroup: true, + + 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 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 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, + 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 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(); + + } + + } + + }; + + /** + * + * Action provided by AnimationMixer for scheduling clip playback on specific + * objects. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + * + */ + + function AnimationAction( 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: ZeroCurvatureEnding, + endingEnd: 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 = 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 + + }; + + AnimationAction.prototype = { + + constructor: AnimationAction, + + // 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() { + + 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 ) { + + 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._effectiveTimeScale, 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.paused = 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; + + if ( loop === LoopOnce ) { + + if ( loopCount === -1 ) { + // just started + + this.loopCount = 0; + this._setEndings( true, true, false ); + + } + + handle_stop: { + + if ( time >= duration ) { + + time = duration; + + } else if ( time < 0 ) { + + time = 0; + + } else break handle_stop; + + if ( this.clampWhenFinished ) this.paused = true; + else this.enabled = false; + + this._mixer.dispatchEvent( { + type: 'finished', action: this, + direction: deltaTime < 0 ? -1 : 1 + } ); + + } + + } else { // repetitive Repeat or PingPong + + var pingPong = ( loop === LoopPingPong ); + + 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 ) { + // have to 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 + } ); + + } else { + // keep running + + if ( pending === 0 ) { + // entering the 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 ( pingPong && ( loopCount & 1 ) === 1 ) { + // invert time for the "pong round" + + this.time = time; + return duration - time; + + } + + } + + this.time = time; + return time; + + }, + + _setEndings: function( atStart, atEnd, pingPong ) { + + var settings = this._interpolantSettings; + + if ( pingPong ) { + + settings.endingStart = ZeroSlopeEnding; + settings.endingEnd = ZeroSlopeEnding; + + } else { + + // assuming for LoopOnce atStart == atEnd == true + + if ( atStart ) { + + settings.endingStart = this.zeroSlopeAtStart ? + ZeroSlopeEnding : ZeroCurvatureEnding; + + } else { + + settings.endingStart = WrapAroundEnding; + + } + + if ( atEnd ) { + + settings.endingEnd = this.zeroSlopeAtEnd ? + ZeroSlopeEnding : ZeroCurvatureEnding; + + } else { + + settings.endingEnd = 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; + + } + + }; + + /** + * + * Player for AnimationClips. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + + function AnimationMixer( root ) { + + this._root = root; + this._initMemoryManager(); + this._accuIndex = 0; + + this.time = 0; + + this.timeScale = 1.0; + + } + + Object.assign( AnimationMixer.prototype, EventDispatcher.prototype, { + + // 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, + + clipObject = typeof clip === 'string' ? + AnimationClip.findByName( root, clip ) : clip, + + clipUuid = clipObject !== null ? clipObject.uuid : clip, + + actionsForClip = this._actionsByClip[ clipUuid ], + prototypeAction = null; + + 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 + if ( clipObject === null ) + clipObject = prototypeAction._clip; + + } + + // clip must be known when specified via string + if ( clipObject === null ) return null; + + // allocate all resources required to run it + var newAction = new AnimationAction( this, clipObject, optionalRoot ); + + this._bindAction( newAction, prototypeAction ); + + // and make the action known to the memory manager + this._addInactiveAction( newAction, clipUuid, rootUuid ); + + return newAction; + + }, + + // get an existing action + existingAction: function( clip, optionalRoot ) { + + var root = optionalRoot || this._root, + rootUuid = root.uuid, + + clipObject = typeof clip === 'string' ? + AnimationClip.findByName( root, clip ) : clip, + + clipUuid = clipObject ? clipObject.uuid : clip, + + actionsForClip = this._actionsByClip[ clipUuid ]; + + 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, + clipUuid = clip.uuid, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipUuid ]; + + 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[ clipUuid ]; + + } + + }, + + // free all resources specific to a particular root target object + uncacheRoot: function( root ) { + + var rootUuid = root.uuid, + actionsByClip = this._actionsByClip; + + for ( var clipUuid in actionsByClip ) { + + var actionByRoot = actionsByClip[ clipUuid ].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 ); + + } + + } + + } ); + + // Implementation details: + + Object.assign( 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 PropertyMixer( + 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, + clipUuid = action._clip.uuid, + actionsForClip = this._actionsByClip[ clipUuid ]; + + this._bindAction( action, + actionsForClip && actionsForClip.knownActions[ 0 ] ); + + this._addInactiveAction( action, clipUuid, 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< AnimationAction > - used as prototypes + // actionByRoot: AnimationAction - 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 AnimationAction objects + + _isActiveAction: function( action ) { + + var index = action._cacheIndex; + return index !== null && index < this._nActiveActions; + + }, + + _addInactiveAction: function( action, clipUuid, rootUuid ) { + + var actions = this._actions, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipUuid ]; + + if ( actionsForClip === undefined ) { + + actionsForClip = { + + knownActions: [ action ], + actionByRoot: {} + + }; + + action._byClipCacheIndex = 0; + + actionsByClip[ clipUuid ] = 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 clipUuid = action._clip.uuid, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipUuid ], + 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[ clipUuid ]; + + } + + 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 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 ) + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function Uniform( value ) { + + if ( typeof value === 'string' ) { + + console.warn( 'THREE.Uniform: Type parameter is no longer needed.' ); + value = arguments[ 1 ]; + + } + + this.value = value; + + this.dynamic = false; + + } + + Uniform.prototype = { + + constructor: Uniform, + + onUpdate: function ( callback ) { + + this.dynamic = true; + this.onUpdateCallback = callback; + + return this; + + } + + }; + + /** + * @author benaadams / https://twitter.com/ben_a_adams + */ + + function InstancedBufferGeometry() { + + BufferGeometry.call( this ); + + this.type = 'InstancedBufferGeometry'; + this.maxInstancedCount = undefined; + + } + + InstancedBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); + InstancedBufferGeometry.prototype.constructor = InstancedBufferGeometry; + + InstancedBufferGeometry.prototype.isInstancedBufferGeometry = true; + + InstancedBufferGeometry.prototype.addGroup = function ( start, count, instances ) { + + this.groups.push( { + + start: start, + count: count, + instances: instances + + } ); + + }; + + 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; + + }; + + /** + * @author benaadams / https://twitter.com/ben_a_adams + */ + + function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) { + + this.uuid = exports.Math.generateUUID(); + + this.data = interleavedBuffer; + this.itemSize = itemSize; + this.offset = offset; + + this.normalized = normalized === true; + + } + + + InterleavedBufferAttribute.prototype = { + + constructor: InterleavedBufferAttribute, + + isInterleavedBufferAttribute: true, + + get count() { + + return this.data.count; + + }, + + get array() { + + return this.data.array; + + }, + + 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; + + } + + }; + + /** + * @author benaadams / https://twitter.com/ben_a_adams + */ + + function InterleavedBuffer( array, stride ) { + + this.uuid = exports.Math.generateUUID(); + + this.array = array; + this.stride = stride; + this.count = array !== undefined ? array.length / stride : 0; + + this.dynamic = false; + this.updateRange = { offset: 0, count: - 1 }; + + this.version = 0; + + } + + InterleavedBuffer.prototype = { + + constructor: InterleavedBuffer, + + isInterleavedBuffer: true, + + 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.count = source.count; + 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 ); + + } + + }; + + /** + * @author benaadams / https://twitter.com/ben_a_adams + */ + + function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) { + + InterleavedBuffer.call( this, array, stride ); + + this.meshPerAttribute = meshPerAttribute || 1; + + } + + InstancedInterleavedBuffer.prototype = Object.create( InterleavedBuffer.prototype ); + InstancedInterleavedBuffer.prototype.constructor = InstancedInterleavedBuffer; + + InstancedInterleavedBuffer.prototype.isInstancedInterleavedBuffer = true; + + InstancedInterleavedBuffer.prototype.copy = function ( source ) { + + InterleavedBuffer.prototype.copy.call( this, source ); + + this.meshPerAttribute = source.meshPerAttribute; + + return this; + + }; + + /** + * @author benaadams / https://twitter.com/ben_a_adams + */ + + function InstancedBufferAttribute( array, itemSize, meshPerAttribute ) { + + BufferAttribute.call( this, array, itemSize ); + + this.meshPerAttribute = meshPerAttribute || 1; + + } + + InstancedBufferAttribute.prototype = Object.create( BufferAttribute.prototype ); + InstancedBufferAttribute.prototype.constructor = InstancedBufferAttribute; + + InstancedBufferAttribute.prototype.isInstancedBufferAttribute = true; + + InstancedBufferAttribute.prototype.copy = function ( source ) { + + BufferAttribute.prototype.copy.call( this, source ); + + this.meshPerAttribute = source.meshPerAttribute; + + return this; + + }; + + /** + * @author mrdoob / http://mrdoob.com/ + * @author bhouston / http://clara.io/ + * @author stephomi / http://stephaneginier.com/ + */ + + function Raycaster( origin, direction, near, far ) { + + this.ray = new 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 ); + + } + + } + + } + + // + + Raycaster.prototype = { + + constructor: 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 && camera.isPerspectiveCamera) ) { + + 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 && camera.isOrthographicCamera) ) { + + this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of 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; + + } + + }; + + /** + * @author alteredq / http://alteredqualia.com/ + */ + + function Clock( autoStart ) { + + this.autoStart = ( autoStart !== undefined ) ? autoStart : true; + + this.startTime = 0; + this.oldTime = 0; + this.elapsedTime = 0; + + this.running = false; + + } + + Clock.prototype = { + + constructor: Clock, + + start: function () { + + this.startTime = ( performance || Date ).now(); + + this.oldTime = this.startTime; + this.running = true; + + }, + + stop: function () { + + this.getElapsedTime(); + this.running = false; + + }, + + getElapsedTime: function () { + + this.getDelta(); + return this.elapsedTime; + + }, + + getDelta: function () { + + var diff = 0; + + if ( this.autoStart && ! this.running ) { + + this.start(); + + } + + if ( this.running ) { + + var newTime = ( performance || Date ).now(); + + diff = ( newTime - this.oldTime ) / 1000; + this.oldTime = newTime; + + this.elapsedTime += diff; + + } + + return diff; + + } + + }; + + /** + * 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/ + */ + + function Spline( 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 Vector3(), + tmpVec = new 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 Vector3(), + sl = this.getLength(); + + newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() ); + + for ( i = 1; i < this.points.length; i ++ ) { + + //tmpVec.copy( this.points[ i - 1 ] ); + //linearDistance = tmpVec.distanceTo( this.points[ i ] ); + + realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ]; + + sampling = Math.ceil( samplingCoef * realDistance / sl.total ); + + indexCurrent = ( i - 1 ) / ( this.points.length - 1 ); + indexNext = i / ( this.points.length - 1 ); + + for ( j = 1; j < sampling - 1; j ++ ) { + + index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent ); + + position = this.getPoint( index ); + newpoints.push( tmpVec.copy( position ).clone() ); + + } + + newpoints.push( tmpVec.copy( this.points[ i ] ).clone() ); + + } + + this.points = newpoints; + + }; + + // Catmull-Rom + + function interpolate( p0, p1, p2, p3, t, t2, t3 ) { + + var v0 = ( p2 - p0 ) * 0.5, + v1 = ( p3 - p1 ) * 0.5; + + return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1; + + } + + } + + /** + * @author bhouston / http://clara.io + * @author WestLangley / http://github.com/WestLangley + * + * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system + * + * The poles (phi) are at the positive and negative y axis. + * The equator starts at positive z. + */ + + function Spherical( radius, phi, theta ) { + + this.radius = ( radius !== undefined ) ? radius : 1.0; + this.phi = ( phi !== undefined ) ? phi : 0; // up / down towards top and bottom pole + this.theta = ( theta !== undefined ) ? theta : 0; // around the equator of the sphere + + return this; + + } + + Spherical.prototype = { + + constructor: Spherical, + + set: function ( radius, phi, theta ) { + + this.radius = radius; + this.phi = phi; + this.theta = theta; + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( other ) { + + this.radius.copy( other.radius ); + this.phi.copy( other.phi ); + this.theta.copy( other.theta ); + + return this; + + }, + + // restrict phi to be betwee EPS and PI-EPS + makeSafe: function() { + + var EPS = 0.000001; + this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) ); + + return this; + + }, + + setFromVector3: function( vec3 ) { + + this.radius = vec3.length(); + + if ( this.radius === 0 ) { + + this.theta = 0; + this.phi = 0; + + } else { + + this.theta = Math.atan2( vec3.x, vec3.z ); // equator angle around y-up axis + this.phi = Math.acos( exports.Math.clamp( vec3.y / this.radius, - 1, 1 ) ); // polar angle + + } + + return this; + + }, + + }; + + /** + * @author alteredq / http://alteredqualia.com/ + */ + + function MorphBlendMesh( geometry, material ) { + + 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 ); + + } + + MorphBlendMesh.prototype = Object.create( Mesh.prototype ); + MorphBlendMesh.prototype.constructor = MorphBlendMesh; + + 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 ); + + }; + + 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; + + }; + + MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.direction = 1; + animation.directionBackwards = false; + + } + + }; + + MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.direction = - 1; + animation.directionBackwards = true; + + } + + }; + + MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.fps = fps; + animation.duration = ( animation.end - animation.start ) / animation.fps; + + } + + }; + + MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.duration = duration; + animation.fps = ( animation.end - animation.start ) / animation.duration; + + } + + }; + + MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.weight = weight; + + } + + }; + + MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.time = time; + + } + + }; + + MorphBlendMesh.prototype.getAnimationTime = function ( name ) { + + var time = 0; + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + time = animation.time; + + } + + return time; + + }; + + MorphBlendMesh.prototype.getAnimationDuration = function ( name ) { + + var duration = - 1; + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + duration = animation.duration; + + } + + return duration; + + }; + + 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()" ); + + } + + }; + + MorphBlendMesh.prototype.stopAnimation = function ( name ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.active = false; + + } + + }; + + 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 + exports.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; + + } + + } + + }; + + /** + * @author alteredq / http://alteredqualia.com/ + */ + + function ImmediateRenderObject( material ) { + + Object3D.call( this ); + + this.material = material; + this.render = function ( renderCallback ) {}; + + } + + ImmediateRenderObject.prototype = Object.create( Object3D.prototype ); + ImmediateRenderObject.prototype.constructor = ImmediateRenderObject; + + ImmediateRenderObject.prototype.isImmediateRenderObject = true; + + /** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + */ + + function VertexNormalsHelper( 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 && objGeometry.isGeometry) ) { + + nNormals = objGeometry.faces.length * 3; + + } else if ( (objGeometry && objGeometry.isBufferGeometry) ) { + + nNormals = objGeometry.attributes.normal.count; + + } + + // + + var geometry = new BufferGeometry(); + + var positions = new Float32Attribute( nNormals * 2 * 3, 3 ); + + geometry.addAttribute( 'position', positions ); + + LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) ); + + // + + this.matrixAutoUpdate = false; + + this.update(); + + } + + VertexNormalsHelper.prototype = Object.create( LineSegments.prototype ); + VertexNormalsHelper.prototype.constructor = VertexNormalsHelper; + + VertexNormalsHelper.prototype.update = ( function () { + + var v1 = new Vector3(); + var v2 = new Vector3(); + var normalMatrix = new 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 && objGeometry.isGeometry) ) { + + 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 && objGeometry.isBufferGeometry) ) { + + 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; + + }; + + }() ); + + /** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + */ + + function SpotLightHelper( light ) { + + Object3D.call( this ); + + this.light = light; + this.light.updateMatrixWorld(); + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + var geometry = new BufferGeometry(); + + var positions = [ + 0, 0, 0, 0, 0, 1, + 0, 0, 0, 1, 0, 1, + 0, 0, 0, - 1, 0, 1, + 0, 0, 0, 0, 1, 1, + 0, 0, 0, 0, - 1, 1 + ]; + + for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) { + + var p1 = ( i / l ) * Math.PI * 2; + var p2 = ( j / l ) * Math.PI * 2; + + positions.push( + Math.cos( p1 ), Math.sin( p1 ), 1, + Math.cos( p2 ), Math.sin( p2 ), 1 + ); + + } + + geometry.addAttribute( 'position', new Float32Attribute( positions, 3 ) ); + + var material = new LineBasicMaterial( { fog: false } ); + + this.cone = new LineSegments( geometry, material ); + this.add( this.cone ); + + this.update(); + + } + + SpotLightHelper.prototype = Object.create( Object3D.prototype ); + SpotLightHelper.prototype.constructor = SpotLightHelper; + + SpotLightHelper.prototype.dispose = function () { + + this.cone.geometry.dispose(); + this.cone.material.dispose(); + + }; + + SpotLightHelper.prototype.update = function () { + + var vector = new Vector3(); + var vector2 = new Vector3(); + + return function update() { + + var coneLength = this.light.distance ? this.light.distance : 1000; + var coneWidth = coneLength * Math.tan( this.light.angle ); + + this.cone.scale.set( coneWidth, coneWidth, coneLength ); + + vector.setFromMatrixPosition( this.light.matrixWorld ); + vector2.setFromMatrixPosition( this.light.target.matrixWorld ); + + this.cone.lookAt( vector2.sub( vector ) ); + + this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); + + }; + + }(); + + /** + * @author Sean Griffin / http://twitter.com/sgrif + * @author Michael Guerrero / http://realitymeltdown.com + * @author mrdoob / http://mrdoob.com/ + * @author ikerr / http://verold.com + */ + + function SkeletonHelper( object ) { + + this.bones = this.getBoneList( object ); + + var geometry = new Geometry(); + + for ( var i = 0; i < this.bones.length; i ++ ) { + + var bone = this.bones[ i ]; + + if ( (bone.parent && bone.parent.isBone) ) { + + geometry.vertices.push( new Vector3() ); + geometry.vertices.push( new Vector3() ); + geometry.colors.push( new Color( 0, 0, 1 ) ); + geometry.colors.push( new Color( 0, 1, 0 ) ); + + } + + } + + geometry.dynamic = true; + + var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } ); + + LineSegments.call( this, geometry, material ); + + this.root = object; + + this.matrix = object.matrixWorld; + this.matrixAutoUpdate = false; + + this.update(); + + } + + + SkeletonHelper.prototype = Object.create( LineSegments.prototype ); + SkeletonHelper.prototype.constructor = SkeletonHelper; + + SkeletonHelper.prototype.getBoneList = function( object ) { + + var boneList = []; + + if ( (object && object.isBone) ) { + + boneList.push( object ); + + } + + for ( var i = 0; i < object.children.length; i ++ ) { + + boneList.push.apply( boneList, this.getBoneList( object.children[ i ] ) ); + + } + + return boneList; + + }; + + SkeletonHelper.prototype.update = function () { + + var geometry = this.geometry; + + var matrixWorldInv = new Matrix4().getInverse( this.root.matrixWorld ); + + var boneMatrix = new Matrix4(); + + var j = 0; + + for ( var i = 0; i < this.bones.length; i ++ ) { + + var bone = this.bones[ i ]; + + if ( (bone.parent && bone.parent.isBone) ) { + + 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(); + + }; + + /** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + + function PointLightHelper( light, sphereSize ) { + + this.light = light; + this.light.updateMatrixWorld(); + + var geometry = new SphereBufferGeometry( sphereSize, 4, 2 ); + var material = new MeshBasicMaterial( { wireframe: true, fog: false } ); + material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); + + 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 ); + */ + + } + + PointLightHelper.prototype = Object.create( Mesh.prototype ); + PointLightHelper.prototype.constructor = PointLightHelper; + + PointLightHelper.prototype.dispose = function () { + + this.geometry.dispose(); + this.material.dispose(); + + }; + + PointLightHelper.prototype.update = function () { + + this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); + + /* + var d = this.light.distance; + + if ( d === 0.0 ) { + + this.lightDistance.visible = false; + + } else { + + this.lightDistance.visible = true; + this.lightDistance.scale.set( d, d, d ); + + } + */ + + }; + + /** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + + function HemisphereLightHelper( light, sphereSize ) { + + Object3D.call( this ); + + this.light = light; + this.light.updateMatrixWorld(); + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + this.colors = [ new Color(), new Color() ]; + + var geometry = new 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 MeshBasicMaterial( { vertexColors: FaceColors, wireframe: true } ); + + this.lightSphere = new Mesh( geometry, material ); + this.add( this.lightSphere ); + + this.update(); + + } + + HemisphereLightHelper.prototype = Object.create( Object3D.prototype ); + HemisphereLightHelper.prototype.constructor = HemisphereLightHelper; + + HemisphereLightHelper.prototype.dispose = function () { + + this.lightSphere.geometry.dispose(); + this.lightSphere.material.dispose(); + + }; + + HemisphereLightHelper.prototype.update = function () { + + var vector = new Vector3(); + + return function update() { + + this.colors[ 0 ].copy( this.light.color ).multiplyScalar( this.light.intensity ); + this.colors[ 1 ].copy( this.light.groundColor ).multiplyScalar( this.light.intensity ); + + this.lightSphere.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() ); + this.lightSphere.geometry.colorsNeedUpdate = true; + + }; + + }(); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function GridHelper( size, divisions, color1, color2 ) { + + divisions = divisions || 1; + color1 = new Color( color1 !== undefined ? color1 : 0x444444 ); + color2 = new Color( color2 !== undefined ? color2 : 0x888888 ); + + var center = divisions / 2; + var step = ( size * 2 ) / divisions; + var vertices = [], colors = []; + + for ( var i = 0, j = 0, k = - size; i <= divisions; i ++, k += step ) { + + vertices.push( - size, 0, k, size, 0, k ); + vertices.push( k, 0, - size, k, 0, size ); + + var color = i === center ? color1 : color2; + + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + + } + + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32Attribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new Float32Attribute( colors, 3 ) ); + + var material = new LineBasicMaterial( { vertexColors: VertexColors } ); + + LineSegments.call( this, geometry, material ); + + } + + GridHelper.prototype = Object.create( LineSegments.prototype ); + GridHelper.prototype.constructor = GridHelper; + + GridHelper.prototype.setColors = function () { + + console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' ); + + }; + + /** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + */ + + function FaceNormalsHelper( 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 && objGeometry.isGeometry) ) { + + nNormals = objGeometry.faces.length; + + } else { + + console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' ); + + } + + // + + var geometry = new BufferGeometry(); + + var positions = new Float32Attribute( nNormals * 2 * 3, 3 ); + + geometry.addAttribute( 'position', positions ); + + LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) ); + + // + + this.matrixAutoUpdate = false; + this.update(); + + } + + FaceNormalsHelper.prototype = Object.create( LineSegments.prototype ); + FaceNormalsHelper.prototype.constructor = FaceNormalsHelper; + + FaceNormalsHelper.prototype.update = ( function () { + + var v1 = new Vector3(); + var v2 = new Vector3(); + var normalMatrix = new 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; + + }; + + }() ); + + /** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + */ + + function DirectionalLightHelper( light, size ) { + + Object3D.call( this ); + + this.light = light; + this.light.updateMatrixWorld(); + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + if ( size === undefined ) size = 1; + + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32Attribute( [ + - size, size, 0, + size, size, 0, + size, - size, 0, + - size, - size, 0, + - size, size, 0 + ], 3 ) ); + + var material = new LineBasicMaterial( { fog: false } ); + + this.add( new Line( geometry, material ) ); + + geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32Attribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) ); + + this.add( new Line( geometry, material )); + + this.update(); + + } + + DirectionalLightHelper.prototype = Object.create( Object3D.prototype ); + DirectionalLightHelper.prototype.constructor = DirectionalLightHelper; + + DirectionalLightHelper.prototype.dispose = function () { + + var lightPlane = this.children[ 0 ]; + var targetLine = this.children[ 1 ]; + + lightPlane.geometry.dispose(); + lightPlane.material.dispose(); + targetLine.geometry.dispose(); + targetLine.material.dispose(); + + }; + + DirectionalLightHelper.prototype.update = function () { + + var v1 = new Vector3(); + var v2 = new Vector3(); + var v3 = new Vector3(); + + return function update() { + + v1.setFromMatrixPosition( this.light.matrixWorld ); + v2.setFromMatrixPosition( this.light.target.matrixWorld ); + v3.subVectors( v2, v1 ); + + var lightPlane = this.children[ 0 ]; + var targetLine = this.children[ 1 ]; + + lightPlane.lookAt( v3 ); + lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); + + targetLine.lookAt( v3 ); + targetLine.scale.z = v3.length(); + + }; + + }(); + + /** + * @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 + */ + + function CameraHelper( camera ) { + + var geometry = new Geometry(); + var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: 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 Vector3() ); + geometry.colors.push( new Color( hex ) ); + + if ( pointMap[ id ] === undefined ) { + + pointMap[ id ] = []; + + } + + pointMap[ id ].push( geometry.vertices.length - 1 ); + + } + + LineSegments.call( this, geometry, material ); + + this.camera = camera; + if( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix(); + + this.matrix = camera.matrixWorld; + this.matrixAutoUpdate = false; + + this.pointMap = pointMap; + + this.update(); + + } + + CameraHelper.prototype = Object.create( LineSegments.prototype ); + CameraHelper.prototype.constructor = CameraHelper; + + CameraHelper.prototype.update = function () { + + var geometry, pointMap; + + var vector = new Vector3(); + var camera = new 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 update() { + + 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; + + }; + + }(); + + /** + * @author WestLangley / http://github.com/WestLangley + */ + + // a helper to show the world-axis-aligned bounding box for an object + + function BoundingBoxHelper( object, hex ) { + + var color = ( hex !== undefined ) ? hex : 0x888888; + + this.object = object; + + this.box = new Box3(); + + Mesh.call( this, new BoxGeometry( 1, 1, 1 ), new MeshBasicMaterial( { color: color, wireframe: true } ) ); + + } + + BoundingBoxHelper.prototype = Object.create( Mesh.prototype ); + BoundingBoxHelper.prototype.constructor = BoundingBoxHelper; + + BoundingBoxHelper.prototype.update = function () { + + this.box.setFromObject( this.object ); + + this.box.size( this.scale ); + + this.box.getCenter( this.position ); + + }; + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function BoxHelper( object, color ) { + + if ( color === undefined ) color = 0xffff00; + + 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 BufferGeometry(); + geometry.setIndex( new BufferAttribute( indices, 1 ) ); + geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) ); + + LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) ); + + if ( object !== undefined ) { + + this.update( object ); + + } + + } + + BoxHelper.prototype = Object.create( LineSegments.prototype ); + BoxHelper.prototype.constructor = BoxHelper; + + BoxHelper.prototype.update = ( function () { + + var box = new Box3(); + + return function update( object ) { + + if ( (object && object.isBox3) ) { + + box.copy( object ); + + } else { + + 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(); + + }; + + } )(); + + var lineGeometry = new BufferGeometry(); + lineGeometry.addAttribute( 'position', new Float32Attribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) ); + + var coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 ); + coneGeometry.translate( 0, - 0.5, 0 ); + + function ArrowHelper( dir, origin, length, color, headLength, headWidth ) { + + // dir is assumed to be normalized + + 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 Line( lineGeometry, new LineBasicMaterial( { color: color } ) ); + this.line.matrixAutoUpdate = false; + this.add( this.line ); + + this.cone = new Mesh( coneGeometry, new MeshBasicMaterial( { color: color } ) ); + this.cone.matrixAutoUpdate = false; + this.add( this.cone ); + + this.setDirection( dir ); + this.setLength( length, headLength, headWidth ); + + } + + ArrowHelper.prototype = Object.create( Object3D.prototype ); + ArrowHelper.prototype.constructor = ArrowHelper; + + ArrowHelper.prototype.setDirection = ( function () { + + var axis = new 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 ); + + } + + }; + + }() ); + + 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(); + + }; + + ArrowHelper.prototype.setColor = function ( color ) { + + this.line.material.color.copy( color ); + this.cone.material.color.copy( color ); + + }; + + /** + * @author sroucheray / http://sroucheray.org/ + * @author mrdoob / http://mrdoob.com/ + */ + + function AxisHelper( 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 BufferGeometry(); + geometry.addAttribute( 'position', new BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) ); + + var material = new LineBasicMaterial( { vertexColors: VertexColors } ); + + LineSegments.call( this, geometry, material ); + + } + + AxisHelper.prototype = Object.create( LineSegments.prototype ); + AxisHelper.prototype.constructor = AxisHelper; + + /** + * @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 + */ + + exports.CatmullRomCurve3 = ( function() { + + var + tmp = new 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 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 Vector3( + px.calc( weight ), + py.calc( weight ), + pz.calc( weight ) + ); + + return v; + + } + + ); + + } )(); + + /************************************************************** + * Closed Spline 3D curve + **************************************************************/ + + + function ClosedSplineCurve3( points ) { + + console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Please use THREE.CatmullRomCurve3.' ); + + exports.CatmullRomCurve3.call( this, points ); + this.type = 'catmullrom'; + this.closed = true; + + } + + ClosedSplineCurve3.prototype = Object.create( exports.CatmullRomCurve3.prototype ); + + /************************************************************** + * Spline 3D curve + **************************************************************/ + + + var SplineCurve3 = 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 = exports.CurveUtils.interpolate; + + return new 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 ) + ); + + } + + ); + + /************************************************************** + * Cubic Bezier 3D curve + **************************************************************/ + + exports.CubicBezierCurve3 = Curve.create( + + function ( v0, v1, v2, v3 ) { + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + this.v3 = v3; + + }, + + function ( t ) { + + var b3 = exports.ShapeUtils.b3; + + return new 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 ) + ); + + } + + ); + + /************************************************************** + * Quadratic Bezier 3D curve + **************************************************************/ + + exports.QuadraticBezierCurve3 = Curve.create( + + function ( v0, v1, v2 ) { + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + + }, + + function ( t ) { + + var b2 = exports.ShapeUtils.b2; + + return new 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 ) + ); + + } + + ); + + /************************************************************** + * Line3D + **************************************************************/ + + exports.LineCurve3 = Curve.create( + + function ( v1, v2 ) { + + this.v1 = v1; + this.v2 = v2; + + }, + + function ( t ) { + + if ( t === 1 ) { + + return this.v2.clone(); + + } + + var vector = new Vector3(); + + vector.subVectors( this.v2, this.v1 ); // diff + vector.multiplyScalar( t ); + vector.add( this.v1 ); + + return vector; + + } + + ); + + /************************************************************** + * Arc curve + **************************************************************/ + + function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + + EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); + + } + + ArcCurve.prototype = Object.create( EllipseCurve.prototype ); + ArcCurve.prototype.constructor = ArcCurve; + + /** + * @author alteredq / http://alteredqualia.com/ + */ + + exports.SceneUtils = { + + createMultiMaterialObject: function ( geometry, materials ) { + + var group = new Group(); + + for ( var i = 0, l = materials.length; i < l; i ++ ) { + + group.add( new 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 Matrix4(); + matrixWorldInverse.getInverse( parent.matrixWorld ); + child.applyMatrix( matrixWorldInverse ); + + scene.remove( child ); + parent.add( child ); + + } + + }; + + function Face4 ( a, b, c, d, normal, color, materialIndex ) { + console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' ); + return new Face3( a, b, c, normal, color, materialIndex ); + } + + var LineStrip = 0; + + var LinePieces = 1; + + function PointCloud ( geometry, material ) { + console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' ); + return new Points( geometry, material ); + } + + function ParticleSystem ( geometry, material ) { + console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' ); + return new Points( geometry, material ); + } + + function PointCloudMaterial ( parameters ) { + console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' ); + return new PointsMaterial( parameters ); + } + + function ParticleBasicMaterial ( parameters ) { + console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' ); + return new PointsMaterial( parameters ); + } + + function ParticleSystemMaterial ( parameters ) { + console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' ); + return new PointsMaterial( parameters ); + } + + function Vertex ( x, y, z ) { + console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' ); + return new Vector3( x, y, z ); + } + + // + + function EdgesHelper( object, hex ) { + console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' ); + return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) ); + } + + function WireframeHelper( object, hex ) { + console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' ); + return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) ); + } + + // + + Object.assign( Box2.prototype, { + center: function ( optionalTarget ) { + console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' ); + return this.getCenter( optionalTarget ); + }, + empty: function () { + console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' ); + return this.isEmpty(); + }, + isIntersectionBox: function ( box ) { + console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' ); + return this.intersectsBox( box ); + }, + size: function ( optionalTarget ) { + console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' ); + return this.getSize( optionalTarget ); + } + } ); + + Object.assign( Box3.prototype, { + center: function ( optionalTarget ) { + console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' ); + return this.getCenter( optionalTarget ); + }, + empty: function () { + console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' ); + return this.isEmpty(); + }, + isIntersectionBox: function ( box ) { + console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' ); + return this.intersectsBox( box ); + }, + isIntersectionSphere: function ( sphere ) { + console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); + return this.intersectsSphere( sphere ); + }, + size: function ( optionalTarget ) { + console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' ); + return this.getSize( optionalTarget ); + } + } ); + + Object.assign( Line3.prototype, { + center: function ( optionalTarget ) { + console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' ); + return this.getCenter( optionalTarget ); + } + } ); + + Object.assign( Matrix3.prototype, { + multiplyVector3: function ( vector ) { + console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' ); + return vector.applyMatrix3( this ); + }, + multiplyVector3Array: function ( a ) { + console.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' ); + return this.applyToVector3Array( a ); + } + } ); + + Object.assign( Matrix4.prototype, { + extractPosition: function ( m ) { + console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' ); + return this.copyPosition( m ); + }, + setRotationFromQuaternion: function ( q ) { + console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' ); + return this.makeRotationFromQuaternion( q ); + }, + multiplyVector3: function ( vector ) { + console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' ); + return vector.applyProjection( this ); + }, + multiplyVector4: function ( vector ) { + console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); + return vector.applyMatrix4( this ); + }, + multiplyVector3Array: function ( a ) { + console.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' ); + return this.applyToVector3Array( a ); + }, + rotateAxis: function ( v ) { + console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' ); + v.transformDirection( this ); + }, + crossVector: function ( vector ) { + console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); + return vector.applyMatrix4( this ); + }, + translate: function ( v ) { + console.error( 'THREE.Matrix4: .translate() has been removed.' ); + }, + rotateX: function ( angle ) { + console.error( 'THREE.Matrix4: .rotateX() has been removed.' ); + }, + rotateY: function ( angle ) { + console.error( 'THREE.Matrix4: .rotateY() has been removed.' ); + }, + rotateZ: function ( angle ) { + console.error( 'THREE.Matrix4: .rotateZ() has been removed.' ); + }, + rotateByAxis: function ( axis, angle ) { + console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' ); + } + } ); + + Object.assign( Plane.prototype, { + isIntersectionLine: function ( line ) { + console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' ); + return this.intersectsLine( line ); + } + } ); + + Object.assign( Quaternion.prototype, { + multiplyVector3: function ( vector ) { + console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' ); + return vector.applyQuaternion( this ); + } + } ); + + Object.assign( Ray.prototype, { + isIntersectionBox: function ( box ) { + console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' ); + return this.intersectsBox( box ); + }, + isIntersectionPlane: function ( plane ) { + console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' ); + return this.intersectsPlane( plane ); + }, + isIntersectionSphere: function ( sphere ) { + console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); + return this.intersectsSphere( sphere ); + } + } ); + + Object.assign( Shape.prototype, { + extrude: function ( options ) { + console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' ); + return new ExtrudeGeometry( this, options ); + }, + makeGeometry: function ( options ) { + console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' ); + return new ShapeGeometry( this, options ); + } + } ); + + Object.assign( Vector3.prototype, { + setEulerFromRotationMatrix: function () { + console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' ); + }, + setEulerFromQuaternion: function () { + console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' ); + }, + getPositionFromMatrix: function ( m ) { + console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' ); + return this.setFromMatrixPosition( m ); + }, + getScaleFromMatrix: function ( m ) { + console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' ); + return this.setFromMatrixScale( m ); + }, + getColumnFromMatrix: function ( index, matrix ) { + console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' ); + return this.setFromMatrixColumn( matrix, index ); + } + } ); + + // + + Object.assign( Object3D.prototype, { + getChildByName: function ( name ) { + console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' ); + return this.getObjectByName( name ); + }, + renderDepth: function ( value ) { + console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' ); + }, + translate: function ( distance, axis ) { + console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' ); + return this.translateOnAxis( axis, distance ); + } + } ); + + Object.defineProperties( 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; + } + }, + 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( LOD.prototype, { + objects: { + get: function () { + console.warn( 'THREE.LOD: .objects has been renamed to .levels.' ); + return this.levels; + } + } + } ); + + // + + PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) { + + console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " + + "Use .setFocalLength and .filmGauge for a photographic setup." ); + + if ( filmGauge !== undefined ) this.filmGauge = filmGauge; + this.setFocalLength( focalLength ); + + }; + + // + + Object.defineProperties( 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( BufferAttribute.prototype, { + length: { + get: function () { + console.warn( 'THREE.BufferAttribute: .length has been deprecated. Please use .count.' ); + return this.array.length; + } + } + } ); + + Object.assign( BufferGeometry.prototype, { + addIndex: function ( index ) { + console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' ); + this.setIndex( index ); + }, + addDrawCall: 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: function () { + console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' ); + this.clearGroups(); + }, + computeTangents: function () { + console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' ); + }, + computeOffsets: function () { + console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' ); + } + } ); + + Object.defineProperties( 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; + } + } + } ); + + // + + Object.defineProperties( 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 Color(); + } + } + } ); + + Object.defineProperties( 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( 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; + } + } + } ); + + // + + EventDispatcher.prototype = Object.assign( Object.create( { + + // Note: Extra base ensures these properties are not 'assign'ed. + + constructor: EventDispatcher, + + apply: function ( target ) { + + console.warn( "THREE.EventDispatcher: .apply is deprecated, " + + "just inherit or Object.assign the prototype to mix-in." ); + + Object.assign( target, this ); + + } + + } ), EventDispatcher.prototype ); + + // + + Object.assign( WebGLRenderer.prototype, { + supportsFloatTextures: function () { + console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' ); + return this.extensions.get( 'OES_texture_float' ); + }, + supportsHalfFloatTextures: function () { + console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' ); + return this.extensions.get( 'OES_texture_half_float' ); + }, + supportsStandardDerivatives: function () { + console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' ); + return this.extensions.get( 'OES_standard_derivatives' ); + }, + supportsCompressedTextureS3TC: function () { + console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' ); + return this.extensions.get( 'WEBGL_compressed_texture_s3tc' ); + }, + supportsCompressedTexturePVRTC: function () { + console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' ); + return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' ); + }, + supportsBlendMinMax: function () { + console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' ); + return this.extensions.get( 'EXT_blend_minmax' ); + }, + supportsVertexTextures: function () { + return this.capabilities.vertexTextures; + }, + supportsInstancedArrays: function () { + console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' ); + return this.extensions.get( 'ANGLE_instanced_arrays' ); + }, + enableScissorTest: function ( boolean ) { + console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' ); + this.setScissorTest( boolean ); + }, + initMaterial: function () { + console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' ); + }, + addPrePlugin: function () { + console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' ); + }, + addPostPlugin: function () { + console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' ); + }, + updateShadowMap: function () { + console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' ); + } + } ); + + Object.defineProperties( WebGLRenderer.prototype, { + 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( WebGLShadowMap.prototype, { + cullFace: { + get: function () { + return this.renderReverseSided ? CullFaceFront : CullFaceBack; + }, + set: function ( cullFace ) { + var value = ( cullFace !== CullFaceBack ); + console.warn( "WebGLRenderer: .shadowMap.cullFace is deprecated. Set .shadowMap.renderReverseSided to " + value + "." ); + this.renderReverseSided = value; + } + } + } ); + + // + + Object.defineProperties( 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; + } + } + } ); + + // + + Object.assign( Audio.prototype, { + load: function ( file ) { + console.warn( 'THREE.Audio: .load has been deprecated. Please use THREE.AudioLoader.' ); + var scope = this; + var audioLoader = new AudioLoader(); + audioLoader.load( file, function ( buffer ) { + scope.setBuffer( buffer ); + } ); + return this; + } + } ); + + Object.assign( AudioAnalyser.prototype, { + getData: function ( file ) { + console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' ); + return this.getFrequencyData(); + } + } ); + + // + + var 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.isMesh ) { + + 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(); + + } + + }; + + var ImageUtils = { + + crossOrigin: undefined, + + loadTexture: function ( url, mapping, onLoad, onError ) { + + console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' ); + + var loader = new 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 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.' ); + + } + + }; + + // + + function Projector () { + + 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().' ); + + }; + + } + + // + + function CanvasRenderer () { + + console.error( 'THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js' ); + + this.domElement = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + this.clear = function () {}; + this.render = function () {}; + this.setClearColor = function () {}; + this.setSize = function () {}; + + } + + Object.defineProperty( exports, 'AudioContext', { + get: function () { + return exports.getAudioContext(); + } + }); + + exports.WebGLRenderTargetCube = WebGLRenderTargetCube; + exports.WebGLRenderTarget = WebGLRenderTarget; + exports.WebGLRenderer = WebGLRenderer; + exports.ShaderLib = ShaderLib; + exports.UniformsLib = UniformsLib; + exports.ShaderChunk = ShaderChunk; + exports.FogExp2 = FogExp2; + exports.Fog = Fog; + exports.Scene = Scene; + exports.LensFlare = LensFlare; + exports.Sprite = Sprite; + exports.LOD = LOD; + exports.SkinnedMesh = SkinnedMesh; + exports.Skeleton = Skeleton; + exports.Bone = Bone; + exports.Mesh = Mesh; + exports.LineSegments = LineSegments; + exports.Line = Line; + exports.Points = Points; + exports.Group = Group; + exports.VideoTexture = VideoTexture; + exports.DataTexture = DataTexture; + exports.CompressedTexture = CompressedTexture; + exports.CubeTexture = CubeTexture; + exports.CanvasTexture = CanvasTexture; + exports.DepthTexture = DepthTexture; + exports.TextureIdCount = TextureIdCount; + exports.Texture = Texture; + exports.MaterialIdCount = MaterialIdCount; + exports.CompressedTextureLoader = CompressedTextureLoader; + exports.BinaryTextureLoader = BinaryTextureLoader; + exports.DataTextureLoader = DataTextureLoader; + exports.CubeTextureLoader = CubeTextureLoader; + exports.TextureLoader = TextureLoader; + exports.ObjectLoader = ObjectLoader; + exports.MaterialLoader = MaterialLoader; + exports.BufferGeometryLoader = BufferGeometryLoader; + exports.LoadingManager = LoadingManager; + exports.JSONLoader = JSONLoader; + exports.ImageLoader = ImageLoader; + exports.FontLoader = FontLoader; + exports.XHRLoader = XHRLoader; + exports.Loader = Loader; + exports.AudioLoader = AudioLoader; + exports.SpotLightShadow = SpotLightShadow; + exports.SpotLight = SpotLight; + exports.PointLight = PointLight; + exports.HemisphereLight = HemisphereLight; + exports.DirectionalLightShadow = DirectionalLightShadow; + exports.DirectionalLight = DirectionalLight; + exports.AmbientLight = AmbientLight; + exports.LightShadow = LightShadow; + exports.Light = Light; + exports.StereoCamera = StereoCamera; + exports.PerspectiveCamera = PerspectiveCamera; + exports.OrthographicCamera = OrthographicCamera; + exports.CubeCamera = CubeCamera; + exports.Camera = Camera; + exports.AudioListener = AudioListener; + exports.PositionalAudio = PositionalAudio; + exports.getAudioContext = getAudioContext; + exports.AudioAnalyser = AudioAnalyser; + exports.Audio = Audio; + exports.VectorKeyframeTrack = VectorKeyframeTrack; + exports.StringKeyframeTrack = StringKeyframeTrack; + exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack; + exports.NumberKeyframeTrack = NumberKeyframeTrack; + exports.ColorKeyframeTrack = ColorKeyframeTrack; + exports.BooleanKeyframeTrack = BooleanKeyframeTrack; + exports.PropertyMixer = PropertyMixer; + exports.PropertyBinding = PropertyBinding; + exports.KeyframeTrack = KeyframeTrack; + exports.AnimationObjectGroup = AnimationObjectGroup; + exports.AnimationMixer = AnimationMixer; + exports.AnimationClip = AnimationClip; + exports.Uniform = Uniform; + exports.InstancedBufferGeometry = InstancedBufferGeometry; + exports.BufferGeometry = BufferGeometry; + exports.GeometryIdCount = GeometryIdCount; + exports.Geometry = Geometry; + exports.InterleavedBufferAttribute = InterleavedBufferAttribute; + exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer; + exports.InterleavedBuffer = InterleavedBuffer; + exports.InstancedBufferAttribute = InstancedBufferAttribute; + exports.DynamicBufferAttribute = DynamicBufferAttribute; + exports.Float64Attribute = Float64Attribute; + exports.Float32Attribute = Float32Attribute; + exports.Uint32Attribute = Uint32Attribute; + exports.Int32Attribute = Int32Attribute; + exports.Uint16Attribute = Uint16Attribute; + exports.Int16Attribute = Int16Attribute; + exports.Uint8ClampedAttribute = Uint8ClampedAttribute; + exports.Uint8Attribute = Uint8Attribute; + exports.Int8Attribute = Int8Attribute; + exports.BufferAttribute = BufferAttribute; + exports.Face3 = Face3; + exports.Object3DIdCount = Object3DIdCount; + exports.Object3D = Object3D; + exports.Raycaster = Raycaster; + exports.Layers = Layers; + exports.EventDispatcher = EventDispatcher; + exports.Clock = Clock; + exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant; + exports.LinearInterpolant = LinearInterpolant; + exports.DiscreteInterpolant = DiscreteInterpolant; + exports.CubicInterpolant = CubicInterpolant; + exports.Interpolant = Interpolant; + exports.Triangle = Triangle; + exports.Spline = Spline; + exports.Spherical = Spherical; + exports.Plane = Plane; + exports.Frustum = Frustum; + exports.Sphere = Sphere; + exports.Ray = Ray; + exports.Matrix4 = Matrix4; + exports.Matrix3 = Matrix3; + exports.Box3 = Box3; + exports.Box2 = Box2; + exports.Line3 = Line3; + exports.Euler = Euler; + exports.Vector4 = Vector4; + exports.Vector3 = Vector3; + exports.Vector2 = Vector2; + exports.Quaternion = Quaternion; + exports.Color = Color; + exports.MorphBlendMesh = MorphBlendMesh; + exports.ImmediateRenderObject = ImmediateRenderObject; + exports.VertexNormalsHelper = VertexNormalsHelper; + exports.SpotLightHelper = SpotLightHelper; + exports.SkeletonHelper = SkeletonHelper; + exports.PointLightHelper = PointLightHelper; + exports.HemisphereLightHelper = HemisphereLightHelper; + exports.GridHelper = GridHelper; + exports.FaceNormalsHelper = FaceNormalsHelper; + exports.DirectionalLightHelper = DirectionalLightHelper; + exports.CameraHelper = CameraHelper; + exports.BoundingBoxHelper = BoundingBoxHelper; + exports.BoxHelper = BoxHelper; + exports.ArrowHelper = ArrowHelper; + exports.AxisHelper = AxisHelper; + exports.ClosedSplineCurve3 = ClosedSplineCurve3; + exports.SplineCurve3 = SplineCurve3; + exports.ArcCurve = ArcCurve; + exports.EllipseCurve = EllipseCurve; + exports.SplineCurve = SplineCurve; + exports.CubicBezierCurve = CubicBezierCurve; + exports.QuadraticBezierCurve = QuadraticBezierCurve; + exports.LineCurve = LineCurve; + exports.Shape = Shape; + exports.ShapePath = ShapePath; + exports.Path = Path; + exports.Font = Font; + exports.CurvePath = CurvePath; + exports.Curve = Curve; + exports.WireframeGeometry = WireframeGeometry; + exports.ParametricGeometry = ParametricGeometry; + exports.TetrahedronGeometry = TetrahedronGeometry; + exports.OctahedronGeometry = OctahedronGeometry; + exports.IcosahedronGeometry = IcosahedronGeometry; + exports.DodecahedronGeometry = DodecahedronGeometry; + exports.PolyhedronGeometry = PolyhedronGeometry; + exports.TubeGeometry = TubeGeometry; + exports.TorusKnotGeometry = TorusKnotGeometry; + exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry; + exports.TorusGeometry = TorusGeometry; + exports.TorusBufferGeometry = TorusBufferGeometry; + exports.TextGeometry = TextGeometry; + exports.SphereBufferGeometry = SphereBufferGeometry; + exports.SphereGeometry = SphereGeometry; + exports.RingGeometry = RingGeometry; + exports.RingBufferGeometry = RingBufferGeometry; + exports.PlaneBufferGeometry = PlaneBufferGeometry; + exports.PlaneGeometry = PlaneGeometry; + exports.LatheGeometry = LatheGeometry; + exports.LatheBufferGeometry = LatheBufferGeometry; + exports.ShapeGeometry = ShapeGeometry; + exports.ExtrudeGeometry = ExtrudeGeometry; + exports.EdgesGeometry = EdgesGeometry; + exports.ConeGeometry = ConeGeometry; + exports.ConeBufferGeometry = ConeBufferGeometry; + exports.CylinderGeometry = CylinderGeometry; + exports.CylinderBufferGeometry = CylinderBufferGeometry; + exports.CircleBufferGeometry = CircleBufferGeometry; + exports.CircleGeometry = CircleGeometry; + exports.BoxBufferGeometry = BoxBufferGeometry; + exports.BoxGeometry = BoxGeometry; + exports.ShadowMaterial = ShadowMaterial; + exports.SpriteMaterial = SpriteMaterial; + exports.RawShaderMaterial = RawShaderMaterial; + exports.ShaderMaterial = ShaderMaterial; + exports.PointsMaterial = PointsMaterial; + exports.MultiMaterial = MultiMaterial; + exports.MeshPhysicalMaterial = MeshPhysicalMaterial; + exports.MeshStandardMaterial = MeshStandardMaterial; + exports.MeshPhongMaterial = MeshPhongMaterial; + exports.MeshNormalMaterial = MeshNormalMaterial; + exports.MeshLambertMaterial = MeshLambertMaterial; + exports.MeshDepthMaterial = MeshDepthMaterial; + exports.MeshBasicMaterial = MeshBasicMaterial; + exports.LineDashedMaterial = LineDashedMaterial; + exports.LineBasicMaterial = LineBasicMaterial; + exports.Material = Material; + exports.REVISION = REVISION; + exports.MOUSE = MOUSE; + exports.CullFaceNone = CullFaceNone; + exports.CullFaceBack = CullFaceBack; + exports.CullFaceFront = CullFaceFront; + exports.CullFaceFrontBack = CullFaceFrontBack; + exports.FrontFaceDirectionCW = FrontFaceDirectionCW; + exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW; + exports.BasicShadowMap = BasicShadowMap; + exports.PCFShadowMap = PCFShadowMap; + exports.PCFSoftShadowMap = PCFSoftShadowMap; + exports.FrontSide = FrontSide; + exports.BackSide = BackSide; + exports.DoubleSide = DoubleSide; + exports.FlatShading = FlatShading; + exports.SmoothShading = SmoothShading; + exports.NoColors = NoColors; + exports.FaceColors = FaceColors; + exports.VertexColors = VertexColors; + exports.NoBlending = NoBlending; + exports.NormalBlending = NormalBlending; + exports.AdditiveBlending = AdditiveBlending; + exports.SubtractiveBlending = SubtractiveBlending; + exports.MultiplyBlending = MultiplyBlending; + exports.CustomBlending = CustomBlending; + exports.BlendingMode = BlendingMode; + exports.AddEquation = AddEquation; + exports.SubtractEquation = SubtractEquation; + exports.ReverseSubtractEquation = ReverseSubtractEquation; + exports.MinEquation = MinEquation; + exports.MaxEquation = MaxEquation; + exports.ZeroFactor = ZeroFactor; + exports.OneFactor = OneFactor; + exports.SrcColorFactor = SrcColorFactor; + exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor; + exports.SrcAlphaFactor = SrcAlphaFactor; + exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor; + exports.DstAlphaFactor = DstAlphaFactor; + exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor; + exports.DstColorFactor = DstColorFactor; + exports.OneMinusDstColorFactor = OneMinusDstColorFactor; + exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor; + exports.NeverDepth = NeverDepth; + exports.AlwaysDepth = AlwaysDepth; + exports.LessDepth = LessDepth; + exports.LessEqualDepth = LessEqualDepth; + exports.EqualDepth = EqualDepth; + exports.GreaterEqualDepth = GreaterEqualDepth; + exports.GreaterDepth = GreaterDepth; + exports.NotEqualDepth = NotEqualDepth; + exports.MultiplyOperation = MultiplyOperation; + exports.MixOperation = MixOperation; + exports.AddOperation = AddOperation; + exports.NoToneMapping = NoToneMapping; + exports.LinearToneMapping = LinearToneMapping; + exports.ReinhardToneMapping = ReinhardToneMapping; + exports.Uncharted2ToneMapping = Uncharted2ToneMapping; + exports.CineonToneMapping = CineonToneMapping; + exports.UVMapping = UVMapping; + exports.CubeReflectionMapping = CubeReflectionMapping; + exports.CubeRefractionMapping = CubeRefractionMapping; + exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping; + exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping; + exports.SphericalReflectionMapping = SphericalReflectionMapping; + exports.CubeUVReflectionMapping = CubeUVReflectionMapping; + exports.CubeUVRefractionMapping = CubeUVRefractionMapping; + exports.TextureMapping = TextureMapping; + exports.RepeatWrapping = RepeatWrapping; + exports.ClampToEdgeWrapping = ClampToEdgeWrapping; + exports.MirroredRepeatWrapping = MirroredRepeatWrapping; + exports.TextureWrapping = TextureWrapping; + exports.NearestFilter = NearestFilter; + exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter; + exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter; + exports.LinearFilter = LinearFilter; + exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter; + exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter; + exports.TextureFilter = TextureFilter; + exports.UnsignedByteType = UnsignedByteType; + exports.ByteType = ByteType; + exports.ShortType = ShortType; + exports.UnsignedShortType = UnsignedShortType; + exports.IntType = IntType; + exports.UnsignedIntType = UnsignedIntType; + exports.FloatType = FloatType; + exports.HalfFloatType = HalfFloatType; + exports.UnsignedShort4444Type = UnsignedShort4444Type; + exports.UnsignedShort5551Type = UnsignedShort5551Type; + exports.UnsignedShort565Type = UnsignedShort565Type; + exports.UnsignedInt248Type = UnsignedInt248Type; + exports.AlphaFormat = AlphaFormat; + exports.RGBFormat = RGBFormat; + exports.RGBAFormat = RGBAFormat; + exports.LuminanceFormat = LuminanceFormat; + exports.LuminanceAlphaFormat = LuminanceAlphaFormat; + exports.RGBEFormat = RGBEFormat; + exports.DepthFormat = DepthFormat; + exports.DepthStencilFormat = DepthStencilFormat; + exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format; + exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format; + exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format; + exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format; + exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format; + exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format; + exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format; + exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format; + exports.RGB_ETC1_Format = RGB_ETC1_Format; + exports.LoopOnce = LoopOnce; + exports.LoopRepeat = LoopRepeat; + exports.LoopPingPong = LoopPingPong; + exports.InterpolateDiscrete = InterpolateDiscrete; + exports.InterpolateLinear = InterpolateLinear; + exports.InterpolateSmooth = InterpolateSmooth; + exports.ZeroCurvatureEnding = ZeroCurvatureEnding; + exports.ZeroSlopeEnding = ZeroSlopeEnding; + exports.WrapAroundEnding = WrapAroundEnding; + exports.TrianglesDrawMode = TrianglesDrawMode; + exports.TriangleStripDrawMode = TriangleStripDrawMode; + exports.TriangleFanDrawMode = TriangleFanDrawMode; + exports.LinearEncoding = LinearEncoding; + exports.sRGBEncoding = sRGBEncoding; + exports.GammaEncoding = GammaEncoding; + exports.RGBEEncoding = RGBEEncoding; + exports.LogLuvEncoding = LogLuvEncoding; + exports.RGBM7Encoding = RGBM7Encoding; + exports.RGBM16Encoding = RGBM16Encoding; + exports.RGBDEncoding = RGBDEncoding; + exports.BasicDepthPacking = BasicDepthPacking; + exports.RGBADepthPacking = RGBADepthPacking; + exports.CubeGeometry = BoxGeometry; + exports.Face4 = Face4; + exports.LineStrip = LineStrip; + exports.LinePieces = LinePieces; + exports.MeshFaceMaterial = MultiMaterial; + exports.PointCloud = PointCloud; + exports.Particle = Sprite; + exports.ParticleSystem = ParticleSystem; + exports.PointCloudMaterial = PointCloudMaterial; + exports.ParticleBasicMaterial = ParticleBasicMaterial; + exports.ParticleSystemMaterial = ParticleSystemMaterial; + exports.Vertex = Vertex; + exports.EdgesHelper = EdgesHelper; + exports.WireframeHelper = WireframeHelper; + exports.GeometryUtils = GeometryUtils; + exports.ImageUtils = ImageUtils; + exports.Projector = Projector; + exports.CanvasRenderer = CanvasRenderer; + + Object.defineProperty(exports, '__esModule', { value: true }); + + }))); + +/***/ }, +/* 3 */ +/***/ function(module, exports, __webpack_require__) { + + var THREE = __webpack_require__(2); + + /** + * @author James Baicoianu / http://www.baicoianu.com/ + */ + + THREE.FlyControls = function ( object, domElement ) { + + this.object = object; + + this.domElement = ( domElement !== undefined ) ? domElement : document; + if ( domElement ) this.domElement.setAttribute( 'tabindex', - 1 ); + + // API + + this.movementSpeed = 1.0; + this.rollSpeed = 0.005; + + this.dragToLook = false; + this.autoForward = false; + + // disable default target object behavior + + // internals + + this.movementSpeedMultiplier = 1.0; + this.yawSpeedMultiplier = 1.0; + + this.tmpQuaternion = new THREE.Quaternion(); + + this.mouseStatus = 0; + + this.moveState = { up: 0, down: 0, left: 0, right: 0, forward: 0, back: 0, pitchUp: 0, pitchDown: 0, yawLeft: 0, yawRight: 0, rollLeft: 0, rollRight: 0 }; + this.moveVector = new THREE.Vector3( 0, 0, 0 ); + this.rotationVector = new THREE.Vector3( 0, 0, 0 ); + + this.handleEvent = function ( event ) { + + if ( typeof this[ event.type ] == 'function' ) { + + this[ event.type ]( event ); + + } + + }; + + this.keydown = function( event ) { + + if ( event.altKey ) { + + return; + + } + + //event.preventDefault(); + + switch ( event.keyCode ) { + + case 16: /* shift */ this.yawSpeedMultiplier = 2; this.movementSpeedMultiplier = 5; break; + + case 87: /*W*/ this.moveState.forward = 1; break; + case 83: /*S*/ this.moveState.back = 1; break; + + case 65: /*A*/ this.moveState.left = 1; break; + case 68: /*D*/ this.moveState.right = 1; break; + + case 82: /*R*/ this.moveState.up = 1; break; + case 70: /*F*/ this.moveState.down = 1; break; + + case 38: /*up*/ this.moveState.pitchUp = 1; break; + case 40: /*down*/ this.moveState.pitchDown = 1; break; + + case 37: /*left*/ this.moveState.yawLeft = 1; break; + case 39: /*right*/ this.moveState.yawRight = 1; break; + + case 81: /*Q*/ this.moveState.rollLeft = 1; break; + case 69: /*E*/ this.moveState.rollRight = 1; break; + + } + + this.updateMovementVector(); + this.updateRotationVector(); + + }; + + this.keyup = function( event ) { + + switch ( event.keyCode ) { + + case 16: /* shift */ this.yawSpeedMultiplier = 1; this.movementSpeedMultiplier = 1; break; + + case 87: /*W*/ this.moveState.forward = 0; break; + case 83: /*S*/ this.moveState.back = 0; break; + + case 65: /*A*/ this.moveState.left = 0; break; + case 68: /*D*/ this.moveState.right = 0; break; + + case 82: /*R*/ this.moveState.up = 0; break; + case 70: /*F*/ this.moveState.down = 0; break; + + case 38: /*up*/ this.moveState.pitchUp = 0; break; + case 40: /*down*/ this.moveState.pitchDown = 0; break; + + case 37: /*left*/ this.moveState.yawLeft = 0; break; + case 39: /*right*/ this.moveState.yawRight = 0; break; + + case 81: /*Q*/ this.moveState.rollLeft = 0; break; + case 69: /*E*/ this.moveState.rollRight = 0; break; + + } + + this.updateMovementVector(); + this.updateRotationVector(); + + }; + + this.mousedown = function( event ) { + + if ( this.domElement !== document ) { + + this.domElement.focus(); + + } + + event.preventDefault(); + event.stopPropagation(); + + if ( this.dragToLook ) { + + this.mouseStatus ++; + + } else { + + switch ( event.button ) { + + case 0: this.moveState.forward = 1; break; + case 2: this.moveState.back = 1; break; + + } + + this.updateMovementVector(); + + } + + }; + + this.mousemove = function( event ) { + + if ( ! this.dragToLook || this.mouseStatus > 0 ) { + + var container = this.getContainerDimensions(); + var halfWidth = container.size[ 0 ] / 2; + var halfHeight = container.size[ 1 ] / 2; + + this.moveState.yawLeft = - ( ( event.pageX - container.offset[ 0 ] ) - halfWidth ) / halfWidth; + this.moveState.pitchDown = ( ( event.pageY - container.offset[ 1 ] ) - halfHeight ) / halfHeight; + + this.updateRotationVector(); + + } + + }; + + this.mouseup = function( event ) { + + event.preventDefault(); + event.stopPropagation(); + + if ( this.dragToLook ) { + + this.mouseStatus --; + + this.moveState.yawLeft = this.moveState.pitchDown = 0; + + } else { + + switch ( event.button ) { + + case 0: this.moveState.forward = 0; break; + case 2: this.moveState.back = 0; break; + + } + + this.updateMovementVector(); + + } + + this.updateRotationVector(); + + }; + + this.update = function( delta ) { + + var moveMult = delta * this.movementSpeed * this.movementSpeedMultiplier; + var rotMult = delta * this.rollSpeed; + + this.object.translateX( this.moveVector.x * moveMult ); + this.object.translateY( this.moveVector.y * moveMult ); + this.object.translateZ( this.moveVector.z * moveMult ); + + this.tmpQuaternion.set( this.rotationVector.x * rotMult, this.rotationVector.y * rotMult, this.rotationVector.z * rotMult, 1 ).normalize(); + this.object.quaternion.multiply( this.tmpQuaternion ); + + // expose the rotation vector for convenience + this.object.rotation.setFromQuaternion( this.object.quaternion, this.object.rotation.order ); + + + }; + + this.updateMovementVector = function() { + + var forward = ( this.moveState.forward || ( this.autoForward && ! this.moveState.back ) ) ? 1 : 0; + + this.moveVector.x = ( - this.moveState.left + this.moveState.right ); + this.moveVector.y = ( - this.moveState.down + this.moveState.up ); + this.moveVector.z = ( - forward + this.moveState.back ); + + //console.log( 'move:', [ this.moveVector.x, this.moveVector.y, this.moveVector.z ] ); + + }; + + this.updateRotationVector = function() { + + this.rotationVector.x = ( - this.moveState.pitchDown + this.moveState.pitchUp ); + this.rotationVector.y = ( - this.moveState.yawRight + this.moveState.yawLeft ) * this.yawSpeedMultiplier; + this.rotationVector.z = ( - this.moveState.rollRight + this.moveState.rollLeft ); + + //console.log( 'rotate:', [ this.rotationVector.x, this.rotationVector.y, this.rotationVector.z ] ); + + }; + + this.getContainerDimensions = function() { + + if ( this.domElement != document ) { + + return { + size : [ this.domElement.offsetWidth, this.domElement.offsetHeight ], + offset : [ this.domElement.offsetLeft, this.domElement.offsetTop ] + }; + + } else { + + return { + size : [ window.innerWidth, window.innerHeight ], + offset : [ 0, 0 ] + }; + + } + + }; + + function bind( scope, fn ) { + + return function () { + + fn.apply( scope, arguments ); + + }; + + } + + function contextmenu( event ) { + + event.preventDefault(); + + } + + this.dispose = function() { + + this.domElement.removeEventListener( 'contextmenu', contextmenu, false ); + this.domElement.removeEventListener( 'mousedown', _mousedown, false ); + this.domElement.removeEventListener( 'mousemove', _mousemove, false ); + this.domElement.removeEventListener( 'mouseup', _mouseup, false ); + + window.removeEventListener( 'keydown', _keydown, false ); + window.removeEventListener( 'keyup', _keyup, false ); + + } + + var _mousemove = bind( this, this.mousemove ); + var _mousedown = bind( this, this.mousedown ); + var _mouseup = bind( this, this.mouseup ); + var _keydown = bind( this, this.keydown ); + var _keyup = bind( this, this.keyup ); + + this.domElement.addEventListener( 'contextmenu', contextmenu, false ); + + this.domElement.addEventListener( 'mousemove', _mousemove, false ); + this.domElement.addEventListener( 'mousedown', _mousedown, false ); + this.domElement.addEventListener( 'mouseup', _mouseup, false ); + + window.addEventListener( 'keydown', _keydown, false ); + window.addEventListener( 'keyup', _keyup, false ); + + this.updateMovementVector(); + this.updateRotationVector(); + + }; + + +/***/ }, +/* 4 */ +/***/ function(module, exports) { + + var THREEx = THREEx || {} + + ////////////////////////////////////////////////////////////////////////////////// + // Constructor // + ////////////////////////////////////////////////////////////////////////////////// + + /** + * create a dynamic texture with a underlying canvas + * + * @param {Number} width width of the canvas + * @param {Number} height height of the canvas + */ + THREEx.DynamicTexture = function(width, height){ + var canvas = document.createElement( 'canvas' ) + canvas.width = width + canvas.height = height + this.canvas = canvas + + var context = canvas.getContext( '2d' ) + this.context = context + + var texture = new THREE.Texture(canvas) + this.texture = texture + } + + ////////////////////////////////////////////////////////////////////////////////// + // methods // + ////////////////////////////////////////////////////////////////////////////////// + + /** + * clear the canvas + * + * @param {String*} fillStyle the fillStyle to clear with, if not provided, fallback on .clearRect + * @return {THREEx.DynamicTexture} the object itself, for chained texture + */ + THREEx.DynamicTexture.prototype.clear = function(fillStyle){ + // depends on fillStyle + if( fillStyle !== undefined ){ + this.context.fillStyle = fillStyle + this.context.fillRect(0,0,this.canvas.width, this.canvas.height) + }else{ + this.context.clearRect(0,0,this.canvas.width, this.canvas.height) + } + // make the texture as .needsUpdate + this.texture.needsUpdate = true; + // for chained API + return this; + } + + /** + * draw text + * + * @param {String} text - the text to display + * @param {Number|undefined} x - if provided, it is the x where to draw, if not, the text is centered + * @param {Number} y - the y where to draw the text + * @param {String*} fillStyle - the fillStyle to clear with, if not provided, fallback on .clearRect + * @param {String*} contextFont - the font to use + * @return {THREEx.DynamicTexture} - the object itself, for chained texture + */ + THREEx.DynamicTexture.prototype.drawText = function(text, x, y, fillStyle, contextFont){ + // set font if needed + if( contextFont !== undefined ) this.context.font = contextFont; + // if x isnt provided + if( x === undefined || x === null ){ + var textSize = this.context.measureText(text); + x = (this.canvas.width - textSize.width) / 2; + } + // actually draw the text + this.context.fillStyle = fillStyle; + this.context.fillText(text, x, y); + // make the texture as .needsUpdate + this.texture.needsUpdate = true; + // for chained API + return this; + }; + + THREEx.DynamicTexture.prototype.drawTextCooked = function(options){ + var context = this.context + var canvas = this.canvas + options = options || {} + var text = options.text + var params = { + margin : options.margin !== undefined ? options.margin : 0.1, + lineHeight : options.lineHeight !== undefined ? options.lineHeight : 0.1, + align : options.align !== undefined ? options.align : 'left', + fillStyle : options.fillStyle !== undefined ? options.fillStyle : 'black', + font : options.font !== undefined ? options.font : "bold "+(0.2*512)+"px Arial", + } + // sanity check + console.assert(typeof(text) === 'string') + + context.save() + context.fillStyle = params.fillStyle; + context.font = params.font; + + var y = (params.lineHeight + params.margin)*canvas.height + while(text.length > 0 ){ + // compute the text for specifically this line + var maxText = computeMaxTextLength(text) + // update the remaining text + text = text.substr(maxText.length) + + + // compute x based on params.align + var textSize = context.measureText(maxText); + if( params.align === 'left' ){ + var x = params.margin*canvas.width + }else if( params.align === 'right' ){ + var x = (1-params.margin)*canvas.width - textSize.width + }else if( params.align === 'center' ){ + var x = (canvas.width - textSize.width) / 2; + }else console.assert( false ) + + // actually draw the text at the proper position + this.context.fillText(maxText, x, y); + + // goto the next line + y += params.lineHeight*canvas.height + } + context.restore() + + // make the texture as .needsUpdate + this.texture.needsUpdate = true; + // for chained API + return this; + + function computeMaxTextLength(text){ + var maxText = '' + var maxWidth = (1-params.margin*2)*canvas.width + while( maxText.length !== text.length ){ + var textSize = context.measureText(maxText); + if( textSize.width > maxWidth ) break; + maxText += text.substr(maxText.length, 1) + } + return maxText + } + } + + /** + * execute the drawImage on the internal context + * the arguments are the same the official context2d.drawImage + */ + THREEx.DynamicTexture.prototype.drawImage = function(/* same params as context2d.drawImage */){ + // call the drawImage + this.context.drawImage.apply(this.context, arguments) + // make the texture as .needsUpdate + this.texture.needsUpdate = true; + // for chained API + return this; + } + + window.THREEx = THREEx + + +/***/ }, +/* 5 */ +/***/ function(module, exports) { + + /* + # ---------------------------------------------------------------------- + # Copyright (C) 2016, Numenta, Inc. Unless you have an agreement + # with Numenta, Inc., for a separate license for this software code, the + # following terms and conditions apply: + # + # This program is free software: you can redistribute it and/or modify + # it under the terms of the GNU Affero Public License version 3 as + # published by the Free Software Foundation. + # + # This program is distributed in the hope that it will be useful, + # but WITHOUT ANY WARRANTY; without even the implied warranty of + # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + # See the GNU Affero Public License for more details. + # + # You should have received a copy of the GNU Affero Public License + # along with this program. If not, see http://www.gnu.org/licenses. + # + # http://numenta.org/licenses/ + # ---------------------------------------------------------------------- + */ + + /******************************************************************************* + * HTM Cells + *******************************************************************************/ + + /** + * This interface is used to update cell data within the SpToInputVisualization. + * Once created, use it to update cell values. + * @param x (int) x dimension + * @param y (int) y dimension + * @param z (int) z dimension + * @constructor + */ + function HtmCells(x, y, z) { + this.xdim = x; + this.ydim = y; + this.zdim = z; + this.cells = []; + + // Create initially empty matrices. + var ylist; + var zlist; + for (var cx = 0; cx < this.xdim; cx++) { + ylist = []; + for (var cy = 0; cy < this.ydim; cy++) { + zlist = []; + for (var cz = 0; cz < this.zdim; cz++) { + zlist.push({color: 0}); + } + ylist.push(zlist); + } + this.cells.push(ylist); + } + } + + HtmCells.prototype.getX = function() { + return this.xdim; + }; + + HtmCells.prototype.getY = function() { + return this.ydim; + }; + + HtmCells.prototype.getZ = function() { + return this.zdim; + }; + + /** + * Gets the value of the cell given the coordinates. + * @param x (int) x coordinate + * @param y (int) y coordinate + * @param z (int) z coordinate + * @returns {*} whatever value was in the cell + */ + HtmCells.prototype.getCellValue = function(x, y, z) { + // TODO: raise error if cell coordinates are invalid. + return this.cells[x][y][z]; + }; + + /** + * Allows user to update a cell's value. + * @param x (int) x coordinate + * @param y (int) y coordinate + * @param z (int) z coordinate + * @param value {*} should contain a color, perhaps more + */ + HtmCells.prototype.update = function(x, y, z, value) { + var currentValue = this.getCellValue(x, y, z); + var proposedValue; + for (var key in value) { + proposedValue = value[key]; + if (proposedValue !== currentValue[key]) { + currentValue[key] = proposedValue; + } + } + }; + + /** + * Updates all cell values to given value. + * @param value {*} Whatever value you want the cells to have. + */ + HtmCells.prototype.updateAll = function(value) { + for (var cx = 0; cx < this.xdim; cx++) { + for (var cy = 0; cy < this.ydim; cy++) { + for (var cz = 0; cz < this.zdim; cz++) { + this.update(cx, cy, cz, value); + } + } + } + }; + + module.exports = HtmCells; + + +/***/ }, +/* 6 */ +/***/ function(module, exports) { + + /* + # ---------------------------------------------------------------------- + # Copyright (C) 2016, Numenta, Inc. Unless you have an agreement + # with Numenta, Inc., for a separate license for this software code, the + # following terms and conditions apply: + # + # This program is free software: you can redistribute it and/or modify + # it under the terms of the GNU Affero Public License version 3 as + # published by the Free Software Foundation. + # + # This program is distributed in the hope that it will be useful, + # but WITHOUT ANY WARRANTY; without even the implied warranty of + # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + # See the GNU Affero Public License for more details. + # + # You should have received a copy of the GNU Affero Public License + # along with this program. If not, see http://www.gnu.org/licenses. + # + # http://numenta.org/licenses/ + # ---------------------------------------------------------------------- + */ + + function xyzToOneDimIndex(x, y, z, xMax, yMax, zMax) { + var result = (z * xMax * yMax) + (y * xMax) + x; + return result; + } + + function getXyzFromIndex(idx, rx, ry, rz) { + var result = {}; + var a = (rz * rx) + result.y = Math.floor(idx / a); + var b = idx - a * result.y; + result.x = Math.floor(b / rz); + result.z = b % rz; + return result; + } + + + /******************************************************************************* + * Input Cells + *******************************************************************************/ + + /** + * This interface is used to update cell data within the SpToInputVisualization. + * Once created, use it to update cell values. + * @param inputDimensions (array) same as you give the SP constructor. + * @constructor + */ + function InputCells(inputDimensions, square) { + this._inputDimensions = inputDimensions; + + // Defaults to one row. + this.xdim = inputDimensions[0]; + this.ydim = 1; + this.zdim = 1; + + if (square) { + this.xdim = Math.floor(Math.sqrt(this.xdim)); + this.ydim = this.xdim; + } + + this.cells = _.map(new Array(inputDimensions[0]), function(x, i) { + return {color: 0, cellIndex: i}; + }); + } + + InputCells.prototype.getX = function() { + return this.xdim; + }; + + InputCells.prototype.getY = function() { + return this.ydim; + }; + + InputCells.prototype.getZ = function() { + return this.zdim; + }; + + InputCells.prototype.getCellXyz = function(cellIndex) { + var out = getXyzFromIndex( + cellIndex, this.getX(), this.getY(), this.getZ() + ); + if (out.x >= this.getX()) throw new Error('x out of bounds'); + if (out.y >= this.getY()) throw new Error('y out of bounds'); + if (out.z >= this.getZ()) throw new Error('z out of bounds'); + return out; + }; + + /** + * Gets the value of the cell given the coordinates. + * @param x (int) x coordinate + * @param y (int) y coordinate + * @param z (int) z coordinate + * @returns {*} whatever value was in the cell + */ + InputCells.prototype.getCellValue = function(x, y, z) { + return this.cells[xyzToOneDimIndex(x, y, z, this.xdim, this.ydim, this.zdim)]; + }; + + /** + * Allows user to update a cell's value. + * @param value {*} should contain a color, perhaps more + */ + InputCells.prototype.update = function(index, value) { + var currentValue = this.cells[index]; + var proposedValue; + for (var key in value) { + proposedValue = value[key]; + if (proposedValue !== currentValue[key]) { + currentValue[key] = proposedValue; + } + } + }; + + /** + * Updates all cell values to given value. + * @param value {*} Whatever value you want the cells to have. + */ + InputCells.prototype.updateAll = function(value) { + var me = this; + _.times(this.cells.length, function(cellIndex) { + me.update(cellIndex, value); + }); + }; + + module.exports = InputCells; + + +/***/ }, +/* 7 */ +/***/ function(module, exports) { + + /* + # ---------------------------------------------------------------------- + # Copyright (C) 2016, Numenta, Inc. Unless you have an agreement + # with Numenta, Inc., for a separate license for this software code, the + # following terms and conditions apply: + # + # This program is free software: you can redistribute it and/or modify + # it under the terms of the GNU Affero Public License version 3 as + # published by the Free Software Foundation. + # + # This program is distributed in the hope that it will be useful, + # but WITHOUT ANY WARRANTY; without even the implied warranty of + # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + # See the GNU Affero Public License for more details. + # + # You should have received a copy of the GNU Affero Public License + # along with this program. If not, see http://www.gnu.org/licenses. + # + # http://numenta.org/licenses/ + # ---------------------------------------------------------------------- + */ + + function getXyzFromIndex(idx, rx, ry, rz) { + var result = {}; + var a = (rz * rx) + result.y = Math.floor(idx / a); + var b = idx - a * result.y; + result.x = Math.floor(b / rz); + result.z = b % rz; + return result; + } + + function xyzToOneDimIndex(x, y, z, xMax, yMax, zMax) { + var result = (z * xMax * yMax) + (y * xMax) + x; + return result; + } + + + /******************************************************************************* + * HTM Mini-Columns + *******************************************************************************/ + + /** + * This interface is used to update cell data within the SpToInputVisualization. + * Once created, use it to update cell values. + * @param x (int) x dimension + * @param y (int) y dimension + * @param z (int) z dimension + * @constructor + */ + function HtmMiniColumns(numColumns, cellsPerColumn, opts) { + if (!opts) opts = {}; + var me = this; + this.numColumns = numColumns; + this.cellsPerColumn = cellsPerColumn; + this.cellsPerRow = opts.cellsPerRow || 1; + this.cells = []; + _.times(this.getNumberOfCells(), function() { + me.cells.push({color: 0}); + }); + } + + //////////////////////////////////////////////////////////////////////////////// + // These functions operation from the context of the HTM system, not xyz. They + // are called by client code. + //////////////////////////////////////////////////////////////////////////////// + + HtmMiniColumns.prototype.getCellXyz = function(globalCellIndex) { + var out = getXyzFromIndex( + globalCellIndex, this.getX(), this.getY(), this.getZ() + ); + if (out.x >= this.getX()) throw new Error('x out of bounds'); + if (out.y >= this.getY()) throw new Error('y out of bounds'); + if (out.z >= this.getZ()) throw new Error('z out of bounds'); + return out; + }; + + //////////////////////////////////////////////////////////////////////////////// + // These functions operate from the context of xyz space. They are called by + // cell-viz to render the drawing. These functions translate between the two + // contexts. + //////////////////////////////////////////////////////////////////////////////// + + HtmMiniColumns.prototype.getX = function() { + return this.cellsPerRow; + }; + + HtmMiniColumns.prototype.getY = function() { + return Math.ceil(this.numColumns / this.cellsPerRow); + }; + + HtmMiniColumns.prototype.getZ = function() { + return this.cellsPerColumn; + }; + + HtmMiniColumns.prototype.getCellValue = function(x, y, z) { + return this.cells[this.getCellIndex(x, y, z)]; + }; + + HtmMiniColumns.prototype.getCellIndex = function(x, y, z) { + return xyzToOneDimIndex( + z, x, y, + this.getZ(), this.getX(), this.getY() + ); + }; + + //////////////////////////////////////////////////////////////////////////////// + // These update functions are called by client code to change the state of + // cells. They use the context of the HTM structure, not xyz. + //////////////////////////////////////////////////////////////////////////////// + + HtmMiniColumns.prototype.update = function(cellIndex, value) { + var currentValue = this.cells[cellIndex]; + var proposedValue; + for (var key in value) { + proposedValue = value[key]; + if (proposedValue !== currentValue[key]) { + currentValue[key] = proposedValue; + } + } + }; + + HtmMiniColumns.prototype.getNumberOfCells = function() { + return this.numColumns * this.cellsPerColumn; + }; + + HtmMiniColumns.prototype.getCellsInColumn = function(columnIndex) { + return _.filter(this.cells, function(cell) { + return cell.columnIndex == columnIndex; + }); + }; + + /** + * Updates all cell values to given value. + * @param value {*} Whatever value you want the cells to have. + */ + HtmMiniColumns.prototype.updateAll = function(value) { + var me = this; + _.times(this.getNumberOfCells(), function(cellIndex) { + me.update(cellIndex, value); + }); + }; + + module.exports = HtmMiniColumns; + + +/***/ }, +/* 8 */ +/***/ function(module, exports, __webpack_require__) { + + var THREE = __webpack_require__(2); + var OBJLoader = __webpack_require__(9); + var ColladaLoader = __webpack_require__(10); + + + /** + * + * @param opts (Object) Can contain 'geometry', 'spacing', 'elementId' + * @constructor + */ + function BaseGridVisualization(opts) { + if (!opts) opts = {}; + this.opts = opts; + this.geometry = opts.geometry; + this.spacing = opts.spacing; + this.width = undefined; + this.height = undefined; + this.$container = undefined; + this.camera = undefined; + this.controls = undefined; + this.light = undefined; + this.scene = undefined; + this.renderer = undefined; + this.loader = new ColladaLoader(); + this.projector = new THREE.Projector(); + this.targets = []; + this.cubeSize = opts.cubeSize || 100; + this.clock = new THREE.Clock(); + + this.loader.options.centerGeometry = true; + + // Use a default geometry. + if (! this.geometry) { + this.geometry = new THREE.BoxGeometry( + this.cubeSize, this.cubeSize, this.cubeSize + ); + } + // Use a default spacing. + if (! this.spacing) { + this.spacing = { + x: 1.4, y: 1.4, z: 1.4 + }; + } + + this._setupContainer(opts.elementId); + this._setupCamera(); + this._setupScene(); + this._setupControls(); + + this.offset = opts.offset || {}; + if (this.offset.x == undefined) this.offset.x = 0; + if (this.offset.y == undefined) this.offset.y = 0; + if (this.offset.z == undefined) this.offset.z = 0; + } + + BaseGridVisualization.prototype._setupContainer = function(elementId) { + if (elementId) { + this.$container = $('#' + elementId); + this.width = this.$container.innerWidth(); + this.height = this.$container.innerHeight(); + } else { + this.$container = $('body'); + this.width = window.innerWidth; + this.height = window.innerHeight; + } + }; + + BaseGridVisualization.prototype._setupCamera = function() { + // Set up camera position. + this.camera = new THREE.PerspectiveCamera( + 25, this.width / this.height, 50, 1e7 + ); + }; + + BaseGridVisualization.prototype._setupControls = function() { + var controls = this.controls = new THREE.FlyControls( this.camera, this.renderer.domElement ); + controls.movementSpeed = 1000; + controls.rollSpeed = Math.PI / 24; + controls.autoForward = false; + controls.dragToLook = true; + }; + + BaseGridVisualization.prototype._setupScene = function() { + var scene; + var renderer; + this.scene = new THREE.Scene(); + scene = this.scene; + this.light = new THREE.PointLight(0xFFFFFF); + scene.add(this.light); + + renderer = this.renderer = new THREE.WebGLRenderer(); + renderer.setClearColor(0xf0f0f0); + renderer.setPixelRatio(window.devicePixelRatio); + renderer.setSize(this.width, this.height); + renderer.sortObjects = false; + this.$container.append(renderer.domElement); + }; + + /* + * Creates all the geometries within the grid. These are only created once and + * updated as cells change over time, so this function should only be called + * one time for each grid of cells created in the scene. + */ + BaseGridVisualization.prototype._createMeshCells = + function(cells, grid, position, type) { + var scene = this.scene; + var meshCells = []; + var spacing = this.spacing; + var layerSpacing = this.layerSpacing; + var x = cells.getX(); + var y = cells.getY(); + var z = cells.getZ(); + var ydim, zdim, cube, material, cellValue, cellColor; + + for (var cx = 0; cx < x; cx++) { + ydim = []; + for (var cy = 0; cy < y; cy++) { + zdim = []; + for (var cz = 0; cz < z; cz++) { + cellValue = cells.getCellValue(cx, cy, cz); + if (cellValue) { + cellColor = cellValue.color; + if (cellColor == undefined) { + cellColor = cellValue.state.color; + } + material = new THREE.MeshPhongMaterial( { + color: cellColor, + polygonOffset: true, + polygonOffsetFactor: 1, // positive value pushes polygon further away + polygonOffsetUnits: 1, + transparent: true, + opacity: 1.0 + }); + material.alphaTest = 0.15; + + cube = new THREE.Mesh(this.geometry, material); + var geo = new THREE.EdgesGeometry( cube.geometry ); + // var mat = new THREE.LineBasicMaterial( { color: 0x333, linewidth: 1 } ); + // var wireframe = new THREE.LineSegments( geo, mat ); + // cube.add( wireframe ); + cube.position.x = position.x + (this.cubeSize * spacing.x) * cx; + cube.position.y = position.y - (this.cubeSize * spacing.y) * cy; + cube.position.z = position.z - (this.cubeSize * spacing.z) * cz; + + // Allow subclasses to mutate each cube. + if (typeof(this._mutateCube) == 'function') { + this._mutateCube(cube, cellValue, cx, cy, cz) + } + + cube.updateMatrix(); + cube.matrixAutoUpdate = false; + cube._cellData = { + type: type, x: cx, y: cy, z: cz + }; + grid.add(cube); + zdim.push(cube); + // Keep track of cubes in the grid so they can be clickable. + this.targets.push(cube); + } + } + // console.log('z: %s', zdim.length); + ydim.push(zdim); + } + meshCells.push(ydim); + // console.log('y: %s', ydim.length); + } + scene.add(grid); + return meshCells; + }; + + /* + * Updates the mesh cell colors based on the cells, which might have changed. + * This function should only be called when the cells change. + */ + BaseGridVisualization.prototype._applyMeshCells = function(cells, meshCells, position) { + var cube, cellValue; + var spacing = this.spacing; + + for (var cx = 0; cx < cells.getX(); cx++) { + for (var cy = 0; cy < cells.getY(); cy++) { + for (var cz = 0; cz < cells.getZ(); cz++) { + cube = meshCells[cx][cy][cz]; + cellValue = cells.getCellValue(cx, cy, cz); + if (cellValue) { + cube.material.color = new THREE.Color(cellValue.color || cellValue.state.color); + cube.position.x = position.x + (this.cubeSize * spacing.x) * cx; + cube.position.y = position.y - (this.cubeSize * spacing.y) * cy; + cube.position.z = position.z - (this.cubeSize * spacing.z) * cz; + // Allow subclasses to mutate each cube. + if (typeof(this._mutateCube) == 'function') { + this._mutateCube(cube, cellValue, cx, cy, cz) + } + cube.updateMatrix(); + } + } + } + } + }; + + BaseGridVisualization.prototype.getOffsetCenterPosition = function(cells, cubeSize, spacing, offset) { + return { + x: (offset.x * cubeSize * spacing.x) - (cells.getX() * cubeSize * spacing.x) / 2, + y: (offset.y * cubeSize * spacing.y) + (cells.getY() * cubeSize * spacing.y) / 2, + z: (offset.z * cubeSize * spacing.z) + }; + }; + + /* + * Gets clickable cubes in the grids. See example2.html. + */ + BaseGridVisualization.prototype.getTargets = function() { + return this.targets; + }; + + module.exports = BaseGridVisualization; + + +/***/ }, +/* 9 */ +/***/ function(module, exports) { + + 'use strict'; + + module.exports = function (THREE) { + + /** + * @author mrdoob / http://mrdoob.com/ + */ + THREE.OBJLoader = function (manager) { + + this.manager = manager !== undefined ? manager : THREE.DefaultLoadingManager; + }; + + THREE.OBJLoader.prototype = { + + constructor: THREE.OBJLoader, + + load: function load(url, onLoad, onProgress, onError) { + + var scope = this; + + var loader = new THREE.XHRLoader(scope.manager); + loader.load(url, function (text) { + + onLoad(scope.parse(text)); + }, onProgress, onError); + }, + + parse: function parse(text) { + + console.time('OBJLoader'); + + var object, + objects = []; + var geometry, material; + + function parseVertexIndex(value) { + + var index = parseInt(value); + + return (index >= 0 ? index - 1 : index + vertices.length / 3) * 3; + } + + function parseNormalIndex(value) { + + var index = parseInt(value); + + return (index >= 0 ? index - 1 : index + normals.length / 3) * 3; + } + + function parseUVIndex(value) { + + var index = parseInt(value); + + return (index >= 0 ? index - 1 : index + uvs.length / 2) * 2; + } + + function addVertex(a, b, c) { + + geometry.vertices.push(vertices[a], vertices[a + 1], vertices[a + 2], vertices[b], vertices[b + 1], vertices[b + 2], vertices[c], vertices[c + 1], vertices[c + 2]); + } + + function addNormal(a, b, c) { + + geometry.normals.push(normals[a], normals[a + 1], normals[a + 2], normals[b], normals[b + 1], normals[b + 2], normals[c], normals[c + 1], normals[c + 2]); + } + + function addUV(a, b, c) { + + geometry.uvs.push(uvs[a], uvs[a + 1], uvs[b], uvs[b + 1], uvs[c], uvs[c + 1]); + } + + function addFace(a, b, c, d, ua, ub, uc, ud, na, nb, nc, nd) { + + var ia = parseVertexIndex(a); + var ib = parseVertexIndex(b); + var ic = parseVertexIndex(c); + var id; + + if (d === undefined) { + + addVertex(ia, ib, ic); + } else { + + id = parseVertexIndex(d); + + addVertex(ia, ib, id); + addVertex(ib, ic, id); + } + + if (ua !== undefined) { + + ia = parseUVIndex(ua); + ib = parseUVIndex(ub); + ic = parseUVIndex(uc); + + if (d === undefined) { + + addUV(ia, ib, ic); + } else { + + id = parseUVIndex(ud); + + addUV(ia, ib, id); + addUV(ib, ic, id); + } + } + + if (na !== undefined) { + + ia = parseNormalIndex(na); + ib = parseNormalIndex(nb); + ic = parseNormalIndex(nc); + + if (d === undefined) { + + addNormal(ia, ib, ic); + } else { + + id = parseNormalIndex(nd); + + addNormal(ia, ib, id); + addNormal(ib, ic, id); + } + } + } + + // create mesh if no objects in text + + if (/^o /gm.test(text) === false) { + + geometry = { + vertices: [], + normals: [], + uvs: [] + }; + + material = { + name: '' + }; + + object = { + name: '', + geometry: geometry, + material: material + }; + + objects.push(object); + } + + var vertices = []; + var normals = []; + var uvs = []; + + // v float float float + + var vertex_pattern = /v( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/; + + // vn float float float + + var normal_pattern = /vn( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/; + + // vt float float + + var uv_pattern = /vt( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/; + + // f vertex vertex vertex ... + + var face_pattern1 = /f( +-?\d+)( +-?\d+)( +-?\d+)( +-?\d+)?/; + + // f vertex/uv vertex/uv vertex/uv ... + + var face_pattern2 = /f( +(-?\d+)\/(-?\d+))( +(-?\d+)\/(-?\d+))( +(-?\d+)\/(-?\d+))( +(-?\d+)\/(-?\d+))?/; + + // f vertex/uv/normal vertex/uv/normal vertex/uv/normal ... + + var face_pattern3 = /f( +(-?\d+)\/(-?\d+)\/(-?\d+))( +(-?\d+)\/(-?\d+)\/(-?\d+))( +(-?\d+)\/(-?\d+)\/(-?\d+))( +(-?\d+)\/(-?\d+)\/(-?\d+))?/; + + // f vertex//normal vertex//normal vertex//normal ... + + var face_pattern4 = /f( +(-?\d+)\/\/(-?\d+))( +(-?\d+)\/\/(-?\d+))( +(-?\d+)\/\/(-?\d+))( +(-?\d+)\/\/(-?\d+))?/; + + // + + var lines = text.split('\n'); + + for (var i = 0; i < lines.length; i++) { + + var line = lines[i]; + line = line.trim(); + + var result; + + if (line.length === 0 || line.charAt(0) === '#') { + + continue; + } else if ((result = vertex_pattern.exec(line)) !== null) { + + // ["v 1.0 2.0 3.0", "1.0", "2.0", "3.0"] + + vertices.push(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])); + } else if ((result = normal_pattern.exec(line)) !== null) { + + // ["vn 1.0 2.0 3.0", "1.0", "2.0", "3.0"] + + normals.push(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])); + } else if ((result = uv_pattern.exec(line)) !== null) { + + // ["vt 0.1 0.2", "0.1", "0.2"] + + uvs.push(parseFloat(result[1]), parseFloat(result[2])); + } else if ((result = face_pattern1.exec(line)) !== null) { + + // ["f 1 2 3", "1", "2", "3", undefined] + + addFace(result[1], result[2], result[3], result[4]); + } else if ((result = face_pattern2.exec(line)) !== null) { + + // ["f 1/1 2/2 3/3", " 1/1", "1", "1", " 2/2", "2", "2", " 3/3", "3", "3", undefined, undefined, undefined] + + addFace(result[2], result[5], result[8], result[11], result[3], result[6], result[9], result[12]); + } else if ((result = face_pattern3.exec(line)) !== null) { + + // ["f 1/1/1 2/2/2 3/3/3", " 1/1/1", "1", "1", "1", " 2/2/2", "2", "2", "2", " 3/3/3", "3", "3", "3", undefined, undefined, undefined, undefined] + + addFace(result[2], result[6], result[10], result[14], result[3], result[7], result[11], result[15], result[4], result[8], result[12], result[16]); + } else if ((result = face_pattern4.exec(line)) !== null) { + + // ["f 1//1 2//2 3//3", " 1//1", "1", "1", " 2//2", "2", "2", " 3//3", "3", "3", undefined, undefined, undefined] + + addFace(result[2], result[5], result[8], result[11], undefined, undefined, undefined, undefined, result[3], result[6], result[9], result[12]); + } else if (/^o /.test(line)) { + + geometry = { + vertices: [], + normals: [], + uvs: [] + }; + + material = { + name: '' + }; + + object = { + name: line.substring(2).trim(), + geometry: geometry, + material: material + }; + + objects.push(object); + } else if (/^g /.test(line)) { + + // group + + } else if (/^usemtl /.test(line)) { + + // material + + material.name = line.substring(7).trim(); + } else if (/^mtllib /.test(line)) { + + // mtl file + + } else if (/^s /.test(line)) { + + // smooth shading + + } else { + + // console.log( "THREE.OBJLoader: Unhandled line " + line ); + + } + } + + var container = new THREE.Object3D(); + var l; + + for (i = 0, l = objects.length; i < l; i++) { + + object = objects[i]; + geometry = object.geometry; + + var buffergeometry = new THREE.BufferGeometry(); + + buffergeometry.addAttribute('position', new THREE.BufferAttribute(new Float32Array(geometry.vertices), 3)); + + if (geometry.normals.length > 0) { + + buffergeometry.addAttribute('normal', new THREE.BufferAttribute(new Float32Array(geometry.normals), 3)); + } + + if (geometry.uvs.length > 0) { + + buffergeometry.addAttribute('uv', new THREE.BufferAttribute(new Float32Array(geometry.uvs), 2)); + } + + material = new THREE.MeshLambertMaterial({ + color: 0xff0000 + }); + material.name = object.material.name; + + var mesh = new THREE.Mesh(buffergeometry, material); + mesh.name = object.name; + + container.add(mesh); + } + + console.timeEnd('OBJLoader'); + + return container; + } + + }; + }; + +/***/ }, +/* 10 */ +/***/ function(module, exports, __webpack_require__) { + + var THREE = __webpack_require__( 2 ); + + /** + * @author Tim Knip / http://www.floorplanner.com/ / tim at floorplanner.com + * @author Tony Parisi / http://www.tonyparisi.com/ + */ + + var ColladaLoader = function () { + + var COLLADA = null; + var scene = null; + var visualScene; + var kinematicsModel; + + var readyCallbackFunc = null; + + var sources = {}; + var images = {}; + var animations = {}; + var controllers = {}; + var geometries = {}; + var materials = {}; + var effects = {}; + var cameras = {}; + var lights = {}; + + var animData; + var kinematics; + var visualScenes; + var kinematicsModels; + var baseUrl; + var morphs; + var skins; + + var flip_uv = true; + var preferredShading = THREE.SmoothShading; + + var options = { + // Force Geometry to always be centered at the local origin of the + // containing Mesh. + centerGeometry: false, + + // Axis conversion is done for geometries, animations, and controllers. + // If we ever pull cameras or lights out of the COLLADA file, they'll + // need extra work. + convertUpAxis: false, + + subdivideFaces: true, + + upAxis: 'Y', + + // For reflective or refractive materials we'll use this cubemap + defaultEnvMap: null + + }; + + var colladaUnit = 1.0; + var colladaUp = 'Y'; + var upConversion = null; + + function load ( url, readyCallback, progressCallback, failCallback ) { + + var length = 0; + + if ( document.implementation && document.implementation.createDocument ) { + + var request = new XMLHttpRequest(); + + request.onreadystatechange = function() { + + if ( request.readyState === 4 ) { + + if ( request.status === 0 || request.status === 200 ) { + + if ( request.response ) { + + readyCallbackFunc = readyCallback; + parse( request.response, undefined, url ); + + } else { + + if ( failCallback ) { + + failCallback(); + + } else { + + console.error( "ColladaLoader: Empty or non-existing file (" + url + ")" ); + + } + + } + + } + + } else if ( request.readyState === 3 ) { + + if ( progressCallback ) { + + if ( length === 0 ) { + + length = request.getResponseHeader( "Content-Length" ); + + } + + progressCallback( { total: length, loaded: request.responseText.length } ); + + } + + } + + }; + + request.open( "GET", url, true ); + request.send( null ); + + } else { + + alert( "Don't know how to parse XML!" ); + + } + + } + + function parse( text, callBack, url ) { + + COLLADA = new DOMParser().parseFromString( text, 'text/xml' ); + callBack = callBack || readyCallbackFunc; + + if ( url !== undefined ) { + + var parts = url.split( '/' ); + parts.pop(); + baseUrl = ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/'; + + } + + parseAsset(); + setUpConversion(); + images = parseLib( "library_images image", _Image, "image" ); + materials = parseLib( "library_materials material", Material, "material" ); + effects = parseLib( "library_effects effect", Effect, "effect" ); + geometries = parseLib( "library_geometries geometry", Geometry, "geometry" ); + cameras = parseLib( "library_cameras camera", Camera, "camera" ); + lights = parseLib( "library_lights light", Light, "light" ); + controllers = parseLib( "library_controllers controller", Controller, "controller" ); + animations = parseLib( "library_animations animation", Animation, "animation" ); + visualScenes = parseLib( "library_visual_scenes visual_scene", VisualScene, "visual_scene" ); + kinematicsModels = parseLib( "library_kinematics_models kinematics_model", KinematicsModel, "kinematics_model" ); + + morphs = []; + skins = []; + + visualScene = parseScene(); + scene = new THREE.Group(); + + for ( var i = 0; i < visualScene.nodes.length; i ++ ) { + + scene.add( createSceneGraph( visualScene.nodes[ i ] ) ); + + } + + // unit conversion + scene.scale.multiplyScalar( colladaUnit ); + + createAnimations(); + + kinematicsModel = parseKinematicsModel(); + createKinematics(); + + var result = { + + scene: scene, + morphs: morphs, + skins: skins, + animations: animData, + kinematics: kinematics, + dae: { + images: images, + materials: materials, + cameras: cameras, + lights: lights, + effects: effects, + geometries: geometries, + controllers: controllers, + animations: animations, + visualScenes: visualScenes, + visualScene: visualScene, + scene: visualScene, + kinematicsModels: kinematicsModels, + kinematicsModel: kinematicsModel + } + + }; + + if ( callBack ) { + + callBack( result ); + + } + + return result; + + } + + function setPreferredShading ( shading ) { + + preferredShading = shading; + + } + + function parseAsset () { + + var elements = COLLADA.querySelectorAll('asset'); + + var element = elements[0]; + + if ( element && element.childNodes ) { + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[ i ]; + + switch ( child.nodeName ) { + + case 'unit': + + var meter = child.getAttribute( 'meter' ); + + if ( meter ) { + + colladaUnit = parseFloat( meter ); + + } + + break; + + case 'up_axis': + + colladaUp = child.textContent.charAt(0); + break; + + } + + } + + } + + } + + function parseLib ( q, classSpec, prefix ) { + + var elements = COLLADA.querySelectorAll(q); + + var lib = {}; + + var i = 0; + + var elementsLength = elements.length; + + for ( var j = 0; j < elementsLength; j ++ ) { + + var element = elements[j]; + var daeElement = ( new classSpec() ).parse( element ); + + if ( !daeElement.id || daeElement.id.length === 0 ) daeElement.id = prefix + ( i ++ ); + lib[ daeElement.id ] = daeElement; + + } + + return lib; + + } + + function parseScene() { + + var sceneElement = COLLADA.querySelectorAll('scene instance_visual_scene')[0]; + + if ( sceneElement ) { + + var url = sceneElement.getAttribute( 'url' ).replace( /^#/, '' ); + return visualScenes[ url.length > 0 ? url : 'visual_scene0' ]; + + } else { + + return null; + + } + + } + + function parseKinematicsModel() { + + var kinematicsModelElement = COLLADA.querySelectorAll('instance_kinematics_model')[0]; + + if ( kinematicsModelElement ) { + + var url = kinematicsModelElement.getAttribute( 'url' ).replace(/^#/, ''); + return kinematicsModels[ url.length > 0 ? url : 'kinematics_model0' ]; + + } else { + + return null; + + } + + } + + function createAnimations() { + + animData = []; + + // fill in the keys + recurseHierarchy( scene ); + + } + + function recurseHierarchy( node ) { + + var n = visualScene.getChildById( node.colladaId, true ), + newData = null; + + if ( n && n.keys ) { + + newData = { + fps: 60, + hierarchy: [ { + node: n, + keys: n.keys, + sids: n.sids + } ], + node: node, + name: 'animation_' + node.name, + length: 0 + }; + + animData.push(newData); + + for ( var i = 0, il = n.keys.length; i < il; i ++ ) { + + newData.length = Math.max( newData.length, n.keys[i].time ); + + } + + } else { + + newData = { + hierarchy: [ { + keys: [], + sids: [] + } ] + } + + } + + for ( var i = 0, il = node.children.length; i < il; i ++ ) { + + var d = recurseHierarchy( node.children[i] ); + + for ( var j = 0, jl = d.hierarchy.length; j < jl; j ++ ) { + + newData.hierarchy.push( { + keys: [], + sids: [] + } ); + + } + + } + + return newData; + + } + + function calcAnimationBounds () { + + var start = 1000000; + var end = -start; + var frames = 0; + var ID; + for ( var id in animations ) { + + var animation = animations[ id ]; + ID = ID || animation.id; + for ( var i = 0; i < animation.sampler.length; i ++ ) { + + var sampler = animation.sampler[ i ]; + + sampler.create(); + + start = Math.min( start, sampler.startTime ); + end = Math.max( end, sampler.endTime ); + frames = Math.max( frames, sampler.input.length ); + + } + + } + + return { start:start, end:end, frames:frames,ID:ID }; + + } + + function createMorph ( geometry, ctrl ) { + + var morphCtrl = ctrl instanceof InstanceController ? controllers[ ctrl.url ] : ctrl; + + if ( !morphCtrl || !morphCtrl.morph ) { + + console.log("could not find morph controller!"); + return; + + } + + var morph = morphCtrl.morph; + + for ( var i = 0; i < morph.targets.length; i ++ ) { + + var target_id = morph.targets[ i ]; + var daeGeometry = geometries[ target_id ]; + + if ( !daeGeometry.mesh || + !daeGeometry.mesh.primitives || + !daeGeometry.mesh.primitives.length ) { + continue; + } + + var target = daeGeometry.mesh.primitives[ 0 ].geometry; + + if ( target.vertices.length === geometry.vertices.length ) { + + geometry.morphTargets.push( { name: "target_1", vertices: target.vertices } ); + + } + + } + + geometry.morphTargets.push( { name: "target_Z", vertices: geometry.vertices } ); + + } + + function createSkin ( geometry, ctrl, applyBindShape ) { + + var skinCtrl = controllers[ ctrl.url ]; + + if ( !skinCtrl || !skinCtrl.skin ) { + + console.log( "could not find skin controller!" ); + return; + + } + + if ( !ctrl.skeleton || !ctrl.skeleton.length ) { + + console.log( "could not find the skeleton for the skin!" ); + return; + + } + + var skin = skinCtrl.skin; + var skeleton = visualScene.getChildById( ctrl.skeleton[ 0 ] ); + var hierarchy = []; + + applyBindShape = applyBindShape !== undefined ? applyBindShape : true; + + var bones = []; + geometry.skinWeights = []; + geometry.skinIndices = []; + + //createBones( geometry.bones, skin, hierarchy, skeleton, null, -1 ); + //createWeights( skin, geometry.bones, geometry.skinIndices, geometry.skinWeights ); + + /* + geometry.animation = { + name: 'take_001', + fps: 30, + length: 2, + JIT: true, + hierarchy: hierarchy + }; + */ + + if ( applyBindShape ) { + + for ( var i = 0; i < geometry.vertices.length; i ++ ) { + + geometry.vertices[ i ].applyMatrix4( skin.bindShapeMatrix ); + + } + + } + + } + + function setupSkeleton ( node, bones, frame, parent ) { + + node.world = node.world || new THREE.Matrix4(); + node.localworld = node.localworld || new THREE.Matrix4(); + node.world.copy( node.matrix ); + node.localworld.copy( node.matrix ); + + if ( node.channels && node.channels.length ) { + + var channel = node.channels[ 0 ]; + var m = channel.sampler.output[ frame ]; + + if ( m instanceof THREE.Matrix4 ) { + + node.world.copy( m ); + node.localworld.copy(m); + if (frame === 0) + node.matrix.copy(m); + } + + } + + if ( parent ) { + + node.world.multiplyMatrices( parent, node.world ); + + } + + bones.push( node ); + + for ( var i = 0; i < node.nodes.length; i ++ ) { + + setupSkeleton( node.nodes[ i ], bones, frame, node.world ); + + } + + } + + function setupSkinningMatrices ( bones, skin ) { + + // FIXME: this is dumb... + + for ( var i = 0; i < bones.length; i ++ ) { + + var bone = bones[ i ]; + var found = -1; + + if ( bone.type != 'JOINT' ) continue; + + for ( var j = 0; j < skin.joints.length; j ++ ) { + + if ( bone.sid === skin.joints[ j ] ) { + + found = j; + break; + + } + + } + + if ( found >= 0 ) { + + var inv = skin.invBindMatrices[ found ]; + + bone.invBindMatrix = inv; + bone.skinningMatrix = new THREE.Matrix4(); + bone.skinningMatrix.multiplyMatrices(bone.world, inv); // (IBMi * JMi) + bone.animatrix = new THREE.Matrix4(); + + bone.animatrix.copy(bone.localworld); + bone.weights = []; + + for ( var j = 0; j < skin.weights.length; j ++ ) { + + for (var k = 0; k < skin.weights[ j ].length; k ++ ) { + + var w = skin.weights[ j ][ k ]; + + if ( w.joint === found ) { + + bone.weights.push( w ); + + } + + } + + } + + } else { + + console.warn( "ColladaLoader: Could not find joint '" + bone.sid + "'." ); + + bone.skinningMatrix = new THREE.Matrix4(); + bone.weights = []; + + } + } + + } + + //Walk the Collada tree and flatten the bones into a list, extract the position, quat and scale from the matrix + function flattenSkeleton(skeleton) { + + var list = []; + var walk = function(parentid, node, list) { + + var bone = {}; + bone.name = node.sid; + bone.parent = parentid; + bone.matrix = node.matrix; + var data = [ new THREE.Vector3(),new THREE.Quaternion(),new THREE.Vector3() ]; + bone.matrix.decompose(data[0], data[1], data[2]); + + bone.pos = [ data[0].x,data[0].y,data[0].z ]; + + bone.scl = [ data[2].x,data[2].y,data[2].z ]; + bone.rotq = [ data[1].x,data[1].y,data[1].z,data[1].w ]; + list.push(bone); + + for (var i in node.nodes) { + + walk(node.sid, node.nodes[i], list); + + } + + }; + + walk(-1, skeleton, list); + return list; + + } + + //Move the vertices into the pose that is proper for the start of the animation + function skinToBindPose(geometry,skeleton,skinController) { + + var bones = []; + setupSkeleton( skeleton, bones, -1 ); + setupSkinningMatrices( bones, skinController.skin ); + var v = new THREE.Vector3(); + var skinned = []; + + for (var i = 0; i < geometry.vertices.length; i ++) { + + skinned.push(new THREE.Vector3()); + + } + + for ( i = 0; i < bones.length; i ++ ) { + + if ( bones[ i ].type != 'JOINT' ) continue; + + for ( var j = 0; j < bones[ i ].weights.length; j ++ ) { + + var w = bones[ i ].weights[ j ]; + var vidx = w.index; + var weight = w.weight; + + var o = geometry.vertices[vidx]; + var s = skinned[vidx]; + + v.x = o.x; + v.y = o.y; + v.z = o.z; + + v.applyMatrix4( bones[i].skinningMatrix ); + + s.x += (v.x * weight); + s.y += (v.y * weight); + s.z += (v.z * weight); + } + + } + + for (var i = 0; i < geometry.vertices.length; i ++) { + + geometry.vertices[i] = skinned[i]; + + } + + } + + function applySkin ( geometry, instanceCtrl, frame ) { + + var skinController = controllers[ instanceCtrl.url ]; + + frame = frame !== undefined ? frame : 40; + + if ( !skinController || !skinController.skin ) { + + console.log( 'ColladaLoader: Could not find skin controller.' ); + return; + + } + + if ( !instanceCtrl.skeleton || !instanceCtrl.skeleton.length ) { + + console.log( 'ColladaLoader: Could not find the skeleton for the skin. ' ); + return; + + } + + var animationBounds = calcAnimationBounds(); + var skeleton = visualScene.getChildById( instanceCtrl.skeleton[0], true ) || visualScene.getChildBySid( instanceCtrl.skeleton[0], true ); + + //flatten the skeleton into a list of bones + var bonelist = flattenSkeleton(skeleton); + var joints = skinController.skin.joints; + + //sort that list so that the order reflects the order in the joint list + var sortedbones = []; + for (var i = 0; i < joints.length; i ++) { + + for (var j = 0; j < bonelist.length; j ++) { + + if (bonelist[j].name === joints[i]) { + + sortedbones[i] = bonelist[j]; + + } + + } + + } + + //hook up the parents by index instead of name + for (var i = 0; i < sortedbones.length; i ++) { + + for (var j = 0; j < sortedbones.length; j ++) { + + if (sortedbones[i].parent === sortedbones[j].name) { + + sortedbones[i].parent = j; + + } + + } + + } + + + var i, j, w, vidx, weight; + var v = new THREE.Vector3(), o, s; + + // move vertices to bind shape + for ( i = 0; i < geometry.vertices.length; i ++ ) { + geometry.vertices[i].applyMatrix4( skinController.skin.bindShapeMatrix ); + } + + var skinIndices = []; + var skinWeights = []; + var weights = skinController.skin.weights; + + // hook up the skin weights + // TODO - this might be a good place to choose greatest 4 weights + for ( var i =0; i < weights.length; i ++ ) { + + var indicies = new THREE.Vector4(weights[i][0] ? weights[i][0].joint : 0,weights[i][1] ? weights[i][1].joint : 0,weights[i][2] ? weights[i][2].joint : 0,weights[i][3] ? weights[i][3].joint : 0); + var weight = new THREE.Vector4(weights[i][0] ? weights[i][0].weight : 0,weights[i][1] ? weights[i][1].weight : 0,weights[i][2] ? weights[i][2].weight : 0,weights[i][3] ? weights[i][3].weight : 0); + + skinIndices.push(indicies); + skinWeights.push(weight); + + } + + geometry.skinIndices = skinIndices; + geometry.skinWeights = skinWeights; + geometry.bones = sortedbones; + // process animation, or simply pose the rig if no animation + + //create an animation for the animated bones + //NOTE: this has no effect when using morphtargets + var animationdata = { "name":animationBounds.ID,"fps":30,"length":animationBounds.frames / 30,"hierarchy":[] }; + + for (var j = 0; j < sortedbones.length; j ++) { + + animationdata.hierarchy.push({ parent:sortedbones[j].parent, name:sortedbones[j].name, keys:[] }); + + } + + console.log( 'ColladaLoader:', animationBounds.ID + ' has ' + sortedbones.length + ' bones.' ); + + + + skinToBindPose(geometry, skeleton, skinController); + + + for ( frame = 0; frame < animationBounds.frames; frame ++ ) { + + var bones = []; + var skinned = []; + // process the frame and setup the rig with a fresh + // transform, possibly from the bone's animation channel(s) + + setupSkeleton( skeleton, bones, frame ); + setupSkinningMatrices( bones, skinController.skin ); + + for (var i = 0; i < bones.length; i ++) { + + for (var j = 0; j < animationdata.hierarchy.length; j ++) { + + if (animationdata.hierarchy[j].name === bones[i].sid) { + + var key = {}; + key.time = (frame / 30); + key.matrix = bones[i].animatrix; + + if (frame === 0) + bones[i].matrix = key.matrix; + + var data = [ new THREE.Vector3(),new THREE.Quaternion(),new THREE.Vector3() ]; + key.matrix.decompose(data[0], data[1], data[2]); + + key.pos = [ data[0].x,data[0].y,data[0].z ]; + + key.scl = [ data[2].x,data[2].y,data[2].z ]; + key.rot = data[1]; + + animationdata.hierarchy[j].keys.push(key); + + } + + } + + } + + geometry.animation = animationdata; + + } + + } + + function createKinematics() { + + if ( kinematicsModel && kinematicsModel.joints.length === 0 ) { + kinematics = undefined; + return; + } + + var jointMap = {}; + + var _addToMap = function( jointIndex, parentVisualElement ) { + + var parentVisualElementId = parentVisualElement.getAttribute( 'id' ); + var colladaNode = visualScene.getChildById( parentVisualElementId, true ); + var joint = kinematicsModel.joints[ jointIndex ]; + + scene.traverse(function( node ) { + + if ( node.colladaId == parentVisualElementId ) { + + jointMap[ jointIndex ] = { + node: node, + transforms: colladaNode.transforms, + joint: joint, + position: joint.zeroPosition + }; + + } + + }); + + }; + + kinematics = { + + joints: kinematicsModel && kinematicsModel.joints, + + getJointValue: function( jointIndex ) { + + var jointData = jointMap[ jointIndex ]; + + if ( jointData ) { + + return jointData.position; + + } else { + + console.log( 'getJointValue: joint ' + jointIndex + ' doesn\'t exist' ); + + } + + }, + + setJointValue: function( jointIndex, value ) { + + var jointData = jointMap[ jointIndex ]; + + if ( jointData ) { + + var joint = jointData.joint; + + if ( value > joint.limits.max || value < joint.limits.min ) { + + console.log( 'setJointValue: joint ' + jointIndex + ' value ' + value + ' outside of limits (min: ' + joint.limits.min + ', max: ' + joint.limits.max + ')' ); + + } else if ( joint.static ) { + + console.log( 'setJointValue: joint ' + jointIndex + ' is static' ); + + } else { + + var threejsNode = jointData.node; + var axis = joint.axis; + var transforms = jointData.transforms; + + var matrix = new THREE.Matrix4(); + + for (i = 0; i < transforms.length; i ++ ) { + + var transform = transforms[ i ]; + + // kinda ghetto joint detection + if ( transform.sid && transform.sid.indexOf( 'joint' + jointIndex ) !== -1 ) { + + // apply actual joint value here + switch ( joint.type ) { + + case 'revolute': + + matrix.multiply( m1.makeRotationAxis( axis, THREE.Math.degToRad(value) ) ); + break; + + case 'prismatic': + + matrix.multiply( m1.makeTranslation(axis.x * value, axis.y * value, axis.z * value ) ); + break; + + default: + + console.warn( 'setJointValue: unknown joint type: ' + joint.type ); + break; + + } + + } else { + + var m1 = new THREE.Matrix4(); + + switch ( transform.type ) { + + case 'matrix': + + matrix.multiply( transform.obj ); + + break; + + case 'translate': + + matrix.multiply( m1.makeTranslation( transform.obj.x, transform.obj.y, transform.obj.z ) ); + + break; + + case 'rotate': + + matrix.multiply( m1.makeRotationAxis( transform.obj, transform.angle ) ); + + break; + + } + } + } + + // apply the matrix to the threejs node + var elementsFloat32Arr = matrix.elements; + var elements = Array.prototype.slice.call( elementsFloat32Arr ); + + var elementsRowMajor = [ + elements[ 0 ], + elements[ 4 ], + elements[ 8 ], + elements[ 12 ], + elements[ 1 ], + elements[ 5 ], + elements[ 9 ], + elements[ 13 ], + elements[ 2 ], + elements[ 6 ], + elements[ 10 ], + elements[ 14 ], + elements[ 3 ], + elements[ 7 ], + elements[ 11 ], + elements[ 15 ] + ]; + + threejsNode.matrix.set.apply( threejsNode.matrix, elementsRowMajor ); + threejsNode.matrix.decompose( threejsNode.position, threejsNode.quaternion, threejsNode.scale ); + } + + } else { + + console.log( 'setJointValue: joint ' + jointIndex + ' doesn\'t exist' ); + + } + + } + + }; + + var element = COLLADA.querySelector('scene instance_kinematics_scene'); + + if ( element ) { + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[ i ]; + + if ( child.nodeType != 1 ) continue; + + switch ( child.nodeName ) { + + case 'bind_joint_axis': + + var visualTarget = child.getAttribute( 'target' ).split( '/' ).pop(); + var axis = child.querySelector('axis param').textContent; + var jointIndex = parseInt( axis.split( 'joint' ).pop().split( '.' )[0] ); + var visualTargetElement = COLLADA.querySelector( '[sid="' + visualTarget + '"]' ); + + if ( visualTargetElement ) { + var parentVisualElement = visualTargetElement.parentElement; + _addToMap(jointIndex, parentVisualElement); + } + + break; + + default: + + break; + + } + + } + } + + } + + function createSceneGraph ( node, parent ) { + + var obj = new THREE.Object3D(); + var skinned = false; + var skinController; + var morphController; + var i, j; + + // FIXME: controllers + + for ( i = 0; i < node.controllers.length; i ++ ) { + + var controller = controllers[ node.controllers[ i ].url ]; + + switch ( controller.type ) { + + case 'skin': + + if ( geometries[ controller.skin.source ] ) { + + var inst_geom = new InstanceGeometry(); + + inst_geom.url = controller.skin.source; + inst_geom.instance_material = node.controllers[ i ].instance_material; + + node.geometries.push( inst_geom ); + skinned = true; + skinController = node.controllers[ i ]; + + } else if ( controllers[ controller.skin.source ] ) { + + // urgh: controller can be chained + // handle the most basic case... + + var second = controllers[ controller.skin.source ]; + morphController = second; + // skinController = node.controllers[i]; + + if ( second.morph && geometries[ second.morph.source ] ) { + + var inst_geom = new InstanceGeometry(); + + inst_geom.url = second.morph.source; + inst_geom.instance_material = node.controllers[ i ].instance_material; + + node.geometries.push( inst_geom ); + + } + + } + + break; + + case 'morph': + + if ( geometries[ controller.morph.source ] ) { + + var inst_geom = new InstanceGeometry(); + + inst_geom.url = controller.morph.source; + inst_geom.instance_material = node.controllers[ i ].instance_material; + + node.geometries.push( inst_geom ); + morphController = node.controllers[ i ]; + + } + + console.log( 'ColladaLoader: Morph-controller partially supported.' ); + + default: + break; + + } + + } + + // geometries + + var double_sided_materials = {}; + + for ( i = 0; i < node.geometries.length; i ++ ) { + + var instance_geometry = node.geometries[i]; + var instance_materials = instance_geometry.instance_material; + var geometry = geometries[ instance_geometry.url ]; + var used_materials = {}; + var used_materials_array = []; + var num_materials = 0; + var first_material; + + if ( geometry ) { + + if ( !geometry.mesh || !geometry.mesh.primitives ) + continue; + + if ( obj.name.length === 0 ) { + + obj.name = geometry.id; + + } + + // collect used fx for this geometry-instance + + if ( instance_materials ) { + + for ( j = 0; j < instance_materials.length; j ++ ) { + + var instance_material = instance_materials[ j ]; + var mat = materials[ instance_material.target ]; + var effect_id = mat.instance_effect.url; + var shader = effects[ effect_id ].shader; + var material3js = shader.material; + + if ( geometry.doubleSided ) { + + if ( !( instance_material.symbol in double_sided_materials ) ) { + + var _copied_material = material3js.clone(); + _copied_material.side = THREE.DoubleSide; + double_sided_materials[ instance_material.symbol ] = _copied_material; + + } + + material3js = double_sided_materials[ instance_material.symbol ]; + + } + + material3js.opacity = !material3js.opacity ? 1 : material3js.opacity; + used_materials[ instance_material.symbol ] = num_materials; + used_materials_array.push( material3js ); + first_material = material3js; + first_material.name = mat.name === null || mat.name === '' ? mat.id : mat.name; + num_materials ++; + + } + + } + + var mesh; + var material = first_material || new THREE.MeshLambertMaterial( { color: 0xdddddd, side: geometry.doubleSided ? THREE.DoubleSide : THREE.FrontSide } ); + var geom = geometry.mesh.geometry3js; + + if ( num_materials > 1 ) { + + material = new THREE.MultiMaterial( used_materials_array ); + + } + + if ( skinController !== undefined ) { + + + applySkin( geom, skinController ); + + if ( geom.morphTargets.length > 0 ) { + + material.morphTargets = true; + material.skinning = false; + + } else { + + material.morphTargets = false; + material.skinning = true; + + } + + + mesh = new THREE.SkinnedMesh( geom, material, false ); + + + //mesh.skeleton = skinController.skeleton; + //mesh.skinController = controllers[ skinController.url ]; + //mesh.skinInstanceController = skinController; + mesh.name = 'skin_' + skins.length; + + + + //mesh.animationHandle.setKey(0); + skins.push( mesh ); + + } else if ( morphController !== undefined ) { + + createMorph( geom, morphController ); + + material.morphTargets = true; + + mesh = new THREE.Mesh( geom, material ); + mesh.name = 'morph_' + morphs.length; + + morphs.push( mesh ); + + } else { + + if ( geom.isLineStrip === true ) { + + mesh = new THREE.Line( geom ); + + } else { + + mesh = new THREE.Mesh( geom, material ); + + } + + } + + obj.add(mesh); + + } + + } + + for ( i = 0; i < node.cameras.length; i ++ ) { + + var instance_camera = node.cameras[i]; + var cparams = cameras[instance_camera.url]; + + var cam = new THREE.PerspectiveCamera(cparams.yfov, parseFloat(cparams.aspect_ratio), + parseFloat(cparams.znear), parseFloat(cparams.zfar)); + + obj.add(cam); + } + + for ( i = 0; i < node.lights.length; i ++ ) { + + var light = null; + var instance_light = node.lights[i]; + var lparams = lights[instance_light.url]; + + if ( lparams && lparams.technique ) { + + var color = lparams.color.getHex(); + var intensity = lparams.intensity; + var distance = lparams.distance; + var angle = lparams.falloff_angle; + + switch ( lparams.technique ) { + + case 'directional': + + light = new THREE.DirectionalLight( color, intensity, distance ); + light.position.set(0, 0, 1); + break; + + case 'point': + + light = new THREE.PointLight( color, intensity, distance ); + break; + + case 'spot': + + light = new THREE.SpotLight( color, intensity, distance, angle ); + light.position.set(0, 0, 1); + break; + + case 'ambient': + + light = new THREE.AmbientLight( color ); + break; + + } + + } + + if (light) { + obj.add(light); + } + } + + obj.name = node.name || node.id || ""; + obj.colladaId = node.id || ""; + obj.layer = node.layer || ""; + obj.matrix = node.matrix; + obj.matrix.decompose( obj.position, obj.quaternion, obj.scale ); + + if ( options.centerGeometry && obj.geometry ) { + + var delta = obj.geometry.center(); + delta.multiply( obj.scale ); + delta.applyQuaternion( obj.quaternion ); + + obj.position.sub( delta ); + + } + + for ( i = 0; i < node.nodes.length; i ++ ) { + + obj.add( createSceneGraph( node.nodes[i], node ) ); + + } + + return obj; + + } + + function getJointId( skin, id ) { + + for ( var i = 0; i < skin.joints.length; i ++ ) { + + if ( skin.joints[ i ] === id ) { + + return i; + + } + + } + + } + + function getLibraryNode( id ) { + + var nodes = COLLADA.querySelectorAll('library_nodes node'); + + for ( var i = 0; i < nodes.length; i++ ) { + + var attObj = nodes[i].attributes.getNamedItem('id'); + + if ( attObj && attObj.value === id ) { + + return nodes[i]; + + } + + } + + return undefined; + + } + + function getChannelsForNode ( node ) { + + var channels = []; + var startTime = 1000000; + var endTime = -1000000; + + for ( var id in animations ) { + + var animation = animations[id]; + + for ( var i = 0; i < animation.channel.length; i ++ ) { + + var channel = animation.channel[i]; + var sampler = animation.sampler[i]; + var id = channel.target.split('/')[0]; + + if ( id == node.id ) { + + sampler.create(); + channel.sampler = sampler; + startTime = Math.min(startTime, sampler.startTime); + endTime = Math.max(endTime, sampler.endTime); + channels.push(channel); + + } + + } + + } + + if ( channels.length ) { + + node.startTime = startTime; + node.endTime = endTime; + + } + + return channels; + + } + + function calcFrameDuration( node ) { + + var minT = 10000000; + + for ( var i = 0; i < node.channels.length; i ++ ) { + + var sampler = node.channels[i].sampler; + + for ( var j = 0; j < sampler.input.length - 1; j ++ ) { + + var t0 = sampler.input[ j ]; + var t1 = sampler.input[ j + 1 ]; + minT = Math.min( minT, t1 - t0 ); + + } + } + + return minT; + + } + + function calcMatrixAt( node, t ) { + + var animated = {}; + + var i, j; + + for ( i = 0; i < node.channels.length; i ++ ) { + + var channel = node.channels[ i ]; + animated[ channel.sid ] = channel; + + } + + var matrix = new THREE.Matrix4(); + + for ( i = 0; i < node.transforms.length; i ++ ) { + + var transform = node.transforms[ i ]; + var channel = animated[ transform.sid ]; + + if ( channel !== undefined ) { + + var sampler = channel.sampler; + var value; + + for ( j = 0; j < sampler.input.length - 1; j ++ ) { + + if ( sampler.input[ j + 1 ] > t ) { + + value = sampler.output[ j ]; + //console.log(value.flatten) + break; + + } + + } + + if ( value !== undefined ) { + + if ( value instanceof THREE.Matrix4 ) { + + matrix.multiplyMatrices( matrix, value ); + + } else { + + // FIXME: handle other types + + matrix.multiplyMatrices( matrix, transform.matrix ); + + } + + } else { + + matrix.multiplyMatrices( matrix, transform.matrix ); + + } + + } else { + + matrix.multiplyMatrices( matrix, transform.matrix ); + + } + + } + + return matrix; + + } + + function bakeAnimations ( node ) { + + if ( node.channels && node.channels.length ) { + + var keys = [], + sids = []; + + for ( var i = 0, il = node.channels.length; i < il; i ++ ) { + + var channel = node.channels[i], + fullSid = channel.fullSid, + sampler = channel.sampler, + input = sampler.input, + transform = node.getTransformBySid( channel.sid ), + member; + + if ( channel.arrIndices ) { + + member = []; + + for ( var j = 0, jl = channel.arrIndices.length; j < jl; j ++ ) { + + member[ j ] = getConvertedIndex( channel.arrIndices[ j ] ); + + } + + } else { + + member = getConvertedMember( channel.member ); + + } + + if ( transform ) { + + if ( sids.indexOf( fullSid ) === -1 ) { + + sids.push( fullSid ); + + } + + for ( var j = 0, jl = input.length; j < jl; j ++ ) { + + var time = input[j], + data = sampler.getData( transform.type, j, member ), + key = findKey( keys, time ); + + if ( !key ) { + + key = new Key( time ); + var timeNdx = findTimeNdx( keys, time ); + keys.splice( timeNdx === -1 ? keys.length : timeNdx, 0, key ); + + } + + key.addTarget( fullSid, transform, member, data ); + + } + + } else { + + console.log( 'Could not find transform "' + channel.sid + '" in node ' + node.id ); + + } + + } + + // post process + for ( var i = 0; i < sids.length; i ++ ) { + + var sid = sids[ i ]; + + for ( var j = 0; j < keys.length; j ++ ) { + + var key = keys[ j ]; + + if ( !key.hasTarget( sid ) ) { + + interpolateKeys( keys, key, j, sid ); + + } + + } + + } + + node.keys = keys; + node.sids = sids; + + } + + } + + function findKey ( keys, time) { + + var retVal = null; + + for ( var i = 0, il = keys.length; i < il && retVal === null; i ++ ) { + + var key = keys[i]; + + if ( key.time === time ) { + + retVal = key; + + } else if ( key.time > time ) { + + break; + + } + + } + + return retVal; + + } + + function findTimeNdx ( keys, time) { + + var ndx = -1; + + for ( var i = 0, il = keys.length; i < il && ndx === -1; i ++ ) { + + var key = keys[i]; + + if ( key.time >= time ) { + + ndx = i; + + } + + } + + return ndx; + + } + + function interpolateKeys ( keys, key, ndx, fullSid ) { + + var prevKey = getPrevKeyWith( keys, fullSid, ndx ? ndx - 1 : 0 ), + nextKey = getNextKeyWith( keys, fullSid, ndx + 1 ); + + if ( prevKey && nextKey ) { + + var scale = (key.time - prevKey.time) / (nextKey.time - prevKey.time), + prevTarget = prevKey.getTarget( fullSid ), + nextData = nextKey.getTarget( fullSid ).data, + prevData = prevTarget.data, + data; + + if ( prevTarget.type === 'matrix' ) { + + data = prevData; + + } else if ( prevData.length ) { + + data = []; + + for ( var i = 0; i < prevData.length; ++ i ) { + + data[ i ] = prevData[ i ] + ( nextData[ i ] - prevData[ i ] ) * scale; + + } + + } else { + + data = prevData + ( nextData - prevData ) * scale; + + } + + key.addTarget( fullSid, prevTarget.transform, prevTarget.member, data ); + + } + + } + + // Get next key with given sid + + function getNextKeyWith( keys, fullSid, ndx ) { + + for ( ; ndx < keys.length; ndx ++ ) { + + var key = keys[ ndx ]; + + if ( key.hasTarget( fullSid ) ) { + + return key; + + } + + } + + return null; + + } + + // Get previous key with given sid + + function getPrevKeyWith( keys, fullSid, ndx ) { + + ndx = ndx >= 0 ? ndx : ndx + keys.length; + + for ( ; ndx >= 0; ndx -- ) { + + var key = keys[ ndx ]; + + if ( key.hasTarget( fullSid ) ) { + + return key; + + } + + } + + return null; + + } + + function _Image() { + + this.id = ""; + this.init_from = ""; + + } + + _Image.prototype.parse = function(element) { + + this.id = element.getAttribute('id'); + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[ i ]; + + if ( child.nodeName === 'init_from' ) { + + this.init_from = child.textContent; + + } + + } + + return this; + + }; + + function Controller() { + + this.id = ""; + this.name = ""; + this.type = ""; + this.skin = null; + this.morph = null; + + } + + Controller.prototype.parse = function( element ) { + + this.id = element.getAttribute('id'); + this.name = element.getAttribute('name'); + this.type = "none"; + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[ i ]; + + switch ( child.nodeName ) { + + case 'skin': + + this.skin = (new Skin()).parse(child); + this.type = child.nodeName; + break; + + case 'morph': + + this.morph = (new Morph()).parse(child); + this.type = child.nodeName; + break; + + default: + break; + + } + } + + return this; + + }; + + function Morph() { + + this.method = null; + this.source = null; + this.targets = null; + this.weights = null; + + } + + Morph.prototype.parse = function( element ) { + + var sources = {}; + var inputs = []; + var i; + + this.method = element.getAttribute( 'method' ); + this.source = element.getAttribute( 'source' ).replace( /^#/, '' ); + + for ( i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[ i ]; + if ( child.nodeType != 1 ) continue; + + switch ( child.nodeName ) { + + case 'source': + + var source = ( new Source() ).parse( child ); + sources[ source.id ] = source; + break; + + case 'targets': + + inputs = this.parseInputs( child ); + break; + + default: + + console.log( child.nodeName ); + break; + + } + + } + + for ( i = 0; i < inputs.length; i ++ ) { + + var input = inputs[ i ]; + var source = sources[ input.source ]; + + switch ( input.semantic ) { + + case 'MORPH_TARGET': + + this.targets = source.read(); + break; + + case 'MORPH_WEIGHT': + + this.weights = source.read(); + break; + + default: + break; + + } + } + + return this; + + }; + + Morph.prototype.parseInputs = function(element) { + + var inputs = []; + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[i]; + if ( child.nodeType != 1) continue; + + switch ( child.nodeName ) { + + case 'input': + + inputs.push( (new Input()).parse(child) ); + break; + + default: + break; + } + } + + return inputs; + + }; + + function Skin() { + + this.source = ""; + this.bindShapeMatrix = null; + this.invBindMatrices = []; + this.joints = []; + this.weights = []; + + } + + Skin.prototype.parse = function( element ) { + + var sources = {}; + var joints, weights; + + this.source = element.getAttribute( 'source' ).replace( /^#/, '' ); + this.invBindMatrices = []; + this.joints = []; + this.weights = []; + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[i]; + if ( child.nodeType != 1 ) continue; + + switch ( child.nodeName ) { + + case 'bind_shape_matrix': + + var f = _floats(child.textContent); + this.bindShapeMatrix = getConvertedMat4( f ); + break; + + case 'source': + + var src = new Source().parse(child); + sources[ src.id ] = src; + break; + + case 'joints': + + joints = child; + break; + + case 'vertex_weights': + + weights = child; + break; + + default: + + console.log( child.nodeName ); + break; + + } + } + + this.parseJoints( joints, sources ); + this.parseWeights( weights, sources ); + + return this; + + }; + + Skin.prototype.parseJoints = function ( element, sources ) { + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[ i ]; + if ( child.nodeType != 1 ) continue; + + switch ( child.nodeName ) { + + case 'input': + + var input = ( new Input() ).parse( child ); + var source = sources[ input.source ]; + + if ( input.semantic === 'JOINT' ) { + + this.joints = source.read(); + + } else if ( input.semantic === 'INV_BIND_MATRIX' ) { + + this.invBindMatrices = source.read(); + + } + + break; + + default: + break; + } + + } + + }; + + Skin.prototype.parseWeights = function ( element, sources ) { + + var v, vcount, inputs = []; + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[ i ]; + if ( child.nodeType != 1 ) continue; + + switch ( child.nodeName ) { + + case 'input': + + inputs.push( ( new Input() ).parse( child ) ); + break; + + case 'v': + + v = _ints( child.textContent ); + break; + + case 'vcount': + + vcount = _ints( child.textContent ); + break; + + default: + break; + + } + + } + + var index = 0; + + for ( var i = 0; i < vcount.length; i ++ ) { + + var numBones = vcount[i]; + var vertex_weights = []; + + for ( var j = 0; j < numBones; j ++ ) { + + var influence = {}; + + for ( var k = 0; k < inputs.length; k ++ ) { + + var input = inputs[ k ]; + var value = v[ index + input.offset ]; + + switch ( input.semantic ) { + + case 'JOINT': + + influence.joint = value;//this.joints[value]; + break; + + case 'WEIGHT': + + influence.weight = sources[ input.source ].data[ value ]; + break; + + default: + break; + + } + + } + + vertex_weights.push( influence ); + index += inputs.length; + } + + for ( var j = 0; j < vertex_weights.length; j ++ ) { + + vertex_weights[ j ].index = i; + + } + + this.weights.push( vertex_weights ); + + } + + }; + + function VisualScene () { + + this.id = ""; + this.name = ""; + this.nodes = []; + this.scene = new THREE.Group(); + + } + + VisualScene.prototype.getChildById = function( id, recursive ) { + + for ( var i = 0; i < this.nodes.length; i ++ ) { + + var node = this.nodes[ i ].getChildById( id, recursive ); + + if ( node ) { + + return node; + + } + + } + + return null; + + }; + + VisualScene.prototype.getChildBySid = function( sid, recursive ) { + + for ( var i = 0; i < this.nodes.length; i ++ ) { + + var node = this.nodes[ i ].getChildBySid( sid, recursive ); + + if ( node ) { + + return node; + + } + + } + + return null; + + }; + + VisualScene.prototype.parse = function( element ) { + + this.id = element.getAttribute( 'id' ); + this.name = element.getAttribute( 'name' ); + this.nodes = []; + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[ i ]; + if ( child.nodeType != 1 ) continue; + + switch ( child.nodeName ) { + + case 'node': + + this.nodes.push( ( new Node() ).parse( child ) ); + break; + + default: + break; + + } + + } + + return this; + + }; + + function Node() { + + this.id = ""; + this.name = ""; + this.sid = ""; + this.nodes = []; + this.controllers = []; + this.transforms = []; + this.geometries = []; + this.channels = []; + this.matrix = new THREE.Matrix4(); + + } + + Node.prototype.getChannelForTransform = function( transformSid ) { + + for ( var i = 0; i < this.channels.length; i ++ ) { + + var channel = this.channels[i]; + var parts = channel.target.split('/'); + var id = parts.shift(); + var sid = parts.shift(); + var dotSyntax = (sid.indexOf(".") >= 0); + var arrSyntax = (sid.indexOf("(") >= 0); + var arrIndices; + var member; + + if ( dotSyntax ) { + + parts = sid.split("."); + sid = parts.shift(); + member = parts.shift(); + + } else if ( arrSyntax ) { + + arrIndices = sid.split("("); + sid = arrIndices.shift(); + + for ( var j = 0; j < arrIndices.length; j ++ ) { + + arrIndices[ j ] = parseInt( arrIndices[ j ].replace( /\)/, '' ) ); + + } + + } + + if ( sid === transformSid ) { + + channel.info = { sid: sid, dotSyntax: dotSyntax, arrSyntax: arrSyntax, arrIndices: arrIndices }; + return channel; + + } + + } + + return null; + + }; + + Node.prototype.getChildById = function ( id, recursive ) { + + if ( this.id === id ) { + + return this; + + } + + if ( recursive ) { + + for ( var i = 0; i < this.nodes.length; i ++ ) { + + var n = this.nodes[ i ].getChildById( id, recursive ); + + if ( n ) { + + return n; + + } + + } + + } + + return null; + + }; + + Node.prototype.getChildBySid = function ( sid, recursive ) { + + if ( this.sid === sid ) { + + return this; + + } + + if ( recursive ) { + + for ( var i = 0; i < this.nodes.length; i ++ ) { + + var n = this.nodes[ i ].getChildBySid( sid, recursive ); + + if ( n ) { + + return n; + + } + + } + } + + return null; + + }; + + Node.prototype.getTransformBySid = function ( sid ) { + + for ( var i = 0; i < this.transforms.length; i ++ ) { + + if ( this.transforms[ i ].sid === sid ) return this.transforms[ i ]; + + } + + return null; + + }; + + Node.prototype.parse = function( element ) { + + var url; + + this.id = element.getAttribute('id'); + this.sid = element.getAttribute('sid'); + this.name = element.getAttribute('name'); + this.type = element.getAttribute('type'); + this.layer = element.getAttribute('layer'); + + this.type = this.type === 'JOINT' ? this.type : 'NODE'; + + this.nodes = []; + this.transforms = []; + this.geometries = []; + this.cameras = []; + this.lights = []; + this.controllers = []; + this.matrix = new THREE.Matrix4(); + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[ i ]; + if ( child.nodeType != 1 ) continue; + + switch ( child.nodeName ) { + + case 'node': + + this.nodes.push( ( new Node() ).parse( child ) ); + break; + + case 'instance_camera': + + this.cameras.push( ( new InstanceCamera() ).parse( child ) ); + break; + + case 'instance_controller': + + this.controllers.push( ( new InstanceController() ).parse( child ) ); + break; + + case 'instance_geometry': + + this.geometries.push( ( new InstanceGeometry() ).parse( child ) ); + break; + + case 'instance_light': + + this.lights.push( ( new InstanceLight() ).parse( child ) ); + break; + + case 'instance_node': + + url = child.getAttribute( 'url' ).replace( /^#/, '' ); + var iNode = getLibraryNode( url ); + + if ( iNode ) { + + this.nodes.push( ( new Node() ).parse( iNode )) ; + + } + + break; + + case 'rotate': + case 'translate': + case 'scale': + case 'matrix': + case 'lookat': + case 'skew': + + this.transforms.push( ( new Transform() ).parse( child ) ); + break; + + case 'extra': + break; + + default: + + console.log( child.nodeName ); + break; + + } + + } + + this.channels = getChannelsForNode( this ); + bakeAnimations( this ); + + this.updateMatrix(); + + return this; + + }; + + Node.prototype.updateMatrix = function () { + + this.matrix.identity(); + + for ( var i = 0; i < this.transforms.length; i ++ ) { + + this.transforms[ i ].apply( this.matrix ); + + } + + }; + + function Transform () { + + this.sid = ""; + this.type = ""; + this.data = []; + this.obj = null; + + } + + Transform.prototype.parse = function ( element ) { + + this.sid = element.getAttribute( 'sid' ); + this.type = element.nodeName; + this.data = _floats( element.textContent ); + this.convert(); + + return this; + + }; + + Transform.prototype.convert = function () { + + switch ( this.type ) { + + case 'matrix': + + this.obj = getConvertedMat4( this.data ); + break; + + case 'rotate': + + this.angle = THREE.Math.degToRad( this.data[3] ); + + case 'translate': + + fixCoords( this.data, -1 ); + this.obj = new THREE.Vector3( this.data[ 0 ], this.data[ 1 ], this.data[ 2 ] ); + break; + + case 'scale': + + fixCoords( this.data, 1 ); + this.obj = new THREE.Vector3( this.data[ 0 ], this.data[ 1 ], this.data[ 2 ] ); + break; + + default: + console.log( 'Can not convert Transform of type ' + this.type ); + break; + + } + + }; + + Transform.prototype.apply = function () { + + var m1 = new THREE.Matrix4(); + + return function ( matrix ) { + + switch ( this.type ) { + + case 'matrix': + + matrix.multiply( this.obj ); + + break; + + case 'translate': + + matrix.multiply( m1.makeTranslation( this.obj.x, this.obj.y, this.obj.z ) ); + + break; + + case 'rotate': + + matrix.multiply( m1.makeRotationAxis( this.obj, this.angle ) ); + + break; + + case 'scale': + + matrix.scale( this.obj ); + + break; + + } + + }; + + }(); + + Transform.prototype.update = function ( data, member ) { + + var members = [ 'X', 'Y', 'Z', 'ANGLE' ]; + + switch ( this.type ) { + + case 'matrix': + + if ( ! member ) { + + this.obj.copy( data ); + + } else if ( member.length === 1 ) { + + switch ( member[ 0 ] ) { + + case 0: + + this.obj.n11 = data[ 0 ]; + this.obj.n21 = data[ 1 ]; + this.obj.n31 = data[ 2 ]; + this.obj.n41 = data[ 3 ]; + + break; + + case 1: + + this.obj.n12 = data[ 0 ]; + this.obj.n22 = data[ 1 ]; + this.obj.n32 = data[ 2 ]; + this.obj.n42 = data[ 3 ]; + + break; + + case 2: + + this.obj.n13 = data[ 0 ]; + this.obj.n23 = data[ 1 ]; + this.obj.n33 = data[ 2 ]; + this.obj.n43 = data[ 3 ]; + + break; + + case 3: + + this.obj.n14 = data[ 0 ]; + this.obj.n24 = data[ 1 ]; + this.obj.n34 = data[ 2 ]; + this.obj.n44 = data[ 3 ]; + + break; + + } + + } else if ( member.length === 2 ) { + + var propName = 'n' + ( member[ 0 ] + 1 ) + ( member[ 1 ] + 1 ); + this.obj[ propName ] = data; + + } else { + + console.log('Incorrect addressing of matrix in transform.'); + + } + + break; + + case 'translate': + case 'scale': + + if ( Object.prototype.toString.call( member ) === '[object Array]' ) { + + member = members[ member[ 0 ] ]; + + } + + switch ( member ) { + + case 'X': + + this.obj.x = data; + break; + + case 'Y': + + this.obj.y = data; + break; + + case 'Z': + + this.obj.z = data; + break; + + default: + + this.obj.x = data[ 0 ]; + this.obj.y = data[ 1 ]; + this.obj.z = data[ 2 ]; + break; + + } + + break; + + case 'rotate': + + if ( Object.prototype.toString.call( member ) === '[object Array]' ) { + + member = members[ member[ 0 ] ]; + + } + + switch ( member ) { + + case 'X': + + this.obj.x = data; + break; + + case 'Y': + + this.obj.y = data; + break; + + case 'Z': + + this.obj.z = data; + break; + + case 'ANGLE': + + this.angle = THREE.Math.degToRad( data ); + break; + + default: + + this.obj.x = data[ 0 ]; + this.obj.y = data[ 1 ]; + this.obj.z = data[ 2 ]; + this.angle = THREE.Math.degToRad( data[ 3 ] ); + break; + + } + break; + + } + + }; + + function InstanceController() { + + this.url = ""; + this.skeleton = []; + this.instance_material = []; + + } + + InstanceController.prototype.parse = function ( element ) { + + this.url = element.getAttribute('url').replace(/^#/, ''); + this.skeleton = []; + this.instance_material = []; + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[ i ]; + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'skeleton': + + this.skeleton.push( child.textContent.replace(/^#/, '') ); + break; + + case 'bind_material': + + var instances = child.querySelectorAll('instance_material'); + + for ( var j = 0; j < instances.length; j ++ ) { + + var instance = instances[j]; + this.instance_material.push( (new InstanceMaterial()).parse(instance) ); + + } + + + break; + + case 'extra': + break; + + default: + break; + + } + } + + return this; + + }; + + function InstanceMaterial () { + + this.symbol = ""; + this.target = ""; + + } + + InstanceMaterial.prototype.parse = function ( element ) { + + this.symbol = element.getAttribute('symbol'); + this.target = element.getAttribute('target').replace(/^#/, ''); + return this; + + }; + + function InstanceGeometry() { + + this.url = ""; + this.instance_material = []; + + } + + InstanceGeometry.prototype.parse = function ( element ) { + + this.url = element.getAttribute('url').replace(/^#/, ''); + this.instance_material = []; + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[i]; + if ( child.nodeType != 1 ) continue; + + if ( child.nodeName === 'bind_material' ) { + + var instances = child.querySelectorAll('instance_material'); + + for ( var j = 0; j < instances.length; j ++ ) { + + var instance = instances[j]; + this.instance_material.push( (new InstanceMaterial()).parse(instance) ); + + } + + break; + + } + + } + + return this; + + }; + + function Geometry() { + + this.id = ""; + this.mesh = null; + + } + + Geometry.prototype.parse = function ( element ) { + + this.id = element.getAttribute('id'); + + extractDoubleSided( this, element ); + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[i]; + + switch ( child.nodeName ) { + + case 'mesh': + + this.mesh = (new Mesh(this)).parse(child); + break; + + case 'extra': + + // console.log( child ); + break; + + default: + break; + } + } + + return this; + + }; + + function Mesh( geometry ) { + + this.geometry = geometry.id; + this.primitives = []; + this.vertices = null; + this.geometry3js = null; + + } + + Mesh.prototype.parse = function ( element ) { + + this.primitives = []; + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[ i ]; + + switch ( child.nodeName ) { + + case 'source': + + _source( child ); + break; + + case 'vertices': + + this.vertices = ( new Vertices() ).parse( child ); + break; + + case 'linestrips': + + this.primitives.push( ( new LineStrips().parse( child ) ) ); + break; + + case 'triangles': + + this.primitives.push( ( new Triangles().parse( child ) ) ); + break; + + case 'polygons': + + this.primitives.push( ( new Polygons().parse( child ) ) ); + break; + + case 'polylist': + + this.primitives.push( ( new Polylist().parse( child ) ) ); + break; + + default: + break; + + } + + } + + this.geometry3js = new THREE.Geometry(); + + if ( this.vertices === null ) { + + // TODO (mrdoob): Study case when this is null (carrier.dae) + + return this; + + } + + var vertexData = sources[ this.vertices.input['POSITION'].source ].data; + + for ( var i = 0; i < vertexData.length; i += 3 ) { + + this.geometry3js.vertices.push( getConvertedVec3( vertexData, i ).clone() ); + + } + + for ( var i = 0; i < this.primitives.length; i ++ ) { + + var primitive = this.primitives[ i ]; + primitive.setVertices( this.vertices ); + this.handlePrimitive( primitive, this.geometry3js ); + + } + + if ( this.geometry3js.calcNormals ) { + + this.geometry3js.computeVertexNormals(); + delete this.geometry3js.calcNormals; + + } + + return this; + + }; + + Mesh.prototype.handlePrimitive = function ( primitive, geom ) { + + if ( primitive instanceof LineStrips ) { + + // TODO: Handle indices. Maybe easier with BufferGeometry? + + geom.isLineStrip = true; + return; + + } + + var j, k, pList = primitive.p, inputs = primitive.inputs; + var input, index, idx32; + var source, numParams; + var vcIndex = 0, vcount = 3, maxOffset = 0; + var texture_sets = []; + + for ( j = 0; j < inputs.length; j ++ ) { + + input = inputs[ j ]; + + var offset = input.offset + 1; + maxOffset = (maxOffset < offset) ? offset : maxOffset; + + switch ( input.semantic ) { + + case 'TEXCOORD': + texture_sets.push( input.set ); + break; + + } + + } + + for ( var pCount = 0; pCount < pList.length; ++ pCount ) { + + var p = pList[ pCount ], i = 0; + + while ( i < p.length ) { + + var vs = []; + var ns = []; + var ts = null; + var cs = []; + + if ( primitive.vcount ) { + + vcount = primitive.vcount.length ? primitive.vcount[ vcIndex ++ ] : primitive.vcount; + + } else { + + vcount = p.length / maxOffset; + + } + + + for ( j = 0; j < vcount; j ++ ) { + + for ( k = 0; k < inputs.length; k ++ ) { + + input = inputs[ k ]; + source = sources[ input.source ]; + + index = p[ i + ( j * maxOffset ) + input.offset ]; + numParams = source.accessor.params.length; + idx32 = index * numParams; + + switch ( input.semantic ) { + + case 'VERTEX': + + vs.push( index ); + + break; + + case 'NORMAL': + + ns.push( getConvertedVec3( source.data, idx32 ) ); + + break; + + case 'TEXCOORD': + + ts = ts || { }; + if ( ts[ input.set ] === undefined ) ts[ input.set ] = []; + // invert the V + ts[ input.set ].push( new THREE.Vector2( source.data[ idx32 ], source.data[ idx32 + 1 ] ) ); + + break; + + case 'COLOR': + + cs.push( new THREE.Color().setRGB( source.data[ idx32 ], source.data[ idx32 + 1 ], source.data[ idx32 + 2 ] ) ); + + break; + + default: + + break; + + } + + } + + } + + if ( ns.length === 0 ) { + + // check the vertices inputs + input = this.vertices.input.NORMAL; + + if ( input ) { + + source = sources[ input.source ]; + numParams = source.accessor.params.length; + + for ( var ndx = 0, len = vs.length; ndx < len; ndx ++ ) { + + ns.push( getConvertedVec3( source.data, vs[ ndx ] * numParams ) ); + + } + + } else { + + geom.calcNormals = true; + + } + + } + + if ( !ts ) { + + ts = { }; + // check the vertices inputs + input = this.vertices.input.TEXCOORD; + + if ( input ) { + + texture_sets.push( input.set ); + source = sources[ input.source ]; + numParams = source.accessor.params.length; + + for ( var ndx = 0, len = vs.length; ndx < len; ndx ++ ) { + + idx32 = vs[ ndx ] * numParams; + if ( ts[ input.set ] === undefined ) ts[ input.set ] = [ ]; + // invert the V + ts[ input.set ].push( new THREE.Vector2( source.data[ idx32 ], 1.0 - source.data[ idx32 + 1 ] ) ); + + } + + } + + } + + if ( cs.length === 0 ) { + + // check the vertices inputs + input = this.vertices.input.COLOR; + + if ( input ) { + + source = sources[ input.source ]; + numParams = source.accessor.params.length; + + for ( var ndx = 0, len = vs.length; ndx < len; ndx ++ ) { + + idx32 = vs[ ndx ] * numParams; + cs.push( new THREE.Color().setRGB( source.data[ idx32 ], source.data[ idx32 + 1 ], source.data[ idx32 + 2 ] ) ); + + } + + } + + } + + var face = null, faces = [], uv, uvArr; + + if ( vcount === 3 ) { + + faces.push( new THREE.Face3( vs[0], vs[1], vs[2], ns, cs.length ? cs : new THREE.Color() ) ); + + } else if ( vcount === 4 ) { + + faces.push( new THREE.Face3( vs[0], vs[1], vs[3], ns.length ? [ ns[0].clone(), ns[1].clone(), ns[3].clone() ] : [], cs.length ? [ cs[0], cs[1], cs[3] ] : new THREE.Color() ) ); + + faces.push( new THREE.Face3( vs[1], vs[2], vs[3], ns.length ? [ ns[1].clone(), ns[2].clone(), ns[3].clone() ] : [], cs.length ? [ cs[1], cs[2], cs[3] ] : new THREE.Color() ) ); + + } else if ( vcount > 4 && options.subdivideFaces ) { + + var clr = cs.length ? cs : new THREE.Color(), + vec1, vec2, vec3, v1, v2, norm; + + // subdivide into multiple Face3s + + for ( k = 1; k < vcount - 1; ) { + + faces.push( new THREE.Face3( vs[0], vs[k], vs[k + 1], ns.length ? [ ns[0].clone(), ns[k ++].clone(), ns[k].clone() ] : [], clr ) ); + + } + + } + + if ( faces.length ) { + + for ( var ndx = 0, len = faces.length; ndx < len; ndx ++ ) { + + face = faces[ndx]; + face.daeMaterial = primitive.material; + geom.faces.push( face ); + + for ( k = 0; k < texture_sets.length; k ++ ) { + + uv = ts[ texture_sets[k] ]; + + if ( vcount > 4 ) { + + // Grab the right UVs for the vertices in this face + uvArr = [ uv[0], uv[ndx + 1], uv[ndx + 2] ]; + + } else if ( vcount === 4 ) { + + if ( ndx === 0 ) { + + uvArr = [ uv[0], uv[1], uv[3] ]; + + } else { + + uvArr = [ uv[1].clone(), uv[2], uv[3].clone() ]; + + } + + } else { + + uvArr = [ uv[0], uv[1], uv[2] ]; + + } + + if ( geom.faceVertexUvs[k] === undefined ) { + + geom.faceVertexUvs[k] = []; + + } + + geom.faceVertexUvs[k].push( uvArr ); + + } + + } + + } else { + + console.log( 'dropped face with vcount ' + vcount + ' for geometry with id: ' + geom.id ); + + } + + i += maxOffset * vcount; + + } + + } + + }; + + function Polygons () { + + this.material = ""; + this.count = 0; + this.inputs = []; + this.vcount = null; + this.p = []; + this.geometry = new THREE.Geometry(); + + } + + Polygons.prototype.setVertices = function ( vertices ) { + + for ( var i = 0; i < this.inputs.length; i ++ ) { + + if ( this.inputs[ i ].source === vertices.id ) { + + this.inputs[ i ].source = vertices.input[ 'POSITION' ].source; + + } + + } + + }; + + Polygons.prototype.parse = function ( element ) { + + this.material = element.getAttribute( 'material' ); + this.count = _attr_as_int( element, 'count', 0 ); + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[ i ]; + + switch ( child.nodeName ) { + + case 'input': + + this.inputs.push( ( new Input() ).parse( element.childNodes[ i ] ) ); + break; + + case 'vcount': + + this.vcount = _ints( child.textContent ); + break; + + case 'p': + + this.p.push( _ints( child.textContent ) ); + break; + + case 'ph': + + console.warn( 'polygon holes not yet supported!' ); + break; + + default: + break; + + } + + } + + return this; + + }; + + function Polylist () { + + Polygons.call( this ); + + this.vcount = []; + + } + + Polylist.prototype = Object.create( Polygons.prototype ); + Polylist.prototype.constructor = Polylist; + + function LineStrips() { + + Polygons.call( this ); + + this.vcount = 1; + + } + + LineStrips.prototype = Object.create( Polygons.prototype ); + LineStrips.prototype.constructor = LineStrips; + + function Triangles () { + + Polygons.call( this ); + + this.vcount = 3; + + } + + Triangles.prototype = Object.create( Polygons.prototype ); + Triangles.prototype.constructor = Triangles; + + function Accessor() { + + this.source = ""; + this.count = 0; + this.stride = 0; + this.params = []; + + } + + Accessor.prototype.parse = function ( element ) { + + this.params = []; + this.source = element.getAttribute( 'source' ); + this.count = _attr_as_int( element, 'count', 0 ); + this.stride = _attr_as_int( element, 'stride', 0 ); + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[ i ]; + + if ( child.nodeName === 'param' ) { + + var param = {}; + param[ 'name' ] = child.getAttribute( 'name' ); + param[ 'type' ] = child.getAttribute( 'type' ); + this.params.push( param ); + + } + + } + + return this; + + }; + + function Vertices() { + + this.input = {}; + + } + + Vertices.prototype.parse = function ( element ) { + + this.id = element.getAttribute('id'); + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + if ( element.childNodes[i].nodeName === 'input' ) { + + var input = ( new Input() ).parse( element.childNodes[ i ] ); + this.input[ input.semantic ] = input; + + } + + } + + return this; + + }; + + function Input () { + + this.semantic = ""; + this.offset = 0; + this.source = ""; + this.set = 0; + + } + + Input.prototype.parse = function ( element ) { + + this.semantic = element.getAttribute('semantic'); + this.source = element.getAttribute('source').replace(/^#/, ''); + this.set = _attr_as_int(element, 'set', -1); + this.offset = _attr_as_int(element, 'offset', 0); + + if ( this.semantic === 'TEXCOORD' && this.set < 0 ) { + + this.set = 0; + + } + + return this; + + }; + + function Source ( id ) { + + this.id = id; + this.type = null; + + } + + Source.prototype.parse = function ( element ) { + + this.id = element.getAttribute( 'id' ); + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[i]; + + switch ( child.nodeName ) { + + case 'bool_array': + + this.data = _bools( child.textContent ); + this.type = child.nodeName; + break; + + case 'float_array': + + this.data = _floats( child.textContent ); + this.type = child.nodeName; + break; + + case 'int_array': + + this.data = _ints( child.textContent ); + this.type = child.nodeName; + break; + + case 'IDREF_array': + case 'Name_array': + + this.data = _strings( child.textContent ); + this.type = child.nodeName; + break; + + case 'technique_common': + + for ( var j = 0; j < child.childNodes.length; j ++ ) { + + if ( child.childNodes[ j ].nodeName === 'accessor' ) { + + this.accessor = ( new Accessor() ).parse( child.childNodes[ j ] ); + break; + + } + } + break; + + default: + // console.log(child.nodeName); + break; + + } + + } + + return this; + + }; + + Source.prototype.read = function () { + + var result = []; + + //for (var i = 0; i < this.accessor.params.length; i++) { + + var param = this.accessor.params[ 0 ]; + + //console.log(param.name + " " + param.type); + + switch ( param.type ) { + + case 'IDREF': + case 'Name': case 'name': + case 'float': + + return this.data; + + case 'float4x4': + + for ( var j = 0; j < this.data.length; j += 16 ) { + + var s = this.data.slice( j, j + 16 ); + var m = getConvertedMat4( s ); + result.push( m ); + } + + break; + + default: + + console.log( 'ColladaLoader: Source: Read dont know how to read ' + param.type + '.' ); + break; + + } + + //} + + return result; + + }; + + function Material () { + + this.id = ""; + this.name = ""; + this.instance_effect = null; + + } + + Material.prototype.parse = function ( element ) { + + this.id = element.getAttribute( 'id' ); + this.name = element.getAttribute( 'name' ); + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + if ( element.childNodes[ i ].nodeName === 'instance_effect' ) { + + this.instance_effect = ( new InstanceEffect() ).parse( element.childNodes[ i ] ); + break; + + } + + } + + return this; + + }; + + function ColorOrTexture () { + + this.color = new THREE.Color(); + this.color.setRGB( Math.random(), Math.random(), Math.random() ); + this.color.a = 1.0; + + this.texture = null; + this.texcoord = null; + this.texOpts = null; + + } + + ColorOrTexture.prototype.isColor = function () { + + return ( this.texture === null ); + + }; + + ColorOrTexture.prototype.isTexture = function () { + + return ( this.texture != null ); + + }; + + ColorOrTexture.prototype.parse = function ( element ) { + + if (element.nodeName === 'transparent') { + + this.opaque = element.getAttribute('opaque'); + + } + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[ i ]; + if ( child.nodeType != 1 ) continue; + + switch ( child.nodeName ) { + + case 'color': + + var rgba = _floats( child.textContent ); + this.color = new THREE.Color(); + this.color.setRGB( rgba[0], rgba[1], rgba[2] ); + this.color.a = rgba[3]; + break; + + case 'texture': + + this.texture = child.getAttribute('texture'); + this.texcoord = child.getAttribute('texcoord'); + // Defaults from: + // https://collada.org/mediawiki/index.php/Maya_texture_placement_MAYA_extension + this.texOpts = { + offsetU: 0, + offsetV: 0, + repeatU: 1, + repeatV: 1, + wrapU: 1, + wrapV: 1 + }; + this.parseTexture( child ); + break; + + default: + break; + + } + + } + + return this; + + }; + + ColorOrTexture.prototype.parseTexture = function ( element ) { + + if ( ! element.childNodes ) return this; + + // This should be supported by Maya, 3dsMax, and MotionBuilder + + if ( element.childNodes[1] && element.childNodes[1].nodeName === 'extra' ) { + + element = element.childNodes[1]; + + if ( element.childNodes[1] && element.childNodes[1].nodeName === 'technique' ) { + + element = element.childNodes[1]; + + } + + } + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[ i ]; + + switch ( child.nodeName ) { + + case 'offsetU': + case 'offsetV': + case 'repeatU': + case 'repeatV': + + this.texOpts[ child.nodeName ] = parseFloat( child.textContent ); + + break; + + case 'wrapU': + case 'wrapV': + + // some dae have a value of true which becomes NaN via parseInt + + if ( child.textContent.toUpperCase() === 'TRUE' ) { + + this.texOpts[ child.nodeName ] = 1; + + } else { + + this.texOpts[ child.nodeName ] = parseInt( child.textContent ); + + } + break; + + default: + + this.texOpts[ child.nodeName ] = child.textContent; + + break; + + } + + } + + return this; + + }; + + function Shader ( type, effect ) { + + this.type = type; + this.effect = effect; + this.material = null; + + } + + Shader.prototype.parse = function ( element ) { + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[ i ]; + if ( child.nodeType != 1 ) continue; + + switch ( child.nodeName ) { + + case 'emission': + case 'diffuse': + case 'specular': + case 'transparent': + + this[ child.nodeName ] = ( new ColorOrTexture() ).parse( child ); + break; + + case 'bump': + + // If 'bumptype' is 'heightfield', create a 'bump' property + // Else if 'bumptype' is 'normalmap', create a 'normal' property + // (Default to 'bump') + var bumpType = child.getAttribute( 'bumptype' ); + if ( bumpType ) { + if ( bumpType.toLowerCase() === "heightfield" ) { + this[ 'bump' ] = ( new ColorOrTexture() ).parse( child ); + } else if ( bumpType.toLowerCase() === "normalmap" ) { + this[ 'normal' ] = ( new ColorOrTexture() ).parse( child ); + } else { + console.error( "Shader.prototype.parse: Invalid value for attribute 'bumptype' (" + bumpType + ") - valid bumptypes are 'HEIGHTFIELD' and 'NORMALMAP' - defaulting to 'HEIGHTFIELD'" ); + this[ 'bump' ] = ( new ColorOrTexture() ).parse( child ); + } + } else { + console.warn( "Shader.prototype.parse: Attribute 'bumptype' missing from bump node - defaulting to 'HEIGHTFIELD'" ); + this[ 'bump' ] = ( new ColorOrTexture() ).parse( child ); + } + + break; + + case 'shininess': + case 'reflectivity': + case 'index_of_refraction': + case 'transparency': + + var f = child.querySelectorAll('float'); + + if ( f.length > 0 ) + this[ child.nodeName ] = parseFloat( f[ 0 ].textContent ); + + break; + + default: + break; + + } + + } + + this.create(); + return this; + + }; + + Shader.prototype.create = function() { + + var props = {}; + + var transparent = false; + + if (this['transparency'] !== undefined && this['transparent'] !== undefined) { + // convert transparent color RBG to average value + var transparentColor = this['transparent']; + var transparencyLevel = (this.transparent.color.r + this.transparent.color.g + this.transparent.color.b) / 3 * this.transparency; + + if (transparencyLevel > 0) { + transparent = true; + props[ 'transparent' ] = true; + props[ 'opacity' ] = 1 - transparencyLevel; + + } + + } + + var keys = { + 'diffuse':'map', + 'ambient':'lightMap', + 'specular':'specularMap', + 'emission':'emissionMap', + 'bump':'bumpMap', + 'normal':'normalMap' + }; + + for ( var prop in this ) { + + switch ( prop ) { + + case 'ambient': + case 'emission': + case 'diffuse': + case 'specular': + case 'bump': + case 'normal': + + var cot = this[ prop ]; + + if ( cot instanceof ColorOrTexture ) { + + if ( cot.isTexture() ) { + + var samplerId = cot.texture; + var surfaceId = this.effect.sampler[samplerId]; + + if ( surfaceId !== undefined && surfaceId.source !== undefined ) { + + var surface = this.effect.surface[surfaceId.source]; + + if ( surface !== undefined ) { + + var image = images[ surface.init_from ]; + + if ( image ) { + + var url = baseUrl + image.init_from; + + var texture; + var loader = THREE.Loader.Handlers.get( url ); + + if ( loader !== null ) { + + texture = loader.load( url ); + + } else { + + texture = new THREE.Texture(); + + loadTextureImage( texture, url ); + + } + + texture.wrapS = cot.texOpts.wrapU ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping; + texture.wrapT = cot.texOpts.wrapV ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping; + texture.offset.x = cot.texOpts.offsetU; + texture.offset.y = cot.texOpts.offsetV; + texture.repeat.x = cot.texOpts.repeatU; + texture.repeat.y = cot.texOpts.repeatV; + props[keys[prop]] = texture; + + // Texture with baked lighting? + if (prop === 'emission') props['emissive'] = 0xffffff; + + } + + } + + } + + } else if ( prop === 'diffuse' || !transparent ) { + + if ( prop === 'emission' ) { + + props[ 'emissive' ] = cot.color.getHex(); + + } else { + + props[ prop ] = cot.color.getHex(); + + } + + } + + } + + break; + + case 'shininess': + + props[ prop ] = this[ prop ]; + break; + + case 'reflectivity': + + props[ prop ] = this[ prop ]; + if ( props[ prop ] > 0.0 ) props['envMap'] = options.defaultEnvMap; + props['combine'] = THREE.MixOperation; //mix regular shading with reflective component + break; + + case 'index_of_refraction': + + props[ 'refractionRatio' ] = this[ prop ]; //TODO: "index_of_refraction" becomes "refractionRatio" in shader, but I'm not sure if the two are actually comparable + if ( this[ prop ] !== 1.0 ) props['envMap'] = options.defaultEnvMap; + break; + + case 'transparency': + // gets figured out up top + break; + + default: + break; + + } + + } + + props[ 'shading' ] = preferredShading; + props[ 'side' ] = this.effect.doubleSided ? THREE.DoubleSide : THREE.FrontSide; + + if ( props.diffuse !== undefined ) { + + props.color = props.diffuse; + delete props.diffuse; + + } + + switch ( this.type ) { + + case 'constant': + + if (props.emissive != undefined) props.color = props.emissive; + this.material = new THREE.MeshBasicMaterial( props ); + break; + + case 'phong': + case 'blinn': + + this.material = new THREE.MeshPhongMaterial( props ); + break; + + case 'lambert': + default: + + this.material = new THREE.MeshLambertMaterial( props ); + break; + + } + + return this.material; + + }; + + function Surface ( effect ) { + + this.effect = effect; + this.init_from = null; + this.format = null; + + } + + Surface.prototype.parse = function ( element ) { + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[ i ]; + if ( child.nodeType != 1 ) continue; + + switch ( child.nodeName ) { + + case 'init_from': + + this.init_from = child.textContent; + break; + + case 'format': + + this.format = child.textContent; + break; + + default: + + console.log( "unhandled Surface prop: " + child.nodeName ); + break; + + } + + } + + return this; + + }; + + function Sampler2D ( effect ) { + + this.effect = effect; + this.source = null; + this.wrap_s = null; + this.wrap_t = null; + this.minfilter = null; + this.magfilter = null; + this.mipfilter = null; + + } + + Sampler2D.prototype.parse = function ( element ) { + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[ i ]; + if ( child.nodeType != 1 ) continue; + + switch ( child.nodeName ) { + + case 'source': + + this.source = child.textContent; + break; + + case 'minfilter': + + this.minfilter = child.textContent; + break; + + case 'magfilter': + + this.magfilter = child.textContent; + break; + + case 'mipfilter': + + this.mipfilter = child.textContent; + break; + + case 'wrap_s': + + this.wrap_s = child.textContent; + break; + + case 'wrap_t': + + this.wrap_t = child.textContent; + break; + + default: + + console.log( "unhandled Sampler2D prop: " + child.nodeName ); + break; + + } + + } + + return this; + + }; + + function Effect () { + + this.id = ""; + this.name = ""; + this.shader = null; + this.surface = {}; + this.sampler = {}; + + } + + Effect.prototype.create = function () { + + if ( this.shader === null ) { + + return null; + + } + + }; + + Effect.prototype.parse = function ( element ) { + + this.id = element.getAttribute( 'id' ); + this.name = element.getAttribute( 'name' ); + + extractDoubleSided( this, element ); + + this.shader = null; + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[ i ]; + if ( child.nodeType != 1 ) continue; + + switch ( child.nodeName ) { + + case 'profile_COMMON': + + this.parseTechnique( this.parseProfileCOMMON( child ) ); + break; + + default: + break; + + } + + } + + return this; + + }; + + Effect.prototype.parseNewparam = function ( element ) { + + var sid = element.getAttribute( 'sid' ); + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[ i ]; + if ( child.nodeType != 1 ) continue; + + switch ( child.nodeName ) { + + case 'surface': + + this.surface[sid] = ( new Surface( this ) ).parse( child ); + break; + + case 'sampler2D': + + this.sampler[sid] = ( new Sampler2D( this ) ).parse( child ); + break; + + case 'extra': + + break; + + default: + + console.log( child.nodeName ); + break; + + } + + } + + }; + + Effect.prototype.parseProfileCOMMON = function ( element ) { + + var technique; + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[ i ]; + + if ( child.nodeType != 1 ) continue; + + switch ( child.nodeName ) { + + case 'profile_COMMON': + + this.parseProfileCOMMON( child ); + break; + + case 'technique': + + technique = child; + break; + + case 'newparam': + + this.parseNewparam( child ); + break; + + case 'image': + + var _image = ( new _Image() ).parse( child ); + images[ _image.id ] = _image; + break; + + case 'extra': + break; + + default: + + console.log( child.nodeName ); + break; + + } + + } + + return technique; + + }; + + Effect.prototype.parseTechnique = function ( element ) { + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[i]; + if ( child.nodeType != 1 ) continue; + + switch ( child.nodeName ) { + + case 'constant': + case 'lambert': + case 'blinn': + case 'phong': + + this.shader = ( new Shader( child.nodeName, this ) ).parse( child ); + break; + case 'extra': + this.parseExtra(child); + break; + default: + break; + + } + + } + + }; + + Effect.prototype.parseExtra = function ( element ) { + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[i]; + if ( child.nodeType != 1 ) continue; + + switch ( child.nodeName ) { + + case 'technique': + this.parseExtraTechnique( child ); + break; + default: + break; + + } + + } + + }; + + Effect.prototype.parseExtraTechnique = function ( element ) { + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[i]; + if ( child.nodeType != 1 ) continue; + + switch ( child.nodeName ) { + + case 'bump': + this.shader.parse( element ); + break; + default: + break; + + } + + } + + }; + + function InstanceEffect () { + + this.url = ""; + + } + + InstanceEffect.prototype.parse = function ( element ) { + + this.url = element.getAttribute( 'url' ).replace( /^#/, '' ); + return this; + + }; + + function Animation() { + + this.id = ""; + this.name = ""; + this.source = {}; + this.sampler = []; + this.channel = []; + + } + + Animation.prototype.parse = function ( element ) { + + this.id = element.getAttribute( 'id' ); + this.name = element.getAttribute( 'name' ); + this.source = {}; + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[ i ]; + + if ( child.nodeType != 1 ) continue; + + switch ( child.nodeName ) { + + case 'animation': + + var anim = ( new Animation() ).parse( child ); + + for ( var src in anim.source ) { + + this.source[ src ] = anim.source[ src ]; + + } + + for ( var j = 0; j < anim.channel.length; j ++ ) { + + this.channel.push( anim.channel[ j ] ); + this.sampler.push( anim.sampler[ j ] ); + + } + + break; + + case 'source': + + var src = ( new Source() ).parse( child ); + this.source[ src.id ] = src; + break; + + case 'sampler': + + this.sampler.push( ( new Sampler( this ) ).parse( child ) ); + break; + + case 'channel': + + this.channel.push( ( new Channel( this ) ).parse( child ) ); + break; + + default: + break; + + } + + } + + return this; + + }; + + function Channel( animation ) { + + this.animation = animation; + this.source = ""; + this.target = ""; + this.fullSid = null; + this.sid = null; + this.dotSyntax = null; + this.arrSyntax = null; + this.arrIndices = null; + this.member = null; + + } + + Channel.prototype.parse = function ( element ) { + + this.source = element.getAttribute( 'source' ).replace( /^#/, '' ); + this.target = element.getAttribute( 'target' ); + + var parts = this.target.split( '/' ); + + var id = parts.shift(); + var sid = parts.shift(); + + var dotSyntax = ( sid.indexOf(".") >= 0 ); + var arrSyntax = ( sid.indexOf("(") >= 0 ); + + if ( dotSyntax ) { + + parts = sid.split("."); + this.sid = parts.shift(); + this.member = parts.shift(); + + } else if ( arrSyntax ) { + + var arrIndices = sid.split("("); + this.sid = arrIndices.shift(); + + for (var j = 0; j < arrIndices.length; j ++ ) { + + arrIndices[j] = parseInt( arrIndices[j].replace(/\)/, '') ); + + } + + this.arrIndices = arrIndices; + + } else { + + this.sid = sid; + + } + + this.fullSid = sid; + this.dotSyntax = dotSyntax; + this.arrSyntax = arrSyntax; + + return this; + + }; + + function Sampler ( animation ) { + + this.id = ""; + this.animation = animation; + this.inputs = []; + this.input = null; + this.output = null; + this.strideOut = null; + this.interpolation = null; + this.startTime = null; + this.endTime = null; + this.duration = 0; + + } + + Sampler.prototype.parse = function ( element ) { + + this.id = element.getAttribute( 'id' ); + this.inputs = []; + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[ i ]; + if ( child.nodeType != 1 ) continue; + + switch ( child.nodeName ) { + + case 'input': + + this.inputs.push( (new Input()).parse( child ) ); + break; + + default: + break; + + } + + } + + return this; + + }; + + Sampler.prototype.create = function () { + + for ( var i = 0; i < this.inputs.length; i ++ ) { + + var input = this.inputs[ i ]; + var source = this.animation.source[ input.source ]; + + switch ( input.semantic ) { + + case 'INPUT': + + this.input = source.read(); + break; + + case 'OUTPUT': + + this.output = source.read(); + this.strideOut = source.accessor.stride; + break; + + case 'INTERPOLATION': + + this.interpolation = source.read(); + break; + + case 'IN_TANGENT': + + break; + + case 'OUT_TANGENT': + + break; + + default: + + console.log(input.semantic); + break; + + } + + } + + this.startTime = 0; + this.endTime = 0; + this.duration = 0; + + if ( this.input.length ) { + + this.startTime = 100000000; + this.endTime = -100000000; + + for ( var i = 0; i < this.input.length; i ++ ) { + + this.startTime = Math.min( this.startTime, this.input[ i ] ); + this.endTime = Math.max( this.endTime, this.input[ i ] ); + + } + + this.duration = this.endTime - this.startTime; + + } + + }; + + Sampler.prototype.getData = function ( type, ndx, member ) { + + var data; + + if ( type === 'matrix' && this.strideOut === 16 ) { + + data = this.output[ ndx ]; + + } else if ( this.strideOut > 1 ) { + + data = []; + ndx *= this.strideOut; + + for ( var i = 0; i < this.strideOut; ++ i ) { + + data[ i ] = this.output[ ndx + i ]; + + } + + if ( this.strideOut === 3 ) { + + switch ( type ) { + + case 'rotate': + case 'translate': + + fixCoords( data, -1 ); + break; + + case 'scale': + + fixCoords( data, 1 ); + break; + + } + + } else if ( this.strideOut === 4 && type === 'matrix' ) { + + fixCoords( data, -1 ); + + } + + } else { + + data = this.output[ ndx ]; + + if ( member && type === 'translate' ) { + data = getConvertedTranslation( member, data ); + } + + } + + return data; + + }; + + function Key ( time ) { + + this.targets = []; + this.time = time; + + } + + Key.prototype.addTarget = function ( fullSid, transform, member, data ) { + + this.targets.push( { + sid: fullSid, + member: member, + transform: transform, + data: data + } ); + + }; + + Key.prototype.apply = function ( opt_sid ) { + + for ( var i = 0; i < this.targets.length; ++ i ) { + + var target = this.targets[ i ]; + + if ( !opt_sid || target.sid === opt_sid ) { + + target.transform.update( target.data, target.member ); + + } + + } + + }; + + Key.prototype.getTarget = function ( fullSid ) { + + for ( var i = 0; i < this.targets.length; ++ i ) { + + if ( this.targets[ i ].sid === fullSid ) { + + return this.targets[ i ]; + + } + + } + + return null; + + }; + + Key.prototype.hasTarget = function ( fullSid ) { + + for ( var i = 0; i < this.targets.length; ++ i ) { + + if ( this.targets[ i ].sid === fullSid ) { + + return true; + + } + + } + + return false; + + }; + + // TODO: Currently only doing linear interpolation. Should support full COLLADA spec. + Key.prototype.interpolate = function ( nextKey, time ) { + + for ( var i = 0, l = this.targets.length; i < l; i ++ ) { + + var target = this.targets[ i ], + nextTarget = nextKey.getTarget( target.sid ), + data; + + if ( target.transform.type !== 'matrix' && nextTarget ) { + + var scale = ( time - this.time ) / ( nextKey.time - this.time ), + nextData = nextTarget.data, + prevData = target.data; + + if ( scale < 0 ) scale = 0; + if ( scale > 1 ) scale = 1; + + if ( prevData.length ) { + + data = []; + + for ( var j = 0; j < prevData.length; ++ j ) { + + data[ j ] = prevData[ j ] + ( nextData[ j ] - prevData[ j ] ) * scale; + + } + + } else { + + data = prevData + ( nextData - prevData ) * scale; + + } + + } else { + + data = target.data; + + } + + target.transform.update( data, target.member ); + + } + + }; + + // Camera + function Camera() { + + this.id = ""; + this.name = ""; + this.technique = ""; + + } + + Camera.prototype.parse = function ( element ) { + + this.id = element.getAttribute( 'id' ); + this.name = element.getAttribute( 'name' ); + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[ i ]; + if ( child.nodeType != 1 ) continue; + + switch ( child.nodeName ) { + + case 'optics': + + this.parseOptics( child ); + break; + + default: + break; + + } + + } + + return this; + + }; + + Camera.prototype.parseOptics = function ( element ) { + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + if ( element.childNodes[ i ].nodeName === 'technique_common' ) { + + var technique = element.childNodes[ i ]; + + for ( var j = 0; j < technique.childNodes.length; j ++ ) { + + this.technique = technique.childNodes[ j ].nodeName; + + if ( this.technique === 'perspective' ) { + + var perspective = technique.childNodes[ j ]; + + for ( var k = 0; k < perspective.childNodes.length; k ++ ) { + + var param = perspective.childNodes[ k ]; + + switch ( param.nodeName ) { + + case 'yfov': + this.yfov = param.textContent; + break; + case 'xfov': + this.xfov = param.textContent; + break; + case 'znear': + this.znear = param.textContent; + break; + case 'zfar': + this.zfar = param.textContent; + break; + case 'aspect_ratio': + this.aspect_ratio = param.textContent; + break; + + } + + } + + } else if ( this.technique === 'orthographic' ) { + + var orthographic = technique.childNodes[ j ]; + + for ( var k = 0; k < orthographic.childNodes.length; k ++ ) { + + var param = orthographic.childNodes[ k ]; + + switch ( param.nodeName ) { + + case 'xmag': + this.xmag = param.textContent; + break; + case 'ymag': + this.ymag = param.textContent; + break; + case 'znear': + this.znear = param.textContent; + break; + case 'zfar': + this.zfar = param.textContent; + break; + case 'aspect_ratio': + this.aspect_ratio = param.textContent; + break; + + } + + } + + } + + } + + } + + } + + return this; + + }; + + function InstanceCamera() { + + this.url = ""; + + } + + InstanceCamera.prototype.parse = function ( element ) { + + this.url = element.getAttribute('url').replace(/^#/, ''); + + return this; + + }; + + // Light + + function Light() { + + this.id = ""; + this.name = ""; + this.technique = ""; + + } + + Light.prototype.parse = function ( element ) { + + this.id = element.getAttribute( 'id' ); + this.name = element.getAttribute( 'name' ); + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[ i ]; + if ( child.nodeType != 1 ) continue; + + switch ( child.nodeName ) { + + case 'technique_common': + + this.parseCommon( child ); + break; + + case 'technique': + + this.parseTechnique( child ); + break; + + default: + break; + + } + + } + + return this; + + }; + + Light.prototype.parseCommon = function ( element ) { + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + switch ( element.childNodes[ i ].nodeName ) { + + case 'directional': + case 'point': + case 'spot': + case 'ambient': + + this.technique = element.childNodes[ i ].nodeName; + + var light = element.childNodes[ i ]; + + for ( var j = 0; j < light.childNodes.length; j ++ ) { + + var child = light.childNodes[j]; + + switch ( child.nodeName ) { + + case 'color': + + var rgba = _floats( child.textContent ); + this.color = new THREE.Color(0); + this.color.setRGB( rgba[0], rgba[1], rgba[2] ); + this.color.a = rgba[3]; + break; + + case 'falloff_angle': + + this.falloff_angle = parseFloat( child.textContent ); + break; + + case 'quadratic_attenuation': + var f = parseFloat( child.textContent ); + this.distance = f ? Math.sqrt( 1 / f ) : 0; + } + + } + + } + + } + + return this; + + }; + + Light.prototype.parseTechnique = function ( element ) { + + this.profile = element.getAttribute( 'profile' ); + + for ( var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[ i ]; + + switch ( child.nodeName ) { + + case 'intensity': + + this.intensity = parseFloat(child.textContent); + break; + + } + + } + + return this; + + }; + + function InstanceLight() { + + this.url = ""; + + } + + InstanceLight.prototype.parse = function ( element ) { + + this.url = element.getAttribute('url').replace(/^#/, ''); + + return this; + + }; + + function KinematicsModel( ) { + + this.id = ''; + this.name = ''; + this.joints = []; + this.links = []; + + } + + KinematicsModel.prototype.parse = function( element ) { + + this.id = element.getAttribute('id'); + this.name = element.getAttribute('name'); + this.joints = []; + this.links = []; + + for (var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[ i ]; + if ( child.nodeType != 1 ) continue; + + switch ( child.nodeName ) { + + case 'technique_common': + + this.parseCommon(child); + break; + + default: + break; + + } + + } + + return this; + + }; + + KinematicsModel.prototype.parseCommon = function( element ) { + + for (var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[ i ]; + if ( child.nodeType != 1 ) continue; + + switch ( element.childNodes[ i ].nodeName ) { + + case 'joint': + this.joints.push( (new Joint()).parse(child) ); + break; + + case 'link': + this.links.push( (new Link()).parse(child) ); + break; + + default: + break; + + } + + } + + return this; + + }; + + function Joint( ) { + + this.sid = ''; + this.name = ''; + this.axis = new THREE.Vector3(); + this.limits = { + min: 0, + max: 0 + }; + this.type = ''; + this.static = false; + this.zeroPosition = 0.0; + this.middlePosition = 0.0; + + } + + Joint.prototype.parse = function( element ) { + + this.sid = element.getAttribute('sid'); + this.name = element.getAttribute('name'); + this.axis = new THREE.Vector3(); + this.limits = { + min: 0, + max: 0 + }; + this.type = ''; + this.static = false; + this.zeroPosition = 0.0; + this.middlePosition = 0.0; + + var axisElement = element.querySelector('axis'); + var _axis = _floats(axisElement.textContent); + this.axis = getConvertedVec3(_axis, 0); + + var min = element.querySelector('limits min') ? parseFloat(element.querySelector('limits min').textContent) : -360; + var max = element.querySelector('limits max') ? parseFloat(element.querySelector('limits max').textContent) : 360; + + this.limits = { + min: min, + max: max + }; + + var jointTypes = [ 'prismatic', 'revolute' ]; + for (var i = 0; i < jointTypes.length; i ++ ) { + + var type = jointTypes[ i ]; + + var jointElement = element.querySelector(type); + + if ( jointElement ) { + + this.type = type; + + } + + } + + // if the min is equal to or somehow greater than the max, consider the joint static + if ( this.limits.min >= this.limits.max ) { + + this.static = true; + + } + + this.middlePosition = (this.limits.min + this.limits.max) / 2.0; + return this; + + }; + + function Link( ) { + + this.sid = ''; + this.name = ''; + this.transforms = []; + this.attachments = []; + + } + + Link.prototype.parse = function( element ) { + + this.sid = element.getAttribute('sid'); + this.name = element.getAttribute('name'); + this.transforms = []; + this.attachments = []; + + for (var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[ i ]; + if ( child.nodeType != 1 ) continue; + + switch ( child.nodeName ) { + + case 'attachment_full': + this.attachments.push( (new Attachment()).parse(child) ); + break; + + case 'rotate': + case 'translate': + case 'matrix': + + this.transforms.push( (new Transform()).parse(child) ); + break; + + default: + + break; + + } + + } + + return this; + + }; + + function Attachment( ) { + + this.joint = ''; + this.transforms = []; + this.links = []; + + } + + Attachment.prototype.parse = function( element ) { + + this.joint = element.getAttribute('joint').split('/').pop(); + this.links = []; + + for (var i = 0; i < element.childNodes.length; i ++ ) { + + var child = element.childNodes[ i ]; + if ( child.nodeType != 1 ) continue; + + switch ( child.nodeName ) { + + case 'link': + this.links.push( (new Link()).parse(child) ); + break; + + case 'rotate': + case 'translate': + case 'matrix': + + this.transforms.push( (new Transform()).parse(child) ); + break; + + default: + + break; + + } + + } + + return this; + + }; + + function _source( element ) { + + var id = element.getAttribute( 'id' ); + + if ( sources[ id ] != undefined ) { + + return sources[ id ]; + + } + + sources[ id ] = ( new Source(id )).parse( element ); + return sources[ id ]; + + } + + function _nsResolver( nsPrefix ) { + + if ( nsPrefix === "dae" ) { + + return "http://www.collada.org/2005/11/COLLADASchema"; + + } + + return null; + + } + + function _bools( str ) { + + var raw = _strings( str ); + var data = []; + + for ( var i = 0, l = raw.length; i < l; i ++ ) { + + data.push( (raw[i] === 'true' || raw[i] === '1') ? true : false ); + + } + + return data; + + } + + function _floats( str ) { + + var raw = _strings(str); + var data = []; + + for ( var i = 0, l = raw.length; i < l; i ++ ) { + + data.push( parseFloat( raw[ i ] ) ); + + } + + return data; + + } + + function _ints( str ) { + + var raw = _strings( str ); + var data = []; + + for ( var i = 0, l = raw.length; i < l; i ++ ) { + + data.push( parseInt( raw[ i ], 10 ) ); + + } + + return data; + + } + + function _strings( str ) { + + return ( str.length > 0 ) ? _trimString( str ).split( /\s+/ ) : []; + + } + + function _trimString( str ) { + + return str.replace( /^\s+/, "" ).replace( /\s+$/, "" ); + + } + + function _attr_as_float( element, name, defaultValue ) { + + if ( element.hasAttribute( name ) ) { + + return parseFloat( element.getAttribute( name ) ); + + } else { + + return defaultValue; + + } + + } + + function _attr_as_int( element, name, defaultValue ) { + + if ( element.hasAttribute( name ) ) { + + return parseInt( element.getAttribute( name ), 10) ; + + } else { + + return defaultValue; + + } + + } + + function _attr_as_string( element, name, defaultValue ) { + + if ( element.hasAttribute( name ) ) { + + return element.getAttribute( name ); + + } else { + + return defaultValue; + + } + + } + + function _format_float( f, num ) { + + if ( f === undefined ) { + + var s = '0.'; + + while ( s.length < num + 2 ) { + + s += '0'; + + } + + return s; + + } + + num = num || 2; + + var parts = f.toString().split( '.' ); + parts[ 1 ] = parts.length > 1 ? parts[ 1 ].substr( 0, num ) : "0"; + + while ( parts[ 1 ].length < num ) { + + parts[ 1 ] += '0'; + + } + + return parts.join( '.' ); + + } + + function loadTextureImage ( texture, url ) { + + var loader = new THREE.ImageLoader(); + + loader.load( url, function ( image ) { + + texture.image = image; + texture.needsUpdate = true; + + } ); + + } + + function extractDoubleSided( obj, element ) { + + obj.doubleSided = false; + + var node = element.querySelectorAll('extra double_sided')[0]; + + if ( node ) { + + if ( node && parseInt( node.textContent, 10 ) === 1 ) { + + obj.doubleSided = true; + + } + + } + + } + + // Up axis conversion + + function setUpConversion() { + + if ( options.convertUpAxis !== true || colladaUp === options.upAxis ) { + + upConversion = null; + + } else { + + switch ( colladaUp ) { + + case 'X': + + upConversion = options.upAxis === 'Y' ? 'XtoY' : 'XtoZ'; + break; + + case 'Y': + + upConversion = options.upAxis === 'X' ? 'YtoX' : 'YtoZ'; + break; + + case 'Z': + + upConversion = options.upAxis === 'X' ? 'ZtoX' : 'ZtoY'; + break; + + } + + } + + } + + function fixCoords( data, sign ) { + + if ( options.convertUpAxis !== true || colladaUp === options.upAxis ) { + + return; + + } + + switch ( upConversion ) { + + case 'XtoY': + + var tmp = data[ 0 ]; + data[ 0 ] = sign * data[ 1 ]; + data[ 1 ] = tmp; + break; + + case 'XtoZ': + + var tmp = data[ 2 ]; + data[ 2 ] = data[ 1 ]; + data[ 1 ] = data[ 0 ]; + data[ 0 ] = tmp; + break; + + case 'YtoX': + + var tmp = data[ 0 ]; + data[ 0 ] = data[ 1 ]; + data[ 1 ] = sign * tmp; + break; + + case 'YtoZ': + + var tmp = data[ 1 ]; + data[ 1 ] = sign * data[ 2 ]; + data[ 2 ] = tmp; + break; + + case 'ZtoX': + + var tmp = data[ 0 ]; + data[ 0 ] = data[ 1 ]; + data[ 1 ] = data[ 2 ]; + data[ 2 ] = tmp; + break; + + case 'ZtoY': + + var tmp = data[ 1 ]; + data[ 1 ] = data[ 2 ]; + data[ 2 ] = sign * tmp; + break; + + } + + } + + function getConvertedTranslation( axis, data ) { + + if ( options.convertUpAxis !== true || colladaUp === options.upAxis ) { + + return data; + + } + + switch ( axis ) { + case 'X': + data = upConversion === 'XtoY' ? data * -1 : data; + break; + case 'Y': + data = upConversion === 'YtoZ' || upConversion === 'YtoX' ? data * -1 : data; + break; + case 'Z': + data = upConversion === 'ZtoY' ? data * -1 : data ; + break; + default: + break; + } + + return data; + } + + function getConvertedVec3( data, offset ) { + + var arr = [ data[ offset ], data[ offset + 1 ], data[ offset + 2 ] ]; + fixCoords( arr, -1 ); + return new THREE.Vector3( arr[ 0 ], arr[ 1 ], arr[ 2 ] ); + + } + + function getConvertedMat4( data ) { + + if ( options.convertUpAxis ) { + + // First fix rotation and scale + + // Columns first + var arr = [ data[ 0 ], data[ 4 ], data[ 8 ] ]; + fixCoords( arr, -1 ); + data[ 0 ] = arr[ 0 ]; + data[ 4 ] = arr[ 1 ]; + data[ 8 ] = arr[ 2 ]; + arr = [ data[ 1 ], data[ 5 ], data[ 9 ] ]; + fixCoords( arr, -1 ); + data[ 1 ] = arr[ 0 ]; + data[ 5 ] = arr[ 1 ]; + data[ 9 ] = arr[ 2 ]; + arr = [ data[ 2 ], data[ 6 ], data[ 10 ] ]; + fixCoords( arr, -1 ); + data[ 2 ] = arr[ 0 ]; + data[ 6 ] = arr[ 1 ]; + data[ 10 ] = arr[ 2 ]; + // Rows second + arr = [ data[ 0 ], data[ 1 ], data[ 2 ] ]; + fixCoords( arr, -1 ); + data[ 0 ] = arr[ 0 ]; + data[ 1 ] = arr[ 1 ]; + data[ 2 ] = arr[ 2 ]; + arr = [ data[ 4 ], data[ 5 ], data[ 6 ] ]; + fixCoords( arr, -1 ); + data[ 4 ] = arr[ 0 ]; + data[ 5 ] = arr[ 1 ]; + data[ 6 ] = arr[ 2 ]; + arr = [ data[ 8 ], data[ 9 ], data[ 10 ] ]; + fixCoords( arr, -1 ); + data[ 8 ] = arr[ 0 ]; + data[ 9 ] = arr[ 1 ]; + data[ 10 ] = arr[ 2 ]; + + // Now fix translation + arr = [ data[ 3 ], data[ 7 ], data[ 11 ] ]; + fixCoords( arr, -1 ); + data[ 3 ] = arr[ 0 ]; + data[ 7 ] = arr[ 1 ]; + data[ 11 ] = arr[ 2 ]; + + } + + return new THREE.Matrix4().set( + data[0], data[1], data[2], data[3], + data[4], data[5], data[6], data[7], + data[8], data[9], data[10], data[11], + data[12], data[13], data[14], data[15] + ); + + } + + function getConvertedIndex( index ) { + + if ( index > -1 && index < 3 ) { + + var members = [ 'X', 'Y', 'Z' ], + indices = { X: 0, Y: 1, Z: 2 }; + + index = getConvertedMember( members[ index ] ); + index = indices[ index ]; + + } + + return index; + + } + + function getConvertedMember( member ) { + + if ( options.convertUpAxis ) { + + switch ( member ) { + + case 'X': + + switch ( upConversion ) { + + case 'XtoY': + case 'XtoZ': + case 'YtoX': + + member = 'Y'; + break; + + case 'ZtoX': + + member = 'Z'; + break; + + } + + break; + + case 'Y': + + switch ( upConversion ) { + + case 'XtoY': + case 'YtoX': + case 'ZtoX': + + member = 'X'; + break; + + case 'XtoZ': + case 'YtoZ': + case 'ZtoY': + + member = 'Z'; + break; + + } + + break; + + case 'Z': + + switch ( upConversion ) { + + case 'XtoZ': + + member = 'X'; + break; + + case 'YtoZ': + case 'ZtoX': + case 'ZtoY': + + member = 'Y'; + break; + + } + + break; + + } + + } + + return member; + + } + + return { + + load: load, + parse: parse, + setPreferredShading: setPreferredShading, + applySkin: applySkin, + geometries : geometries, + options: options + + }; + + }; + + module.exports = ColladaLoader; + + +/***/ }, +/* 11 */ +/***/ function(module, exports, __webpack_require__) { + + var BaseGridVisualization = __webpack_require__(8); + + function getColorDistibution(count) { + var y = 0.5 + var out = []; + _.times(count, function(c) { + var step = (360 / count) * c; + var v = Math.cos(step); + var u = Math.sin(step); + var r = y + v / 0.88 + var g = y - 0.38 * u - 0.58 * v + var b = y + u / 0.49 + out.push(new THREE.Color(r, g, b)); + }); + return out; + } + + function createSegmentLine(geometry, lineWidth, color) { + var material = new THREE.LineBasicMaterial({ + color: color, linewidth: lineWidth + }); + return new THREE.Line(geometry, material); + } + + /******************************************************************************* + * Input, SP, and TM. + *******************************************************************************/ + + /** + * + * @param inputCells (HtmCells) initial input cells to render + * @param spColumns (HtmCells) initial SP columns to render + * @param opts (Object) Can contain 'geometry', 'spacing', 'elementId' + * @constructor + */ + function CompleteHtmVisualization(inputCells, spColumns, opts) { + if (!opts) opts = {}; + this.inputCells = inputCells; + this.spColumns = spColumns; + this.layerSpacing = opts.layerSpacing || 30; + this.inputMeshCells = []; + this.spMeshCells = []; + this.distalSegments = []; + this.proximalSegments = []; + this.inputSpacing = {x: 1.1, y: 1.1, z: 1.1}; + this._selections = []; + BaseGridVisualization.call(this, opts); + } + CompleteHtmVisualization.prototype = Object.create(BaseGridVisualization.prototype); + CompleteHtmVisualization.prototype.constructor = BaseGridVisualization; + + CompleteHtmVisualization.prototype._createSpCells = function(grid) { + return this._createMeshCells( + this.spColumns, grid, this.spPosition, 'spColumns' + ); + }; + + CompleteHtmVisualization.prototype._createInputCells = function(grid) { + // We're going to use a canned spacing for input. This is a hack becuz lazy. + var spacingCache = this.spacing; + this.spacing = this.inputSpacing; + var out = this.inputMeshCells = this._createMeshCells( + this.inputCells, grid, this.inputPosition, 'inputCells' + ); + this.spacing = spacingCache; + return out; + }; + + CompleteHtmVisualization.prototype._createSegmentLines = + function() { + var me = this; + if (this.dSegmentGrid) { + this.scene.remove(this.dSegmentGrid); + } + var dSegmentGrid = new THREE.Group(); + var dSegments = this.distalSegments; + + if (this.pSegmentGrid) { + this.scene.remove(this.pSegmentGrid); + } + var pSegmentGrid = new THREE.Group(); + var pSegments = this.proximalSegments; + + var material = new THREE.LineBasicMaterial({ + color: 0x0000ff + }); + var meshOpacity = 1.0; + // Make all the cells transparent if there is a selection. + if (this.inputCells.selectedCell !== undefined + || this.spColumns.selectedCell !== undefined + || this.spColumns.selectedColumn !== undefined) { + meshOpacity = 0.15; + } + + // Make cubes transparent unless they are connected to a segment. + _.each([this.spMeshCells, this.inputMeshCells], function(meshCells) { + _.each(meshCells, function(meshx) { + _.each(meshx, function(meshz) { + _.each(meshz, function(mesh) { + mesh.material.opacity = meshOpacity; + }); + }); + }); + }); + + var segmentColors = getColorDistibution(dSegments.length); + + // Go distal! + _.each(dSegments, function(segment, index) { + var sourceCellXyz = me.spColumns.getCellXyz(segment.source); + var sourceMesh = me.spMeshCells[sourceCellXyz.x][sourceCellXyz.y][sourceCellXyz.z]; + // console.log('%s, %s', JSON.stringify(sourceCellXyz), JSON.stringify(targetCellXyz)); + var lineWidth = segment.connected ? 3 : 1; + var color = segmentColors[index]; + _.each(segment.synapses, function(synapse) { + var geometry = new THREE.Geometry(); + var targetCellXyz = me.spColumns.getCellXyz(synapse.target); + var targetMesh = me.spMeshCells[targetCellXyz.x][targetCellXyz.y][targetCellXyz.z]; + if (sourceMesh && targetMesh) { + geometry.vertices.push( + sourceMesh.position, + targetMesh.position + ); + var line = createSegmentLine( + geometry, lineWidth, color + ); + dSegmentGrid.add(line); + sourceMesh.material.opacity = 1.0; + targetMesh.material.opacity = 1.0; + } else { + console.warn('Missing cells!'); + console.warn(segment); + console.warn(sourceCellXyz) + console.warn(targetCellXyz) + } + }); + }); + this.scene.add(dSegmentGrid); + this.dSegmentGrid = dSegmentGrid; + + // Go proximal! + _.each(pSegments, function(segment) { + var geometry = new THREE.Geometry(); + var spCellIndex = segment.source; + var sourceCellXyz = me.spColumns.getCellXyz(spCellIndex); + var sourceCellIndex = me.spColumns.getCellIndex( + sourceCellXyz.x, sourceCellXyz.y, sourceCellXyz.z + ); + var sourceMesh = me.spMeshCells[sourceCellXyz.x][sourceCellXyz.y][sourceCellXyz.z]; + + var targetCellXyz = me.inputCells.getCellXyz(segment.target); + var targetMesh = me.inputMeshCells[targetCellXyz.x][targetCellXyz.y][targetCellXyz.z]; + + if (sourceMesh && targetMesh) { + geometry.vertices.push( + sourceMesh.position, + targetMesh.position + ); + var line = createSegmentLine(geometry, 1, new THREE.Color('black')); + pSegmentGrid.add(line); + sourceMesh.material.opacity = 1.0; + targetMesh.material.opacity = 1.0; + } else { + console.warn('Missing cells!'); + console.warn(segment); + console.warn(sourceCellXyz) + console.warn(targetCellXyz) + } + }); + this.scene.add(pSegmentGrid); + this.pSegmentGrid = pSegmentGrid; + }; + + + /** + * Called once to render the canvas into the DOM with the initial cell data. + */ + CompleteHtmVisualization.prototype.render = function(opts) { + if (!opts) opts = {}; + var me = this; + var renderer = this.renderer; + var scene = this.scene; + var controls = this.controls; + var camera = this.camera; + var light = this.light; + var w = this.width; + var h = this.height; + var centerPosition = {x: 0, y: 0, z: 0}; + var cameraPosition = _.extend({}, centerPosition, this.opts.camera); + var spacingCache; + + this.spGrid = new THREE.Group(); + this.inputGrid = new THREE.Group(); + + this.spPosition = _.extend({}, centerPosition); + this.inputPosition = _.extend({}, centerPosition); + // Move the input cells away from the SP cells. + this.inputPosition.z += this.layerSpacing * this.cubeSize; + + this.spMeshCells = this._createSpCells(this.spGrid); + this.inputMeshCells = this._createInputCells(this.inputGrid); + + this._createSegmentLines(); + + camera.position.set(cameraPosition.x, cameraPosition.y, cameraPosition.z); + // Look at the center input cell. + camera.updateProjectionMatrix(); + + window.addEventListener('resize', function() { + w = me.width = me.$container.innerWidth(); + h = me.height = me.$container.innerHeight(); + camera.aspect = w / h; + camera.updateProjectionMatrix(); + renderer.setSize(w, h); + innerRender(); + }, false ); + + this.$container.append(renderer.domElement); + + function innerRender() { + var delta = me.clock.getDelta(); + me.controls.update( delta ); + light.position.x = camera.position.x; + light.position.y = camera.position.y; + light.position.z = camera.position.z; + renderer.render(scene, camera); + } + + function animate() { + requestAnimationFrame(animate); + innerRender(); + } + + animate(); + + }; + + CompleteHtmVisualization.prototype.redraw = function() { + this.spPosition = this.getOffsetCenterPosition( + this.spColumns, this.cubeSize, this.spacing, this.offset + ); + this.inputPosition = this.getOffsetCenterPosition( + this.inputCells, this.cubeSize, this.inputSpacing, this.offset + ); + // Move away the input cells. + this.inputPosition.z += this.layerSpacing * this.cubeSize; + + this._createSegmentLines() + // We're going to use a canned spacing for input. This is a hack becuz lazy. + spacingCache = this.spacing; + this.spacing = this.inputSpacing; + // Remove all selected cell meshes. + while (this._selections.length) { + this.scene.remove(this._selections.pop()); + } + this._applyMeshCells( + this.inputCells, this.inputMeshCells, this.inputPosition + ); + this.spacing = spacingCache; + this._applyMeshCells( + this.spColumns, this.spMeshCells, this.spPosition + ); + }; + + CompleteHtmVisualization.prototype.redim = function(cellsPerRow) { + this.spColumns.cellsPerRow = cellsPerRow; + this.scene.remove(this.spGrid); + this.spGrid = new THREE.Group(); + this.spMeshCells = this._createSpCells(this.spGrid); + }; + + CompleteHtmVisualization.prototype._selectCell = function(cube, opaque) { + var side = THREE.BackSide; + var color = 0x00ff00; + if (opaque) { + side = THREE.FrontSide; + } + var outlineMaterial = new THREE.MeshBasicMaterial({ + color: color, + side: side, + }); + var outlineMesh = new THREE.Mesh( cube.geometry, outlineMaterial ); + outlineMesh.position.set(cube.position.x, cube.position.y, cube.position.z); + outlineMesh.scale.multiplyScalar(1.15); + this._selections.push(outlineMesh); + this.scene.add(outlineMesh); + }; + + CompleteHtmVisualization.prototype._mutateCube = + function(cube, cellValue, x, y, z) { + var geo = cube.geometry; + if (cube._cellData && cube._cellData.type == 'inputCells') { + if (this.inputCells.selectedCell == cellValue.cellIndex) { + this._selectCell(cube); + } + } else { + var selectedCell = this.spColumns.selectedCell; + var selectedColumn = this.spColumns.selectedColumn; + if (selectedColumn && selectedColumn == cellValue.columnIndex) { + // this._selectColumn(cellValue.columnIndex); + this._selectCell(cube); + } else if (selectedCell && selectedCell == cellValue.cellIndex) { + this._selectCell(cube); + } + if (cellValue.highlight) { + this._selectCell(cube, true); + } + } + }; + + module.exports = CompleteHtmVisualization; + + +/***/ }, +/* 12 */ +/***/ function(module, exports, __webpack_require__) { + + var BaseGridVisualization = __webpack_require__(8); + + /******************************************************************************* + * Simple single layer block of cells for TM + *******************************************************************************/ + + /** + * + * @param cells (HtmCells) initial cells to render + * @param opts (Object) Can contain 'geometry', 'spacing', 'elementId' + * @constructor + */ + function SingleLayerVisualization(cells, opts) { + if (!opts) opts = {}; + this.cells = cells; + this.meshCells = []; + BaseGridVisualization.call(this, opts); + } + + SingleLayerVisualization.prototype = Object.create(BaseGridVisualization.prototype); + SingleLayerVisualization.prototype.constructor = BaseGridVisualization; + + /** + * Called once to render the canvas into the DOM with the initial cell data. + */ + SingleLayerVisualization.prototype.render = function(opts) { + if (!opts) opts = {}; + var me = this; + var renderer = this.renderer; + var scene = this.scene; + var controls = this.controls; + var camera = this.camera; + var light = this.light; + var w = this.width; + var h = this.height; + var grid = new THREE.Group(); + + var position = this.position = this.getOffsetCenterPosition( + this.cells, this.cubeSize, this.spacing, this.offset + ); + + this.meshCells = this._createMeshCells(this.cells, grid, position); + + window.addEventListener('resize', function() { + w = me.width = me.$container.innerWidth(); + h = me.height = me.$container.innerHeight(); + camera.aspect = w / h; + camera.updateProjectionMatrix(); + renderer.setSize(w, h); + innerRender(); + }, false ); + + this.$container.append(renderer.domElement); + + function animate() { + requestAnimationFrame(animate); + innerRender(); + } + + function innerRender() { + var delta = me.clock.getDelta(); + me.controls.update( delta ); + light.position.x = camera.position.x; + light.position.y = camera.position.y; + light.position.z = camera.position.z; + renderer.render(scene, camera); + } + + animate(); + }; + + SingleLayerVisualization.prototype.redraw = function() { + this._applyMeshCells(this.cells, this.meshCells, this.position); + }; + + module.exports = SingleLayerVisualization; + + +/***/ }, +/* 13 */ +/***/ function(module, exports, __webpack_require__) { + + var BaseGridVisualization = __webpack_require__(8); + + /******************************************************************************* + * Two layer viz with SP on top and input space on bottom with topology + * projections. + *******************************************************************************/ + + /** + * + * @param inputCells (HtmCells) initial input cells to render + * @param spColumns (HtmCells) initial SP columns to render + * @param opts (Object) Can contain 'geometry', 'spacing', 'elementId' + * @constructor + */ + function SpToInputVisualization(inputCells, spColumns, opts) { + if (!opts) opts = {}; + this.inputCells = inputCells; + this.spColumns = spColumns; + this.layerSpacing = opts.layerSpacing || 10; + this.inputMeshCells = []; + this.spMeshCells = []; + BaseGridVisualization.call(this, opts); + } + SpToInputVisualization.prototype = Object.create(BaseGridVisualization.prototype); + SpToInputVisualization.prototype.constructor = BaseGridVisualization; + + + /** + * Called once to render the canvas into the DOM with the initial cell data. + */ + SpToInputVisualization.prototype.render = function(opts) { + if (!opts) opts = {}; + var me = this; + var renderer = this.renderer; + var scene = this.scene; + var controls = this.controls; + var camera = this.camera; + var light = this.light; + var w = this.width; + var h = this.height; + var inputGrid = new THREE.Group(); + var spGrid = new THREE.Group(); + + + this.spPosition = this.getOffsetCenterPosition( + this.spColumns, this.cubeSize, this.spacing, this.offset + ); + this.inputPosition = this.getOffsetCenterPosition( + this.inputCells, this.cubeSize, this.spacing, this.offset + ); + // Move the input cells away from center. + this.inputPosition.z -= this.layerSpacing * this.cubeSize; + + this.spMeshCells = this._createMeshCells( + this.spColumns, spGrid, this.spPosition, 'spColumns' + ); + this.inputMeshCells = this._createMeshCells( + this.inputCells, inputGrid, this.inputPosition, 'inputCells' + ); + + window.addEventListener('resize', function() { + w = me.width = me.$container.innerWidth(); + h = me.height = me.$container.innerHeight(); + camera.aspect = w / h; + camera.updateProjectionMatrix(); + renderer.setSize(w, h); + innerRender(); + }, false ); + + this.$container.append(renderer.domElement); + + function innerRender() { + var delta = me.clock.getDelta(); + me.controls.update( delta ); + light.position.x = camera.position.x; + light.position.y = camera.position.y; + light.position.z = camera.position.z; + renderer.render(scene, camera); + } + + function animate() { + requestAnimationFrame(animate); + innerRender(); + } + + animate(); + + }; + + SpToInputVisualization.prototype.redraw = function() { + this.spPosition = this.getOffsetCenterPosition( + this.spColumns, this.cubeSize, this.spacing, this.offset + ); + this.inputPosition = this.getOffsetCenterPosition( + this.inputCells, this.cubeSize, this.spacing, this.offset + ); + // Move away the input cells. + this.inputPosition.z -= this.layerSpacing * this.cubeSize; + this._applyMeshCells(this.inputCells, this.inputMeshCells, this.inputPosition); + this._applyMeshCells(this.spColumns, this.spMeshCells, this.spPosition); + }; + + module.exports = SpToInputVisualization; + + +/***/ }, +/* 14 */ +/***/ function(module, exports, __webpack_require__) { + + var THREE = __webpack_require__(2); + var OBJLoader = __webpack_require__(9); + var ColladaLoader = __webpack_require__(10); + + function addGuides(scene) { + // Add guide lines for axes + var material = new THREE.LineBasicMaterial({ + color: "blue" + }); + + var geometry = new THREE.Geometry(); + geometry.vertices.push( + new THREE.Vector3( 0, 0, 0 ), + new THREE.Vector3( 10000, 0, 0 ) + ); + var xline = new THREE.Line( geometry, material ); + + material = new THREE.LineBasicMaterial({ + color: "red" + }); + geometry = new THREE.Geometry(); + geometry.vertices.push( + new THREE.Vector3( 0, 0, 0 ), + new THREE.Vector3( 0, 10000, 0 ) + ); + var yline = new THREE.Line( geometry, material ); + + material = new THREE.LineBasicMaterial({ + color: "green" + }); + geometry = new THREE.Geometry(); + geometry.vertices.push( + new THREE.Vector3( 0, 0, 0 ), + new THREE.Vector3( 0, 0, 10000 ) + ); + var zline = new THREE.Line( geometry, material ); + + scene.add( xline ); + scene.add( yline ); + scene.add( zline ); + } + + /** + * experiment + */ + function HighbrowLayerVisualization(highbrowLayer, opts) { + if (!opts) opts = {}; + this.layer = highbrowLayer; + this.meshCells = []; + this.opts = opts; + this.spacing = opts.spacing; + this.width = undefined; + this.height = undefined; + this.$container = undefined; + this.camera = undefined; + this.controls = undefined; + this.light = undefined; + this.scene = undefined; + this.renderer = undefined; + this.loader = new ColladaLoader(); + this.projector = new THREE.Projector(); + this.targets = []; + this.cubeSize = opts.cubeSize || 100; + this.clock = new THREE.Clock(); + + this.loader.options.centerGeometry = true; + + this.geometry = new THREE.BoxGeometry( + this.cubeSize, this.cubeSize, this.cubeSize + ); + + // Use a default spacing. + if (! this.spacing) { + this.spacing = { + x: 1.4, y: 1.4, z: 1.4 + }; + } + + this._setupContainer(opts.elementId); + this._setupCamera(); + this._setupScene(); + this._setupControls(); + + this.offset = opts.offset || {}; + if (this.offset.x == undefined) this.offset.x = 0; + if (this.offset.y == undefined) this.offset.y = 0; + if (this.offset.z == undefined) this.offset.z = 0; + } + + HighbrowLayerVisualization.prototype._setupContainer = function(elementId) { + if (elementId) { + this.$container = $('#' + elementId); + this.width = this.$container.innerWidth(); + this.height = this.$container.innerHeight(); + } else { + this.$container = $('body'); + this.width = window.innerWidth; + this.height = window.innerHeight; + } + }; + + HighbrowLayerVisualization.prototype._setupCamera = function() { + // Set up camera position. + this.camera = new THREE.PerspectiveCamera( + 25, this.width / this.height, 50, 1e7 + ); + }; + + HighbrowLayerVisualization.prototype._setupControls = function() { + var controls = this.controls = new THREE.FlyControls( + this.camera, this.renderer.domElement + ); + controls.movementSpeed = 1000; + controls.rollSpeed = Math.PI / 24; + controls.autoForward = false; + controls.dragToLook = true; + }; + + HighbrowLayerVisualization.prototype._setupScene = function() { + var scene; + var renderer; + this.scene = new THREE.Scene(); + scene = this.scene; + this.light = new THREE.PointLight(0xFFFFFF); + scene.add(this.light); + + renderer = this.renderer = new THREE.WebGLRenderer(); + renderer.setClearColor(0xf0f0f0); + renderer.setPixelRatio(window.devicePixelRatio); + renderer.setSize(this.width, this.height); + renderer.sortObjects = false; + this.$container.append(renderer.domElement); + }; + + HighbrowLayerVisualization.prototype._getCellValue = function(index) { + let neuronState = this.layer.getNeuronByIndex(index).getState() + let out = { state: neuronState } + if (neuronState == "inactive") { + out.color = new THREE.Color('#FFFEEE') + } else { + out.color = new THREE.Color('orange') + } + return out; + }; + + HighbrowLayerVisualization.prototype._getCellOrigin = function(index) { + return this.layer.getNeuronByIndex(index).getOrigin() + }; + + /** + * Creates all the geometries within the grid. These are only created once and + * updated as cells change over time, so this function should only be called + * one time for each grid of cells created in the scene. + */ + HighbrowLayerVisualization.prototype._createMeshCells = + function(grid, origin, type) { + var scene = this.scene; + // meshCells is a 1-d array indexed by global cell order. + var meshCells = []; + var spacing = this.spacing; + var cube, textTexture, material, cellValue, cellColor; + var cellOrigin; + + var textTextures = this.textTextures = [] + + for (var index = 0; index < this.layer.getNeurons().length; index++) { + cellValue = this._getCellValue(index); + if (cellValue) { + cellOrigin = this._getCellOrigin(index); + cellColor = cellValue.color; + if (cellColor == undefined) { + cellColor = cellValue.state.color; + } + + textTexture = new THREEx.DynamicTexture( + 64, 64 + ); + textTexture.context.font = "18px Verdana"; + // So we can update the text on each cell. + textTextures.push(textTexture) + + material = new THREE.MeshPhongMaterial({ + color: cellColor, + transparent: true, + opacity: 1.0, + map: textTexture.texture + }); + material.alphaTest = 0.15; + + cube = new THREE.Mesh(this.geometry, material); + + // Wireframe. + var geo = new THREE.EdgesGeometry( cube.geometry ); + var mat = new THREE.LineBasicMaterial( + { color: 0x333, linewidth: 1 } + ); + var wireframe = new THREE.LineSegments( geo, mat ); + cube.add( wireframe ); + + cube.position.x = origin.x + (this.cubeSize * spacing.x) + * cellOrigin.x; + cube.position.y = origin.y + (this.cubeSize * spacing.y) + * cellOrigin.y; + cube.position.z = origin.z + (this.cubeSize * spacing.z) + * cellOrigin.z; + + // Allow subclasses to mutate each cube. + if (typeof(this._mutateCube) == 'function') { + this._mutateCube(cube, cellValue, cx, cy, cz) + } + + cube.updateMatrix(); + cube.matrixAutoUpdate = false; + grid.add(cube); + meshCells.push(cube); + // Keep track of cubes in the grid so they can be clickable. + this.targets.push(cube); + } + } + + scene.add(grid); + + addGuides(scene); + + return meshCells; + }; + + /* + * Updates the mesh cell colors based on the cells, which might have changed. + * This function should only be called when the cells change. + */ + HighbrowLayerVisualization.prototype._applyMeshCells = + function(meshCells, origin) { + var cube, cellValue, cellOrigin; + var spacing = this.spacing; + var textTexture, displayText, cellPosition; + for (var index = 0; index < this.layer.getNeurons().length; index++) { + cube = meshCells[index]; + cellValue = this._getCellValue(index); + cellOrigin = this._getCellOrigin(index); + if (cellValue) { + cube.material.color = new THREE.Color(cellValue.color); + cube.position.x = origin.x + (this.cubeSize * spacing.x) + * cellOrigin.x; + cube.position.y = origin.y + (this.cubeSize * spacing.y) + * cellOrigin.y; + cube.position.z = origin.z + (this.cubeSize * spacing.z) + * cellOrigin.z; + + // This will display positional information on the cell texture for + // debugging purposes. + cellPosition = this.layer.getNeuronByIndex(index).getPosition() + textTexture = this.textTextures[index] + textTexture.clear('white') + textTexture.drawText(index, undefined, 30, 'black') + textTexture.drawText( + cellPosition.x + ", " + cellPosition.y + ", " + cellPosition.z, + undefined, + 50, + 'black' + ) + textTexture.texture.needsUpdate = true + + // Allow subclasses to mutate each cube. + if (typeof(this._mutateCube) == 'function') { + this._mutateCube( + cube, cellValue, cellOrigin.x, cellOrigin.y, cellOrigin.z + ) + } + cube.updateMatrix(); + } + } + }; + + HighbrowLayerVisualization.prototype.getOffsetCenterPosition = + function(cubeSize, spacing, offset) { + var dims = this.layer.getDimensions() + return { + x: (offset.x * cubeSize * spacing.x) + + (dims.x * cubeSize * spacing.x) / 2, + y: (offset.y * cubeSize * spacing.y) + + (dims.y * cubeSize * spacing.y) / 2, + z: (offset.z * cubeSize * spacing.z) + }; + }; + + HighbrowLayerVisualization.prototype.getTargets = function() { + return this.targets; + }; + + HighbrowLayerVisualization.prototype.render = function(opts) { + if (!opts) opts = {}; + var me = this; + var renderer = this.renderer; + var scene = this.scene; + var controls = this.controls; + var camera = this.camera; + var light = this.light; + var w = this.width; + var h = this.height; + var grid = new THREE.Group(); + + // var position = this.position = this.getOffsetCenterPosition( + // this.cubeSize, this.spacing, this.offset + // ); + var position = this.position = {x: 0, y: 0, z: 0} + + this.meshCells = this._createMeshCells(grid, position); + + window.addEventListener('resize', function() { + w = me.width = me.$container.innerWidth(); + h = me.height = me.$container.innerHeight(); + camera.aspect = w / h; + camera.updateProjectionMatrix(); + renderer.setSize(w, h); + innerRender(); + }, false ); + + this.$container.append(renderer.domElement); + + function animate() { + requestAnimationFrame(animate); + innerRender(); + } + + function innerRender() { + var delta = me.clock.getDelta(); + me.controls.update( delta ); + light.position.x = camera.position.x; + light.position.y = camera.position.y; + light.position.z = camera.position.z; + renderer.render(scene, camera); + } + + animate(); + }; + + HighbrowLayerVisualization.prototype.redraw = function() { + this._applyMeshCells(this.meshCells, this.position); + }; + + module.exports = HighbrowLayerVisualization; + + +/***/ }, +/* 15 */ +/***/ function(module, exports, __webpack_require__) { + + var THREE = __webpack_require__(2); + var OBJLoader = __webpack_require__(9); + var ColladaLoader = __webpack_require__(10); + + function addGuides(scene) { + // Add guide lines for axes + var material = new THREE.LineBasicMaterial({ + color: "blue" + }); + + var geometry = new THREE.Geometry(); + geometry.vertices.push( + new THREE.Vector3( 0, 0, 0 ), + new THREE.Vector3( 10000, 0, 0 ) + ); + var xline = new THREE.Line( geometry, material ); + + material = new THREE.LineBasicMaterial({ + color: "red" + }); + geometry = new THREE.Geometry(); + geometry.vertices.push( + new THREE.Vector3( 0, 0, 0 ), + new THREE.Vector3( 0, 10000, 0 ) + ); + var yline = new THREE.Line( geometry, material ); + + material = new THREE.LineBasicMaterial({ + color: "green" + }); + geometry = new THREE.Geometry(); + geometry.vertices.push( + new THREE.Vector3( 0, 0, 0 ), + new THREE.Vector3( 0, 0, 10000 ) + ); + var zline = new THREE.Line( geometry, material ); + + scene.add( xline ); + scene.add( yline ); + scene.add( zline ); + } + + /** + * experiment + */ + function HighbrowColumnVisualization(highbrowColumn, opts) { + if (!opts) opts = {}; + this.column = highbrowColumn; + this.meshCells = []; + this.opts = opts; + this.spacing = opts.spacing; + this.width = undefined; + this.height = undefined; + this.$container = undefined; + this.camera = undefined; + this.controls = undefined; + this.light = undefined; + this.scene = undefined; + this.renderer = undefined; + this.loader = new ColladaLoader(); + this.projector = new THREE.Projector(); + this.cubeSize = opts.cubeSize || 100; + this.clock = new THREE.Clock(); + + this.loader.options.centerGeometry = true; + + this.geometry = new THREE.BoxGeometry( + this.cubeSize, this.cubeSize, this.cubeSize + ); + + // Use a default spacing. + if (! this.spacing) { + this.spacing = { + x: 1.4, y: 1.4, z: 1.4 + }; + } + + this._setupContainer(opts.elementId); + this._setupCamera(); + this._setupScene(); + this._setupControls(); + } + + HighbrowColumnVisualization.prototype._getCellValue = function(neuron) { + let neuronState = neuron.getState() + let out = { state: neuronState } + if (neuronState == "inactive") { + out.color = new THREE.Color('#FFFEEE') + } else { + out.color = new THREE.Color('orange') + } + return out; + }; + + HighbrowColumnVisualization.prototype._setupContainer = function(elementId) { + if (elementId) { + this.$container = $('#' + elementId); + this.width = this.$container.innerWidth(); + this.height = this.$container.innerHeight(); + } else { + this.$container = $('body'); + this.width = window.innerWidth; + this.height = window.innerHeight; + } + }; + + HighbrowColumnVisualization.prototype._setupCamera = function() { + // Set up camera position. + this.camera = new THREE.PerspectiveCamera( + 25, this.width / this.height, 50, 1e7 + ); + }; + + HighbrowColumnVisualization.prototype._setupControls = function() { + var controls = this.controls = new THREE.FlyControls( + this.camera, this.renderer.domElement + ); + controls.movementSpeed = 1000; + controls.rollSpeed = Math.PI / 24; + controls.autoForward = false; + controls.dragToLook = true; + }; + + HighbrowColumnVisualization.prototype._setupScene = function() { + var scene; + var renderer; + this.scene = new THREE.Scene(); + scene = this.scene; + this.light = new THREE.PointLight(0xFFFFFF); + scene.add(this.light); + + renderer = this.renderer = new THREE.WebGLRenderer(); + renderer.setClearColor(0xf0f0f0); + renderer.setPixelRatio(window.devicePixelRatio); + renderer.setSize(this.width, this.height); + renderer.sortObjects = false; + this.$container.append(renderer.domElement); + }; + + /** + * Creates all the geometries within the grid. These are only created once and + * updated as cells change over time, so this function should only be called + * one time for each grid of cells created in the scene. + */ + HighbrowColumnVisualization.prototype._createMeshCells = function(grid) { + var me = this; + var scene = this.scene; + // meshCells is a 2-d array indexed by layer, then neuron. + var meshCells = []; + var spacing = this.spacing; + var cubeSize = this.cubeSize; + var layerIndex, cellIndex; + + var textTextures = this.textTextures = [] + + this.column.getLayers().forEach(function(layer, layerIndex) { + var layerMesh = [] + var layerTextures = [] + layer.getNeurons().forEach(function(neuron, cellIndex) { + var cellValue = me._getCellValue(neuron); + var cellOrigin = neuron.getOrigin(); + var cellColor = cellValue.color; + var textTexture = new THREEx.DynamicTexture( + 64, 64 + ); + textTexture.context.font = "18px Verdana"; + // So we can update the text on each cell. + layerTextures.push(textTexture) + + var material = new THREE.MeshPhongMaterial({ + color: cellColor, + transparent: true, + opacity: 1.0, + map: textTexture.texture + }); + material.alphaTest = 0.15; + + var cube = new THREE.Mesh(me.geometry, material); + + // Wireframe. + var geo = new THREE.EdgesGeometry( cube.geometry ); + var mat = new THREE.LineBasicMaterial( + { color: 0x333, linewidth: 1 } + ); + var wireframe = new THREE.LineSegments( geo, mat ); + cube.add( wireframe ); + + cube.position.x = cellOrigin.x; + cube.position.y = cellOrigin.y; + cube.position.z = cellOrigin.z; + + cube.updateMatrix(); + cube.matrixAutoUpdate = false; + grid.add(cube); + layerMesh.push(cube); + console.log( + "Created layer %s cell %s at %s,%s,%s", + layerIndex, cellIndex, cube.position.x, cube.position.y, cube.position.z + ); + console.log(neuron.toString()) + }); + meshCells.push(layerMesh); + textTextures.push(layerTextures); + }); + + scene.add(grid); + addGuides(scene); + return meshCells; + }; + + /* + * Updates the mesh cell colors based on the cells, which might have changed. + * This function should only be called when the cells change. + */ + HighbrowColumnVisualization.prototype._applyMeshCells = + function(meshCells) { + var me = this; + var spacing = this.spacing; + var cubeSize = this.cubeSize; + + this.column.getLayers().forEach(function(layer, layerIndex) { + layer.getNeurons().forEach(function(neuron, cellIndex) { + var cube = meshCells[layerIndex][cellIndex]; + var cellValue = me._getCellValue(neuron); + var cellOrigin = neuron.getOrigin(); + cube.material.color = new THREE.Color(cellValue.color); + cube.position.x = cellOrigin.x; + cube.position.y = cellOrigin.y; + cube.position.z = cellOrigin.z; + + // This will display positional information on the cell texture for + // debugging purposes. + var cellPosition = neuron.getPosition() + var textTexture = me.textTextures[layerIndex][cellIndex] + textTexture.clear('white') + textTexture.drawText(cellIndex, undefined, 30, 'black') + textTexture.drawText( + cellPosition.x + ", " + cellPosition.y + ", " + cellPosition.z, + undefined, + 50, + 'black' + ) + textTexture.texture.needsUpdate = true + cube.updateMatrix(); + }); + }); + + }; + + HighbrowColumnVisualization.prototype.render = function(opts) { + if (!opts) opts = {}; + var me = this; + var renderer = this.renderer; + var scene = this.scene; + var controls = this.controls; + var camera = this.camera; + var light = this.light; + var w = this.width; + var h = this.height; + var grid = new THREE.Group(); + + this.meshCells = this._createMeshCells(grid); + + window.addEventListener('resize', function() { + w = me.width = me.$container.innerWidth(); + h = me.height = me.$container.innerHeight(); + camera.aspect = w / h; + camera.updateProjectionMatrix(); + renderer.setSize(w, h); + innerRender(); + }, false ); + + this.$container.append(renderer.domElement); + + function animate() { + requestAnimationFrame(animate); + innerRender(); + } + + function innerRender() { + var delta = me.clock.getDelta(); + me.controls.update( delta ); + light.position.x = camera.position.x; + light.position.y = camera.position.y; + light.position.z = camera.position.z; + renderer.render(scene, camera); + } + + animate(); + }; + + HighbrowColumnVisualization.prototype.redraw = function() { + this._applyMeshCells(this.meshCells); + }; + + module.exports = HighbrowColumnVisualization; + + +/***/ }, +/* 16 */ +/***/ function(module, exports, __webpack_require__) { + + /* + # ---------------------------------------------------------------------- + # Copyright (C) 2016, Numenta, Inc. Unless you have an agreement + # with Numenta, Inc., for a separate license for this software code, the + # following terms and conditions apply: + # + # This program is free software: you can redistribute it and/or modify + # it under the terms of the GNU Affero Public License version 3 as + # published by the Free Software Foundation. + # + # This program is distributed in the hope that it will be useful, + # but WITHOUT ANY WARRANTY; without even the implied warranty of + # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + # See the GNU Affero Public License for more details. + # + # You should have received a copy of the GNU Affero Public License + # along with this program. If not, see http://www.gnu.org/licenses. + # + # http://numenta.org/licenses/ + # ---------------------------------------------------------------------- + */ + + window.THREE = __webpack_require__(2); + window.HtmCellStates = __webpack_require__(17); + window.SingleLayerVisualization = __webpack_require__(12); + window.SpToInputVisualization = __webpack_require__(13); + window.CompleteHtmVisualization = __webpack_require__(11); + window.HighbrowLayerVisualization = __webpack_require__(14); + window.HighbrowColumnVisualization = __webpack_require__(15); + window.HtmCells = __webpack_require__(5); + window.InputCells = __webpack_require__(6); + window.HtmMiniColumns = __webpack_require__(7); + + +/***/ }, +/* 17 */ +/***/ function(module, exports) { + + module.exports = { + inactive: { + state: 'inactive', + color: new THREE.Color('#FFFEEE'), + description: 'cell is inactive' + }, + withinActiveColumn: { + state: 'withinActiveColumn', + color: new THREE.Color('yellow'), + description: 'cell is inactive, but within a currently active column' + }, + active: { + state: 'active', + color: new THREE.Color('orange'), + description: 'cell is active, but was not predicted last step' + }, + previouslyPredictive: { + state: 'previouslyPredictive', + color: new THREE.Color('cyan'), + description: 'cell is predictive for this time step' + }, + correctlyPredicted: { + state: 'correctlyPredicted', + color: new THREE.Color('limegreen'), + description: 'cell is active and was correctly predicted last step' + }, + predictiveActive: { + state: 'predictiveActive', + color: new THREE.Color('indigo'), + description: 'cell is active and predictive' + }, + predictive: { + state: 'predictive', + color: new THREE.Color('blue'), + description: 'cell is predicted to be active on the next time step' + }, + wronglyPredicted: { + state: 'wronglyPredicted', + color: new THREE.Color('red'), + description: 'cell was predicted to be active, but was not' + }, + input: { + state: 'input', + color: new THREE.Color('green'), + description: 'input bit is on' + } + }; + + +/***/ } +/******/ ]); \ No newline at end of file diff --git a/package.json b/package.json index c513bfe..9b86f84 100644 --- a/package.json +++ b/package.json @@ -1,6 +1,6 @@ { "name": "cell-viz", - "version": "1.1.1", + "version": "1.1.2", "description": "Cell region visualizer", "main": "index.js", "scripts": {