diff options
Diffstat (limited to 'media/jslib/CaveView/js/CaveView.js')
-rw-r--r-- | media/jslib/CaveView/js/CaveView.js | 55946 |
1 files changed, 55946 insertions, 0 deletions
diff --git a/media/jslib/CaveView/js/CaveView.js b/media/jslib/CaveView/js/CaveView.js new file mode 100644 index 0000000..ebbb74e --- /dev/null +++ b/media/jslib/CaveView/js/CaveView.js @@ -0,0 +1,55946 @@ +(function (global, factory) { + typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) : + typeof define === 'function' && define.amd ? define(['exports'], factory) : + (factory((global.CV = global.CV || {}))); +}(this, (function (exports) { 'use strict'; + +// Polyfills
+
+if ( Number.EPSILON === undefined ) {
+
+ Number.EPSILON = Math.pow( 2, - 52 );
+
+}
+
+if ( Number.isInteger === undefined ) {
+
+ // Missing in IE
+ // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
+
+ Number.isInteger = function ( value ) {
+
+ return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;
+
+ };
+
+}
+
+//
+
+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 IE
+ // 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]*)/ )[ 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;
+
+ };
+
+ } )();
+
+} + +/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+var _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 <a1, a2> to range <b1, b2>
+
+ mapLinear: function ( x, a1, a2, b1, b2 ) {
+
+ return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
+
+ },
+
+ // https://en.wikipedia.org/wiki/Linear_interpolation
+
+ lerp: function ( x, y, t ) {
+
+ return ( 1 - t ) * x + t * y;
+
+ },
+
+ // http://en.wikipedia.org/wiki/Smoothstep
+
+ smoothstep: function ( x, min, max ) {
+
+ if ( x <= min ) return 0;
+ if ( x >= max ) return 1;
+
+ x = ( x - min ) / ( max - min );
+
+ return x * x * ( 3 - 2 * x );
+
+ },
+
+ smootherstep: function ( x, min, max ) {
+
+ if ( x <= min ) return 0;
+ if ( x >= max ) return 1;
+
+ x = ( x - min ) / ( max - min );
+
+ return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
+
+ },
+
+ // Random integer from <low, high> interval
+
+ randInt: function ( low, high ) {
+
+ return low + Math.floor( Math.random() * ( high - low + 1 ) );
+
+ },
+
+ // Random float from <low, high> interval
+
+ randFloat: function ( low, high ) {
+
+ return low + Math.random() * ( high - low );
+
+ },
+
+ // Random float from <-range/2, range/2> interval
+
+ randFloatSpread: function ( range ) {
+
+ return range * ( 0.5 - Math.random() );
+
+ },
+
+ degToRad: function ( degrees ) {
+
+ return degrees * _Math.DEG2RAD;
+
+ },
+
+ radToDeg: function ( radians ) {
+
+ return radians * _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 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 = [
+
+ 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.' );
+
+ }
+
+}
+
+Object.assign( Matrix4.prototype, {
+
+ 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 ) {
+
+ var te = this.elements;
+ var me = m.elements;
+
+ te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
+ te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
+ te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
+ te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
+
+ return this;
+
+ },
+
+ copyPosition: function ( m ) {
+
+ var te = this.elements, 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 = new Vector3();
+
+ return function extractRotation( m ) {
+
+ 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 ) ) {
+
+ 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 = new Vector3();
+ var y = new Vector3();
+ var z = new Vector3();
+
+ return function lookAt( eye, target, up ) {
+
+ var te = this.elements;
+
+ z.subVectors( eye, target );
+
+ if ( z.lengthSq() === 0 ) {
+
+ // eye and target are in the same position
+
+ z.z = 1;
+
+ }
+
+ z.normalize();
+ x.crossVectors( up, z );
+
+ if ( x.lengthSq() === 0 ) {
+
+ // up and z are parallel
+
+ if ( Math.abs( up.z ) === 1 ) {
+
+ z.x += 0.0001;
+
+ } else {
+
+ z.z += 0.0001;
+
+ }
+
+ z.normalize();
+ x.crossVectors( up, z );
+
+ }
+
+ x.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;
+
+ },
+
+ 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;
+
+ },
+
+ applyToBufferAttribute: function () {
+
+ var v1 = new Vector3();
+
+ return function applyToBufferAttribute( attribute ) {
+
+ for ( var i = 0, l = attribute.count; i < l; i ++ ) {
+
+ v1.x = attribute.getX( i );
+ v1.y = attribute.getY( i );
+ v1.z = attribute.getZ( i );
+
+ v1.applyMatrix4( this );
+
+ attribute.setXYZ( i, v1.x, v1.y, v1.z );
+
+ }
+
+ return attribute;
+
+ };
+
+ }(),
+
+ 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;
+
+ },
+
+ 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;
+
+ },
+
+ makeShear: function ( x, y, z ) {
+
+ this.set(
+
+ 1, y, z, 0,
+ x, 1, z, 0,
+ x, y, 1, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ compose: function ( position, quaternion, scale ) {
+
+ this.makeRotationFromQuaternion( quaternion );
+ this.scale( scale );
+ this.setPosition( position );
+
+ return this;
+
+ },
+
+ decompose: function () {
+
+ var vector = new Vector3();
+ var matrix = new Matrix4();
+
+ return function decompose( position, quaternion, scale ) {
+
+ var te = this.elements;
+
+ var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
+ var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
+ var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
+
+ // if determine is negative, we need to invert one scale
+ var det = this.determinant();
+ if ( det < 0 ) sx = - sx;
+
+ position.x = te[ 12 ];
+ position.y = te[ 13 ];
+ position.z = te[ 14 ];
+
+ // scale the rotation part
+ matrix.copy( this );
+
+ 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;
+
+ };
+
+ }(),
+
+ makePerspective: function ( left, right, top, bottom, near, far ) {
+
+ if ( far === undefined ) {
+
+ console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
+
+ }
+
+ 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;
+
+ },
+
+ 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 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;
+
+}
+
+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;
+
+ }
+
+} );
+
+Object.defineProperties( Quaternion.prototype, {
+
+ x: {
+
+ get: function () {
+
+ return this._x;
+
+ },
+
+ set: function ( value ) {
+
+ this._x = value;
+ this.onChangeCallback();
+
+ }
+
+ },
+
+ y: {
+
+ get: function () {
+
+ return this._y;
+
+ },
+
+ set: function ( value ) {
+
+ this._y = value;
+ this.onChangeCallback();
+
+ }
+
+ },
+
+ z: {
+
+ get: function () {
+
+ return this._z;
+
+ },
+
+ set: function ( value ) {
+
+ this._z = value;
+ this.onChangeCallback();
+
+ }
+
+ },
+
+ w: {
+
+ get: function () {
+
+ return this._w;
+
+ },
+
+ set: function ( value ) {
+
+ this._w = value;
+ this.onChangeCallback();
+
+ }
+
+ }
+
+} );
+
+Object.assign( Quaternion.prototype, {
+
+ 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 ) ) {
+
+ throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
+
+ }
+
+ var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
+
+ // http://www.mathworks.com/matlabcentral/fileexchange/
+ // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
+ // content/SpinCalc.m
+
+ var cos = Math.cos;
+ var sin = Math.sin;
+
+ var c1 = cos( x / 2 );
+ var c2 = cos( y / 2 );
+ var c3 = cos( z / 2 );
+
+ var s1 = sin( x / 2 );
+ var s2 = sin( y / 2 );
+ var s3 = sin( z / 2 );
+
+ 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 () {
+
+ // assumes direction vectors vFrom and vTo are normalized
+
+ var v1 = new Vector3();
+ var 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 () {}
+
+} ); + +/**
+ * @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;
+
+}
+
+Object.assign( Vector3.prototype, {
+
+ 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 );
+
+ }
+
+ return this;
+
+ },
+
+ 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 ) {
+
+ this.x *= scalar;
+ this.y *= scalar;
+ this.z *= scalar;
+
+ return this;
+
+ },
+
+ multiplyVectors: function ( a, b ) {
+
+ this.x = a.x * b.x;
+ this.y = a.y * b.y;
+ this.z = a.z * b.z;
+
+ return this;
+
+ },
+
+ applyEuler: function () {
+
+ var quaternion = new Quaternion();
+
+ return function applyEuler( euler ) {
+
+ if ( ! ( euler && euler.isEuler ) ) {
+
+ console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
+
+ }
+
+ return this.applyQuaternion( quaternion.setFromEuler( euler ) );
+
+ };
+
+ }(),
+
+ applyAxisAngle: function () {
+
+ var quaternion = new Quaternion();
+
+ return function applyAxisAngle( axis, angle ) {
+
+ 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 ) {
+
+ var x = this.x, y = this.y, z = this.z;
+ var e = m.elements;
+
+ var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
+
+ 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;
+
+ 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 = new Matrix4();
+
+ return function project( camera ) {
+
+ matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) );
+ return this.applyMatrix4( matrix );
+
+ };
+
+ }(),
+
+ unproject: function () {
+
+ var matrix = new Matrix4();
+
+ return function unproject( camera ) {
+
+ matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) );
+ return this.applyMatrix4( 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 ) {
+
+ // assumes min < max, componentwise
+
+ 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 = new Vector3();
+ var max = new Vector3();
+
+ return function clampScalar( minVal, maxVal ) {
+
+ 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.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, 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;
+
+ },
+
+ // TODO lengthSquared?
+
+ 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() || 1 );
+
+ },
+
+ setLength: function ( length ) {
+
+ return this.normalize().multiplyScalar( 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 = new Vector3();
+
+ return function projectOnPlane( planeNormal ) {
+
+ 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 = new Vector3();
+
+ return function reflect( normal ) {
+
+ 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( _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;
+
+ },
+
+ setFromCylindrical: function ( c ) {
+
+ this.x = c.radius * Math.sin( c.theta );
+ this.y = c.y;
+ this.z = c.radius * Math.cos( c.theta );
+
+ return this;
+
+ },
+
+ setFromMatrixPosition: function ( m ) {
+
+ var e = m.elements;
+
+ this.x = e[ 12 ];
+ this.y = e[ 13 ];
+ this.z = e[ 14 ];
+
+ return this;
+
+ },
+
+ 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 ) {
+
+ 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;
+
+ },
+
+ fromBufferAttribute: function ( attribute, index, offset ) {
+
+ if ( offset !== undefined ) {
+
+ console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
+
+ }
+
+ this.x = attribute.getX( index );
+ this.y = attribute.getY( index );
+ this.z = attribute.getZ( index );
+
+ return this;
+
+ }
+
+} ); + +var VERSION = '1.2.2';
+
+var MATERIAL_LINE = 1;
+var MATERIAL_SURFACE = 2;
+
+var CAMERA_ORTHOGRAPHIC = 1;
+var CAMERA_PERSPECTIVE = 2;
+var CAMERA_OFFSET = 600;
+
+// preset camera views
+
+var VIEW_NONE = 0;
+var VIEW_PLAN = 1;
+var VIEW_ELEVATION_N = 2;
+var VIEW_ELEVATION_S = 3;
+var VIEW_ELEVATION_E = 4;
+var VIEW_ELEVATION_W = 5;
+
+// mouse selection operation mode
+
+var MOUSE_MODE_NORMAL = 0;
+var MOUSE_MODE_ROUTE_EDIT = 1;
+// shading types
+
+var SHADING_HEIGHT = 1;
+var SHADING_LENGTH = 2;
+var SHADING_INCLINATION = 3;
+var SHADING_CURSOR = 4;
+var SHADING_SINGLE = 5;
+var SHADING_SURVEY = 6;
+var SHADING_OVERLAY = 7;
+var SHADING_SHADED = 8;
+var SHADING_DEPTH = 9;
+var SHADING_PATH = 10;
+var SHADING_DEPTH_CURSOR = 11;
+
+// layer tags for scene objects
+
+var LEG_CAVE = 1;
+var LEG_SPLAY = 2;
+var LEG_SURFACE = 3;
+var FEATURE_BOX = 4;
+var FEATURE_SELECTED_BOX = 5;
+var FEATURE_ENTRANCES = 6;
+var FEATURE_TERRAIN = 7;
+var FEATURE_STATIONS = 8;
+var FEATURE_TRACES = 9;
+
+var FACE_WALLS = 10;
+var FACE_SCRAPS = 11;
+
+var LABEL_STATION = 12;
+
+// flags in legs exported by Cave models
+
+var NORMAL = 0;
+var SURFACE = 1;
+var SPLAY = 2;
+var DIVING = 3;
+
+var STATION_NORMAL = 0;
+var STATION_ENTRANCE = 1;
+
+var upAxis = new Vector3( 0, 0, 1 );
+
+// EOF + +var environment = new Map();
+
+function setEnvironment ( envs ) {
+
+ if ( envs === undefined ) return;
+
+ var pName;
+
+ for ( pName in envs ) {
+
+ environment.set ( pName , envs[ pName ] );
+
+ }
+
+}
+
+function getEnvironmentValue ( item, defaultValue ) {
+
+ if ( environment.has( item ) ) {
+
+ return environment.get( item );
+
+ } else {
+
+ return defaultValue;
+
+ }
+
+}
+
+function replaceExtension( fileName, newExtention ) {
+
+ return fileName.split( '.' ).shift() + '.' + newExtention;
+
+}
+
+// polyfill padStart for IE11 - now supported for Chrome, FireFox and Edge
+
+if ( ! String.prototype.padStart ) {
+
+ String.prototype.padStart = function padStart( targetLength, padString ) {
+
+ targetLength = targetLength >> 0; //floor if number or convert non-number to 0;
+ padString = String( padString || ' ' );
+
+ if (this.length > targetLength) {
+
+ return String( this );
+
+ } else {
+
+ targetLength = targetLength - this.length;
+
+ if ( targetLength > padString.length ) {
+
+ padString += padString.repeat( targetLength / padString.length ); //append to original to ensure we are longer than needed
+
+ }
+
+ return padString.slice( 0, targetLength ) + String( this );
+
+ }
+
+ };
+
+}
+
+if ( ! String.prototype.repeat ) {
+
+ String.prototype.repeat = function( count ) {
+
+ if ( this == null ) throw new TypeError( 'can\'t convert ' + this + ' to object' );
+
+ var str = '' + this;
+
+ count = +count;
+
+ if ( count != count ) count = 0;
+
+ if ( count < 0 ) throw new RangeError( 'repeat count must be non-negative' );
+
+ if ( count == Infinity ) throw new RangeError( 'repeat count must be less than infinity' );
+
+ count = Math.floor( count );
+
+ if ( str.length == 0 || count == 0 ) return '';
+
+ // Ensuring count is a 31-bit integer allows us to heavily optimize the
+ // main part. But anyway, most current (August 2014) browsers can't handle
+ // strings 1 << 28 chars or longer, so:
+
+ if ( str.length * count >= 1 << 28 ) throw new RangeError('repeat count must not overflow maximum string size');
+
+ var rpt = '';
+
+ for (;;) {
+
+ if ( ( count & 1) == 1 ) rpt += str;
+
+ count >>>= 1;
+
+ if ( count == 0 ) break;
+
+ str += str;
+
+ }
+
+ // Could we try:
+ // return Array(count + 1).join(this);
+
+ return rpt;
+
+ };
+
+}
+
+
+
+
+// EOF + +function HudObject () {}
+
+HudObject.stdWidth = 40;
+HudObject.stdMargin = 5;
+
+HudObject.prototype.removeDomObjects = function () {
+
+ var obj;
+
+ for ( var i = 0, l = this.domObjects.length; i < l; i++ ) {
+
+ obj = this.domObjects[ i ];
+
+ obj.parentElement.removeChild( obj );
+
+ }
+
+ this.domObjects = [];
+
+};
+
+HudObject.prototype.setVisibility = function ( visible ) {
+
+ var style;
+
+ this.visible = visible;
+
+ style = ( visible ? 'block' : 'none' );
+
+ for ( var i = 0, l = this.domObjects.length; i < l; i++ ) {
+
+ this.domObjects[ i ].style.display = style;
+
+ }
+
+};
+
+
+
+// EOF + +/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+var 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 };
+
+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 );
+
+}
+
+Object.assign( Color.prototype, {
+
+ 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;
+
+ return this;
+
+ },
+
+ setHex: function ( hex ) {
+
+ hex = Math.floor( hex );
+
+ this.r = ( hex >> 16 & 255 ) / 255;
+ this.g = ( hex >> 8 & 255 ) / 255;
+ this.b = ( hex & 255 ) / 255;
+
+ return this;
+
+ },
+
+ setRGB: function ( r, g, b ) {
+
+ this.r = r;
+ this.g = g;
+ this.b = b;
+
+ return this;
+
+ },
+
+ setHSL: function () {
+
+ 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 = _Math.euclideanModulo( h, 1 );
+ s = _Math.clamp( s, 0, 1 );
+ l = _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 = 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();
+
+ }
+
+} ); + +var gradientColours = [[235,99,111],[235,99,112],[234,99,113],[234,100,114],[233,100,114],[233,100,115],[232,100,116],[232,101,117],[231,101,118],[231,101,119],[230,101,119],[230,101,120],[230,102,121],[229,102,122],[229,102,123],[228,102,124],[228,103,124],[227,103,125],[227,103,126],[226,103,127],[226,103,128],[226,104,129],[225,104,129],[225,104,130],[224,104,131],[224,104,132],[223,105,133],[223,105,134],[222,105,134],[222,105,135],[221,106,136],[221,106,137],[221,106,138],[220,106,139],[220,106,139],[219,107,140],[219,107,141],[218,107,142],[218,107,143],[217,108,144],[217,108,144],[216,108,145],[216,108,146],[216,108,147],[215,109,148],[215,109,149],[214,109,149],[214,109,150],[213,110,151],[213,110,152],[212,110,153],[212,110,154],[211,110,154],[211,111,155],[211,111,156],[210,111,157],[210,111,158],[209,111,159],[209,112,159],[208,112,160],[208,112,161],[207,112,162],[207,113,163],[207,113,164],[206,113,164],[206,113,165],[205,113,166],[205,114,167],[204,114,168],[204,114,169],[203,114,169],[203,115,170],[202,115,171],[202,115,172],[201,115,172],[200,116,173],[199,116,173],[198,116,173],[197,117,174],[196,117,174],[194,118,174],[193,118,175],[192,118,175],[191,119,176],[190,119,176],[189,119,176],[188,120,177],[187,120,177],[186,121,177],[185,121,178],[184,121,178],[183,122,178],[181,122,179],[180,122,179],[179,123,179],[178,123,180],[177,124,180],[176,124,181],[175,124,181],[174,125,181],[173,125,182],[172,125,182],[171,126,182],[170,126,183],[168,126,183],[167,127,183],[166,127,184],[165,128,184],[164,128,184],[163,128,185],[162,129,185],[161,129,186],[160,129,186],[159,130,186],[158,130,187],[157,131,187],[155,131,187],[154,131,188],[153,132,188],[152,132,188],[151,132,189],[150,133,189],[149,133,189],[148,133,190],[147,134,190],[146,134,191],[145,135,191],[144,135,191],[142,135,192],[141,136,192],[140,136,192],[139,136,193],[138,137,193],[137,137,193],[136,138,194],[135,138,194],[134,138,194],[133,139,195],[132,139,195],[131,139,196],[129,140,196],[128,140,196],[127,141,197],[126,141,197],[125,141,197],[124,142,198],[123,142,198],[122,142,198],[120,142,197],[119,143,197],[117,143,197],[116,143,197],[114,143,196],[113,144,196],[111,144,196],[110,144,195],[108,144,195],[107,144,195],[105,145,195],[104,145,194],[102,145,194],[101,145,194],[100,146,193],[98,146,193],[97,146,193],[95,146,193],[94,146,192],[92,147,192],[91,147,192],[89,147,191],[88,147,191],[86,147,191],[85,148,191],[83,148,190],[82,148,190],[80,148,190],[79,149,189],[78,149,189],[76,149,189],[75,149,189],[73,149,188],[72,150,188],[70,150,188],[69,150,187],[67,150,187],[66,151,187],[64,151,186],[63,151,186],[61,151,186],[60,151,186],[59,152,185],[57,152,185],[56,152,185],[54,152,184],[53,153,184],[51,153,184],[50,153,184],[48,153,183],[47,153,183],[45,154,183],[44,154,182],[42,154,182],[41,154,182],[39,154,182],[38,155,181],[37,155,181],[35,155,181],[34,155,180],[32,156,180],[31,156,180],[29,156,180],[28,156,179],[26,156,179],[25,157,179],[23,157,178],[22,157,178],[20,157,178],[19,158,178],[17,158,177],[16,158,177],[16,158,176],[17,158,176],[17,158,175],[18,158,174],[18,158,174],[19,158,173],[19,158,172],[20,158,171],[20,158,171],[21,158,170],[21,158,169],[22,158,169],[22,159,168],[23,159,167],[23,159,167],[23,159,166],[24,159,165],[24,159,164],[25,159,164],[25,159,163],[26,159,162],[26,159,162],[27,159,161],[27,159,160],[28,159,160],[28,159,159],[29,159,158],[29,159,157],[30,159,157],[30,159,156],[30,159,155],[31,159,155],[31,159,154],[32,159,153],[32,159,153],[33,159,152],[33,160,151],[34,160,150],[34,160,150],[35,160,149],[35,160,148],[36,160,148],[36,160,147],[36,160,146],[37,160,146],[37,160,145],[38,160,144],[38,160,143],[39,160,143],[39,160,142],[40,160,141],[40,160,141],[41,160,140],[41,160,139],[42,160,139],[42,160,138],[43,160,137],[43,160,136],[43,160,136],[44,160,135],[44,161,134],[45,161,134],[45,161,133],[46,161,132],[46,161,132],[47,161,131],[47,161,130],[48,161,129],[48,161,129],[49,161,128],[49,161,127],[50,161,127],[50,161,126],[51,161,125],[52,161,125],[53,161,124],[54,161,123],[55,161,123],[56,161,122],[56,160,121],[57,160,121],[58,160,120],[59,160,120],[60,160,119],[61,160,118],[62,160,118],[63,160,117],[64,160,116],[65,160,116],[66,160,115],[67,160,114],[67,159,114],[68,159,113],[69,159,112],[70,159,112],[71,159,111],[72,159,111],[73,159,110],[74,159,109],[75,159,109],[76,159,108],[77,159,107],[78,159,107],[78,158,106],[79,158,105],[80,158,105],[81,158,104],[82,158,103],[83,158,103],[84,158,102],[85,158,102],[86,158,101],[87,158,100],[88,158,100],[89,158,99],[89,157,98],[90,157,98],[91,157,97],[92,157,96],[93,157,96],[94,157,95],[95,157,94],[96,157,94],[97,157,93],[98,157,93],[99,157,92],[100,157,91],[100,156,91],[101,156,90],[102,156,89],[103,156,89],[104,156,88],[105,156,87],[106,156,87],[107,156,86],[108,156,85],[109,156,85],[110,156,84],[111,156,84],[111,155,83],[112,155,82],[113,155,82],[114,155,81],[115,155,80],[116,155,80],[117,155,79],[118,155,79],[118,155,79],[119,154,78],[120,154,78],[121,154,78],[121,154,78],[122,154,78],[123,153,77],[123,153,77],[124,153,77],[125,153,77],[126,153,77],[126,152,77],[127,152,76],[128,152,76],[128,152,76],[129,152,76],[130,151,76],[131,151,75],[131,151,75],[132,151,75],[133,150,75],[133,150,75],[134,150,74],[135,150,74],[136,150,74],[136,149,74],[137,149,74],[138,149,73],[138,149,73],[139,149,73],[140,148,73],[141,148,73],[141,148,72],[142,148,72],[143,148,72],[143,147,72],[144,147,72],[145,147,72],[145,147,71],[146,147,71],[147,146,71],[148,146,71],[148,146,71],[149,146,70],[150,146,70],[150,145,70],[151,145,70],[152,145,70],[153,145,69],[153,145,69],[154,144,69],[155,144,69],[155,144,69],[156,144,68],[157,143,68],[158,143,68],[158,143,68],[159,143,68],[160,143,67],[160,142,67],[161,142,67],[162,142,67],[163,142,67],[163,142,67],[164,141,66],[165,141,66],[165,141,66],[166,141,66],[167,141,66],[168,140,65],[168,140,65],[169,140,65],[169,140,65],[170,140,66],[170,139,66],[171,139,66],[171,139,67],[172,139,67],[172,139,67],[172,138,68],[173,138,68],[173,138,68],[174,138,69],[174,138,69],[175,137,69],[175,137,70],[175,137,70],[176,137,70],[176,137,71],[177,136,71],[177,136,71],[177,136,72],[178,136,72],[178,135,72],[179,135,73],[179,135,73],[180,135,73],[180,135,74],[180,134,74],[181,134,74],[181,134,75],[182,134,75],[182,134,75],[183,133,76],[183,133,76],[183,133,76],[184,133,77],[184,133,77],[185,132,77],[185,132,77],[186,132,78],[186,132,78],[186,132,78],[187,131,79],[187,131,79],[188,131,79],[188,131,80],[189,131,80],[189,130,80],[189,130,81],[190,130,81],[190,130,81],[191,130,82],[191,129,82],[192,129,82],[192,129,83],[192,129,83],[193,128,83],[193,128,84],[194,128,84],[194,128,84],[194,128,85],[195,127,85],[195,127,85],[196,127,86],[196,127,86],[197,127,86],[197,126,87],[197,126,87],[198,126,87],[198,126,88],[199,126,88],[199,125,88],[200,125,89],[200,125,89]];
+var depthColours = [[255,255,204],[255,255,203],[255,255,203],[255,254,202],[255,254,202],[255,254,201],[255,254,200],[255,253,200],[255,253,199],[255,253,199],[255,253,198],[255,252,197],[255,252,197],[255,252,196],[255,252,196],[255,251,195],[255,251,194],[255,251,194],[255,251,193],[255,250,193],[255,250,192],[255,250,191],[255,250,191],[255,249,190],[255,249,190],[255,249,189],[255,249,188],[255,248,188],[255,248,187],[255,248,187],[255,248,186],[255,247,185],[255,247,185],[255,247,184],[255,247,184],[255,246,183],[255,246,182],[255,246,182],[255,246,181],[255,245,180],[255,245,180],[255,245,179],[255,245,179],[255,244,178],[255,244,177],[255,244,177],[255,244,176],[255,243,176],[255,243,175],[255,243,174],[255,243,174],[255,242,173],[255,242,173],[255,242,172],[255,242,171],[255,241,171],[255,241,170],[255,241,170],[255,241,169],[255,240,168],[255,240,168],[255,240,167],[255,240,167],[255,239,166],[255,239,165],[255,239,165],[255,239,164],[255,238,164],[255,238,163],[255,238,162],[255,238,162],[255,237,161],[255,237,161],[255,237,160],[255,237,159],[255,236,159],[255,236,158],[255,236,158],[255,236,157],[255,235,157],[255,235,156],[255,235,155],[255,235,155],[255,234,154],[255,234,154],[255,234,153],[255,233,153],[255,233,152],[255,233,151],[255,233,151],[255,232,150],[255,232,150],[255,232,149],[255,232,148],[255,231,148],[255,231,147],[255,231,147],[255,230,146],[255,230,146],[255,230,145],[255,230,144],[255,229,144],[255,229,143],[255,229,143],[255,229,142],[255,228,142],[255,228,141],[255,228,140],[255,227,140],[255,227,139],[254,227,139],[254,227,138],[254,226,138],[254,226,137],[254,226,136],[254,225,136],[254,225,135],[254,225,135],[254,225,134],[254,224,134],[254,224,133],[254,224,132],[254,224,132],[254,223,131],[254,223,131],[254,223,130],[254,222,130],[254,222,129],[254,222,128],[254,222,128],[254,221,127],[254,221,127],[254,221,126],[254,221,125],[254,220,125],[254,220,124],[254,220,124],[254,219,123],[254,219,123],[254,219,122],[254,219,121],[254,218,121],[254,218,120],[254,218,120],[254,218,119],[254,217,119],[254,217,118],[254,216,117],[254,216,117],[254,215,116],[254,215,116],[254,214,115],[254,214,115],[254,213,114],[254,213,113],[254,212,113],[254,212,112],[254,211,112],[254,211,111],[254,210,111],[254,210,110],[254,209,109],[254,208,109],[254,208,108],[254,207,108],[254,207,107],[254,206,106],[254,206,106],[254,205,105],[254,205,105],[254,204,104],[254,204,104],[254,203,103],[254,203,102],[254,202,102],[254,202,101],[254,201,101],[254,200,100],[254,200,100],[254,199,99],[254,199,98],[254,198,98],[254,198,97],[254,197,97],[254,197,96],[254,196,96],[254,196,95],[254,195,94],[254,195,94],[254,194,93],[254,193,93],[254,193,92],[254,192,92],[254,192,91],[254,191,90],[254,191,90],[254,190,89],[254,190,89],[254,189,88],[254,189,88],[254,188,87],[254,188,86],[254,187,86],[254,187,85],[254,186,85],[254,185,84],[254,185,83],[254,184,83],[254,184,82],[254,183,82],[254,183,81],[254,182,81],[254,182,80],[254,181,79],[254,181,79],[254,180,78],[254,180,78],[254,179,77],[254,179,77],[254,178,76],[254,177,76],[254,177,76],[254,176,75],[254,176,75],[254,175,75],[254,175,75],[254,174,74],[254,174,74],[254,173,74],[254,173,74],[254,172,74],[254,172,73],[254,171,73],[254,171,73],[254,170,73],[254,170,72],[254,169,72],[254,169,72],[254,168,72],[254,168,72],[254,167,71],[254,167,71],[254,166,71],[254,166,71],[254,165,71],[254,165,70],[254,164,70],[254,164,70],[254,163,70],[254,163,69],[254,162,69],[254,162,69],[254,161,69],[254,161,69],[254,160,68],[254,160,68],[253,159,68],[253,159,68],[253,158,67],[253,158,67],[253,157,67],[253,157,67],[253,156,67],[253,156,66],[253,155,66],[253,155,66],[253,154,66],[253,154,65],[253,153,65],[253,153,65],[253,152,65],[253,152,65],[253,151,64],[253,151,64],[253,150,64],[253,150,64],[253,149,64],[253,149,63],[253,148,63],[253,148,63],[253,147,63],[253,147,62],[253,146,62],[253,146,62],[253,145,62],[253,145,62],[253,144,61],[253,144,61],[253,143,61],[253,143,61],[253,142,60],[253,142,60],[253,141,60],[253,140,60],[253,139,60],[253,138,59],[253,138,59],[253,137,59],[253,136,59],[253,135,58],[253,134,58],[253,133,58],[253,132,58],[253,132,57],[253,131,57],[253,130,57],[253,129,57],[253,128,56],[253,127,56],[253,126,56],[253,125,56],[253,125,55],[253,124,55],[253,123,55],[253,122,55],[253,121,54],[253,120,54],[253,119,54],[253,119,54],[253,118,53],[253,117,53],[253,116,53],[253,115,53],[253,114,52],[253,113,52],[253,113,52],[253,112,52],[253,111,51],[253,110,51],[252,109,51],[252,108,51],[252,107,50],[252,106,50],[252,106,50],[252,105,50],[252,104,49],[252,103,49],[252,102,49],[252,101,49],[252,100,48],[252,100,48],[252,99,48],[252,98,48],[252,97,47],[252,96,47],[252,95,47],[252,94,47],[252,94,46],[252,93,46],[252,92,46],[252,91,46],[252,90,45],[252,89,45],[252,88,45],[252,87,45],[252,87,44],[252,86,44],[252,85,44],[252,84,44],[252,83,43],[252,82,43],[252,81,43],[252,81,43],[252,80,42],[252,79,42],[252,78,42],[252,77,42],[251,77,42],[251,76,41],[251,75,41],[250,74,41],[250,74,41],[250,73,41],[249,72,40],[249,72,40],[249,71,40],[248,70,40],[248,69,40],[248,69,40],[247,68,39],[247,67,39],[247,67,39],[246,66,39],[246,65,39],[245,64,38],[245,64,38],[245,63,38],[244,62,38],[244,62,38],[244,61,37],[243,60,37],[243,59,37],[243,59,37],[242,58,37],[242,57,36],[242,57,36],[241,56,36],[241,55,36],[241,54,36],[240,54,35],[240,53,35],[240,52,35],[239,52,35],[239,51,35],[239,50,35],[238,50,34],[238,49,34],[238,48,34],[237,47,34],[237,47,34],[237,46,33],[236,45,33],[236,45,33],[236,44,33],[235,43,33],[235,42,32],[235,42,32],[234,41,32],[234,40,32],[234,40,32],[233,39,31],[233,38,31],[232,37,31],[232,37,31],[232,36,31],[231,35,30],[231,35,30],[231,34,30],[230,33,30],[230,32,30],[230,32,30],[229,31,29],[229,30,29],[229,30,29],[228,29,29],[228,28,29],[228,27,28],[227,27,28],[227,26,28],[226,26,28],[226,25,28],[225,25,28],[224,25,29],[224,24,29],[223,24,29],[222,24,29],[222,23,29],[221,23,29],[220,22,29],[219,22,30],[219,22,30],[218,21,30],[217,21,30],[217,21,30],[216,20,30],[215,20,30],[215,20,30],[214,19,31],[213,19,31],[213,19,31],[212,18,31],[211,18,31],[211,17,31],[210,17,31],[209,17,32],[209,16,32],[208,16,32],[207,16,32],[206,15,32],[206,15,32],[205,15,32],[204,14,33],[204,14,33],[203,14,33],[202,13,33],[202,13,33],[201,12,33],[200,12,33],[200,12,33],[199,11,34],[198,11,34],[198,11,34],[197,10,34],[196,10,34],[195,10,34],[195,9,34],[194,9,35],[193,9,35],[193,8,35],[192,8,35],[191,7,35],[191,7,35],[190,7,35],[189,6,36],[189,6,36],[188,6,36],[187,5,36],[187,5,36],[186,5,36],[185,4,36],[185,4,36],[184,4,37],[183,3,37],[182,3,37],[182,2,37],[181,2,37],[180,2,37],[180,1,37],[179,1,38],[178,1,38],[178,0,38],[177,0,38]];
+var inclinationColours = [[255,255,0],[253,254,2],[251,253,4],[249,252,5],[247,251,7],[245,250,9],[243,249,11],[241,249,13],[239,248,14],[237,247,16],[235,246,18],[233,245,20],[231,244,22],[229,243,23],[227,242,25],[225,241,27],[223,240,29],[221,239,31],[219,238,32],[217,237,34],[215,237,36],[213,236,38],[211,235,40],[209,234,41],[207,233,43],[205,232,45],[203,231,47],[201,230,49],[199,229,50],[197,228,52],[195,227,54],[193,226,56],[191,226,58],[189,225,60],[187,224,61],[185,223,63],[183,222,65],[181,221,67],[179,220,69],[177,219,70],[175,218,72],[173,217,74],[171,216,76],[169,215,78],[167,214,79],[165,214,81],[163,213,83],[161,212,85],[159,211,87],[157,210,88],[155,209,90],[153,208,92],[151,207,94],[149,206,96],[147,205,97],[145,204,99],[143,203,101],[141,202,103],[139,202,105],[137,201,106],[135,200,108],[133,199,110],[131,198,112],[129,197,114],[126,196,115],[124,195,117],[122,194,119],[120,193,121],[118,192,123],[116,191,124],[114,191,126],[112,190,128],[110,189,130],[108,188,132],[106,187,133],[104,186,135],[102,185,137],[100,184,139],[98,183,141],[96,182,142],[94,181,144],[92,180,146],[90,179,148],[88,179,150],[86,178,151],[84,177,153],[82,176,155],[80,175,157],[78,174,159],[76,173,160],[74,172,162],[72,171,164],[70,170,166],[68,169,168],[66,168,169],[64,167,171],[62,167,173],[60,166,175],[58,165,177],[56,164,179],[54,163,180],[52,162,182],[50,161,184],[48,160,186],[46,159,188],[44,158,189],[42,157,191],[40,156,193],[38,156,195],[36,155,197],[34,154,198],[32,153,200],[30,152,202],[28,151,204],[26,150,206],[24,149,207],[22,148,209],[20,147,211],[18,146,213],[16,145,215],[14,144,216],[12,144,218],[10,143,220],[8,142,222],[6,141,224],[4,140,225],[2,139,227],[0,138,229]];
+var terrainColours = [[50,205,50],[52,205,52],[53,206,53],[55,206,55],[56,207,56],[58,207,58],[60,207,60],[61,208,61],[63,208,63],[65,209,65],[66,209,66],[68,209,68],[69,210,69],[71,210,71],[73,211,73],[74,211,74],[76,211,76],[77,212,77],[79,212,79],[81,212,81],[82,213,82],[84,213,84],[86,214,86],[87,214,87],[89,214,89],[90,215,90],[92,215,92],[94,216,94],[95,216,95],[97,216,97],[98,217,98],[100,217,100],[102,218,102],[103,218,103],[105,218,105],[106,219,106],[108,219,108],[110,220,110],[111,220,111],[113,220,113],[115,221,115],[116,221,116],[118,222,118],[119,222,119],[121,222,121],[123,223,123],[124,223,124],[126,224,126],[127,224,127],[129,224,129],[131,225,131],[132,225,132],[134,225,134],[136,226,136],[137,226,137],[139,227,139],[140,227,140],[142,227,142],[144,228,144],[145,228,145],[147,229,147],[148,229,148],[150,229,150],[152,230,152],[153,230,153],[155,231,155],[157,231,157],[158,231,158],[160,232,160],[161,232,161],[163,233,163],[165,233,165],[166,233,166],[168,234,168],[169,234,169],[171,235,171],[173,235,173],[174,235,174],[176,236,176],[178,236,178],[179,236,179],[181,237,181],[182,237,182],[184,238,184],[186,238,186],[187,238,187],[189,239,189],[190,239,190],[192,240,192],[194,240,194],[195,240,195],[197,241,197],[199,241,199],[200,242,200],[202,242,202],[203,242,203],[205,243,205],[207,243,207],[208,244,208],[210,244,210],[211,244,211],[213,245,213],[215,245,215],[216,246,216],[218,246,218],[219,246,219],[221,247,221],[223,247,223],[224,248,224],[226,248,226],[228,248,228],[229,249,229],[231,249,231],[232,249,232],[234,250,234],[236,250,236],[237,251,237],[239,251,239],[240,251,240],[242,252,242],[244,252,244],[245,253,245],[247,253,247],[249,253,249],[250,254,250],[252,254,252],[253,255,253],[255,255,255]];
+var surveyColours = [[0xa6,0xce,0xe3],[0x1f,0x78,0xb4],[0xb2,0xdf,0x8a],[0x33,0xa0,0x2c],[0xfb,0x9a,0x99],[0xe3,0x1a,0x1c],[0xfd,0xbf,0x6f],[0xff,0x7f,0x00],[0xca,0xb2,0xd6],[0x6a,0x3d,0x9a],[0xff,0xff,0x99]];
+var spectrumColours = [[100,60,60],[100,63,60],[100,66,60],[100,68,60],[100,71,60],[100,73,60],[100,76,60],[100,79,60],[100,81,60],[100,84,60],[100,86,60],[100,89,60],[100,92,60],[100,94,60],[100,97,60],[99,100,60],[97,100,60],[94,100,60],[92,100,60],[89,100,60],[86,100,60],[84,100,60],[81,100,60],[79,100,60],[76,100,60],[73,100,60],[71,100,60],[68,100,60],[65,100,60],[63,100,60],[60,100,60],[60,100,63],[60,100,66],[60,100,68],[60,100,71],[60,100,73],[60,100,76],[60,100,79],[60,100,81],[60,100,84],[60,100,86],[60,100,89],[60,100,92],[60,100,94],[60,100,97],[60,99,100],[60,97,100],[60,94,100],[60,92,100],[60,89,100],[60,86,100],[60,84,100],[60,81,100],[60,79,100],[60,76,100],[60,73,100],[60,71,100],[60,68,100],[60,65,100],[60,63,100],[60,60,100],[63,60,100],[66,60,100],[68,60,100],[71,60,100],[73,60,100],[76,60,100],[79,60,100],[81,60,100],[84,60,100],[87,60,100],[89,60,100],[92,60,100],[94,60,100],[97,60,100],[100,60,99],[100,60,97],[100,60,94],[100,60,92],[100,60,89],[100,60,86],[100,60,84],[100,60,81],[100,60,78],[100,60,76],[100,60,73],[100,60,71],[100,60,68],[100,60,65],[100,60,63],[100,60,60],[100,63,60],[100,66,60],[100,68,60],[100,71,60],[100,73,60],[100,76,60],[100,79,60],[100,81,60],[100,84,60],[100,87,60],[100,89,60],[100,92,60],[100,94,60],[100,97,60],[99,100,60],[97,100,60],[94,100,60],[92,100,60],[89,100,60],[86,100,60],[84,100,60],[81,100,60],[78,100,60],[76,100,60],[73,100,60],[71,100,60],[68,100,60],[65,100,60],[63,100,60],[60,100,60],[60,100,63],[60,100,66],[60,100,68],[60,100,71],[60,100,74],[60,100,76],[60,100,79]];
+
+var Colours = {
+ inclination: inclinationColours,
+ terrain: terrainColours,
+ gradient: gradientColours,
+ survey: surveyColours,
+ depth: depthColours,
+ spectrum: spectrumColours
+}; + +/**
+ * 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;
+
+ return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
+
+ },
+
+ 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 = listenerArray.slice( 0 );
+
+ for ( var i = 0, l = array.length; i < l; i ++ ) {
+
+ array[ i ].call( this, event );
+
+ }
+
+ }
+
+ }
+
+} ); + +var REVISION = '86';
+var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 };
+var CullFaceNone = 0;
+var CullFaceBack = 1;
+var CullFaceFront = 2;
+
+var FrontFaceDirectionCW = 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 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 RepeatWrapping = 1000;
+var ClampToEdgeWrapping = 1001;
+var MirroredRepeatWrapping = 1002;
+var NearestFilter = 1003;
+var NearestMipMapNearestFilter = 1004;
+var NearestMipMapLinearFilter = 1005;
+var LinearFilter = 1006;
+var LinearMipMapNearestFilter = 1007;
+var LinearMipMapLinearFilter = 1008;
+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 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 RGBM7Encoding = 3004;
+var RGBM16Encoding = 3005;
+var RGBDEncoding = 3006;
+var BasicDepthPacking = 3200;
+var RGBADepthPacking = 3201; + +/**
+ * @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;
+
+}
+
+Object.defineProperties( Vector2.prototype, {
+
+ "width" : {
+
+ get: function () {
+
+ return this.x;
+
+ },
+
+ set: function ( value ) {
+
+ this.x = value;
+
+ }
+
+ },
+
+ "height" : {
+
+ get: function () {
+
+ return this.y;
+
+ },
+
+ set: function ( value ) {
+
+ this.y = value;
+
+ }
+
+ }
+
+} );
+
+Object.assign( Vector2.prototype, {
+
+ isVector2: true,
+
+ 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 );
+
+ }
+
+ return this;
+
+ },
+
+ 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 ) {
+
+ this.x *= scalar;
+ this.y *= scalar;
+
+ 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 ) {
+
+ // assumes min < max, componentwise
+
+ 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 = new Vector2();
+ var max = new Vector2();
+
+ return function clampScalar( minVal, maxVal ) {
+
+ min.set( minVal, minVal );
+ max.set( maxVal, maxVal );
+
+ return this.clamp( min, max );
+
+ };
+
+ }(),
+
+ clampLength: function ( min, max ) {
+
+ var length = this.length();
+
+ return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, 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() || 1 );
+
+ },
+
+ 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.normalize().multiplyScalar( 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;
+
+ },
+
+ fromBufferAttribute: function ( attribute, index, offset ) {
+
+ if ( offset !== undefined ) {
+
+ console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
+
+ }
+
+ this.x = attribute.getX( index );
+ this.y = attribute.getY( index );
+
+ 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/
+ */
+
+var textureId = 0;
+
+function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
+
+ Object.defineProperty( this, 'id', { value: textureId ++ } );
+
+ this.uuid = _Math.generateUUID();
+
+ this.name = '';
+
+ 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;
+
+Object.defineProperty( Texture.prototype, "needsUpdate", {
+
+ set: function ( value ) {
+
+ if ( value === true ) this.version ++;
+
+ }
+
+} );
+
+Object.assign( Texture.prototype, EventDispatcher.prototype, {
+
+ constructor: Texture,
+
+ isTexture: true,
+
+ clone: function () {
+
+ return new this.constructor().copy( this );
+
+ },
+
+ copy: function ( source ) {
+
+ this.name = source.name;
+
+ 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: 4.5,
+ 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 = _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;
+
+ }
+
+ }
+
+} ); + +/**
+ * @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.generateMipmaps = false;
+ this.flipY = false;
+ this.unpackAlignment = 1;
+
+}
+
+DataTexture.prototype = Object.create( Texture.prototype );
+DataTexture.prototype.constructor = DataTexture;
+
+DataTexture.prototype.isDataTexture = true; + +// define colors to share THREE.Color objects
+
+var caches = {
+ 'colors': [],
+ 'texture' : []
+};
+
+function createTexture ( scale ) {
+
+ var l = scale.length;
+ var data = new Uint8Array( l * 3 );
+
+ for ( var i = 0; i < l; ) {
+
+ var c = scale[ l - ++i ];
+ var offset = i * 3;
+
+ data[ offset ] = c[0];
+ data[ offset + 1 ] = c[1];
+ data[ offset + 2 ] = c[2];
+
+ }
+
+ var texture = new DataTexture( data, l, 1, RGBFormat, UnsignedByteType );
+
+ texture.needsUpdate = true;
+
+ return texture;
+
+}
+
+function createColors ( scale ) {
+
+ var cache = [];
+ var c;
+
+ for ( var i = 0, l = scale.length; i < l; i++ ) {
+
+ c = scale[ i ];
+
+ cache[ i ] = new Color( c[ 0 ] / 255, c[ 1 ] / 255, c[ 2 ] / 255 );
+
+ }
+
+ return cache;
+
+}
+
+function getCacheEntry( cacheName, createFunc, name ) {
+
+ var cache = caches[ cacheName ];
+ var entry = cache[ name ];
+
+ if ( entry === undefined ) {
+
+ var scale = Colours[ name ];
+
+ if ( scale === undefined ) console.error( 'unknown colour scale requested ' + name );
+
+ entry = createFunc( scale );
+ cache[ name ] = entry;
+
+ }
+
+ return entry;
+
+}
+
+function getTexture( name ) {
+
+ return getCacheEntry( 'texture', createTexture, name );
+
+}
+
+function getColors( name ) {
+
+ return getCacheEntry( 'colors', createColors, name );
+
+}
+
+var ColourCache = {
+ getTexture: getTexture,
+ getColors: getColors,
+ red: new Color( 0xff0000 ),
+ yellow: new Color( 0xffff00 ),
+ green: new Color( 0x00ff00 ),
+ white: new Color( 0xffffff ),
+ grey: new Color( 0x444444 ),
+ lightGrey: new Color( 0x888888 ),
+ hudBlue: new Color( 0x106f8d ),
+ hudRed: new Color( 0x802100 )
+}; + +/**
+ * @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;
+
+}
+
+Object.assign( Vector4.prototype, {
+
+ 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 );
+
+ }
+
+ return this;
+
+ },
+
+ 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 ) {
+
+ this.x *= scalar;
+ this.y *= scalar;
+ this.z *= scalar;
+ this.w *= scalar;
+
+ 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 ) {
+
+ // assumes min < max, componentwise
+
+ 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 );
+
+ };
+
+ }(),
+
+ clampLength: function ( min, max ) {
+
+ var length = this.length();
+
+ return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
+
+ },
+
+ 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() || 1 );
+
+ },
+
+ setLength: function ( length ) {
+
+ return this.normalize().multiplyScalar( 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;
+
+ },
+
+ fromBufferAttribute: function ( attribute, index, offset ) {
+
+ if ( offset !== undefined ) {
+
+ console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
+
+ }
+
+ this.x = attribute.getX( index );
+ this.y = attribute.getY( index );
+ this.z = attribute.getZ( index );
+ this.w = attribute.getW( index );
+
+ 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 = _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 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;
+
+ }
+
+} ); + +/**
+ * @author tschw
+ *
+ * Uniforms of a program.
+ * Those form a tree structure with a special top-level container for the root,
+ * which you get by calling 'new WebGLUniforms( gl, program, renderer )'.
+ *
+ *
+ * Properties of inner nodes including the top-level container:
+ *
+ * .seq - array of nested uniforms
+ * .map - nested uniforms by name
+ *
+ *
+ * Methods of all nodes except the top-level container:
+ *
+ * .setValue( gl, value, [renderer] )
+ *
+ * uploads a uniform value(s)
+ * the 'renderer' parameter is needed for sampler uniforms
+ *
+ *
+ * Static methods of the top-level container (renderer factorizations):
+ *
+ * .upload( gl, seq, values, renderer )
+ *
+ * sets uniforms in 'seq' to 'values[id].value'
+ *
+ * .seqWithValue( seq, values ) : filteredSeq
+ *
+ * filters 'seq' entries with corresponding entry in values
+ *
+ *
+ * Methods of the top-level container (renderer factorizations):
+ *
+ * .setValue( gl, name, value )
+ *
+ * sets uniform with name 'name' to 'value'
+ *
+ * .set( gl, obj, prop )
+ *
+ * sets uniform from object and property with same name than uniform
+ *
+ * .setOptional( gl, obj, prop )
+ *
+ * like .set for an optional property of the object
+ *
+ */
+
+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 = [];
+
+// Float32Array caches used for uploading Matrix uniforms
+
+var mat4array = new Float32Array( 16 );
+var mat3array = new Float32Array( 9 );
+
+// 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 ) {
+
+ if ( v.elements === undefined ) {
+
+ gl.uniformMatrix3fv( this.addr, false, v );
+
+ } else {
+
+ mat3array.set( v.elements );
+ gl.uniformMatrix3fv( this.addr, false, mat3array );
+
+ }
+
+}
+
+function setValue4fm( gl, v ) {
+
+ if ( v.elements === undefined ) {
+
+ gl.uniformMatrix4fv( this.addr, false, v );
+
+ } else {
+
+ mat4array.set( v.elements );
+ gl.uniformMatrix4fv( this.addr, false, mat4array );
+
+ }
+
+}
+
+// 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: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES
+ 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.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;
+
+}; + +/**
+ * 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 }
+
+ },
+
+ gradientmap: {
+
+ gradientMap: { 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: {}
+ } },
+
+ // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
+ rectAreaLights: { value: [], properties: {
+ color: {},
+ position: {},
+ width: {},
+ height: {}
+ } }
+
+ },
+
+ 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 ) }
+
+ }
+
+}; + +/**
+ * Uniform Utilities
+ */
+
+var 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.isMatrix3 || parameter_src.isMatrix4 ||
+ parameter_src.isVector2 || parameter_src.isVector3 || parameter_src.isVector4 ||
+ 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\r\n\r\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\r\n\r\n#endif\r\n"; + +var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\r\n\r\n\tuniform sampler2D alphaMap;\r\n\r\n#endif\r\n"; + +var alphatest_fragment = "#ifdef ALPHATEST\r\n\r\n\tif ( diffuseColor.a < ALPHATEST ) discard;\r\n\r\n#endif\r\n"; + +var aomap_fragment = "#ifdef USE_AOMAP\r\n\r\n\t// reads channel R, compatible with a combined OcclusionRoughnessMetallic (RGB) texture\r\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\r\n\r\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\r\n\r\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL )\r\n\r\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\r\n\r\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\r\n\r\n\t#endif\r\n\r\n#endif\r\n"; + +var aomap_pars_fragment = "#ifdef USE_AOMAP\r\n\r\n\tuniform sampler2D aoMap;\r\n\tuniform float aoMapIntensity;\r\n\r\n#endif"; + +var begin_vertex = "\r\nvec3 transformed = vec3( position );\r\n"; + +var beginnormal_vertex = "\r\nvec3 objectNormal = vec3( normal );\r\n"; + +var bsdfs = "float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\r\n\r\n\tif( decayExponent > 0.0 ) {\r\n\r\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\r\n\r\n\t\t// based upon Frostbite 3 Moving to Physically-based Rendering\r\n\t\t// page 32, equation 26: E[window1]\r\n\t\t// http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr_v2.pdf\r\n\t\t// this is intended to be used on spot and point lights who are represented as luminous intensity\r\n\t\t// but who must be converted to luminous irradiance for surface lighting calculation\r\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\r\n\t\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\r\n\t\treturn distanceFalloff * maxDistanceCutoffFactor;\r\n\r\n#else\r\n\r\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\r\n\r\n#endif\r\n\r\n\t}\r\n\r\n\treturn 1.0;\r\n\r\n}\r\n\r\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\r\n\r\n\treturn RECIPROCAL_PI * diffuseColor;\r\n\r\n} // validated\r\n\r\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\r\n\r\n\t// Original approximation by Christophe Schlick '94\r\n\t// float fresnel = pow( 1.0 - dotLH, 5.0 );\r\n\r\n\t// Optimized variant (presented by Epic at SIGGRAPH '13)\r\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\r\n\r\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\r\n\r\n} // validated\r\n\r\n// Microfacet Models for Refraction through Rough Surfaces - equation (34)\r\n// http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html\r\n// alpha is \"roughness squared\" in Disney’s reparameterization\r\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\r\n\r\n\t// geometry term = G(l)⋅G(v) / 4(n⋅l)(n⋅v)\r\n\r\n\tfloat a2 = pow2( alpha );\r\n\r\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\r\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\r\n\r\n\treturn 1.0 / ( gl * gv );\r\n\r\n} // validated\r\n\r\n// Moving Frostbite to Physically Based Rendering 2.0 - page 12, listing 2\r\n// http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr_v2.pdf\r\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\r\n\r\n\tfloat a2 = pow2( alpha );\r\n\r\n\t// dotNL and dotNV are explicitly swapped. This is not a mistake.\r\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\r\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\r\n\r\n\treturn 0.5 / max( gv + gl, EPSILON );\r\n}\r\n\r\n// Microfacet Models for Refraction through Rough Surfaces - equation (33)\r\n// http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html\r\n// alpha is \"roughness squared\" in Disney’s reparameterization\r\nfloat D_GGX( const in float alpha, const in float dotNH ) {\r\n\r\n\tfloat a2 = pow2( alpha );\r\n\r\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0; // avoid alpha = 0 with dotNH = 1\r\n\r\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\r\n\r\n}\r\n\r\n// GGX Distribution, Schlick Fresnel, GGX-Smith Visibility\r\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\r\n\r\n\tfloat alpha = pow2( roughness ); // UE4's roughness\r\n\r\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\r\n\r\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\r\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\r\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\r\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\r\n\r\n\tvec3 F = F_Schlick( specularColor, dotLH );\r\n\r\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\r\n\r\n\tfloat D = D_GGX( alpha, dotNH );\r\n\r\n\treturn F * ( G * D );\r\n\r\n} // validated\r\n\r\n// Rect Area Light\r\n\r\n// Area light computation code adapted from:\r\n// Real-Time Polygonal-Light Shading with Linearly Transformed Cosines\r\n// By: Eric Heitz, Jonathan Dupuy, Stephen Hill and David Neubelt\r\n// https://drive.google.com/file/d/0BzvWIdpUpRx_d09ndGVjNVJzZjA/view\r\n// https://eheitzresearch.wordpress.com/415-2/\r\n// http://blog.selfshadow.com/sandbox/ltc.html\r\n\r\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\r\n\r\n\tconst float LUT_SIZE = 64.0;\r\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\r\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\r\n\r\n\tfloat theta = acos( dot( N, V ) );\r\n\r\n\t// Parameterization of texture:\r\n\t// sqrt(roughness) -> [0,1]\r\n\t// theta -> [0, PI/2]\r\n\tvec2 uv = vec2(\r\n\t\tsqrt( saturate( roughness ) ),\r\n\t\tsaturate( theta / ( 0.5 * PI ) ) );\r\n\r\n\t// Ensure we don't have nonlinearities at the look-up table's edges\r\n\t// see: http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter24.html\r\n\t// \"Shader Analysis\" section\r\n\tuv = uv * LUT_SCALE + LUT_BIAS;\r\n\r\n\treturn uv;\r\n\r\n}\r\n\r\n// Real-Time Area Lighting: a Journey from Research to Production\r\n// By: Stephen Hill & Eric Heitz\r\n// http://advances.realtimerendering.com/s2016/s2016_ltc_rnd.pdf\r\n// An approximation for the form factor of a clipped rectangle.\r\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\r\n\r\n\tfloat l = length( f );\r\n\r\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\r\n\r\n}\r\n\r\n// Real-Time Polygonal-Light Shading with Linearly Transformed Cosines\r\n// also Real-Time Area Lighting: a Journey from Research to Production\r\n// http://advances.realtimerendering.com/s2016/s2016_ltc_rnd.pdf\r\n// Normalization by 2*PI is incorporated in this function itself.\r\n// theta/sin(theta) is approximated by rational polynomial\r\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\r\n\r\n\tfloat x = dot( v1, v2 );\r\n\r\n\tfloat y = abs( x );\r\n\tfloat a = 0.86267 + (0.49788 + 0.01436 * y ) * y;\r\n\tfloat b = 3.45068 + (4.18814 + y) * y;\r\n\tfloat v = a / b;\r\n\r\n\tfloat theta_sintheta = (x > 0.0) ? v : 0.5 * inversesqrt( 1.0 - x * x ) - v;\r\n\r\n\treturn cross( v1, v2 ) * theta_sintheta;\r\n\r\n}\r\n\r\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\r\n\r\n\t// bail if point is on back side of plane of light\r\n\t// assumes ccw winding order of light vertices\r\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\r\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\r\n\tvec3 lightNormal = cross( v1, v2 );\r\n\r\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\r\n\r\n\t// construct orthonormal basis around N\r\n\tvec3 T1, T2;\r\n\tT1 = normalize( V - N * dot( V, N ) );\r\n\tT2 = - cross( N, T1 ); // negated from paper; possibly due to a different assumed handedness of world coordinate system\r\n\r\n\t// compute transform\r\n\tmat3 mat = mInv * transpose( mat3( T1, T2, N ) );\r\n\r\n\t// transform rect\r\n\tvec3 coords[ 4 ];\r\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\r\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\r\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\r\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\r\n\r\n\t// project rect onto sphere\r\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\r\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\r\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\r\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\r\n\r\n\t// calculate vector form factor\r\n\tvec3 vectorFormFactor = vec3( 0.0 );\r\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\r\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\r\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\r\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\r\n\r\n\t// adjust for horizon clipping\r\n\tvec3 result = vec3( LTC_ClippedSphereFormFactor( vectorFormFactor ) );\r\n\r\n\treturn result;\r\n\r\n}\r\n\r\n// End Rect Area Light\r\n\r\n// ref: https://www.unrealengine.com/blog/physically-based-shading-on-mobile - environmentBRDF for GGX on mobile\r\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\r\n\r\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\r\n\r\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\r\n\r\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\r\n\r\n\tvec4 r = roughness * c0 + c1;\r\n\r\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\r\n\r\n\tvec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\r\n\r\n\treturn specularColor * AB.x + AB.y;\r\n\r\n} // validated\r\n\r\n\r\nfloat G_BlinnPhong_Implicit( ) {\r\n\r\n\t// geometry term is (n dot l)(n dot v) / 4(n dot l)(n dot v)\r\n\treturn 0.25;\r\n\r\n}\r\n\r\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\r\n\r\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\r\n\r\n}\r\n\r\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\r\n\r\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\r\n\r\n\t//float dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\r\n\t//float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\r\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\r\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\r\n\r\n\tvec3 F = F_Schlick( specularColor, dotLH );\r\n\r\n\tfloat G = G_BlinnPhong_Implicit( );\r\n\r\n\tfloat D = D_BlinnPhong( shininess, dotNH );\r\n\r\n\treturn F * ( G * D );\r\n\r\n} // validated\r\n\r\n// source: http://simonstechblog.blogspot.ca/2011/12/microfacet-brdf.html\r\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\r\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\r\n}\r\n\r\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\r\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\r\n}\r\n"; + +var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\r\n\r\n\tuniform sampler2D bumpMap;\r\n\tuniform float bumpScale;\r\n\r\n\t// Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen\r\n\t// http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html\r\n\r\n\t// Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)\r\n\r\n\tvec2 dHdxy_fwd() {\r\n\r\n\t\tvec2 dSTdx = dFdx( vUv );\r\n\t\tvec2 dSTdy = dFdy( vUv );\r\n\r\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\r\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\r\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\r\n\r\n\t\treturn vec2( dBx, dBy );\r\n\r\n\t}\r\n\r\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\r\n\r\n\t\t// Workaround for Adreno 3XX dFd*( vec3 ) bug. See #9988\r\n\r\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\r\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\r\n\t\tvec3 vN = surf_norm;\t\t// normalized\r\n\r\n\t\tvec3 R1 = cross( vSigmaY, vN );\r\n\t\tvec3 R2 = cross( vN, vSigmaX );\r\n\r\n\t\tfloat fDet = dot( vSigmaX, R1 );\r\n\r\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\r\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\r\n\r\n\t}\r\n\r\n#endif\r\n"; + +var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\r\n\r\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; ++ i ) {\r\n\r\n\t\tvec4 plane = clippingPlanes[ i ];\r\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\r\n\r\n\t}\r\n\t\t\r\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\r\n\r\n\t\tbool clipped = true;\r\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; ++ i ) {\r\n\t\t\tvec4 plane = clippingPlanes[ i ];\r\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\r\n\t\t}\r\n\r\n\t\tif ( clipped ) discard;\r\n\t\r\n\t#endif\r\n\r\n#endif\r\n"; + +var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\r\n\r\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG )\r\n\t\tvarying vec3 vViewPosition;\r\n\t#endif\r\n\r\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\r\n\r\n#endif\r\n"; + +var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\r\n\tvarying vec3 vViewPosition;\r\n#endif\r\n"; + +var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\r\n\tvViewPosition = - mvPosition.xyz;\r\n#endif\r\n\r\n"; + +var color_fragment = "#ifdef USE_COLOR\r\n\r\n\tdiffuseColor.rgb *= vColor;\r\n\r\n#endif"; + +var color_pars_fragment = "#ifdef USE_COLOR\r\n\r\n\tvarying vec3 vColor;\r\n\r\n#endif\r\n"; + +var color_pars_vertex = "#ifdef USE_COLOR\r\n\r\n\tvarying vec3 vColor;\r\n\r\n#endif"; + +var color_vertex = "#ifdef USE_COLOR\r\n\r\n\tvColor.xyz = color.xyz;\r\n\r\n#endif"; + +var common = "#define PI 3.14159265359\r\n#define PI2 6.28318530718\r\n#define PI_HALF 1.5707963267949\r\n#define RECIPROCAL_PI 0.31830988618\r\n#define RECIPROCAL_PI2 0.15915494\r\n#define LOG2 1.442695\r\n#define EPSILON 1e-6\r\n\r\n#define saturate(a) clamp( a, 0.0, 1.0 )\r\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\r\n\r\nfloat pow2( const in float x ) { return x*x; }\r\nfloat pow3( const in float x ) { return x*x*x; }\r\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\r\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\r\n// expects values in the range of [0,1]x[0,1], returns values in the [0,1] range.\r\n// do not collapse into a single function per: http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/\r\nhighp float rand( const in vec2 uv ) {\r\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\r\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\r\n\treturn fract(sin(sn) * c);\r\n}\r\n\r\nstruct IncidentLight {\r\n\tvec3 color;\r\n\tvec3 direction;\r\n\tbool visible;\r\n};\r\n\r\nstruct ReflectedLight {\r\n\tvec3 directDiffuse;\r\n\tvec3 directSpecular;\r\n\tvec3 indirectDiffuse;\r\n\tvec3 indirectSpecular;\r\n};\r\n\r\nstruct GeometricContext {\r\n\tvec3 position;\r\n\tvec3 normal;\r\n\tvec3 viewDir;\r\n};\r\n\r\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\r\n\r\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\r\n\r\n}\r\n\r\n// http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations\r\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\r\n\r\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\r\n\r\n}\r\n\r\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\r\n\r\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\r\n\r\n\treturn - distance * planeNormal + point;\r\n\r\n}\r\n\r\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\r\n\r\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\r\n\r\n}\r\n\r\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\r\n\r\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\r\n\r\n}\r\n\r\nmat3 transpose( const in mat3 v ) {\r\n\r\n\tmat3 tmp;\r\n\ttmp[0] = vec3(v[0].x, v[1].x, v[2].x);\r\n\ttmp[1] = vec3(v[0].y, v[1].y, v[2].y);\r\n\ttmp[2] = vec3(v[0].z, v[1].z, v[2].z);\r\n\r\n\treturn tmp;\r\n\r\n}\r\n"; + +var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\r\n\r\n#define cubeUV_textureSize (1024.0)\r\n\r\nint getFaceFromDirection(vec3 direction) {\r\n\tvec3 absDirection = abs(direction);\r\n\tint face = -1;\r\n\tif( absDirection.x > absDirection.z ) {\r\n\t\tif(absDirection.x > absDirection.y )\r\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\r\n\t\telse\r\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\r\n\t}\r\n\telse {\r\n\t\tif(absDirection.z > absDirection.y )\r\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\r\n\t\telse\r\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\r\n\t}\r\n\treturn face;\r\n}\r\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\r\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\r\n\r\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\r\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\r\n\tfloat dxRoughness = dFdx(roughness);\r\n\tfloat dyRoughness = dFdy(roughness);\r\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\r\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\r\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\r\n\t// Clamp the value to the max mip level counts. hard coded to 6 mips\r\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\r\n\tfloat mipLevel = 0.5 * log2(d);\r\n\treturn vec2(floor(mipLevel), fract(mipLevel));\r\n}\r\n\r\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\r\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\r\n\r\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\r\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\r\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\r\n\r\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\r\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\r\n\t// float powScale = exp2(roughnessLevel + mipLevel);\r\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\r\n\t// float scale = 1.0 / exp2(roughnessLevel + 2.0 + mipLevel);\r\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\r\n\t// float mipOffset = 0.75*(1.0 - 1.0/exp2(mipLevel))/exp2(roughnessLevel);\r\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\r\n\r\n\tbool bRes = mipLevel == 0.0;\r\n\tscale = bRes && (scale < a) ? a : scale;\r\n\r\n\tvec3 r;\r\n\tvec2 offset;\r\n\tint face = getFaceFromDirection(direction);\r\n\r\n\tfloat rcpPowScale = 1.0 / powScale;\r\n\r\n\tif( face == 0) {\r\n\t\tr = vec3(direction.x, -direction.z, direction.y);\r\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\r\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\r\n\t}\r\n\telse if( face == 1) {\r\n\t\tr = vec3(direction.y, direction.x, direction.z);\r\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\r\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\r\n\t}\r\n\telse if( face == 2) {\r\n\t\tr = vec3(direction.z, direction.x, direction.y);\r\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\r\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\r\n\t}\r\n\telse if( face == 3) {\r\n\t\tr = vec3(direction.x, direction.z, direction.y);\r\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\r\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\r\n\t}\r\n\telse if( face == 4) {\r\n\t\tr = vec3(direction.y, direction.x, -direction.z);\r\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\r\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\r\n\t}\r\n\telse {\r\n\t\tr = vec3(direction.z, -direction.x, direction.y);\r\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\r\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\r\n\t}\r\n\tr = normalize(r);\r\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\r\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\r\n\tvec2 base = offset + vec2( texelOffset );\r\n\treturn base + s * ( scale - 2.0 * texelOffset );\r\n}\r\n\r\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\r\n\r\nvec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {\r\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\r\n\tfloat r1 = floor(roughnessVal);\r\n\tfloat r2 = r1 + 1.0;\r\n\tfloat t = fract(roughnessVal);\r\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\r\n\tfloat s = mipInfo.y;\r\n\tfloat level0 = mipInfo.x;\r\n\tfloat level1 = level0 + 1.0;\r\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\r\n\r\n\t// round to nearest mipmap if we are not interpolating.\r\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\r\n\r\n\t// Tri linear interpolation.\r\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\r\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\r\n\r\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\r\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\r\n\r\n\tvec4 result = mix(color10, color20, t);\r\n\r\n\treturn vec4(result.rgb, 1.0);\r\n}\r\n\r\n#endif\r\n"; + +var defaultnormal_vertex = "vec3 transformedNormal = normalMatrix * objectNormal;\r\n\r\n#ifdef FLIP_SIDED\r\n\r\n\ttransformedNormal = - transformedNormal;\r\n\r\n#endif\r\n"; + +var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\r\n\r\n\tuniform sampler2D displacementMap;\r\n\tuniform float displacementScale;\r\n\tuniform float displacementBias;\r\n\r\n#endif\r\n"; + +var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\r\n\r\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\r\n\r\n#endif\r\n"; + +var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\r\n\r\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\r\n\r\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\r\n\r\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\r\n\r\n#endif\r\n"; + +var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\r\n\r\n\tuniform sampler2D emissiveMap;\r\n\r\n#endif\r\n"; + +var encodings_fragment = " gl_FragColor = linearToOutputTexel( gl_FragColor );\r\n"; + +var encodings_pars_fragment = "// For a discussion of what this is, please read this: http://lousodrome.net/blog/light/2013/05/26/gamma-correct-and-hdr-rendering-in-a-32-bits-buffer/\r\n\r\nvec4 LinearToLinear( in vec4 value ) {\r\n\treturn value;\r\n}\r\n\r\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\r\n\treturn vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\r\n}\r\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\r\n\treturn vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\r\n}\r\n\r\nvec4 sRGBToLinear( in vec4 value ) {\r\n\treturn 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 );\r\n}\r\nvec4 LinearTosRGB( in vec4 value ) {\r\n\treturn 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 );\r\n}\r\n\r\nvec4 RGBEToLinear( in vec4 value ) {\r\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\r\n}\r\nvec4 LinearToRGBE( in vec4 value ) {\r\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\r\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\r\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\r\n// return vec4( value.brg, ( 3.0 + 128.0 ) / 256.0 );\r\n}\r\n\r\n// reference: http://iwasbeingirony.blogspot.ca/2010/06/difference-between-rgbm-and-rgbd.html\r\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\r\n\treturn vec4( value.xyz * value.w * maxRange, 1.0 );\r\n}\r\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\r\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\r\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\r\n\tM = ceil( M * 255.0 ) / 255.0;\r\n\treturn vec4( value.rgb / ( M * maxRange ), M );\r\n}\r\n\r\n// reference: http://iwasbeingirony.blogspot.ca/2010/06/difference-between-rgbm-and-rgbd.html\r\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\r\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\r\n}\r\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\r\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\r\n\tfloat D = max( maxRange / maxRGB, 1.0 );\r\n\tD = min( floor( D ) / 255.0, 1.0 );\r\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\r\n}\r\n\r\n// LogLuv reference: http://graphicrants.blogspot.ca/2009/04/rgbm-color-encoding.html\r\n\r\n// M matrix, for encoding\r\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\r\nvec4 LinearToLogLuv( in vec4 value ) {\r\n\tvec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\r\n\tXp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\r\n\tvec4 vResult;\r\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\r\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\r\n\tvResult.w = fract(Le);\r\n\tvResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\r\n\treturn vResult;\r\n}\r\n\r\n// Inverse M matrix, for decoding\r\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\r\nvec4 LogLuvToLinear( in vec4 value ) {\r\n\tfloat Le = value.z * 255.0 + value.w;\r\n\tvec3 Xp_Y_XYZp;\r\n\tXp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\r\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\r\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\r\n\tvec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\r\n\treturn vec4( max(vRGB, 0.0), 1.0 );\r\n}\r\n"; + +var envmap_fragment = "#ifdef USE_ENVMAP\r\n\r\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\r\n\r\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\r\n\r\n\t\t// Transforming Normal Vectors with the Inverse Transformation\r\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\r\n\r\n\t\t#ifdef ENVMAP_MODE_REFLECTION\r\n\r\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\r\n\r\n\t\t#else\r\n\r\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\r\n\r\n\t\t#endif\r\n\r\n\t#else\r\n\r\n\t\tvec3 reflectVec = vReflect;\r\n\r\n\t#endif\r\n\r\n\t#ifdef ENVMAP_TYPE_CUBE\r\n\r\n\t\tvec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\r\n\r\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\r\n\r\n\t\tvec2 sampleUV;\r\n\t\tsampleUV.y = asin( flipNormal * reflectVec.y ) * RECIPROCAL_PI + 0.5;\r\n\t\tsampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\r\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\r\n\r\n\t#elif defined( ENVMAP_TYPE_SPHERE )\r\n\r\n\t\tvec3 reflectView = flipNormal * normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\r\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\r\n\r\n\t#else\r\n\r\n\t\tvec4 envColor = vec4( 0.0 );\r\n\r\n\t#endif\r\n\r\n\tenvColor = envMapTexelToLinear( envColor );\r\n\r\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\r\n\r\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\r\n\r\n\t#elif defined( ENVMAP_BLENDING_MIX )\r\n\r\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\r\n\r\n\t#elif defined( ENVMAP_BLENDING_ADD )\r\n\r\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\r\n\r\n\t#endif\r\n\r\n#endif\r\n"; + +var envmap_pars_fragment = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\r\n\tuniform float reflectivity;\r\n\tuniform float envMapIntensity;\r\n#endif\r\n\r\n#ifdef USE_ENVMAP\r\n\r\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\r\n\t\tvarying vec3 vWorldPosition;\r\n\t#endif\r\n\r\n\t#ifdef ENVMAP_TYPE_CUBE\r\n\t\tuniform samplerCube envMap;\r\n\t#else\r\n\t\tuniform sampler2D envMap;\r\n\t#endif\r\n\tuniform float flipEnvMap;\r\n\r\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\r\n\t\tuniform float refractionRatio;\r\n\t#else\r\n\t\tvarying vec3 vReflect;\r\n\t#endif\r\n\r\n#endif\r\n"; + +var envmap_pars_vertex = "#ifdef USE_ENVMAP\r\n\r\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\r\n\t\tvarying vec3 vWorldPosition;\r\n\r\n\t#else\r\n\r\n\t\tvarying vec3 vReflect;\r\n\t\tuniform float refractionRatio;\r\n\r\n\t#endif\r\n\r\n#endif\r\n"; + +var envmap_vertex = "#ifdef USE_ENVMAP\r\n\r\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\r\n\r\n\t\tvWorldPosition = worldPosition.xyz;\r\n\r\n\t#else\r\n\r\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\r\n\r\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\r\n\r\n\t\t#ifdef ENVMAP_MODE_REFLECTION\r\n\r\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\r\n\r\n\t\t#else\r\n\r\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\r\n\r\n\t\t#endif\r\n\r\n\t#endif\r\n\r\n#endif\r\n"; + +var fog_vertex = "\r\n#ifdef USE_FOG\r\nfogDepth = -mvPosition.z;\r\n#endif"; + +var fog_pars_vertex = "#ifdef USE_FOG\r\n\r\n varying float fogDepth;\r\n\r\n#endif\r\n"; + +var fog_fragment = "#ifdef USE_FOG\r\n\r\n\t#ifdef FOG_EXP2\r\n\r\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\r\n\r\n\t#else\r\n\r\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\r\n\r\n\t#endif\r\n\r\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\r\n\r\n#endif\r\n"; + +var fog_pars_fragment = "#ifdef USE_FOG\r\n\r\n\tuniform vec3 fogColor;\r\n\tvarying float fogDepth;\r\n\r\n\t#ifdef FOG_EXP2\r\n\r\n\t\tuniform float fogDensity;\r\n\r\n\t#else\r\n\r\n\t\tuniform float fogNear;\r\n\t\tuniform float fogFar;\r\n\r\n\t#endif\r\n\r\n#endif\r\n"; + +var gradientmap_pars_fragment = "#ifdef TOON\r\n\r\n\tuniform sampler2D gradientMap;\r\n\r\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\r\n\r\n\t\t// dotNL will be from -1.0 to 1.0\r\n\t\tfloat dotNL = dot( normal, lightDirection );\r\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\r\n\r\n\t\t#ifdef USE_GRADIENTMAP\r\n\r\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\r\n\r\n\t\t#else\r\n\r\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\r\n\r\n\t\t#endif\r\n\r\n\r\n\t}\r\n\r\n#endif\r\n"; + +var lightmap_fragment = "#ifdef USE_LIGHTMAP\r\n\r\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity; // factor of PI should not be present; included here to prevent breakage\r\n\r\n#endif\r\n"; + +var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\r\n\r\n\tuniform sampler2D lightMap;\r\n\tuniform float lightMapIntensity;\r\n\r\n#endif"; + +var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\r\n\r\nGeometricContext geometry;\r\ngeometry.position = mvPosition.xyz;\r\ngeometry.normal = normalize( transformedNormal );\r\ngeometry.viewDir = normalize( -mvPosition.xyz );\r\n\r\nGeometricContext backGeometry;\r\nbackGeometry.position = geometry.position;\r\nbackGeometry.normal = -geometry.normal;\r\nbackGeometry.viewDir = geometry.viewDir;\r\n\r\nvLightFront = vec3( 0.0 );\r\n\r\n#ifdef DOUBLE_SIDED\r\n\tvLightBack = vec3( 0.0 );\r\n#endif\r\n\r\nIncidentLight directLight;\r\nfloat dotNL;\r\nvec3 directLightColor_Diffuse;\r\n\r\n#if NUM_POINT_LIGHTS > 0\r\n\r\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\r\n\r\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\r\n\r\n\t\tdotNL = dot( geometry.normal, directLight.direction );\r\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\r\n\r\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\r\n\r\n\t\t#ifdef DOUBLE_SIDED\r\n\r\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\r\n\r\n\t\t#endif\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n#if NUM_SPOT_LIGHTS > 0\r\n\r\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\r\n\r\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\r\n\r\n\t\tdotNL = dot( geometry.normal, directLight.direction );\r\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\r\n\r\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\r\n\r\n\t\t#ifdef DOUBLE_SIDED\r\n\r\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\r\n\r\n\t\t#endif\r\n\t}\r\n\r\n#endif\r\n\r\n\r\n\r\n#if NUM_DIR_LIGHTS > 0\r\n\r\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\r\n\r\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\r\n\r\n\t\tdotNL = dot( geometry.normal, directLight.direction );\r\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\r\n\r\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\r\n\r\n\t\t#ifdef DOUBLE_SIDED\r\n\r\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\r\n\r\n\t\t#endif\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n#if NUM_HEMI_LIGHTS > 0\r\n\r\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\r\n\r\n\t\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\r\n\r\n\t\t#ifdef DOUBLE_SIDED\r\n\r\n\t\t\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\r\n\r\n\t\t#endif\r\n\r\n\t}\r\n\r\n#endif\r\n"; + +var lights_pars = "uniform vec3 ambientLightColor;\r\n\r\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\r\n\r\n\tvec3 irradiance = ambientLightColor;\r\n\r\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\r\n\r\n\t\tirradiance *= PI;\r\n\r\n\t#endif\r\n\r\n\treturn irradiance;\r\n\r\n}\r\n\r\n#if NUM_DIR_LIGHTS > 0\r\n\r\n\tstruct DirectionalLight {\r\n\t\tvec3 direction;\r\n\t\tvec3 color;\r\n\r\n\t\tint shadow;\r\n\t\tfloat shadowBias;\r\n\t\tfloat shadowRadius;\r\n\t\tvec2 shadowMapSize;\r\n\t};\r\n\r\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\r\n\r\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\r\n\r\n\t\tdirectLight.color = directionalLight.color;\r\n\t\tdirectLight.direction = directionalLight.direction;\r\n\t\tdirectLight.visible = true;\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n\r\n#if NUM_POINT_LIGHTS > 0\r\n\r\n\tstruct PointLight {\r\n\t\tvec3 position;\r\n\t\tvec3 color;\r\n\t\tfloat distance;\r\n\t\tfloat decay;\r\n\r\n\t\tint shadow;\r\n\t\tfloat shadowBias;\r\n\t\tfloat shadowRadius;\r\n\t\tvec2 shadowMapSize;\r\n\t};\r\n\r\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\r\n\r\n\t// directLight is an out parameter as having it as a return value caused compiler errors on some devices\r\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\r\n\r\n\t\tvec3 lVector = pointLight.position - geometry.position;\r\n\t\tdirectLight.direction = normalize( lVector );\r\n\r\n\t\tfloat lightDistance = length( lVector );\r\n\r\n\t\tdirectLight.color = pointLight.color;\r\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\r\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n\r\n#if NUM_SPOT_LIGHTS > 0\r\n\r\n\tstruct SpotLight {\r\n\t\tvec3 position;\r\n\t\tvec3 direction;\r\n\t\tvec3 color;\r\n\t\tfloat distance;\r\n\t\tfloat decay;\r\n\t\tfloat coneCos;\r\n\t\tfloat penumbraCos;\r\n\r\n\t\tint shadow;\r\n\t\tfloat shadowBias;\r\n\t\tfloat shadowRadius;\r\n\t\tvec2 shadowMapSize;\r\n\t};\r\n\r\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\r\n\r\n\t// directLight is an out parameter as having it as a return value caused compiler errors on some devices\r\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\r\n\r\n\t\tvec3 lVector = spotLight.position - geometry.position;\r\n\t\tdirectLight.direction = normalize( lVector );\r\n\r\n\t\tfloat lightDistance = length( lVector );\r\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\r\n\r\n\t\tif ( angleCos > spotLight.coneCos ) {\r\n\r\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\r\n\r\n\t\t\tdirectLight.color = spotLight.color;\r\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\r\n\t\t\tdirectLight.visible = true;\r\n\r\n\t\t} else {\r\n\r\n\t\t\tdirectLight.color = vec3( 0.0 );\r\n\t\t\tdirectLight.visible = false;\r\n\r\n\t\t}\r\n\t}\r\n\r\n#endif\r\n\r\n\r\n#if NUM_RECT_AREA_LIGHTS > 0\r\n\r\n\tstruct RectAreaLight {\r\n\t\tvec3 color;\r\n\t\tvec3 position;\r\n\t\tvec3 halfWidth;\r\n\t\tvec3 halfHeight;\r\n\t};\r\n\r\n\t// Pre-computed values of LinearTransformedCosine approximation of BRDF\r\n\t// BRDF approximation Texture is 64x64\r\n\tuniform sampler2D ltcMat; // RGBA Float\r\n\tuniform sampler2D ltcMag; // Alpha Float (only has w component)\r\n\r\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\r\n\r\n#endif\r\n\r\n\r\n#if NUM_HEMI_LIGHTS > 0\r\n\r\n\tstruct HemisphereLight {\r\n\t\tvec3 direction;\r\n\t\tvec3 skyColor;\r\n\t\tvec3 groundColor;\r\n\t};\r\n\r\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\r\n\r\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\r\n\r\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\r\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\r\n\r\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\r\n\r\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\r\n\r\n\t\t\tirradiance *= PI;\r\n\r\n\t\t#endif\r\n\r\n\t\treturn irradiance;\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n\r\n#if defined( USE_ENVMAP ) && defined( PHYSICAL )\r\n\r\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\r\n\r\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\r\n\r\n\t\t#ifdef ENVMAP_TYPE_CUBE\r\n\r\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\r\n\r\n\t\t\t// TODO: replace with properly filtered cubemaps and access the irradiance LOD level, be it the last LOD level\r\n\t\t\t// of a specular cubemap, or just the default level of a specially created irradiance cubemap.\r\n\r\n\t\t\t#ifdef TEXTURE_LOD_EXT\r\n\r\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\r\n\r\n\t\t\t#else\r\n\r\n\t\t\t\t// force the bias high to get the last LOD level as it is the most blurred.\r\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\r\n\r\n\t\t\t#endif\r\n\r\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\r\n\r\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\r\n\r\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\r\n\t\t\tvec4 envMapColor = textureCubeUV( queryVec, 1.0 );\r\n\r\n\t\t#else\r\n\r\n\t\t\tvec4 envMapColor = vec4( 0.0 );\r\n\r\n\t\t#endif\r\n\r\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\r\n\r\n\t}\r\n\r\n\t// taken from here: http://casual-effects.blogspot.ca/2011/08/plausible-environment-lighting-in-two.html\r\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\r\n\r\n\t\t//float envMapWidth = pow( 2.0, maxMIPLevelScalar );\r\n\t\t//float desiredMIPLevel = log2( envMapWidth * sqrt( 3.0 ) ) - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\r\n\r\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\r\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar - 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\r\n\r\n\t\t// clamp to allowable LOD ranges.\r\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\r\n\r\n\t}\r\n\r\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\r\n\r\n\t\t#ifdef ENVMAP_MODE_REFLECTION\r\n\r\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\r\n\r\n\t\t#else\r\n\r\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\r\n\r\n\t\t#endif\r\n\r\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\r\n\r\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\r\n\r\n\t\t#ifdef ENVMAP_TYPE_CUBE\r\n\r\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\r\n\r\n\t\t\t#ifdef TEXTURE_LOD_EXT\r\n\r\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\r\n\r\n\t\t\t#else\r\n\r\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\r\n\r\n\t\t\t#endif\r\n\r\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\r\n\r\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\r\n\r\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\r\n\t\t\tvec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\r\n\r\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\r\n\r\n\t\t\tvec2 sampleUV;\r\n\t\t\tsampleUV.y = saturate( reflectVec.y * 0.5 + 0.5 );\r\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\r\n\r\n\t\t\t#ifdef TEXTURE_LOD_EXT\r\n\r\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\r\n\r\n\t\t\t#else\r\n\r\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\r\n\r\n\t\t\t#endif\r\n\r\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\r\n\r\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\r\n\r\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\r\n\r\n\t\t\t#ifdef TEXTURE_LOD_EXT\r\n\r\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\r\n\r\n\t\t\t#else\r\n\r\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\r\n\r\n\t\t\t#endif\r\n\r\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\r\n\r\n\t\t#endif\r\n\r\n\t\treturn envMapColor.rgb * envMapIntensity;\r\n\r\n\t}\r\n\r\n#endif\r\n"; + +var lights_phong_fragment = "BlinnPhongMaterial material;\r\nmaterial.diffuseColor = diffuseColor.rgb;\r\nmaterial.specularColor = specular;\r\nmaterial.specularShininess = shininess;\r\nmaterial.specularStrength = specularStrength;\r\n"; + +var lights_phong_pars_fragment = "varying vec3 vViewPosition;\r\n\r\n#ifndef FLAT_SHADED\r\n\r\n\tvarying vec3 vNormal;\r\n\r\n#endif\r\n\r\n\r\nstruct BlinnPhongMaterial {\r\n\r\n\tvec3\tdiffuseColor;\r\n\tvec3\tspecularColor;\r\n\tfloat\tspecularShininess;\r\n\tfloat\tspecularStrength;\r\n\r\n};\r\n\r\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\r\n\r\n\t#ifdef TOON\r\n\r\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\r\n\r\n\t#else\r\n\r\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\r\n\t\tvec3 irradiance = dotNL * directLight.color;\r\n\r\n\t#endif\r\n\r\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\r\n\r\n\t\tirradiance *= PI; // punctual light\r\n\r\n\t#endif\r\n\r\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\r\n\r\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\r\n\r\n}\r\n\r\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\r\n\r\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\r\n\r\n}\r\n\r\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\r\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\r\n\r\n#define Material_LightProbeLOD( material )\t(0)\r\n"; + +var lights_physical_fragment = "PhysicalMaterial material;\r\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\r\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\r\n#ifdef STANDARD\r\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\r\n#else\r\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\r\n\tmaterial.clearCoat = saturate( clearCoat ); // Burley clearcoat model\r\n\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\r\n#endif\r\n"; + +var lights_physical_pars_fragment = "struct PhysicalMaterial {\r\n\r\n\tvec3\tdiffuseColor;\r\n\tfloat\tspecularRoughness;\r\n\tvec3\tspecularColor;\r\n\r\n\t#ifndef STANDARD\r\n\t\tfloat clearCoat;\r\n\t\tfloat clearCoatRoughness;\r\n\t#endif\r\n\r\n};\r\n\r\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\r\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\r\n\r\n// Clear coat directional hemishperical reflectance (this approximation should be improved)\r\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\r\n\r\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\r\n\r\n}\r\n\r\n#if NUM_RECT_AREA_LIGHTS > 0\r\n\r\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\r\n\r\n\t\tvec3 normal = geometry.normal;\r\n\t\tvec3 viewDir = geometry.viewDir;\r\n\t\tvec3 position = geometry.position;\r\n\t\tvec3 lightPos = rectAreaLight.position;\r\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\r\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\r\n\t\tvec3 lightColor = rectAreaLight.color;\r\n\t\tfloat roughness = material.specularRoughness;\r\n\r\n\t\tvec3 rectCoords[ 4 ];\r\n\t\trectCoords[ 0 ] = lightPos - halfWidth - halfHeight; // counterclockwise\r\n\t\trectCoords[ 1 ] = lightPos + halfWidth - halfHeight;\r\n\t\trectCoords[ 2 ] = lightPos + halfWidth + halfHeight;\r\n\t\trectCoords[ 3 ] = lightPos - halfWidth + halfHeight;\r\n\r\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\r\n\r\n\t\tfloat norm = texture2D( ltcMag, uv ).a;\r\n\r\n\t\tvec4 t = texture2D( ltcMat, uv );\r\n\r\n\t\tmat3 mInv = mat3(\r\n\t\t\tvec3( 1, 0, t.y ),\r\n\t\t\tvec3( 0, t.z, 0 ),\r\n\t\t\tvec3( t.w, 0, t.x )\r\n\t\t);\r\n\r\n\t\treflectedLight.directSpecular += lightColor * material.specularColor * norm * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords ); // no fresnel\r\n\r\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1 ), rectCoords );\r\n\r\n\t}\r\n\r\n#endif\r\n\r\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\r\n\r\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\r\n\r\n\tvec3 irradiance = dotNL * directLight.color;\r\n\r\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\r\n\r\n\t\tirradiance *= PI; // punctual light\r\n\r\n\t#endif\r\n\r\n\t#ifndef STANDARD\r\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\r\n\t#else\r\n\t\tfloat clearCoatDHR = 0.0;\r\n\t#endif\r\n\r\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\r\n\r\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\r\n\r\n\t#ifndef STANDARD\r\n\r\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\r\n\r\n\t#endif\r\n\r\n}\r\n\r\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\r\n\r\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\r\n\r\n}\r\n\r\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\r\n\r\n\t#ifndef STANDARD\r\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\r\n\t\tfloat dotNL = dotNV;\r\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\r\n\t#else\r\n\t\tfloat clearCoatDHR = 0.0;\r\n\t#endif\r\n\r\n\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\r\n\r\n\t#ifndef STANDARD\r\n\r\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\r\n\r\n\t#endif\r\n\r\n}\r\n\r\n#define RE_Direct\t\t\t\tRE_Direct_Physical\r\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\r\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\r\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\r\n\r\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\r\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\r\n\r\n// ref: http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr_v2.pdf\r\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\r\n\r\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\r\n\r\n}\r\n"; + +var lights_template = "\r\n\r\nGeometricContext geometry;\r\n\r\ngeometry.position = - vViewPosition;\r\ngeometry.normal = normal;\r\ngeometry.viewDir = normalize( vViewPosition );\r\n\r\nIncidentLight directLight;\r\n\r\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\r\n\r\n\tPointLight pointLight;\r\n\r\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\r\n\r\n\t\tpointLight = pointLights[ i ];\r\n\r\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\r\n\r\n\t\t#ifdef USE_SHADOWMAP\r\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\r\n\t\t#endif\r\n\r\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\r\n\r\n\tSpotLight spotLight;\r\n\r\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\r\n\r\n\t\tspotLight = spotLights[ i ];\r\n\r\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\r\n\r\n\t\t#ifdef USE_SHADOWMAP\r\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\r\n\t\t#endif\r\n\r\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\r\n\r\n\tDirectionalLight directionalLight;\r\n\r\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\r\n\r\n\t\tdirectionalLight = directionalLights[ i ];\r\n\r\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\r\n\r\n\t\t#ifdef USE_SHADOWMAP\r\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\r\n\t\t#endif\r\n\r\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\r\n\r\n\tRectAreaLight rectAreaLight;\r\n\r\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\r\n\r\n\t\trectAreaLight = rectAreaLights[ i ];\r\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n#if defined( RE_IndirectDiffuse )\r\n\r\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\r\n\r\n\t#ifdef USE_LIGHTMAP\r\n\r\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\r\n\r\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\r\n\r\n\t\t\tlightMapIrradiance *= PI; // factor of PI should not be present; included here to prevent breakage\r\n\r\n\t\t#endif\r\n\r\n\t\tirradiance += lightMapIrradiance;\r\n\r\n\t#endif\r\n\r\n\t#if ( NUM_HEMI_LIGHTS > 0 )\r\n\r\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\r\n\r\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\r\n\r\n\t\t}\r\n\r\n\t#endif\r\n\r\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\r\n\r\n\t\t// TODO, replace 8 with the real maxMIPLevel\r\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, 8 );\r\n\r\n\t#endif\r\n\r\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\r\n\r\n#endif\r\n\r\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\r\n\r\n\t// TODO, replace 8 with the real maxMIPLevel\r\n\tvec3 radiance = getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), 8 );\r\n\r\n\t#ifndef STANDARD\r\n\t\tvec3 clearCoatRadiance = getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), 8 );\r\n\t#else\r\n\t\tvec3 clearCoatRadiance = vec3( 0.0 );\r\n\t#endif\r\n\r\n\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\r\n\r\n#endif\r\n"; + +var logdepthbuf_fragment = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\r\n\r\n\tgl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\r\n\r\n#endif"; + +var logdepthbuf_pars_fragment = "#ifdef USE_LOGDEPTHBUF\r\n\r\n\tuniform float logDepthBufFC;\r\n\r\n\t#ifdef USE_LOGDEPTHBUF_EXT\r\n\r\n\t\tvarying float vFragDepth;\r\n\r\n\t#endif\r\n\r\n#endif\r\n"; + +var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\r\n\r\n\t#ifdef USE_LOGDEPTHBUF_EXT\r\n\r\n\t\tvarying float vFragDepth;\r\n\r\n\t#endif\r\n\r\n\tuniform float logDepthBufFC;\r\n\r\n#endif"; + +var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\r\n\r\n\tgl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\r\n\r\n\t#ifdef USE_LOGDEPTHBUF_EXT\r\n\r\n\t\tvFragDepth = 1.0 + gl_Position.w;\r\n\r\n\t#else\r\n\r\n\t\tgl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\r\n\r\n\t#endif\r\n\r\n#endif\r\n"; + +var map_fragment = "#ifdef USE_MAP\r\n\r\n\tvec4 texelColor = texture2D( map, vUv );\r\n\r\n\ttexelColor = mapTexelToLinear( texelColor );\r\n\tdiffuseColor *= texelColor;\r\n\r\n#endif\r\n"; + +var map_pars_fragment = "#ifdef USE_MAP\r\n\r\n\tuniform sampler2D map;\r\n\r\n#endif\r\n"; + +var map_particle_fragment = "#ifdef USE_MAP\r\n\r\n\tvec4 mapTexel = texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\r\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\r\n\r\n#endif\r\n"; + +var map_particle_pars_fragment = "#ifdef USE_MAP\r\n\r\n\tuniform vec4 offsetRepeat;\r\n\tuniform sampler2D map;\r\n\r\n#endif\r\n"; + +var metalnessmap_fragment = "float metalnessFactor = metalness;\r\n\r\n#ifdef USE_METALNESSMAP\r\n\r\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\r\n\r\n\t// reads channel B, compatible with a combined OcclusionRoughnessMetallic (RGB) texture\r\n\tmetalnessFactor *= texelMetalness.b;\r\n\r\n#endif\r\n"; + +var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\r\n\r\n\tuniform sampler2D metalnessMap;\r\n\r\n#endif"; + +var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\r\n\r\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\r\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\r\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\r\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\r\n\r\n#endif\r\n"; + +var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\r\n\r\n\t#ifndef USE_MORPHNORMALS\r\n\r\n\tuniform float morphTargetInfluences[ 8 ];\r\n\r\n\t#else\r\n\r\n\tuniform float morphTargetInfluences[ 4 ];\r\n\r\n\t#endif\r\n\r\n#endif"; + +var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\r\n\r\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\r\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\r\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\r\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\r\n\r\n\t#ifndef USE_MORPHNORMALS\r\n\r\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\r\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\r\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\r\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\r\n\r\n\t#endif\r\n\r\n#endif\r\n"; + +var normal_flip = "#ifdef DOUBLE_SIDED\r\n\tfloat flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\r\n#else\r\n\tfloat flipNormal = 1.0;\r\n#endif\r\n"; + +var normal_fragment = "#ifdef FLAT_SHADED\r\n\r\n\t// Workaround for Adreno/Nexus5 not able able to do dFdx( vViewPosition ) ...\r\n\r\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\r\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\r\n\tvec3 normal = normalize( cross( fdx, fdy ) );\r\n\r\n#else\r\n\r\n\tvec3 normal = normalize( vNormal ) * flipNormal;\r\n\r\n#endif\r\n\r\n#ifdef USE_NORMALMAP\r\n\r\n\tnormal = perturbNormal2Arb( -vViewPosition, normal );\r\n\r\n#elif defined( USE_BUMPMAP )\r\n\r\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\r\n\r\n#endif\r\n"; + +var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\r\n\r\n\tuniform sampler2D normalMap;\r\n\tuniform vec2 normalScale;\r\n\r\n\t// Per-Pixel Tangent Space Normal Mapping\r\n\t// http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html\r\n\r\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\r\n\r\n\t\t// Workaround for Adreno 3XX dFd*( vec3 ) bug. See #9988\r\n\r\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\r\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\r\n\t\tvec2 st0 = dFdx( vUv.st );\r\n\t\tvec2 st1 = dFdy( vUv.st );\r\n\r\n\t\tvec3 S = normalize( q0 * st1.t - q1 * st0.t );\r\n\t\tvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\r\n\t\tvec3 N = normalize( surf_norm );\r\n\r\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\r\n\t\tmapN.xy = normalScale * mapN.xy;\r\n\t\tmat3 tsn = mat3( S, T, N );\r\n\t\treturn normalize( tsn * mapN );\r\n\r\n\t}\r\n\r\n#endif\r\n"; + +var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\r\n\treturn normalize( normal ) * 0.5 + 0.5;\r\n}\r\n\r\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\r\n\treturn 1.0 - 2.0 * rgb.xyz;\r\n}\r\n\r\nconst float PackUpscale = 256. / 255.; // fraction -> 0..1 (including 1)\r\nconst float UnpackDownscale = 255. / 256.; // 0..1 -> fraction (excluding 1)\r\n\r\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\r\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\r\n\r\nconst float ShiftRight8 = 1. / 256.;\r\n\r\nvec4 packDepthToRGBA( const in float v ) {\r\n\tvec4 r = vec4( fract( v * PackFactors ), v );\r\n\tr.yzw -= r.xyz * ShiftRight8; // tidy overflow\r\n\treturn r * PackUpscale;\r\n}\r\n\r\nfloat unpackRGBAToDepth( const in vec4 v ) {\r\n\treturn dot( v, UnpackFactors );\r\n}\r\n\r\n// NOTE: viewZ/eyeZ is < 0 when in front of the camera per OpenGL conventions\r\n\r\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\r\n\treturn ( viewZ + near ) / ( near - far );\r\n}\r\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\r\n\treturn linearClipZ * ( near - far ) - near;\r\n}\r\n\r\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\r\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\r\n}\r\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\r\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\r\n}\r\n"; + +var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\r\n\r\n\t// Get get normal blending with premultipled, use with CustomBlending, OneFactor, OneMinusSrcAlphaFactor, AddEquation.\r\n\tgl_FragColor.rgb *= gl_FragColor.a;\r\n\r\n#endif\r\n"; + +var project_vertex = "vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\r\n\r\ngl_Position = projectionMatrix * mvPosition;\r\n"; + +var dithering_fragment = "#if defined( DITHERING )\r\n\r\n gl_FragColor.rgb = dithering( gl_FragColor.rgb );\r\n\r\n#endif\r\n"; + +var dithering_pars_fragment = "#if defined( DITHERING )\r\n\r\n\t// based on https://www.shadertoy.com/view/MslGR8\r\n\tvec3 dithering( vec3 color ) {\r\n\t\t//Calculate grid position\r\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\r\n\r\n\t\t//Shift the individual colors differently, thus making it even harder to see the dithering pattern\r\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\r\n\r\n\t\t//modify shift acording to grid position.\r\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\r\n\r\n\t\t//shift the color by dither_shift\r\n\t\treturn color + dither_shift_RGB;\r\n\t}\r\n\r\n#endif\r\n"; + +var roughnessmap_fragment = "float roughnessFactor = roughness;\r\n\r\n#ifdef USE_ROUGHNESSMAP\r\n\r\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\r\n\r\n\t// reads channel G, compatible with a combined OcclusionRoughnessMetallic (RGB) texture\r\n\troughnessFactor *= texelRoughness.g;\r\n\r\n#endif\r\n"; + +var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\r\n\r\n\tuniform sampler2D roughnessMap;\r\n\r\n#endif"; + +var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\r\n\r\n\t#if NUM_DIR_LIGHTS > 0\r\n\r\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\r\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\r\n\r\n\t#endif\r\n\r\n\t#if NUM_SPOT_LIGHTS > 0\r\n\r\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\r\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\r\n\r\n\t#endif\r\n\r\n\t#if NUM_POINT_LIGHTS > 0\r\n\r\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\r\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\r\n\r\n\t#endif\r\n\r\n\r\n\r\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\r\n\r\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\r\n\r\n\t}\r\n\r\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\r\n\r\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\r\n\r\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\r\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\r\n\r\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\r\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\r\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\r\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\r\n\r\n\t\tvec2 f = fract( uv * size + 0.5 );\r\n\r\n\t\tfloat a = mix( lb, lt, f.y );\r\n\t\tfloat b = mix( rb, rt, f.y );\r\n\t\tfloat c = mix( a, b, f.x );\r\n\r\n\t\treturn c;\r\n\r\n\t}\r\n\r\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\r\n\r\n\t\tfloat shadow = 1.0;\r\n\r\n\t\tshadowCoord.xyz /= shadowCoord.w;\r\n\t\tshadowCoord.z += shadowBias;\r\n\r\n\t\t// if ( something && something ) breaks ATI OpenGL shader compiler\r\n\t\t// if ( all( something, something ) ) using this instead\r\n\r\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\r\n\t\tbool inFrustum = all( inFrustumVec );\r\n\r\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\r\n\r\n\t\tbool frustumTest = all( frustumTestVec );\r\n\r\n\t\tif ( frustumTest ) {\r\n\r\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\r\n\r\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\r\n\r\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\r\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\r\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\r\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\r\n\r\n\t\t\tshadow = (\r\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\r\n\t\t\t) * ( 1.0 / 9.0 );\r\n\r\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\r\n\r\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\r\n\r\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\r\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\r\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\r\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\r\n\r\n\t\t\tshadow = (\r\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\r\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\r\n\t\t\t) * ( 1.0 / 9.0 );\r\n\r\n\t\t#else // no percentage-closer filtering:\r\n\r\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\r\n\r\n\t\t#endif\r\n\r\n\t\t}\r\n\r\n\t\treturn shadow;\r\n\r\n\t}\r\n\r\n\t// cubeToUV() maps a 3D direction vector suitable for cube texture mapping to a 2D\r\n\t// vector suitable for 2D texture mapping. This code uses the following layout for the\r\n\t// 2D texture:\r\n\t//\r\n\t// xzXZ\r\n\t// y Y\r\n\t//\r\n\t// Y - Positive y direction\r\n\t// y - Negative y direction\r\n\t// X - Positive x direction\r\n\t// x - Negative x direction\r\n\t// Z - Positive z direction\r\n\t// z - Negative z direction\r\n\t//\r\n\t// Source and test bed:\r\n\t// https://gist.github.com/tschw/da10c43c467ce8afd0c4\r\n\r\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\r\n\r\n\t\t// Number of texels to avoid at the edge of each square\r\n\r\n\t\tvec3 absV = abs( v );\r\n\r\n\t\t// Intersect unit cube\r\n\r\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\r\n\t\tabsV *= scaleToCube;\r\n\r\n\t\t// Apply scale to avoid seams\r\n\r\n\t\t// two texels less per square (one texel will do for NEAREST)\r\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\r\n\r\n\t\t// Unwrap\r\n\r\n\t\t// space: -1 ... 1 range for each square\r\n\t\t//\r\n\t\t// #X##\t\tdim := ( 4 , 2 )\r\n\t\t// # #\t\tcenter := ( 1 , 1 )\r\n\r\n\t\tvec2 planar = v.xy;\r\n\r\n\t\tfloat almostATexel = 1.5 * texelSizeY;\r\n\t\tfloat almostOne = 1.0 - almostATexel;\r\n\r\n\t\tif ( absV.z >= almostOne ) {\r\n\r\n\t\t\tif ( v.z > 0.0 )\r\n\t\t\t\tplanar.x = 4.0 - v.x;\r\n\r\n\t\t} else if ( absV.x >= almostOne ) {\r\n\r\n\t\t\tfloat signX = sign( v.x );\r\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\r\n\r\n\t\t} else if ( absV.y >= almostOne ) {\r\n\r\n\t\t\tfloat signY = sign( v.y );\r\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\r\n\t\t\tplanar.y = v.z * signY - 2.0;\r\n\r\n\t\t}\r\n\r\n\t\t// Transform to UV space\r\n\r\n\t\t// scale := 0.5 / dim\r\n\t\t// translate := ( center + 0.5 ) / dim\r\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\r\n\r\n\t}\r\n\r\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\r\n\r\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\r\n\r\n\t\t// for point lights, the uniform @vShadowCoord is re-purposed to hold\r\n\t\t// the distance from the light to the world-space position of the fragment.\r\n\t\tvec3 lightToPosition = shadowCoord.xyz;\r\n\r\n\t\t// bd3D = base direction 3D\r\n\t\tvec3 bd3D = normalize( lightToPosition );\r\n\t\t// dp = distance from light to fragment position\r\n\t\tfloat dp = ( length( lightToPosition ) - shadowBias ) / 1000.0;\r\n\r\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\r\n\r\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\r\n\r\n\t\t\treturn (\r\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\r\n\t\t\t) * ( 1.0 / 9.0 );\r\n\r\n\t\t#else // no percentage-closer filtering\r\n\r\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\r\n\r\n\t\t#endif\r\n\r\n\t}\r\n\r\n#endif\r\n"; + +var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\r\n\r\n\t#if NUM_DIR_LIGHTS > 0\r\n\r\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\r\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\r\n\r\n\t#endif\r\n\r\n\t#if NUM_SPOT_LIGHTS > 0\r\n\r\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\r\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\r\n\r\n\t#endif\r\n\r\n\t#if NUM_POINT_LIGHTS > 0\r\n\r\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\r\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\r\n\r\n\t#endif\r\n\r\n\r\n\r\n#endif\r\n"; + +var shadowmap_vertex = "#ifdef USE_SHADOWMAP\r\n\r\n\t#if NUM_DIR_LIGHTS > 0\r\n\r\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\r\n\r\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\r\n\r\n\t}\r\n\r\n\t#endif\r\n\r\n\t#if NUM_SPOT_LIGHTS > 0\r\n\r\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\r\n\r\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\r\n\r\n\t}\r\n\r\n\t#endif\r\n\r\n\t#if NUM_POINT_LIGHTS > 0\r\n\r\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\r\n\r\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\r\n\r\n\t}\r\n\r\n\t#endif\r\n\r\n\r\n\r\n#endif\r\n"; + +var shadowmask_pars_fragment = "float getShadowMask() {\r\n\r\n\tfloat shadow = 1.0;\r\n\r\n\t#ifdef USE_SHADOWMAP\r\n\r\n\t#if NUM_DIR_LIGHTS > 0\r\n\r\n\tDirectionalLight directionalLight;\r\n\r\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\r\n\r\n\t\tdirectionalLight = directionalLights[ i ];\r\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\r\n\r\n\t}\r\n\r\n\t#endif\r\n\r\n\t#if NUM_SPOT_LIGHTS > 0\r\n\r\n\tSpotLight spotLight;\r\n\r\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\r\n\r\n\t\tspotLight = spotLights[ i ];\r\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\r\n\r\n\t}\r\n\r\n\t#endif\r\n\r\n\t#if NUM_POINT_LIGHTS > 0\r\n\r\n\tPointLight pointLight;\r\n\r\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\r\n\r\n\t\tpointLight = pointLights[ i ];\r\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\r\n\r\n\t}\r\n\r\n\t#endif\r\n\r\n\r\n\r\n\t#endif\r\n\r\n\treturn shadow;\r\n\r\n}\r\n"; + +var skinbase_vertex = "#ifdef USE_SKINNING\r\n\r\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\r\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\r\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\r\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\r\n\r\n#endif"; + +var skinning_pars_vertex = "#ifdef USE_SKINNING\r\n\r\n\tuniform mat4 bindMatrix;\r\n\tuniform mat4 bindMatrixInverse;\r\n\r\n\t#ifdef BONE_TEXTURE\r\n\r\n\t\tuniform sampler2D boneTexture;\r\n\t\tuniform int boneTextureSize;\r\n\r\n\t\tmat4 getBoneMatrix( const in float i ) {\r\n\r\n\t\t\tfloat j = i * 4.0;\r\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\r\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\r\n\r\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\r\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\r\n\r\n\t\t\ty = dy * ( y + 0.5 );\r\n\r\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\r\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\r\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\r\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\r\n\r\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\r\n\r\n\t\t\treturn bone;\r\n\r\n\t\t}\r\n\r\n\t#else\r\n\r\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\r\n\r\n\t\tmat4 getBoneMatrix( const in float i ) {\r\n\r\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\r\n\t\t\treturn bone;\r\n\r\n\t\t}\r\n\r\n\t#endif\r\n\r\n#endif\r\n"; + +var skinning_vertex = "#ifdef USE_SKINNING\r\n\r\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\r\n\r\n\tvec4 skinned = vec4( 0.0 );\r\n\tskinned += boneMatX * skinVertex * skinWeight.x;\r\n\tskinned += boneMatY * skinVertex * skinWeight.y;\r\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\r\n\tskinned += boneMatW * skinVertex * skinWeight.w;\r\n\r\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\r\n\r\n#endif\r\n"; + +var skinnormal_vertex = "#ifdef USE_SKINNING\r\n\r\n\tmat4 skinMatrix = mat4( 0.0 );\r\n\tskinMatrix += skinWeight.x * boneMatX;\r\n\tskinMatrix += skinWeight.y * boneMatY;\r\n\tskinMatrix += skinWeight.z * boneMatZ;\r\n\tskinMatrix += skinWeight.w * boneMatW;\r\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\r\n\r\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\r\n\r\n#endif\r\n"; + +var specularmap_fragment = "float specularStrength;\r\n\r\n#ifdef USE_SPECULARMAP\r\n\r\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\r\n\tspecularStrength = texelSpecular.r;\r\n\r\n#else\r\n\r\n\tspecularStrength = 1.0;\r\n\r\n#endif"; + +var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\r\n\r\n\tuniform sampler2D specularMap;\r\n\r\n#endif"; + +var tonemapping_fragment = "#if defined( TONE_MAPPING )\r\n\r\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\r\n\r\n#endif\r\n"; + +var tonemapping_pars_fragment = "#define saturate(a) clamp( a, 0.0, 1.0 )\r\n\r\nuniform float toneMappingExposure;\r\nuniform float toneMappingWhitePoint;\r\n\r\n// exposure only\r\nvec3 LinearToneMapping( vec3 color ) {\r\n\r\n\treturn toneMappingExposure * color;\r\n\r\n}\r\n\r\n// source: https://www.cs.utah.edu/~reinhard/cdrom/\r\nvec3 ReinhardToneMapping( vec3 color ) {\r\n\r\n\tcolor *= toneMappingExposure;\r\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\r\n\r\n}\r\n\r\n// source: http://filmicgames.com/archives/75\r\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 ) )\r\nvec3 Uncharted2ToneMapping( vec3 color ) {\r\n\r\n\t// John Hable's filmic operator from Uncharted 2 video game\r\n\tcolor *= toneMappingExposure;\r\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\r\n\r\n}\r\n\r\n// source: http://filmicgames.com/archives/75\r\nvec3 OptimizedCineonToneMapping( vec3 color ) {\r\n\r\n\t// optimized filmic operator by Jim Hejl and Richard Burgess-Dawson\r\n\tcolor *= toneMappingExposure;\r\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\r\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\r\n\r\n}\r\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 )\r\n\r\n\tvarying vec2 vUv;\r\n\r\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 )\r\n\r\n\tvarying vec2 vUv;\r\n\tuniform vec4 offsetRepeat;\r\n\r\n#endif\r\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 )\r\n\r\n\tvUv = uv * offsetRepeat.zw + offsetRepeat.xy;\r\n\r\n#endif"; + +var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\r\n\r\n\tvarying vec2 vUv2;\r\n\r\n#endif"; + +var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\r\n\r\n\tattribute vec2 uv2;\r\n\tvarying vec2 vUv2;\r\n\r\n#endif"; + +var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\r\n\r\n\tvUv2 = uv2;\r\n\r\n#endif"; + +var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( PHYSICAL ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\r\n\r\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\r\n\r\n#endif\r\n"; + +var cube_frag = "uniform samplerCube tCube;\r\nuniform float tFlip;\r\nuniform float opacity;\r\n\r\nvarying vec3 vWorldPosition;\r\n\r\n#include <common>\r\n\r\nvoid main() {\r\n\r\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\r\n\tgl_FragColor.a *= opacity;\r\n\r\n}\r\n"; + +var cube_vert = "varying vec3 vWorldPosition;\r\n\r\n#include <common>\r\n\r\nvoid main() {\r\n\r\n\tvWorldPosition = transformDirection( position, modelMatrix );\r\n\r\n\t#include <begin_vertex>\r\n\t#include <project_vertex>\r\n\r\n}\r\n"; + +var depth_frag = "#if DEPTH_PACKING == 3200\r\n\r\n\tuniform float opacity;\r\n\r\n#endif\r\n\r\n#include <common>\r\n#include <packing>\r\n#include <uv_pars_fragment>\r\n#include <map_pars_fragment>\r\n#include <alphamap_pars_fragment>\r\n#include <logdepthbuf_pars_fragment>\r\n#include <clipping_planes_pars_fragment>\r\n\r\nvoid main() {\r\n\r\n\t#include <clipping_planes_fragment>\r\n\r\n\tvec4 diffuseColor = vec4( 1.0 );\r\n\r\n\t#if DEPTH_PACKING == 3200\r\n\r\n\t\tdiffuseColor.a = opacity;\r\n\r\n\t#endif\r\n\r\n\t#include <map_fragment>\r\n\t#include <alphamap_fragment>\r\n\t#include <alphatest_fragment>\r\n\r\n\t#include <logdepthbuf_fragment>\r\n\r\n\t#if DEPTH_PACKING == 3200\r\n\r\n\t\tgl_FragColor = vec4( vec3( gl_FragCoord.z ), opacity );\r\n\r\n\t#elif DEPTH_PACKING == 3201\r\n\r\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\r\n\r\n\t#endif\r\n\r\n}\r\n"; + +var depth_vert = "#include <common>\r\n#include <uv_pars_vertex>\r\n#include <displacementmap_pars_vertex>\r\n#include <morphtarget_pars_vertex>\r\n#include <skinning_pars_vertex>\r\n#include <logdepthbuf_pars_vertex>\r\n#include <clipping_planes_pars_vertex>\r\n\r\nvoid main() {\r\n\r\n\t#include <uv_vertex>\r\n\r\n\t#include <skinbase_vertex>\r\n\r\n\t#ifdef USE_DISPLACEMENTMAP\r\n\r\n\t\t#include <beginnormal_vertex>\r\n\t\t#include <morphnormal_vertex>\r\n\t\t#include <skinnormal_vertex>\r\n\r\n\t#endif\r\n\r\n\t#include <begin_vertex>\r\n\t#include <morphtarget_vertex>\r\n\t#include <skinning_vertex>\r\n\t#include <displacementmap_vertex>\r\n\t#include <project_vertex>\r\n\t#include <logdepthbuf_vertex>\r\n\t#include <clipping_planes_vertex>\r\n\r\n}\r\n"; + +var distanceRGBA_frag = "uniform vec3 lightPos;\r\nvarying vec4 vWorldPosition;\r\n\r\n#include <common>\r\n#include <packing>\r\n#include <clipping_planes_pars_fragment>\r\n\r\nvoid main () {\r\n\r\n\t#include <clipping_planes_fragment>\r\n\r\n\tgl_FragColor = packDepthToRGBA( length( vWorldPosition.xyz - lightPos.xyz ) / 1000.0 );\r\n\r\n}\r\n"; + +var distanceRGBA_vert = "varying vec4 vWorldPosition;\r\n\r\n#include <common>\r\n#include <morphtarget_pars_vertex>\r\n#include <skinning_pars_vertex>\r\n#include <clipping_planes_pars_vertex>\r\n\r\nvoid main() {\r\n\r\n\t#include <skinbase_vertex>\r\n\t#include <begin_vertex>\r\n\t#include <morphtarget_vertex>\r\n\t#include <skinning_vertex>\r\n\t#include <project_vertex>\r\n\t#include <worldpos_vertex>\r\n\t#include <clipping_planes_vertex>\r\n\r\n\tvWorldPosition = worldPosition;\r\n\r\n}\r\n"; + +var equirect_frag = "uniform sampler2D tEquirect;\r\nuniform float tFlip;\r\n\r\nvarying vec3 vWorldPosition;\r\n\r\n#include <common>\r\n\r\nvoid main() {\r\n\r\n\t// \tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\r\n\tvec3 direction = normalize( vWorldPosition );\r\n\tvec2 sampleUV;\r\n\tsampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );\r\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\r\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\r\n\r\n}\r\n"; + +var equirect_vert = "varying vec3 vWorldPosition;\r\n\r\n#include <common>\r\n\r\nvoid main() {\r\n\r\n\tvWorldPosition = transformDirection( position, modelMatrix );\r\n\r\n\t#include <begin_vertex>\r\n\t#include <project_vertex>\r\n\r\n}\r\n"; + +var linedashed_frag = "uniform vec3 diffuse;\r\nuniform float opacity;\r\n\r\nuniform float dashSize;\r\nuniform float totalSize;\r\n\r\nvarying float vLineDistance;\r\n\r\n#include <common>\r\n#include <color_pars_fragment>\r\n#include <fog_pars_fragment>\r\n#include <logdepthbuf_pars_fragment>\r\n#include <clipping_planes_pars_fragment>\r\n\r\nvoid main() {\r\n\r\n\t#include <clipping_planes_fragment>\r\n\r\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\r\n\r\n\t\tdiscard;\r\n\r\n\t}\r\n\r\n\tvec3 outgoingLight = vec3( 0.0 );\r\n\tvec4 diffuseColor = vec4( diffuse, opacity );\r\n\r\n\t#include <logdepthbuf_fragment>\r\n\t#include <color_fragment>\r\n\r\n\toutgoingLight = diffuseColor.rgb; // simple shader\r\n\r\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\r\n\r\n\t#include <premultiplied_alpha_fragment>\r\n\t#include <tonemapping_fragment>\r\n\t#include <encodings_fragment>\r\n\t#include <fog_fragment>\r\n\r\n}\r\n"; + +var linedashed_vert = "uniform float scale;\r\nattribute float lineDistance;\r\n\r\nvarying float vLineDistance;\r\n\r\n#include <common>\r\n#include <color_pars_vertex>\r\n#include <fog_pars_vertex>\r\n#include <logdepthbuf_pars_vertex>\r\n#include <clipping_planes_pars_vertex>\r\n\r\nvoid main() {\r\n\r\n\t#include <color_vertex>\r\n\r\n\tvLineDistance = scale * lineDistance;\r\n\r\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\r\n\tgl_Position = projectionMatrix * mvPosition;\r\n\r\n\t#include <logdepthbuf_vertex>\r\n\t#include <clipping_planes_vertex>\r\n\t#include <fog_vertex>\r\n\r\n}\r\n"; + +var meshbasic_frag = "uniform vec3 diffuse;\r\nuniform float opacity;\r\n\r\n#ifndef FLAT_SHADED\r\n\r\n\tvarying vec3 vNormal;\r\n\r\n#endif\r\n\r\n#include <common>\r\n#include <color_pars_fragment>\r\n#include <uv_pars_fragment>\r\n#include <uv2_pars_fragment>\r\n#include <map_pars_fragment>\r\n#include <alphamap_pars_fragment>\r\n#include <aomap_pars_fragment>\r\n#include <lightmap_pars_fragment>\r\n#include <envmap_pars_fragment>\r\n#include <fog_pars_fragment>\r\n#include <specularmap_pars_fragment>\r\n#include <logdepthbuf_pars_fragment>\r\n#include <clipping_planes_pars_fragment>\r\n\r\nvoid main() {\r\n\r\n\t#include <clipping_planes_fragment>\r\n\r\n\tvec4 diffuseColor = vec4( diffuse, opacity );\r\n\r\n\t#include <logdepthbuf_fragment>\r\n\t#include <map_fragment>\r\n\t#include <color_fragment>\r\n\t#include <alphamap_fragment>\r\n\t#include <alphatest_fragment>\r\n\t#include <specularmap_fragment>\r\n\r\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\r\n\r\n\t// accumulation (baked indirect lighting only)\r\n\t#ifdef USE_LIGHTMAP\r\n\r\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\r\n\r\n\t#else\r\n\r\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\r\n\r\n\t#endif\r\n\r\n\t// modulation\r\n\t#include <aomap_fragment>\r\n\r\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\r\n\r\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\r\n\r\n\t#include <normal_flip>\r\n\t#include <envmap_fragment>\r\n\r\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\r\n\r\n\t#include <premultiplied_alpha_fragment>\r\n\t#include <tonemapping_fragment>\r\n\t#include <encodings_fragment>\r\n\t#include <fog_fragment>\r\n\r\n}\r\n"; + +var meshbasic_vert = "#include <common>\r\n#include <uv_pars_vertex>\r\n#include <uv2_pars_vertex>\r\n#include <envmap_pars_vertex>\r\n#include <color_pars_vertex>\r\n#include <fog_pars_vertex>\r\n#include <morphtarget_pars_vertex>\r\n#include <skinning_pars_vertex>\r\n#include <logdepthbuf_pars_vertex>\r\n#include <clipping_planes_pars_vertex>\r\n\r\nvoid main() {\r\n\r\n\t#include <uv_vertex>\r\n\t#include <uv2_vertex>\r\n\t#include <color_vertex>\r\n\t#include <skinbase_vertex>\r\n\r\n\t#ifdef USE_ENVMAP\r\n\r\n\t#include <beginnormal_vertex>\r\n\t#include <morphnormal_vertex>\r\n\t#include <skinnormal_vertex>\r\n\t#include <defaultnormal_vertex>\r\n\r\n\t#endif\r\n\r\n\t#include <begin_vertex>\r\n\t#include <morphtarget_vertex>\r\n\t#include <skinning_vertex>\r\n\t#include <project_vertex>\r\n\t#include <logdepthbuf_vertex>\r\n\r\n\t#include <worldpos_vertex>\r\n\t#include <clipping_planes_vertex>\r\n\t#include <envmap_vertex>\r\n\t#include <fog_vertex>\r\n\r\n}\r\n"; + +var meshlambert_frag = "uniform vec3 diffuse;\r\nuniform vec3 emissive;\r\nuniform float opacity;\r\n\r\nvarying vec3 vLightFront;\r\n\r\n#ifdef DOUBLE_SIDED\r\n\r\n\tvarying vec3 vLightBack;\r\n\r\n#endif\r\n\r\n#include <common>\r\n#include <packing>\r\n#include <dithering_pars_fragment>\r\n#include <color_pars_fragment>\r\n#include <uv_pars_fragment>\r\n#include <uv2_pars_fragment>\r\n#include <map_pars_fragment>\r\n#include <alphamap_pars_fragment>\r\n#include <aomap_pars_fragment>\r\n#include <lightmap_pars_fragment>\r\n#include <emissivemap_pars_fragment>\r\n#include <envmap_pars_fragment>\r\n#include <bsdfs>\r\n#include <lights_pars>\r\n#include <fog_pars_fragment>\r\n#include <shadowmap_pars_fragment>\r\n#include <shadowmask_pars_fragment>\r\n#include <specularmap_pars_fragment>\r\n#include <logdepthbuf_pars_fragment>\r\n#include <clipping_planes_pars_fragment>\r\n\r\nvoid main() {\r\n\r\n\t#include <clipping_planes_fragment>\r\n\r\n\tvec4 diffuseColor = vec4( diffuse, opacity );\r\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\r\n\tvec3 totalEmissiveRadiance = emissive;\r\n\r\n\t#include <logdepthbuf_fragment>\r\n\t#include <map_fragment>\r\n\t#include <color_fragment>\r\n\t#include <alphamap_fragment>\r\n\t#include <alphatest_fragment>\r\n\t#include <specularmap_fragment>\r\n\t#include <emissivemap_fragment>\r\n\r\n\t// accumulation\r\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\r\n\r\n\t#include <lightmap_fragment>\r\n\r\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\r\n\r\n\t#ifdef DOUBLE_SIDED\r\n\r\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\r\n\r\n\t#else\r\n\r\n\t\treflectedLight.directDiffuse = vLightFront;\r\n\r\n\t#endif\r\n\r\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\r\n\r\n\t// modulation\r\n\t#include <aomap_fragment>\r\n\r\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\r\n\r\n\t#include <normal_flip>\r\n\t#include <envmap_fragment>\r\n\r\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\r\n\r\n\t#include <tonemapping_fragment>\r\n\t#include <encodings_fragment>\r\n\t#include <fog_fragment>\r\n\t#include <premultiplied_alpha_fragment>\r\n\t#include <dithering_fragment>\r\n\r\n}\r\n"; + +var meshlambert_vert = "#define LAMBERT\r\n\r\nvarying vec3 vLightFront;\r\n\r\n#ifdef DOUBLE_SIDED\r\n\r\n\tvarying vec3 vLightBack;\r\n\r\n#endif\r\n\r\n#include <common>\r\n#include <uv_pars_vertex>\r\n#include <uv2_pars_vertex>\r\n#include <envmap_pars_vertex>\r\n#include <bsdfs>\r\n#include <lights_pars>\r\n#include <color_pars_vertex>\r\n#include <fog_pars_vertex>\r\n#include <morphtarget_pars_vertex>\r\n#include <skinning_pars_vertex>\r\n#include <shadowmap_pars_vertex>\r\n#include <logdepthbuf_pars_vertex>\r\n#include <clipping_planes_pars_vertex>\r\n\r\nvoid main() {\r\n\r\n\t#include <uv_vertex>\r\n\t#include <uv2_vertex>\r\n\t#include <color_vertex>\r\n\r\n\t#include <beginnormal_vertex>\r\n\t#include <morphnormal_vertex>\r\n\t#include <skinbase_vertex>\r\n\t#include <skinnormal_vertex>\r\n\t#include <defaultnormal_vertex>\r\n\r\n\t#include <begin_vertex>\r\n\t#include <morphtarget_vertex>\r\n\t#include <skinning_vertex>\r\n\t#include <project_vertex>\r\n\t#include <logdepthbuf_vertex>\r\n\t#include <clipping_planes_vertex>\r\n\r\n\t#include <worldpos_vertex>\r\n\t#include <envmap_vertex>\r\n\t#include <lights_lambert_vertex>\r\n\t#include <shadowmap_vertex>\r\n\t#include <fog_vertex>\r\n\r\n}\r\n"; + +var meshphong_frag = "#define PHONG\r\n\r\nuniform vec3 diffuse;\r\nuniform vec3 emissive;\r\nuniform vec3 specular;\r\nuniform float shininess;\r\nuniform float opacity;\r\n\r\n#include <common>\r\n#include <packing>\r\n#include <dithering_pars_fragment>\r\n#include <color_pars_fragment>\r\n#include <uv_pars_fragment>\r\n#include <uv2_pars_fragment>\r\n#include <map_pars_fragment>\r\n#include <alphamap_pars_fragment>\r\n#include <aomap_pars_fragment>\r\n#include <lightmap_pars_fragment>\r\n#include <emissivemap_pars_fragment>\r\n#include <envmap_pars_fragment>\r\n#include <gradientmap_pars_fragment>\r\n#include <fog_pars_fragment>\r\n#include <bsdfs>\r\n#include <lights_pars>\r\n#include <lights_phong_pars_fragment>\r\n#include <shadowmap_pars_fragment>\r\n#include <bumpmap_pars_fragment>\r\n#include <normalmap_pars_fragment>\r\n#include <specularmap_pars_fragment>\r\n#include <logdepthbuf_pars_fragment>\r\n#include <clipping_planes_pars_fragment>\r\n\r\nvoid main() {\r\n\r\n\t#include <clipping_planes_fragment>\r\n\r\n\tvec4 diffuseColor = vec4( diffuse, opacity );\r\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\r\n\tvec3 totalEmissiveRadiance = emissive;\r\n\r\n\t#include <logdepthbuf_fragment>\r\n\t#include <map_fragment>\r\n\t#include <color_fragment>\r\n\t#include <alphamap_fragment>\r\n\t#include <alphatest_fragment>\r\n\t#include <specularmap_fragment>\r\n\t#include <normal_flip>\r\n\t#include <normal_fragment>\r\n\t#include <emissivemap_fragment>\r\n\r\n\t// accumulation\r\n\t#include <lights_phong_fragment>\r\n\t#include <lights_template>\r\n\r\n\t// modulation\r\n\t#include <aomap_fragment>\r\n\r\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\r\n\r\n\t#include <envmap_fragment>\r\n\r\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\r\n\r\n\t#include <tonemapping_fragment>\r\n\t#include <encodings_fragment>\r\n\t#include <fog_fragment>\r\n\t#include <premultiplied_alpha_fragment>\r\n\t#include <dithering_fragment>\r\n\r\n}\r\n"; + +var meshphong_vert = "#define PHONG\r\n\r\nvarying vec3 vViewPosition;\r\n\r\n#ifndef FLAT_SHADED\r\n\r\n\tvarying vec3 vNormal;\r\n\r\n#endif\r\n\r\n#include <common>\r\n#include <uv_pars_vertex>\r\n#include <uv2_pars_vertex>\r\n#include <displacementmap_pars_vertex>\r\n#include <envmap_pars_vertex>\r\n#include <color_pars_vertex>\r\n#include <fog_pars_vertex>\r\n#include <morphtarget_pars_vertex>\r\n#include <skinning_pars_vertex>\r\n#include <shadowmap_pars_vertex>\r\n#include <logdepthbuf_pars_vertex>\r\n#include <clipping_planes_pars_vertex>\r\n\r\nvoid main() {\r\n\r\n\t#include <uv_vertex>\r\n\t#include <uv2_vertex>\r\n\t#include <color_vertex>\r\n\r\n\t#include <beginnormal_vertex>\r\n\t#include <morphnormal_vertex>\r\n\t#include <skinbase_vertex>\r\n\t#include <skinnormal_vertex>\r\n\t#include <defaultnormal_vertex>\r\n\r\n#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED\r\n\r\n\tvNormal = normalize( transformedNormal );\r\n\r\n#endif\r\n\r\n\t#include <begin_vertex>\r\n\t#include <morphtarget_vertex>\r\n\t#include <skinning_vertex>\r\n\t#include <displacementmap_vertex>\r\n\t#include <project_vertex>\r\n\t#include <logdepthbuf_vertex>\r\n\t#include <clipping_planes_vertex>\r\n\r\n\tvViewPosition = - mvPosition.xyz;\r\n\r\n\t#include <worldpos_vertex>\r\n\t#include <envmap_vertex>\r\n\t#include <shadowmap_vertex>\r\n\t#include <fog_vertex>\r\n\r\n}\r\n"; + +var meshphysical_frag = "#define PHYSICAL\r\n\r\nuniform vec3 diffuse;\r\nuniform vec3 emissive;\r\nuniform float roughness;\r\nuniform float metalness;\r\nuniform float opacity;\r\n\r\n#ifndef STANDARD\r\n\tuniform float clearCoat;\r\n\tuniform float clearCoatRoughness;\r\n#endif\r\n\r\nvarying vec3 vViewPosition;\r\n\r\n#ifndef FLAT_SHADED\r\n\r\n\tvarying vec3 vNormal;\r\n\r\n#endif\r\n\r\n#include <common>\r\n#include <packing>\r\n#include <dithering_pars_fragment>\r\n#include <color_pars_fragment>\r\n#include <uv_pars_fragment>\r\n#include <uv2_pars_fragment>\r\n#include <map_pars_fragment>\r\n#include <alphamap_pars_fragment>\r\n#include <aomap_pars_fragment>\r\n#include <lightmap_pars_fragment>\r\n#include <emissivemap_pars_fragment>\r\n#include <envmap_pars_fragment>\r\n#include <fog_pars_fragment>\r\n#include <bsdfs>\r\n#include <cube_uv_reflection_fragment>\r\n#include <lights_pars>\r\n#include <lights_physical_pars_fragment>\r\n#include <shadowmap_pars_fragment>\r\n#include <bumpmap_pars_fragment>\r\n#include <normalmap_pars_fragment>\r\n#include <roughnessmap_pars_fragment>\r\n#include <metalnessmap_pars_fragment>\r\n#include <logdepthbuf_pars_fragment>\r\n#include <clipping_planes_pars_fragment>\r\n\r\nvoid main() {\r\n\r\n\t#include <clipping_planes_fragment>\r\n\r\n\tvec4 diffuseColor = vec4( diffuse, opacity );\r\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\r\n\tvec3 totalEmissiveRadiance = emissive;\r\n\r\n\t#include <logdepthbuf_fragment>\r\n\t#include <map_fragment>\r\n\t#include <color_fragment>\r\n\t#include <alphamap_fragment>\r\n\t#include <alphatest_fragment>\r\n\t#include <roughnessmap_fragment>\r\n\t#include <metalnessmap_fragment>\r\n\t#include <normal_flip>\r\n\t#include <normal_fragment>\r\n\t#include <emissivemap_fragment>\r\n\r\n\t// accumulation\r\n\t#include <lights_physical_fragment>\r\n\t#include <lights_template>\r\n\r\n\t// modulation\r\n\t#include <aomap_fragment>\r\n\r\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\r\n\r\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\r\n\r\n\t#include <tonemapping_fragment>\r\n\t#include <encodings_fragment>\r\n\t#include <fog_fragment>\r\n\t#include <premultiplied_alpha_fragment>\r\n\t#include <dithering_fragment>\r\n\r\n}\r\n"; + +var meshphysical_vert = "#define PHYSICAL\r\n\r\nvarying vec3 vViewPosition;\r\n\r\n#ifndef FLAT_SHADED\r\n\r\n\tvarying vec3 vNormal;\r\n\r\n#endif\r\n\r\n#include <common>\r\n#include <uv_pars_vertex>\r\n#include <uv2_pars_vertex>\r\n#include <displacementmap_pars_vertex>\r\n#include <color_pars_vertex>\r\n#include <fog_pars_vertex>\r\n#include <morphtarget_pars_vertex>\r\n#include <skinning_pars_vertex>\r\n#include <shadowmap_pars_vertex>\r\n#include <logdepthbuf_pars_vertex>\r\n#include <clipping_planes_pars_vertex>\r\n\r\nvoid main() {\r\n\r\n\t#include <uv_vertex>\r\n\t#include <uv2_vertex>\r\n\t#include <color_vertex>\r\n\r\n\t#include <beginnormal_vertex>\r\n\t#include <morphnormal_vertex>\r\n\t#include <skinbase_vertex>\r\n\t#include <skinnormal_vertex>\r\n\t#include <defaultnormal_vertex>\r\n\r\n#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED\r\n\r\n\tvNormal = normalize( transformedNormal );\r\n\r\n#endif\r\n\r\n\t#include <begin_vertex>\r\n\t#include <morphtarget_vertex>\r\n\t#include <skinning_vertex>\r\n\t#include <displacementmap_vertex>\r\n\t#include <project_vertex>\r\n\t#include <logdepthbuf_vertex>\r\n\t#include <clipping_planes_vertex>\r\n\r\n\tvViewPosition = - mvPosition.xyz;\r\n\r\n\t#include <worldpos_vertex>\r\n\t#include <shadowmap_vertex>\r\n\t#include <fog_vertex>\r\n\r\n}\r\n"; + +var normal_frag = "#define NORMAL\r\n\r\nuniform float opacity;\r\n\r\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\r\n\r\n\tvarying vec3 vViewPosition;\r\n\r\n#endif\r\n\r\n#ifndef FLAT_SHADED\r\n\r\n\tvarying vec3 vNormal;\r\n\r\n#endif\r\n\r\n#include <packing>\r\n#include <uv_pars_fragment>\r\n#include <bumpmap_pars_fragment>\r\n#include <normalmap_pars_fragment>\r\n#include <logdepthbuf_pars_fragment>\r\n\r\nvoid main() {\r\n\r\n\t#include <logdepthbuf_fragment>\r\n\t#include <normal_flip>\r\n\t#include <normal_fragment>\r\n\r\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\r\n\r\n}\r\n"; + +var normal_vert = "#define NORMAL\r\n\r\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\r\n\r\n\tvarying vec3 vViewPosition;\r\n\r\n#endif\r\n\r\n#ifndef FLAT_SHADED\r\n\r\n\tvarying vec3 vNormal;\r\n\r\n#endif\r\n\r\n#include <uv_pars_vertex>\r\n#include <displacementmap_pars_vertex>\r\n#include <morphtarget_pars_vertex>\r\n#include <skinning_pars_vertex>\r\n#include <logdepthbuf_pars_vertex>\r\n\r\nvoid main() {\r\n\r\n\t#include <uv_vertex>\r\n\r\n\t#include <beginnormal_vertex>\r\n\t#include <morphnormal_vertex>\r\n\t#include <skinbase_vertex>\r\n\t#include <skinnormal_vertex>\r\n\t#include <defaultnormal_vertex>\r\n\r\n#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED\r\n\r\n\tvNormal = normalize( transformedNormal );\r\n\r\n#endif\r\n\r\n\t#include <begin_vertex>\r\n\t#include <morphtarget_vertex>\r\n\t#include <skinning_vertex>\r\n\t#include <displacementmap_vertex>\r\n\t#include <project_vertex>\r\n\t#include <logdepthbuf_vertex>\r\n\r\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\r\n\r\n\tvViewPosition = - mvPosition.xyz;\r\n\r\n#endif\r\n\r\n}\r\n"; + +var points_frag = "uniform vec3 diffuse;\r\nuniform float opacity;\r\n\r\n#include <common>\r\n#include <packing>\r\n#include <color_pars_fragment>\r\n#include <map_particle_pars_fragment>\r\n#include <fog_pars_fragment>\r\n#include <shadowmap_pars_fragment>\r\n#include <logdepthbuf_pars_fragment>\r\n#include <clipping_planes_pars_fragment>\r\n\r\nvoid main() {\r\n\r\n\t#include <clipping_planes_fragment>\r\n\r\n\tvec3 outgoingLight = vec3( 0.0 );\r\n\tvec4 diffuseColor = vec4( diffuse, opacity );\r\n\r\n\t#include <logdepthbuf_fragment>\r\n\t#include <map_particle_fragment>\r\n\t#include <color_fragment>\r\n\t#include <alphatest_fragment>\r\n\r\n\toutgoingLight = diffuseColor.rgb;\r\n\r\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\r\n\r\n\t#include <premultiplied_alpha_fragment>\r\n\t#include <tonemapping_fragment>\r\n\t#include <encodings_fragment>\r\n\t#include <fog_fragment>\r\n\r\n}\r\n"; + +var points_vert = "uniform float size;\r\nuniform float scale;\r\n\r\n#include <common>\r\n#include <color_pars_vertex>\r\n#include <fog_pars_vertex>\r\n#include <shadowmap_pars_vertex>\r\n#include <logdepthbuf_pars_vertex>\r\n#include <clipping_planes_pars_vertex>\r\n\r\nvoid main() {\r\n\r\n\t#include <color_vertex>\r\n\t#include <begin_vertex>\r\n\t#include <project_vertex>\r\n\r\n\t#ifdef USE_SIZEATTENUATION\r\n\t\tgl_PointSize = size * ( scale / - mvPosition.z );\r\n\t#else\r\n\t\tgl_PointSize = size;\r\n\t#endif\r\n\r\n\t#include <logdepthbuf_vertex>\r\n\t#include <clipping_planes_vertex>\r\n\t#include <worldpos_vertex>\r\n\t#include <shadowmap_vertex>\r\n\t#include <fog_vertex>\r\n\r\n}\r\n"; + +var shadow_frag = "uniform float opacity;\r\n\r\n#include <common>\r\n#include <packing>\r\n#include <bsdfs>\r\n#include <lights_pars>\r\n#include <shadowmap_pars_fragment>\r\n#include <shadowmask_pars_fragment>\r\n\r\nvoid main() {\r\n\r\n\tgl_FragColor = vec4( 0.0, 0.0, 0.0, opacity * ( 1.0 - getShadowMask() ) );\r\n\r\n}\r\n"; + +var shadow_vert = "#include <shadowmap_pars_vertex>\r\n\r\nvoid main() {\r\n\r\n\t#include <begin_vertex>\r\n\t#include <project_vertex>\r\n\t#include <worldpos_vertex>\r\n\t#include <shadowmap_vertex>\r\n\r\n}\r\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_vertex: fog_vertex,
+ fog_pars_vertex: fog_pars_vertex,
+ fog_fragment: fog_fragment,
+ fog_pars_fragment: fog_pars_fragment,
+ gradientmap_pars_fragment: gradientmap_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,
+ dithering_fragment: dithering_fragment,
+ dithering_pars_fragment: dithering_pars_fragment,
+ 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 alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ * @author mikael emtinger / http://gomo.se/
+ */
+
+var ShaderLib = {
+
+ basic: {
+
+ uniforms: UniformsUtils.merge( [
+ UniformsLib.common,
+ UniformsLib.aomap,
+ UniformsLib.lightmap,
+ UniformsLib.fog
+ ] ),
+
+ vertexShader: ShaderChunk.meshbasic_vert,
+ fragmentShader: ShaderChunk.meshbasic_frag
+
+ },
+
+ lambert: {
+
+ uniforms: 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: UniformsUtils.merge( [
+ UniformsLib.common,
+ UniformsLib.aomap,
+ UniformsLib.lightmap,
+ UniformsLib.emissivemap,
+ UniformsLib.bumpmap,
+ UniformsLib.normalmap,
+ UniformsLib.displacementmap,
+ UniformsLib.gradientmap,
+ 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: 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: 0.5 },
+ envMapIntensity: { value: 1 } // temporary
+ }
+ ] ),
+
+ vertexShader: ShaderChunk.meshphysical_vert,
+ fragmentShader: ShaderChunk.meshphysical_frag
+
+ },
+
+ points: {
+
+ uniforms: UniformsUtils.merge( [
+ UniformsLib.points,
+ UniformsLib.fog
+ ] ),
+
+ vertexShader: ShaderChunk.points_vert,
+ fragmentShader: ShaderChunk.points_frag
+
+ },
+
+ dashed: {
+
+ uniforms: 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: UniformsUtils.merge( [
+ UniformsLib.common,
+ UniformsLib.displacementmap
+ ] ),
+
+ vertexShader: ShaderChunk.depth_vert,
+ fragmentShader: ShaderChunk.depth_frag
+
+ },
+
+ normal: {
+
+ uniforms: UniformsUtils.merge( [
+ UniformsLib.common,
+ UniformsLib.bumpmap,
+ UniformsLib.normalmap,
+ UniformsLib.displacementmap,
+ {
+ 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: 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 );
+
+}
+
+Object.assign( Box2.prototype, {
+
+ 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 ) {
+
+ return point.x < this.min.x || point.x > this.max.x ||
+ point.y < this.min.y || point.y > this.max.y ? false : true;
+
+ },
+
+ containsBox: function ( box ) {
+
+ return this.min.x <= box.min.x && box.max.x <= this.max.x &&
+ this.min.y <= box.min.y && box.max.y <= this.max.y;
+
+ },
+
+ 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 4 splitting planes to rule out intersections
+
+ return box.max.x < this.min.x || box.min.x > this.max.x ||
+ box.max.y < this.min.y || box.min.y > this.max.y ? false : 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( viewport.x, viewport.y );
+ validArea.max.set( viewport.x + ( viewport.z - 16 ), viewport.y + ( 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.buffers.depth.setMask( 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.applyMatrix4( 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.buffers.depth.setMask( 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.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.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;
+
+ sprite.onBeforeRender( renderer, scene, camera, undefined, material, undefined );
+
+ 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, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
+ state.buffers.depth.setTest( material.depthTest );
+ state.buffers.depth.setMask( material.depthWrite );
+
+ if ( material.map ) {
+
+ renderer.setTexture2D( material.map, 0 );
+
+ } else {
+
+ renderer.setTexture2D( texture, 0 );
+
+ }
+
+ gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
+
+ sprite.onAfterRender( renderer, scene, camera, undefined, material, undefined );
+
+ }
+
+ // 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;',
+
+ '#define SHADER_NAME ' + 'SpriteMaterial',
+
+ '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;',
+
+ '#define SHADER_NAME ' + 'SpriteMaterial',
+
+ '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/
+ */
+
+var materialId = 0;
+
+function Material() {
+
+ Object.defineProperty( this, 'id', { value: materialId ++ } );
+
+ this.uuid = _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.clipIntersection = false;
+ 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.dithering = false;
+
+ 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;
+
+}
+
+Object.assign( Material.prototype, EventDispatcher.prototype, {
+
+ isMaterial: true,
+
+ onBeforeCompile: function () {},
+
+ 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: 4.5,
+ 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.clearCoat !== undefined ) data.clearCoat = this.clearCoat;
+ if ( this.clearCoatRoughness !== undefined ) data.clearCoatRoughness = this.clearCoatRoughness;
+
+ 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.gradientMap && this.gradientMap.isTexture ) {
+
+ data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
+
+ }
+
+ 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;
+
+ data.dithering = this.dithering;
+
+ // 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.dithering = source.dithering;
+
+ this.alphaTest = source.alphaTest;
+
+ this.premultipliedAlpha = source.premultipliedAlpha;
+
+ this.overdraw = source.overdraw;
+
+ this.visible = source.visible;
+ this.clipShadows = source.clipShadows;
+ this.clipIntersection = source.clipIntersection;
+
+ 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;
+
+ },
+
+ dispose: function () {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+ }
+
+} ); + +/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * defines: { "label" : "value" },
+ * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
+ *
+ * fragmentShader: <string>,
+ * vertexShader: <string>,
+ *
+ * wireframe: <boolean>,
+ * wireframeLinewidth: <float>,
+ *
+ * lights: <bool>,
+ *
+ * skinning: <bool>,
+ * morphTargets: <bool>,
+ * morphNormals: <bool>
+ * }
+ */
+
+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 = 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: <float>,
+ *
+ * map: new THREE.Texture( <Image> ),
+ *
+ * alphaMap: new THREE.Texture( <Image> ),
+ *
+ * displacementMap: new THREE.Texture( <Image> ),
+ * displacementScale: <float>,
+ * displacementBias: <float>,
+ *
+ * wireframe: <boolean>,
+ * wireframeLinewidth: <float>
+ * }
+ */
+
+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 );
+
+}
+
+Object.assign( Box3.prototype, {
+
+ 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 );
+
+ return this;
+
+ },
+
+ setFromBufferAttribute: function ( attribute ) {
+
+ var minX = + Infinity;
+ var minY = + Infinity;
+ var minZ = + Infinity;
+
+ var maxX = - Infinity;
+ var maxY = - Infinity;
+ var maxZ = - Infinity;
+
+ for ( var i = 0, l = attribute.count; i < l; i ++ ) {
+
+ var x = attribute.getX( i );
+ var y = attribute.getY( i );
+ var z = attribute.getZ( i );
+
+ 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 );
+
+ 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 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 ( object ) {
+
+ this.makeEmpty();
+
+ return this.expandByObject( object );
+
+ },
+
+ 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;
+
+ },
+
+ expandByObject: 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 expandByObject( object ) {
+
+ var scope = this;
+
+ object.updateMatrixWorld( true );
+
+ object.traverse( function ( node ) {
+
+ var i, l;
+
+ var geometry = node.geometry;
+
+ if ( geometry !== undefined ) {
+
+ if ( geometry.isGeometry ) {
+
+ var vertices = geometry.vertices;
+
+ for ( i = 0, l = vertices.length; i < l; i ++ ) {
+
+ v1.copy( vertices[ i ] );
+ v1.applyMatrix4( node.matrixWorld );
+
+ scope.expandByPoint( v1 );
+
+ }
+
+ } else if ( geometry.isBufferGeometry ) {
+
+ var attribute = geometry.attributes.position;
+
+ if ( attribute !== undefined ) {
+
+ for ( i = 0, l = attribute.count; i < l; i ++ ) {
+
+ v1.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld );
+
+ scope.expandByPoint( v1 );
+
+ }
+
+ }
+
+ }
+
+ }
+
+ } );
+
+ return this;
+
+ };
+
+ }(),
+
+ containsPoint: function ( point ) {
+
+ return 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 ? false : true;
+
+ },
+
+ containsBox: function ( box ) {
+
+ return 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;
+
+ },
+
+ 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.
+ return 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 ? false : true;
+
+ },
+
+ intersectsSphere: ( function () {
+
+ var closestPoint = new Vector3();
+
+ return function intersectsSphere( sphere ) {
+
+ // 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.getSize( 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;
+
+}
+
+Object.assign( Sphere.prototype, {
+
+ 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 = [
+
+ 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.' );
+
+ }
+
+}
+
+Object.assign( Matrix3.prototype, {
+
+ 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 te = this.elements;
+ var me = m.elements;
+
+ te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
+ te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
+ te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = 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;
+
+ },
+
+ applyToBufferAttribute: function () {
+
+ var v1 = new Vector3();
+
+ return function applyToBufferAttribute( attribute ) {
+
+ for ( var i = 0, l = attribute.count; i < l; i ++ ) {
+
+ v1.x = attribute.getX( i );
+ v1.y = attribute.getY( i );
+ v1.z = attribute.getZ( i );
+
+ v1.applyMatrix3( this );
+
+ attribute.setXYZ( i, v1.x, v1.y, v1.z );
+
+ }
+
+ return attribute;
+
+ };
+
+ }(),
+
+ multiply: function ( m ) {
+
+ 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[ 3 ], a13 = ae[ 6 ];
+ var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
+ var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
+
+ var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
+ var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
+ var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
+
+ te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
+ te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
+ te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
+
+ te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
+ te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
+ te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
+
+ te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
+ te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
+ te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
+
+ return this;
+
+ },
+
+ 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;
+
+ },
+
+ 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;
+
+ },
+
+ equals: function ( matrix ) {
+
+ var te = this.elements;
+ var me = matrix.elements;
+
+ for ( var i = 0; i < 9; i ++ ) {
+
+ if ( te[ i ] !== me[ i ] ) return false;
+
+ }
+
+ return true;
+
+ },
+
+ 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;
+
+}
+
+Object.assign( Plane.prototype, {
+
+ 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()
+
+ ];
+
+}
+
+Object.assign( Frustum.prototype, {
+
+ 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;
+
+ }
+
+} ); + +/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+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(),
+
+ _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 = 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.disable( _gl.BLEND );
+ _state.buffers.color.setClear( 1, 1, 1, 1 );
+ _state.buffers.depth.setTest( true );
+ _state.setScissorTest( false );
+
+ // render depth map
+
+ var faceCount;
+
+ for ( var i = 0, il = _lightShadows.length; i < il; i ++ ) {
+
+ var light = _lightShadows[ i ];
+ var shadow = light.shadow;
+ var isPointLight = light && light.isPointLight;
+
+ if ( shadow === undefined ) {
+
+ console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
+ continue;
+
+ }
+
+ var shadowCamera = shadow.camera;
+
+ _shadowMapSize.copy( shadow.mapSize );
+ _shadowMapSize.min( _maxShadowMapSize );
+
+ if ( isPointLight ) {
+
+ 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;
+
+ }
+
+ if ( shadow.map === null ) {
+
+ var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
+
+ shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
+ shadow.map.texture.name = light.name + ".shadowMap";
+
+ shadowCamera.updateProjectionMatrix();
+
+ }
+
+ if ( shadow.isSpotLightShadow ) {
+
+ shadow.update( light );
+
+ }
+
+ var shadowMap = shadow.map;
+ var shadowMatrix = shadow.matrix;
+
+ _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
+ shadowCamera.position.copy( _lightPositionWorld );
+
+ if ( isPointLight ) {
+
+ faceCount = 6;
+
+ // for point lights we set the shadow matrix to be a translation-only matrix
+ // equal to inverse of the light's position
+
+ shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
+
+ } else {
+
+ faceCount = 1;
+
+ _lookTarget.setFromMatrixPosition( light.target.matrixWorld );
+ shadowCamera.lookAt( _lookTarget );
+ shadowCamera.updateMatrixWorld();
+
+ // 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 );
+
+ }
+
+ _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 );
+ shadowCamera.updateMatrixWorld();
+
+ var vpDimensions = cube2DViewPorts[ face ];
+ _state.viewport( vpDimensions );
+
+ }
+
+ // update camera matrices and frustum
+
+ _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
+ _frustum.setFromMatrix( _projScreenMatrix );
+
+ // set object matrices & frustum culling
+
+ renderObject( scene, camera, shadowCamera, isPointLight );
+
+ }
+
+ }
+
+ // Restore GL state.
+ var clearColor = _renderer.getClearColor();
+ var 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;
+
+ }
+
+ }
+
+ if ( object.isSkinnedMesh && material.skinning === false ) {
+
+ console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
+
+ }
+
+ 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 renderObject( object, camera, shadowCamera, isPointLight ) {
+
+ if ( object.visible === false ) return;
+
+ var visible = object.layers.test( camera.layers );
+
+ if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
+
+ if ( object.castShadow && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
+
+ object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
+
+ var geometry = _objects.update( object );
+ var material = object.material;
+
+ if ( Array.isArray( material ) ) {
+
+ var groups = geometry.groups;
+
+ for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
+
+ var group = groups[ k ];
+ var groupMaterial = material[ group.materialIndex ];
+
+ if ( groupMaterial && groupMaterial.visible ) {
+
+ var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld );
+ _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
+
+ }
+
+ }
+
+ } else if ( material.visible ) {
+
+ var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld );
+ _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
+
+ }
+
+ }
+
+ }
+
+ var children = object.children;
+
+ for ( var i = 0, l = children.length; i < l; i ++ ) {
+
+ renderObject( children[ i ], camera, shadowCamera, isPointLight );
+
+ }
+
+ }
+
+} + +/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+function WebGLAttributes( gl ) {
+
+ var buffers = {};
+
+ function createBuffer( attribute, bufferType ) {
+
+ var array = attribute.array;
+ var usage = attribute.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW;
+
+ var buffer = gl.createBuffer();
+
+ gl.bindBuffer( bufferType, buffer );
+ gl.bufferData( bufferType, array, usage );
+
+ attribute.onUploadCallback();
+
+ var type = gl.FLOAT;
+
+ if ( array instanceof Float32Array ) {
+
+ type = gl.FLOAT;
+
+ } else if ( array instanceof Float64Array ) {
+
+ console.warn( 'THREE.WebGLAttributes: 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;
+
+ }
+
+ return {
+ buffer: buffer,
+ type: type,
+ bytesPerElement: array.BYTES_PER_ELEMENT,
+ version: attribute.version
+ };
+
+ }
+
+ function updateBuffer( buffer, attribute, bufferType ) {
+
+ var array = attribute.array;
+ var updateRange = attribute.updateRange;
+
+ gl.bindBuffer( bufferType, buffer );
+
+ if ( attribute.dynamic === false ) {
+
+ gl.bufferData( bufferType, array, gl.STATIC_DRAW );
+
+ } else if ( updateRange.count === - 1 ) {
+
+ // Not using update ranges
+
+ gl.bufferSubData( bufferType, 0, array );
+
+ } else if ( 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, updateRange.offset * array.BYTES_PER_ELEMENT,
+ array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
+
+ updateRange.count = -1; // reset range
+
+ }
+
+ }
+
+ //
+
+ function get( attribute ) {
+
+ if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
+
+ return buffers[ attribute.uuid ];
+
+ }
+
+ function remove( attribute ) {
+
+ if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
+
+ var data = buffers[ attribute.uuid ];
+
+ if ( data ) {
+
+ gl.deleteBuffer( data.buffer );
+
+ delete buffers[ attribute.uuid ];
+
+ }
+
+ }
+
+ function update( attribute, bufferType ) {
+
+ if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
+
+ var data = buffers[ attribute.uuid ];
+
+ if ( data === undefined ) {
+
+ buffers[ attribute.uuid ] = createBuffer( attribute, bufferType );
+
+ } else if ( data.version < attribute.version ) {
+
+ updateBuffer( data.buffer, attribute, bufferType );
+
+ data.version = attribute.version;
+
+ }
+
+ }
+
+ return {
+
+ get: get,
+ remove: remove,
+ update: update
+
+ };
+
+} + +/**
+ * @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';
+
+Object.defineProperties( Euler.prototype, {
+
+ x: {
+
+ get: function () {
+
+ return this._x;
+
+ },
+
+ set: function ( value ) {
+
+ this._x = value;
+ this.onChangeCallback();
+
+ }
+
+ },
+
+ y: {
+
+ get: function () {
+
+ return this._y;
+
+ },
+
+ set: function ( value ) {
+
+ this._y = value;
+ this.onChangeCallback();
+
+ }
+
+ },
+
+ z: {
+
+ get: function () {
+
+ return this._z;
+
+ },
+
+ set: function ( value ) {
+
+ this._z = value;
+ this.onChangeCallback();
+
+ }
+
+ },
+
+ order: {
+
+ get: function () {
+
+ return this._order;
+
+ },
+
+ set: function ( value ) {
+
+ this._order = value;
+ this.onChangeCallback();
+
+ }
+
+ }
+
+} );
+
+Object.assign( Euler.prototype, {
+
+ isEuler: true,
+
+ 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 = _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 = new Matrix4();
+
+ return function setFromQuaternion( q, order, update ) {
+
+ 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 | 0;
+
+}
+
+Object.assign( Layers.prototype, {
+
+ set: function ( channel ) {
+
+ this.mask = 1 << channel | 0;
+
+ },
+
+ enable: function ( channel ) {
+
+ this.mask |= 1 << channel | 0;
+
+ },
+
+ toggle: function ( channel ) {
+
+ this.mask ^= 1 << channel | 0;
+
+ },
+
+ disable: function ( channel ) {
+
+ this.mask &= ~ ( 1 << channel | 0 );
+
+ },
+
+ 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
+ */
+
+var object3DId = 0;
+
+function Object3D() {
+
+ Object.defineProperty( this, 'id', { value: object3DId ++ } );
+
+ this.uuid = _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 = {};
+}
+
+Object3D.DefaultUp = new Vector3( 0, 1, 0 );
+Object3D.DefaultMatrixAutoUpdate = true;
+
+Object.assign( Object3D.prototype, EventDispatcher.prototype, {
+
+ isObject3D: true,
+
+ onBeforeRender: function () {},
+ onAfterRender: function () {},
+
+ applyMatrix: function ( matrix ) {
+
+ this.matrix.multiplyMatrices( matrix, this.matrix );
+
+ this.matrix.decompose( this.position, this.quaternion, this.scale );
+
+ },
+
+ applyQuaternion: function ( q ) {
+
+ this.quaternion.premultiply( q );
+
+ return this;
+
+ },
+
+ 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 method does not support objects with rotated and/or translated parent(s)
+
+ var m1 = new Matrix4();
+
+ return function lookAt( vector ) {
+
+ if ( this.isCamera ) {
+
+ m1.lookAt( this.position, vector, this.up );
+
+ } else {
+
+ 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 ] );
+
+ }
+
+ return this;
+
+ }
+
+ var index = this.children.indexOf( object );
+
+ if ( index !== - 1 ) {
+
+ object.parent = null;
+
+ object.dispatchEvent( { type: 'removed' } );
+
+ this.children.splice( index, 1 );
+
+ }
+
+ return this;
+
+ },
+
+ 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 ) this.updateMatrix();
+
+ if ( this.matrixWorldNeedsUpdate || force ) {
+
+ 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: 4.5,
+ 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();
+
+ //
+
+ function serialize( library, element ) {
+
+ if ( library[ element.uuid ] === undefined ) {
+
+ library[ element.uuid ] = element.toJSON( meta );
+
+ }
+
+ return element.uuid;
+
+ }
+
+ if ( this.geometry !== undefined ) {
+
+ object.geometry = serialize( meta.geometries, this.geometry );
+
+ }
+
+ if ( this.material !== undefined ) {
+
+ if ( Array.isArray( this.material ) ) {
+
+ var uuids = [];
+
+ for ( var i = 0, l = this.material.length; i < l; i ++ ) {
+
+ uuids.push( serialize( meta.materials, this.material[ i ] ) );
+
+ }
+
+ object.material = uuids;
+
+ } else {
+
+ object.material = serialize( meta.materials, this.material );
+
+ }
+
+ }
+
+ //
+
+ 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.layers.mask = source.layers.mask;
+ 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;
+
+ }
+
+} ); + +/**
+ * @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.assign( Object.create( Object3D.prototype ), {
+
+ constructor: Camera,
+
+ isCamera: true,
+
+ copy: function ( source, recursive ) {
+
+ Object3D.prototype.copy.call( this, source, recursive );
+
+ this.matrixWorldInverse.copy( source.matrixWorldInverse );
+ this.projectionMatrix.copy( source.projectionMatrix );
+
+ return this;
+
+ },
+
+ 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 );
+
+ };
+
+ }(),
+
+ updateMatrixWorld: function ( force ) {
+
+ Object3D.prototype.updateMatrixWorld.call( this, force );
+
+ this.matrixWorldInverse.getInverse( this.matrixWorld );
+
+ },
+
+ clone: function () {
+
+ return new this.constructor().copy( this );
+
+ }
+
+} ); + +/**
+ * @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, recursive ) {
+
+ Camera.prototype.copy.call( this, source, recursive );
+
+ 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/
+ * @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, recursive ) {
+
+ Camera.prototype.copy.call( this, source, recursive );
+
+ 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 = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
+ this.updateProjectionMatrix();
+
+ },
+
+ /**
+ * Calculates the focal length from the current .fov and .filmGauge.
+ */
+ getFocalLength: function () {
+
+ var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
+
+ return 0.5 * this.getFilmHeight() / vExtentSlope;
+
+ },
+
+ getEffectiveFOV: function () {
+
+ return _Math.RAD2DEG * 2 * Math.atan(
+ Math.tan( _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(
+ _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.makePerspective( left, left + width, top, top - height, 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 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;
+
+}
+
+Object.assign( Face3.prototype, {
+
+ 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 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
+ */
+
+var count = 0;
+function GeometryIdCount() { return count++; }
+
+function Geometry() {
+
+ Object.defineProperty( this, 'id', { value: GeometryIdCount() } );
+
+ this.uuid = _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 = new Matrix4();
+
+ return function rotateX( angle ) {
+
+ m1.makeRotationX( angle );
+
+ this.applyMatrix( m1 );
+
+ return this;
+
+ };
+
+ }(),
+
+ rotateY: function () {
+
+ // rotate geometry around world y-axis
+
+ var m1 = new Matrix4();
+
+ return function rotateY( angle ) {
+
+ m1.makeRotationY( angle );
+
+ this.applyMatrix( m1 );
+
+ return this;
+
+ };
+
+ }(),
+
+ rotateZ: function () {
+
+ // rotate geometry around world z-axis
+
+ var m1 = new Matrix4();
+
+ return function rotateZ( angle ) {
+
+ m1.makeRotationZ( angle );
+
+ this.applyMatrix( m1 );
+
+ return this;
+
+ };
+
+ }(),
+
+ translate: function () {
+
+ // translate geometry
+
+ var m1 = new Matrix4();
+
+ return function translate( x, y, z ) {
+
+ m1.makeTranslation( x, y, z );
+
+ this.applyMatrix( m1 );
+
+ return this;
+
+ };
+
+ }(),
+
+ scale: function () {
+
+ // scale geometry
+
+ var m1 = new Matrix4();
+
+ return function scale( x, y, z ) {
+
+ m1.makeScale( x, y, z );
+
+ this.applyMatrix( m1 );
+
+ return this;
+
+ };
+
+ }(),
+
+ lookAt: function () {
+
+ var obj = new Object3D();
+
+ return function lookAt( vector ) {
+
+ 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() ] );
+
+ }
+
+ }
+
+ 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 ) {
+
+ if ( indices !== undefined ) {
+
+ addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
+
+ } else {
+
+ addFace( j, j + 1, j + 2, group.materialIndex );
+
+ }
+
+ }
+
+ }
+
+ } else {
+
+ if ( indices !== undefined ) {
+
+ 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 {
+
+ this.computeFaceNormals();
+
+ 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;
+
+ }
+
+ },
+
+ computeFlatVertexNormals: function () {
+
+ var f, fl, face;
+
+ this.computeFaceNormals();
+
+ 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( face.normal );
+ vertexNormals[ 1 ].copy( face.normal );
+ vertexNormals[ 2 ].copy( face.normal );
+
+ } else {
+
+ vertexNormals[ 0 ] = face.normal.clone();
+ vertexNormals[ 1 ] = face.normal.clone();
+ vertexNormals[ 2 ] = face.normal.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;
+
+ }
+
+ },
+
+ 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 ) ) {
+
+ 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 ) ) {
+
+ 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 ];
+
+ // 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 ] ) {
+
+ 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: 4.5,
+ 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 ) {
+
+ var i, il, j, jl, k, kl;
+
+ // reset
+
+ this.vertices = [];
+ this.colors = [];
+ this.faces = [];
+ this.faceVertexUvs = [[]];
+ this.morphTargets = [];
+ this.morphNormals = [];
+ this.skinWeights = [];
+ this.skinIndices = [];
+ this.lineDistances = [];
+ this.boundingBox = null;
+ this.boundingSphere = null;
+
+ // name
+
+ this.name = source.name;
+
+ // vertices
+
+ var vertices = source.vertices;
+
+ for ( i = 0, il = vertices.length; i < il; i ++ ) {
+
+ this.vertices.push( vertices[ i ].clone() );
+
+ }
+
+ // colors
+
+ var colors = source.colors;
+
+ for ( i = 0, il = colors.length; i < il; i ++ ) {
+
+ this.colors.push( colors[ i ].clone() );
+
+ }
+
+ // faces
+
+ var faces = source.faces;
+
+ for ( i = 0, il = faces.length; i < il; i ++ ) {
+
+ this.faces.push( faces[ i ].clone() );
+
+ }
+
+ // face vertex uvs
+
+ for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
+
+ var faceVertexUvs = source.faceVertexUvs[ i ];
+
+ if ( this.faceVertexUvs[ i ] === undefined ) {
+
+ this.faceVertexUvs[ i ] = [];
+
+ }
+
+ for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
+
+ var uvs = faceVertexUvs[ j ], uvsCopy = [];
+
+ for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
+
+ var uv = uvs[ k ];
+
+ uvsCopy.push( uv.clone() );
+
+ }
+
+ this.faceVertexUvs[ i ].push( uvsCopy );
+
+ }
+
+ }
+
+ // morph targets
+
+ var morphTargets = source.morphTargets;
+
+ for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
+
+ var morphTarget = {};
+ morphTarget.name = morphTargets[ i ].name;
+
+ // vertices
+
+ if ( morphTargets[ i ].vertices !== undefined ) {
+
+ morphTarget.vertices = [];
+
+ for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
+
+ morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
+
+ }
+
+ }
+
+ // normals
+
+ if ( morphTargets[ i ].normals !== undefined ) {
+
+ morphTarget.normals = [];
+
+ for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
+
+ morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
+
+ }
+
+ }
+
+ this.morphTargets.push( morphTarget );
+
+ }
+
+ // morph normals
+
+ var morphNormals = source.morphNormals;
+
+ for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
+
+ var morphNormal = {};
+
+ // vertex normals
+
+ if ( morphNormals[ i ].vertexNormals !== undefined ) {
+
+ morphNormal.vertexNormals = [];
+
+ for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
+
+ var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
+ var destVertexNormal = {};
+
+ destVertexNormal.a = srcVertexNormal.a.clone();
+ destVertexNormal.b = srcVertexNormal.b.clone();
+ destVertexNormal.c = srcVertexNormal.c.clone();
+
+ morphNormal.vertexNormals.push( destVertexNormal );
+
+ }
+
+ }
+
+ // face normals
+
+ if ( morphNormals[ i ].faceNormals !== undefined ) {
+
+ morphNormal.faceNormals = [];
+
+ for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
+
+ morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
+
+ }
+
+ }
+
+ this.morphNormals.push( morphNormal );
+
+ }
+
+ // skin weights
+
+ var skinWeights = source.skinWeights;
+
+ for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
+
+ this.skinWeights.push( skinWeights[ i ].clone() );
+
+ }
+
+ // skin indices
+
+ var skinIndices = source.skinIndices;
+
+ for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
+
+ this.skinIndices.push( skinIndices[ i ].clone() );
+
+ }
+
+ // line distances
+
+ var lineDistances = source.lineDistances;
+
+ for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
+
+ this.lineDistances.push( lineDistances[ i ] );
+
+ }
+
+ // bounding box
+
+ var boundingBox = source.boundingBox;
+
+ if ( boundingBox !== null ) {
+
+ this.boundingBox = boundingBox.clone();
+
+ }
+
+ // bounding sphere
+
+ var boundingSphere = source.boundingSphere;
+
+ if ( boundingSphere !== null ) {
+
+ this.boundingSphere = boundingSphere.clone();
+
+ }
+
+ // update flags
+
+ this.elementsNeedUpdate = source.elementsNeedUpdate;
+ this.verticesNeedUpdate = source.verticesNeedUpdate;
+ this.uvsNeedUpdate = source.uvsNeedUpdate;
+ this.normalsNeedUpdate = source.normalsNeedUpdate;
+ this.colorsNeedUpdate = source.colorsNeedUpdate;
+ this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
+ this.groupsNeedUpdate = source.groupsNeedUpdate;
+
+ return this;
+
+ },
+
+ dispose: function () {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+ }
+
+} ); + +/**
+ * @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 = _Math.generateUUID();
+ this.name = '';
+
+ 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.onUploadCallback = function () {};
+
+ this.version = 0;
+
+}
+
+Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
+
+ set: function ( value ) {
+
+ if ( value === true ) this.version ++;
+
+ }
+
+} );
+
+Object.assign( BufferAttribute.prototype, {
+
+ isBufferAttribute: true,
+
+ setArray: function ( array ) {
+
+ if ( Array.isArray( array ) ) {
+
+ throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
+
+ }
+
+ this.count = array !== undefined ? array.length / this.itemSize : 0;
+ this.array = array;
+
+ },
+
+ 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;
+
+ },
+
+ onUpload: function ( callback ) {
+
+ this.onUploadCallback = callback;
+
+ return this;
+
+ },
+
+ clone: function () {
+
+ return new this.constructor( this.array, this.itemSize ).copy( this );
+
+ }
+
+} );
+
+function Uint16BufferAttribute( array, itemSize ) {
+
+ BufferAttribute.call( this, new Uint16Array( array ), itemSize );
+
+}
+
+Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
+Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
+
+
+function Uint32BufferAttribute( array, itemSize ) {
+
+ BufferAttribute.call( this, new Uint32Array( array ), itemSize );
+
+}
+
+Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
+Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
+
+
+function Float32BufferAttribute( array, itemSize ) {
+
+ BufferAttribute.call( this, new Float32Array( array ), itemSize );
+
+}
+
+Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
+Float32BufferAttribute.prototype.constructor = Float32BufferAttribute; + +/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+function 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, {
+
+ computeGroups: function ( geometry ) {
+
+ var group;
+ var groups = [];
+ var materialIndex = undefined;
+
+ 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;
+
+ }
+
+} ); + +function arrayMax( array ) {
+
+ if ( array.length === 0 ) return - Infinity;
+
+ var max = array[ 0 ];
+
+ for ( var i = 1, l = array.length; i < l; ++ i ) {
+
+ if ( array[ i ] > max ) max = array[ i ];
+
+ }
+
+ return max;
+
+} + +/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+function BufferGeometry() {
+
+ Object.defineProperty( this, 'id', { value: GeometryIdCount() } );
+
+ this.uuid = _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 };
+
+}
+
+BufferGeometry.MaxIndex = 65535;
+
+Object.assign( BufferGeometry.prototype, EventDispatcher.prototype, {
+
+ isBufferGeometry: true,
+
+ getIndex: function () {
+
+ return this.index;
+
+ },
+
+ setIndex: function ( index ) {
+
+ if ( Array.isArray( index ) ) {
+
+ this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
+
+ } else {
+
+ this.index = index;
+
+ }
+
+ },
+
+ addAttribute: function ( name, attribute ) {
+
+ if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
+
+ 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.applyToBufferAttribute( position );
+ position.needsUpdate = true;
+
+ }
+
+ var normal = this.attributes.normal;
+
+ if ( normal !== undefined ) {
+
+ var normalMatrix = new Matrix3().getNormalMatrix( matrix );
+
+ normalMatrix.applyToBufferAttribute( normal );
+ 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 = new Matrix4();
+
+ return function rotateX( angle ) {
+
+ m1.makeRotationX( angle );
+
+ this.applyMatrix( m1 );
+
+ return this;
+
+ };
+
+ }(),
+
+ rotateY: function () {
+
+ // rotate geometry around world y-axis
+
+ var m1 = new Matrix4();
+
+ return function rotateY( angle ) {
+
+ m1.makeRotationY( angle );
+
+ this.applyMatrix( m1 );
+
+ return this;
+
+ };
+
+ }(),
+
+ rotateZ: function () {
+
+ // rotate geometry around world z-axis
+
+ var m1 = new Matrix4();
+
+ return function rotateZ( angle ) {
+
+ m1.makeRotationZ( angle );
+
+ this.applyMatrix( m1 );
+
+ return this;
+
+ };
+
+ }(),
+
+ translate: function () {
+
+ // translate geometry
+
+ var m1 = new Matrix4();
+
+ return function translate( x, y, z ) {
+
+ m1.makeTranslation( x, y, z );
+
+ this.applyMatrix( m1 );
+
+ return this;
+
+ };
+
+ }(),
+
+ scale: function () {
+
+ // scale geometry
+
+ var m1 = new Matrix4();
+
+ return function scale( x, y, z ) {
+
+ m1.makeScale( x, y, z );
+
+ this.applyMatrix( m1 );
+
+ return this;
+
+ };
+
+ }(),
+
+ lookAt: function () {
+
+ var obj = new Object3D();
+
+ return function lookAt( vector ) {
+
+ 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.isPoints || object.isLine ) {
+
+ var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
+ var colors = new Float32BufferAttribute( 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 Float32BufferAttribute( 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.isMesh ) {
+
+ if ( geometry && geometry.isGeometry ) {
+
+ this.fromGeometry( geometry );
+
+ }
+
+ }
+
+ return this;
+
+ },
+
+ updateFromObject: function ( object ) {
+
+ var geometry = object.geometry;
+
+ if ( 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 = arrayMax( geometry.indices ) > 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 Float32BufferAttribute( morphTarget.length * 3, 3 );
+
+ array.push( attribute.copyVector3sArray( morphTarget ) );
+
+ }
+
+ this.morphAttributes[ name ] = array;
+
+ }
+
+ // skinning
+
+ if ( geometry.skinIndices.length > 0 ) {
+
+ var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
+ this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
+
+ }
+
+ if ( geometry.skinWeights.length > 0 ) {
+
+ var skinWeights = new Float32BufferAttribute( 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 position = this.attributes.position;
+
+ if ( position !== undefined ) {
+
+ this.boundingBox.setFromBufferAttribute( position );
+
+ } 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 position = this.attributes.position;
+
+ if ( position ) {
+
+ var center = this.boundingSphere.center;
+
+ box.setFromBufferAttribute( position );
+ 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 = position.count; i < il; i ++ ) {
+
+ vector.x = position.getX( i );
+ vector.y = position.getY( i );
+ vector.z = position.getZ( 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;
+ var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
+ var 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 ) ) {
+
+ 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;
+
+ var x, y, z, n;
+
+ for ( var i = 0, il = normals.count; i < il; i ++ ) {
+
+ x = normals.getX( i );
+ y = normals.getY( i );
+ z = normals.getZ( i );
+
+ n = 1.0 / Math.sqrt( x * x + y * y + z * z );
+
+ normals.setXYZ( i, x * n, y * n, z * 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: 4.5,
+ 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 name, i, l;
+
+ // reset
+
+ this.index = null;
+ this.attributes = {};
+ this.morphAttributes = {};
+ this.groups = [];
+ this.boundingBox = null;
+ this.boundingSphere = null;
+
+ // name
+
+ this.name = source.name;
+
+ // index
+
+ var index = source.index;
+
+ if ( index !== null ) {
+
+ this.setIndex( index.clone() );
+
+ }
+
+ // attributes
+
+ var attributes = source.attributes;
+
+ for ( name in attributes ) {
+
+ var attribute = attributes[ name ];
+ this.addAttribute( name, attribute.clone() );
+
+ }
+
+ // morph attributes
+
+ var morphAttributes = source.morphAttributes;
+
+ for ( name in morphAttributes ) {
+
+ var array = [];
+ var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
+
+ for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
+
+ array.push( morphAttribute[ i ].clone() );
+
+ }
+
+ this.morphAttributes[ name ] = array;
+
+ }
+
+ // groups
+
+ var groups = source.groups;
+
+ for ( i = 0, l = groups.length; i < l; i ++ ) {
+
+ var group = groups[ i ];
+ this.addGroup( group.start, group.count, group.materialIndex );
+
+ }
+
+ // bounding box
+
+ var boundingBox = source.boundingBox;
+
+ if ( boundingBox !== null ) {
+
+ this.boundingBox = boundingBox.clone();
+
+ }
+
+ // bounding sphere
+
+ var boundingSphere = source.boundingSphere;
+
+ if ( boundingSphere !== null ) {
+
+ this.boundingSphere = boundingSphere.clone();
+
+ }
+
+ // draw range
+
+ this.drawRange.start = source.drawRange.start;
+ this.drawRange.count = source.drawRange.count;
+
+ return this;
+
+ },
+
+ dispose: function () {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+ }
+
+} ); + +/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author Mugen87 / https://github.com/Mugen87
+ */
+
+// BoxGeometry
+
+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;
+
+// BoxBufferGeometry
+
+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;
+
+ // buffers
+
+ var indices = [];
+ var vertices = [];
+ var normals = [];
+ var uvs = [];
+
+ // helper variables
+
+ var numberOfVertices = 0;
+ 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( indices );
+ this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+ this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
+ this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
+
+ 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 ix, iy;
+
+ var vector = new Vector3();
+
+ // generate vertices, normals and uvs
+
+ for ( iy = 0; iy < gridY1; iy ++ ) {
+
+ var y = iy * segmentHeight - heightHalf;
+
+ for ( 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.push( vector.x, vector.y, 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.push( vector.x, vector.y, vector.z );
+
+ // uvs
+
+ uvs.push( ix / gridX );
+ uvs.push( 1 - ( iy / gridY ) );
+
+ // counters
+
+ vertexCounter += 1;
+
+ }
+
+ }
+
+ // indices
+
+ // 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 ++ ) {
+
+ 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;
+
+ // faces
+
+ indices.push( a, b, d );
+ indices.push( b, c, d );
+
+ // increase counter
+
+ 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/
+ * @author Mugen87 / https://github.com/Mugen87
+ */
+
+// PlaneGeometry
+
+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 ) );
+ this.mergeVertices();
+
+}
+
+PlaneGeometry.prototype = Object.create( Geometry.prototype );
+PlaneGeometry.prototype.constructor = PlaneGeometry;
+
+// PlaneBufferGeometry
+
+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 ix, iy;
+
+ // buffers
+
+ var indices = [];
+ var vertices = [];
+ var normals = [];
+ var uvs = [];
+
+ // generate vertices, normals and uvs
+
+ for ( iy = 0; iy < gridY1; iy ++ ) {
+
+ var y = iy * segment_height - height_half;
+
+ for ( ix = 0; ix < gridX1; ix ++ ) {
+
+ var x = ix * segment_width - width_half;
+
+ vertices.push( x, - y, 0 );
+
+ normals.push( 0, 0, 1 );
+
+ uvs.push( ix / gridX );
+ uvs.push( 1 - ( iy / gridY ) );
+
+ }
+
+ }
+
+ // indices
+
+ for ( iy = 0; iy < gridY; iy ++ ) {
+
+ for ( ix = 0; ix < gridX; ix ++ ) {
+
+ var a = ix + gridX1 * iy;
+ var b = ix + gridX1 * ( iy + 1 );
+ var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
+ var d = ( ix + 1 ) + gridX1 * iy;
+
+ // faces
+
+ indices.push( a, b, d );
+ indices.push( b, c, d );
+
+ }
+
+ }
+
+ // build geometry
+
+ this.setIndex( indices );
+ this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+ this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
+ this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
+
+}
+
+PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
+PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry; + +/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: <hex>,
+ * opacity: <float>,
+ * map: new THREE.Texture( <Image> ),
+ *
+ * lightMap: new THREE.Texture( <Image> ),
+ * lightMapIntensity: <float>
+ *
+ * aoMap: new THREE.Texture( <Image> ),
+ * aoMapIntensity: <float>
+ *
+ * specularMap: new THREE.Texture( <Image> ),
+ *
+ * alphaMap: new THREE.Texture( <Image> ),
+ *
+ * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
+ * combine: THREE.Multiply,
+ * reflectivity: <float>,
+ * refractionRatio: <float>,
+ *
+ * shading: THREE.SmoothShading,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * wireframe: <boolean>,
+ * wireframeLinewidth: <float>,
+ *
+ * skinning: <bool>,
+ * morphTargets: <bool>
+ * }
+ */
+
+function MeshBasicMaterial( parameters ) {
+
+ Material.call( this );
+
+ this.type = 'MeshBasicMaterial';
+
+ this.color = new Color( 0xffffff ); // emissive
+
+ this.map = null;
+
+ this.lightMap = null;
+ this.lightMapIntensity = 1.0;
+
+ 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.lightMap = source.lightMap;
+ this.lightMapIntensity = source.lightMapIntensity;
+
+ 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 bhouston / http://clara.io
+ */
+
+function Ray( origin, direction ) {
+
+ this.origin = ( origin !== undefined ) ? origin : new Vector3();
+ this.direction = ( direction !== undefined ) ? direction : new Vector3();
+
+}
+
+Object.assign( Ray.prototype, {
+
+ 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.origin.applyMatrix4( matrix4 );
+ this.direction.transformDirection( matrix4 );
+
+ return this;
+
+ },
+
+ equals: function ( ray ) {
+
+ return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
+
+ }
+
+} ); + +/**
+ * @author bhouston / http://clara.io
+ */
+
+function Line3( start, end ) {
+
+ this.start = ( start !== undefined ) ? start : new Vector3();
+ this.end = ( end !== undefined ) ? end : new Vector3();
+
+}
+
+Object.assign( Line3.prototype, {
+
+ 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 = _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();
+
+}
+
+Object.assign( 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
+ 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 );
+
+ };
+
+ }(),
+
+ 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 );
+
+ };
+
+ }()
+
+} );
+
+Object.assign( Triangle.prototype, {
+
+ 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 = new Plane();
+ var edgeList = [ new Line3(), new Line3(), new Line3() ];
+ var projectedPoint = new Vector3();
+ var closestPoint = new Vector3();
+
+ return function closestPointToPoint( point, optionalTarget ) {
+
+ 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/
+ * @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 geometry = this.geometry;
+ var m, ml, name;
+
+ if ( geometry.isBufferGeometry ) {
+
+ var morphAttributes = geometry.morphAttributes;
+ var keys = Object.keys( morphAttributes );
+
+ if ( keys.length > 0 ) {
+
+ var morphAttribute = morphAttributes[ keys[ 0 ] ];
+
+ if ( morphAttribute !== undefined ) {
+
+ this.morphTargetInfluences = [];
+ this.morphTargetDictionary = {};
+
+ for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
+
+ name = morphAttribute[ m ].name || String( m );
+
+ this.morphTargetInfluences.push( 0 );
+ this.morphTargetDictionary[ name ] = m;
+
+ }
+
+ }
+
+ }
+
+ } else {
+
+ var morphTargets = geometry.morphTargets;
+
+ if ( morphTargets !== undefined && morphTargets.length > 0 ) {
+
+ this.morphTargetInfluences = [];
+ this.morphTargetDictionary = {};
+
+ for ( m = 0, ml = morphTargets.length; m < ml; m ++ ) {
+
+ name = morphTargets[ m ].name || String( m );
+
+ this.morphTargetInfluences.push( 0 );
+ this.morphTargetDictionary[ 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, position, uv, a, b, c ) {
+
+ vA.fromBufferAttribute( position, a );
+ vB.fromBufferAttribute( position, b );
+ vC.fromBufferAttribute( position, c );
+
+ var intersection = checkIntersection( object, raycaster, ray, vA, vB, vC, intersectionPoint );
+
+ if ( intersection ) {
+
+ if ( uv ) {
+
+ uvA.fromBufferAttribute( uv, a );
+ uvB.fromBufferAttribute( uv, b );
+ uvC.fromBufferAttribute( uv, c );
+
+ 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 intersection;
+
+ if ( geometry.isBufferGeometry ) {
+
+ var a, b, c;
+ var index = geometry.index;
+ var position = geometry.attributes.position;
+ var uv = geometry.attributes.uv;
+ var i, l;
+
+ if ( index !== null ) {
+
+ // indexed buffer geometry
+
+ for ( i = 0, l = index.count; i < l; i += 3 ) {
+
+ a = index.getX( i );
+ b = index.getX( i + 1 );
+ c = index.getX( i + 2 );
+
+ intersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c );
+
+ if ( intersection ) {
+
+ intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indices buffer semantics
+ intersects.push( intersection );
+
+ }
+
+ }
+
+ } else {
+
+ // non-indexed buffer geometry
+
+ for ( i = 0, l = position.count; i < l; i += 3 ) {
+
+ a = i;
+ b = i + 1;
+ c = i + 2;
+
+ intersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c );
+
+ if ( intersection ) {
+
+ intersection.index = a; // triangle number in positions buffer semantics
+ intersects.push( intersection );
+
+ }
+
+ }
+
+ }
+
+ } else if ( geometry.isGeometry ) {
+
+ var fvA, fvB, fvC;
+ var isMultiMaterial = Array.isArray( material );
+
+ var vertices = geometry.vertices;
+ var faces = geometry.faces;
+ var uvs;
+
+ 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 = isMultiMaterial ? material[ 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 && uvs[ f ] ) {
+
+ 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 mrdoob / http://mrdoob.com/
+ */
+
+function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
+
+ var clearColor = new Color( 0x000000 );
+ var clearAlpha = 0;
+
+ var planeCamera, planeMesh;
+ var boxCamera, boxMesh;
+
+ function render( scene, camera, forceClear ) {
+
+ var background = scene.background;
+
+ if ( background === null ) {
+
+ setClear( clearColor, clearAlpha );
+
+ } else if ( background && background.isColor ) {
+
+ setClear( background, 1 );
+ forceClear = true;
+
+ }
+
+ if ( renderer.autoClear || forceClear ) {
+
+ renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
+
+ }
+
+ if ( background && background.isCubeTexture ) {
+
+ if ( boxCamera === undefined ) {
+
+ boxCamera = new PerspectiveCamera();
+
+ boxMesh = new Mesh(
+ new BoxBufferGeometry( 5, 5, 5 ),
+ new ShaderMaterial( {
+ uniforms: ShaderLib.cube.uniforms,
+ vertexShader: ShaderLib.cube.vertexShader,
+ fragmentShader: ShaderLib.cube.fragmentShader,
+ side: BackSide,
+ depthTest: false,
+ depthWrite: false,
+ fog: false
+ } )
+ );
+
+ }
+
+ boxCamera.projectionMatrix.copy( camera.projectionMatrix );
+
+ boxCamera.matrixWorld.extractRotation( camera.matrixWorld );
+ boxCamera.matrixWorldInverse.getInverse( boxCamera.matrixWorld );
+
+ boxMesh.material.uniforms[ "tCube" ].value = background;
+ boxMesh.modelViewMatrix.multiplyMatrices( boxCamera.matrixWorldInverse, boxMesh.matrixWorld );
+
+ objects.update( boxMesh );
+
+ renderer.renderBufferDirect( boxCamera, null, boxMesh.geometry, boxMesh.material, boxMesh, null );
+
+ } else if ( background && background.isTexture ) {
+
+ if ( planeCamera === undefined ) {
+
+ planeCamera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
+
+ planeMesh = new Mesh(
+ new PlaneBufferGeometry( 2, 2 ),
+ new MeshBasicMaterial( { depthTest: false, depthWrite: false, fog: false } )
+ );
+
+ }
+
+ planeMesh.material.map = background;
+
+ objects.update( planeMesh );
+
+ renderer.renderBufferDirect( planeCamera, null, planeMesh.geometry, planeMesh.material, planeMesh, null );
+
+ }
+
+ }
+
+ function setClear( color, alpha ) {
+
+ state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
+
+ }
+
+ return {
+
+ getClearColor: function () {
+
+ return clearColor;
+
+ },
+ setClearColor: function ( color, alpha ) {
+
+ clearColor.set( color );
+ clearAlpha = alpha !== undefined ? alpha : 1;
+ setClear( clearColor, clearAlpha );
+
+ },
+ getClearAlpha: function () {
+
+ return clearAlpha;
+
+ },
+ setClearAlpha: function ( alpha ) {
+
+ clearAlpha = alpha;
+ setClear( clearColor, clearAlpha );
+
+ },
+ render: render
+
+ };
+
+} + +/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+function painterSortStable( a, b ) {
+
+ if ( a.renderOrder !== b.renderOrder ) {
+
+ return a.renderOrder - b.renderOrder;
+
+ } else if ( a.program && b.program && a.program !== b.program ) {
+
+ return a.program.id - b.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.renderOrder !== b.renderOrder ) {
+
+ return a.renderOrder - b.renderOrder;
+
+ } if ( a.z !== b.z ) {
+
+ return b.z - a.z;
+
+ } else {
+
+ return a.id - b.id;
+
+ }
+
+}
+
+function WebGLRenderList() {
+
+ var opaque = [];
+ var opaqueLastIndex = - 1;
+
+ var transparent = [];
+ var transparentLastIndex = - 1;
+
+ function init() {
+
+ opaqueLastIndex = - 1;
+ transparentLastIndex = - 1;
+
+ }
+
+ function push( object, geometry, material, z, group ) {
+
+ var array, index;
+
+ // allocate the next position in the appropriate array
+
+ if ( material.transparent ) {
+
+ array = transparent;
+ index = ++ transparentLastIndex;
+
+ } else {
+
+ array = opaque;
+ index = ++ opaqueLastIndex;
+
+ }
+
+ // recycle existing render item or grow the array
+
+ var renderItem = array[ index ];
+
+ if ( renderItem ) {
+
+ renderItem.id = object.id;
+ renderItem.object = object;
+ renderItem.geometry = geometry;
+ renderItem.material = material;
+ renderItem.program = material.program;
+ renderItem.renderOrder = object.renderOrder;
+ renderItem.z = z;
+ renderItem.group = group;
+
+ } else {
+
+ renderItem = {
+ id: object.id,
+ object: object,
+ geometry: geometry,
+ material: material,
+ program: material.program,
+ renderOrder: object.renderOrder,
+ z: z,
+ group: group
+ };
+
+ // assert( index === array.length );
+ array.push( renderItem );
+
+ }
+
+ }
+
+ function finish() {
+
+ opaque.length = opaqueLastIndex + 1;
+ transparent.length = transparentLastIndex + 1;
+
+ }
+
+ function sort() {
+
+ opaque.sort( painterSortStable );
+ transparent.sort( reversePainterSortStable );
+
+ }
+
+ return {
+ opaque: opaque,
+ transparent: transparent,
+
+ init: init,
+ push: push,
+ finish: finish,
+
+ sort: sort
+ };
+
+}
+
+function WebGLRenderLists() {
+
+ var lists = {};
+
+ function get( scene, camera ) {
+
+ var hash = scene.id + ',' + camera.id;
+ var list = lists[ hash ];
+
+ if ( list === undefined ) {
+
+ // console.log( 'THREE.WebGLRenderLists:', hash );
+
+ list = new WebGLRenderList();
+ lists[ hash ] = list;
+
+ }
+
+ return list;
+
+ }
+
+ function dispose() {
+
+ lists = {};
+
+ }
+
+ return {
+ get: get,
+ dispose: dispose
+ };
+
+} + +/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+function WebGLIndexedBufferRenderer( gl, extensions, infoRender ) {
+
+ var mode;
+
+ function setMode( value ) {
+
+ mode = value;
+
+ }
+
+ var type, bytesPerElement;
+
+ function setIndex( value ) {
+
+ type = value.type;
+ bytesPerElement = value.bytesPerElement;
+
+ }
+
+ function render( start, count ) {
+
+ gl.drawElements( mode, count, type, start * bytesPerElement );
+
+ 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.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
+ return;
+
+ }
+
+ extension.drawElementsInstancedANGLE( mode, count, type, start * bytesPerElement, geometry.maxInstancedCount );
+
+ infoRender.calls ++;
+ infoRender.vertices += count * geometry.maxInstancedCount;
+
+ if ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3;
+
+ }
+
+ //
+
+ this.setMode = setMode;
+ this.setIndex = setIndex;
+ this.render = render;
+ this.renderInstances = renderInstances;
+
+} + +/**
+ * @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, 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;
+
+ }
+
+ var position = geometry.attributes.position;
+
+ if ( position.isInterleavedBufferAttribute ) {
+
+ count = position.data.count;
+
+ extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount );
+
+ } else {
+
+ extension.drawArraysInstancedANGLE( mode, start, count, geometry.maxInstancedCount );
+
+ }
+
+ infoRender.calls ++;
+ infoRender.vertices += count * geometry.maxInstancedCount;
+
+ if ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3;
+
+ }
+
+ //
+
+ this.setMode = setMode;
+ this.render = render;
+ this.renderInstances = renderInstances;
+
+} + +/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+function WebGLGeometries( gl, attributes, infoMemory ) {
+
+ var geometries = {};
+ var wireframeAttributes = {};
+
+ function onGeometryDispose( event ) {
+
+ var geometry = event.target;
+ var buffergeometry = geometries[ geometry.id ];
+
+ if ( buffergeometry.index !== null ) {
+
+ attributes.remove( buffergeometry.index );
+
+ }
+
+ for ( var name in buffergeometry.attributes ) {
+
+ attributes.remove( buffergeometry.attributes[ name ] );
+
+ }
+
+ geometry.removeEventListener( 'dispose', onGeometryDispose );
+
+ delete geometries[ geometry.id ];
+
+ // TODO Remove duplicate code
+
+ var attribute = wireframeAttributes[ geometry.id ];
+
+ if ( attribute ) {
+
+ attributes.remove( attribute );
+ delete wireframeAttributes[ geometry.id ];
+
+ }
+
+ attribute = wireframeAttributes[ buffergeometry.id ];
+
+ if ( attribute ) {
+
+ attributes.remove( attribute );
+ delete wireframeAttributes[ buffergeometry.id ];
+
+ }
+
+ //
+
+ infoMemory.geometries --;
+
+ }
+
+ function get( object, geometry ) {
+
+ var buffergeometry = geometries[ geometry.id ];
+
+ if ( buffergeometry ) return buffergeometry;
+
+ geometry.addEventListener( 'dispose', onGeometryDispose );
+
+ 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;
+
+ infoMemory.geometries ++;
+
+ return buffergeometry;
+
+ }
+
+ function update( geometry ) {
+
+ var index = geometry.index;
+ var geometryAttributes = geometry.attributes;
+
+ if ( index !== null ) {
+
+ attributes.update( index, gl.ELEMENT_ARRAY_BUFFER );
+
+ }
+
+ for ( var name in geometryAttributes ) {
+
+ attributes.update( geometryAttributes[ 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 ++ ) {
+
+ attributes.update( array[ i ], gl.ARRAY_BUFFER );
+
+ }
+
+ }
+
+ }
+
+ function getWireframeAttribute( geometry ) {
+
+ var attribute = wireframeAttributes[ geometry.id ];
+
+ if ( attribute ) return attribute;
+
+ var indices = [];
+
+ var geometryIndex = geometry.index;
+ var geometryAttributes = geometry.attributes;
+
+ // console.time( 'wireframe' );
+
+ if ( geometryIndex !== null ) {
+
+ var array = geometryIndex.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 = geometryAttributes.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' );
+
+ attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
+
+ attributes.update( attribute, gl.ELEMENT_ARRAY_BUFFER );
+
+ wireframeAttributes[ geometry.id ] = attribute;
+
+ return attribute;
+
+ }
+
+ return {
+
+ get: get,
+ update: update,
+
+ getWireframeAttribute: getWireframeAttribute
+
+ };
+
+} + +/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+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;
+
+ case 'RectAreaLight':
+ uniforms = {
+ color: new Color(),
+ position: new Vector3(),
+ halfWidth: new Vector3(),
+ halfHeight: new Vector3()
+ // TODO (abelnation): set RectAreaLight shadow uniforms
+ };
+ break;
+
+ }
+
+ lights[ light.id ] = uniforms;
+
+ return uniforms;
+
+ }
+
+ };
+
+} + +/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+function WebGLObjects( gl, geometries, infoRender ) {
+
+ var updateList = {};
+
+ function update( object ) {
+
+ var frame = infoRender.frame;
+
+ var geometry = object.geometry;
+ var buffergeometry = geometries.get( object, geometry );
+
+ // Update once per frame
+
+ if ( updateList[ buffergeometry.id ] !== frame ) {
+
+ if ( geometry.isGeometry ) {
+
+ buffergeometry.updateFromObject( object );
+
+ }
+
+ geometries.update( buffergeometry );
+
+ updateList[ buffergeometry.id ] = frame;
+
+ }
+
+ return buffergeometry;
+
+ }
+
+ function clear() {
+
+ updateList = {};
+
+ }
+
+ return {
+
+ update: update,
+ clear: clear
+
+ };
+
+} + +/**
+ * @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;
+
+} + +/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+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_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
+ .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
+ .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights );
+
+}
+
+function parseIncludes( string ) {
+
+ var pattern = /^[ \t]*#include +<([\w\d.]+)>/gm;
+
+ 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, shader, parameters ) {
+
+ var gl = renderer.context;
+
+ var extensions = material.extensions;
+ var defines = material.defines;
+
+ var vertexShader = shader.vertexShader;
+ var fragmentShader = shader.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 ' + shader.name,
+
+ customDefines,
+
+ parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
+
+ '#define GAMMA_FACTOR ' + gammaFactorDefine,
+
+ '#define MAX_BONES ' + parameters.maxBones,
+ ( 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 ' + 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 ' + shader.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.gradientMap ? '#define USE_GRADIENTMAP' : '',
+
+ parameters.flatShading ? '#define FLAT_SHADED' : '',
+
+ parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
+ parameters.flipSided ? '#define FLIP_SIDED' : '',
+
+ '#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes,
+ '#define UNION_CLIPPING_PLANES ' + (parameters.numClippingPlanes - parameters.numClipIntersection),
+
+ 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.dithering ? '#define DITHERING' : '',
+
+ ( 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 );
+ vertexShader = replaceLightNums( vertexShader, parameters );
+
+ fragmentShader = parseIncludes( fragmentShader );
+ 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;
+
+} + +/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+function WebGLPrograms( renderer, capabilities ) {
+
+ var programs = [];
+
+ var shaderIDs = {
+ MeshDepthMaterial: 'depth',
+ MeshNormalMaterial: 'normal',
+ MeshBasicMaterial: 'basic',
+ MeshLambertMaterial: 'lambert',
+ MeshPhongMaterial: 'phong',
+ MeshToonMaterial: '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", "gradientMap",
+ "alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp",
+ "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
+ "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
+ "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
+ "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
+ "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
+ "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering"
+ ];
+
+
+ function allocateBones( object ) {
+
+ var skeleton = object.skeleton;
+ var bones = skeleton.bones;
+
+ if ( capabilities.floatVertexTextures ) {
+
+ 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 = Math.min( nVertexMatrices, bones.length );
+
+ if ( maxBones < bones.length ) {
+
+ console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
+ return 0;
+
+ }
+
+ return maxBones;
+
+ }
+
+ }
+
+ function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
+
+ var encoding;
+
+ if ( ! map ) {
+
+ encoding = LinearEncoding;
+
+ } else if ( map.isTexture ) {
+
+ encoding = map.encoding;
+
+ } else if ( 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, nClipIntersection, 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 = object.isSkinnedMesh ? allocateBones( object ) : 0;
+ 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.getRenderTarget();
+
+ 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,
+
+ gradientMap: !! material.gradientMap,
+
+ 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 > 0,
+ maxBones: maxBones,
+ useVertexTexture: capabilities.floatVertexTextures,
+
+ morphTargets: material.morphTargets,
+ morphNormals: material.morphNormals,
+ maxMorphTargets: renderer.maxMorphTargets,
+ maxMorphNormals: renderer.maxMorphNormals,
+
+ numDirLights: lights.directional.length,
+ numPointLights: lights.point.length,
+ numSpotLights: lights.spot.length,
+ numRectAreaLights: lights.rectArea.length,
+ numHemiLights: lights.hemi.length,
+
+ numClippingPlanes: nClipPlanes,
+ numClipIntersection: nClipIntersection,
+
+ dithering: material.dithering,
+
+ 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 ] ] );
+
+ }
+
+ array.push( material.onBeforeCompile.toString() );
+
+ array.push( renderer.gammaOutput );
+
+ return array.join();
+
+ };
+
+ this.acquireProgram = function ( material, shader, 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, shader, 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;
+
+} + +/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+function WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, infoMemory ) {
+
+ 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 _Math.isPowerOfTwo( image.width ) && _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 = _Math.nearestPowerOfTwo( image.width );
+ canvas.height = _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 ) {
+
+ return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
+ ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
+
+ }
+
+ function textureNeedsGenerateMipmaps( texture, isPowerOfTwo ) {
+
+ return texture.generateMipmaps && isPowerOfTwo &&
+ texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
+
+ }
+
+ // 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.remove( 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.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.remove( renderTarget.texture );
+ properties.remove( 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 ( textureNeedsGenerateMipmaps( texture, 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.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;
+
+ }
+
+ if ( texture.format === DepthFormat && internalFormat === _gl.DEPTH_COMPONENT ) {
+
+ // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
+ // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
+ // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
+ if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
+
+ console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
+
+ texture.type = UnsignedShortType;
+ glType = paramThreeToGL( texture.type );
+
+ }
+
+ }
+
+ // 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;
+
+ // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
+ // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
+ // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
+ if ( texture.type !== UnsignedInt248Type ) {
+
+ console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
+
+ texture.type = UnsignedInt248Type;
+ glType = paramThreeToGL( texture.type );
+
+ }
+
+ }
+
+ state.texImage2D( _gl.TEXTURE_2D, 0, internalFormat, image.width, image.height, 0, glFormat, glType, null );
+
+ } else if ( 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.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 ( textureNeedsGenerateMipmaps( texture, 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.isWebGLRenderTargetCube === true );
+
+ 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.isWebGLRenderTargetCube === true );
+ 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 ( textureNeedsGenerateMipmaps( renderTarget.texture, 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 ( textureNeedsGenerateMipmaps( renderTarget.texture, 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;
+ var isTargetPowerOfTwo = isPowerOfTwo( renderTarget );
+
+ if ( textureNeedsGenerateMipmaps( texture, isTargetPowerOfTwo ) ) {
+
+ var target = 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 = {};
+
+ function get( object ) {
+
+ var uuid = object.uuid;
+ var map = properties[ uuid ];
+
+ if ( map === undefined ) {
+
+ map = {};
+ properties[ uuid ] = map;
+
+ }
+
+ return map;
+
+ }
+
+ function remove( object ) {
+
+ delete properties[ object.uuid ];
+
+ }
+
+ function clear() {
+
+ properties = {};
+
+ }
+
+ return {
+ get: get,
+ remove: remove,
+ clear: clear
+ };
+
+} + +/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+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, premultipliedAlpha ) {
+
+ if ( premultipliedAlpha === true ) {
+
+ r *= a; g *= a; 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_COMBINED_TEXTURE_IMAGE_UNITS );
+
+ var version = parseFloat( /^WebGL\ ([0-9])/.exec( gl.getParameter( gl.VERSION ) )[ 1 ] );
+ var lineWidthAvailable = parseFloat( version ) >= 1.0;
+
+ 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() {
+
+ colorBuffer.setClear( 0, 0, 0, 1 );
+ depthBuffer.setClear( 1 );
+ stencilBuffer.setClear( 0 );
+
+ enable( gl.DEPTH_TEST );
+ depthBuffer.setFunc( 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 ) {
+
+ newAttributes[ attribute ] = 1;
+
+ if ( enabledAttributes[ attribute ] === 0 ) {
+
+ gl.enableVertexAttribArray( attribute );
+ enabledAttributes[ attribute ] = 1;
+
+ }
+
+ if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
+
+ var extension = extensions.get( 'ANGLE_instanced_arrays' );
+
+ 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 );
+
+ }
+
+ if ( ( blending !== CustomBlending ) && ( 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;
+
+ }
+
+ }
+
+ function setMaterial( material ) {
+
+ material.side === DoubleSide
+ ? disable( gl.CULL_FACE )
+ : enable( gl.CULL_FACE );
+
+ setFlipSided( material.side === BackSide );
+
+ material.transparent === true
+ ? setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )
+ : setBlending( NoBlending );
+
+ depthBuffer.setFunc( material.depthFunc );
+ depthBuffer.setTest( material.depthTest );
+ depthBuffer.setMask( material.depthWrite );
+ colorBuffer.setMask( material.colorWrite );
+
+ setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
+
+ }
+
+ //
+
+ 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 ) {
+
+ if ( lineWidthAvailable ) 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( 'THREE.WebGLState:', error );
+
+ }
+
+ }
+
+ function texImage2D() {
+
+ try {
+
+ gl.texImage2D.apply( gl, arguments );
+
+ } catch ( error ) {
+
+ console.error( 'THREE.WebGLState:', error );
+
+ }
+
+ }
+
+ //
+
+ 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,
+ setMaterial: setMaterial,
+
+ setFlipSided: setFlipSided,
+ setCullFace: setCullFace,
+
+ setLineWidth: setLineWidth,
+ setPolygonOffset: setPolygonOffset,
+
+ getScissorTest: getScissorTest,
+ setScissorTest: setScissorTest,
+
+ activeTexture: activeTexture,
+ bindTexture: bindTexture,
+ compressedTexImage2D: compressedTexImage2D,
+ texImage2D: texImage2D,
+
+ 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 ArrayCamera( array ) {
+
+ PerspectiveCamera.call( this );
+
+ this.cameras = array || [];
+
+}
+
+ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
+
+ constructor: ArrayCamera,
+
+ isArrayCamera: true
+
+} ); + +/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+function WebVRManager( renderer ) {
+
+ var scope = this;
+
+ var device = null;
+ var frameData = null;
+
+ if ( 'VRFrameData' in window ) {
+
+ frameData = new window.VRFrameData();
+
+ }
+
+ var matrixWorldInverse = new Matrix4();
+
+ var standingMatrix = new Matrix4();
+ var standingMatrixInverse = new Matrix4();
+
+ var cameraL = new PerspectiveCamera();
+ cameraL.bounds = new Vector4( 0.0, 0.0, 0.5, 1.0 );
+ cameraL.layers.enable( 1 );
+
+ var cameraR = new PerspectiveCamera();
+ cameraR.bounds = new Vector4( 0.5, 0.0, 0.5, 1.0 );
+ cameraR.layers.enable( 2 );
+
+ var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
+ cameraVR.layers.enable( 1 );
+ cameraVR.layers.enable( 2 );
+
+ //
+
+ var currentSize, currentPixelRatio;
+
+ function onVRDisplayPresentChange() {
+
+ if ( device.isPresenting ) {
+
+ var eyeParameters = device.getEyeParameters( 'left' );
+ var renderWidth = eyeParameters.renderWidth;
+ var renderHeight = eyeParameters.renderHeight;
+
+ currentPixelRatio = renderer.getPixelRatio();
+ currentSize = renderer.getSize();
+
+ renderer.setDrawingBufferSize( renderWidth * 2, renderHeight, 1 );
+
+ } else if ( scope.enabled ) {
+
+ renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );
+
+ }
+
+ }
+
+ window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
+
+ //
+
+ this.enabled = false;
+ this.standing = false;
+
+ this.getDevice = function () {
+
+ return device;
+
+ };
+
+ this.setDevice = function ( value ) {
+
+ if ( value !== undefined ) device = value;
+
+ };
+
+ this.getCamera = function ( camera ) {
+
+ if ( device === null ) return camera;
+
+ device.depthNear = camera.near;
+ device.depthFar = camera.far;
+
+ device.getFrameData( frameData );
+
+ //
+
+ var pose = frameData.pose;
+
+ if ( pose.position !== null ) {
+
+ camera.position.fromArray( pose.position );
+
+ } else {
+
+ camera.position.set( 0, 0, 0 );
+
+ }
+
+ if ( pose.orientation !== null ) {
+
+ camera.quaternion.fromArray( pose.orientation );
+
+ }
+
+ camera.updateMatrixWorld();
+
+ var stageParameters = device.stageParameters;
+
+ if ( this.standing && stageParameters ) {
+
+ standingMatrix.fromArray( stageParameters.sittingToStandingTransform );
+ standingMatrixInverse.getInverse( standingMatrix );
+
+ camera.matrixWorld.multiply( standingMatrix );
+ camera.matrixWorldInverse.multiply( standingMatrixInverse );
+
+ }
+
+ if ( device.isPresenting === false ) return camera;
+
+ //
+
+ cameraVR.matrixWorld.copy( camera.matrixWorld );
+ cameraVR.matrixWorldInverse.copy( camera.matrixWorldInverse );
+
+ cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix );
+ cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );
+
+ if ( this.standing && stageParameters ) {
+
+ cameraL.matrixWorldInverse.multiply( standingMatrixInverse );
+ cameraR.matrixWorldInverse.multiply( standingMatrixInverse );
+
+ }
+
+ var parent = camera.parent;
+
+ if ( parent !== null ) {
+
+ matrixWorldInverse.getInverse( parent.matrixWorld );
+
+ cameraL.matrixWorldInverse.multiply( matrixWorldInverse );
+ cameraR.matrixWorldInverse.multiply( matrixWorldInverse );
+
+ }
+
+ // envMap and Mirror needs camera.matrixWorld
+
+ cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse );
+ cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse );
+
+ cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix );
+ cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );
+
+ // HACK @mrdoob
+ // https://github.com/w3c/webvr/issues/203
+
+ cameraVR.projectionMatrix.copy( cameraL.projectionMatrix );
+
+ //
+
+ var layers = device.getLayers();
+
+ if ( layers.length ) {
+
+ var layer = layers[ 0 ];
+
+ if ( layer.leftBounds !== null && layer.leftBounds.length === 4 ) {
+
+ cameraL.bounds.fromArray( layer.leftBounds );
+
+ }
+
+ if ( layer.rightBounds !== null && layer.rightBounds.length === 4 ) {
+
+ cameraR.bounds.fromArray( layer.rightBounds );
+
+ }
+
+ }
+
+ return cameraVR;
+
+ };
+
+ this.getStandingMatrix = function () {
+
+ return standingMatrix;
+
+ };
+
+ this.submitFrame = function () {
+
+ if ( device && device.isPresenting ) device.submitFrame();
+
+ };
+
+} + +/**
+ * @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;
+
+ }
+
+ };
+
+} + +/**
+ * @author tschw
+ */
+
+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.numIntersection = 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, clipIntersection, 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.numIntersection = clipIntersection ? this.numPlanes : 0;
+ this.numPlanes += nGlobal;
+
+ }
+
+
+ };
+
+ function resetGlobalState() {
+
+ if ( uniform.value !== globalState ) {
+
+ uniform.value = globalState;
+ uniform.needsUpdate = numGlobalPlanes > 0;
+
+ }
+
+ scope.numPlanes = numGlobalPlanes;
+ scope.numIntersection = 0;
+
+ }
+
+ 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;
+
+ }
+
+} + +// import { Sphere } from '../math/Sphere';
+/**
+ * @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 currentRenderList = null;
+
+ 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,
+ _currentArrayCamera = null,
+
+ _currentScissor = new Vector4(),
+ _currentScissorTest = null,
+
+ _currentViewport = new Vector4(),
+
+ //
+
+ _usedTextureUnits = 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,
+
+ // camera matrices cache
+
+ _projScreenMatrix = new Matrix4(),
+
+ _vector3 = new Vector3(),
+ _matrix4 = new Matrix4(),
+ _matrix42 = new Matrix4(),
+
+ // light arrays cache
+
+ _lights = {
+
+ hash: '',
+
+ ambient: [ 0, 0, 0 ],
+ directional: [],
+ directionalShadowMap: [],
+ directionalShadowMatrix: [],
+ spot: [],
+ spotShadowMap: [],
+ spotShadowMatrix: [],
+ rectArea: [],
+ point: [],
+ pointShadowMap: [],
+ pointShadowMatrix: [],
+ hemi: [],
+
+ shadows: []
+
+ },
+
+ // info
+
+ _infoMemory = {
+ geometries: 0,
+ textures: 0
+ },
+
+ _infoRender = {
+
+ frame: 0,
+ calls: 0,
+ vertices: 0,
+ faces: 0,
+ points: 0
+
+ };
+
+ this.info = {
+
+ render: _infoRender,
+ memory: _infoMemory,
+ programs: null
+
+ };
+
+
+ // initialize
+
+ var _gl;
+
+ try {
+
+ var contextAttributes = {
+ alpha: _alpha,
+ depth: _depth,
+ stencil: _stencil,
+ antialias: _antialias,
+ premultipliedAlpha: _premultipliedAlpha,
+ preserveDrawingBuffer: _preserveDrawingBuffer
+ };
+
+ _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
+
+ 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, _infoMemory );
+ var attributes = new WebGLAttributes( _gl );
+ var geometries = new WebGLGeometries( _gl, attributes, _infoMemory );
+ var objects = new WebGLObjects( _gl, geometries, _infoRender );
+ var programCache = new WebGLPrograms( this, capabilities );
+ var lightCache = new WebGLLights();
+ var renderLists = new WebGLRenderLists();
+
+ var background = new WebGLBackground( this, state, objects, _premultipliedAlpha );
+ var vr = new WebVRManager( this );
+
+ this.info.programs = programCache.programs;
+
+ var bufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender );
+ var indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
+
+ //
+
+ function getTargetPixelRatio() {
+
+ return _currentRenderTarget === null ? _pixelRatio : 1;
+
+ }
+
+ function setDefaultGLState() {
+
+ state.init();
+
+ state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
+ state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
+
+ }
+
+ 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.renderLists = renderLists;
+ this.state = state;
+ this.vr = vr;
+
+ // 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 () {
+
+ var extension = extensions.get( 'WEBGL_lose_context' );
+ if ( extension ) extension.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( _width, _height, false );
+
+ };
+
+ this.getSize = function () {
+
+ return {
+ width: _width,
+ height: _height
+ };
+
+ };
+
+ this.setSize = function ( width, height, updateStyle ) {
+
+ var device = vr.getDevice();
+
+ if ( device && device.isPresenting ) {
+
+ console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
+ return;
+
+ }
+
+ _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.getDrawingBufferSize = function () {
+
+ return {
+ width: _width * _pixelRatio,
+ height: _height * _pixelRatio
+ };
+
+ };
+
+ this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
+
+ _width = width;
+ _height = height;
+
+ _pixelRatio = pixelRatio;
+
+ _canvas.width = width * pixelRatio;
+ _canvas.height = height * pixelRatio;
+
+ this.setViewport( 0, 0, width, height );
+
+ };
+
+ this.setViewport = function ( x, y, width, height ) {
+
+ _viewport.set( x, _height - y - height, width, height );
+ state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
+
+ };
+
+ this.setScissor = function ( x, y, width, height ) {
+
+ _scissor.set( x, _height - y - height, width, height );
+ state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
+
+ };
+
+ this.setScissorTest = function ( boolean ) {
+
+ state.setScissorTest( _scissorTest = boolean );
+
+ };
+
+ // Clearing
+
+ this.getClearColor = background.getClearColor;
+ this.setClearColor = background.setClearColor;
+ this.getClearAlpha = background.getClearAlpha;
+ this.setClearAlpha = background.setClearAlpha;
+
+ this.clear = function ( color, depth, stencil ) {
+
+ var bits = 0;
+
+ if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
+ if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
+ if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
+
+ _gl.clear( bits );
+
+ };
+
+ this.clearColor = function () {
+
+ this.clear( true, false, false );
+
+ };
+
+ this.clearDepth = function () {
+
+ this.clear( false, true, false );
+
+ };
+
+ this.clearStencil = function () {
+
+ this.clear( false, false, true );
+
+ };
+
+ this.clearTarget = function ( renderTarget, color, depth, stencil ) {
+
+ this.setRenderTarget( renderTarget );
+ this.clear( color, depth, stencil );
+
+ };
+
+ // Reset
+
+ this.resetGLState = resetGLState;
+
+ this.dispose = function () {
+
+ _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
+
+ renderLists.dispose();
+
+ };
+
+ // Events
+
+ function onContextLost( event ) {
+
+ event.preventDefault();
+
+ resetGLState();
+ setDefaultGLState();
+
+ properties.clear();
+ objects.clear();
+
+ }
+
+ function onMaterialDispose( event ) {
+
+ var material = event.target;
+
+ material.removeEventListener( 'dispose', onMaterialDispose );
+
+ deallocateMaterial( material );
+
+ }
+
+ // Buffer deallocation
+
+ function deallocateMaterial( material ) {
+
+ releaseMaterialProgramReference( material );
+
+ properties.remove( material );
+
+ }
+
+
+ function releaseMaterialProgramReference( material ) {
+
+ var programInfo = properties.get( material ).program;
+
+ material.program = undefined;
+
+ if ( programInfo !== undefined ) {
+
+ programCache.releaseProgram( programInfo );
+
+ }
+
+ }
+
+ // Buffer rendering
+
+ function renderObjectImmediate( object, program, material ) {
+
+ object.render( function ( object ) {
+
+ _this.renderBufferImmediate( object, program, material );
+
+ } );
+
+ }
+
+ 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 programAttributes = program.getAttributes();
+
+ if ( object.hasPositions ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
+ _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
+
+ state.enableAttribute( programAttributes.position );
+ _gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( object.hasNormals ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
+
+ if ( ! material.isMeshPhongMaterial &&
+ ! material.isMeshStandardMaterial &&
+ ! material.isMeshNormalMaterial &&
+ 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( programAttributes.normal );
+
+ _gl.vertexAttribPointer( programAttributes.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( programAttributes.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( programAttributes.color );
+
+ _gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ state.disableUnusedAttributes();
+
+ _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
+
+ object.count = 0;
+
+ };
+
+ function absNumericalSort( a, b ) {
+
+ return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] );
+
+ }
+
+ this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
+
+ state.setMaterial( material );
+
+ var program = setProgram( camera, fog, material, object );
+ var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );
+
+ var updateBuffers = false;
+
+ if ( geometryProgram !== _currentGeometryProgram ) {
+
+ _currentGeometryProgram = geometryProgram;
+ updateBuffers = true;
+
+ }
+
+ // morph targets
+
+ var morphTargetInfluences = object.morphTargetInfluences;
+
+ if ( morphTargetInfluences !== undefined ) {
+
+ // TODO Remove allocations
+
+ 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 = geometries.getWireframeAttribute( geometry );
+ rangeFactor = 2;
+
+ }
+
+ var attribute;
+ var renderer = bufferRenderer;
+
+ if ( index !== null ) {
+
+ attribute = attributes.get( index );
+
+ renderer = indexedBufferRenderer;
+ renderer.setIndex( attribute );
+
+ }
+
+ if ( updateBuffers ) {
+
+ setupVertexAttributes( material, program, geometry );
+
+ if ( index !== null ) {
+
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
+
+ }
+
+ }
+
+ //
+
+ 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 if ( object.isLineLoop ) {
+
+ renderer.setMode( _gl.LINE_LOOP );
+
+ } 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 ) {
+
+ if ( geometry && geometry.isInstancedBufferGeometry ) {
+
+ if ( extensions.get( 'ANGLE_instanced_arrays' ) === 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 normalized = geometryAttribute.normalized;
+ var size = geometryAttribute.itemSize;
+
+ var attribute = attributes.get( geometryAttribute );
+
+ var buffer = attribute.buffer;
+ var type = attribute.type;
+ var bytesPerElement = attribute.bytesPerElement;
+
+ if ( geometryAttribute.isInterleavedBufferAttribute ) {
+
+ var data = geometryAttribute.data;
+ var stride = data.stride;
+ var offset = geometryAttribute.offset;
+
+ if ( data && data.isInstancedInterleavedBuffer ) {
+
+ state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
+
+ 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 * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
+
+ } else {
+
+ if ( geometryAttribute.isInstancedBufferAttribute ) {
+
+ state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
+
+ 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 * bytesPerElement );
+
+ }
+
+ } 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();
+
+ }
+
+ // Compile
+
+ this.compile = function ( scene, camera ) {
+
+ lights = [];
+
+ scene.traverse( function ( object ) {
+
+ if ( object.isLight ) {
+
+ lights.push( object );
+
+ }
+
+ } );
+
+ setupLights( lights, camera );
+
+ scene.traverse( function ( object ) {
+
+ if ( object.material ) {
+
+ if ( Array.isArray( object.material ) ) {
+
+ for ( var i = 0; i < object.material.length; i ++ ) {
+
+ initMaterial( object.material[ i ], scene.fog, object );
+
+ }
+
+ } else {
+
+ initMaterial( object.material, scene.fog, object );
+
+ }
+
+ }
+
+ } );
+
+ };
+
+ // Rendering
+
+ this.animate = function ( callback ) {
+
+ function onFrame() {
+
+ callback();
+
+ ( vr.getDevice() || window ).requestAnimationFrame( onFrame );
+
+ }
+
+ ( vr.getDevice() || window ).requestAnimationFrame( onFrame );
+
+ };
+
+ this.render = function ( scene, camera, renderTarget, forceClear ) {
+
+ if ( ! ( camera && camera.isCamera ) ) {
+
+ console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
+ return;
+
+ }
+
+ // 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();
+
+ if ( vr.enabled ) {
+
+ camera = vr.getCamera( camera );
+
+ }
+
+ _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
+ _frustum.setFromMatrix( _projScreenMatrix );
+
+ lights.length = 0;
+ sprites.length = 0;
+ lensFlares.length = 0;
+
+ _localClippingEnabled = this.localClippingEnabled;
+ _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
+
+ currentRenderList = renderLists.get( scene, camera );
+ currentRenderList.init();
+
+ projectObject( scene, camera, _this.sortObjects );
+
+ currentRenderList.finish();
+
+ if ( _this.sortObjects === true ) {
+
+ currentRenderList.sort();
+
+ }
+
+ //
+
+ if ( _clippingEnabled ) _clipping.beginShadows();
+
+ setupShadows( lights );
+
+ shadowMap.render( scene, camera );
+
+ setupLights( lights, camera );
+
+ if ( _clippingEnabled ) _clipping.endShadows();
+
+ //
+
+ _infoRender.frame ++;
+ _infoRender.calls = 0;
+ _infoRender.vertices = 0;
+ _infoRender.faces = 0;
+ _infoRender.points = 0;
+
+ if ( renderTarget === undefined ) {
+
+ renderTarget = null;
+
+ }
+
+ this.setRenderTarget( renderTarget );
+
+ //
+
+ background.render( scene, camera, forceClear );
+
+ // render scene
+
+ var opaqueObjects = currentRenderList.opaque;
+ var transparentObjects = currentRenderList.transparent;
+
+ if ( scene.overrideMaterial ) {
+
+ var overrideMaterial = scene.overrideMaterial;
+
+ if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
+ if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
+
+ } else {
+
+ // opaque pass (front-to-back order)
+
+ if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
+
+ // transparent pass (back-to-front order)
+
+ if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
+
+ }
+
+ // 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.buffers.depth.setTest( true );
+ state.buffers.depth.setMask( true );
+ state.buffers.color.setMask( true );
+
+ if ( camera.isArrayCamera ) {
+
+ _this.setScissorTest( false );
+
+ }
+
+ if ( vr.enabled ) {
+
+ vr.submitFrame();
+
+ }
+
+ // _gl.finish();
+
+ };
+
+ /*
+ // TODO Duplicated code (Frustum)
+
+ var _sphere = new Sphere();
+
+ 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, sortObjects ) {
+
+ if ( ! object.visible ) return;
+
+ var visible = object.layers.test( camera.layers );
+
+ if ( visible ) {
+
+ if ( object.isLight ) {
+
+ lights.push( object );
+
+ } else if ( object.isSprite ) {
+
+ if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
+
+ sprites.push( object );
+
+ }
+
+ } else if ( object.isLensFlare ) {
+
+ lensFlares.push( object );
+
+ } else if ( object.isImmediateRenderObject ) {
+
+ if ( sortObjects ) {
+
+ _vector3.setFromMatrixPosition( object.matrixWorld )
+ .applyMatrix4( _projScreenMatrix );
+
+ }
+
+ currentRenderList.push( object, null, object.material, _vector3.z, null );
+
+ } else if ( object.isMesh || object.isLine || object.isPoints ) {
+
+ if ( object.isSkinnedMesh ) {
+
+ object.skeleton.update();
+
+ }
+
+ if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
+
+ if ( sortObjects ) {
+
+ _vector3.setFromMatrixPosition( object.matrixWorld )
+ .applyMatrix4( _projScreenMatrix );
+
+ }
+
+ var geometry = objects.update( object );
+ var material = object.material;
+
+ if ( Array.isArray( material ) ) {
+
+ var groups = geometry.groups;
+
+ for ( var i = 0, l = groups.length; i < l; i ++ ) {
+
+ var group = groups[ i ];
+ var groupMaterial = material[ group.materialIndex ];
+
+ if ( groupMaterial && groupMaterial.visible ) {
+
+ currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );
+
+ }
+
+ }
+
+ } else if ( material.visible ) {
+
+ currentRenderList.push( object, geometry, material, _vector3.z, null );
+
+ }
+
+ }
+
+ }
+
+ }
+
+ var children = object.children;
+
+ for ( var i = 0, l = children.length; i < l; i ++ ) {
+
+ projectObject( children[ i ], camera, sortObjects );
+
+ }
+
+ }
+
+ function renderObjects( renderList, scene, camera, 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;
+
+ if ( camera.isArrayCamera ) {
+
+ _currentArrayCamera = camera;
+
+ var cameras = camera.cameras;
+
+ for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
+
+ var camera2 = cameras[ j ];
+
+ if ( object.layers.test( camera2.layers ) ) {
+
+ var bounds = camera2.bounds;
+
+ var x = bounds.x * _width;
+ var y = bounds.y * _height;
+ var width = bounds.z * _width;
+ var height = bounds.w * _height;
+
+ _this.setViewport( x, y, width, height );
+ _this.setScissor( x, y, width, height );
+ _this.setScissorTest( true );
+
+ renderObject( object, scene, camera2, geometry, material, group );
+
+ }
+
+ }
+
+ } else {
+
+ _currentArrayCamera = null;
+
+ renderObject( object, scene, camera, geometry, material, group );
+
+ }
+
+ }
+
+ }
+
+ function renderObject( object, scene, camera, geometry, material, group ) {
+
+ object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
+ object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
+
+ object.onBeforeRender( _this, scene, camera, geometry, material, group );
+
+ if ( object.isImmediateRenderObject ) {
+
+ state.setMaterial( material );
+
+ var program = setProgram( camera, scene.fog, material, object );
+
+ _currentGeometryProgram = '';
+
+ renderObjectImmediate( object, program, material );
+
+ } else {
+
+ _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
+
+ }
+
+ object.onAfterRender( _this, scene, camera, geometry, material, group );
+
+ }
+
+ function initMaterial( material, fog, object ) {
+
+ var materialProperties = properties.get( material );
+
+ var parameters = programCache.getParameters(
+ material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, 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.shader = {
+ name: material.type,
+ uniforms: UniformsUtils.clone( shader.uniforms ),
+ vertexShader: shader.vertexShader,
+ fragmentShader: shader.fragmentShader
+ };
+
+ } else {
+
+ materialProperties.shader = {
+ name: material.type,
+ uniforms: material.uniforms,
+ vertexShader: material.vertexShader,
+ fragmentShader: material.fragmentShader
+ };
+
+ }
+
+ material.onBeforeCompile( materialProperties.shader );
+
+ program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
+
+ materialProperties.program = program;
+ material.program = program;
+
+ }
+
+ var programAttributes = program.getAttributes();
+
+ if ( material.morphTargets ) {
+
+ material.numSupportedMorphTargets = 0;
+
+ for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
+
+ if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
+
+ material.numSupportedMorphTargets ++;
+
+ }
+
+ }
+
+ }
+
+ if ( material.morphNormals ) {
+
+ material.numSupportedMorphNormals = 0;
+
+ for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
+
+ if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
+
+ material.numSupportedMorphNormals ++;
+
+ }
+
+ }
+
+ }
+
+ var uniforms = materialProperties.shader.uniforms;
+
+ if ( ! material.isShaderMaterial &&
+ ! material.isRawShaderMaterial ||
+ material.clipping === true ) {
+
+ materialProperties.numClippingPlanes = _clipping.numPlanes;
+ materialProperties.numIntersection = _clipping.numIntersection;
+ 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.rectAreaLights.value = _lights.rectArea;
+ 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;
+ // TODO (abelnation): add area lights shadow info to uniforms
+
+ }
+
+ var progUniforms = materialProperties.program.getUniforms(),
+ uniformsList =
+ WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
+
+ materialProperties.uniformsList = uniformsList;
+
+ }
+
+ 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.clipIntersection, 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 ||
+ materialProperties.numIntersection !== _clipping.numIntersection ) ) {
+
+ 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.shader.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.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
+
+ if ( capabilities.logarithmicDepthBuffer ) {
+
+ p_uniforms.setValue( _gl, 'logDepthBufFC',
+ 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
+
+ }
+
+ // Avoid unneeded uniform updates per ArrayCamera's sub-camera
+
+ if ( _currentCamera !== ( _currentArrayCamera || camera ) ) {
+
+ _currentCamera = ( _currentArrayCamera || 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 );
+
+ }
+
+ }
+
+ // 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 ) {
+
+ var bones = skeleton.bones;
+
+ if ( capabilities.floatVertexTextures ) {
+
+ if ( skeleton.boneTexture === undefined ) {
+
+ // 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( bones.length * 4 ); // 4 pixels needed for 1 matrix
+ size = _Math.nextPowerOfTwo( Math.ceil( size ) );
+ size = Math.max( size, 4 );
+
+ var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
+ boneMatrices.set( skeleton.boneMatrices ); // copy current values
+
+ var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
+
+ skeleton.boneMatrices = boneMatrices;
+ skeleton.boneTexture = boneTexture;
+ skeleton.boneTextureSize = size;
+
+ }
+
+ p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
+ p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
+
+ } else {
+
+ p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
+
+ }
+
+ }
+
+ }
+
+ if ( refreshMaterial ) {
+
+ p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
+ p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
+
+ 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.isMeshNormalMaterial ||
+ 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.isMeshToonMaterial ) {
+
+ refreshUniformsToon( 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 ) {
+
+ refreshUniformsNormal( m_uniforms, material );
+
+ }
+
+ // RectAreaLight Texture
+ // TODO (mrdoob): Find a nicer implementation
+
+ if ( m_uniforms.ltcMat !== undefined ) m_uniforms.ltcMat.value = UniformsLib.LTC_MAT_TEXTURE;
+ if ( m_uniforms.ltcMag !== undefined ) m_uniforms.ltcMag.value = UniformsLib.LTC_MAG_TEXTURE;
+
+ WebGLUniforms.upload(
+ _gl, materialProperties.uniformsList, m_uniforms, _this );
+
+ }
+
+
+ // common matrices
+
+ p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
+ p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
+ p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
+
+ 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.lightMap ) {
+
+ uniforms.lightMap.value = material.lightMap;
+ uniforms.lightMapIntensity.value = material.lightMapIntensity;
+
+ }
+
+ 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 = _height * 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.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.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 refreshUniformsToon( uniforms, material ) {
+
+ refreshUniformsPhong( uniforms, material );
+
+ if ( material.gradientMap ) {
+
+ uniforms.gradientMap.value = material.gradientMap;
+
+ }
+
+ }
+
+ 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.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 );
+
+ }
+
+ function refreshUniformsNormal( uniforms, material ) {
+
+ 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 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.rectAreaLights.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;
+ lightShadowsLength ++;
+
+ }
+
+ }
+
+ _lights.shadows.length = lightShadowsLength;
+
+ }
+
+ function setupLights( lights, camera ) {
+
+ var l, ll, light, shadow,
+ r = 0, g = 0, b = 0,
+ color,
+ intensity,
+ distance,
+ shadowMap,
+
+ viewMatrix = camera.matrixWorldInverse,
+
+ directionalLength = 0,
+ pointLength = 0,
+ spotLength = 0,
+ rectAreaLength = 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 ) {
+
+ shadow = light.shadow;
+
+ uniforms.shadowBias = shadow.bias;
+ uniforms.shadowRadius = shadow.radius;
+ uniforms.shadowMapSize = shadow.mapSize;
+
+ }
+
+ _lights.directionalShadowMap[ directionalLength ] = shadowMap;
+ _lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
+ _lights.directional[ directionalLength ] = uniforms;
+
+ directionalLength ++;
+
+ } 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 ) {
+
+ shadow = light.shadow;
+
+ uniforms.shadowBias = shadow.bias;
+ uniforms.shadowRadius = shadow.radius;
+ uniforms.shadowMapSize = shadow.mapSize;
+
+ }
+
+ _lights.spotShadowMap[ spotLength ] = shadowMap;
+ _lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
+ _lights.spot[ spotLength ] = uniforms;
+
+ spotLength ++;
+
+ } else if ( light.isRectAreaLight ) {
+
+ var uniforms = lightCache.get( light );
+
+ // (a) intensity controls irradiance of entire light
+ uniforms.color
+ .copy( color )
+ .multiplyScalar( intensity / ( light.width * light.height ) );
+
+ // (b) intensity controls the radiance per light area
+ // uniforms.color.copy( color ).multiplyScalar( intensity );
+
+ uniforms.position.setFromMatrixPosition( light.matrixWorld );
+ uniforms.position.applyMatrix4( viewMatrix );
+
+ // extract local rotation of light to derive width/height half vectors
+ _matrix42.identity();
+ _matrix4.copy( light.matrixWorld );
+ _matrix4.premultiply( viewMatrix );
+ _matrix42.extractRotation( _matrix4 );
+
+ uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
+ uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
+
+ uniforms.halfWidth.applyMatrix4( _matrix42 );
+ uniforms.halfHeight.applyMatrix4( _matrix42 );
+
+ // TODO (abelnation): RectAreaLight distance?
+ // uniforms.distance = distance;
+
+ _lights.rectArea[ rectAreaLength ] = uniforms;
+
+ rectAreaLength ++;
+
+ } 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 ) {
+
+ shadow = light.shadow;
+
+ uniforms.shadowBias = shadow.bias;
+ uniforms.shadowRadius = shadow.radius;
+ uniforms.shadowMapSize = shadow.mapSize;
+
+ }
+
+ _lights.pointShadowMap[ pointLength ] = shadowMap;
+ _lights.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
+ _lights.point[ pointLength ] = uniforms;
+
+ pointLength ++;
+
+ } 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;
+
+ hemiLength ++;
+
+ }
+
+ }
+
+ _lights.ambient[ 0 ] = r;
+ _lights.ambient[ 1 ] = g;
+ _lights.ambient[ 2 ] = b;
+
+ _lights.directional.length = directionalLength;
+ _lights.spot.length = spotLength;
+ _lights.rectArea.length = rectAreaLength;
+ _lights.point.length = pointLength;
+ _lights.hemi.length = hemiLength;
+
+ // TODO (sam-g-steel) why aren't we using join
+ _lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + 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( 'THREE.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.getRenderTarget = 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 ) ) {
+
+ 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;
+
+ if ( p === HalfFloatType ) {
+
+ extension = extensions.get( 'OES_texture_half_float' );
+
+ if ( extension !== null ) 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;
+
+ if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
+ p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
+
+ 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;
+
+ }
+
+ }
+
+ if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
+ p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
+
+ 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;
+
+ }
+
+ }
+
+ if ( p === RGB_ETC1_Format ) {
+
+ extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
+
+ if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
+
+ }
+
+ if ( p === MinEquation || p === MaxEquation ) {
+
+ extension = extensions.get( 'EXT_blend_minmax' );
+
+ if ( extension !== null ) {
+
+ if ( p === MinEquation ) return extension.MIN_EXT;
+ if ( p === MaxEquation ) return extension.MAX_EXT;
+
+ }
+
+ }
+
+ if ( p === UnsignedInt248Type ) {
+
+ extension = extensions.get( 'WEBGL_depth_texture' );
+
+ if ( extension !== null ) 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.assign( Object.create( Object3D.prototype ), {
+
+ constructor: Scene,
+
+ 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;
+
+ },
+
+ 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: <hex>,
+ * opacity: <float>,
+ * map: new THREE.Texture( <Image> ),
+ *
+ * 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.isSpriteMaterial = true;
+
+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 intersectPoint = new Vector3();
+ var worldPosition = new Vector3();
+ var worldScale = new Vector3();
+
+ return function raycast( raycaster, intersects ) {
+
+ worldPosition.setFromMatrixPosition( this.matrixWorld );
+ raycaster.ray.closestPointToPoint( worldPosition, intersectPoint );
+
+ worldScale.setFromMatrixScale( this.matrixWorld );
+ var guessSizeSq = worldScale.x * worldScale.y / 4;
+
+ if ( worldPosition.distanceToSquared( intersectPoint ) > guessSizeSq ) return;
+
+ var distance = raycaster.ray.origin.distanceTo( intersectPoint );
+
+ if ( distance < raycaster.near || distance > raycaster.far ) return;
+
+ intersects.push( {
+
+ distance: distance,
+ point: intersectPoint.clone(),
+ 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 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 ) {
+
+ // copy the bone array
+
+ bones = bones || [];
+
+ this.bones = bones.slice( 0 );
+ this.boneMatrices = new Float32Array( this.bones.length * 16 );
+
+ // 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 boneInverses is the wrong length.' );
+
+ this.boneInverses = [];
+
+ for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
+
+ this.boneInverses.push( new Matrix4() );
+
+ }
+
+ }
+
+ }
+
+}
+
+Object.assign( Skeleton.prototype, {
+
+ calculateInverses: function () {
+
+ this.boneInverses = [];
+
+ for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
+
+ var inverse = new Matrix4();
+
+ if ( this.bones[ i ] ) {
+
+ inverse.getInverse( this.bones[ i ].matrixWorld );
+
+ }
+
+ this.boneInverses.push( inverse );
+
+ }
+
+ },
+
+ pose: function () {
+
+ var bone, i, il;
+
+ // recover the bind-time world matrices
+
+ for ( i = 0, il = this.bones.length; i < il; i ++ ) {
+
+ bone = this.bones[ i ];
+
+ if ( bone ) {
+
+ bone.matrixWorld.getInverse( this.boneInverses[ i ] );
+
+ }
+
+ }
+
+ // compute the local matrices, positions, rotations and scales
+
+ for ( i = 0, il = this.bones.length; i < il; i ++ ) {
+
+ bone = this.bones[ i ];
+
+ 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();
+ var identityMatrix = new Matrix4();
+
+ return function update() {
+
+ var bones = this.bones;
+ var boneInverses = this.boneInverses;
+ var boneMatrices = this.boneMatrices;
+ var boneTexture = this.boneTexture;
+
+ // flatten bone matrices to array
+
+ for ( var i = 0, il = bones.length; i < il; i ++ ) {
+
+ // compute the offset between the current and the original transform
+
+ var matrix = bones[ i ] ? bones[ i ].matrixWorld : identityMatrix;
+
+ offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
+ offsetMatrix.toArray( boneMatrices, i * 16 );
+
+ }
+
+ if ( boneTexture !== undefined ) {
+
+ boneTexture.needsUpdate = true;
+
+ }
+
+ };
+
+ } )(),
+
+ clone: function () {
+
+ return new Skeleton( this.bones, this.boneInverses );
+
+ }
+
+} ); + +/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author ikerr / http://verold.com
+ */
+
+function Bone() {
+
+ Object3D.call( this );
+
+ this.type = 'Bone';
+
+}
+
+Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
+
+ constructor: Bone,
+
+ isBone: true
+
+} ); + +/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author ikerr / http://verold.com
+ */
+
+function SkinnedMesh( geometry, material ) {
+
+ Mesh.call( this, geometry, material );
+
+ this.type = 'SkinnedMesh';
+
+ this.bindMode = 'attached';
+ this.bindMatrix = new Matrix4();
+ this.bindMatrixInverse = new Matrix4();
+
+ var bones = this.initBones();
+ var skeleton = new Skeleton( bones );
+
+ this.bind( skeleton, this.matrixWorld );
+
+ this.normalizeSkinWeights();
+
+}
+
+SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
+
+ constructor: SkinnedMesh,
+
+ isSkinnedMesh: true,
+
+ initBones: function () {
+
+ var bones = [], bone, gbone;
+ var i, il;
+
+ if ( this.geometry && this.geometry.bones !== undefined ) {
+
+ // first, create array of 'Bone' objects from geometry data
+
+ for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) {
+
+ gbone = this.geometry.bones[ i ];
+
+ // create new 'Bone' object
+
+ bone = new Bone();
+ bones.push( bone );
+
+ // apply values
+
+ bone.name = gbone.name;
+ bone.position.fromArray( gbone.pos );
+ bone.quaternion.fromArray( gbone.rotq );
+ if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl );
+
+ }
+
+ // second, create bone hierarchy
+
+ for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) {
+
+ gbone = this.geometry.bones[ i ];
+
+ if ( ( gbone.parent !== - 1 ) && ( gbone.parent !== null ) && ( bones[ gbone.parent ] !== undefined ) ) {
+
+ // subsequent bones in the hierarchy
+
+ bones[ gbone.parent ].add( bones[ i ] );
+
+ } else {
+
+ // topmost bone, immediate child of the skinned mesh
+
+ this.add( bones[ i ] );
+
+ }
+
+ }
+
+ }
+
+ // now the bones are part of the scene graph and children of the skinned mesh.
+ // let's update the corresponding matrices
+
+ this.updateMatrixWorld( true );
+
+ return bones;
+
+ },
+
+ 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 () {
+
+ var scale, i;
+
+ if ( this.geometry && this.geometry.isGeometry ) {
+
+ for ( i = 0; i < this.geometry.skinWeights.length; i ++ ) {
+
+ var sw = this.geometry.skinWeights[ i ];
+
+ 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 ( 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 );
+
+ 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, force );
+
+ 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 ).copy( this );
+
+ }
+
+} ); + +/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: <hex>,
+ * opacity: <float>,
+ *
+ * linewidth: <float>,
+ * 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.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.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 mgreter / http://github.com/mgreter
+ */
+
+function LineLoop( geometry, material ) {
+
+ Line.call( this, geometry, material );
+
+ this.type = 'LineLoop';
+
+}
+
+LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
+
+ constructor: LineLoop,
+
+ isLineLoop: true,
+
+} ); + +/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: <hex>,
+ * opacity: <float>,
+ * map: new THREE.Texture( <Image> ),
+ *
+ * size: <float>,
+ * sizeAttenuation: <bool>
+ * }
+ */
+
+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 );
+ sphere.radius += threshold;
+
+ 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.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 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 mrdoob / http://mrdoob.com/
+ * @author Mugen87 / https://github.com/Mugen87
+ */
+
+function WireframeGeometry( geometry ) {
+
+ BufferGeometry.call( this );
+
+ this.type = 'WireframeGeometry';
+
+ // buffer
+
+ var vertices = [];
+
+ // helper variables
+
+ var i, j, l, o, ol;
+ var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
+ var key, keys = [ 'a', 'b', 'c' ];
+ var vertex;
+
+ // different logic for Geometry and BufferGeometry
+
+ if ( geometry && geometry.isGeometry ) {
+
+ // create a data structure that contains all edges without duplicates
+
+ var faces = geometry.faces;
+
+ for ( i = 0, l = faces.length; i < l; i ++ ) {
+
+ var face = faces[ i ];
+
+ for ( j = 0; j < 3; j ++ ) {
+
+ edge1 = face[ keys[ j ] ];
+ edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
+ edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
+ edge[ 1 ] = Math.max( edge1, edge2 );
+
+ key = edge[ 0 ] + ',' + edge[ 1 ];
+
+ if ( edges[ key ] === undefined ) {
+
+ edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
+
+ }
+
+ }
+
+ }
+
+ // generate vertices
+
+ for ( key in edges ) {
+
+ e = edges[ key ];
+
+ vertex = geometry.vertices[ e.index1 ];
+ vertices.push( vertex.x, vertex.y, vertex.z );
+
+ vertex = geometry.vertices[ e.index2 ];
+ vertices.push( vertex.x, vertex.y, vertex.z );
+
+ }
+
+ } else if ( geometry && geometry.isBufferGeometry ) {
+
+ var position, indices, groups;
+ var group, start, count;
+ var index1, index2;
+
+ vertex = new Vector3();
+
+ if ( geometry.index !== null ) {
+
+ // indexed BufferGeometry
+
+ position = geometry.attributes.position;
+ indices = geometry.index;
+ groups = geometry.groups;
+
+ if ( groups.length === 0 ) {
+
+ groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
+
+ }
+
+ // create a data structure that contains all eges without duplicates
+
+ for ( o = 0, ol = groups.length; o < ol; ++ o ) {
+
+ group = groups[ o ];
+
+ start = group.start;
+ count = group.count;
+
+ for ( i = start, l = ( start + count ); i < l; i += 3 ) {
+
+ for ( j = 0; j < 3; j ++ ) {
+
+ edge1 = indices.getX( i + j );
+ edge2 = indices.getX( i + ( j + 1 ) % 3 );
+ edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
+ edge[ 1 ] = Math.max( edge1, edge2 );
+
+ key = edge[ 0 ] + ',' + edge[ 1 ];
+
+ if ( edges[ key ] === undefined ) {
+
+ edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
+
+ }
+
+ }
+
+ }
+
+ }
+
+ // generate vertices
+
+ for ( key in edges ) {
+
+ e = edges[ key ];
+
+ vertex.fromBufferAttribute( position, e.index1 );
+ vertices.push( vertex.x, vertex.y, vertex.z );
+
+ vertex.fromBufferAttribute( position, e.index2 );
+ vertices.push( vertex.x, vertex.y, vertex.z );
+
+ }
+
+ } else {
+
+ // non-indexed BufferGeometry
+
+ position = geometry.attributes.position;
+
+ for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
+
+ for ( j = 0; j < 3; j ++ ) {
+
+ // three edges per triangle, an edge is represented as (index1, index2)
+ // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
+
+ index1 = 3 * i + j;
+ vertex.fromBufferAttribute( position, index1 );
+ vertices.push( vertex.x, vertex.y, vertex.z );
+
+ index2 = 3 * i + ( ( j + 1 ) % 3 );
+ vertex.fromBufferAttribute( position, index2 );
+ vertices.push( vertex.x, vertex.y, vertex.z );
+
+ }
+
+ }
+
+ }
+
+ }
+
+ // build geometry
+
+ this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+
+}
+
+WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
+WireframeGeometry.prototype.constructor = WireframeGeometry; + +/**
+ * @author zz85 / https://github.com/zz85
+ * @author Mugen87 / https://github.com/Mugen87
+ *
+ * Parametric Surfaces Geometry
+ * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
+ */
+
+// ParametricGeometry
+
+function ParametricGeometry( func, slices, stacks ) {
+
+ Geometry.call( this );
+
+ this.type = 'ParametricGeometry';
+
+ this.parameters = {
+ func: func,
+ slices: slices,
+ stacks: stacks
+ };
+
+ this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
+ this.mergeVertices();
+
+}
+
+ParametricGeometry.prototype = Object.create( Geometry.prototype );
+ParametricGeometry.prototype.constructor = ParametricGeometry;
+
+// ParametricBufferGeometry
+
+function ParametricBufferGeometry( func, slices, stacks ) {
+
+ BufferGeometry.call( this );
+
+ this.type = 'ParametricBufferGeometry';
+
+ this.parameters = {
+ func: func,
+ slices: slices,
+ stacks: stacks
+ };
+
+ // buffers
+
+ var indices = [];
+ var vertices = [];
+ var normals = [];
+ var uvs = [];
+
+ var EPS = 0.00001;
+
+ var normal = new Vector3();
+
+ var p0 = new Vector3(), p1 = new Vector3();
+ var pu = new Vector3(), pv = new Vector3();
+
+ var i, j;
+
+ // generate vertices, normals and uvs
+
+ var sliceCount = slices + 1;
+
+ for ( i = 0; i <= stacks; i ++ ) {
+
+ var v = i / stacks;
+
+ for ( j = 0; j <= slices; j ++ ) {
+
+ var u = j / slices;
+
+ // vertex
+
+ p0 = func( u, v, p0 );
+ vertices.push( p0.x, p0.y, p0.z );
+
+ // normal
+
+ // approximate tangent vectors via finite differences
+
+ if ( u - EPS >= 0 ) {
+
+ p1 = func( u - EPS, v, p1 );
+ pu.subVectors( p0, p1 );
+
+ } else {
+
+ p1 = func( u + EPS, v, p1 );
+ pu.subVectors( p1, p0 );
+
+ }
+
+ if ( v - EPS >= 0 ) {
+
+ p1 = func( u, v - EPS, p1 );
+ pv.subVectors( p0, p1 );
+
+ } else {
+
+ p1 = func( u, v + EPS, p1 );
+ pv.subVectors( p1, p0 );
+
+ }
+
+ // cross product of tangent vectors returns surface normal
+
+ normal.crossVectors( pu, pv ).normalize();
+ normals.push( normal.x, normal.y, normal.z );
+
+ // uv
+
+ uvs.push( u, v );
+
+ }
+
+ }
+
+ // generate indices
+
+ for ( i = 0; i < stacks; i ++ ) {
+
+ for ( j = 0; j < slices; j ++ ) {
+
+ var a = i * sliceCount + j;
+ var b = i * sliceCount + j + 1;
+ var c = ( i + 1 ) * sliceCount + j + 1;
+ var d = ( i + 1 ) * sliceCount + j;
+
+ // faces one and two
+
+ indices.push( a, b, d );
+ indices.push( b, c, d );
+
+ }
+
+ }
+
+ // build geometry
+
+ this.setIndex( indices );
+ this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+ this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
+ this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
+
+}
+
+ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
+ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry; + +/**
+ * @author clockworkgeek / https://github.com/clockworkgeek
+ * @author timothypratley / https://github.com/timothypratley
+ * @author WestLangley / http://github.com/WestLangley
+ * @author Mugen87 / https://github.com/Mugen87
+ */
+
+// PolyhedronGeometry
+
+function PolyhedronGeometry( vertices, indices, radius, detail ) {
+
+ Geometry.call( this );
+
+ this.type = 'PolyhedronGeometry';
+
+ this.parameters = {
+ vertices: vertices,
+ indices: indices,
+ radius: radius,
+ detail: detail
+ };
+
+ this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
+ this.mergeVertices();
+
+}
+
+PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
+PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
+
+// PolyhedronBufferGeometry
+
+function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
+
+ BufferGeometry.call( this );
+
+ this.type = 'PolyhedronBufferGeometry';
+
+ this.parameters = {
+ vertices: vertices,
+ indices: indices,
+ radius: radius,
+ detail: detail
+ };
+
+ radius = radius || 1;
+ detail = detail || 0;
+
+ // default buffer data
+
+ var vertexBuffer = [];
+ var uvBuffer = [];
+
+ // the subdivision creates the vertex buffer data
+
+ subdivide( detail );
+
+ // all vertices should lie on a conceptual sphere with a given radius
+
+ appplyRadius( radius );
+
+ // finally, create the uv data
+
+ generateUVs();
+
+ // build non-indexed geometry
+
+ this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
+ this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
+ this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
+
+ if ( detail === 0 ) {
+
+ this.computeVertexNormals(); // flat normals
+
+ } else {
+
+ this.normalizeNormals(); // smooth normals
+
+ }
+
+ // helper functions
+
+ function subdivide( detail ) {
+
+ var a = new Vector3();
+ var b = new Vector3();
+ var c = new Vector3();
+
+ // iterate over all faces and apply a subdivison with the given detail value
+
+ for ( var i = 0; i < indices.length; i += 3 ) {
+
+ // get the vertices of the face
+
+ getVertexByIndex( indices[ i + 0 ], a );
+ getVertexByIndex( indices[ i + 1 ], b );
+ getVertexByIndex( indices[ i + 2 ], c );
+
+ // perform subdivision
+
+ subdivideFace( a, b, c, detail );
+
+ }
+
+ }
+
+ function subdivideFace( a, b, c, detail ) {
+
+ var cols = Math.pow( 2, detail );
+
+ // we use this multidimensional array as a data structure for creating the subdivision
+
+ var v = [];
+
+ var i, j;
+
+ // construct all of the vertices for this subdivision
+
+ for ( i = 0; i <= cols; i ++ ) {
+
+ v[ i ] = [];
+
+ var aj = a.clone().lerp( c, i / cols );
+ var bj = b.clone().lerp( c, i / cols );
+
+ var rows = cols - i;
+
+ for ( j = 0; j <= rows; j ++ ) {
+
+ if ( j === 0 && i === cols ) {
+
+ v[ i ][ j ] = aj;
+
+ } else {
+
+ v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
+
+ }
+
+ }
+
+ }
+
+ // construct all of the faces
+
+ for ( i = 0; i < cols; i ++ ) {
+
+ for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
+
+ var k = Math.floor( j / 2 );
+
+ if ( j % 2 === 0 ) {
+
+ pushVertex( v[ i ][ k + 1 ] );
+ pushVertex( v[ i + 1 ][ k ] );
+ pushVertex( v[ i ][ k ] );
+
+ } else {
+
+ pushVertex( v[ i ][ k + 1 ] );
+ pushVertex( v[ i + 1 ][ k + 1 ] );
+ pushVertex( v[ i + 1 ][ k ] );
+
+ }
+
+ }
+
+ }
+
+ }
+
+ function appplyRadius( radius ) {
+
+ var vertex = new Vector3();
+
+ // iterate over the entire buffer and apply the radius to each vertex
+
+ for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
+
+ vertex.x = vertexBuffer[ i + 0 ];
+ vertex.y = vertexBuffer[ i + 1 ];
+ vertex.z = vertexBuffer[ i + 2 ];
+
+ vertex.normalize().multiplyScalar( radius );
+
+ vertexBuffer[ i + 0 ] = vertex.x;
+ vertexBuffer[ i + 1 ] = vertex.y;
+ vertexBuffer[ i + 2 ] = vertex.z;
+
+ }
+
+ }
+
+ function generateUVs() {
+
+ var vertex = new Vector3();
+
+ for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
+
+ vertex.x = vertexBuffer[ i + 0 ];
+ vertex.y = vertexBuffer[ i + 1 ];
+ vertex.z = vertexBuffer[ i + 2 ];
+
+ var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
+ var v = inclination( vertex ) / Math.PI + 0.5;
+ uvBuffer.push( u, 1 - v );
+
+ }
+
+ correctUVs();
+
+ correctSeam();
+
+ }
+
+ function correctSeam() {
+
+ // handle case when face straddles the seam, see #3269
+
+ for ( var i = 0; i < uvBuffer.length; i += 6 ) {
+
+ // uv data of a single face
+
+ var x0 = uvBuffer[ i + 0 ];
+ var x1 = uvBuffer[ i + 2 ];
+ var x2 = uvBuffer[ i + 4 ];
+
+ var max = Math.max( x0, x1, x2 );
+ var min = Math.min( x0, x1, x2 );
+
+ // 0.9 is somewhat arbitrary
+
+ if ( max > 0.9 && min < 0.1 ) {
+
+ if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
+ if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
+ if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
+
+ }
+
+ }
+
+ }
+
+ function pushVertex( vertex ) {
+
+ vertexBuffer.push( vertex.x, vertex.y, vertex.z );
+
+ }
+
+ function getVertexByIndex( index, vertex ) {
+
+ var stride = index * 3;
+
+ vertex.x = vertices[ stride + 0 ];
+ vertex.y = vertices[ stride + 1 ];
+ vertex.z = vertices[ stride + 2 ];
+
+ }
+
+ function correctUVs() {
+
+ var a = new Vector3();
+ var b = new Vector3();
+ var c = new Vector3();
+
+ var centroid = new Vector3();
+
+ var uvA = new Vector2();
+ var uvB = new Vector2();
+ var uvC = new Vector2();
+
+ for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
+
+ a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
+ b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
+ c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
+
+ uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
+ uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
+ uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
+
+ centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
+
+ var azi = azimuth( centroid );
+
+ correctUV( uvA, j + 0, a, azi );
+ correctUV( uvB, j + 2, b, azi );
+ correctUV( uvC, j + 4, c, azi );
+
+ }
+
+ }
+
+ function correctUV( uv, stride, vector, azimuth ) {
+
+ if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
+
+ uvBuffer[ stride ] = uv.x - 1;
+
+ }
+
+ if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
+
+ uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
+
+ }
+
+ }
+
+ // 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 ) ) );
+
+ }
+
+}
+
+PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
+PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry; + +/**
+ * @author timothypratley / https://github.com/timothypratley
+ * @author Mugen87 / https://github.com/Mugen87
+ */
+
+// TetrahedronGeometry
+
+function TetrahedronGeometry( radius, detail ) {
+
+ Geometry.call( this );
+
+ this.type = 'TetrahedronGeometry';
+
+ this.parameters = {
+ radius: radius,
+ detail: detail
+ };
+
+ this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
+ this.mergeVertices();
+
+}
+
+TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
+TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
+
+// TetrahedronBufferGeometry
+
+function TetrahedronBufferGeometry( 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
+ ];
+
+ PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
+
+ this.type = 'TetrahedronBufferGeometry';
+
+ this.parameters = {
+ radius: radius,
+ detail: detail
+ };
+
+}
+
+TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
+TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry; + +/**
+ * @author timothypratley / https://github.com/timothypratley
+ * @author Mugen87 / https://github.com/Mugen87
+ */
+
+// OctahedronGeometry
+
+function OctahedronGeometry( radius, detail ) {
+
+ Geometry.call( this );
+
+ this.type = 'OctahedronGeometry';
+
+ this.parameters = {
+ radius: radius,
+ detail: detail
+ };
+
+ this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
+ this.mergeVertices();
+
+}
+
+OctahedronGeometry.prototype = Object.create( Geometry.prototype );
+OctahedronGeometry.prototype.constructor = OctahedronGeometry;
+
+// OctahedronBufferGeometry
+
+function OctahedronBufferGeometry( 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
+ ];
+
+ PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
+
+ this.type = 'OctahedronBufferGeometry';
+
+ this.parameters = {
+ radius: radius,
+ detail: detail
+ };
+
+}
+
+OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
+OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry; + +/**
+ * @author timothypratley / https://github.com/timothypratley
+ * @author Mugen87 / https://github.com/Mugen87
+ */
+
+// IcosahedronGeometry
+
+function IcosahedronGeometry( radius, detail ) {
+
+ Geometry.call( this );
+
+ this.type = 'IcosahedronGeometry';
+
+ this.parameters = {
+ radius: radius,
+ detail: detail
+ };
+
+ this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
+ this.mergeVertices();
+
+}
+
+IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
+IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
+
+// IcosahedronBufferGeometry
+
+function IcosahedronBufferGeometry( 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
+ ];
+
+ PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
+
+ this.type = 'IcosahedronBufferGeometry';
+
+ this.parameters = {
+ radius: radius,
+ detail: detail
+ };
+
+}
+
+IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
+IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry; + +/**
+ * @author Abe Pazos / https://hamoid.com
+ * @author Mugen87 / https://github.com/Mugen87
+ */
+
+// DodecahedronGeometry
+
+function DodecahedronGeometry( radius, detail ) {
+
+ Geometry.call( this );
+
+ this.type = 'DodecahedronGeometry';
+
+ this.parameters = {
+ radius: radius,
+ detail: detail
+ };
+
+ this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
+ this.mergeVertices();
+
+}
+
+DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
+DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
+
+// DodecahedronBufferGeometry
+
+function DodecahedronBufferGeometry( 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
+ ];
+
+ PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
+
+ this.type = 'DodecahedronBufferGeometry';
+
+ this.parameters = {
+ radius: radius,
+ detail: detail
+ };
+
+}
+
+DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
+DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry; + +/**
+ * @author oosmoxiecode / https://github.com/oosmoxiecode
+ * @author WestLangley / https://github.com/WestLangley
+ * @author zz85 / https://github.com/zz85
+ * @author miningold / https://github.com/miningold
+ * @author jonobr1 / https://github.com/jonobr1
+ * @author Mugen87 / https://github.com/Mugen87
+ *
+ */
+
+// TubeGeometry
+
+function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
+
+ Geometry.call( this );
+
+ this.type = 'TubeGeometry';
+
+ this.parameters = {
+ path: path,
+ tubularSegments: tubularSegments,
+ radius: radius,
+ radialSegments: radialSegments,
+ closed: closed
+ };
+
+ if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );
+
+ var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
+
+ // expose internals
+
+ this.tangents = bufferGeometry.tangents;
+ this.normals = bufferGeometry.normals;
+ this.binormals = bufferGeometry.binormals;
+
+ // create geometry
+
+ this.fromBufferGeometry( bufferGeometry );
+ this.mergeVertices();
+
+}
+
+TubeGeometry.prototype = Object.create( Geometry.prototype );
+TubeGeometry.prototype.constructor = TubeGeometry;
+
+// TubeBufferGeometry
+
+function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
+
+ BufferGeometry.call( this );
+
+ this.type = 'TubeBufferGeometry';
+
+ this.parameters = {
+ path: path,
+ tubularSegments: tubularSegments,
+ radius: radius,
+ radialSegments: radialSegments,
+ closed: closed
+ };
+
+ tubularSegments = tubularSegments || 64;
+ radius = radius || 1;
+ radialSegments = radialSegments || 8;
+ closed = closed || false;
+
+ var frames = path.computeFrenetFrames( tubularSegments, closed );
+
+ // expose internals
+
+ this.tangents = frames.tangents;
+ this.normals = frames.normals;
+ this.binormals = frames.binormals;
+
+ // helper variables
+
+ var vertex = new Vector3();
+ var normal = new Vector3();
+ var uv = new Vector2();
+
+ var i, j;
+
+ // buffer
+
+ var vertices = [];
+ var normals = [];
+ var uvs = [];
+ var indices = [];
+
+ // create buffer data
+
+ generateBufferData();
+
+ // build geometry
+
+ this.setIndex( indices );
+ this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+ this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
+ this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
+
+ // functions
+
+ function generateBufferData() {
+
+ for ( i = 0; i < tubularSegments; i ++ ) {
+
+ generateSegment( i );
+
+ }
+
+ // if the geometry is not closed, generate the last row of vertices and normals
+ // at the regular position on the given path
+ //
+ // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
+
+ generateSegment( ( closed === false ) ? tubularSegments : 0 );
+
+ // uvs are generated in a separate function.
+ // this makes it easy compute correct values for closed geometries
+
+ generateUVs();
+
+ // finally create faces
+
+ generateIndices();
+
+ }
+
+ function generateSegment( i ) {
+
+ // we use getPointAt to sample evenly distributed points from the given path
+
+ var P = path.getPointAt( i / tubularSegments );
+
+ // retrieve corresponding normal and binormal
+
+ var N = frames.normals[ i ];
+ var B = frames.binormals[ i ];
+
+ // generate normals and vertices for the current segment
+
+ for ( j = 0; j <= radialSegments; j ++ ) {
+
+ var v = j / radialSegments * Math.PI * 2;
+
+ var sin = Math.sin( v );
+ var cos = - Math.cos( v );
+
+ // normal
+
+ normal.x = ( cos * N.x + sin * B.x );
+ normal.y = ( cos * N.y + sin * B.y );
+ normal.z = ( cos * N.z + sin * B.z );
+ normal.normalize();
+
+ normals.push( normal.x, normal.y, normal.z );
+
+ // vertex
+
+ vertex.x = P.x + radius * normal.x;
+ vertex.y = P.y + radius * normal.y;
+ vertex.z = P.z + radius * normal.z;
+
+ vertices.push( vertex.x, vertex.y, vertex.z );
+
+ }
+
+ }
+
+ function generateIndices() {
+
+ for ( j = 1; j <= tubularSegments; j ++ ) {
+
+ for ( i = 1; i <= radialSegments; i ++ ) {
+
+ 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;
+
+ // faces
+
+ indices.push( a, b, d );
+ indices.push( b, c, d );
+
+ }
+
+ }
+
+ }
+
+ function generateUVs() {
+
+ for ( i = 0; i <= tubularSegments; i ++ ) {
+
+ for ( j = 0; j <= radialSegments; j ++ ) {
+
+ uv.x = i / tubularSegments;
+ uv.y = j / radialSegments;
+
+ uvs.push( uv.x, uv.y );
+
+ }
+
+ }
+
+ }
+
+}
+
+TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
+TubeBufferGeometry.prototype.constructor = TubeBufferGeometry; + +/**
+ * @author oosmoxiecode
+ * @author Mugen87 / https://github.com/Mugen87
+ *
+ * based on http://www.blackpawn.com/texts/pqtorus/
+ */
+
+// TorusKnotGeometry
+
+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;
+
+// TorusKnotBufferGeometry
+
+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;
+
+ // buffers
+
+ var indices = [];
+ var vertices = [];
+ var normals = [];
+ var uvs = [];
+
+ // helper variables
+
+ var i, j;
+
+ var vertex = new Vector3();
+ var normal = new Vector3();
+
+ 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 );
+
+ vertices.push( 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.push( normal.x, normal.y, normal.z );
+
+ // uv
+
+ uvs.push( i / tubularSegments );
+ uvs.push( j / radialSegments );
+
+ }
+
+ }
+
+ // 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;
+
+ // faces
+
+ indices.push( a, b, d );
+ indices.push( b, c, d );
+
+ }
+
+ }
+
+ // build geometry
+
+ this.setIndex( indices );
+ this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+ this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
+ this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
+
+ // 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
+ * @author mrdoob / http://mrdoob.com/
+ * @author Mugen87 / https://github.com/Mugen87
+ */
+
+// TorusGeometry
+
+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 ) );
+ this.mergeVertices();
+
+}
+
+TorusGeometry.prototype = Object.create( Geometry.prototype );
+TorusGeometry.prototype.constructor = TorusGeometry;
+
+// TorusBufferGeometry
+
+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;
+
+ // buffers
+
+ var indices = [];
+ var vertices = [];
+ var normals = [];
+ var uvs = [];
+
+ // 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.push( vertex.x, vertex.y, vertex.z );
+
+ // normal
+
+ center.x = radius * Math.cos( u );
+ center.y = radius * Math.sin( u );
+ normal.subVectors( vertex, center ).normalize();
+
+ normals.push( normal.x, normal.y, normal.z );
+
+ // uv
+
+ uvs.push( i / tubularSegments );
+ uvs.push( j / radialSegments );
+
+ }
+
+ }
+
+ // 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;
+
+ // faces
+
+ indices.push( a, b, d );
+ indices.push( b, c, d );
+
+ }
+
+ }
+
+ // build geometry
+
+ this.setIndex( indices );
+ this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+ this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
+ this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
+
+}
+
+TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
+TorusBufferGeometry.prototype.constructor = TorusBufferGeometry; + +/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ */
+
+var 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 ( ( bx - ax ) * ( cy - ay ) - ( by - ay ) * ( cx - ax ) <= 0 ) 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 ( ShapeUtils.area( contour ) > 0.0 ) {
+
+ for ( v = 0; v < n; v ++ ) verts[ v ] = v;
+
+ } else {
+
+ for ( v = 0; v < n; v ++ ) verts[ v ] = ( n - 1 ) - v;
+
+ }
+
+ var nv = n;
+
+ /* remove nv - 2 vertices, creating 1 triangle every time */
+
+ var count = 2 * nv; /* error detection */
+
+ for ( v = nv - 1; nv > 2; ) {
+
+ /* if we loop, it is probably a non-simple polygon */
+
+ if ( ( count -- ) <= 0 ) {
+
+ //** Triangulate: ERROR - probable bad polygon!
+
+ //throw ( "Warning, unable to triangulate polygon!" );
+ //return null;
+ // Sometimes warning is fine, especially polygons are triangulated in reverse.
+ console.warn( 'THREE.ShapeUtils: Unable to triangulate polygon! in triangulate()' );
+
+ if ( indices ) return vertIndices;
+ return result;
+
+ }
+
+ /* three consecutive vertices in current polygon, <u,v,w> */
+
+ u = v; if ( nv <= u ) u = 0; /* previous */
+ v = u + 1; if ( nv <= v ) v = 0; /* new v */
+ w = v + 1; if ( nv <= w ) w = 0; /* next */
+
+ if ( snip( contour, u, v, w, nv, verts ) ) {
+
+ var a, b, c, s, t;
+
+ /* true names of the vertices */
+
+ a = verts[ u ];
+ b = verts[ v ];
+ c = verts[ w ];
+
+ /* output Triangle */
+
+ result.push( [ contour[ a ],
+ contour[ b ],
+ contour[ c ] ] );
+
+
+ vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );
+
+ /* remove v from the remaining polygon */
+
+ for ( s = v, t = v + 1; t < nv; s ++, t ++ ) {
+
+ verts[ s ] = verts[ t ];
+
+ }
+
+ nv --;
+
+ /* reset error detection counter */
+
+ count = 2 * nv;
+
+ }
+
+ }
+
+ if ( indices ) return vertIndices;
+ return result;
+
+ }
+
+ } )(),
+
+ triangulateShape: function ( contour, holes ) {
+
+ function 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 = 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 ShapeUtils.area( pts ) < 0;
+
+ }
+
+}; + +/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ *
+ * Creates extruded geometry from a path shape.
+ *
+ * parameters = {
+ *
+ * curveSegments: <int>, // number of points on the curves
+ * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
+ * amount: <int>, // Depth to extrude the shape
+ *
+ * bevelEnabled: <bool>, // turn on bevel
+ * bevelThickness: <float>, // how deep into the original shape bevel goes
+ * bevelSize: <float>, // how far from shape outline is bevel
+ * bevelSegments: <int>, // number of bevel layers
+ *
+ * extrudePath: <THREE.Curve> // curve to extrude shape along
+ * frames: <Object> // containing arrays of tangents, normals, binormals
+ *
+ * UVGenerator: <Object> // object that provides UV generator functions
+ *
+ * }
+ */
+
+// ExtrudeGeometry
+
+function ExtrudeGeometry( shapes, options ) {
+
+ Geometry.call( this );
+
+ this.type = 'ExtrudeGeometry';
+
+ this.parameters = {
+ shapes: shapes,
+ options: options
+ };
+
+ this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
+ this.mergeVertices();
+
+}
+
+ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
+ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
+
+// ExtrudeBufferGeometry
+
+function ExtrudeBufferGeometry( shapes, options ) {
+
+ if ( typeof ( shapes ) === "undefined" ) {
+
+ return;
+
+ }
+
+ BufferGeometry.call( this );
+
+ this.type = 'ExtrudeBufferGeometry';
+
+ shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
+
+ this.addShapeList( shapes, options );
+
+ this.computeVertexNormals();
+
+ // 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 ) );
+
+}
+
+ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
+ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
+
+ExtrudeBufferGeometry.prototype.getArrays = function () {
+
+ var positionAttribute = this.getAttribute( "position" );
+ var verticesArray = positionAttribute ? Array.prototype.slice.call( positionAttribute.array ) : [];
+
+ var uvAttribute = this.getAttribute( "uv" );
+ var uvArray = uvAttribute ? Array.prototype.slice.call( uvAttribute.array ) : [];
+
+ var IndexAttribute = this.index;
+ var indicesArray = IndexAttribute ? Array.prototype.slice.call( IndexAttribute.array ) : [];
+
+ return {
+ position: verticesArray,
+ uv: uvArray,
+ index: indicesArray
+ };
+
+};
+
+ExtrudeBufferGeometry.prototype.addShapeList = function ( shapes, options ) {
+
+ var sl = shapes.length;
+ options.arrays = this.getArrays();
+
+ for ( var s = 0; s < sl; s ++ ) {
+
+ var shape = shapes[ s ];
+ this.addShape( shape, options );
+
+ }
+
+ this.setIndex( options.arrays.index );
+ this.addAttribute( 'position', new Float32BufferAttribute( options.arrays.position, 3 ) );
+ this.addAttribute( 'uv', new Float32BufferAttribute( options.arrays.uv, 2 ) );
+
+};
+
+ExtrudeBufferGeometry.prototype.addShape = function ( shape, options ) {
+
+ var arrays = options.arrays ? options.arrays : this.getArrays();
+ var verticesArray = arrays.position;
+ var indicesArray = arrays.index;
+ var uvArray = arrays.uv;
+
+ var placeholder = [];
+
+
+ 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
+
+ // TODO1 - have a .isClosed in spline?
+
+ splineTube = options.frames !== undefined ? options.frames : extrudePath.computeFrenetFrames( 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 shapePoints = shape.extractPoints( curveSegments );
+
+ var vertices = shapePoints.shape;
+ var holes = shapePoints.holes;
+
+ var reverse = ! 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 ( ShapeUtils.isClockWise( ahole ) ) {
+
+ holes[ h ] = ahole.reverse();
+
+ }
+
+ }
+
+ }
+
+
+ var faces = 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; // 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() {
+
+ var start = verticesArray.length/3;
+
+ 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 );
+
+ }
+
+ }
+
+ scope.addGroup( start, verticesArray.length/3 -start, options.material !== undefined ? options.material : 0);
+
+ }
+
+ // Create faces for the z-sides of the shape
+
+ function buildSideFaces() {
+
+ var start = verticesArray.length/3;
+ 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;
+
+ }
+
+
+ scope.addGroup( start, verticesArray.length/3 -start, options.extrudeMaterial !== undefined ? options.extrudeMaterial : 1);
+
+
+ }
+
+ 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 ) {
+
+ placeholder.push( x );
+ placeholder.push( y );
+ placeholder.push( z );
+
+ }
+
+
+ function f3( a, b, c ) {
+
+ addVertex( a );
+ addVertex( b );
+ addVertex( c );
+
+ var nextIndex = verticesArray.length / 3;
+ var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
+
+ addUV( uvs[ 0 ] );
+ addUV( uvs[ 1 ] );
+ addUV( uvs[ 2 ] );
+
+ }
+
+ function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {
+
+ addVertex( a );
+ addVertex( b );
+ addVertex( d );
+
+ addVertex( b );
+ addVertex( c );
+ addVertex( d );
+
+
+ var nextIndex = verticesArray.length / 3;
+ var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
+
+ addUV( uvs[ 0 ] );
+ addUV( uvs[ 1 ] );
+ addUV( uvs[ 3 ] );
+
+ addUV( uvs[ 1 ] );
+ addUV( uvs[ 2 ] );
+ addUV( uvs[ 3 ] );
+
+ }
+
+ function addVertex( index ) {
+
+ indicesArray.push( verticesArray.length / 3 );
+ verticesArray.push( placeholder[ index * 3 + 0 ] );
+ verticesArray.push( placeholder[ index * 3 + 1 ] );
+ verticesArray.push( placeholder[ index * 3 + 2 ] );
+
+ }
+
+
+ function addUV( vector2 ) {
+
+ uvArray.push( vector2.x );
+ uvArray.push( vector2.y );
+
+ }
+
+ if ( ! options.arrays ) {
+
+ this.setIndex( indicesArray );
+ this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
+ this.addAttribute( 'uv', new Float32BufferAttribute( options.arrays.uv, 2 ) );
+
+ }
+
+};
+
+ExtrudeGeometry.WorldUVGenerator = {
+
+ generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
+
+ var a_x = vertices[ indexA * 3 ];
+ var a_y = vertices[ indexA * 3 + 1 ];
+ var b_x = vertices[ indexB * 3 ];
+ var b_y = vertices[ indexB * 3 + 1 ];
+ var c_x = vertices[ indexC * 3 ];
+ var c_y = vertices[ indexC * 3 + 1 ];
+
+ return [
+ new Vector2( a_x, a_y ),
+ new Vector2( b_x, b_y ),
+ new Vector2( c_x, c_y )
+ ];
+
+ },
+
+ generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
+
+ var a_x = vertices[ indexA * 3 ];
+ var a_y = vertices[ indexA * 3 + 1 ];
+ var a_z = vertices[ indexA * 3 + 2 ];
+ var b_x = vertices[ indexB * 3 ];
+ var b_y = vertices[ indexB * 3 + 1 ];
+ var b_z = vertices[ indexB * 3 + 2 ];
+ var c_x = vertices[ indexC * 3 ];
+ var c_y = vertices[ indexC * 3 + 1 ];
+ var c_z = vertices[ indexC * 3 + 2 ];
+ var d_x = vertices[ indexD * 3 ];
+ var d_y = vertices[ indexD * 3 + 1 ];
+ var d_z = vertices[ indexD * 3 + 2 ];
+
+ 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: <THREE.Font>, // font
+ *
+ * size: <float>, // size of the text
+ * height: <float>, // thickness to extrude text
+ * curveSegments: <int>, // number of points on the curves
+ *
+ * bevelEnabled: <bool>, // turn on bevel
+ * bevelThickness: <float>, // how deep into text bevel goes
+ * bevelSize: <float> // how far from text outline is bevel
+ * }
+ */
+
+// TextGeometry
+
+function TextGeometry( text, parameters ) {
+
+ Geometry.call( this );
+
+ this.type = 'TextGeometry';
+
+ this.parameters = {
+ text: text,
+ parameters: parameters
+ };
+
+ this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
+ this.mergeVertices();
+
+}
+
+TextGeometry.prototype = Object.create( Geometry.prototype );
+TextGeometry.prototype.constructor = TextGeometry;
+
+// TextBufferGeometry
+
+function TextBufferGeometry( text, parameters ) {
+
+ parameters = parameters || {};
+
+ var font = parameters.font;
+
+ if ( ! ( font && font.isFont ) ) {
+
+ 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;
+
+ ExtrudeBufferGeometry.call( this, shapes, parameters );
+
+ this.type = 'TextBufferGeometry';
+
+}
+
+TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
+TextBufferGeometry.prototype.constructor = TextBufferGeometry; + +/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author benaadams / https://twitter.com/ben_a_adams
+ * @author Mugen87 / https://github.com/Mugen87
+ */
+
+// SphereGeometry
+
+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 ) );
+ this.mergeVertices();
+
+}
+
+SphereGeometry.prototype = Object.create( Geometry.prototype );
+SphereGeometry.prototype.constructor = SphereGeometry;
+
+// SphereBufferGeometry
+
+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 ix, iy;
+
+ var index = 0;
+ var grid = [];
+
+ var vertex = new Vector3();
+ var normal = new Vector3();
+
+ // buffers
+
+ var indices = [];
+ var vertices = [];
+ var normals = [];
+ var uvs = [];
+
+ // generate vertices, normals and uvs
+
+ for ( iy = 0; iy <= heightSegments; iy ++ ) {
+
+ var verticesRow = [];
+
+ var v = iy / heightSegments;
+
+ for ( ix = 0; ix <= widthSegments; ix ++ ) {
+
+ var u = ix / widthSegments;
+
+ // vertex
+
+ vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
+ vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
+ vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
+
+ vertices.push( vertex.x, vertex.y, vertex.z );
+
+ // normal
+
+ normal.set( vertex.x, vertex.y, vertex.z ).normalize();
+ normals.push( normal.x, normal.y, normal.z );
+
+ // uv
+
+ uvs.push( u, 1 - v );
+
+ verticesRow.push( index ++ );
+
+ }
+
+ grid.push( verticesRow );
+
+ }
+
+ // indices
+
+ for ( iy = 0; iy < heightSegments; iy ++ ) {
+
+ for ( ix = 0; ix < widthSegments; ix ++ ) {
+
+ var a = grid[ iy ][ ix + 1 ];
+ var b = grid[ iy ][ ix ];
+ var c = grid[ iy + 1 ][ ix ];
+ var d = grid[ iy + 1 ][ ix + 1 ];
+
+ if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
+ if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
+
+ }
+
+ }
+
+ // build geometry
+
+ this.setIndex( indices );
+ this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+ this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
+ this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
+
+}
+
+SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
+SphereBufferGeometry.prototype.constructor = SphereBufferGeometry; + +/**
+ * @author Kaleb Murphy
+ * @author Mugen87 / https://github.com/Mugen87
+ */
+
+// RingGeometry
+
+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 ) );
+ this.mergeVertices();
+
+}
+
+RingGeometry.prototype = Object.create( Geometry.prototype );
+RingGeometry.prototype.constructor = RingGeometry;
+
+// RingBufferGeometry
+
+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;
+
+ // buffers
+
+ var indices = [];
+ var vertices = [];
+ var normals = [];
+ var uvs = [];
+
+ // some helper variables
+
+ var 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
+
+ for ( j = 0; j <= phiSegments; j ++ ) {
+
+ for ( i = 0; i <= thetaSegments; i ++ ) {
+
+ // values are generate from the inside of the ring to the outside
+
+ segment = thetaStart + i / thetaSegments * thetaLength;
+
+ // vertex
+
+ vertex.x = radius * Math.cos( segment );
+ vertex.y = radius * Math.sin( segment );
+
+ vertices.push( vertex.x, vertex.y, vertex.z );
+
+ // normal
+
+ normals.push( 0, 0, 1 );
+
+ // uv
+
+ uv.x = ( vertex.x / outerRadius + 1 ) / 2;
+ uv.y = ( vertex.y / outerRadius + 1 ) / 2;
+
+ uvs.push( uv.x, uv.y );
+
+ }
+
+ // increase the radius for next row of vertices
+
+ radius += radiusStep;
+
+ }
+
+ // indices
+
+ for ( j = 0; j < phiSegments; j ++ ) {
+
+ var thetaSegmentLevel = j * ( thetaSegments + 1 );
+
+ for ( i = 0; i < thetaSegments; i ++ ) {
+
+ segment = i + thetaSegmentLevel;
+
+ var a = segment;
+ var b = segment + thetaSegments + 1;
+ var c = segment + thetaSegments + 2;
+ var d = segment + 1;
+
+ // faces
+
+ indices.push( a, b, d );
+ indices.push( b, c, d );
+
+ }
+
+ }
+
+ // build geometry
+
+ this.setIndex( indices );
+ this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+ this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
+ this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
+
+}
+
+RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
+RingBufferGeometry.prototype.constructor = RingBufferGeometry; + +/**
+ * @author astrodud / http://astrodud.isgreat.org/
+ * @author zz85 / https://github.com/zz85
+ * @author bhouston / http://clara.io
+ * @author Mugen87 / https://github.com/Mugen87
+ */
+
+// LatheGeometry
+
+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;
+
+// LatheBufferGeometry
+
+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 = _Math.clamp( phiLength, 0, Math.PI * 2 );
+
+
+ // buffers
+
+ var indices = [];
+ var vertices = [];
+ var uvs = [];
+
+ // helper variables
+
+ var 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.push( vertex.x, vertex.y, vertex.z );
+
+ // uv
+
+ uv.x = i / segments;
+ uv.y = j / ( points.length - 1 );
+
+ uvs.push( uv.x, uv.y );
+
+
+ }
+
+ }
+
+ // indices
+
+ for ( i = 0; i < segments; i ++ ) {
+
+ for ( j = 0; j < ( points.length - 1 ); j ++ ) {
+
+ base = j + i * points.length;
+
+ var a = base;
+ var b = base + points.length;
+ var c = base + points.length + 1;
+ var d = base + 1;
+
+ // faces
+
+ indices.push( a, b, d );
+ indices.push( b, c, d );
+
+ }
+
+ }
+
+ // build geometry
+
+ this.setIndex( indices );
+ this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+ this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
+
+ // 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;
+
+ }
+
+ }
+
+}
+
+LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
+LatheBufferGeometry.prototype.constructor = LatheBufferGeometry; + +/**
+ * @author jonobr1 / http://jonobr1.com
+ * @author Mugen87 / https://github.com/Mugen87
+ */
+
+// ShapeGeometry
+
+function ShapeGeometry( shapes, curveSegments ) {
+
+ Geometry.call( this );
+
+ this.type = 'ShapeGeometry';
+
+ if ( typeof curveSegments === 'object' ) {
+
+ console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
+
+ curveSegments = curveSegments.curveSegments;
+
+ }
+
+ this.parameters = {
+ shapes: shapes,
+ curveSegments: curveSegments
+ };
+
+ this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
+ this.mergeVertices();
+
+}
+
+ShapeGeometry.prototype = Object.create( Geometry.prototype );
+ShapeGeometry.prototype.constructor = ShapeGeometry;
+
+// ShapeBufferGeometry
+
+function ShapeBufferGeometry( shapes, curveSegments ) {
+
+ BufferGeometry.call( this );
+
+ this.type = 'ShapeBufferGeometry';
+
+ this.parameters = {
+ shapes: shapes,
+ curveSegments: curveSegments
+ };
+
+ curveSegments = curveSegments || 12;
+
+ // buffers
+
+ var indices = [];
+ var vertices = [];
+ var normals = [];
+ var uvs = [];
+
+ // helper variables
+
+ var groupStart = 0;
+ var groupCount = 0;
+
+ // allow single and array values for "shapes" parameter
+
+ if ( Array.isArray( shapes ) === false ) {
+
+ addShape( shapes );
+
+ } else {
+
+ for ( var i = 0; i < shapes.length; i ++ ) {
+
+ addShape( shapes[ i ] );
+
+ this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
+
+ groupStart += groupCount;
+ groupCount = 0;
+
+ }
+
+ }
+
+ // build geometry
+
+ this.setIndex( indices );
+ this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+ this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
+ this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
+
+
+ // helper functions
+
+ function addShape( shape ) {
+
+ var i, l, shapeHole;
+
+ var indexOffset = vertices.length / 3;
+ var points = shape.extractPoints( curveSegments );
+
+ var shapeVertices = points.shape;
+ var shapeHoles = points.holes;
+
+ // check direction of vertices
+
+ if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
+
+ shapeVertices = shapeVertices.reverse();
+
+ // also check if holes are in the opposite direction
+
+ for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
+
+ shapeHole = shapeHoles[ i ];
+
+ if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
+
+ shapeHoles[ i ] = shapeHole.reverse();
+
+ }
+
+ }
+
+ }
+
+ var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
+
+ // join vertices of inner and outer paths to a single array
+
+ for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
+
+ shapeHole = shapeHoles[ i ];
+ shapeVertices = shapeVertices.concat( shapeHole );
+
+ }
+
+ // vertices, normals, uvs
+
+ for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
+
+ var vertex = shapeVertices[ i ];
+
+ vertices.push( vertex.x, vertex.y, 0 );
+ normals.push( 0, 0, 1 );
+ uvs.push( vertex.x, vertex.y ); // world uvs
+
+ }
+
+ // incides
+
+ for ( i = 0, l = faces.length; i < l; i ++ ) {
+
+ var face = faces[ i ];
+
+ var a = face[ 0 ] + indexOffset;
+ var b = face[ 1 ] + indexOffset;
+ var c = face[ 2 ] + indexOffset;
+
+ indices.push( a, b, c );
+ groupCount += 3;
+
+ }
+
+ }
+
+}
+
+ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
+ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry; + +/**
+ * @author WestLangley / http://github.com/WestLangley
+ * @author Mugen87 / https://github.com/Mugen87
+ */
+
+function EdgesGeometry( geometry, thresholdAngle ) {
+
+ BufferGeometry.call( this );
+
+ this.type = 'EdgesGeometry';
+
+ this.parameters = {
+ thresholdAngle: thresholdAngle
+ };
+
+ thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
+
+ // buffer
+
+ var vertices = [];
+
+ // helper variables
+
+ var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
+ var edge = [ 0, 0 ], edges = {}, edge1, edge2;
+ var key, keys = [ 'a', 'b', 'c' ];
+
+ // prepare source geometry
+
+ var geometry2;
+
+ if ( geometry.isBufferGeometry ) {
+
+ geometry2 = new Geometry();
+ geometry2.fromBufferGeometry( geometry );
+
+ } else {
+
+ geometry2 = geometry.clone();
+
+ }
+
+ geometry2.mergeVertices();
+ geometry2.computeFaceNormals();
+
+ var sourceVertices = geometry2.vertices;
+ var faces = geometry2.faces;
+
+ // now create a data structure where each entry represents an edge with its adjoining faces
+
+ for ( var i = 0, l = faces.length; i < l; i ++ ) {
+
+ var face = faces[ i ];
+
+ for ( var j = 0; j < 3; j ++ ) {
+
+ edge1 = face[ keys[ j ] ];
+ edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
+ edge[ 0 ] = Math.min( edge1, edge2 );
+ edge[ 1 ] = Math.max( edge1, edge2 );
+
+ key = edge[ 0 ] + ',' + edge[ 1 ];
+
+ if ( edges[ key ] === undefined ) {
+
+ edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
+
+ } else {
+
+ edges[ key ].face2 = i;
+
+ }
+
+ }
+
+ }
+
+ // generate vertices
+
+ for ( key in edges ) {
+
+ var e = edges[ key ];
+
+ // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
+
+ if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
+
+ var vertex = sourceVertices[ e.index1 ];
+ vertices.push( vertex.x, vertex.y, vertex.z );
+
+ vertex = sourceVertices[ e.index2 ];
+ vertices.push( vertex.x, vertex.y, vertex.z );
+
+ }
+
+ }
+
+ // build geometry
+
+ this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+
+}
+
+EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
+EdgesGeometry.prototype.constructor = EdgesGeometry; + +/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author Mugen87 / https://github.com/Mugen87
+ */
+
+// CylinderGeometry
+
+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;
+
+// CylinderBufferGeometry
+
+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;
+
+ // buffers
+
+ var indices = [];
+ var vertices = [];
+ var normals = [];
+ var uvs = [];
+
+ // helper variables
+
+ var index = 0;
+ var indexArray = [];
+ var halfHeight = height / 2;
+ 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', new Float32BufferAttribute( vertices, 3 ) );
+ this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
+ this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
+
+ 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.push( vertex.x, vertex.y, vertex.z );
+
+ // normal
+
+ normal.set( sinTheta, slope, cosTheta ).normalize();
+ normals.push( normal.x, normal.y, normal.z );
+
+ // uv
+
+ uvs.push( u, 1 - v );
+
+ // save index of vertex in respective row
+
+ indexRow.push( 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 a = indexArray[ y ][ x ];
+ var b = indexArray[ y + 1 ][ x ];
+ var c = indexArray[ y + 1 ][ x + 1 ];
+ var d = indexArray[ y ][ x + 1 ];
+
+ // faces
+
+ indices.push( a, b, d );
+ indices.push( b, c, d );
+
+ // update group counter
+
+ 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.push( 0, halfHeight * sign, 0 );
+
+ // normal
+
+ normals.push( 0, sign, 0 );
+
+ // uv
+
+ uvs.push( 0.5, 0.5 );
+
+ // 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.push( vertex.x, vertex.y, vertex.z );
+
+ // normal
+
+ normals.push( 0, sign, 0 );
+
+ // uv
+
+ uv.x = ( cosTheta * 0.5 ) + 0.5;
+ uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
+ uvs.push( 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.push( i, i + 1, c );
+
+ } else {
+
+ // face bottom
+
+ indices.push( i + 1, i, c );
+
+ }
+
+ 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 abelnation / http://github.com/abelnation
+ */
+
+// ConeGeometry
+
+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;
+
+// ConeBufferGeometry
+
+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,
+ openEnded: openEnded,
+ thetaStart: thetaStart,
+ thetaLength: thetaLength
+ };
+
+}
+
+ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
+ConeBufferGeometry.prototype.constructor = ConeBufferGeometry; + +/**
+ * @author benaadams / https://twitter.com/ben_a_adams
+ * @author Mugen87 / https://github.com/Mugen87
+ * @author hughes
+ */
+
+// CircleGeometry
+
+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 ) );
+ this.mergeVertices();
+
+}
+
+CircleGeometry.prototype = Object.create( Geometry.prototype );
+CircleGeometry.prototype.constructor = CircleGeometry;
+
+// CircleBufferGeometry
+
+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;
+
+ // buffers
+
+ var indices = [];
+ var vertices = [];
+ var normals = [];
+ var uvs = [];
+
+ // helper variables
+
+ var i, s;
+ var vertex = new Vector3();
+ var uv = new Vector2();
+
+ // center point
+
+ vertices.push( 0, 0, 0 );
+ normals.push( 0, 0, 1 );
+ uvs.push( 0.5, 0.5 );
+
+ for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
+
+ var segment = thetaStart + s / segments * thetaLength;
+
+ // vertex
+
+ vertex.x = radius * Math.cos( segment );
+ vertex.y = radius * Math.sin( segment );
+
+ vertices.push( vertex.x, vertex.y, vertex.z );
+
+ // normal
+
+ normals.push( 0, 0, 1 );
+
+ // uvs
+
+ uv.x = ( vertices[ i ] / radius + 1 ) / 2;
+ uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
+
+ uvs.push( uv.x, uv.y );
+
+ }
+
+ // indices
+
+ for ( i = 1; i <= segments; i ++ ) {
+
+ indices.push( i, i + 1, 0 );
+
+ }
+
+ // build geometry
+
+ this.setIndex( indices );
+ this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+ this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
+ this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
+
+}
+
+CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
+CircleBufferGeometry.prototype.constructor = CircleBufferGeometry; + + + +var Geometries = Object.freeze({ + WireframeGeometry: WireframeGeometry, + ParametricGeometry: ParametricGeometry, + ParametricBufferGeometry: ParametricBufferGeometry, + TetrahedronGeometry: TetrahedronGeometry, + TetrahedronBufferGeometry: TetrahedronBufferGeometry, + OctahedronGeometry: OctahedronGeometry, + OctahedronBufferGeometry: OctahedronBufferGeometry, + IcosahedronGeometry: IcosahedronGeometry, + IcosahedronBufferGeometry: IcosahedronBufferGeometry, + DodecahedronGeometry: DodecahedronGeometry, + DodecahedronBufferGeometry: DodecahedronBufferGeometry, + PolyhedronGeometry: PolyhedronGeometry, + PolyhedronBufferGeometry: PolyhedronBufferGeometry, + TubeGeometry: TubeGeometry, + TubeBufferGeometry: TubeBufferGeometry, + TorusKnotGeometry: TorusKnotGeometry, + TorusKnotBufferGeometry: TorusKnotBufferGeometry, + TorusGeometry: TorusGeometry, + TorusBufferGeometry: TorusBufferGeometry, + TextGeometry: TextGeometry, + TextBufferGeometry: TextBufferGeometry, + SphereGeometry: SphereGeometry, + SphereBufferGeometry: SphereBufferGeometry, + RingGeometry: RingGeometry, + RingBufferGeometry: RingBufferGeometry, + PlaneGeometry: PlaneGeometry, + PlaneBufferGeometry: PlaneBufferGeometry, + LatheGeometry: LatheGeometry, + LatheBufferGeometry: LatheBufferGeometry, + ShapeGeometry: ShapeGeometry, + ShapeBufferGeometry: ShapeBufferGeometry, + ExtrudeGeometry: ExtrudeGeometry, + ExtrudeBufferGeometry: ExtrudeBufferGeometry, + EdgesGeometry: EdgesGeometry, + ConeGeometry: ConeGeometry, + ConeBufferGeometry: ConeBufferGeometry, + CylinderGeometry: CylinderGeometry, + CylinderBufferGeometry: CylinderBufferGeometry, + CircleGeometry: CircleGeometry, + CircleBufferGeometry: CircleBufferGeometry, + BoxGeometry: BoxGeometry, + BoxBufferGeometry: BoxBufferGeometry +}); + +/**
+ * @author mrdoob / http://mrdoob.com/
+ *
+ * parameters = {
+ * opacity: <float>
+ * }
+ */
+
+function ShadowMaterial( parameters ) {
+
+ ShaderMaterial.call( this, {
+ uniforms: 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;
+ }
+ }
+ } );
+
+ this.setValues( parameters );
+
+}
+
+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 WestLangley / http://github.com/WestLangley
+ *
+ * parameters = {
+ * color: <hex>,
+ * roughness: <float>,
+ * metalness: <float>,
+ * opacity: <float>,
+ *
+ * map: new THREE.Texture( <Image> ),
+ *
+ * lightMap: new THREE.Texture( <Image> ),
+ * lightMapIntensity: <float>
+ *
+ * aoMap: new THREE.Texture( <Image> ),
+ * aoMapIntensity: <float>
+ *
+ * emissive: <hex>,
+ * emissiveIntensity: <float>
+ * emissiveMap: new THREE.Texture( <Image> ),
+ *
+ * bumpMap: new THREE.Texture( <Image> ),
+ * bumpScale: <float>,
+ *
+ * normalMap: new THREE.Texture( <Image> ),
+ * normalScale: <Vector2>,
+ *
+ * displacementMap: new THREE.Texture( <Image> ),
+ * displacementScale: <float>,
+ * displacementBias: <float>,
+ *
+ * roughnessMap: new THREE.Texture( <Image> ),
+ *
+ * metalnessMap: new THREE.Texture( <Image> ),
+ *
+ * alphaMap: new THREE.Texture( <Image> ),
+ *
+ * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
+ * envMapIntensity: <float>
+ *
+ * refractionRatio: <float>,
+ *
+ * wireframe: <boolean>,
+ * wireframeLinewidth: <float>,
+ *
+ * skinning: <bool>,
+ * morphTargets: <bool>,
+ * morphNormals: <bool>
+ * }
+ */
+
+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: <float>
+ * }
+ */
+
+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: <hex>,
+ * specular: <hex>,
+ * shininess: <float>,
+ * opacity: <float>,
+ *
+ * map: new THREE.Texture( <Image> ),
+ *
+ * lightMap: new THREE.Texture( <Image> ),
+ * lightMapIntensity: <float>
+ *
+ * aoMap: new THREE.Texture( <Image> ),
+ * aoMapIntensity: <float>
+ *
+ * emissive: <hex>,
+ * emissiveIntensity: <float>
+ * emissiveMap: new THREE.Texture( <Image> ),
+ *
+ * bumpMap: new THREE.Texture( <Image> ),
+ * bumpScale: <float>,
+ *
+ * normalMap: new THREE.Texture( <Image> ),
+ * normalScale: <Vector2>,
+ *
+ * displacementMap: new THREE.Texture( <Image> ),
+ * displacementScale: <float>,
+ * displacementBias: <float>,
+ *
+ * specularMap: new THREE.Texture( <Image> ),
+ *
+ * alphaMap: new THREE.Texture( <Image> ),
+ *
+ * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
+ * combine: THREE.Multiply,
+ * reflectivity: <float>,
+ * refractionRatio: <float>,
+ *
+ * wireframe: <boolean>,
+ * wireframeLinewidth: <float>,
+ *
+ * skinning: <bool>,
+ * morphTargets: <bool>,
+ * morphNormals: <bool>
+ * }
+ */
+
+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 takahirox / http://github.com/takahirox
+ *
+ * parameters = {
+ * gradientMap: new THREE.Texture( <Image> )
+ * }
+ */
+
+function MeshToonMaterial( parameters ) {
+
+ MeshPhongMaterial.call( this );
+
+ this.defines = { 'TOON': '' };
+
+ this.type = 'MeshToonMaterial';
+
+ this.gradientMap = null;
+
+ this.setValues( parameters );
+
+}
+
+MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );
+MeshToonMaterial.prototype.constructor = MeshToonMaterial;
+
+MeshToonMaterial.prototype.isMeshToonMaterial = true;
+
+MeshToonMaterial.prototype.copy = function ( source ) {
+
+ MeshPhongMaterial.prototype.copy.call( this, source );
+
+ this.gradientMap = source.gradientMap;
+
+ return this;
+
+}; + +/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author WestLangley / http://github.com/WestLangley
+ *
+ * parameters = {
+ * opacity: <float>,
+ *
+ * bumpMap: new THREE.Texture( <Image> ),
+ * bumpScale: <float>,
+ *
+ * normalMap: new THREE.Texture( <Image> ),
+ * normalScale: <Vector2>,
+ *
+ * displacementMap: new THREE.Texture( <Image> ),
+ * displacementScale: <float>,
+ * displacementBias: <float>,
+ *
+ * wireframe: <boolean>,
+ * wireframeLinewidth: <float>
+ *
+ * skinning: <bool>,
+ * morphTargets: <bool>,
+ * morphNormals: <bool>
+ * }
+ */
+
+function MeshNormalMaterial( parameters ) {
+
+ Material.call( this );
+
+ this.type = 'MeshNormalMaterial';
+
+ 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.wireframe = false;
+ this.wireframeLinewidth = 1;
+
+ this.fog = false;
+ this.lights = false;
+
+ this.skinning = false;
+ this.morphTargets = false;
+ this.morphNormals = 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.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.wireframe = source.wireframe;
+ this.wireframeLinewidth = source.wireframeLinewidth;
+
+ this.skinning = source.skinning;
+ this.morphTargets = source.morphTargets;
+ this.morphNormals = source.morphNormals;
+
+ return this;
+
+}; + +/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: <hex>,
+ * opacity: <float>,
+ *
+ * map: new THREE.Texture( <Image> ),
+ *
+ * lightMap: new THREE.Texture( <Image> ),
+ * lightMapIntensity: <float>
+ *
+ * aoMap: new THREE.Texture( <Image> ),
+ * aoMapIntensity: <float>
+ *
+ * emissive: <hex>,
+ * emissiveIntensity: <float>
+ * emissiveMap: new THREE.Texture( <Image> ),
+ *
+ * specularMap: new THREE.Texture( <Image> ),
+ *
+ * alphaMap: new THREE.Texture( <Image> ),
+ *
+ * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
+ * combine: THREE.Multiply,
+ * reflectivity: <float>,
+ * refractionRatio: <float>,
+ *
+ * wireframe: <boolean>,
+ * wireframeLinewidth: <float>,
+ *
+ * skinning: <bool>,
+ * morphTargets: <bool>,
+ * morphNormals: <bool>
+ * }
+ */
+
+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: <hex>,
+ * opacity: <float>,
+ *
+ * linewidth: <float>,
+ *
+ * scale: <float>,
+ * dashSize: <float>,
+ * gapSize: <float>
+ * }
+ */
+
+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, + MeshPhysicalMaterial: MeshPhysicalMaterial, + MeshStandardMaterial: MeshStandardMaterial, + MeshPhongMaterial: MeshPhongMaterial, + MeshToonMaterial: MeshToonMaterial, + MeshNormalMaterial: MeshNormalMaterial, + MeshLambertMaterial: MeshLambertMaterial, + MeshDepthMaterial: MeshDepthMaterial, + MeshBasicMaterial: MeshBasicMaterial, + LineDashedMaterial: LineDashedMaterial, + LineBasicMaterial: LineBasicMaterial, + Material: Material +}); + +/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+var 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 );
+
+ }
+
+ };
+
+}
+
+var DefaultLoadingManager = new LoadingManager(); + +/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+function FileLoader( manager ) {
+
+ this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
+
+}
+
+Object.assign( FileLoader.prototype, {
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ if ( url === undefined ) url = '';
+
+ if ( this.path !== undefined ) url = this.path + url;
+
+ var scope = this;
+
+ var cached = Cache.get( url );
+
+ if ( cached !== undefined ) {
+
+ scope.manager.itemStart( url );
+
+ setTimeout( function () {
+
+ if ( onLoad ) onLoad( cached );
+
+ scope.manager.itemEnd( url );
+
+ }, 0 );
+
+ return cached;
+
+ }
+
+ // Check for data: URI
+ var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
+ var dataUriRegexResult = url.match( dataUriRegex );
+
+ // Safari can not handle Data URIs through XMLHttpRequest so process manually
+ if ( dataUriRegexResult ) {
+
+ var mimeType = dataUriRegexResult[ 1 ];
+ var isBase64 = !! dataUriRegexResult[ 2 ];
+ var data = dataUriRegexResult[ 3 ];
+
+ data = window.decodeURIComponent( data );
+
+ if ( isBase64 ) data = window.atob( data );
+
+ try {
+
+ var response;
+ var responseType = ( this.responseType || '' ).toLowerCase();
+
+ switch ( responseType ) {
+
+ case 'arraybuffer':
+ case 'blob':
+
+ response = new ArrayBuffer( data.length );
+
+ var view = new Uint8Array( response );
+
+ for ( var i = 0; i < data.length; i ++ ) {
+
+ view[ i ] = data.charCodeAt( i );
+
+ }
+
+ if ( responseType === 'blob' ) {
+
+ response = new Blob( [ response ], { type: mimeType } );
+
+ }
+
+ break;
+
+ case 'document':
+
+ var parser = new DOMParser();
+ response = parser.parseFromString( data, mimeType );
+
+ break;
+
+ case 'json':
+
+ response = JSON.parse( data );
+
+ break;
+
+ default: // 'text' or other
+
+ response = data;
+
+ break;
+
+ }
+
+ // Wait for next browser tick
+ window.setTimeout( function () {
+
+ if ( onLoad ) onLoad( response );
+
+ scope.manager.itemEnd( url );
+
+ }, 0 );
+
+ } catch ( error ) {
+
+ // Wait for next browser tick
+ window.setTimeout( function () {
+
+ if ( onError ) onError( error );
+
+ scope.manager.itemEnd( url );
+ scope.manager.itemError( url );
+
+ }, 0 );
+
+ }
+
+ } else {
+
+ var request = new XMLHttpRequest();
+ request.open( 'GET', url, true );
+
+ request.addEventListener( 'load', function ( event ) {
+
+ var response = event.target.response;
+
+ 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.FileLoader: HTTP Status 0 received.' );
+
+ if ( onLoad ) onLoad( response );
+
+ scope.manager.itemEnd( url );
+
+ } else {
+
+ if ( onError ) onError( event );
+
+ scope.manager.itemEnd( url );
+ 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.itemEnd( url );
+ 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( this.mimeType !== undefined ? this.mimeType : 'text/plain' );
+
+ for ( var header in this.requestHeader ) {
+
+ request.setRequestHeader( header, this.requestHeader[ header ] );
+
+ }
+
+ 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;
+
+ },
+
+ setMimeType: function ( value ) {
+
+ this.mimeType = value;
+ return this;
+
+ },
+
+ setRequestHeader: function ( value ) {
+
+ this.requestHeader = 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 : 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 FileLoader( 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, ...)
+ */
+
+function DataTextureLoader( manager ) {
+
+ this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
+
+ // override in sub classes
+ this._parser = null;
+
+}
+
+Object.assign( DataTextureLoader.prototype, {
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var texture = new DataTexture();
+
+ var loader = new FileLoader( 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 : DefaultLoadingManager;
+
+}
+
+Object.assign( ImageLoader.prototype, {
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ if ( url === undefined ) url = '';
+
+ if ( this.path !== undefined ) url = this.path + url;
+
+ var scope = this;
+
+ var cached = Cache.get( url );
+
+ if ( cached !== undefined ) {
+
+ scope.manager.itemStart( url );
+
+ setTimeout( function () {
+
+ if ( onLoad ) onLoad( cached );
+
+ scope.manager.itemEnd( url );
+
+ }, 0 );
+
+ return cached;
+
+ }
+
+ var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
+
+ image.addEventListener( 'load', function () {
+
+ Cache.add( url, this );
+
+ if ( onLoad ) onLoad( this );
+
+ scope.manager.itemEnd( url );
+
+ }, false );
+
+ /*
+ image.addEventListener( 'progress', function ( event ) {
+
+ if ( onProgress ) onProgress( event );
+
+ }, false );
+ */
+
+ image.addEventListener( 'error', function ( event ) {
+
+ if ( onError ) onError( event );
+
+ scope.manager.itemEnd( url );
+ scope.manager.itemError( url );
+
+ }, false );
+
+ if ( url.substr( 0, 5 ) !== 'data:' ) {
+
+ if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
+
+ }
+
+ scope.manager.itemStart( url );
+
+ image.src = url;
+
+ return image;
+
+ },
+
+ setCrossOrigin: function ( value ) {
+
+ this.crossOrigin = value;
+ return this;
+
+ },
+
+ setPath: function ( value ) {
+
+ this.path = value;
+ return this;
+
+ }
+
+} ); + +/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+function CubeTextureLoader( manager ) {
+
+ this.manager = ( manager !== undefined ) ? manager : 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 : DefaultLoadingManager;
+
+}
+
+Object.assign( TextureLoader.prototype, {
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var loader = new ImageLoader( this.manager );
+ loader.setCrossOrigin( this.crossOrigin );
+ loader.setPath( this.path );
+
+ var texture = new Texture();
+ texture.image = loader.load( url, function () {
+
+ // 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.needsUpdate = true;
+
+ if ( onLoad !== undefined ) {
+
+ onLoad( texture );
+
+ }
+
+ }, onProgress, onError );
+
+ return texture;
+
+ },
+
+ setCrossOrigin: function ( value ) {
+
+ this.crossOrigin = 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 camera = this.camera;
+
+ var fov = _Math.RAD2DEG * 2 * light.angle;
+ var aspect = this.mapSize.width / this.mapSize.height;
+ var far = light.distance || camera.far;
+
+ 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( ) {
+
+ 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 abelnation / http://github.com/abelnation
+ */
+
+function RectAreaLight( color, intensity, width, height ) {
+
+ Light.call( this, color, intensity );
+
+ this.type = 'RectAreaLight';
+
+ this.position.set( 0, 1, 0 );
+ this.updateMatrix();
+
+ this.width = ( width !== undefined ) ? width : 10;
+ this.height = ( height !== undefined ) ? height : 10;
+
+ // TODO (abelnation): distance/decay
+
+ // TODO (abelnation): update method for RectAreaLight to update transform to lookat target
+
+ // TODO (abelnation): shadows
+
+}
+
+// TODO (abelnation): RectAreaLight update when light shape is changed
+RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
+
+ constructor: RectAreaLight,
+
+ isRectAreaLight: true,
+
+ copy: function ( source ) {
+
+ Light.prototype.copy.call( this, source );
+
+ this.width = source.width;
+ this.height = source.height;
+
+ return this;
+
+ },
+
+ toJSON: function ( meta ) {
+
+ var data = Light.prototype.toJSON.call( this, meta );
+
+ data.object.width = this.width;
+ data.object.height = this.height;
+
+ return data;
+
+ }
+
+} ); + +/**
+ * @author tschw
+ * @author Ben Houston / http://clara.io/
+ * @author David Sarno / http://lighthaus.us/
+ */
+
+var AnimationUtils = {
+
+ // same as Array.prototype.slice, but also works on typed arrays
+ arraySlice: function ( array, from, to ) {
+
+ if ( AnimationUtils.isTypedArray( array ) ) {
+
+ // in ios9 array.subarray(from, undefined) will return empty array
+ // but array.subarray(from) or array.subarray(from, len) is correct
+ return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
+
+ }
+
+ 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;
+
+}
+
+Object.assign( Interpolant.prototype, {
+
+ 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
+
+ }
+
+} );
+
+//!\ DECLARE ALIAS AFTER assign prototype !
+Object.assign( Interpolant.prototype, {
+
+ //( 0, t, t0 ), returns this.resultBuffer
+ beforeStart_: Interpolant.prototype.copySampleValue_,
+
+ //( N-1, tN-1, t ), returns this.resultBuffer
+ afterEnd_: 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( 'THREE.KeyframeTrackPrototype:', 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 = AnimationUtils.arraySlice( times, from, to );
+ this.values = 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( 'THREE.KeyframeTrackPrototype: Invalid value size in track.', this );
+ valid = false;
+
+ }
+
+ var times = this.times,
+ values = this.values,
+
+ nKeys = times.length;
+
+ if ( nKeys === 0 ) {
+
+ console.error( 'THREE.KeyframeTrackPrototype: 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( 'THREE.KeyframeTrackPrototype: Time is not a valid number.', this, i, currTime );
+ valid = false;
+ break;
+
+ }
+
+ if ( prevTime !== null && prevTime > currTime ) {
+
+ console.error( 'THREE.KeyframeTrackPrototype: Out of order keys.', this, i, currTime, prevTime );
+ valid = false;
+ break;
+
+ }
+
+ prevTime = currTime;
+
+ }
+
+ if ( values !== undefined ) {
+
+ if ( AnimationUtils.isTypedArray( values ) ) {
+
+ for ( var i = 0, n = values.length; i !== n; ++ i ) {
+
+ var value = values[ i ];
+
+ if ( isNaN( value ) ) {
+
+ console.error( 'THREE.KeyframeTrackPrototype: 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 = AnimationUtils.arraySlice( times, 0, writeIndex );
+ this.values = 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 = AnimationUtils.convertArray( times, this.TimeBufferType );
+ this.values = 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 = [];
+
+ 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': AnimationUtils.convertArray( track.times, Array ),
+ 'values': 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 = _Math.generateUUID();
+
+ // this means it should figure out its duration by scanning the tracks
+ if ( this.duration < 0 ) {
+
+ this.resetDuration();
+
+ }
+
+ this.optimize();
+
+}
+
+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 = AnimationUtils.getKeyframeOrder( times );
+ times = AnimationUtils.sortedArray( times, 1, order );
+ values = 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( 'THREE.AnimationClip: 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 = [];
+
+ 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
+ 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;
+
+ }
+
+} );
+
+Object.assign( AnimationClip.prototype, {
+
+ 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;
+
+ }
+
+} ); + +/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+function MaterialLoader( manager ) {
+
+ this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
+ this.textures = {};
+
+}
+
+Object.assign( MaterialLoader.prototype, {
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var loader = new FileLoader( 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.clearCoat !== undefined ) material.clearCoat = json.clearCoat;
+ if ( json.clearCoatRoughness !== undefined ) material.clearCoatRoughness = json.clearCoatRoughness;
+ 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;
+
+ if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
+
+ return material;
+
+ }
+
+} ); + +/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+function BufferGeometryLoader( manager ) {
+
+ this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
+
+}
+
+Object.assign( BufferGeometryLoader.prototype, {
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var loader = new FileLoader( 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;
+
+ 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;
+
+ }
+
+} );
+
+var TYPED_ARRAYS = {
+ Int8Array: Int8Array,
+ Uint8Array: Uint8Array,
+ // Workaround for IE11 pre KB2929437. See #11440
+ Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
+ Int16Array: Int16Array,
+ Uint16Array: Uint16Array,
+ Int32Array: Int32Array,
+ Uint32Array: Uint32Array,
+ Float32Array: Float32Array,
+ Float64Array: Float64Array
+}; + +/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+function Loader() {
+
+ this.onLoadStart = function () {};
+ this.onLoadProgress = function () {};
+ this.onLoadComplete = function () {};
+
+}
+
+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;
+
+ }
+
+};
+
+Object.assign( Loader.prototype, {
+
+ 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 BlendingMode = {
+ NoBlending: NoBlending,
+ NormalBlending: NormalBlending,
+ AdditiveBlending: AdditiveBlending,
+ SubtractiveBlending: SubtractiveBlending,
+ MultiplyBlending: MultiplyBlending,
+ CustomBlending: CustomBlending
+ };
+
+ var color = new Color();
+ var textureLoader = new TextureLoader();
+ var materialLoader = new MaterialLoader();
+
+ return function createMaterial( m, texturePath, crossOrigin ) {
+
+ // 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 = _Math.generateUUID();
+
+ textures[ uuid ] = texture;
+
+ return uuid;
+
+ }
+
+ //
+
+ var json = {
+ uuid: _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 );
+
+ };
+
+ } )()
+
+} ); + +/**
+ * @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 : 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 FileLoader( 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 () {
+
+ function parseModel( json, geometry ) {
+
+ 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,
+
+ scale = json.scale,
+
+ 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( json, geometry ) {
+
+ 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( json, geometry ) {
+
+ var scale = json.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( json, geometry ) {
+
+ 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;
+
+ }
+
+ return function ( json, texturePath ) {
+
+ if ( json.data !== undefined ) {
+
+ // Geometry 4.0 spec
+ json = json.data;
+
+ }
+
+ if ( json.scale !== undefined ) {
+
+ json.scale = 1.0 / json.scale;
+
+ } else {
+
+ json.scale = 1.0;
+
+ }
+
+ var geometry = new Geometry();
+
+ parseModel( json, geometry );
+ parseSkin( json, geometry );
+ parseMorphing( json, geometry );
+ parseAnimations( json, geometry );
+
+ geometry.computeFaceNormals();
+ geometry.computeBoundingSphere();
+
+ 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 : 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 FileLoader( scope.manager );
+ loader.load( url, function ( text ) {
+
+ var json = null;
+
+ try {
+
+ json = JSON.parse( text );
+
+ } catch ( error ) {
+
+ if ( onError !== undefined ) onError( error );
+
+ console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
+
+ return;
+
+ }
+
+ var metadata = json.metadata;
+
+ if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
+
+ console.error( 'THREE.ObjectLoader: Can\'t load ' + url + '. Use THREE.JSONLoader instead.' );
+ return;
+
+ }
+
+ scope.parse( json, 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, 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 data = json[ i ];
+
+ if ( data.type === 'MultiMaterial' ) {
+
+ // Deprecated
+
+ var array = [];
+
+ for ( var j = 0; j < data.materials.length; j ++ ) {
+
+ array.push( loader.parse( data.materials[ j ] ) );
+
+ }
+
+ materials[ data.uuid ] = array;
+
+ } else {
+
+ materials[ data.uuid ] = loader.parse( data );
+
+ }
+
+ }
+
+ }
+
+ 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.itemEnd( url );
+ 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, TEXTURE_MAPPING );
+
+ 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 ], TEXTURE_WRAPPING );
+ texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
+
+ }
+
+ if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
+ if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
+ 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 ( Array.isArray( name ) ) {
+
+ var array = [];
+
+ for ( var i = 0, l = name.length; i < l; i ++ ) {
+
+ var uuid = name[ i ];
+
+ if ( materials[ uuid ] === undefined ) {
+
+ console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
+
+ }
+
+ array.push( materials[ uuid ] );
+
+ }
+
+ return array;
+
+ }
+
+ 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 'RectAreaLight':
+
+ object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
+
+ 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 'SkinnedMesh':
+
+ console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
+
+ 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 'LineLoop':
+
+ object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
+
+ 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;
+
+ };
+
+ }()
+
+} );
+
+var TEXTURE_MAPPING = {
+ UVMapping: UVMapping,
+ CubeReflectionMapping: CubeReflectionMapping,
+ CubeRefractionMapping: CubeRefractionMapping,
+ EquirectangularReflectionMapping: EquirectangularReflectionMapping,
+ EquirectangularRefractionMapping: EquirectangularRefractionMapping,
+ SphericalReflectionMapping: SphericalReflectionMapping,
+ CubeUVReflectionMapping: CubeUVReflectionMapping,
+ CubeUVRefractionMapping: CubeUVRefractionMapping
+};
+
+var TEXTURE_WRAPPING = {
+ RepeatWrapping: RepeatWrapping,
+ ClampToEdgeWrapping: ClampToEdgeWrapping,
+ MirroredRepeatWrapping: MirroredRepeatWrapping
+};
+
+var TEXTURE_FILTER = {
+ NearestFilter: NearestFilter,
+ NearestMipMapNearestFilter: NearestMipMapNearestFilter,
+ NearestMipMapLinearFilter: NearestMipMapLinearFilter,
+ LinearFilter: LinearFilter,
+ LinearMipMapNearestFilter: LinearMipMapNearestFilter,
+ LinearMipMapLinearFilter: LinearMipMapLinearFilter
+}; + +/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ *
+ * Bezier Curves formulas obtained from
+ * http://en.wikipedia.org/wiki/Bézier_curve
+ */
+
+function CatmullRom( t, p0, p1, p2, p3 ) {
+
+ 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;
+
+}
+
+//
+
+function QuadraticBezierP0( t, p ) {
+
+ var k = 1 - t;
+ return k * k * p;
+
+}
+
+function QuadraticBezierP1( t, p ) {
+
+ return 2 * ( 1 - t ) * t * p;
+
+}
+
+function QuadraticBezierP2( t, p ) {
+
+ return t * t * p;
+
+}
+
+function QuadraticBezier( t, p0, p1, p2 ) {
+
+ return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
+ QuadraticBezierP2( t, p2 );
+
+}
+
+//
+
+function CubicBezierP0( t, p ) {
+
+ var k = 1 - t;
+ return k * k * k * p;
+
+}
+
+function CubicBezierP1( t, p ) {
+
+ var k = 1 - t;
+ return 3 * k * k * t * p;
+
+}
+
+function CubicBezierP2( t, p ) {
+
+ return 3 * ( 1 - t ) * t * t * p;
+
+}
+
+function CubicBezierP3( t, p ) {
+
+ return t * t * t * p;
+
+}
+
+function CubicBezier( t, p0, p1, p2, p3 ) {
+
+ return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
+ CubicBezierP3( t, p3 );
+
+} + +/**
+ * @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 curves inherit from THREE.Curve:
+ *
+ * -- 2D curves --
+ * THREE.ArcCurve
+ * THREE.CubicBezierCurve
+ * THREE.EllipseCurve
+ * THREE.LineCurve
+ * THREE.QuadraticBezierCurve
+ * THREE.SplineCurve
+ *
+ * -- 3D curves --
+ * THREE.CatmullRomCurve3
+ * THREE.CubicBezierCurve3
+ * THREE.LineCurve3
+ * THREE.QuadraticBezierCurve3
+ *
+ * A series of curves can be represented as a THREE.CurvePath.
+ *
+ **/
+
+/**************************************************************
+ * Abstract Curve base class
+ **************************************************************/
+
+function Curve() {
+
+ this.arcLengthDivisions = 200;
+
+}
+
+Object.assign( Curve.prototype, {
+
+ // Virtual base class method to overwrite and implement in subclasses
+ // - t [0 .. 1]
+
+ getPoint: function () {
+
+ console.warn( 'THREE.Curve: .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 === undefined ) 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 === undefined ) 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 === undefined ) divisions = this.arcLengthDivisions;
+
+ if ( this.cacheArcLengths &&
+ ( this.cacheArcLengths.length === divisions + 1 ) &&
+ ! this.needsUpdate ) {
+
+ 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 ];
+
+ }
+
+ // 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;
+
+ if ( arcLengths[ i ] === targetArcLength ) {
+
+ return i / ( il - 1 );
+
+ }
+
+ // 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 );
+
+ },
+
+ computeFrenetFrames: function ( segments, closed ) {
+
+ // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
+
+ var normal = new Vector3();
+
+ var tangents = [];
+ var normals = [];
+ var binormals = [];
+
+ var vec = new Vector3();
+ var mat = new Matrix4();
+
+ var i, u, theta;
+
+ // compute the tangent vectors for each segment on the curve
+
+ for ( i = 0; i <= segments; i ++ ) {
+
+ u = i / segments;
+
+ tangents[ i ] = this.getTangentAt( u );
+ tangents[ i ].normalize();
+
+ }
+
+ // select an initial normal vector perpendicular to the first tangent vector,
+ // and in the direction of the minimum tangent xyz component
+
+ normals[ 0 ] = new Vector3();
+ binormals[ 0 ] = new Vector3();
+ var min = Number.MAX_VALUE;
+ var tx = Math.abs( tangents[ 0 ].x );
+ var ty = Math.abs( tangents[ 0 ].y );
+ var tz = Math.abs( tangents[ 0 ].z );
+
+ if ( tx <= min ) {
+
+ min = tx;
+ normal.set( 1, 0, 0 );
+
+ }
+
+ if ( ty <= min ) {
+
+ min = ty;
+ normal.set( 0, 1, 0 );
+
+ }
+
+ if ( tz <= min ) {
+
+ 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 curve
+
+ for ( i = 1; i <= segments; 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( _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 === true ) {
+
+ theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
+ theta /= segments;
+
+ if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
+
+ theta = - theta;
+
+ }
+
+ for ( i = 1; i <= segments; i ++ ) {
+
+ // twist a little...
+ normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
+ binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
+
+ }
+
+ }
+
+ return {
+ tangents: tangents,
+ normals: normals,
+ binormals: binormals
+ };
+
+ }
+
+} ); + +function LineCurve( v1, v2 ) {
+
+ Curve.call( this );
+
+ 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() {
+
+ Curve.call( this );
+
+ 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 <d
+
+ },
+
+ // We cannot use the default THREE.Curve getPoint() with getLength() because in
+ // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
+ // getPoint() depends on getLength
+
+ getLength: function () {
+
+ var lens = this.getCurveLengths();
+ return lens[ lens.length - 1 ];
+
+ },
+
+ // cacheLengths must be recalculated.
+ updateArcLengths: function () {
+
+ this.needsUpdate = true;
+ this.cacheLengths = null;
+ this.getCurveLengths();
+
+ },
+
+ // Compute lengths and cache them
+ // We cannot overwrite getLengths() because UtoT mapping uses it.
+
+ getCurveLengths: function () {
+
+ // We use cache values if curves and cache array are same length
+
+ if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
+
+ return this.cacheLengths;
+
+ }
+
+ // Get length of sub-curve
+ // Push sums into cached array
+
+ var lengths = [], sums = 0;
+
+ for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
+
+ sums += this.curves[ i ].getLength();
+ lengths.push( sums );
+
+ }
+
+ this.cacheLengths = lengths;
+
+ return lengths;
+
+ },
+
+ getSpacedPoints: function ( divisions ) {
+
+ if ( divisions === undefined ) divisions = 40;
+
+ var points = [];
+
+ for ( var i = 0; i <= divisions; i ++ ) {
+
+ points.push( this.getPoint( i / divisions ) );
+
+ }
+
+ if ( this.autoClose ) {
+
+ points.push( points[ 0 ] );
+
+ }
+
+ return points;
+
+ },
+
+ getPoints: function ( divisions ) {
+
+ divisions = divisions || 12;
+
+ var points = [], last;
+
+ for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
+
+ var curve = curves[ i ];
+ var resolution = (curve && curve.isEllipseCurve) ? divisions * 2
+ : (curve && curve.isLineCurve) ? 1
+ : (curve && curve.isSplineCurve) ? divisions * curve.points.length
+ : divisions;
+
+ var pts = curve.getPoints( resolution );
+
+ for ( var j = 0; j < pts.length; j++ ) {
+
+ var point = pts[ j ];
+
+ if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
+
+ points.push( point );
+ last = point;
+
+ }
+
+ }
+
+ if ( this.autoClose && points.length > 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;
+
+ }
+
+} ); + +function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
+
+ Curve.call( this );
+
+ 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 );
+
+}; + +function SplineCurve( points /* array of Vector2 */ ) {
+
+ Curve.call( this );
+
+ 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 ];
+
+ return new Vector2(
+ CatmullRom( weight, point0.x, point1.x, point2.x, point3.x ),
+ CatmullRom( weight, point0.y, point1.y, point2.y, point3.y )
+ );
+
+}; + +function CubicBezierCurve( v0, v1, v2, v3 ) {
+
+ Curve.call( this );
+
+ 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 v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
+
+ return new Vector2(
+ CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
+ CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
+ );
+
+}; + +function QuadraticBezierCurve( v0, v1, v2 ) {
+
+ Curve.call( this );
+
+ 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 v0 = this.v0, v1 = this.v1, v2 = this.v2;
+
+ return new Vector2(
+ QuadraticBezier( t, v0.x, v1.x, v2.x ),
+ QuadraticBezier( t, v0.y, v1.y, v2.y )
+ );
+
+}; + +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
+ * 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; + +/**
+ * @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
+ * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
+ **/
+
+function ShapePath() {
+
+ this.subPaths = [];
+ this.currentPath = null;
+
+}
+
+Object.assign( 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 = 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 line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
+
+ var offsetX = 0, offsetY = 0;
+
+ var paths = [];
+
+ for ( var i = 0; i < chars.length; i ++ ) {
+
+ var char = chars[ i ];
+
+ if ( char === '\n' ) {
+
+ offsetX = 0;
+ offsetY -= line_height;
+
+ } else {
+
+ var ret = createPath( char, scale, offsetX, offsetY );
+ offsetX += ret.offsetX;
+ paths.push( ret.path );
+
+ }
+
+ }
+
+ return paths;
+
+ }
+
+ function createPath( c, scale, offsetX, offsetY ) {
+
+ var glyph = data.glyphs[ c ] || data.glyphs[ '?' ];
+
+ if ( ! glyph ) return;
+
+ var path = new ShapePath();
+
+ var pts = [];
+ 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 + offsetX;
+ y = outline[ i ++ ] * scale + offsetY;
+
+ path.moveTo( x, y );
+
+ break;
+
+ case 'l': // lineTo
+
+ x = outline[ i ++ ] * scale + offsetX;
+ y = outline[ i ++ ] * scale + offsetY;
+
+ path.lineTo( x, y );
+
+ break;
+
+ case 'q': // quadraticCurveTo
+
+ cpx = outline[ i ++ ] * scale + offsetX;
+ cpy = outline[ i ++ ] * scale + offsetY;
+ cpx1 = outline[ i ++ ] * scale + offsetX;
+ cpy1 = outline[ i ++ ] * scale + offsetY;
+
+ 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;
+ QuadraticBezier( t, cpx0, cpx1, cpx );
+ QuadraticBezier( t, cpy0, cpy1, cpy );
+
+ }
+
+ }
+
+ break;
+
+ case 'b': // bezierCurveTo
+
+ cpx = outline[ i ++ ] * scale + offsetX;
+ cpy = outline[ i ++ ] * scale + offsetY;
+ cpx1 = outline[ i ++ ] * scale + offsetX;
+ cpy1 = outline[ i ++ ] * scale + offsetY;
+ cpx2 = outline[ i ++ ] * scale + offsetX;
+ cpy2 = outline[ i ++ ] * scale + offsetY;
+
+ 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;
+ CubicBezier( t, cpx0, cpx1, cpx2, cpx );
+ CubicBezier( t, cpy0, cpy1, cpy2, cpy );
+
+ }
+
+ }
+
+ break;
+
+ }
+
+ }
+
+ }
+
+ return { offsetX: 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 : DefaultLoadingManager;
+
+}
+
+Object.assign( FontLoader.prototype, {
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var loader = new FileLoader( 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;
+
+var AudioContext = {
+
+ getContext: function () {
+
+ if ( context === undefined ) {
+
+ context = new ( window.AudioContext || window.webkitAudioContext )();
+
+ }
+
+ return context;
+
+ },
+
+ setContext: function ( value ) {
+
+ context = value;
+
+ }
+
+}; + +/**
+ * @author Reece Aaron Lecrivain / http://reecenotes.com/
+ */
+
+function AudioLoader( manager ) {
+
+ this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
+
+}
+
+Object.assign( AudioLoader.prototype, {
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var loader = new FileLoader( this.manager );
+ loader.setResponseType( 'arraybuffer' );
+ loader.load( url, function ( buffer ) {
+
+ var context = AudioContext.getContext();
+
+ 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, eyeSep;
+
+ 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 || eyeSep !== this.eyeSep;
+
+ 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();
+ eyeSep = this.eyeSep / 2;
+ var eyeSepOnProjection = eyeSep * near / focus;
+ var ymax = ( near * Math.tan( _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 );
+
+ };
+
+ } )()
+
+} ); + +/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+function AudioListener() {
+
+ Object3D.call( this );
+
+ this.type = 'AudioListener';
+
+ this.context = AudioContext.getContext();
+
+ 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 );
+
+ if ( listener.positionX ) {
+
+ listener.positionX.setValueAtTime( position.x, this.context.currentTime );
+ listener.positionY.setValueAtTime( position.y, this.context.currentTime );
+ listener.positionZ.setValueAtTime( position.z, this.context.currentTime );
+ listener.forwardX.setValueAtTime( orientation.x, this.context.currentTime );
+ listener.forwardY.setValueAtTime( orientation.y, this.context.currentTime );
+ listener.forwardZ.setValueAtTime( orientation.z, this.context.currentTime );
+ listener.upX.setValueAtTime( up.x, this.context.currentTime );
+ listener.upY.setValueAtTime( up.y, this.context.currentTime );
+ listener.upZ.setValueAtTime( up.z, this.context.currentTime );
+
+ } else {
+
+ listener.setPosition( position.x, position.y, position.z );
+ listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z );
+
+ }
+
+ };
+
+ } )()
+
+} ); + +/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author Reece Aaron Lecrivain / http://reecenotes.com/
+ */
+
+function Audio( listener ) {
+
+ Object3D.call( this );
+
+ this.type = 'Audio';
+
+ this.context = listener.context;
+
+ this.gain = this.context.createGain();
+ this.gain.connect( listener.getInput() );
+
+ this.autoplay = false;
+
+ this.buffer = null;
+ this.loop = 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.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.buffer;
+ source.loop = this.loop;
+ source.onended = this.onEnded.bind( this );
+ source.playbackRate.setValueAtTime( this.playbackRate, this.startTime );
+ source.start( 0, this.startTime );
+
+ 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.setValueAtTime( this.playbackRate, this.context.currentTime );
+
+ }
+
+ 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.loop;
+
+ },
+
+ setLoop: function ( value ) {
+
+ if ( this.hasPlaybackControl === false ) {
+
+ console.warn( 'THREE.Audio: this Audio has no playback control.' );
+ return;
+
+ }
+
+ this.loop = value;
+
+ if ( this.isPlaying === true ) {
+
+ this.source.loop = this.loop;
+
+ }
+
+ return this;
+
+ },
+
+ getVolume: function () {
+
+ return this.gain.gain.value;
+
+ },
+
+ setVolume: function ( value ) {
+
+ this.gain.gain.value = value;
+
+ return this;
+
+ }
+
+} ); + +/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+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;
+
+}
+
+Object.assign( PropertyMixer.prototype, {
+
+ // accumulate data in the 'incoming' region into 'accu<i>'
+ accumulate: function ( accuIndex, weight ) {
+
+ // note: happily accumulating nothing when weight = 0, the caller knows
+ // the weight and shouldn't have made the call in the first place
+
+ var buffer = this.buffer,
+ stride = this.valueSize,
+ offset = accuIndex * stride + stride,
+
+ currentWeight = this.cumulativeWeight;
+
+ if ( currentWeight === 0 ) {
+
+ // accuN := incoming * weight
+
+ for ( var i = 0; i !== stride; ++ i ) {
+
+ buffer[ offset + i ] = buffer[ i ];
+
+ }
+
+ currentWeight = weight;
+
+ } else {
+
+ // accuN := accuN + incoming * weight
+
+ currentWeight += weight;
+ var mix = weight / currentWeight;
+ this._mixBufferRegion( buffer, offset, 0, mix, stride );
+
+ }
+
+ this.cumulativeWeight = currentWeight;
+
+ },
+
+ // apply the state of 'accu<i>' to the binding when accus differ
+ apply: function ( accuIndex ) {
+
+ var stride = this.valueSize,
+ buffer = this.buffer,
+ offset = accuIndex * stride + stride,
+
+ weight = this.cumulativeWeight,
+
+ binding = this.binding;
+
+ this.cumulativeWeight = 0;
+
+ if ( weight < 1 ) {
+
+ // accuN := accuN + original * ( 1 - cumulativeWeight )
+
+ var originalValueOffset = stride * 3;
+
+ this._mixBufferRegion(
+ buffer, offset, originalValueOffset, 1 - weight, stride );
+
+ }
+
+ for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
+
+ if ( buffer[ i ] !== buffer[ i + stride ] ) {
+
+ // value has changed -> update scene graph
+
+ binding.setValue( buffer, offset );
+ break;
+
+ }
+
+ }
+
+ },
+
+ // remember the state of the bound property and copy it to both accus
+ saveOriginalState: function () {
+
+ var binding = this.binding;
+
+ var buffer = this.buffer,
+ stride = this.valueSize,
+
+ originalValueOffset = stride * 3;
+
+ binding.getValue( buffer, originalValueOffset );
+
+ // accu[0..1] := orig -- initially detect changes against the original
+ for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
+
+ buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
+
+ }
+
+ this.cumulativeWeight = 0;
+
+ },
+
+ // apply the state previously taken via 'saveOriginalState' to the binding
+ restoreOriginalState: function () {
+
+ var originalValueOffset = this.valueSize * 3;
+ this.binding.setValue( this.buffer, originalValueOffset );
+
+ },
+
+
+ // mix functions
+
+ _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
+
+ if ( t >= 0.5 ) {
+
+ for ( var i = 0; i !== stride; ++ i ) {
+
+ buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
+
+ }
+
+ }
+
+ },
+
+ _slerp: function ( buffer, dstOffset, srcOffset, t ) {
+
+ 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 Composite( targetGroup, path, optionalParsedPath ) {
+
+ var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
+
+ this._targetGroup = targetGroup;
+ this._bindings = targetGroup.subscribe_( path, parsedPath );
+
+}
+
+Object.assign( Composite.prototype, {
+
+ 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();
+
+ }
+
+ }
+
+} );
+
+
+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;
+
+}
+
+Object.assign( PropertyBinding, {
+
+ Composite: Composite,
+
+ create: function ( root, path, parsedPath ) {
+
+ if ( ! ( root && root.isAnimationObjectGroup ) ) {
+
+ return new PropertyBinding( root, path, parsedPath );
+
+ } else {
+
+ return new PropertyBinding.Composite( root, path, parsedPath );
+
+ }
+
+ },
+
+ /**
+ * Replaces spaces with underscores and removes unsupported characters from
+ * node names, to ensure compatibility with parseTrackName().
+ *
+ * @param {string} name Node name to be sanitized.
+ * @return {string}
+ */
+ sanitizeNodeName: function ( name ) {
+
+ return name.replace( /\s/g, '_' ).replace( /[^\w-]/g, '' );
+
+ },
+
+ parseTrackName: function () {
+
+ // Parent directories, delimited by '/' or ':'. Currently unused, but must
+ // be matched to parse the rest of the track name.
+ var directoryRe = /((?:[\w-]+[\/:])*)/;
+
+ // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
+ var nodeRe = /([\w-\.]+)?/;
+
+ // Object on target node, and accessor. Name may contain only word
+ // characters. Accessor may contain any character except closing bracket.
+ var objectRe = /(?:\.([\w-]+)(?:\[(.+)\])?)?/;
+
+ // Property and accessor. May contain only word characters. Accessor may
+ // contain any non-bracket characters.
+ var propertyRe = /\.([\w-]+)(?:\[(.+)\])?/;
+
+ var trackRe = new RegExp(''
+ + '^'
+ + directoryRe.source
+ + nodeRe.source
+ + objectRe.source
+ + propertyRe.source
+ + '$'
+ );
+
+ var supportedObjectNames = [ 'material', 'materials', 'bones' ];
+
+ return function ( trackName ) {
+
+ var matches = trackRe.exec( trackName );
+
+ if ( ! matches ) {
+
+ throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
+
+ }
+
+ var results = {
+ // directoryName: matches[ 1 ], // (tschw) currently unused
+ nodeName: matches[ 2 ],
+ objectName: matches[ 3 ],
+ objectIndex: matches[ 4 ],
+ propertyName: matches[ 5 ], // required
+ propertyIndex: matches[ 6 ]
+ };
+
+ var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
+
+ if ( lastDot !== undefined && lastDot !== -1 ) {
+
+ var objectName = results.nodeName.substring( lastDot + 1 );
+
+ // Object names must be checked against a whitelist. Otherwise, there
+ // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
+ // 'bar' could be the objectName, or part of a nodeName (which can
+ // include '.' characters).
+ if ( supportedObjectNames.indexOf( objectName ) !== -1 ) {
+
+ results.nodeName = results.nodeName.substring( 0, lastDot );
+ results.objectName = objectName;
+
+ }
+
+ }
+
+ if ( results.propertyName === null || results.propertyName.length === 0 ) {
+
+ throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
+
+ }
+
+ return results;
+
+ };
+
+ }(),
+
+ 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;
+
+ }
+
+} );
+
+Object.assign( PropertyBinding.prototype, { // prototype, continued
+
+ // these are used to "bind" a nonexistent property
+ _getValue_unavailable: function () {},
+ _setValue_unavailable: function () {},
+
+ 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;
+
+ }
+
+ ]
+
+ ],
+
+ 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( 'THREE.PropertyBinding: 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( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
+ return;
+
+ }
+
+ if ( ! targetObject.material.materials ) {
+
+ console.error( 'THREE.PropertyBinding: 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( 'THREE.PropertyBinding: 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( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
+ return;
+
+ }
+
+ targetObject = targetObject[ objectName ];
+
+ }
+
+
+ if ( objectIndex !== undefined ) {
+
+ if ( targetObject[ objectIndex ] === undefined ) {
+
+ console.error( 'THREE.PropertyBinding: 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( 'THREE.PropertyBinding: 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( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
+ return;
+
+ }
+
+ if ( targetObject.geometry.isBufferGeometry ) {
+
+ if ( ! targetObject.geometry.morphAttributes ) {
+
+ console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
+ return;
+
+ }
+
+ for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
+
+ if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
+
+ propertyIndex = i;
+ break;
+
+ }
+
+ }
+
+
+ } else {
+
+ if ( ! targetObject.geometry.morphTargets ) {
+
+ console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because 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 ( Array.isArray( nodeProperty ) ) {
+
+ 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;
+
+ }
+
+} );
+
+//!\ DECLARE ALIAS AFTER assign prototype !
+Object.assign( PropertyBinding.prototype, {
+
+ // initial state of these methods that calls 'bind'
+ _getValue_unbound: PropertyBinding.prototype.getValue,
+ _setValue_unbound: PropertyBinding.prototype.setValue,
+
+} ); + +/**
+ *
+ * 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 = _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; }
+
+ };
+
+}
+
+Object.assign( AnimationObjectGroup.prototype, {
+
+ 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 ],
+ knownObject = undefined;
+
+ 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 ) {
+
+ 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( 'THREE.AnimationObjectGroup: 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; // true -> zero effective time scale
+ this.enabled = true; // false -> 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
+
+}
+
+Object.assign( AnimationAction.prototype, {
+
+ // 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 time scale 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
+
+ if ( ! this.enabled ) {
+
+ // call ._updateWeight() to update ._effectiveWeight
+
+ this._updateWeight( time );
+ return;
+
+ }
+
+ 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, {
+
+ _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 = ( action._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 ),
+
+ // 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 ];
+
+ 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 );
+
+ }
+
+ }
+
+} ); + +/**
+ * @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;
+
+}
+
+Uniform.prototype.clone = function () {
+
+ return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
+
+}; + +/**
+ * @author benaadams / https://twitter.com/ben_a_adams
+ */
+
+function InstancedBufferGeometry() {
+
+ BufferGeometry.call( this );
+
+ this.type = 'InstancedBufferGeometry';
+ this.maxInstancedCount = undefined;
+
+}
+
+InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
+
+ constructor: InstancedBufferGeometry,
+
+ isInstancedBufferGeometry: true,
+
+ addGroup: function ( start, count, materialIndex ) {
+
+ this.groups.push( {
+
+ start: start,
+ count: count,
+ materialIndex: materialIndex
+
+ } );
+
+ },
+
+ 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;
+
+ }
+
+} ); + +/**
+ * @author benaadams / https://twitter.com/ben_a_adams
+ */
+
+function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
+
+ this.uuid = _Math.generateUUID();
+
+ this.data = interleavedBuffer;
+ this.itemSize = itemSize;
+ this.offset = offset;
+
+ this.normalized = normalized === true;
+
+}
+
+Object.defineProperties( InterleavedBufferAttribute.prototype, {
+
+ count: {
+
+ get: function () {
+
+ return this.data.count;
+
+ }
+
+ },
+
+ array: {
+
+ get: function () {
+
+ return this.data.array;
+
+ }
+
+ }
+
+} );
+
+Object.assign( InterleavedBufferAttribute.prototype, {
+
+ isInterleavedBufferAttribute: true,
+
+ 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 = _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.onUploadCallback = function () {};
+
+ this.version = 0;
+
+}
+
+Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
+
+ set: function ( value ) {
+
+ if ( value === true ) this.version ++;
+
+ }
+
+} );
+
+Object.assign( InterleavedBuffer.prototype, {
+
+ isInterleavedBuffer: true,
+
+ setArray: function ( array ) {
+
+ if ( Array.isArray( array ) ) {
+
+ throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
+
+ }
+
+ this.count = array !== undefined ? array.length / this.stride : 0;
+ this.array = array;
+
+ },
+
+ 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 );
+
+ },
+
+ onUpload: function ( callback ) {
+
+ this.onUploadCallback = callback;
+
+ return 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.assign( Object.create( InterleavedBuffer.prototype ), {
+
+ constructor: InstancedInterleavedBuffer,
+
+ isInstancedInterleavedBuffer: true,
+
+ 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.assign( Object.create( BufferAttribute.prototype ), {
+
+ constructor: InstancedBufferAttribute,
+
+ isInstancedBufferAttribute: true,
+
+ 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 );
+
+ }
+
+ }
+
+}
+
+Object.assign( Raycaster.prototype, {
+
+ 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;
+
+}
+
+Object.assign( Clock.prototype, {
+
+ start: function () {
+
+ this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
+
+ this.oldTime = this.startTime;
+ this.elapsedTime = 0;
+ this.running = true;
+
+ },
+
+ stop: function () {
+
+ this.getElapsedTime();
+ this.running = false;
+ this.autoStart = false;
+
+ },
+
+ getElapsedTime: function () {
+
+ this.getDelta();
+ return this.elapsedTime;
+
+ },
+
+ getDelta: function () {
+
+ var diff = 0;
+
+ if ( this.autoStart && ! this.running ) {
+
+ this.start();
+ return 0;
+
+ }
+
+ if ( this.running ) {
+
+ var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
+
+ diff = ( newTime - this.oldTime ) / 1000;
+ this.oldTime = newTime;
+
+ this.elapsedTime += diff;
+
+ }
+
+ return diff;
+
+ }
+
+} ); + +/**
+ * @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;
+
+}
+
+Object.assign( Spherical.prototype, {
+
+ 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 = other.radius;
+ this.phi = other.phi;
+ this.theta = 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( _Math.clamp( vec3.y / this.radius, - 1, 1 ) ); // polar angle
+
+ }
+
+ return this;
+
+ }
+
+} ); + +/**
+ * @author Mugen87 / https://github.com/Mugen87
+ *
+ * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
+ *
+ */
+
+function Cylindrical( radius, theta, y ) {
+
+ this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
+ this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
+ this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
+
+ return this;
+
+}
+
+Object.assign( Cylindrical.prototype, {
+
+ set: function ( radius, theta, y ) {
+
+ this.radius = radius;
+ this.theta = theta;
+ this.y = y;
+
+ return this;
+
+ },
+
+ clone: function () {
+
+ return new this.constructor().copy( this );
+
+ },
+
+ copy: function ( other ) {
+
+ this.radius = other.radius;
+ this.theta = other.theta;
+ this.y = other.y;
+
+ return this;
+
+ },
+
+ setFromVector3: function( vec3 ) {
+
+ this.radius = Math.sqrt( vec3.x * vec3.x + vec3.z * vec3.z );
+ this.theta = Math.atan2( vec3.x, vec3.z );
+ this.y = vec3.y;
+
+ return this;
+
+ }
+
+} ); + +/**
+ * @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 Float32BufferAttribute( 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;
+
+ };
+
+}() ); + +/**
+ * @author Sean Griffin / http://twitter.com/sgrif
+ * @author Michael Guerrero / http://realitymeltdown.com
+ * @author mrdoob / http://mrdoob.com/
+ * @author ikerr / http://verold.com
+ * @author Mugen87 / https://github.com/Mugen87
+ */
+
+function getBoneList( object ) {
+
+ var boneList = [];
+
+ if ( object && object.isBone ) {
+
+ boneList.push( object );
+
+ }
+
+ for ( var i = 0; i < object.children.length; i ++ ) {
+
+ boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
+
+ }
+
+ return boneList;
+
+}
+
+function SkeletonHelper( object ) {
+
+ var bones = getBoneList( object );
+
+ var geometry = new BufferGeometry();
+
+ var vertices = [];
+ var colors = [];
+
+ var color1 = new Color( 0, 0, 1 );
+ var color2 = new Color( 0, 1, 0 );
+
+ for ( var i = 0; i < bones.length; i ++ ) {
+
+ var bone = bones[ i ];
+
+ if ( bone.parent && bone.parent.isBone ) {
+
+ vertices.push( 0, 0, 0 );
+ vertices.push( 0, 0, 0 );
+ colors.push( color1.r, color1.g, color1.b );
+ colors.push( color2.r, color2.g, color2.b );
+
+ }
+
+ }
+
+ geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+ geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
+
+ var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
+
+ LineSegments.call( this, geometry, material );
+
+ this.root = object;
+ this.bones = bones;
+
+ this.matrix = object.matrixWorld;
+ this.matrixAutoUpdate = false;
+
+ this.onBeforeRender();
+
+}
+
+SkeletonHelper.prototype = Object.create( LineSegments.prototype );
+SkeletonHelper.prototype.constructor = SkeletonHelper;
+
+SkeletonHelper.prototype.onBeforeRender = function () {
+
+ var vector = new Vector3();
+
+ var boneMatrix = new Matrix4();
+ var matrixWorldInv = new Matrix4();
+
+ return function onBeforeRender() {
+
+ var bones = this.bones;
+
+ var geometry = this.geometry;
+ var position = geometry.getAttribute( 'position' );
+
+ matrixWorldInv.getInverse( this.root.matrixWorld );
+
+ for ( var i = 0, j = 0; i < bones.length; i ++ ) {
+
+ var bone = bones[ i ];
+
+ if ( bone.parent && bone.parent.isBone ) {
+
+ boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld );
+ vector.setFromMatrixPosition( boneMatrix );
+ position.setXYZ( j, vector.x, vector.y, vector.z );
+
+ boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld );
+ vector.setFromMatrixPosition( boneMatrix );
+ position.setXYZ( j + 1, vector.x, vector.y, vector.z );
+
+ j += 2;
+
+ }
+
+ }
+
+ geometry.getAttribute( 'position' ).needsUpdate = true;
+
+ };
+
+}(); + +/**
+ * @author abelnation / http://github.com/abelnation
+ * @author Mugen87 / http://github.com/Mugen87
+ * @author WestLangley / http://github.com/WestLangley
+ */ + +/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ * @author Mugen87 / https://github.com/Mugen87
+ */
+
+function HemisphereLightHelper( light, size ) {
+
+ Object3D.call( this );
+
+ this.light = light;
+ this.light.updateMatrixWorld();
+
+ this.matrix = light.matrixWorld;
+ this.matrixAutoUpdate = false;
+
+ var geometry = new OctahedronBufferGeometry( size );
+ geometry.rotateY( Math.PI * 0.5 );
+
+ var material = new MeshBasicMaterial( { vertexColors: VertexColors, wireframe: true } );
+
+ var position = geometry.getAttribute( 'position' );
+ var colors = new Float32Array( position.count * 3 );
+
+ geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
+
+ this.add( new Mesh( geometry, material ) );
+
+ this.update();
+
+}
+
+HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
+HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
+
+HemisphereLightHelper.prototype.dispose = function () {
+
+ this.children[ 0 ].geometry.dispose();
+ this.children[ 0 ].material.dispose();
+
+};
+
+HemisphereLightHelper.prototype.update = function () {
+
+ var vector = new Vector3();
+
+ var color1 = new Color();
+ var color2 = new Color();
+
+ return function update() {
+
+ var mesh = this.children[ 0 ];
+
+ var colors = mesh.geometry.getAttribute( 'color' );
+
+ color1.copy( this.light.color );
+ color2.copy( this.light.groundColor );
+
+ for ( var i = 0, l = colors.count; i < l; i ++ ) {
+
+ var color = ( i < ( l / 2 ) ) ? color1 : color2;
+
+ colors.setXYZ( i, color.r, color.g, color.b );
+
+ }
+
+ mesh.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
+
+ colors.needsUpdate = true;
+
+ };
+
+}(); + +/**
+ * @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 Float32BufferAttribute( 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;
+
+ };
+
+}() ); + +/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author Mugen87 / https://github.com/Mugen87
+ *
+ * - 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 BufferGeometry();
+ var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
+
+ var vertices = [];
+ var colors = [];
+
+ var pointMap = {};
+
+ // colors
+
+ var colorFrustum = new Color( 0xffaa00 );
+ var colorCone = new Color( 0xff0000 );
+ var colorUp = new Color( 0x00aaff );
+ var colorTarget = new Color( 0xffffff );
+ var colorCross = new Color( 0x333333 );
+
+ // near
+
+ addLine( "n1", "n2", colorFrustum );
+ addLine( "n2", "n4", colorFrustum );
+ addLine( "n4", "n3", colorFrustum );
+ addLine( "n3", "n1", colorFrustum );
+
+ // far
+
+ addLine( "f1", "f2", colorFrustum );
+ addLine( "f2", "f4", colorFrustum );
+ addLine( "f4", "f3", colorFrustum );
+ addLine( "f3", "f1", colorFrustum );
+
+ // sides
+
+ addLine( "n1", "f1", colorFrustum );
+ addLine( "n2", "f2", colorFrustum );
+ addLine( "n3", "f3", colorFrustum );
+ addLine( "n4", "f4", colorFrustum );
+
+ // cone
+
+ addLine( "p", "n1", colorCone );
+ addLine( "p", "n2", colorCone );
+ addLine( "p", "n3", colorCone );
+ addLine( "p", "n4", colorCone );
+
+ // up
+
+ addLine( "u1", "u2", colorUp );
+ addLine( "u2", "u3", colorUp );
+ addLine( "u3", "u1", colorUp );
+
+ // target
+
+ addLine( "c", "t", colorTarget );
+ addLine( "p", "c", colorCross );
+
+ // cross
+
+ addLine( "cn1", "cn2", colorCross );
+ addLine( "cn3", "cn4", colorCross );
+
+ addLine( "cf1", "cf2", colorCross );
+ addLine( "cf3", "cf4", colorCross );
+
+ function addLine( a, b, color ) {
+
+ addPoint( a, color );
+ addPoint( b, color );
+
+ }
+
+ function addPoint( id, color ) {
+
+ vertices.push( 0, 0, 0 );
+ colors.push( color.r, color.g, color.b );
+
+ if ( pointMap[ id ] === undefined ) {
+
+ pointMap[ id ] = [];
+
+ }
+
+ pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
+
+ }
+
+ geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+ geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
+
+ 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 ) {
+
+ var position = geometry.getAttribute( 'position' );
+
+ for ( var i = 0, l = points.length; i < l; i ++ ) {
+
+ position.setXYZ( points[ i ], vector.x, vector.y, vector.z );
+
+ }
+
+ }
+
+ }
+
+ 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.getAttribute( 'position' ).needsUpdate = true;
+
+ };
+
+}(); + +/**
+ * @author WestLangley / http://github.com/WestLangley
+ * @author zz85 / http://github.com/zz85
+ * @author bhouston / http://clara.io
+ *
+ * Creates an arrow for visualizing directions
+ *
+ * Parameters:
+ * dir - Vector3
+ * origin - Vector3
+ * length - Number
+ * color - color in hex value
+ * headLength - Number
+ * headWidth - Number
+ */ + +/**
+ * @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
+ */
+
+
+/*
+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() {
+
+ var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
+
+ /*
+ * 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.
+ */
+ function init( x0, x1, t0, t1 ) {
+
+ c0 = x0;
+ c1 = t0;
+ c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
+ c3 = 2 * x0 - 2 * x1 + t0 + t1;
+
+ }
+
+ return {
+
+ initCatmullRom: function ( x0, x1, x2, x3, tension ) {
+
+ init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
+
+ },
+
+ 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;
+
+ init( x1, x2, t1, t2 );
+
+ },
+
+ calc: function ( t ) {
+
+ var t2 = t * t;
+ var t3 = t2 * t;
+ return c0 + c1 * t + c2 * t2 + c3 * t3;
+
+ }
+
+ };
+
+}
+
+//
+
+var tmp = new Vector3();
+var px = new CubicPoly(); +var py = new CubicPoly(); +var pz = new CubicPoly();
+
+function CatmullRomCurve3( points ) {
+
+ Curve.call( this );
+
+ if ( points.length < 2 ) console.warn( 'THREE.CatmullRomCurve3: Points array needs at least two entries.' );
+
+ this.points = points || [];
+ this.closed = false;
+
+}
+
+CatmullRomCurve3.prototype = Object.create( Curve.prototype );
+CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
+
+CatmullRomCurve3.prototype.getPoint = function ( t ) {
+
+ var points = this.points;
+ var l = points.length;
+
+ var point = ( l - ( this.closed ? 0 : 1 ) ) * t;
+ var intPoint = Math.floor( point );
+ var 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 );
+
+ }
+
+ return new Vector3( px.calc( weight ), py.calc( weight ), pz.calc( weight ) );
+
+}; + +function CubicBezierCurve3( v0, v1, v2, v3 ) {
+
+ Curve.call( this );
+
+ this.v0 = v0;
+ this.v1 = v1;
+ this.v2 = v2;
+ this.v3 = v3;
+
+}
+
+CubicBezierCurve3.prototype = Object.create( Curve.prototype );
+CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
+
+CubicBezierCurve3.prototype.getPoint = function ( t ) {
+
+ var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
+
+ return new Vector3(
+ CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
+ CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
+ CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
+ );
+
+}; + +/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+//
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+//
+
+Curve.create = function ( construct, getPoint ) {
+
+ console.log( 'THREE.Curve.create() has been deprecated' );
+
+ construct.prototype = Object.create( Curve.prototype );
+ construct.prototype.constructor = construct;
+ construct.prototype.getPoint = getPoint;
+
+ return construct;
+
+};
+
+//
+
+
+
+//
+
+
+
+//
+
+function Spline( points ) {
+
+ console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
+
+ CatmullRomCurve3.call( this, points );
+ this.type = 'catmullrom';
+
+}
+
+Spline.prototype = Object.create( CatmullRomCurve3.prototype );
+
+Object.assign( Spline.prototype, {
+
+ initFromArray: function ( a ) {
+
+ console.error( 'THREE.Spline: .initFromArray() has been removed.' );
+
+ },
+ getControlPointsArray: function ( optionalTarget ) {
+
+ console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
+
+ },
+ reparametrizeByArcLength: function ( samplingCoef ) {
+
+ console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
+
+ }
+
+} );
+
+//
+
+
+
+
+SkeletonHelper.prototype.update = function () {
+
+ console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
+
+};
+
+
+
+//
+
+
+
+
+
+//
+
+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 );
+
+ }
+} );
+
+Line3.prototype.center = function ( optionalTarget ) {
+
+ console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
+ return this.getCenter( optionalTarget );
+
+};
+
+_Math.random16 = function () {
+
+ console.warn( 'THREE.Math.random16() has been deprecated. Use Math.random() instead.' );
+ return Math.random();
+
+};
+
+Object.assign( Matrix3.prototype, {
+
+ flattenToArrayOffset: function ( array, offset ) {
+
+ console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
+ return this.toArray( array, offset );
+
+ },
+ multiplyVector3: function ( vector ) {
+
+ console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
+ return vector.applyMatrix3( this );
+
+ },
+ multiplyVector3Array: function ( a ) {
+
+ console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
+
+ },
+ applyToBuffer: function( buffer, offset, length ) {
+
+ console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
+ return this.applyToBufferAttribute( buffer );
+
+ },
+ applyToVector3Array: function( array, offset, length ) {
+
+ console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
+
+ }
+
+} );
+
+Object.assign( Matrix4.prototype, {
+
+ extractPosition: function ( m ) {
+
+ console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
+ return this.copyPosition( m );
+
+ },
+ flattenToArrayOffset: function ( array, offset ) {
+
+ console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. 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 );
+
+ };
+
+ }(),
+ setRotationFromQuaternion: function ( q ) {
+
+ console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
+ return this.makeRotationFromQuaternion( q );
+
+ },
+ multiplyToArray: function () {
+
+ console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
+
+ },
+ multiplyVector3: function ( vector ) {
+
+ console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
+ return vector.applyMatrix4( 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.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
+
+ },
+ 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 () {
+
+ console.error( 'THREE.Matrix4: .translate() has been removed.' );
+
+ },
+ rotateX: function () {
+
+ console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
+
+ },
+ rotateY: function () {
+
+ console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
+
+ },
+ rotateZ: function () {
+
+ console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
+
+ },
+ rotateByAxis: function () {
+
+ console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
+
+ },
+ applyToBuffer: function( buffer, offset, length ) {
+
+ console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
+ return this.applyToBufferAttribute( buffer );
+
+ },
+ applyToVector3Array: function( array, offset, length ) {
+
+ console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
+
+ },
+ makeFrustum: function( left, right, bottom, top, near, far ) {
+
+ console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
+ return this.makePerspective( left, right, top, bottom, near, far );
+
+ }
+
+} );
+
+Plane.prototype.isIntersectionLine = function ( line ) {
+
+ console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
+ return this.intersectsLine( line );
+
+};
+
+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( Vector2.prototype, {
+
+ fromAttribute: function ( attribute, index, offset ) {
+
+ console.error( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
+ return this.fromBufferAttribute( attribute, index, offset );
+
+ }
+
+} );
+
+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 );
+
+ },
+ applyProjection: function ( m ) {
+
+ console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
+ return this.applyMatrix4( m );
+
+ },
+ fromAttribute: function ( attribute, index, offset ) {
+
+ console.error( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
+ return this.fromBufferAttribute( attribute, index, offset );
+
+ }
+
+} );
+
+Object.assign( Vector4.prototype, {
+
+ fromAttribute: function ( attribute, index, offset ) {
+
+ console.error( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
+ return this.fromBufferAttribute( attribute, index, offset );
+
+ }
+
+} );
+
+//
+
+Geometry.prototype.computeTangents = function () {
+
+ console.warn( 'THREE.Geometry: .computeTangents() has been removed.' );
+
+};
+
+Object.assign( Object3D.prototype, {
+
+ getChildByName: function ( name ) {
+
+ console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
+ return this.getObjectByName( name );
+
+ },
+ renderDepth: function () {
+
+ 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 () {
+
+ 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;
+
+ }
+ }
+
+} );
+
+Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
+
+ get: function () {
+
+ console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
+
+ },
+ set: function () {
+
+ console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
+
+ }
+
+} );
+
+Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
+
+ get: function () {
+
+ console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
+ return this.arcLengthDivisions;
+
+ },
+ set: function ( value ) {
+
+ console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
+ this.arcLengthDivisions = value;
+
+ }
+
+} );
+
+//
+
+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 () {
+
+ 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 () {
+
+ 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 () {
+
+ 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. Use .count instead.' );
+ 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( Uniform.prototype, {
+
+ dynamic: {
+ set: function () {
+
+ console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
+
+ }
+ },
+ onUpdate: {
+ value: function () {
+
+ console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
+ return this;
+
+ }
+ }
+
+} );
+
+//
+
+Object.defineProperties( Material.prototype, {
+
+ wrapAround: {
+ get: function () {
+
+ console.warn( 'THREE.Material: .wrapAround has been removed.' );
+
+ },
+ set: function () {
+
+ console.warn( 'THREE.Material: .wrapAround has been removed.' );
+
+ }
+ },
+ wrapRGB: {
+ get: function () {
+
+ console.warn( 'THREE.Material: .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 () {
+
+ 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;
+
+ }
+ }
+
+} );
+
+//
+
+Object.assign( WebGLRenderer.prototype, {
+
+ getCurrentRenderTarget: function () {
+
+ console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
+ return this.getRenderTarget();
+
+ },
+
+ 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 () {
+
+ console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
+ 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;
+
+ }
+ }
+
+} );
+
+//
+
+Audio.prototype.load = function ( file ) {
+
+ console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
+ var scope = this;
+ var audioLoader = new AudioLoader();
+ audioLoader.load( file, function ( buffer ) {
+
+ scope.setBuffer( buffer );
+
+ } );
+ return this;
+
+};
+
+AudioAnalyser.prototype.getData = function () {
+
+ console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
+ return this.getFrequencyData();
+
+};
+
+//
+
+
+
+
+
+//
+
+
+
+// + +function AHI ( container ) {
+
+ var stdWidth = HudObject.stdWidth;
+ var stdMargin = HudObject.stdMargin;
+
+ Group.call( this );
+
+ this.name = 'CV.AHI';
+ this.domObjects = [];
+
+ this.lastPitch = 0;
+
+ // artificial horizon instrument
+ var globe = new Group();
+
+ var ring = new CylinderBufferGeometry( stdWidth * 0.90, stdWidth, 3, 32, 1, true );
+ ring.rotateX( Math.PI / 2 );
+
+ var sphere = new SphereBufferGeometry( stdWidth - 10, 31, 31 );
+ var bar = new Geometry();
+ var marks = new Geometry();
+
+ var sv = sphere.getAttribute( 'position' ).count;
+
+ var sphereColors = new BufferAttribute( new Float32Array( sv * 3 ), 3 );
+
+ var colours = [];
+
+ var c1 = ColourCache.hudBlue;
+ var c2 = ColourCache.hudRed;
+
+ var i;
+
+ for ( i = 0; i < sv; i++ ) {
+
+ colours.push( ( i < sv / 2 ) ? c1 : c2 );
+
+ }
+
+ sphere.addAttribute( 'color', sphereColors.copyColorsArray( colours ) );
+
+ // view orinetation line
+ bar.vertices.push( new Vector3( 4 - stdWidth, 0, stdWidth ) );
+ bar.vertices.push( new Vector3( stdWidth - 4, 0, stdWidth ) );
+
+ // pitch interval marks
+ var m1 = new Vector3( 4, 0, stdWidth - 10 );
+ var m2 = new Vector3( -4, 0, stdWidth - 10 );
+
+ var xAxis = new Vector3( 1, 0, 0 );
+
+ for ( i = 0; i < 12; i++ ) {
+
+ var mn1 = m1.clone();
+ var mn2 = m2.clone();
+
+ if ( i % 3 === 0 ) {
+
+ mn1.x = 7;
+ mn2.x = -7;
+
+ }
+
+ mn1.applyAxisAngle( xAxis, i * Math.PI / 6 );
+ mn2.applyAxisAngle( xAxis, i * Math.PI / 6 );
+
+ marks.vertices.push( mn1 );
+ marks.vertices.push( mn2 );
+
+ }
+
+ var mRing = new Mesh( ring, new MeshPhongMaterial( { color: 0x888888, specular: 0x888888 } ) );
+ var mSphere = new Mesh( sphere, new MeshPhongMaterial( { vertexColors: VertexColors, specular: 0x666666, shininess: 20 } ) );
+ var mBar = new LineSegments( bar, new LineBasicMaterial( { color: 0xcccc00 } ) );
+ var mMarks = new LineSegments( marks, new LineBasicMaterial( { color: 0xffffff } ) );
+
+ mSphere.rotateOnAxis( new Vector3( 0, 1, 0 ), Math.PI / 2 );
+ mMarks.rotateOnAxis( new Vector3( 1, 0, 0 ), Math.PI / 2 );
+ mRing.rotateOnAxis( new Vector3( 0, 0, 1 ), Math.PI / 8 );
+
+ globe.add( mSphere );
+ globe.add( mMarks );
+
+ this.add( mRing );
+ this.add( globe );
+ this.add( mBar );
+
+ var offset = stdWidth + stdMargin;
+
+ this.translateX( -3 * offset );
+ this.translateY( offset );
+
+ var panel = document.createElement( 'div' );
+
+ panel.classList.add( 'cv-ahi' );
+ panel.textContent = '';
+
+ container.appendChild( panel );
+
+ this.globe = globe;
+ this.txt = panel;
+
+ this.domObjects.push( panel );
+
+ this.addEventListener( 'removed', this.removeDomObjects );
+ this.txt.textContent = '-90\u00B0';
+
+ return this;
+
+}
+
+AHI.prototype = Object.create( Group.prototype );
+
+Object.assign( AHI.prototype, HudObject.prototype );
+
+AHI.prototype.constructor = AHI;
+
+AHI.prototype.set = function () {
+
+ var direction = new Vector3();
+ var xAxis = new Vector3( 1, 0, 0 );
+
+ return function set ( vCamera ) {
+
+ vCamera.getWorldDirection( direction );
+
+ var pitch = Math.PI / 2 - direction.angleTo( upAxis );
+
+ if ( pitch === this.lastPitch ) return;
+
+ this.globe.rotateOnAxis( xAxis, pitch - this.lastPitch );
+ this.lastPitch = pitch;
+
+ this.txt.textContent = Math.round( _Math.radToDeg( pitch ) ) + '\u00B0';
+
+ };
+
+} ();
+
+
+
+// EOF + +function AngleScale ( container ) {
+
+ var width = container.clientWidth;
+ var height = container.clientHeight;
+
+ var stdWidth = HudObject.stdWidth;
+ var stdMargin = HudObject.stdMargin;
+
+ var i, l;
+
+ var geometry = new RingGeometry( 1, 40, 36, 1, Math.PI, Math.PI );
+ var c = [];
+
+ var pNormal = new Vector3( 1, 0, 0 );
+ var hues = ColourCache.getColors( 'inclination' );
+
+ var vertices = geometry.vertices;
+ var legNormal = new Vector3();
+
+ for ( i = 0, l = vertices.length; i < l; i++ ) {
+
+ legNormal.copy( vertices[ i ] ).normalize();
+
+ var dotProduct = legNormal.dot( pNormal );
+ var hueIndex = Math.floor( 127 * 2 * Math.asin( Math.abs( dotProduct ) ) / Math.PI );
+
+ c[ i ] = hues[ hueIndex ];
+
+ }
+
+ var faces = geometry.faces, f;
+
+ for ( i = 0, l = faces.length; i < l; i++ ) {
+
+ f = faces[ i ];
+
+ f.vertexColors = [ c[ f.a ], c[ f.b ], c[ f.c ] ];
+
+ }
+
+ geometry.colorsNeedUpdate = true;
+
+ Mesh.call( this, geometry, new MeshBasicMaterial( { color: 0xffffff, vertexColors: VertexColors, side: FrontSide } ) );
+
+ this.translateY( -height / 2 + 3 * ( stdWidth + stdMargin ) + stdMargin + 30 );
+ this.translateX( width / 2 - 40 - 5 );
+
+ this.name = 'CV.AngleScale';
+ this.domObjects = [];
+
+ var legend = document.createElement( 'div' );
+
+ legend.id = 'angle-legend';
+ legend.textContent = 'Inclination';
+
+ container.appendChild( legend );
+
+ this.txt = legend;
+ this.domObjects.push( legend );
+
+ this.addEventListener( 'removed', this.removeDomObjects );
+
+ return this;
+
+}
+
+AngleScale.prototype = Object.create( Mesh.prototype );
+
+Object.assign( AngleScale.prototype, HudObject.prototype );
+
+AngleScale.prototype.constructor = AngleScale;
+
+
+
+// EOF + +function Compass ( container ) {
+
+ var stdWidth = HudObject.stdWidth;
+ var stdMargin = HudObject.stdMargin;
+
+ Group.call( this );
+
+ this.name = 'CV.Compass';
+ this.domObjects = [];
+
+ var cg1 = new CylinderBufferGeometry( stdWidth * 0.90, stdWidth, 3, 32, 1, true );
+ cg1.rotateX( Math.PI / 2 );
+
+ var c1 = new Mesh( cg1, new MeshPhongMaterial( { color: 0x888888, specular: 0x888888 } ) );
+
+ var cg2 = new RingGeometry( stdWidth * 0.9, stdWidth, 4, 1, -Math.PI / 32 + Math.PI / 2, Math.PI / 16 );
+ cg2.translate( 0, 0, 5 );
+
+ var c2 = new Mesh( cg2, new MeshBasicMaterial( { color: 0xb03a14 } ) );
+
+ var r1 = _makeRose( stdWidth * 0.8, 0.141, 0x581d0a, 0x0c536a );
+ var r2 = _makeRose( stdWidth * 0.9, 0.141, 0xb03a14, 0x1ab4e5 );
+
+ r1.rotateZ( Math.PI / 4 );
+ r1.merge( r2 );
+
+ var rMesh = new Mesh( r1, new MeshLambertMaterial( { vertexColors: VertexColors, side: FrontSide, shading: FlatShading } ) );
+
+ this.add( c1 );
+ this.add( c2 );
+ this.add( rMesh );
+
+ var offset = stdWidth + stdMargin;
+
+ this.translateX( -offset );
+ this.translateY( offset );
+
+ this.lastRotation = 0;
+
+ var panel = document.createElement( 'div' );
+
+ panel.classList.add( 'cv-compass' );
+ panel.textContent = '';
+
+ container.appendChild( panel );
+
+ this.txt = panel;
+ this.domObjects.push( panel );
+
+ this.addEventListener( 'removed', this.removeDomObjects );
+ this.txt.textContent = '000\u00B0';
+
+ return this;
+
+ // make 'petal' for compass rose
+ function _makePetal ( radius, scale, color1, color2 ) {
+
+ var innerR = radius * scale;
+ var g = new Geometry();
+
+ g.vertices.push( new Vector3( 0, radius, 0 ) );
+ g.vertices.push( new Vector3( innerR ,innerR, 0 ) );
+ g.vertices.push( new Vector3( 0, 0, 14 * scale ) );
+ g.vertices.push( new Vector3( -innerR, innerR, 0 ) );
+
+ var f1 = new Face3( 0, 2, 1, new Vector3( 0, 0, 1 ), color1, 0 );
+ var f2 = new Face3( 0, 3, 2, new Vector3( 0, 0, 1 ), color2, 0 );
+
+ g.faces.push( f1 );
+ g.faces.push( f2 );
+
+ return g;
+
+ }
+
+ function _makeRose ( radius, scale, color1, color2 ) {
+
+ var p1 = _makePetal( radius, scale, new Color( color1 ), new Color( color2 ) );
+ var p2 = p1.clone();
+ var p3 = p1.clone();
+ var p4 = p1.clone();
+
+ p2.rotateZ( Math.PI / 2 );
+ p3.rotateZ( Math.PI );
+ p4.rotateZ( Math.PI / 2 * 3 );
+
+ p1.merge( p2 );
+ p1.merge( p3 );
+ p1.merge( p4 );
+
+ p1.computeFaceNormals();
+
+ return p1;
+
+ }
+
+}
+
+Compass.prototype = Object.create( Group.prototype );
+
+Object.assign( Compass.prototype, HudObject.prototype );
+
+Compass.prototype.constructor = Compass;
+
+Compass.prototype.set = function () {
+
+ var direction = new Vector3();
+ var yAxis = new Vector3( 0, 1, 0 );
+ var negativeZAxis = new Vector3( 0, 0, -1 );
+
+ return function set ( vCamera ) {
+
+ vCamera.getWorldDirection( direction );
+
+ if ( direction.x === 0 && direction.y === 0 ) {
+
+ // FIXME get camera rotation....
+ return;
+
+ }
+
+ // we are only interested in angle to horizontal plane.
+ direction.z = 0;
+
+ var a = direction.angleTo( yAxis );
+
+ if ( direction.x >= 0 ) a = 2 * Math.PI - a;
+
+ if ( a === this.lastRotation ) return;
+
+ var degrees = 360 - Math.round( _Math.radToDeg( a ) );
+
+ this.txt.textContent = degrees.toString().padStart( 3, '0' ) + '\u00B0'; // unicode degree symbol
+
+ this.rotateOnAxis( negativeZAxis, a - this.lastRotation );
+
+ this.lastRotation = a;
+
+ };
+
+} ();
+
+
+
+// EOF + +var cursorVertexShader = "\r\n#ifdef SURFACE\r\n\r\nuniform vec3 uLight;\r\nvarying vec3 vNormal;\r\nvarying vec3 lNormal;\r\n\r\n#else\r\n\t\r\nvarying vec3 vColor;\r\n\r\n#endif\r\n\r\nvarying float height;\r\n\r\nvoid main() {\r\n\r\n#ifdef SURFACE\r\n\r\n\tvNormal = normalMatrix * normal;\r\n\tlNormal = uLight;\r\n\r\n#else\r\n\r\n\tvColor = color;\r\n\r\n#endif\r\n\r\n\theight = position.z;\r\n\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\r\n\r\n}\r\n"; + +var cursorFragmentShader = "\r\nuniform float cursor;\r\nuniform float cursorWidth;\r\n\r\nuniform vec3 baseColor;\r\nuniform vec3 cursorColor;\r\n\r\nvarying float height;\r\n\r\n#ifdef SURFACE\r\n\r\nvarying vec3 vNormal;\r\nvarying vec3 lNormal;\r\n\r\n#else\r\n\r\nvarying vec3 vColor;\r\n\r\n#endif\r\n\r\nvoid main() {\r\n\r\n#ifdef SURFACE\r\n\r\n\tfloat nDot = dot( normalize( vNormal ), normalize( lNormal ) );\r\n\tfloat light;\r\n\tlight = 0.5 * ( nDot + 1.0 );\r\n\r\n#else\r\n\r\n\tfloat light = 1.0;\r\n\r\n#endif\r\n\r\n\tfloat delta = abs( height - cursor );\r\n\tfloat ss = smoothstep( 0.0, cursorWidth, cursorWidth - delta );\r\n\r\n\r\n#ifdef SURFACE\r\n\r\n\tif ( delta < cursorWidth * 0.05 ) {\r\n\r\n\t\tgl_FragColor = vec4( 1.0, 1.0, 1.0, 1.0 ) * light;\r\n\r\n\t} else {\r\n\r\n\t\tgl_FragColor = vec4( mix( baseColor, cursorColor, ss ) * light, 1.0 );\r\n\r\n\t}\r\n\r\n#else\r\n\r\n\tif ( delta < cursorWidth * 0.05 ) {\r\n\r\n\t\tgl_FragColor = vec4( 1.0, 1.0, 1.0, 1.0 ) * light * vec4( vColor, 1.0 );\r\n\r\n\t} else {\r\n\r\n\t\tgl_FragColor = vec4( mix( baseColor, cursorColor, ss ) * light, 1.0 ) * vec4( vColor, 1.0 );\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n}\r\n"; + +var depthMapVertexShader = "\r\nuniform float minZ;\r\nuniform float scaleZ;\r\n\r\nvarying float vHeight;\r\n\r\nvoid main() {\r\n\r\n\tvHeight = ( position.z - minZ ) * scaleZ;\r\n\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\r\n\r\n}\r\n"; + +var depthMapFragmentShader = "\r\nconst float PackUpscale = 256. / 255.; // fraction -> 0..1 (including 1)\r\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\r\n\r\nconst float ShiftRight8 = 1. / 256.;\r\n\r\nvec4 packFloatToRGBA( const in float v ) {\r\n\r\n\tvec4 r = vec4( fract( v * PackFactors ), v );\r\n\r\n\tr.yzw -= r.xyz * ShiftRight8; // tidy overflow\r\n\r\n\treturn r * PackUpscale;\r\n\r\n}\r\n\r\nvarying float vHeight;\r\n\r\nvoid main() {\r\n\r\n\tgl_FragColor = packFloatToRGBA( vHeight );\r\n\r\n}\r\n"; + +var depthVertexShader = "const float UnpackDownscale = 255. / 256.; // 0..1 -> fraction (excluding 1)\r\n\r\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\r\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\r\n\r\nfloat unpackRGBAToFloat( const in vec4 v ) {\r\n\treturn dot( v, UnpackFactors );\r\n}\r\n\r\nuniform float minX;\r\nuniform float minY;\r\nuniform float minZ;\r\n\r\nuniform float scaleX;\r\nuniform float scaleY;\r\nuniform float rangeZ;\r\n\r\nuniform float depthScale;\r\n\r\nuniform sampler2D depthMap;\r\nuniform float datumShift;\r\n\r\n#ifdef SURFACE\r\n\r\nuniform vec3 uLight;\r\n\r\nvarying vec3 vNormal;\r\nvarying vec3 lNormal;\r\n\r\n#else\r\n\r\nvarying vec3 vColor;\r\n\r\n#endif\r\n\r\nvarying float vDepth;\r\n\r\nvoid main() {\r\n\r\n#ifdef SURFACE\r\n\r\n\tvNormal = normalMatrix * normal;\r\n\tlNormal = uLight;\r\n\r\n#else\r\n\r\n\tvColor = color;\r\n\r\n#endif\r\n\r\n\t// get terrain height in model space\r\n\r\n\tvec2 terrainCoords = vec2( ( position.x - minX ) * scaleX, ( position.y - minY ) * scaleY );\r\n\tfloat terrainHeight = unpackRGBAToFloat( texture2D( depthMap, terrainCoords ) );\r\n\r\n\tterrainHeight = terrainHeight * rangeZ + minZ + datumShift;\r\n\r\n\t// depth below terrain for this vertex, scaled in 0.0 - 1.0 range\r\n\r\n\tvDepth = ( terrainHeight - position.z ) * depthScale;\r\n\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\r\n\r\n}\r\n"; + +var depthFragmentShader = "\r\nuniform sampler2D cmap;\r\nvarying float vDepth;\r\n\r\n#ifdef SURFACE\r\n\r\nvarying vec3 vNormal;\r\nvarying vec3 lNormal;\r\n\r\n#else\r\n\r\nvarying vec3 vColor;\r\n\r\n#endif\r\n\r\nvoid main() {\r\n\r\n#ifdef SURFACE\r\n\r\n\tfloat nDot = dot( normalize( vNormal ), normalize( lNormal ) );\r\n\tfloat light;\r\n\tlight = 0.5 * ( nDot + 1.0 );\r\n\r\n\tgl_FragColor = texture2D( cmap, vec2( vDepth, 1.0 ) ) * light;\r\n\r\n#else\r\n\r\n\tgl_FragColor = texture2D( cmap, vec2( vDepth, 1.0 ) ) * vec4( vColor, 1.0 );\r\n\r\n#endif\r\n\r\n}\r\n"; + +var depthCursorVertexShader = "\r\nconst float UnpackDownscale = 255. / 256.; // 0..1 -> fraction (excluding 1)\r\n\r\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\r\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\r\n\r\nfloat unpackRGBAToFloat( const in vec4 v ) {\r\n\treturn dot( v, UnpackFactors );\r\n}\r\n\r\nuniform float minX;\r\nuniform float minY;\r\nuniform float minZ;\r\n\r\nuniform float scaleX;\r\nuniform float scaleY;\r\nuniform float rangeZ;\r\n\r\nuniform sampler2D depthMap;\r\nuniform float datumShift;\r\n\r\n#ifdef SURFACE\r\n\r\nuniform vec3 uLight;\r\n\r\nvarying vec3 vNormal;\r\nvarying vec3 lNormal;\r\n\r\n#else\r\n\t\r\nvarying vec3 vColor;\r\n\r\n#endif\r\n\r\nvarying float vDepth;\r\n\r\nvoid main() {\r\n\r\n#ifdef SURFACE\r\n\r\n\tvNormal = normalMatrix * normal;\r\n\tlNormal = uLight;\r\n\r\n#else\r\n\r\n\tvColor = color;\r\n\r\n#endif\r\n\r\n\tvec2 terrainCoords = vec2( ( position.x - minX ) * scaleX, ( position.y - minY ) * scaleY );\r\n\tfloat terrainHeight = unpackRGBAToFloat( texture2D( depthMap, terrainCoords ) );\r\n\r\n\tvDepth = terrainHeight * rangeZ + datumShift + minZ - position.z;\r\n\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\r\n\r\n}\r\n\r\n\r\n\r\n\r\n\r\n"; + +var depthCursorFragmentShader = "\r\nuniform float cursor;\r\nuniform float cursorWidth;\r\n\r\nuniform vec3 baseColor;\r\nuniform vec3 cursorColor;\r\n\r\nvarying float vDepth;\r\n\r\n#ifdef SURFACE\r\n\r\nvarying vec3 vNormal;\r\nvarying vec3 lNormal;\r\n\r\n#else\r\n\r\nvarying vec3 vColor;\r\n\r\n#endif\r\n\r\nvoid main() {\r\n\r\n\tfloat light;\r\n#ifdef SURFACE\r\n\r\n\tfloat nDot = dot( normalize( vNormal ), normalize( lNormal ) );\r\n\tlight = 0.5 * ( nDot + 1.0 );\r\n\r\n#else\r\n\r\n\tlight = 1.0;\r\n\r\n#endif\r\n\r\n\tfloat delta = abs( vDepth - cursor );\r\n\tfloat ss = smoothstep( 0.0, cursorWidth, cursorWidth - delta );\r\n\r\n#ifdef SURFACE\r\n\r\n\tif ( delta < cursorWidth * 0.05 ) {\r\n\r\n\t\tgl_FragColor = vec4( 1.0, 1.0, 1.0, 1.0 ) * light;\r\n\r\n\t} else {\r\n\r\n\t\tgl_FragColor = vec4( mix( baseColor, cursorColor, ss ) * light, 1.0 );\r\n\r\n\t}\r\n\r\n#else\r\n\r\n\tif ( delta < cursorWidth * 0.05 ) {\r\n\r\n\t\tgl_FragColor = vec4( 1.0, 1.0, 1.0, 1.0 ) * light * vec4( vColor, 1.0 );\r\n\r\n\t} else {\r\n\r\n\t\tgl_FragColor = vec4( mix( baseColor, cursorColor, ss ) * light, 1.0 ) * vec4( vColor, 1.0 );\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n}"; + +var extendedPointsVertexShader = "uniform float size;\r\nuniform float scale;\r\nuniform float pScale;\r\n\r\nattribute float pSize;\r\n\r\n#include <common>\r\n#include <color_pars_vertex>\r\n#include <shadowmap_pars_vertex>\r\n#include <logdepthbuf_pars_vertex>\r\n#include <clipping_planes_pars_vertex>\r\n\r\nvoid main() {\r\n\r\n\t#include <color_vertex>\r\n\t#include <begin_vertex>\r\n\t#include <project_vertex>\r\n\r\n\t#ifdef USE_SIZEATTENUATION\r\n\t\tgl_PointSize = pScale * pSize * ( scale / - mvPosition.z );\r\n\t#else\r\n\t\tgl_PointSize = pScale * pSize;\r\n\t#endif\r\n\r\n\t#include <logdepthbuf_vertex>\r\n\t#include <clipping_planes_vertex>\r\n\t#include <worldpos_vertex>\r\n\t#include <shadowmap_vertex>\r\n\r\n}\r\n"; + +var extendedPointsFragmentShader = "uniform vec3 diffuse;\r\nuniform float opacity;\r\n\r\n#include <common>\r\n#include <packing>\r\n#include <color_pars_fragment>\r\n#include <map_particle_pars_fragment>\r\n#include <fog_pars_fragment>\r\n#include <shadowmap_pars_fragment>\r\n#include <logdepthbuf_pars_fragment>\r\n#include <clipping_planes_pars_fragment>\r\n\r\nvoid main() {\r\n\r\n\t#include <clipping_planes_fragment>\r\n\r\n\tvec3 outgoingLight = vec3( 0.0 );\r\n\tvec4 diffuseColor = vec4( diffuse, opacity );\r\n\r\n\t#include <logdepthbuf_fragment>\r\n\t#include <map_particle_fragment>\r\n\t#include <color_fragment>\r\n\t#include <alphatest_fragment>\r\n\r\n\toutgoingLight = diffuseColor.rgb;\r\n\r\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\r\n\r\n\t#include <premultiplied_alpha_fragment>\r\n\t#include <tonemapping_fragment>\r\n\t#include <encodings_fragment>\r\n\t#include <fog_fragment>\r\n\r\n}\r\n"; + +var glyphVertexShader = "\r\n\r\n// glyph shader, each instance represents one glyph.\r\n\r\nuniform float cellScale;\r\nuniform mat2 rotate;\r\nuniform float scale;\r\n\r\nattribute vec2 instanceUvs;\r\nattribute float instanceOffsets;\r\nattribute float instanceWidths;\r\n\r\nvarying vec2 vUv;\r\nvarying vec3 vColor;\r\n\r\nvoid main() {\r\n\r\n\tvColor = color;\r\n\r\n\t// select glyph from atlas ( with proportional spacing ).\r\n\r\n\tvUv = instanceUvs + vec2( position.x * cellScale * instanceWidths, position.y * cellScale );\r\n\r\n\t// scale by glyph width ( vertices form unit square with (0,0) origin )\r\n\r\n\tvec2 newPosition = vec2( position.x * instanceWidths, position.y );\r\n\r\n\t// move to correct offset in string\r\n\r\n\tnewPosition.x += instanceOffsets;\r\n\r\n\t// rotate as required\r\n\r\n\tnewPosition = rotate * newPosition;\r\n\r\n\t// position of GlyphString object on screeno\r\n\r\n\tvec4 offset = projectionMatrix * modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\r\n\r\n\t// scale glyphs\r\n\r\n\tnewPosition.xy *= 0.0625;\r\n\r\n\t// correct for aspect ratio\r\n\r\n\tnewPosition.x *= scale;\r\n\r\n\t// move to clip space\r\n\r\n\tnewPosition.xy *= offset.w;\r\n\r\n\tgl_Position = vec4( newPosition, 0.0, 0.0 ) + offset;\r\n\r\n}\r\n"; + +var glyphFragmentShader = "\r\nuniform sampler2D atlas;\r\n\r\nvarying vec2 vUv;\r\nvarying vec3 vColor;\r\n\r\nvoid main() {\r\n\r\n\tgl_FragColor = texture2D( atlas, vUv ) * vec4( vColor, 1.0 );\r\n\r\n}"; + +var heightVertexShader = "\r\nuniform sampler2D cmap;\r\n\r\nuniform float minZ;\r\nuniform float scaleZ;\r\n\r\n#ifdef SURFACE\r\n\r\nuniform vec3 uLight;\r\n\r\nvarying vec3 vNormal;\r\nvarying vec3 lNormal;\r\n\r\n#else\r\n\r\nvarying vec3 vColor;\r\n\r\n#endif\r\n\r\nvarying float zMap;\r\n\r\nvoid main() {\r\n\r\n#ifdef SURFACE\r\n\r\n\tvNormal = normalMatrix * normal;\r\n\tlNormal = uLight;\r\n\r\n#else\r\n\r\n\tvColor = color;\r\n\r\n#endif\r\n\r\n\tzMap = ( position.z - minZ ) * scaleZ;\r\n\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\r\n\r\n}\r\n"; + +var heightFragmentShader = "\r\nuniform sampler2D cmap;\r\n\r\nvarying float zMap;\r\n\r\n#ifdef SURFACE\r\n\r\nvarying vec3 vNormal;\r\nvarying vec3 lNormal;\r\n\r\n#else\r\n\r\nvarying vec3 vColor;\r\n\r\n#endif\r\n\r\nvoid main() {\r\n\r\n#ifdef SURFACE\r\n\r\n\tfloat nDot = dot( normalize( vNormal ), normalize( lNormal ) );\r\n\tfloat light;\r\n\tlight = 0.5 * ( nDot + 1.0 );\r\n\r\n\tgl_FragColor = texture2D( cmap, vec2( 1.0 - zMap, 1.0 ) ) * vec4( light, light, light, 1.0 );\r\n\r\n#else\r\n\r\n\tgl_FragColor = texture2D( cmap, vec2( 1.0 - zMap, 1.0 ) ) * vec4( vColor, 1.0 );\r\n\r\n#endif\r\n\r\n}\r\n"; + +var waterVertexShader = "\r\nattribute vec3 sinks;\r\n\r\nvarying vec3 vPosition;\r\nvarying vec3 vSink;\r\n\r\nvoid main() {\r\n\r\n\tvPosition = position;\r\n\tvSink = sinks;\r\n\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\r\n\r\n}\r\n"; + +var waterFragmentShader = "\r\nuniform float offset;\r\n\r\nvarying vec3 vPosition;\r\nvarying vec3 vSink;\r\n\r\nvoid main() {\r\n\r\n\tgl_FragColor = vec4( 0.1, 0.1, sin( offset + distance( vPosition, vSink ) ) * 0.4 + 0.6, 0.0 );\r\n\r\n}\r\n"; + +var Shaders = {
+ cursorVertexShader: cursorVertexShader,
+ cursorFragmentShader: cursorFragmentShader,
+ depthMapVertexShader: depthMapVertexShader,
+ depthMapFragmentShader: depthMapFragmentShader,
+ depthVertexShader: depthVertexShader,
+ depthFragmentShader: depthFragmentShader,
+ depthCursorVertexShader: depthCursorVertexShader,
+ depthCursorFragmentShader: depthCursorFragmentShader,
+ extendedPointsVertexShader: extendedPointsVertexShader,
+ extendedPointsFragmentShader: extendedPointsFragmentShader,
+ glyphVertexShader: glyphVertexShader,
+ glyphFragmentShader: glyphFragmentShader,
+ heightVertexShader: heightVertexShader,
+ heightFragmentShader: heightFragmentShader,
+ waterVertexShader: waterVertexShader,
+ waterFragmentShader: waterFragmentShader
+};
+
+
+// EOF + +function CursorMaterial ( type, limits ) {
+
+ ShaderMaterial.call( this );
+
+ this.halfRange = ( limits.max.z - limits.min.z ) / 2;
+
+ this.defines = ( type === MATERIAL_LINE ) ? { USE_COLOR: true } : { SURFACE: true };
+
+ this.uniforms = {
+ uLight: { value: new Vector3( -1, -1, 2 ) },
+ cursor: { value: 0 },
+ cursorWidth: { value: 5.0 },
+ baseColor: { value: ColourCache.lightGrey },
+ cursorColor: { value: ColourCache.green }
+ };
+
+ this.vertexShader = Shaders.cursorVertexShader;
+ this.fragmentShader = Shaders.cursorFragmentShader;
+
+ this.type = 'CV.CursorMaterial';
+
+ this.addEventListener( 'update', _update );
+
+ return this;
+
+ function _update() {
+
+ this.uniforms.surfaceOpacity.value = this.opacity;
+
+ }
+
+}
+
+CursorMaterial.prototype = Object.create( ShaderMaterial.prototype );
+
+CursorMaterial.prototype.constructor = CursorMaterial;
+
+CursorMaterial.prototype.setCursor = function ( value ) {
+
+ var newValue = Math.max( Math.min( value, this.halfRange ), -this.halfRange );
+
+ this.uniforms.cursor.value = newValue;
+
+ return newValue; // return value clamped to material range
+
+};
+
+CursorMaterial.prototype.getCursor = function () {
+
+ return this.uniforms.cursor.value;
+
+};
+
+
+
+// EOF + +function DepthMaterial ( type, surveyLimits, terrain ) {
+
+ var limits = terrain.boundingBox;
+ var range = limits.getSize();
+
+ var defines = ( type === MATERIAL_LINE ) ? { USE_COLOR: true } : { SURFACE: true };
+
+ ShaderMaterial.call( this, {
+
+ uniforms: {
+ // pseudo light source somewhere over viewer's left shoulder.
+ uLight: { value: new Vector3( -1, -1, 2 ) },
+ minX: { value: limits.min.x },
+ minY: { value: limits.min.y },
+ minZ: { value: limits.min.z },
+ scaleX: { value: 1 / range.x },
+ scaleY: { value: 1 / range.y },
+ rangeZ: { value: range.z },
+ depthScale: { value: 1 / ( surveyLimits.max.z - surveyLimits.min.z ) },
+ cmap: { value: ColourCache.getTexture( 'gradient' ) },
+ depthMap: { value: terrain.depthTexture },
+ datumShift: { value: 0.0 }
+ },
+
+ defines: defines,
+ vertexShader: Shaders.depthVertexShader,
+ fragmentShader: Shaders.depthFragmentShader
+ } );
+
+ this.type = 'CV.DepthMaterial';
+
+ return this;
+
+}
+
+DepthMaterial.prototype = Object.create( ShaderMaterial.prototype );
+
+DepthMaterial.prototype.constructor = DepthMaterial;
+
+DepthMaterial.prototype.setDatumShift = function ( shift ) {
+
+ this.uniforms.datumShift.value = shift;
+
+};
+
+
+
+// EOF + +function DepthCursorMaterial ( type, surveyLimits, terrain ) {
+
+ var limits = terrain.boundingBox;
+ var range = limits.getSize();
+
+ // max range of depth values
+ this.max = surveyLimits.max.z - surveyLimits.min.z;
+
+ ShaderMaterial.call( this, {
+
+ uniforms: {
+ uLight: { value: new Vector3( -1, -1, 2 ) },
+ minX: { value: limits.min.x },
+ minY: { value: limits.min.y },
+ minZ: { value: limits.min.z },
+ scaleX: { value: 1 / range.x },
+ scaleY: { value: 1 / range.y },
+ rangeZ: { value: range.z },
+ depthMap: { value: terrain.depthTexture },
+ datumShift: { value: 0.0 },
+ cursor: { value: this.max / 2 },
+ cursorWidth: { value: 5.0 },
+ baseColor: { value: ColourCache.lightGrey },
+ cursorColor: { value: ColourCache.green }
+ },
+ vertexShader: Shaders.depthCursorVertexShader,
+ fragmentShader: Shaders.depthCursorFragmentShader
+ } );
+
+ this.defines = {};
+
+ if ( type === MATERIAL_LINE ) {
+
+ this.defines.USE_COLOR = true;
+
+ } else {
+
+ this.defines.SURFACE = true;
+
+ }
+
+ this.type = 'CV.DepthCursorMaterial';
+
+ return this;
+
+}
+
+DepthCursorMaterial.prototype = Object.create( ShaderMaterial.prototype );
+
+DepthCursorMaterial.prototype.constructor = DepthCursorMaterial;
+
+DepthCursorMaterial.prototype.setCursor = function ( value ) {
+
+ var newValue = Math.max( Math.min( value, this.max ), 0 );
+
+ this.uniforms.cursor.value = newValue;
+
+ return newValue; // return value clamped to material range
+
+};
+
+DepthCursorMaterial.prototype.getCursor = function () {
+
+ return this.uniforms.cursor.value;
+
+};
+
+DepthCursorMaterial.prototype.setDatumShift = function ( shift ) {
+
+ this.uniforms.datumShift.value = shift;
+
+};
+
+
+
+// EOF + +function DepthMapMaterial ( terrain ) {
+
+ if ( terrain.boundingBox === undefined ) terrain.computeBoundingBox();
+
+ var boundingBox = terrain.boundingBox;
+
+ var minHeight = boundingBox.min.z;
+ var maxHeight = boundingBox.max.z;
+
+ ShaderMaterial.call( this, {
+
+ uniforms: {
+
+ minZ: { value: minHeight },
+ scaleZ: { value: 1 / ( maxHeight - minHeight ) }
+
+ },
+
+ vertexShader: Shaders.depthMapVertexShader,
+ fragmentShader: Shaders.depthMapFragmentShader,
+ depthWrite: false,
+ type: 'CV.DepthMapMaterial'
+
+ } );
+
+ return this;
+
+}
+
+DepthMapMaterial.prototype = Object.create( ShaderMaterial.prototype );
+
+DepthMapMaterial.prototype.constructor = DepthMapMaterial;
+
+
+
+// EOF + +function HeightMaterial ( type, limits ) {
+
+ ShaderMaterial.call( this );
+
+ this.defines = ( type === MATERIAL_LINE ) ? { USE_COLOR: true } : { SURFACE: true };
+
+ this.uniforms = {
+ uLight: { value: new Vector3( -1, -1, 2 ) }, // pseudo light source somewhere over viewer's left shoulder.
+ minZ: { value: limits.min.z },
+ scaleZ: { value: 1 / ( limits.max.z - limits.min.z ) },
+ cmap: { value: ColourCache.getTexture( 'gradient' ) },
+ };
+
+ this.vertexShader = Shaders.heightVertexShader;
+ this.fragmentShader = Shaders.heightFragmentShader;
+
+ this.type = 'CV.HeightMaterial';
+
+ return this;
+
+}
+
+HeightMaterial.prototype = Object.create( ShaderMaterial.prototype );
+
+HeightMaterial.prototype.constructor = HeightMaterial;
+
+
+
+// EOF + +function GlyphAtlas ( glyphAtlasSpec ) {
+
+ var atlasSize = 512;
+ var cellSize = 32;
+
+ var canvas = document.createElement( 'canvas' );
+ var map = {};
+
+ if ( ! canvas ) console.error( 'creating canvas for glyph atlas failed' );
+
+ canvas.width = atlasSize;
+ canvas.height = atlasSize;
+
+ var ctx = canvas.getContext( '2d' );
+
+ if ( ! ctx ) console.error( 'cannot obtain 2D canvas' );
+
+ // set background
+
+ ctx.fillStyle = 'rgba( 0, 0, 0, 1 )';
+ ctx.fillRect( 0, 0, atlasSize, atlasSize );
+
+ // populate with glyphs
+
+ var glyphs = '\u2610 ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789.-_';
+
+ var divisions = atlasSize / cellSize;
+
+ var glyphCount = glyphs.length;
+
+ if ( glyphCount > divisions * divisions ) {
+
+ console.error( 'too many glyphs for atlas' );
+ return;
+
+ }
+
+ var glyph;
+ var fontSize = 20;
+
+ ctx.textAlign = 'left';
+ ctx.font = fontSize + 'px ' + glyphAtlasSpec;
+ ctx.fillStyle = '#ffffff';
+
+ var row, column;
+
+ for ( var i = 0; i < glyphCount; i++ ) {
+
+ glyph = glyphs.charAt( i );
+
+ var glyphWidth = ctx.measureText( glyph ).width / cellSize;
+
+ row = Math.floor( i / divisions ) + 1;
+ column = i % divisions;
+
+ map[ glyph ] = { row: ( divisions - row ) / divisions, column: column / divisions, width: glyphWidth };
+
+ ctx.fillText( glyph, cellSize * column, cellSize * row - 6 );
+
+ }
+
+ this.texture = new CanvasTexture( canvas );
+ this.map = map;
+ this.cellScale = cellSize / atlasSize;
+
+}
+
+GlyphAtlas.prototype.constructor = GlyphAtlas;
+
+GlyphAtlas.prototype.getTexture = function () {
+
+ return this.texture;
+
+};
+
+GlyphAtlas.prototype.getCellScale = function () {
+
+ return this.cellScale;
+
+};
+
+GlyphAtlas.prototype.getGlyph = function ( glyph ) {
+
+ var glyphData = this.map[ glyph ];
+
+ if ( glyphData === undefined ) {
+
+ console.warn( 'unavailable glyph [' + glyph + ']', glyph.codePointAt() );
+ glyphData = this.map[ '\u2610' ]; // substitute empty box
+
+ }
+
+ return glyphData;
+
+};
+
+
+var atlasCache = {};
+var AtlasFactory = {};
+
+AtlasFactory.getAtlas = function ( glyphAtlasSpec ) {
+
+ var atlas = atlasCache[ glyphAtlasSpec ];
+
+ if ( atlas === undefined ) {
+
+ atlas = new GlyphAtlas( glyphAtlasSpec );
+ atlasCache[ glyphAtlasSpec ] = atlas;
+
+ }
+
+ return atlas;
+
+};
+
+
+
+// EOF + +function GlyphMaterial ( glyphAtlasSpec, container, rotation, colour ) {
+
+ var glyphAtlas = AtlasFactory.getAtlas( glyphAtlasSpec );
+
+ var cellScale = glyphAtlas.getCellScale();
+
+ var cos = Math.cos( rotation );
+ var sin = Math.sin( rotation );
+
+ var rotationMatrix = new Float32Array( [ cos, sin, -sin, cos ] );
+
+ colour = colour || [ 1, 1, 1 ];
+
+ ShaderMaterial.call( this, {
+ uniforms: {
+ cellScale: { value: cellScale },
+ atlas: { value: glyphAtlas.getTexture() },
+ rotate: { value: rotationMatrix },
+ scale: { value: container.clientHeight / container.clientWidth }
+ },
+ vertexShader: Shaders.glyphVertexShader,
+ fragmentShader: Shaders.glyphFragmentShader,
+ } );
+
+ this.opacity = 1.0;
+ this.alphaTest = 0.8;
+ this.depthTest = false;
+ this.transparent = true;
+ this.defines = { USE_COLOR: true };
+
+ this.defaultAttributeValues.color = colour;
+ this.type = 'CV.GlyphMaterial';
+ this.atlas = glyphAtlas;
+
+
+ // event handler
+ window.addEventListener( 'resize', _resize );
+
+ var self = this;
+
+ return this;
+
+ function _resize() {
+
+ self.uniforms.scale.value = container.clientHeight / container.clientWidth;
+
+ }
+
+}
+
+GlyphMaterial.prototype = Object.create( ShaderMaterial.prototype );
+
+GlyphMaterial.prototype.constructor = GlyphMaterial;
+
+GlyphMaterial.prototype.getAtlas = function () {
+
+ return this.atlas;
+
+};
+
+
+
+// EOF + +var cache = new Map();
+var viewer;
+
+var cursorMaterials = [];
+var depthMaterials = [];
+var perSurveyMaterials = {};
+
+function updateMaterialCursor ( material ) {
+
+ viewer.initCursorHeight = material.setCursor( viewer.cursorHeight );
+
+}
+
+function updateCursors( /* event */ ) {
+
+ cursorMaterials.forEach( updateMaterialCursor );
+
+}
+
+function updateDatumShifts( event ) {
+
+ var datumShift = event.value;
+
+ depthMaterials.forEach( _updateMaterialDepth );
+
+ function _updateMaterialDepth ( material ) {
+
+ material.setDatumShift( datumShift );
+
+ }
+
+}
+
+
+function getHeightMaterial ( type, limits ) {
+
+ var name = 'height' + type;
+
+ if ( cache.has( name ) ) return cache.get( name );
+
+ var material = new HeightMaterial( type, limits );
+
+ cache.set( name, material );
+
+ perSurveyMaterials[ name ] = material;
+
+ return material;
+
+}
+
+function getDepthMapMaterial ( terrain ) {
+
+ return new DepthMapMaterial( terrain );
+
+}
+
+function getDepthMaterial ( type, limits, terrain ) {
+
+ var name = 'depth' + type;
+ var material = cache.get( name );
+
+ if ( material === undefined ) {
+
+ material = new DepthMaterial( type, limits, terrain );
+
+ cache.set( name, material );
+
+ perSurveyMaterials[ name ] = material;
+ depthMaterials.push( material );
+
+ }
+
+ return material;
+
+}
+
+function getCursorMaterial ( type, limits ) {
+
+ var name = 'cursor' + type;
+
+ var material = cache.get( name );
+
+ if ( material === undefined ) {
+
+ material = new CursorMaterial( type, limits );
+
+ perSurveyMaterials[ name ] = material;
+
+ cache.set( name, material );
+
+ }
+
+ // restore current cursor
+
+ viewer.initCursorHeight = material.getCursor();
+
+ // set active cursor material for updating
+
+ cursorMaterials[ type ] = material;
+
+ return material;
+
+}
+
+function getDepthCursorMaterial( type, limits, terrain ) {
+
+ var name = 'depthCursor' + type;
+
+ var material = cache.get( name );
+
+ if ( material === undefined ) {
+
+ material = new DepthCursorMaterial( type, limits, terrain );
+
+ perSurveyMaterials[ name ] = material;
+ depthMaterials.push( material );
+
+ cache.set( name, material );
+
+ }
+
+ // restore current cursor
+
+ viewer.initCursorHeight = material.getCursor();
+
+ // set active cursor material for updating
+
+ cursorMaterials[ type ] = material;
+
+ return material;
+
+}
+
+function getSurfaceMaterial () {
+
+ if ( cache.has( 'surface' ) ) return cache.get( 'surface' );
+
+ var material = new MeshLambertMaterial( { color: 0xFFFFFF, vertexColors: NoColors } );
+
+ cache.set( 'surface', material );
+
+ return material;
+
+}
+
+function getLineMaterial () {
+
+ if ( cache.has( 'line' ) ) return cache.get( 'line' );
+
+ var material = new LineBasicMaterial( { color: 0xFFFFFF, vertexColors: VertexColors } );
+
+ cache.set( 'line', material );
+
+ return material;
+
+}
+
+function getGlyphMaterial ( glyphAtlasSpec, rotation, colour ) {
+
+ var name = glyphAtlasSpec + ':' + rotation.toString() + ':' + ( colour ? colour.toString() : 'default' );
+
+ if ( cache.has( name ) ) return cache.get( name );
+
+ var material = new GlyphMaterial( glyphAtlasSpec, viewer.container, rotation, colour );
+
+ cache.set( name, material );
+
+ return material;
+
+}
+
+function setTerrain( terrain ) {
+
+
+ terrain.addEventListener( 'datumShiftChange', updateDatumShifts );
+
+}
+
+function initCache ( Viewer ) {
+
+ cache.clear();
+
+ viewer = Viewer;
+
+ viewer.addEventListener( 'cursorChange', updateCursors );
+
+}
+
+function flushCache() {
+
+ var name;
+
+ for ( name in perSurveyMaterials ) {
+
+ var material = perSurveyMaterials[ name ];
+
+ material.dispose();
+ cache.delete( name );
+
+ }
+
+ depthMaterials = [];
+ perSurveyMaterials = {};
+
+}
+
+var Materials$1 = {
+ getHeightMaterial: getHeightMaterial,
+ getDepthMapMaterial: getDepthMapMaterial,
+ getDepthMaterial: getDepthMaterial,
+ getDepthCursorMaterial: getDepthCursorMaterial,
+ getCursorMaterial: getCursorMaterial,
+ getSurfaceMaterial: getSurfaceMaterial,
+ getLineMaterial: getLineMaterial,
+ getGlyphMaterial: getGlyphMaterial,
+ setTerrain: setTerrain,
+ initCache: initCache,
+ flushCache: flushCache
+};
+
+// EOF + +function LinearScale ( container, Viewer ) {
+
+ var width = container.clientWidth;
+ var height = container.clientHeight;
+
+ var stdWidth = HudObject.stdWidth;
+ var stdMargin = HudObject.stdMargin;
+
+ this.name = 'CV.LinearScale';
+ this.domObjects = [];
+
+ var barOffset = 3 * ( stdWidth + stdMargin );
+ var barHeight = ( height - barOffset ) / 2;
+ var barWidth = stdWidth / 2;
+
+ var range = Viewer.maxHeight - Viewer.minHeight;
+
+ var geometry = new PlaneBufferGeometry( barWidth, range );
+
+ // rotate the model to put the plane in the xz plane, covering the range of view height values - the gradient shader works on z values.
+
+ geometry.rotateX( Math.PI / 2 );
+ geometry.translate( -barWidth / 2, 0, 0 );
+
+ Mesh.call( this, geometry, Materials$1.getHeightMaterial( MATERIAL_LINE ) );
+
+ var ms = new Matrix4().makeScale( 1, 1, barHeight / range );
+
+ ms.multiply( new Matrix4().makeTranslation( width / 2 - stdMargin, -height / 2 + barOffset + barHeight / 2, 0 ) );
+
+ this.applyMatrix( ms );
+
+ // rotate the model in the world view.
+ this.rotateOnAxis( new Vector3( 1, 0, 0 ), -Math.PI / 2 );
+
+ // add labels
+ var maxdiv = document.createElement( 'div' );
+ var mindiv = document.createElement( 'div' );
+
+ var caption = document.createElement( 'div' );
+
+ maxdiv.classList.add( 'linear-scale' );
+ mindiv.classList.add( 'linear-scale' );
+
+ caption.classList.add( 'linear-scale-caption' );
+
+ maxdiv.id = 'max-div';
+ mindiv.id = 'min-div';
+
+ caption.id = 'linear-caption';
+
+ maxdiv.style.top = barHeight + 'px';
+ mindiv.style.bottom = barOffset + 'px';
+
+ caption.style.bottom = height - barHeight + 'px';
+
+ container.appendChild( maxdiv );
+ container.appendChild( mindiv );
+
+ container.appendChild( caption );
+
+ maxdiv.textContent = '---';
+ mindiv.textContent = '---';
+
+ caption.textContent = 'xxxx';
+
+ this.maxDiv = maxdiv;
+ this.minDiv = mindiv;
+
+ this.caption = caption;
+
+ this.domObjects.push( mindiv );
+ this.domObjects.push( maxdiv );
+
+ this.domObjects.push( caption );
+
+ this.addEventListener( 'removed', this.removeDomObjects );
+
+ return this;
+
+}
+
+LinearScale.prototype = Object.create( Mesh.prototype );
+
+Object.assign( LinearScale.prototype, HudObject.prototype );
+
+LinearScale.prototype.constructor = LinearScale;
+
+LinearScale.prototype.setRange = function ( min, max, caption ) {
+
+ this.maxDiv.textContent = Math.round( max ) + 'm';
+ this.minDiv.textContent = Math.round( min ) + 'm';
+
+ this.setCaption( caption );
+
+ return this;
+
+};
+
+
+LinearScale.prototype.setCaption = function ( caption ) {
+
+ this.caption.textContent = caption;
+
+ return this;
+
+};
+
+LinearScale.prototype.setMaterial = function ( material ) {
+
+ this.material = material;
+
+ return this;
+
+};
+
+
+
+// EOF + +function CursorScale ( container ) {
+
+ var width = container.clientWidth;
+ var height = container.clientHeight;
+
+ var stdWidth = HudObject.stdWidth;
+ var stdMargin = HudObject.stdMargin;
+
+ this.name = 'CV.CursorScale';
+ this.domObjects = [];
+
+ var barOffset = 3 * ( stdWidth + stdMargin );
+ var barHeight = ( height - barOffset ) / 2;
+ var barWidth = stdWidth / 2;
+
+ var geometry = new PlaneBufferGeometry( barWidth, barHeight );
+
+ Mesh.call( this, geometry, new MeshBasicMaterial( { color: 0x777777 } ) );
+
+ this.translateX( width / 2 - barWidth / 2 - stdMargin );
+ this.translateY( -height / 2 + barHeight / 2 + barOffset );
+
+ this.barHeight = barHeight;
+
+ // make cursor line
+
+ var cursorGeometry = new Geometry();
+
+ cursorGeometry.vertices.push( new Vector3( barWidth / 2, -barHeight / 2, 0 ) );
+ cursorGeometry.vertices.push( new Vector3( -barWidth / 2, -barHeight / 2, 0 ) );
+
+ var cursor = new Line( cursorGeometry, new LineBasicMaterial( { color: 0xffffff } ) );
+
+ this.add( cursor );
+
+ this.cursor = cursor;
+
+ // add labels
+ var maxdiv = document.createElement( 'div' );
+ var mindiv = document.createElement( 'div' );
+
+ var caption = document.createElement( 'div' );
+
+ maxdiv.classList.add( 'linear-scale' );
+ mindiv.classList.add( 'linear-scale' );
+
+ caption.classList.add( 'linear-scale-caption' );
+
+ maxdiv.id = 'max-div';
+ mindiv.id = 'min-div';
+
+ caption.id = 'linear-caption';
+
+ maxdiv.style.top = barHeight + 'px';
+ mindiv.style.bottom = barOffset + 'px';
+
+ caption.style.bottom = height - barHeight + 'px';
+
+ container.appendChild( maxdiv );
+ container.appendChild( mindiv );
+
+ container.appendChild( caption );
+
+ maxdiv.textContent = '---';
+ mindiv.textContent = '---';
+
+ caption.textContent = 'xxxx';
+
+ this.maxDiv = maxdiv;
+ this.minDiv = mindiv;
+
+ this.caption = caption;
+
+ this.domObjects.push( mindiv );
+ this.domObjects.push( maxdiv );
+
+ this.domObjects.push( caption );
+
+ this.addEventListener( 'removed', this.removeDomObjects );
+
+ return this;
+
+}
+
+CursorScale.prototype = Object.create( Mesh.prototype );
+
+Object.assign( CursorScale.prototype, HudObject.prototype );
+
+CursorScale.prototype.constructor = CursorScale;
+
+CursorScale.prototype.setRange = function ( min, max, caption ) {
+
+ this.maxDiv.textContent = Math.round( max ) + 'm';
+ this.minDiv.textContent = Math.round( min ) + 'm';
+
+ this.caption.textContent = caption;
+
+ return this;
+
+};
+
+
+CursorScale.prototype.setCursor = function ( scaledValue /*, displayValue */ ) {
+
+ this.cursor.position.setY( this.barHeight * scaledValue );
+
+ return this;
+
+};
+
+
+
+// EOF + +function ProgressDial () {
+
+ var stdWidth = HudObject.stdWidth;
+ var stdMargin = HudObject.stdMargin;
+
+ var geometry = new RingGeometry( stdWidth * 0.9, stdWidth, 50 );
+
+ Mesh.call( this, geometry, new MeshBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } ) );
+
+ this.name = 'CV.ProgressDial';
+ this.domObjects = [];
+
+ var offset = stdWidth + stdMargin;
+
+ this.translateX( -offset * 5 );
+ this.translateY( offset );
+
+ this.rotateOnAxis( upAxis, Math.PI / 2 );
+
+ this.visible = false;
+ this.isVisible = true;
+
+ this.addEventListener( 'removed', this.removeDomObjects );
+
+ return this;
+
+}
+
+ProgressDial.prototype = Object.create( Mesh.prototype );
+
+Object.assign( ProgressDial.prototype, HudObject.prototype );
+
+ProgressDial.prototype.constructor = ProgressDial;
+
+ProgressDial.prototype.set = function ( progress ) {
+
+ this.progress = progress;
+
+ var l = Math.floor( Math.min( 100, Math.round( progress ) ) / 2 ) * 2;
+ var faces = this.geometry.faces;
+
+ for ( var i = 0; i < l; i++ ) {
+
+ faces[ 99 - i ].color.set( 0x00ff00 );
+
+ }
+
+ this.geometry.colorsNeedUpdate = true;
+
+};
+
+ProgressDial.prototype.add = function ( progress ) {
+
+ this.set( this.progress + progress );
+
+};
+
+ProgressDial.prototype.start = function () {
+
+ var faces = this.geometry.faces;
+
+ for ( var i = 0; i < 100; i++ ) {
+
+ faces[ i ].color.set( 0x333333 );
+
+ }
+
+ this.geometry.colorsNeedUpdate = true;
+ this.progress = 0;
+ this.visible = this.isVisible;
+
+};
+
+ProgressDial.prototype.end = function () {
+
+ var self = this;
+
+ setTimeout( function () { self.visible = false; Viewer.renderView(); }, 500 );
+
+};
+
+ProgressDial.prototype.setVisibility = function ( visibility ) {
+
+ this.isVisible = visibility;
+ this.visible = ( this.visible && visibility );
+
+};
+
+
+
+// EOF + +function ScaleBar ( container, hScale, rightMargin ) {
+
+ var leftMargin = 10;
+
+ Group.call( this );
+
+ this.name = 'CV.ScaleBar';
+ this.domObjects = [];
+
+ this.hScale = hScale;
+ this.scaleBars = [];
+ this.currentLength = 0;
+
+ this.position.set( -container.clientWidth / 2 + 5, -container.clientHeight / 2 + leftMargin, 0 );
+ this.scaleMax = container.clientWidth - ( leftMargin + rightMargin );
+
+ var legend = document.createElement( 'div' );
+
+ legend.classList.add( 'scale-legend' );
+ legend.textContent = '';
+
+ container.appendChild( legend );
+
+ this.legend = legend;
+ this.domObjects.push( legend );
+
+ this.addEventListener( 'removed', this.removeDomObjects );
+
+ return this;
+
+}
+
+ScaleBar.prototype = Object.create( Group.prototype );
+
+Object.assign( ScaleBar.prototype, HudObject.prototype );
+
+ScaleBar.prototype.constructor = ScaleBar;
+
+ScaleBar.prototype.setVisibility = function ( visible ) {
+
+ HudObject.prototype.setVisibility.call( this, visible );
+
+ if ( this.currentLength !== 0 ) this.scaleBars[ this.currentLength ].mesh.visible = visible;
+
+};
+
+ScaleBar.prototype.setScale = function ( scale ) {
+
+ var scaleBars = this.scaleBars;
+ var length = 0;
+ var self = this;
+
+ var maxVisible = this.scaleMax / ( scale * this.hScale );
+ var exponent = Math.ceil( Math.log( maxVisible ) / Math.LN10 ) - 1;
+ var rMax = Math.pow( 10, exponent );
+ var maxInc = maxVisible / rMax;
+ var legendText;
+
+ if ( maxInc < 2 ) {
+
+ length = 10;
+ exponent = exponent - 1;
+
+ } else if ( maxInc < 5 ) {
+
+ length = 2;
+
+ } else {
+
+ length = 5;
+
+ }
+
+ if ( exponent >= 3 ) {
+
+ legendText = length * Math.pow( 10, exponent - 3) + 'km';
+
+ } else {
+
+ legendText = length * Math.pow( 10, exponent ) + 'm';
+
+ }
+
+ scale = scale * Math.pow( 10, exponent );
+
+ if ( this.currentLength !== length ) {
+
+ if ( ! scaleBars[ length ] ) {
+
+ var bar = _makeScaleBar( length );
+
+ scaleBars[ length ] = bar;
+ this.add( bar.mesh );
+
+ }
+
+ if ( this.currentLength > 0 ) {
+
+ scaleBars[ this.currentLength ].mesh.visible = false;
+
+ }
+
+ scaleBars[ length ].mesh.visible = this.visible;
+ this.currentLength = length;
+
+ }
+
+ scaleBars[ length ].mesh.scale.x = scale;
+
+ var legend = this.legend;
+
+ legend.style.display = this.visible ? 'block' : 'none';
+ legend.style.left = ( scale * scaleBars[ length ].topRight - legend.clientWidth ) + 'px';
+
+ legend.textContent = legendText;
+
+ return this;
+
+ function _makeScaleBar ( length ) {
+
+ var height = 4;
+ var rLength = length * self.hScale;
+ var i, l;
+
+ var bar = new PlaneGeometry( rLength, height, length );
+ var bar2 = new PlaneGeometry( rLength, height, length * 10 );
+ var line = new Geometry();
+
+ line.vertices.push( new Vector3( -rLength / 2, 0, 1 ) );
+ line.vertices.push( new Vector3( rLength / 2, 0, 1 ) );
+
+ var mBar = new Mesh( bar, new MeshBasicMaterial( { color: 0xffffff, vertexColors: FaceColors, side: FrontSide } ) );
+ var mBar2 = new Mesh( bar2, new MeshBasicMaterial( { color: 0xffffff, vertexColors: FaceColors, side: FrontSide } ) );
+ var mLine = new LineSegments( line, new LineBasicMaterial( { color: 0xff0000 } ) );
+
+ for ( i = 0, l = bar.faces.length; i < l; i = i + 4 ) {
+
+ bar.faces[ i ].color = ColourCache.red;
+ bar.faces[ i + 1 ].color = ColourCache.red;
+
+ }
+
+ for ( i = 0, l = bar2.faces.length; i < l; i = i + 4 ) {
+
+ bar2.faces[ i ].color = ColourCache.red;
+ bar2.faces[ i + 1 ].color = ColourCache.red;
+
+ }
+
+ bar.translate( rLength / 2, height + height / 2 + 1, 0 );
+ bar2.translate( rLength / 2, height / 2, 0 );
+ line.translate( rLength / 2, height, 0 );
+
+ bar.computeBoundingBox();
+
+ var group = new Group();
+
+ group.add( mBar );
+ group.add( mBar2 );
+ group.add( mLine );
+
+ return { mesh: group, topRight: bar.boundingBox.max.x };
+
+ }
+
+};
+
+
+
+// EOF + +// THREE objects
+
+var renderer$1;
+var camera$1;
+var scene$1;
+
+var hScale = 0;
+
+var attitudeGroup;
+
+var linearScale = null;
+var angleScale = null;
+var cursorScale = null;
+var scaleBar = null;
+
+var compass;
+var ahi;
+var progressDial;
+
+// DOM objects
+
+var container$1;
+
+// viewer state
+
+var controls$1;
+var isVisible = true;
+
+function init$1 ( domId, viewRenderer ) {
+
+ container$1 = document.getElementById( domId );
+ renderer$1 = viewRenderer;
+
+ var hHeight = container$1.clientHeight / 2;
+ var hWidth = container$1.clientWidth / 2;
+
+ // create GL scene and camera for overlay
+ camera$1 = new OrthographicCamera( -hWidth, hWidth, hHeight, -hHeight, 1, 1000 );
+ camera$1.position.z = 600;
+
+ scene$1 = new Scene();
+
+ // group to simplyfy resize handling
+ attitudeGroup = new Group();
+ attitudeGroup.position.set( hWidth, -hHeight, 0 );
+
+ scene$1.add( attitudeGroup );
+
+ var aLight = new AmbientLight( 0x888888 );
+ var dLight = new DirectionalLight( 0xFFFFFF );
+
+ dLight.position.set( -1, 1, 1 );
+
+ scene$1.add( aLight );
+ scene$1.add( dLight );
+
+ compass = new Compass( container$1 );
+ ahi = new AHI( container$1 );
+ progressDial = new ProgressDial();
+
+ attitudeGroup.add( compass );
+ attitudeGroup.add( ahi );
+ attitudeGroup.add( progressDial );
+
+ window.addEventListener( 'resize', resize$1 );
+
+ Viewer.addEventListener( 'newCave', caveChanged );
+ Viewer.addEventListener( 'change', viewChanged );
+
+ controls$1 = Viewer.getControls();
+
+ controls$1.addEventListener( 'change', update );
+
+}
+
+function setVisibility ( visible ) {
+
+ compass.setVisibility( visible );
+ ahi.setVisibility( visible );
+ progressDial.setVisibility( visible );
+
+ if ( scaleBar ) scaleBar.setVisibility( visible );
+
+ isVisible = visible;
+
+ // reset correct disposition of colour keys etc.
+ if ( linearScale ) {
+
+ if ( visible ) {
+
+ viewChanged ( { type: 'change', name: 'shadingMode' } );
+
+ } else {
+
+ linearScale.setVisibility( false );
+ cursorScale.setVisibility( false );
+ angleScale.setVisibility( false );
+
+ }
+
+ }
+
+ Viewer.renderView();
+
+}
+
+function getVisibility() {
+
+ return isVisible;
+
+}
+
+function getProgressDial() {
+
+ return progressDial;
+
+}
+
+function setScale$1( scale ) {
+
+ hScale = scale;
+
+}
+
+function resize$1 () {
+
+ var hWidth = container$1.clientWidth / 2;
+ var hHeight = container$1.clientHeight / 2;
+
+ // adjust cameras to new aspect ratio etc.
+ camera$1.left = -hWidth;
+ camera$1.right = hWidth;
+ camera$1.top = hHeight;
+ camera$1.bottom = -hHeight;
+
+ camera$1.updateProjectionMatrix();
+
+ attitudeGroup.position.set( hWidth, -hHeight, 0 );
+
+ newScales();
+
+ setVisibility ( isVisible ); // set correct visibility of elements
+
+}
+
+function update () {
+
+ // update HUD components
+
+ var currentCamera = controls$1.object;
+
+ compass.set( currentCamera );
+ ahi.set( currentCamera );
+ updateScaleBar( currentCamera );
+
+}
+
+function renderHUD () {
+
+ // render on screen
+ renderer$1.clearDepth();
+ renderer$1.render( scene$1, camera$1 );
+
+}
+
+function caveChanged ( /* event */ ) {
+
+ newScales();
+
+ viewChanged ( { type: 'change', name: 'shadingMode' } );
+
+}
+
+
+function newScales () {
+
+ if ( linearScale ) scene$1.remove( linearScale );
+
+ linearScale = new LinearScale( container$1, Viewer );
+
+ scene$1.add( linearScale );
+
+
+ if ( cursorScale ) scene$1.remove( cursorScale );
+
+ cursorScale = new CursorScale( container$1 );
+
+ scene$1.add( cursorScale );
+
+
+ if ( angleScale ) scene$1.remove( angleScale );
+
+ angleScale = new AngleScale( container$1 );
+
+ scene$1.add( angleScale );
+
+ if ( scaleBar ) {
+
+ scene$1.remove( scaleBar );
+ scaleBar = null;
+
+ }
+
+ updateScaleBar( controls$1.object );
+
+}
+
+function viewChanged ( event ) {
+
+ if ( event.name !== 'shadingMode' || ! isVisible ) return;
+
+ // hide all - and only make required elements visible
+
+ var useAngleScale = false;
+ var useLinearScale = false;
+ var useCursorScale = false;
+
+ switch ( Viewer.shadingMode ) {
+
+ case SHADING_HEIGHT:
+
+ useLinearScale = true;
+
+ linearScale.setRange( Viewer.minHeight, Viewer.maxHeight, 'Height above Datum' ).setMaterial( Materials$1.getHeightMaterial( MATERIAL_LINE ) );
+
+ break;
+
+ case SHADING_DEPTH:
+
+ useLinearScale = true;
+
+ linearScale.setRange( Viewer.maxHeight - Viewer.minHeight, 0, 'Depth below surface' ).setMaterial( Materials$1.getHeightMaterial( MATERIAL_LINE ) );
+
+ break;
+
+ case SHADING_CURSOR:
+
+ useCursorScale = true;
+
+ cursorScale.setRange( Viewer.minHeight, Viewer.maxHeight, 'Height' );
+
+ cursorChanged();
+
+ break;
+
+ case SHADING_DEPTH_CURSOR:
+
+ useCursorScale = true;
+
+ cursorScale.setRange( Viewer.maxHeight - Viewer.minHeight, 0, 'Depth' );
+
+ cursorChanged();
+
+ break;
+
+ case SHADING_LENGTH:
+
+ useLinearScale = true;
+
+ linearScale.setRange( Viewer.minLegLength, Viewer.maxLegLength, 'Leg length' ).setMaterial( Materials$1.getHeightMaterial( MATERIAL_LINE, true ) ).setVisibility( true );
+
+ break;
+
+ case SHADING_INCLINATION:
+
+ useAngleScale = true;
+
+ break;
+
+ }
+
+ angleScale.setVisibility( useAngleScale );
+ linearScale.setVisibility( useLinearScale );
+ cursorScale.setVisibility( useCursorScale );
+
+ if ( useCursorScale ) {
+
+ Viewer.addEventListener( 'cursorChange', cursorChanged );
+
+ } else {
+
+ Viewer.removeEventListener( 'cursorChange', cursorChanged );
+
+ }
+
+ Viewer.renderView();
+
+}
+
+function cursorChanged ( /* event */ ) {
+
+ var cursorHeight = Viewer.cursorHeight;
+ var range = Viewer.maxHeight - Viewer.minHeight;
+ var scaledHeight = 0;
+
+ if ( Viewer.shadingMode === SHADING_CURSOR ) {
+
+ scaledHeight = ( Viewer.cursorHeight + range / 2 ) / range;
+
+ } else {
+
+ scaledHeight = 1 - cursorHeight / range;
+
+ }
+
+ scaledHeight = Math.max( Math.min( scaledHeight, 1 ), 0 );
+
+ cursorScale.setCursor( scaledHeight, Math.round( cursorHeight ) );
+
+}
+
+function updateScaleBar ( camera ) {
+
+ if ( camera instanceof OrthographicCamera ) {
+
+ if ( scaleBar === null ) {
+
+ scaleBar = new ScaleBar( container$1, hScale, ( HudObject.stdWidth + HudObject.stdMargin ) * 4 );
+ scene$1.add( scaleBar );
+
+ }
+
+ if ( isVisible !== scaleBar.visible ) scaleBar.setVisibility( isVisible );
+
+ scaleBar.setScale( camera.zoom );
+
+ } else {
+
+ if ( scaleBar !== null && scaleBar.visible ) scaleBar.setVisibility( false );
+
+ }
+
+}
+
+var HUD = {
+ init: init$1,
+ renderHUD: renderHUD,
+ update: update,
+ setVisibility: setVisibility,
+ getVisibility: getVisibility,
+ getProgressDial: getProgressDial,
+ setScale: setScale$1
+};
+
+// EOF + +function CameraMove ( controls, renderFunction, endCallback ) {
+
+ this.cameraTarget = null;
+ this.targetPOI = null;
+
+ this.controls = controls;
+ this.renderFunction = renderFunction;
+ this.endCallback = endCallback;
+ this.frameCount = 0;
+ this.frames = 0;
+ this.targetZoom = 1;
+ this.curve = null;
+ this.skipNext = false;
+
+ this.moveRequired = false;
+
+}
+
+CameraMove.prototype.constructor = CameraMove;
+
+CameraMove.prototype.prepare = function ( cameraTarget, targetPOI ) {
+
+ if ( this.frameCount !== 0 ) return;
+
+ this.skipNext = false;
+
+ if ( targetPOI && targetPOI.isBox3 ) {
+
+ // target can be a Box3 in world space
+
+ var size = targetPOI.getSize();
+ var camera = this.controls.object;
+ var elevation;
+
+ targetPOI = targetPOI.getCenter();
+
+ if ( camera.isPerspectiveCamera ) {
+
+ var tan = Math.tan( _Math.DEG2RAD * 0.5 * camera.getEffectiveFOV() );
+
+ var e1 = 1.5 * tan * size.y / 2 + size.z;
+ var e2 = tan * camera.aspect * size.x / 2 + size.z;
+
+ elevation = Math.max( e1, e2 );
+
+ this.targetZoom = 1;
+
+ if ( elevation === 0 ) elevation = 100;
+
+ } else {
+
+ var hRatio = ( camera.right - camera.left ) / size.x;
+ var vRatio = ( camera.top - camera.bottom ) / size.y;
+
+ this.targetZoom = Math.min( hRatio, vRatio );
+ elevation = 600;
+
+ }
+
+ cameraTarget = targetPOI.clone();
+ cameraTarget.z = cameraTarget.z + elevation;
+
+ }
+
+ this.cameraTarget = cameraTarget;
+ this.targetPOI = targetPOI;
+
+ this.moveRequired = ( this.cameraTarget !== null || this.targetPOI !== null );
+
+ var startPOI = this.controls.target;
+ var cameraStart = this.controls.object.position;
+
+ if ( cameraTarget !== null ) {
+
+ if ( cameraTarget.equals( cameraStart ) ) {
+
+ // start and end camera positions are identical.
+
+ this.moveRequired = false;
+
+ if ( targetPOI === null ) this.skipNext = true;
+
+ } else {
+
+ if ( targetPOI === null ) targetPOI = startPOI;
+
+ var distance = cameraStart.distanceTo( cameraTarget );
+
+ var cp1 = this.getControlPoint( startPOI, cameraStart, cameraTarget, distance );
+ var cp2 = this.getControlPoint( targetPOI, cameraTarget, cameraStart, distance );
+
+ this.curve = new CubicBezierCurve3( cameraStart, cp1, cp2, cameraTarget );
+
+ }
+
+ }
+
+};
+
+CameraMove.prototype.getControlPoint = function ( common, p1, p2, distance ) {
+
+ var v1 = new Vector3();
+ var v2 = new Vector3();
+
+ var normal = new Vector3();
+ var l = 0;
+
+ while ( l === 0 ) {
+
+ v1.copy( p1 ).sub( common );
+ v2.copy( p2 ).sub( common );
+
+ normal.crossVectors( v1, v2 );
+
+ l = normal.length();
+
+ if ( l === 0 ) {
+
+ // adjust the targetPOI to avoid degenerate triangles.
+
+ common.addScalar( -1 );
+
+ }
+
+ }
+
+ var adjust = new Vector3().crossVectors( normal, v1 ).setLength( Math.min( distance, v1.length() ) / 3 );
+
+ var candidate1 = new Vector3().copy( adjust ).add( v1 );
+ var candidate2 = new Vector3().copy( adjust ).negate().add( v1 );
+
+ return ( v2.distanceTo( candidate1 ) < v2.distanceTo( candidate2 ) ) ? candidate1 : candidate2;
+
+};
+
+CameraMove.prototype.start = function ( time ) {
+
+ if ( this.frameCount === 0 && ! this.skipNext ) {
+
+ this.frameCount = time + 1;
+ this.frames = this.frameCount;
+ this.controls.enabled = ! this.moveRequired;
+
+ this.animate();
+
+ }
+
+};
+
+CameraMove.prototype.animate = function () {
+
+ var tRemaining = --this.frameCount;
+ var controls = this.controls;
+ var curve = this.curve;
+
+ if ( tRemaining < 0 ) {
+
+ this.frameCount = 0;
+ this.endAnimation();
+
+ return;
+
+ }
+
+ if ( this.moveRequired ) {
+
+ // update camera position and controls.target
+
+ var camera = controls.object;
+
+ var t = 1 - tRemaining / this.frames;
+
+ controls.target.lerp( this.targetPOI, t );
+
+ if ( curve !== null ) {
+
+ camera.position.copy( this.curve.getPoint( t ) );
+
+ }
+
+ camera.zoom = camera.zoom + ( this.targetZoom - camera.zoom ) * t;
+
+ // if ( targetPOI.quaternion ) camera.quaternion.slerp( targetPOI.quaternion, t );
+
+ camera.updateProjectionMatrix();
+
+ }
+
+ controls.update();
+
+ if ( tRemaining === 0 ) {
+
+ // end of animation
+
+ this.endAnimation();
+
+ return;
+
+ }
+
+ var self = this;
+
+ requestAnimationFrame( function () { self.animate(); } );
+
+ this.renderFunction();
+
+};
+
+CameraMove.prototype.endAnimation = function () {
+
+ this.controls.enabled = true;
+ this.moveRequired = false;
+
+ this.cameraTarget = null;
+ this.targetPOI = null;
+
+ this.renderFunction();
+ this.endCallback();
+
+};
+
+CameraMove.prototype.stop = function () {
+
+ this.frameCount = 1;
+
+};
+
+CameraMove.prototype.cancel = function () {
+
+ this.frameCount = 0;
+ this.skipNext = false;
+
+};
+
+CameraMove.prototype.isActive = function () {
+
+ return ( this.frameCount > 0 );
+
+}; + +function Tree( name, id, root, parent ) { // root parameter only used internally
+
+ if ( root === undefined ) {
+
+ this.id = 0;
+ this.maxId = 0;
+ this.root = this;
+ this.parent = null;
+
+ } else {
+
+ this.root = root;
+ this.parent = parent;
+ this.id = ( id === null ) ? ++root.maxId : id;
+
+ }
+
+ this.name = name || '';
+ this.children = [];
+
+}
+
+Tree.prototype.constructor = Tree;
+
+Tree.prototype.traverse = function ( func ) {
+
+ var children = this.children;
+
+ func ( this );
+
+ for ( var i = 0; i < children.length; i++ ) {
+
+ children[ i ].traverse( func );
+
+ }
+
+};
+
+Tree.prototype.traverseDepthFirst = function ( func ) {
+
+ var children = this.children;
+
+
+ for ( var i = 0; i < children.length; i++ ) {
+
+ children[ i ].traverseDepthFirst( func );
+
+ }
+
+ func ( this );
+
+};
+
+Tree.prototype.forEachChild = function ( func, recurse ) {
+
+ var children = this.children;
+ var child;
+
+ for ( var i = 0; i < children.length; i++ ) {
+
+ child = children[ i ];
+
+ func( child );
+
+ if ( recurse === true ) child.forEachChild( func, true );
+
+ }
+
+};
+
+Tree.prototype.addById = function ( name, id, parentId, properties ) {
+
+ var parentNode = this.findById( parentId );
+
+ if ( parentNode ) {
+
+ var node = new Tree( name, id, this.root, parentNode );
+
+ if ( properties !== undefined ) Object.assign( node, properties );
+
+ parentNode.children.push( node );
+
+ var root = this.root;
+ root.maxId = Math.max( root.maxId, id );
+
+ return node.id;
+
+ }
+
+ return null;
+
+};
+
+Tree.prototype.findById = function ( id ) {
+
+ if ( this.id == id ) return this;
+
+ for ( var i = 0, l = this.children.length; i < l; i++ ) {
+
+ var child = this.children[ i ];
+
+ var found = child.findById( id );
+
+ if ( found ) return found;
+
+ }
+
+ return undefined;
+
+};
+
+Tree.prototype.getByPath = function ( path ) {
+
+ var pathArray = path.split( '.' );
+ var node = this.getByPathArray( pathArray );
+
+ return pathArray.length === 0 ? node : undefined;
+
+};
+
+Tree.prototype.getByPathArray = function ( path ) {
+
+ var node = this;
+ var search = true;
+
+ while ( search && path.length > 0 ) {
+
+ search = false;
+
+ for ( var i = 0, l = node.children.length; i < l; i++ ) {
+
+ var child = node.children[ i ];
+
+ if ( child.name === path[ 0 ] ) {
+
+ node = child;
+ path.shift();
+ search = true;
+
+ break;
+
+ }
+
+ }
+
+ }
+
+ return node;
+
+};
+
+Tree.prototype.addPath = function ( path, properties ) {
+
+ var node;
+ var newNode;
+
+ // find part of path that exists already
+
+ node = this.getByPathArray( path );
+
+ if ( path.length === 0 ) return node;
+
+ // add remainder of path to node
+
+ while ( path.length > 0 ) {
+
+ newNode = new Tree( path.shift(), null, this.root, node );
+
+ node.children.push( newNode );
+ node = newNode;
+
+ }
+
+ if ( properties !== undefined ) Object.assign( node, properties );
+
+ return node;
+
+};
+
+Tree.prototype.getPath = function ( endNode ) {
+
+ var node = this;
+ var path = [];
+
+ if ( endNode === undefined ) endNode = this.root;
+
+ do {
+
+ path.push( node.name );
+ node = node.parent;
+
+ } while ( node !== endNode );
+
+ return path.reverse().join( '.' );
+
+};
+
+Tree.prototype.getSubtreeIds = function ( id, idSet ) {
+
+ var node = this.findById( id );
+
+ node.traverse( _getId );
+
+ function _getId( node ) {
+
+ idSet.add( node.id );
+
+ }
+
+};
+
+Tree.prototype.getIdByPath = function ( path ) {
+
+ var node = this.getByPathArray( path );
+
+ if ( path.length === 0 ) {
+
+ return node.id;
+
+ } else {
+
+ return undefined;
+
+ }
+
+};
+
+
+
+// EOF + +/**
+ * based on BoxHelper
+ * @author mrdoob / http://mrdoob.com/
+ * @author Mugen87 / http://github.com/Mugen87
+ */
+
+function Box3Helper( box3, color ) {
+
+ this.box3 = box3;
+
+ 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 } ) );
+
+ this.matrixAutoUpdate = false;
+
+ this.update( box3 );
+
+}
+
+Box3Helper.prototype.type = 'Box3Helper';
+
+Box3Helper.prototype = Object.create( LineSegments.prototype );
+Box3Helper.prototype.constructor = Box3Helper;
+
+Box3Helper.prototype.update = function ( box3 ) {
+
+ this.box3 = box3;
+
+ if ( box3.isEmpty() ) return;
+
+ var min = box3.min;
+ var max = box3.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();
+
+};
+
+Box3Helper.prototype.removed = function () {
+
+ if ( this.geometry ) this.geometry.dispose();
+
+}; + +function GlyphStringGeometry ( text, glyphAtlas ) {
+
+ InstancedBufferGeometry.call( this );
+
+ this.type = 'GlyphStringGeometry';
+ this.name = text;
+ this.width = 0;
+
+ var indexAttribute = new Uint16BufferAttribute( [ 0, 2, 1, 0, 3, 2 ], 1 );
+
+ // unit square
+ var positions = [
+ 0, 0, 0,
+ 0, 1, 0,
+ 1, 1, 0,
+ 1, 0, 0
+ ];
+
+ var positionAttribute = new Float32BufferAttribute( positions, 3 );
+
+ this.setIndex( indexAttribute );
+ this.addAttribute( 'position', positionAttribute );
+
+ var i, l, glyphData;
+ var offset = 0;
+
+ l = text.length;
+
+ var uvs = new Float32Array( l * 2 );
+ var widths = new Float32Array( l );
+ var offsets = new Float32Array( l );
+
+ for ( i = 0; i < l; i++ ) {
+
+ if ( text.charCodeAt() === 0 ) continue; // skip null characters
+
+ glyphData = glyphAtlas.getGlyph( text[ i ] );
+
+ uvs[ i * 2 ] = glyphData.column;
+ uvs[ i * 2 + 1 ] = glyphData.row;
+
+ widths[ i ] = glyphData.width;
+
+ offsets[ i ] = offset;
+
+ offset += glyphData.width;
+
+ }
+
+ this.width = offset;
+
+ this.addAttribute( 'instanceUvs', new InstancedBufferAttribute( uvs, 2, 1 ) );
+ this.addAttribute( 'instanceOffsets', new InstancedBufferAttribute( offsets, 1, 1 ) );
+ this.addAttribute( 'instanceWidths', new InstancedBufferAttribute( widths, 1, 1 ) );
+
+}
+
+GlyphStringGeometry.indexAttribute = null;
+GlyphStringGeometry.positionAttribute = null;
+
+GlyphStringGeometry.prototype = Object.assign( Object.create( InstancedBufferGeometry.prototype ), {
+
+ constructor: GlyphStringGeometry
+
+} );
+
+
+function GlyphString ( text, glyphMaterial ) {
+
+ var geometry = new GlyphStringGeometry( text, glyphMaterial.getAtlas() );
+
+ Mesh.call( this, geometry, glyphMaterial );
+
+ this.type = 'GlyphString';
+ this.name = text;
+ this.frustumCulled = false;
+
+}
+
+GlyphString.prototype = Object.assign( Object.create( Mesh.prototype ), {
+
+ constructor: GlyphString,
+
+ isGlyphString: true,
+
+ getWidth: function () {
+
+ return this.geometry.width;
+
+ }
+
+} );
+
+
+
+// EOF + +function Point ( material ) {
+
+ var geometry = new BufferGeometry();
+
+ material = material || new PointsMaterial( { color: 0xffffff } );
+
+ geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0 ], 3 ) );
+
+ Points.call( this, geometry, material );
+
+ this.type = 'Point';
+
+ return this;
+
+}
+
+Point.prototype = Object.create( Points.prototype );
+
+Point.prototype.constructor = Point; + +// preallocated objects for projected area calculation
+
+var A = new Vector3();
+var B = new Vector3();
+var C = new Vector3();
+var D = new Vector3();
+
+var T1 = new Triangle( A, B, C );
+var T2 = new Triangle( A, C, D );
+
+var clusterMaterialCache = [];
+
+function getClusterMaterial ( count ) {
+
+ var material = clusterMaterialCache[ count ];
+
+ if ( material !== undefined ) return material;
+
+ var markerSize = 64;
+ var halfSize = markerSize / 2;
+
+ var canvas = document.createElement( 'canvas' );
+
+ if ( ! canvas ) console.error( 'creating canvas for glyph atlas failed' );
+
+ canvas.width = markerSize;
+ canvas.height = markerSize;
+
+ var ctx = canvas.getContext( '2d' );
+
+ if ( ! ctx ) console.error( 'cannot obtain 2D canvas' );
+
+ // set transparent background
+
+ ctx.fillStyle = 'rgba( 0, 0, 0, 0 )';
+ ctx.fillRect( 0, 0, markerSize, markerSize );
+
+ var fontSize = 40;
+
+ ctx.textAlign = 'center';
+ ctx.font = 'bold ' + fontSize + 'px helvetica,sans-serif';
+ ctx.fillStyle = '#ffffff';
+
+ var gradient = ctx.createRadialGradient( halfSize, halfSize, 30, halfSize, halfSize, 0 );
+
+ gradient.addColorStop( 0.0, 'rgba( 255, 128, 0, 64 )' );
+ gradient.addColorStop( 0.3, 'rgba( 255, 200, 0, 255 )' );
+ gradient.addColorStop( 1.0, 'rgba( 255, 255, 0, 255 )' );
+
+ ctx.fillStyle = gradient;
+
+ ctx.beginPath();
+ ctx.arc( halfSize, halfSize, 30, 0, Math.PI * 2 );
+ ctx.fill();
+
+ ctx.fillStyle = 'rgba( 0, 0, 0, 255 )';
+
+ ctx.fillText( count, halfSize, halfSize + 15 );
+
+ material = new PointsMaterial( { map: new CanvasTexture( canvas ), size: 32, depthTest: false, transparent: true, alphaTest: 0.8, sizeAttenuation: false } );
+
+ clusterMaterialCache[ count ] = material;
+
+ return material;
+
+}
+
+function makeClusterMarker ( count ) {
+
+ return new Point( getClusterMaterial( count ) );
+
+}
+
+
+function QuadTree ( xMin, xMax, yMin, yMax ) {
+
+ this.nodes = new Array( 4 );
+ this.count = 0;
+ this.markers = [];
+ this.quadMarker = null;
+ this.centroid = new Vector3();
+
+ this.xMin = xMin;
+ this.xMax = xMax;
+
+ this.yMin = yMin;
+ this.yMax = yMax;
+
+}
+
+QuadTree.prototype.addNode = function ( marker, depth ) {
+
+ // add marker into this quad and recurse to inner quads
+
+ var index = 0;
+ var position = marker.position;
+
+ this.markers.push( marker );
+ this.centroid.add( marker.position );
+
+ this.count++;
+
+ if ( depth-- === 0 ) return;
+
+ var xMid = ( this.xMin + this.xMax ) / 2;
+ var yMid = ( this.yMin + this.yMax ) / 2;
+
+ if ( position.x > xMid ) index += 1;
+ if ( position.y > yMid ) index += 2;
+
+ var subQuad = this.nodes[ index ];
+
+ if ( subQuad === undefined ) {
+
+ switch ( index ) {
+
+ case 0:
+
+ subQuad = new QuadTree( this.xMin, xMid, this.yMin, yMid );
+ break;
+
+ case 1:
+
+ subQuad = new QuadTree( xMid, this.xMax, this.yMin, yMid );
+ break;
+
+ case 2:
+
+ subQuad = new QuadTree( this.xMin, xMid, yMid, this.yMax );
+ break;
+
+ case 3:
+
+ subQuad = new QuadTree( xMid, this.xMax, yMid, this.yMax );
+ break;
+
+ }
+
+ this.nodes[ index ] = subQuad;
+
+ }
+
+ subQuad.addNode( marker, depth );
+
+};
+
+QuadTree.prototype.check = function ( cluster ) {
+
+ var subQuad;
+
+ for ( var i = 0; i < 4; i++ ) {
+
+ subQuad = this.nodes[ i ];
+
+ if ( subQuad !== undefined ) {
+
+ // prune quads that will never be clustered. will not be checked after first pass
+
+ if ( subQuad.count < 2 ) {
+
+ this.nodes[ i ] = undefined;
+
+ continue;
+
+ }
+
+ // test for projected area for quad containing multiple markers
+
+ var area = subQuad.projectedArea( cluster );
+
+ if ( area < 0.80 ) { // FIXME calibrate by screen size ???
+
+ subQuad.clusterMarkers( cluster );
+
+ } else {
+
+ subQuad.showMarkers();
+ subQuad.check( cluster );
+
+ }
+
+ }
+
+ }
+
+};
+
+QuadTree.prototype.showMarkers = function () {
+
+ var markers = this.markers;
+
+ // hide the indiviual markers in this quad
+
+ for ( var i = 0, l = markers.length; i < l; i++ ) {
+
+ markers[ i ].visible = true;
+
+ }
+
+ if ( this.quadMarker !== null ) this.quadMarker.visible = false;
+
+};
+
+QuadTree.prototype.clusterMarkers = function ( cluster ) {
+
+ var i, l, subQuad;
+ var markers = this.markers;
+
+ // hide the indiviual markers in this quad
+
+ for ( i = 0, l = markers.length; i < l; i++ ) {
+
+ markers[ i ].visible = false;
+
+ }
+
+ // hide quadMarkers for contained quads
+
+ for ( i = 0; i < 4; i++ ) {
+
+ subQuad = this.nodes[ i ];
+
+ if ( subQuad !== undefined ) subQuad.hideQuadMarkers();
+
+ }
+
+ if ( this.quadMarker === null ) {
+
+ var quadMarker = makeClusterMarker( this.count );
+
+ // set to center of distribution of markers in this quad.
+
+ quadMarker.position.copy( this.centroid ).divideScalar( this.count );
+ quadMarker.layers.set( FEATURE_ENTRANCES );
+
+ cluster.add( quadMarker );
+
+ this.quadMarker = quadMarker;
+
+ }
+
+ this.quadMarker.visible = true;
+
+};
+
+QuadTree.prototype.hideQuadMarkers = function () {
+
+ var subQuad;
+
+ if ( this.quadMarker ) this.quadMarker.visible = false;
+
+ for ( var i = 0; i < 4; i++ ) {
+
+ subQuad = this.nodes[ i ];
+
+ if ( subQuad !== undefined ) subQuad.hideQuadMarkers();
+
+ }
+
+};
+
+QuadTree.prototype.projectedArea = function ( cluster ) {
+
+ var camera = cluster.camera;
+ var matrixWorld = cluster.matrixWorld;
+ var zAverage = this.centroid.z / this.count;
+
+ A.set( this.xMin, this.yMin, zAverage ).applyMatrix4( matrixWorld ).project( camera );
+ B.set( this.xMin, this.yMax, zAverage ).applyMatrix4( matrixWorld ).project( camera );
+ C.set( this.xMax, this.yMax, zAverage ).applyMatrix4( matrixWorld ).project( camera );
+ D.set( this.xMax, this.yMin, zAverage ).applyMatrix4( matrixWorld ).project( camera );
+
+ return T1.area() + T2.area();
+
+};
+
+function ClusterMarkers ( limits, maxDepth ) {
+
+ Object3D.call( this );
+
+ var min = limits.min;
+ var max = limits.max;
+
+ this.maxDepth = maxDepth;
+
+ this.type = 'CV.ClusterMarker';
+
+ this.quadTree = new QuadTree( min.x, max.x, min.y, max.y );
+
+ this.addEventListener( 'removed', this.onRemoved );
+
+ return this;
+
+}
+
+ClusterMarkers.prototype = Object.create( Object3D.prototype );
+
+ClusterMarkers.prototype.constructor = ClusterMarkers;
+
+ClusterMarkers.prototype.onRemoved = function () {
+
+ this.traverse(
+
+ function _traverse ( obj ) {
+
+ if ( obj.type === 'GlyphString' ) { obj.geometry.dispose(); }
+
+ }
+
+ );
+
+};
+
+ClusterMarkers.prototype.addMarker = function ( position, label ) {
+
+ // create marker
+ var material = Materials$1.getGlyphMaterial( 'normal helvetica,sans-serif', Math.PI / 4 );
+ var marker = new GlyphString( label, material );
+
+ marker.layers.set( FEATURE_ENTRANCES );
+ marker.position.copy( position );
+
+ this.quadTree.addNode( marker, this.maxDepth );
+
+ this.add( marker );
+
+ return marker;
+
+};
+
+ClusterMarkers.prototype.cluster = function ( camera ) {
+
+ // determine which labels are too close together to be usefully displayed as separate objects.
+
+ // immediate exit if only a single label or none.
+
+ if ( this.children.length < 2 ) return;
+
+ this.camera = camera;
+
+ this.quadTree.check( this ) ;
+
+ return;
+
+};
+
+
+
+// EOF + +function ExtendedPointsMaterial () {
+
+ ShaderMaterial.call( this, {
+ uniforms: {
+ diffuse: { value: ColourCache.white },
+ opacity: { value: 1.0 },
+ size: { value: 1.0 },
+ scale: { value: 1.0 },
+ pScale: { value: 1.0 },
+ offsetRepeat: { value: new Vector4() },
+ map: { value: null }
+ },
+ vertexShader: Shaders.extendedPointsVertexShader,
+ fragmentShader: Shaders.extendedPointsFragmentShader,
+ vertexColors: VertexColors
+ } );
+
+ this.map = new TextureLoader().load( getEnvironmentValue( 'home', '' ) + 'images/disc.png' );
+
+ this.color = ColourCache.white;
+ this.opacity = 1.0;
+ this.alphaTest = 0.8;
+
+ this.size = 1;
+ this.scale = 1;
+ this.sizeAttenuation = true;
+ this.transparent = true;
+
+ this.type = 'CV.ExtendedPointsMaterial';
+
+ this.isPointsMaterial = true;
+
+ return this;
+
+}
+
+ExtendedPointsMaterial.prototype = Object.create( ShaderMaterial.prototype );
+
+ExtendedPointsMaterial.prototype.constructor = ExtendedPointsMaterial;
+
+
+
+// EOF + +function Stations () {
+
+ Points.call( this, new BufferGeometry, new ExtendedPointsMaterial() );
+
+ this.type = 'CV.Stations';
+ this.map = new Map();
+ this.stationCount = 0;
+
+ this.baseColor = ColourCache.red;
+ this.junctionColor = ColourCache.yellow;
+
+ this.layers.set( FEATURE_STATIONS );
+
+ this.pointSizes = [];
+ this.vertices = [];
+ this.colors = [];
+
+ this.stations = [];
+
+ this.selected = null;
+ this.selectedSize = 0;
+
+ var self = this;
+
+ Viewer.addEventListener( 'change', _viewChanged );
+
+ this.addEventListener( 'removed', _removed );
+
+ Object.defineProperty( this, 'count', {
+
+ get: function () { return this.stations.length; }
+
+ } );
+
+ function _viewChanged( event ) {
+
+ if ( event.name === 'splays' ) {
+
+ var splaySize = Viewer.splays ? 1.0 : 0.0;
+
+ var stations = self.stations;
+ var pSize = self.geometry.getAttribute( 'pSize' );
+ var i;
+ var l = stations.length;
+
+ for ( i = 0; i < l; i++ ) {
+
+ if ( stations[ i ].hitCount === 0 ) {
+
+ pSize.setX( i, splaySize );
+
+ }
+
+ }
+
+ pSize.needsUpdate = true;
+ Viewer.renderView();
+
+ }
+
+ }
+
+ function _removed ( ) {
+
+ Viewer.removeEventListener( 'change', _viewChanged );
+
+ }
+
+}
+
+Stations.prototype = Object.create ( Points.prototype );
+
+Stations.prototype.constructor = Stations;
+
+Stations.prototype.addStation = function ( node ) {
+
+ var point = node.p;
+
+ this.vertices.push( point );
+ this.colors.push( this.baseColor );
+ this.pointSizes.push( point.type === STATION_ENTRANCE ? 8.0 : 0.0 );
+
+ this.map.set( point.x.toString() + ':' + point.y.toString() + ':' + point.z.toString(), node );
+ this.stations.push( node );
+
+ node.hitCount = 0;
+ node.stationVertexIndex = this.stationCount++;
+ node.linkedSegments = [];
+
+};
+
+Stations.prototype.getStation = function ( vertex ) {
+
+ return this.map.get( vertex.x.toString() + ':' + vertex.y.toString() + ':' + vertex.z.toString() );
+
+};
+
+
+Stations.prototype.getStationByIndex = function ( index ) {
+
+ return this.stations[ index ];
+
+};
+
+Stations.prototype.clearSelected = function () {
+
+ if ( this.selected !== null ) {
+
+ var pSize = this.geometry.getAttribute( 'pSize' );
+
+ pSize.setX( this.selected, this.selectedSize );
+ pSize.needsUpdate = true;
+
+ this.selected = null;
+
+ }
+
+};
+
+Stations.prototype.selectStation = function ( node ) {
+
+ this.selectStationByIndex( node.stationVertexIndex );
+
+};
+
+Stations.prototype.selectStationByIndex = function ( index ) {
+
+ var pSize = this.geometry.getAttribute( 'pSize' );
+
+ if ( this.selected !== null ) {
+
+ pSize.setX( this.selected, this.selectedSize );
+
+ }
+
+ this.selectedSize = pSize.getX( index );
+
+ pSize.setX( index, this.selectedSize * 2 );
+
+// pSize.updateRange.offset = index;
+// pSize.updateRange.count = 1;
+
+ pSize.needsUpdate = true;
+
+ this.selected = index;
+
+};
+
+Stations.prototype.updateStation = function ( vertex ) {
+
+ var station = this.getStation( vertex );
+
+ if ( station !== undefined ) {
+
+ station.hitCount++;
+
+ if ( station.hitCount > 2 ) {
+
+ this.colors[ station.stationVertexIndex ] = this.junctionColor;
+ this.pointSizes[ station.stationVertexIndex ] = 4.0;
+
+ } else if ( station.hitCount > 0 ) {
+
+ this.pointSizes[ station.stationVertexIndex ] = 2.0;
+
+ }
+
+ }
+
+};
+
+Stations.prototype.finalise = function () {
+
+ var bufferGeometry = this.geometry;
+
+ var positions = new Float32BufferAttribute(this.vertices.length * 3, 3 );
+ var colors = new Float32BufferAttribute( this.colors.length * 3, 3 );
+
+ bufferGeometry.addAttribute( 'pSize', new Float32BufferAttribute( this.pointSizes, 1 ) );
+ bufferGeometry.addAttribute( 'position', positions.copyVector3sArray( this.vertices ) );
+ bufferGeometry.addAttribute( 'color', colors.copyColorsArray( this.colors ) );
+
+ this.pointSizes = null;
+ this.vertices = null;
+ this.colors = null;
+
+};
+
+Stations.prototype.setScale = function ( scale ) {
+
+ this.material.uniforms.pScale.value = scale;
+ this.material.needsUpdate = true;
+
+}; + +var _tmpVector3 = new Vector3();
+
+function StationLabels () {
+
+ Group.call( this );
+
+ this.type = 'CV.StationLabels';
+ this.layers.set( LABEL_STATION );
+
+ this.junctionLabelMaterial = Materials$1.getGlyphMaterial( 'normal helvetica,sans-serif', 0, [ 1, 1, 0 ] );
+ this.defaultLabelMaterial = Materials$1.getGlyphMaterial( 'normal helvetica,sans-serif', 0 );
+ this.splayLabelMaterial = Materials$1.getGlyphMaterial( 'normal helvetica,sans-serif', 0, [ 0.6, 0.6, 0.6 ] );
+
+}
+
+StationLabels.prototype = Object.create ( Group.prototype );
+
+StationLabels.prototype.constructor = StationLabels;
+
+StationLabels.prototype.addStation = function ( station ) {
+
+ var material;
+
+ if ( station.hitCount === 0 ) {
+
+ material = this.splayLabelMaterial;
+
+ } else if ( station.hitCount < 3 ) {
+
+ material = this.defaultLabelMaterial;
+
+ } else {
+
+ material = this.junctionLabelMaterial;
+
+ }
+
+ var label = new GlyphString( station.name, material );
+
+ label.layers.set( LABEL_STATION );
+
+ label.position.copy( station.p );
+
+ label.hitCount = station.hitCount;
+ label.visible = false;
+
+ this.add( label );
+
+};
+
+StationLabels.prototype.update = function ( camera, target, inverseWorld ) {
+
+ var cameraPosition = _tmpVector3.copy( camera.position );
+
+ if ( camera.isOrthographicCamera ) {
+
+ // if orthographic, calculate 'virtual' camera position
+
+ cameraPosition.sub( target ); // now vector from target
+
+ cameraPosition.setLength( CAMERA_OFFSET / camera.zoom ); // scale for zoom factor
+ cameraPosition.add( target ); // relocate in world space
+
+ }
+
+ // transform camera position into model coordinate system
+
+ cameraPosition.applyMatrix4( inverseWorld );
+
+ var label, limit;
+ var splaysVisible = camera.layers.mask & 1 << LEG_SPLAY;
+ var children = this.children;
+
+ for ( var i = 0, l = children.length; i < l; i++ ) {
+
+ label = children[ i ];
+
+ // only show labels for splay end stations if splays visible
+ if ( label.hitCount === 0 && ! splaysVisible ) {
+
+ label.visible = false;
+
+ } else {
+
+ // show labels for network vertices at greater distance than intermediate stations
+ limit = ( label.hitCount < 3 ) ? 5000 : 40000;
+ label.visible = ( label.position.distanceToSquared( cameraPosition) < limit );
+
+ }
+
+ }
+
+}; + +function Routes ( metadataSource ) {
+
+ // determine segments between junctions and entrances/passage ends and create mapping array.
+
+ this.metadataSource = metadataSource;
+ this.surveyTree = null;
+ this.vertexPairToSegment = []; // maps vertex index to segment membership
+ this.segmentMap = new Map(); // maps segments of survey between ends of passages and junctions.
+ this.segmentToInfo = {};
+
+ this.routes = new Map();
+ this.routeNames = [];
+
+ this.currentRoute = new Set();
+ this.currentRouteName = null;
+ this.adjacentSegments = new Set();
+
+ Object.defineProperty( this, 'setRoute', {
+ set: function ( x ) { this.loadRoute( x ); },
+ get: function () { return this.currentRouteName; }
+ } );
+
+ var routes = metadataSource.getRoutes();
+ var routeName;
+ var routeNames = this.routeNames;
+
+ for ( routeName in routes ) {
+
+ var route = routes[ routeName ];
+
+ routeNames.push( routeName );
+ this.routes.set( routeName, route.segments );
+
+ }
+
+ routeNames.sort();
+
+ this.dispatchEvent( { type: 'changed', name: 'download' } );
+
+}
+
+Routes.prototype.constructor = Routes;
+
+Object.assign( Routes.prototype, EventDispatcher.prototype );
+
+Routes.prototype.mapSurvey = function ( stations, legs, surveyTree ) {
+
+ // determine segments between junctions and entrances/passage ends and create mapping array.
+ this.surveyTree = surveyTree;
+
+ var segmentMap = this.segmentMap;
+ var newSegment = true;
+
+ var station;
+
+ var segment = 0;
+ var vertexPairToSegment = this.vertexPairToSegment;
+ var segmentToInfo = this.segmentToInfo;
+
+ var v1, v2;
+
+ var i, l = legs.length;
+
+ var segmentInfo;
+
+ for ( i = 0; i < l; i = i + 2 ) {
+
+ v1 = legs[ i ];
+ v2 = legs[ i + 1 ];
+
+ vertexPairToSegment.push( segment );
+
+ if ( newSegment ) {
+
+ station = stations.getStation( v1 );
+ if ( station === undefined ) continue; // possible use of separator in station name.
+
+ segmentInfo = {
+ segment: segment,
+ startStation: station,
+ endStation: null
+ };
+
+ station.linkedSegments.push( segment );
+
+ newSegment = false;
+
+ }
+
+ station = stations.getStation( v2 );
+ if ( station === undefined ) continue; // possible use of separator in station name.
+ if ( ( station && station.hitCount > 2 ) || ( i + 2 < l && ! v2.equals( legs[ i + 2 ] ) ) ) {
+
+ // we have found a junction or a passage end
+ segmentInfo.endStation = station;
+
+ segmentMap.set( segmentInfo.startStation.id + ':' + station.id, segmentInfo );
+ segmentToInfo[ segment ] = segmentInfo;
+
+ station.linkedSegments.push( segment );
+
+ segment++;
+
+ newSegment = true;
+
+ }
+
+ }
+
+ if ( ! newSegment ) {
+
+ segmentInfo.endStation = station;
+
+ segmentMap.set( segmentInfo.startStation.id + ':' + station.id, segmentInfo );
+
+ station.linkedSegments.push( segment );
+
+ }
+
+ return this;
+
+};
+
+Routes.prototype.createWireframe = function () {
+
+ var geometry = new Geometry();
+ var vertices = geometry.vertices;
+
+ this.segmentMap.forEach( _addSegment );
+
+ return new LineSegments( geometry, new LineBasicMaterial( { color: 0x00ff00 } ) );
+
+ function _addSegment( value /*, key */ ) {
+
+ vertices.push( value.startStation.p );
+ vertices.push( value.endStation.p );
+
+ }
+
+};
+
+Routes.prototype.addRoute = function ( routeName ) {
+
+ if ( routeName === this.currentRouteName || routeName === undefined ) return;
+
+ if ( this.routeNames.indexOf( routeName ) < 0 ) {
+
+ // create entry for empty route if a new name
+
+ this.routeNames.push( routeName );
+ this.routes.set( routeName, [] );
+
+ }
+
+ this.loadRoute( routeName );
+
+};
+
+Routes.prototype.loadRoute = function ( routeName ) {
+
+ var self = this;
+
+ var surveyTree = this.surveyTree;
+ var currentRoute = this.currentRoute;
+ var segmentMap = this.segmentMap;
+
+ var map;
+ var segment;
+
+ var routeSegments = this.routes.get( routeName );
+
+ if ( ! routeSegments ) {
+
+ alert( 'route ' + routeName + ' does not exist' );
+ return false;
+
+ }
+
+ currentRoute.clear();
+
+ for ( var i = 0; i < routeSegments.length; i++ ) {
+
+ segment = routeSegments[ i ];
+
+ map = segmentMap.get( surveyTree.getIdByPath( segment.start.split( '.' ) ) + ':' + surveyTree.getIdByPath( segment.end.split( '.' ) ) );
+
+ if ( map !== undefined ) currentRoute.add( map.segment );
+
+ }
+
+ this.currentRouteName = routeName;
+
+ self.dispatchEvent( { type: 'changed', name: '' } );
+
+ return true;
+
+};
+
+Routes.prototype.getCurrentRoute = function () {
+
+ return this.currentRoute;
+
+};
+
+Routes.prototype.saveCurrent = function () {
+
+ var routeName = this.currentRouteName;
+
+ if ( ! routeName ) return;
+
+ var segmentMap = this.segmentMap;
+ var route = this.currentRoute;
+
+ var routeSegments = [];
+
+ segmentMap.forEach( _addRoute );
+
+ // update in memory route
+
+ this.routes.set( routeName, routeSegments );
+
+ // update persistant browser storage
+
+ this.metadataSource.saveRoute( routeName, { segments: routeSegments } );
+
+ function _addRoute ( value /*, key */ ) {
+
+ if ( route.has( value.segment ) ) {
+
+ routeSegments.push( {
+ start: value.startStation.getPath(),
+ end: value.endStation.getPath()
+ } );
+
+ }
+
+ }
+
+};
+
+Routes.prototype.getRouteNames = function () {
+
+ return this.routeNames;
+
+};
+
+Routes.prototype.toggleSegment = function ( index ) {
+
+ var self = this;
+ var route = this.currentRoute;
+ var segment = this.vertexPairToSegment[ index / 2 ];
+
+ this.adjacentSegments.clear();
+
+ if ( route.has( segment ) ) {
+
+ route.delete( segment );
+
+ } else {
+
+ route.add( segment );
+
+ // handle adjacent segments to the latest segment toggled 'on'
+
+ var segmentInfo = this.segmentToInfo[ segment ];
+
+ if ( segmentInfo !== undefined ) {
+
+ segmentInfo.startStation.linkedSegments.forEach( _setAdjacentSegments );
+ segmentInfo.endStation.linkedSegments.forEach( _setAdjacentSegments );
+
+ }
+
+ }
+
+ return;
+
+ function _setAdjacentSegments ( segment ) {
+
+ if ( ! route.has( segment ) ) self.adjacentSegments.add( segment );
+
+ }
+
+};
+
+Routes.prototype.inCurrentRoute = function ( index ) {
+
+ return this.currentRoute.has( this.vertexPairToSegment[ index / 2 ] );
+
+};
+
+Routes.prototype.adjacentToRoute = function ( index ) {
+
+ return this.adjacentSegments.has( this.vertexPairToSegment[ index / 2 ] );
+
+}; + +var unselectedMaterial = new LineBasicMaterial( { color: 0x444444, vertexColors: VertexColors } );
+
+function onBeforeRender( renderer ) {
+
+ var stencil = renderer.state.buffers.stencil;
+ var gl = renderer.context;
+
+ stencil.setTest( true );
+
+ stencil.setOp( gl.KEEP, gl.KEEP, gl.INCR );
+
+}
+
+function onAfterRender( renderer ) {
+
+ var stencil = renderer.state.buffers.stencil;
+
+ stencil.setTest( false );
+
+
+}
+
+function Legs ( layer ) {
+
+ var geometry = new Geometry();
+
+ LineSegments.call( this, geometry, unselectedMaterial );
+
+ this.layers.set( layer );
+ this.type = 'Legs';
+
+ this.onBeforeRender = onBeforeRender;
+ this.onAfterRender = onAfterRender;
+
+ return this;
+
+}
+
+Legs.prototype = Object.create( LineSegments.prototype );
+
+Legs.prototype.constructor = Legs;
+
+Legs.prototype.addLegs = function ( vertices, colors, legRuns ) {
+
+ var geometry = this.geometry;
+
+ if ( geometry.vertices.length === 0 ) {
+
+ geometry.vertices = vertices;
+ geometry.colors = colors;
+
+ } else {
+
+ // FIXME: alllocate new buffer of old + new length, adjust indexs and append old data after new data.
+
+ console.error( 'Walls: appending not yet implemented' );
+
+ }
+
+ geometry.computeBoundingBox();
+
+ this.legRuns = legRuns;
+
+ this.computeStats();
+
+ return this;
+
+};
+
+Legs.prototype.cutRuns = function ( selectedRuns ) {
+
+ var legRuns = this.legRuns;
+
+ if ( ! legRuns ) return;
+
+ var geometry = this.geometry;
+
+ var vertices = geometry.vertices;
+ var colors = geometry.colors;
+
+ var newGeometry = new Geometry();
+
+ var newVertices = newGeometry.vertices;
+ var newColors = newGeometry.colors;
+ var newLegRuns = [];
+
+ var vp = 0;
+
+ for ( var run = 0, l = legRuns.length; run < l; run++ ) {
+
+ var legRun = legRuns[ run ];
+
+ var survey = legRun.survey;
+ var start = legRun.start;
+ var end = legRun.end;
+
+ if ( selectedRuns.has( survey ) ) {
+
+ for ( var v = start; v < end; v++ ) {
+
+ newVertices.push( vertices[ v ] );
+ newColors.push( colors[ v ] );
+
+ }
+
+ // adjust vertex run for new vertices and color arrays
+
+ legRun.start = vp;
+
+ vp += end - start;
+
+ legRun.end = vp;
+
+ newLegRuns.push( legRun );
+
+ }
+
+ }
+
+ if ( newGeometry.vertices.length === 0 ) return false;
+
+ newGeometry.computeBoundingBox();
+ newGeometry.name = geometry.name;
+
+ this.geometry = newGeometry;
+ this.legRuns = newLegRuns;
+
+ geometry.dispose();
+
+ this.computeStats();
+
+ return true;
+
+};
+
+Legs.prototype.computeStats = function () {
+
+ var stats = { maxLegLength: -Infinity, minLegLength: Infinity, legCount: 0, legLength: 0 };
+ var vertices = this.geometry.vertices;
+
+ var vertex1, vertex2, legLength;
+
+ var l = vertices.length;
+
+ for ( var i = 0; i < l; i += 2 ) {
+
+ vertex1 = vertices[ i ];
+ vertex2 = vertices[ i + 1 ];
+
+ legLength = Math.abs( vertex1.distanceTo( vertex2 ) );
+
+ stats.legLength = stats.legLength + legLength;
+
+ stats.maxLegLength = Math.max( stats.maxLegLength, legLength );
+ stats.minLegLength = Math.min( stats.minLegLength, legLength );
+
+ }
+
+ stats.legLengthRange = stats.maxLegLength - stats.minLegLength;
+ stats.legCount = l / 2;
+
+ this.stats = stats;
+
+};
+
+Legs.prototype.setShading = function ( selectedRuns, colourSegment, material ) {
+
+ this.material = material;
+
+ var geometry = this.geometry;
+ var legRuns = this.legRuns;
+
+ var colors = geometry.colors;
+
+ var l, run, v;
+
+ if ( selectedRuns.size && legRuns ) {
+
+ for ( run = 0, l = legRuns.length; run < l; run++ ) {
+
+ var legRun = legRuns[ run ];
+
+ var survey = legRun.survey;
+ var start = legRun.start;
+ var end = legRun.end;
+
+ if ( selectedRuns.has( survey ) ) {
+
+ for ( v = start; v < end; v += 2 ) {
+
+ colourSegment( geometry, v, v + 1, survey );
+
+ }
+
+ } else {
+
+ for ( v = start; v < end; v += 2 ) {
+
+ colors[ v ] = ColourCache.grey;
+ colors[ v + 1 ] = ColourCache.grey;
+
+ }
+
+ }
+
+ }
+
+ } else {
+
+ for ( v = 0, l = geometry.vertices.length; v < l; v += 2 ) {
+
+ colourSegment( geometry, v, v + 1 );
+
+ }
+
+ }
+
+ geometry.colorsNeedUpdate = true;
+
+}; + +var unselectedMaterial$1 = new MeshLambertMaterial( { color: 0x444444, vertexColors: FaceColors } );
+
+function Walls ( layer ) {
+
+ var geometry = new BufferGeometry();
+
+ Mesh.call( this, geometry, unselectedMaterial$1 );
+
+ this.layers.set( layer );
+ this.type = 'Walls';
+
+ return this;
+
+}
+
+Walls.prototype = Object.create( Mesh.prototype );
+
+Walls.prototype.constructor = Walls;
+
+Walls.prototype.addWalls = function ( vertices, indices, indexRuns ) {
+
+ var geometry = this.geometry;
+
+ var position = geometry.getAttribute( 'position' );
+
+ if ( position === undefined ) {
+
+ var positions = new Float32BufferAttribute( vertices.length * 3, 3 );
+
+ geometry.addAttribute( 'position', positions.copyVector3sArray( vertices ) );
+
+ geometry.setIndex( indices );
+
+ } else {
+
+ // FIXME: alllocate new buffer of old + new length, adjust indexs and append old data after new data.
+
+ console.error( 'Walls: appending not yet implemented' );
+
+ }
+
+ geometry.computeVertexNormals();
+ geometry.computeBoundingBox();
+
+ this.indexRuns = indexRuns;
+
+ return this;
+
+};
+
+Walls.prototype.setShading = function ( selectedRuns, selectedMaterial ) {
+
+ var geometry = this.geometry;
+
+ geometry.clearGroups();
+
+ var indexRuns = this.indexRuns;
+
+ if ( selectedRuns.size && indexRuns ) {
+
+ this.material = [ selectedMaterial, unselectedMaterial$1 ];
+
+ var indexRun = indexRuns[ 0 ];
+
+ var start = indexRun.start;
+ var count = indexRun.count;
+
+ var currentMaterial;
+ var lastMaterial = selectedRuns.has( indexRun.survey ) ? 0 : 1;
+
+
+ // merge adjacent runs with shared material.
+
+ for ( var run = 1, l = indexRuns.length; run < l; run++ ) {
+
+ indexRun = indexRuns[ run ];
+
+ currentMaterial = selectedRuns.has( indexRun.survey ) ? 0 : 1;
+
+ if ( currentMaterial === lastMaterial && indexRun.start === start + count ) {
+
+ count += indexRun.count;
+
+ } else {
+
+ geometry.addGroup( start, count, lastMaterial );
+
+ start = indexRun.start;
+ count = indexRun.count;
+
+ lastMaterial = currentMaterial;
+
+ }
+
+ }
+
+ geometry.addGroup( start, count, lastMaterial );
+
+ } else {
+
+ this.material = selectedMaterial;
+
+ }
+
+};
+
+Walls.prototype.cutRuns = function ( selectedRuns ) {
+
+ var indexRuns = this.indexRuns;
+
+ var geometry = this.geometry;
+
+ var vertices = geometry.getAttribute( 'position' );
+ var indices = geometry.index;
+
+ var newIndices = [];
+ var newVertices = [];
+
+ var newIndexRuns = [];
+
+ var fp = 0;
+
+ var vMap = new Map();
+ var index, newIndex;
+ var newVertexIndex = 0;
+ var offset;
+
+ for ( var run = 0, l = indexRuns.length; run < l; run++ ) {
+
+ var indexRun = indexRuns[ run ];
+
+ if ( selectedRuns.has( indexRun.survey ) ) {
+
+ var start = indexRun.start;
+ var count = indexRun.count;
+
+ var end = start + count;
+
+ var itemSize = vertices.itemSize;
+ var oldVertices = vertices.array;
+
+ for ( var i = start; i < end; i++ ) {
+
+ index = indices.getX( i );
+
+ newIndex = vMap.get( index );
+
+ if ( newIndex === undefined ) {
+
+ newIndex = newVertexIndex++;
+
+ vMap.set( index, newIndex );
+
+ offset = index * itemSize;
+
+ newVertices.push( oldVertices[ offset ], oldVertices[ offset + 1 ], oldVertices[ offset + 2 ] );
+
+ }
+
+ newIndices.push( newIndex );
+
+ }
+
+ indexRun.start = fp;
+
+ fp += count;
+
+ newIndexRuns.push( indexRun );
+
+ }
+
+ }
+
+ if ( newIndices.length === 0 ) return false;
+
+ // replace position and index attributes - dispose of old attributes
+ geometry.index.setArray( new indices.array.constructor( newIndices ) );
+ geometry.index.needsUpdate = true;
+
+ vertices.setArray( new Float32Array( newVertices ) );
+ vertices.needsUpdate = true;
+
+ geometry.computeVertexNormals();
+ geometry.computeBoundingBox();
+
+ this.indexRuns = newIndexRuns;
+
+ return true;
+
+}; + +function WaterMaterial () {
+
+ ShaderMaterial.call( this, {
+ uniforms: {
+ offset: { value: 0 }
+ },
+ vertexShader: Shaders.waterVertexShader,
+ fragmentShader: Shaders.waterFragmentShader,
+ depthWrite: false,
+ type: 'CV.WaterMaterial',
+ side: DoubleSide
+ } );
+
+ return this;
+
+}
+
+WaterMaterial.prototype = Object.create( ShaderMaterial.prototype );
+
+WaterMaterial.prototype.constructor = WaterMaterial;
+
+
+
+// EOF + +function beforeRender ( renderer, scene, camera, geometry, material ) {
+
+ material.uniforms.offset.value += 0.1;
+
+}
+
+function DyeTraces () {
+
+ var geometry = new BufferGeometry();
+
+ Mesh.call( this, geometry, new WaterMaterial() );
+
+ this.vertices = [];
+ this.ends = [];
+
+ this.onBeforeRender = beforeRender;
+ this.layers.set( FEATURE_TRACES );
+
+ return this;
+
+}
+
+DyeTraces.prototype = Object.create( Mesh.prototype );
+
+DyeTraces.prototype.constructor = DyeTraces;
+
+DyeTraces.prototype.finish = function () {
+
+ var geometry = this.geometry;
+
+ var vertices = this.vertices;
+ var ends = this.ends;
+
+ var positions = new Float32BufferAttribute( vertices.length * 3, 3 );
+ var sinks = new Float32BufferAttribute( ends.length * 3, 3 );
+
+ geometry.addAttribute( 'position', positions.copyVector3sArray( vertices ) );
+ geometry.addAttribute( 'sinks', sinks.copyVector3sArray( ends ) );
+
+ return this;
+
+};
+
+DyeTraces.prototype.addTrace = function ( startStation, endStation ) {
+
+ var vertices = this.vertices;
+ var ends = this.ends;
+
+ var end = new Vector3().copy( endStation );
+
+ var v = new Vector3().subVectors( endStation, startStation ).cross( upAxis ).setLength( 2 );
+
+ var v1 = new Vector3().add( startStation ).add( v );
+ var v2 = new Vector3().add( startStation ).sub( v );
+
+ vertices.push( v1 );
+ vertices.push( v2 );
+ vertices.push( end );
+
+ ends.push ( end );
+ ends.push ( end );
+ ends.push ( end );
+
+}; + +function SurveyMetadata( name, metadata ) {
+
+ this.name = name;
+
+ var routes = {};
+ var traces = [];
+
+ if ( metadata !== null ) {
+
+ if ( metadata.routes ) routes = metadata.routes;
+ if ( metadata.traces ) traces = metadata.traces;
+
+ }
+
+ var localMetadata = localStorage.getItem( name );
+
+ if ( localMetadata !== null ) {
+
+ localMetadata = JSON.parse( localMetadata );
+
+ var localRoutes = localMetadata.routes;
+ var routeName, route;
+
+ // add local routes to any routes in metadata (if any)
+
+ for ( routeName in localRoutes ) {
+
+ route = localRoutes[ routeName ];
+ route.local = true;
+
+ routes[ routeName ] = route;
+
+ }
+
+ }
+
+ this.routes = routes;
+ this.traces = traces;
+
+}
+
+SurveyMetadata.prototype.constructor = SurveyMetadata;
+
+SurveyMetadata.prototype.getTraces = function () {
+
+ return this.traces;
+
+};
+
+SurveyMetadata.prototype.getRoutes = function () {
+
+ return this.routes;
+
+};
+
+SurveyMetadata.prototype.saveRoute = function ( routeName, route ) {
+
+ this.routes[ routeName ] = route;
+
+ this.saveLocal();
+
+};
+
+SurveyMetadata.prototype.saveLocal = function () {
+
+ var localMetadata = { routes: this.routes, traces: this.traces };
+
+ localStorage.setItem( this.name, JSON.stringify( localMetadata ) );
+
+};
+
+SurveyMetadata.prototype.getURL = function () {
+
+ // dump of json top window for cut and paste capture
+
+ var routesJSON = {
+ name: 'test',
+ version: 1.0,
+ routes: this.routes,
+ traces: this.traces
+ };
+
+ return 'data:text/json;charset=utf8,' + encodeURIComponent( JSON.stringify( routesJSON ) );
+
+}; + +var map = [];
+var selectedSection$1 = 0;
+
+var SurveyColours = {};
+
+SurveyColours.clearMap = function () {
+
+ map = [];
+ selectedSection$1 = 0;
+
+};
+
+SurveyColours.getSurveyColour = function ( surveyId ) {
+
+ var surveyColours = ColourCache.getColors( 'survey' );
+
+ return surveyColours[ surveyId % surveyColours.length ];
+
+};
+
+SurveyColours.getSurveyColourMap = function ( surveyTree, newSelectedSection ) {
+
+ if ( selectedSection$1 === newSelectedSection && map.length > 0 ) {
+
+ // use cached mapping
+ return map;
+
+ }
+
+ map = [];
+ selectedSection$1 = newSelectedSection;
+
+ var survey = ( selectedSection$1 === 0 ) ? surveyTree.id : selectedSection$1;
+
+ // create mapping of survey id to colour
+ // map each child id _and_ all its lower level survey ids to the same colour
+
+ var subTree = surveyTree.findById( survey );
+
+ var colour = this.getSurveyColour( survey );
+
+ _addMapping( subTree );
+
+ var children = subTree.children;
+
+ while ( children.length === 1 ) {
+
+ subTree = children[ 0 ];
+ _addMapping( subTree );
+ children = subTree.children;
+
+ }
+
+ for ( var i = 0, l = children.length; i < l; i++ ) {
+
+ var childId = children[ i ].id;
+
+ subTree = surveyTree.findById( childId );
+
+ colour = this.getSurveyColour( childId );
+
+ subTree.traverse( _addMapping );
+
+ }
+
+ return map;
+
+ function _addMapping ( node ) {
+
+ // only add values for sections - not stations
+ if ( node.p === undefined ) map[ node.id ] = colour;
+
+ }
+
+}; + +// unpack GLSL created RGBA packed float values
+
+var unpackDownscale = 255 / ( 256 * 256 );
+
+var unpackFactor0 = unpackDownscale / ( 256 * 256 * 256 );
+var unpackFactor1 = unpackDownscale / ( 256 * 256 );
+var unpackFactor2 = unpackDownscale / 256;
+var unpackFactor3 = unpackDownscale / 1;
+
+function unpackRGBA( buffer ) {
+
+ return unpackFactor0 * buffer[ 0 ] +
+ unpackFactor1 * buffer[ 1 ] +
+ unpackFactor2 * buffer[ 2 ] +
+ unpackFactor3 * buffer[ 3 ];
+
+} + +function CommonTerrain () {
+
+ Group.call( this );
+
+ this.hasOverlay = false;
+ this.defaultOverlay = null;
+ this.activeOverlay = null;
+ this.depthTexture = null;
+ this.renderer = null;
+ this.renderTarget = null;
+ this.datumShift = 0;
+ this.activeDatumShift = 0;
+ this.terrainBase = null;
+ this.terrainRange = null;
+
+ this.addEventListener( 'removed', function removeTerrain() { this.removed(); } );
+
+}
+
+CommonTerrain.prototype = Object.create( Group.prototype );
+
+CommonTerrain.prototype.constructor = CommonTerrain;
+
+CommonTerrain.prototype.shadingMode = SHADING_SHADED;
+CommonTerrain.prototype.opacity = 0.5;
+
+CommonTerrain.prototype.removed = function () {};
+
+CommonTerrain.prototype.getOpacity = function () {
+
+ return this.opacity;
+
+};
+
+CommonTerrain.prototype.commonRemoved = function () {
+
+ var activeOverlay = this.activeOverlay;
+
+ if ( activeOverlay !== null ) {
+
+ activeOverlay.flushCache();
+ activeOverlay.hideAttribution();
+
+ }
+
+ if ( this.renderTarget !== null ) this.renderTarget.dispose();
+
+};
+
+CommonTerrain.prototype.setShadingMode = function ( mode, renderCallback ) {
+
+ var material;
+ var hideAttribution = true;
+ var activeOverlay = this.activeOverlay;
+
+ switch ( mode ) {
+
+ case SHADING_HEIGHT:
+
+ material = Materials$1.getHeightMaterial( MATERIAL_SURFACE );
+
+ break;
+
+ case SHADING_OVERLAY:
+
+ this.setOverlay( ( activeOverlay === null ? this.defaultOverlay : activeOverlay ), renderCallback );
+ hideAttribution = false;
+
+ break;
+
+ case SHADING_SHADED:
+
+ material = new MeshLambertMaterial( {
+ color: 0xffffff,
+ vertexColors: VertexColors,
+ side: FrontSide,
+ transparent: true,
+ opacity: this.opacity }
+ );
+
+ break;
+
+ default:
+
+ console.warn( 'unknown mode', mode );
+ return false;
+
+ }
+
+ if ( hideAttribution && activeOverlay !== null ) {
+
+ activeOverlay.flushCache();
+ activeOverlay.hideAttribution();
+
+ this.activeOverlay = null;
+
+ }
+
+ if ( material !== undefined ) this.setMaterial( material );
+
+ this.shadingMode = mode;
+
+ return true;
+
+};
+
+CommonTerrain.prototype.setVisibility = function ( mode ) {
+
+ if ( this.activeOverlay === null ) return;
+
+ if ( mode ) {
+
+ this.activeOverlay.showAttribution();
+
+ } else {
+
+ this.activeOverlay.hideAttribution();
+
+ }
+
+};
+
+CommonTerrain.prototype.applyDatumShift = function ( mode ) {
+
+ if ( mode && this.activeDatumShift === 0 ) {
+
+ this.translateZ( this.datumShift );
+ this.activeDatumShift = this.datumShift;
+
+ } else if ( ! mode && this.activeDatumShift !== 0 ) {
+
+ this.translateZ( - this.datumShift );
+ this.activeDatumShift = 0;
+
+ }
+
+ this.dispatchEvent( { type: 'datumShiftChange', value: this.activeDatumShift } );
+
+};
+
+CommonTerrain.prototype.computeBoundingBox = function () {
+
+ var bb = new Box3();
+
+ this.traverse( _getBoundingBox );
+
+ this.boundingBox = bb;
+
+ function _getBoundingBox( obj ) {
+
+ if ( obj.isTile ) bb.union( obj.geometry.boundingBox );
+
+ }
+
+ return bb;
+
+};
+
+CommonTerrain.prototype.addHeightMap = function ( renderer, renderTarget ) {
+
+ this.depthTexture = renderTarget.texture;
+ this.renderer = renderer;
+ this.renderTarget = renderTarget;
+
+};
+
+CommonTerrain.prototype.getHeight = function () {
+
+ var pixelCoords = new Vector3();
+ var adjust = new Vector3();
+
+ var result = new Uint8Array( 4 );
+
+ return function getHeight( point ) {
+
+ var renderTarget = this.renderTarget;
+
+ if ( this.terrainBase === null ) {
+
+ if ( this.boundingBox === undefined ) this.computeBoundingBox();
+
+ this.terrainBase = this.boundingBox.min;
+ this.terrainRange = this.boundingBox.getSize();
+
+ // setup value cached in closure
+
+ adjust.set( renderTarget.width, renderTarget.height, 1 ).divide( this.terrainRange );
+
+ }
+
+ var terrainBase = this.terrainBase;
+
+ pixelCoords.copy( point ).sub( terrainBase ).multiply( adjust ).round();
+
+ this.renderer.readRenderTargetPixels( renderTarget, pixelCoords.x, pixelCoords.y, 1, 1, result );
+
+ // convert to survey units and return
+
+ return unpackRGBA( result ) * this.terrainRange.z + terrainBase.z;
+
+ };
+
+} ();
+
+
+
+// EOF + +/**
+ * @author Angus Sawyer
+ * @author mrdoob / http://mrdoob.com/
+ * @author Mugen87 / https://github.com/Mugen87
+ *
+ * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
+ */
+
+function LoxTerrainGeometry( dtm, offsets ) {
+
+ BufferGeometry.call( this );
+
+ this.type = 'LoxTerrainGeometry';
+
+ var heightData = dtm.data;
+
+ var ix, iy, i, l, x, y, z;
+
+ // buffers
+
+ var indices = [];
+ var vertices = [];
+
+ var minZ = Infinity;
+ var maxZ = -Infinity;
+
+ // generate vertices
+
+ var zIndex = 0;
+
+ var lines = dtm.lines;
+ var samples = dtm.samples;
+
+ var vertexCount = lines * samples;
+
+ // 2 x 2 scale & rotate callibration matrix
+
+ var xx = dtm.xx;
+ var xy = dtm.xy;
+ var yx = dtm.yx;
+ var yy = dtm.yy;
+
+ // offsets from dtm -> survey -> model
+
+ var xOffset = dtm.xOrigin - offsets.x;
+ var yOffset = dtm.yOrigin - offsets.y;
+ var zOffset = - offsets.z;
+
+// var x, y, z;
+
+ var lx = samples - 1;
+ var ly = lines - 1;
+
+ for ( iy = 0; iy < lines; iy++ ) {
+
+ for ( ix = 0; ix < samples; ix++ ) {
+
+ z = heightData[ zIndex++ ];
+
+ x = ix * xx + ( ly - iy ) * xy + xOffset;
+ y = ix * yx + ( ly - iy ) * yy + yOffset;
+ z += zOffset;
+
+ vertices.push( x, y, z );
+
+ if ( z < minZ ) minZ = z;
+ if ( z > maxZ ) maxZ = z;
+
+ }
+
+ }
+
+ var maxX = lx * xx + ly * xy + xOffset;
+ var maxY = lx * yx + ly * yy + yOffset;
+
+ this.boundingBox = new Box3( new Vector3( xOffset, yOffset, minZ ), new Vector3( maxX, maxY, maxZ ) );
+
+ // indices
+
+ for ( iy = 0; iy < ly; iy ++ ) {
+
+ for ( ix = 0; ix < lx; ix ++ ) {
+
+ var a = ix + samples * iy;
+ var b = ix + samples * ( iy + 1 );
+ var c = ( ix + 1 ) + samples * ( iy + 1 );
+ var d = ( ix + 1 ) + samples * iy;
+
+ // faces - render each quad such that the shared diagonal edge has the minimum length - gives a smother terrain surface
+ // diagonals b - d, a - c
+
+ var d1 = Math.abs( vertices[ a * 3 + 2 ] - vertices[ d * 3 + 2 ] ); // diff in Z values between diagonal vertices
+ var d2 = Math.abs( vertices[ b * 3 + 2 ] - vertices[ c * 3 + 2 ] ); // diff in Z values between diagonal vertices
+
+ if ( d1 < d2 ) {
+
+ indices.push( a, b, d );
+ indices.push( b, c, d );
+
+ } else {
+
+ indices.push( a, b, c );
+ indices.push( c, d, a );
+
+ }
+
+ }
+
+ }
+
+ // build geometry
+
+ this.setIndex( indices );
+ this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+
+ // calibration data from terrain and local survey -> model - offsets
+
+ this.computeVertexNormals();
+
+ var colourScale = Colours.terrain;
+ var colourRange = colourScale.length - 1;
+
+ var colourIndex;
+ var dotProduct;
+
+ var normal = this.getAttribute( 'normal' );
+ var vNormal = new Vector3();
+
+ var buffer = new Float32Array( vertexCount * 3 );
+ var colours = [];
+ var colour;
+
+ // convert scale to float values
+
+ for ( i = 0, l = colourScale.length; i < l; i++ ) {
+
+ colour = colourScale[ i ];
+ colours.push( [ colour[ 0 ] / 255, colour[ 1 ] / 255, colour[ 2 ] / 255 ] );
+
+ }
+
+ for ( i = 0; i < vertexCount; i++ ) {
+
+ vNormal.fromArray( normal.array, i * 3 );
+
+ dotProduct = vNormal.dot( upAxis );
+ colourIndex = Math.floor( colourRange * 2 * Math.acos( Math.abs( dotProduct ) ) / Math.PI );
+
+ colour = colours[ colourIndex ];
+
+ var offset = i * 3;
+
+ buffer[ offset ] = colour[ 0 ];
+ buffer[ offset + 1 ] = colour[ 1 ];
+ buffer[ offset + 2 ] = colour[ 2 ];
+
+ }
+
+ this.addAttribute( 'color', new Float32BufferAttribute( buffer, 3 ) );
+
+}
+
+LoxTerrainGeometry.prototype = Object.create( BufferGeometry.prototype );
+LoxTerrainGeometry.prototype.constructor = LoxTerrainGeometry;
+
+LoxTerrainGeometry.prototype.setupUVs = function ( bitmap, image, offsets ) {
+
+ var det = bitmap.xx * bitmap.yy - bitmap.xy * bitmap.yx;
+
+ if ( det === 0 ) return false;
+
+ var xx = bitmap.yy / det;
+ var xy = - bitmap.xy / det;
+ var yx = - bitmap.yx / det;
+ var yy = bitmap.xx / det;
+
+ var vertices = this.getAttribute( 'position' ).array;
+
+ var width = image.naturalWidth;
+ var height = image.naturalHeight;
+
+ var x, y, u, v;
+
+ var xOffset = - ( xx * bitmap.xOrigin + xy * bitmap.yOrigin );
+ var yOffset = - ( yx * bitmap.xOrigin + yy * bitmap.yOrigin );
+
+ var uvs = [];
+
+ for ( var i = 0; i < vertices.length; i += 3 ) {
+
+ x = vertices[ i ] + offsets.x;
+ y = vertices[ i + 1 ] + offsets.y;
+
+ u = ( x * xx + y * xy + xOffset ) / width;
+ v = ( x * yx + y * yy + yOffset ) / height;
+
+ uvs.push( u, v );
+
+ }
+
+ var uvAttribute = this.getAttribute( 'uv' );
+
+ if ( uvAttribute !== undefined ) {
+
+ console.alert( 'replacing attribute uv' );
+
+ }
+
+ this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
+
+}; + +var terrainLib = {
+
+ onBeforeRender: function ( renderer ) {
+
+ var stencil = renderer.state.buffers.stencil;
+ var gl = renderer.context;
+
+ stencil.setTest( true );
+
+ stencil.setOp( gl.KEEP, gl.KEEP, gl.KEEP );
+ stencil.setFunc( gl.EQUAL, 0, 0xFFFF );
+
+ },
+
+ onAfterRender: function ( renderer ) {
+
+ var stencil = renderer.state.buffers.stencil;
+
+ stencil.setTest( false );
+
+ }
+
+}; + +function LoxTerrain ( terrainData, offsets ) {
+
+ CommonTerrain.call( this );
+
+ this.type = 'CV.Terrain';
+ this.offsets = offsets;
+ this.bitmap = terrainData.bitmap;
+ this.overlayMaterial = null;
+
+ var tile = new Mesh( new LoxTerrainGeometry( terrainData.dtm, offsets ), Materials$1.getSurfaceMaterial() );
+
+ tile.layers.set( FEATURE_TERRAIN );
+ tile.isTile = true;
+ tile.onBeforeRender = terrainLib.onBeforeRender;
+ tile.onAfterRender = terrainLib.onAfterRender;
+
+ this.tile = tile;
+
+ this.add( tile );
+
+ this.hasOverlay = ( terrainData.bitmap ) ? true : false;
+
+}
+
+LoxTerrain.prototype = Object.create( CommonTerrain.prototype );
+
+LoxTerrain.prototype.constructor = LoxTerrain;
+
+LoxTerrain.prototype.isTiled = false;
+
+LoxTerrain.prototype.isLoaded = function () {
+
+ return true;
+
+};
+
+LoxTerrain.prototype.setOverlay = function ( overlay, overlayLoadedCallback ) {
+
+ if ( this.overlayMaterial !== null ) {
+
+ this.setMaterial( this.overlayMaterial );
+
+ overlayLoadedCallback();
+
+ return;
+
+ }
+
+ var texture = new TextureLoader().load( this.bitmap.image, _overlayLoaded );
+
+ var self = this;
+
+ function _overlayLoaded( ) {
+
+ var bitmap = self.bitmap;
+
+ self.tile.geometry.setupUVs( bitmap, texture.image, self.offsets );
+
+ self.overlayMaterial = new MeshLambertMaterial(
+ {
+ map: texture,
+ transparent: true,
+ opacity: self.opacity
+ }
+ );
+
+ bitmap.data = null;
+
+ self.setMaterial( self.overlayMaterial );
+
+ overlayLoadedCallback();
+
+ }
+
+};
+
+LoxTerrain.prototype.removed = function () {
+
+ var overlayMaterial = this.overlayMaterial;
+
+ if ( overlayMaterial !== null ) {
+
+ // dispose of overlay texture and material
+
+ overlayMaterial.map.dispose();
+ overlayMaterial.dispose();
+
+ }
+
+ this.commonRemoved();
+
+};
+
+LoxTerrain.prototype.setMaterial = function ( material ) {
+
+ this.tile.material = material;
+
+};
+
+LoxTerrain.prototype.setOpacity = function ( opacity ) {
+
+ var material = this.tile.material;
+
+ material.opacity = opacity;
+ material.needsUpdate = true;
+
+ this.opacity = opacity;
+
+};
+
+
+
+// EOF + +function WorkerPool ( script ) {
+
+ this.script = getEnvironmentValue( 'home', '' ) + 'js/workers/' + script;
+
+ if ( WorkerPool.workers[ script ] === undefined ) {
+
+ // no existing workers running
+ WorkerPool.workers[ script ] = [];
+
+ }
+
+ this.workers = WorkerPool.workers[ script ];
+
+}
+
+
+WorkerPool.workers = {};
+
+WorkerPool.prototype.constructor = WorkerPool;
+
+WorkerPool.prototype.getWorker = function () {
+
+ if ( this.workers.length === 0 ) {
+
+ return new Worker( this.script );
+
+ } else {
+
+ return this.workers.pop();
+
+ }
+
+};
+
+WorkerPool.prototype.putWorker = function ( worker ) {
+
+ if ( this.workers.length < 4 ) {
+
+ this.workers.push( worker );
+
+ } else {
+
+ worker.terminate();
+
+ }
+
+};
+
+WorkerPool.prototype.dispose = function () {
+
+ for ( var i = 0; i < this.workers.length; i++ ) {
+
+ this.workers[ i ].terminate();
+
+ }
+
+}; + +var zeroVector = new Vector3();
+
+function Survey ( cave ) {
+
+ if ( ! cave ) {
+
+ alert( 'failed loading cave information' );
+ return;
+
+ }
+
+ Object3D.call( this );
+
+ this.selectedSectionIds = new Set();
+ this.selectedSection = 0;
+ this.selectedBox = null;
+ this.highlightBox = null;
+ this.featureBox = null;
+ this.surveyTree = null;
+ this.projection = null;
+
+ // objects targetted by raycasters and objects with variable LOD
+
+ this.pointTargets = [];
+ this.legTargets = [];
+
+ this.type = 'CV.Survey';
+ this.cutInProgress = false;
+ this.terrain = null;
+ this.isRegion = cave.isRegion;
+ this.features = [];
+ this.routes = null;
+ this.stations = null;
+ this.workerPool = new WorkerPool( 'caveWorker.js' );
+ this.inverseWorld = null;
+
+ // highlit point marker
+
+ var pointerTexture = new TextureLoader().load( getEnvironmentValue( 'home', '' ) + 'images/ic_location.png' );
+ var pointerMaterial = new PointsMaterial( { size: 32, map: pointerTexture, transparent : true, sizeAttenuation: false, alphaTest: 0.8 } );
+
+ var point = new Point( pointerMaterial );
+
+ point.visible = false;
+
+ this.add( point );
+
+ this.stationHighlight = point;
+
+ var self = this;
+
+ SurveyColours.clearMap(); // clear cache of survey section to colour
+
+ var survey = cave.getSurvey();
+
+ this.name = survey.title;
+ this.CRS = ( survey.sourceCRS === null ) ? getEnvironmentValue( 'CRS', 'fred' ) : survey.sourceCRS;
+
+ if ( this.isRegion === true ) {
+
+ this.surveyTree = survey.surveyTree;
+ this.limits = cave.getLimits();
+
+ } else {
+
+ var surveyLimits = survey.limits;
+
+ this.limits = new Box3( new Vector3().copy( surveyLimits.min ), new Vector3().copy( surveyLimits.max ) );
+ this.offsets = survey.offsets;
+
+ var modelLimits = new Box3().copy( this.limits );
+
+ modelLimits.min.sub( this.offsets );
+ modelLimits.max.sub( this.offsets );
+
+ this.modelLimits = modelLimits;
+
+ this.loadCave( survey );
+
+ this.legTargets = [ this.features[ LEG_CAVE ] ];
+
+ }
+
+ this.loadEntrances();
+
+ this.setFeatureBox();
+
+ _setProjectionScale();
+
+ this.addEventListener( 'removed', this.onRemoved );
+
+ return;
+
+ function _setProjectionScale () {
+
+ // calculate scaling distortion if we have required CRS definitions
+
+ if ( survey.sourceCRS === null || survey.targetCRS === null ) {
+
+ self.scaleFactor = 1;
+
+ return;
+
+ }
+
+ var limits = self.limits;
+
+ var p1 = limits.min.clone();
+ var p2 = limits.max.clone();
+
+ p1.z = 0;
+ p2.z = 0;
+
+ var l1 = p1.distanceTo( p2 );
+
+ var transform = proj4( survey.targetCRS, survey.sourceCRS ); // eslint-disable-line no-undef
+
+ p1.copy( transform.forward( p1 ) );
+ p2.copy( transform.forward( p2 ) );
+
+ self.projection = transform;
+
+ var l2 = p1.distanceTo( p2 );
+
+ self.scaleFactor = l1 / l2;
+
+ }
+
+}
+
+Survey.prototype = Object.create( Object3D.prototype );
+
+Survey.prototype.constructor = Survey;
+
+Survey.prototype.onRemoved = function ( /* event */ ) {
+
+ if ( this.cutInProgress ) {
+
+ // avoid disposal phase when a cut operation is taking place.
+ // this survey is being redisplayed.
+
+ this.cutInProgress = false;
+
+ return;
+
+ }
+
+ // needs explicit removal to call removed handlers atm
+ this.remove( this.stations );
+
+ this.traverse( _dispose );
+
+ return;
+
+ function _dispose ( object ) {
+
+ if ( object.geometry ) object.geometry.dispose();
+
+ }
+
+};
+
+Survey.prototype.loadEntrances = function () {
+
+ var surveyTree = this.surveyTree;
+ var self = this;
+
+ var clusterMarkers = new ClusterMarkers( this.modelLimits, 4 );
+
+ // remove common elements from station names
+
+ var endNode = surveyTree;
+
+ while ( endNode.children.length === 1 ) endNode = endNode.children [ 0 ];
+
+
+ // find entrances and add Markers
+
+ surveyTree.traverse( _addEntrance );
+
+ this.addFeature( clusterMarkers, FEATURE_ENTRANCES, 'CV.Survey:entrances' );
+
+ return;
+
+ function _addEntrance( node ) {
+
+ var marker;
+
+ if ( node.type !== STATION_ENTRANCE ) return;
+
+ marker = clusterMarkers.addMarker( node.p, node.getPath( endNode ) );
+
+ self.pointTargets.push( marker );
+
+ }
+
+};
+
+Survey.prototype.calibrateTerrain = function ( terrain ) {
+
+ var s1 = 0, s2 = 0;
+ var n = 0;
+
+ // find height difference between all entrance locations and terrain
+ // find average differences and use to alter height of terrain
+
+ this.surveyTree.traverse( _testHeight );
+
+ if ( n > 0 ) {
+
+ // standard deviation
+
+ var sd = Math.sqrt( s2 / n - Math.pow( s1 / n, 2 ) );
+
+ // simple average
+
+ terrain.datumShift = s1 / n;
+
+ console.log( 'Adjustmenting terrain height by ', terrain.datumShift, sd );
+
+ }
+
+ if ( this.terrain === null ) this.terrain = terrain;
+
+ return;
+
+ function _testHeight( node ) {
+
+ // FIXME to extend to surface points
+ if ( node.type !== STATION_ENTRANCE) return;
+
+ var v = node.p.z - terrain.getHeight( node.p );
+
+ s1 += v;
+ s2 += v * v;
+ n++;
+
+ }
+
+};
+
+Survey.prototype.loadCave = function ( cave ) {
+
+ var self = this;
+
+ _restoreSurveyTree( cave.surveyTree );
+
+ _loadSegments( cave.lineSegments );
+
+ this.loadStations( cave.surveyTree );
+
+ _loadScraps( cave.scraps );
+ _loadCrossSections( cave.crossSections );
+ _loadTerrain( cave );
+
+ this.computeBoundingBoxes( cave.surveyTree );
+
+ this.pointTargets.push( this.stations );
+
+ var metadata = new SurveyMetadata( this.name, cave.metadata );
+
+ this.metadata = metadata;
+
+ this.loadDyeTraces();
+
+ this.routes = new Routes( metadata ).mapSurvey( this.stations, this.getLegs(), this.surveyTree );
+
+ return;
+
+ function _restoreSurveyTree ( surveyTree ) {
+
+ if ( surveyTree.forEachChild === undefined ) {
+
+ // surveyTree from worker loading - add Tree methods to all objects in tree.
+
+ _restore( surveyTree );
+
+ surveyTree.forEachChild( _restore, true );
+
+ }
+
+ if ( self.surveyTree === null ) {
+
+ self.surveyTree = surveyTree;
+
+ } else {
+
+ self.surveyTree.children.push( surveyTree );
+
+ }
+
+ return;
+
+ function _restore ( child ) {
+
+ Object.assign( child, Tree.prototype );
+
+ }
+
+ }
+
+ function _loadScraps ( scrapList ) {
+
+ var l = scrapList.length;
+
+ if ( l === 0 ) return null;
+
+ var mesh = self.getFeature( FACE_SCRAPS, Walls );
+
+ var indices = [];
+ var vertices = [];
+
+ var indexRuns = [];
+
+ var vertexOffset = 0;
+ var lastEnd = 0;
+
+ for ( var i = 0; i < l; i++ ) {
+
+ _loadScrap( scrapList[ i ] );
+
+ }
+
+ mesh.addWalls( vertices, indices, indexRuns );
+
+ self.addFeature( mesh, FACE_SCRAPS, 'CV.Survey:faces:scraps' );
+
+ return;
+
+ function _loadScrap ( scrap ) {
+
+ var i, l;
+
+ for ( i = 0, l = scrap.vertices.length; i < l; i++ ) {
+
+ var vertex = scrap.vertices[ i ];
+
+ vertices.push( new Vector3( vertex.x, vertex.y, vertex.z ) );
+
+ }
+
+ for ( i = 0, l = scrap.faces.length; i < l; i++ ) {
+
+ var face = scrap.faces[ i ];
+
+ indices.push( face[ 0 ] + vertexOffset, face[ 2 ] + vertexOffset, face[ 1 ] + vertexOffset );
+
+ }
+
+ var end = indices.length;
+
+ indexRuns.push( { start: lastEnd, count: end - lastEnd, survey: scrap.survey } );
+ lastEnd = end;
+
+ vertexOffset += scrap.vertices.length;
+
+ }
+
+ }
+
+ function _loadCrossSections ( crossSectionGroups ) {
+
+ var mesh = self.getFeature( FACE_WALLS, Walls );
+
+ var indices = [];
+ var vertices = [];
+
+ var v = 0;
+ var l = crossSectionGroups.length;
+
+ // survey to face index mapping
+ var currentSurvey;
+ var indexRuns = [];
+
+ var lastEnd = 0;
+ var l1, r1, u1, d1, l2, r2, u2, d2, lrud;
+ var i, j;
+
+ var cross = new Vector3();
+ var lastCross = new Vector3();
+
+ var run = null;
+
+ if ( l === 0 ) return;
+
+ for ( i = 0; i < l; i++ ) {
+
+ var crossSectionGroup = crossSectionGroups[ i ];
+ var m = crossSectionGroup.length;
+
+ if ( m < 2 ) continue;
+
+ // enter first station vertices - FIXME use fudged approach vector for this (points wrong way).
+ lrud = _getLRUD( crossSectionGroup[ 0 ] );
+
+ vertices.push( lrud.l );
+ vertices.push( lrud.r );
+ vertices.push( lrud.u );
+ vertices.push( lrud.d );
+
+ for ( j = 0; j < m; j++ ) {
+
+ var survey = crossSectionGroup[ j ].survey;
+
+ lrud = _getLRUD( crossSectionGroup[ j ] );
+
+ if ( survey !== currentSurvey ) {
+
+ currentSurvey = survey;
+
+ if ( run !== null ) {
+
+ // close section with two triangles to form cap.
+ indices.push( u2, r2, d2 );
+ indices.push( u2, d2, l2 );
+
+ lastEnd = indices.length;
+
+ run.count = lastEnd - run.start;
+
+ indexRuns.push( run );
+
+ run = null;
+
+ }
+
+ }
+
+ // next station vertices
+ vertices.push( lrud.l );
+ vertices.push( lrud.r );
+ vertices.push( lrud.u );
+ vertices.push( lrud.d );
+
+ // triangles to form passage box
+ l1 = v++;
+ r1 = v++;
+ u1 = v++;
+ d1 = v++;
+
+ l2 = v++;
+ r2 = v++;
+ u2 = v++;
+ d2 = v++;
+
+ // all face vertices specified in CCW winding order to define front side.
+
+ // top faces
+ indices.push( u1, r1, r2 );
+ indices.push( u1, r2, u2 );
+ indices.push( u1, u2, l2 );
+ indices.push( u1, l2, l1 );
+
+ // bottom faces
+ indices.push( d1, r2, r1 );
+ indices.push( d1, d2, r2 );
+ indices.push( d1, l2, d2 );
+ indices.push( d1, l1, l2 );
+
+ v = v - 4; // rewind to allow current vertices to be start of next box section.
+
+ if ( run === null ) {
+
+ // handle first section of run
+
+ run = { start: lastEnd, survey: survey };
+
+ // start tube with two triangles to form cap
+ indices.push( u1, r1, d1 );
+ indices.push( u1, d1, l1 );
+
+ }
+
+ }
+
+ currentSurvey = null;
+ v = v + 4; // advance because we are starting a new set of independant x-sections.
+
+ }
+
+ if ( run !== null ) {
+
+ // close tube with two triangles
+ indices.push( u2, r2, d2 );
+ indices.push( u2, d2, l2 );
+
+ run.count = indices.length - run.start;
+
+ indexRuns.push( run );
+
+ }
+
+ l = indices.length;
+
+ if ( l === 0 ) return;
+
+ mesh.addWalls( vertices, indices, indexRuns );
+
+ self.addFeature( mesh, FACE_WALLS, 'CV.Survey:faces:walls' );
+
+ return;
+
+ function _getLRUD ( crossSection ) {
+
+ var station = crossSection.end;
+ var lrud = crossSection.lrud;
+ var stationV = new Vector3( station.x, station.y, station.z );
+
+ // cross product of leg and up AXIS to give direction of LR vector
+ cross.subVectors( crossSection.start, crossSection.end ).cross( upAxis );
+
+ var L, R, U, D;
+
+ if ( cross.equals( zeroVector ) ) {
+
+ // leg is vertical
+
+ if ( lastCross.equals( zeroVector ) ) {
+
+ // previous leg was vertical
+
+ L = stationV;
+ R = stationV;
+
+ } else {
+
+ // use previous leg to determine passage orientation for L and R for vertical legs
+
+ L = lastCross.clone().setLength( lrud.l ).add( stationV );
+ R = lastCross.clone().setLength( -lrud.r ).add( stationV );
+
+ }
+
+ } else {
+
+ L = cross.clone().setLength( lrud.l ).add( stationV );
+ R = cross.clone().setLength( -lrud.r ).add( stationV );
+
+ }
+
+ U = new Vector3( station.x, station.y, station.z + lrud.u );
+ D = new Vector3( station.x, station.y, station.z - lrud.d );
+
+ lastCross.copy( cross );
+
+ return { l: L, r: R, u: U, d: D };
+
+ }
+
+ }
+
+ function _loadSegments ( srcSegments ) {
+
+ var typeLegs = [];
+
+ typeLegs[ LEG_CAVE ] = { vertices: [], colors: [], runs: [] };
+ typeLegs[ LEG_SURFACE ] = { vertices: [], colors: [], runs: [] };
+ typeLegs[ LEG_SPLAY ] = { vertices: [], colors: [], runs: [] };
+
+ var legs;
+
+ var currentType;
+ var currentSurvey;
+
+ var run;
+ var l = srcSegments.length;
+
+ if ( l === 0 ) return null;
+
+ var vertex1, vertex2;
+
+ var lastVertex = new Vector3();
+
+ for ( var i = 0; i < l; i++ ) {
+
+ var leg = srcSegments[ i ];
+
+ var type = leg.type;
+ var survey = leg.survey;
+
+ // most line segments will share vertices - avoid allocating new Vector3() in this case.
+
+ vertex1 = lastVertex.equals( leg.from ) ? lastVertex : new Vector3( leg.from.x, leg.from.y, leg.from.z );
+ vertex2 = new Vector3( leg.to.x, leg.to.y, leg.to.z );
+
+ lastVertex = vertex2;
+
+ legs = typeLegs[ type ];
+
+ if ( leg === undefined ) {
+
+ console.warn( 'unknown segment type: ', type );
+ break;
+
+ }
+
+ if ( survey !== currentSurvey || type !== currentType ) {
+
+ // complete last run data
+
+ if ( run !== undefined ) {
+
+ var lastLegs = typeLegs[ currentType ];
+
+ run.end = lastLegs.vertices.length;
+ lastLegs.runs.push( run );
+
+ }
+
+ // start new run
+
+ run = {};
+
+ run.survey = survey;
+ run.start = legs.vertices.length;
+
+ currentSurvey = survey;
+ currentType = type;
+
+ }
+
+
+ legs.vertices.push( vertex1 );
+ legs.vertices.push( vertex2 );
+
+ legs.colors.push( ColourCache.white );
+ legs.colors.push( ColourCache.white );
+
+ }
+
+ // add vertices run for last survey section encountered
+
+ if ( run.end === undefined ) {
+
+ run.end = legs.vertices.length;
+ legs.runs.push( run );
+
+ }
+
+ _addModelSegments( LEG_CAVE, 'CV.Survey:cave:cave' );
+ _addModelSegments( LEG_SURFACE, 'CV.Survey:surface:surface' );
+ _addModelSegments( LEG_SPLAY, 'CV.Survey:cave:splay' );
+
+ return;
+
+ function _addModelSegments ( tag, name ) {
+
+ var legs = typeLegs[ tag ];
+
+ if ( legs.vertices.length === 0 ) return;
+
+ var legObject = self.getFeature( tag, Legs );
+
+ legObject.addLegs( legs.vertices, legs.colors, legs.runs );
+
+ self.addFeature( legObject, tag, name + ':g' );
+
+ }
+
+ }
+
+ function _loadTerrain ( cave ) {
+
+ if ( cave.hasTerrain === false ) return;
+
+ var terrain = new LoxTerrain( cave.terrain, self.offsets );
+
+ // get limits of terrain - ignoring maximum which distorts height shading etc
+ var terrainLimits = new Box3().copy( terrain.tile.geometry.boundingBox );
+
+ var modelLimits = self.modelLimits;
+
+ terrainLimits.min.z = modelLimits.min.z;
+ terrainLimits.max.z = modelLimits.max.z;
+
+ modelLimits.union( terrainLimits );
+
+ self.terrain = terrain;
+
+ return;
+
+ }
+
+};
+
+Survey.prototype.getFeature = function ( tag, obj ) {
+
+ var o = this.features[ tag ];
+
+ if ( o === undefined && obj ) {
+
+ o = new obj ( tag );
+
+ }
+
+ return o;
+
+};
+
+Survey.prototype.update = function ( camera, target ) {
+
+ var cameraLayers = camera.layers;
+
+ if ( this.features[ FEATURE_ENTRANCES ] && cameraLayers.mask & 1 << FEATURE_ENTRANCES ) {
+
+ this.getFeature( FEATURE_ENTRANCES ).cluster( camera );
+
+ }
+
+ if ( this.features[ LABEL_STATION ] && cameraLayers.mask & 1 << LABEL_STATION ) {
+
+ if ( this.inverseWorld === null ) {
+
+ this.inverseWorld = new Matrix4().getInverse( this.matrixWorld );
+
+ }
+
+ this.getFeature( LABEL_STATION ).update( camera, target, this.inverseWorld );
+
+ }
+
+};
+
+Survey.prototype.addFeature = function ( obj, tag, name ) {
+
+ obj.name = name;
+
+ this.features[ tag ] = obj;
+
+ this.add( obj );
+
+};
+
+Survey.prototype.removeFeature = function ( obj ) {
+
+ this.layers.mask &= ~ obj.layers.mask;
+
+ var features = this.features;
+
+ for ( var i = 0, l = features.length; i < l; i++ ) {
+
+ if ( features[ i ] === obj ) delete features[ i ];
+
+ }
+
+};
+
+Survey.prototype.hasFeature = function ( tag ) {
+
+ return ! ( this.features[ tag ] === undefined );
+
+};
+
+Survey.prototype.loadStations = function ( surveyTree ) {
+
+ var i, l;
+
+ var stations = new Stations();
+ var stationLabels = new StationLabels();
+
+ surveyTree.traverse( _addStation );
+
+ var legs = this.getLegs();
+
+ // count number of legs linked to each station
+
+ for ( i = 0; i < legs.length; i++ ) {
+
+ stations.updateStation( legs[ i ] );
+
+ }
+
+ // we have finished adding stations.
+ stations.finalise();
+
+
+ // add labels for stations
+
+ for ( i = 0, l = stations.count; i < l; i++ ) {
+
+ stationLabels.addStation( stations.getStationByIndex( i ) );
+
+ }
+
+ this.addFeature( stations, FEATURE_STATIONS, 'CV.Stations' );
+ this.addFeature( stationLabels, LABEL_STATION, 'CV.StationLabels' );
+
+ this.stations = stations;
+
+ return;
+
+ function _addStation ( node ) {
+
+ if ( node.p === undefined ) return;
+
+ stations.addStation( node );
+
+ }
+
+};
+
+Survey.prototype.computeBoundingBoxes = function ( surveyTree ) {
+
+ surveyTree.traverseDepthFirst( _computeBoundingBox );
+
+ return;
+
+ function _computeBoundingBox ( node ) {
+
+ var parent = node.parent;
+
+ if ( parent && parent.boundingBox === undefined ) parent.boundingBox = new Box3();
+
+ if ( node.p !== undefined ) {
+
+ parent.boundingBox.expandByPoint( node.p );
+
+ } else if ( parent ) {
+
+ if ( node.children.length === 0 || ( node.boundingBox !== undefined && node.boundingBox.isEmpty() ) ) return;
+
+ parent.boundingBox.expandByPoint( node.boundingBox.min );
+ parent.boundingBox.expandByPoint( node.boundingBox.max );
+
+ }
+
+ }
+
+};
+
+Survey.prototype.loadDyeTraces = function () {
+
+ var traces = this.metadata.getTraces();
+
+ if ( traces.length === 0 ) return;
+
+ var surveyTree = this.surveyTree;
+ var dyeTraces = new DyeTraces();
+
+ for ( var i = 0, l = traces.length; i < l; i++ ) {
+
+ var trace = traces[ i ];
+
+ var startStation = surveyTree.getByPath( trace.start );
+ var endStation = surveyTree.getByPath( trace.end );
+
+ if ( endStation === undefined || startStation === undefined ) continue;
+
+ dyeTraces.addTrace( startStation.p, endStation.p );
+
+ }
+
+ dyeTraces.finish();
+
+ this.addFeature( dyeTraces, FEATURE_TRACES, 'CV.DyeTraces' );
+
+};
+
+Survey.prototype.loadFromEntrance = function ( entrance, loadedCallback ) {
+
+ var self = this;
+ var name = replaceExtension( entrance.name, '3d' );
+ var prefix = getEnvironmentValue( 'surveyDirectory', '' );
+
+ if ( entrance.loaded ) return;
+
+ entrance.loaded = true;
+
+ console.log( 'load: ', name );
+
+ var worker = this.workerPool.getWorker();
+
+ worker.onmessage = _surveyLoaded;
+
+ worker.postMessage( prefix + name );
+
+ return;
+
+ function _surveyLoaded ( event ) {
+
+ var surveyData = event.data; // FIXME check for ok;
+
+ self.workerPool.putWorker( worker );
+
+ self.loadCave( surveyData.survey );
+
+ loadedCallback();
+
+ }
+
+};
+
+Survey.prototype.getMetadataURL = function () {
+
+ return this.metadata.getURL();
+
+};
+
+Survey.prototype.getLegs = function () {
+
+ return this.getFeature( LEG_CAVE ).geometry.vertices;
+
+};
+
+Survey.prototype.getRoutes = function () {
+
+ return this.routes;
+
+};
+
+Survey.prototype.setScale = function ( scale ) {
+
+ this.stations.setScale( scale );
+
+};
+
+Survey.prototype.getWorldPosition = function ( position ) {
+
+ return new Vector3().copy( position ).applyMatrix4( this.matrixWorld );
+
+};
+
+Survey.prototype.getGeographicalPosition = function ( position ) {
+
+ var offsets = this.offsets;
+ var projection = this.projection;
+
+ var originalPosition = { x: position.x + offsets.x, y: position.y + offsets.y, z: 0 };
+
+ // convert to original survey CRS
+
+ if ( projection !== null ) originalPosition = projection.forward( originalPosition );
+
+ originalPosition.z = position.z + offsets.z;
+
+ return originalPosition;
+
+};
+
+Survey.prototype.selectStation = function ( index ) {
+
+ var stations = this.stations;
+ var station = stations.getStationByIndex( index );
+
+ stations.selectStation( station );
+
+ return station;
+
+};
+
+Survey.prototype.clearSelection = function () {
+
+ this.selectedSection = 0;
+ this.selectedSectionIds.clear();
+
+ this.stations.clearSelected();
+
+ var box = this.selectedBox;
+
+ if ( box !== null ) box.visible = false;
+
+};
+
+Survey.prototype.boxSection = function ( node, box, colour ) {
+
+ if ( box === null ) {
+
+ box = new Box3Helper( node.boundingBox, colour );
+
+ box.layers.set( FEATURE_SELECTED_BOX );
+
+ this.add( box );
+
+ } else {
+
+ box.visible = true;
+ box.update( node.boundingBox );
+
+ }
+
+ return box;
+
+};
+
+Survey.prototype.highlightSelection = function ( id ) {
+
+ var surveyTree = this.surveyTree;
+ var node;
+ var box = this.highlightBox;
+
+ if ( id ) {
+
+ node = surveyTree.findById( id );
+
+ if ( node.p === undefined && node.boundingBox !== undefined ) {
+
+ this.highlightBox = this.boxSection( node, box, 0xffff00 );
+
+ } else if ( node.p ) {
+
+ var highlight = this.stationHighlight;
+
+ highlight.position.copy( node.p );
+ highlight.visible = true;
+
+ }
+
+ } else {
+
+ if ( box !== null ) box.visible = false;
+
+ }
+
+};
+
+Survey.prototype.selectSection = function ( id ) {
+
+ var selectedSectionIds = this.selectedSectionIds;
+ var surveyTree = this.surveyTree;
+ var node;
+
+ this.clearSelection();
+
+ if ( id ) {
+
+ node = surveyTree.findById( id );
+
+ if ( node.p === undefined && node.boundingBox !== undefined ) {
+
+ this.selectedBox = this.boxSection( node, this.selectedBox, 0x00ff00 );
+ surveyTree.getSubtreeIds( id, selectedSectionIds );
+
+ } else {
+
+ if ( node.p !== undefined ) this.stations.selectStation( node );
+
+ }
+
+ }
+
+ this.selectedSection = id;
+
+ return node;
+
+};
+
+Survey.prototype.setFeatureBox = function () {
+
+ if ( this.featureBox === null ) {
+
+ var box = new Box3Helper( this.modelLimits, 0xffffff );
+
+ box.layers.set( FEATURE_BOX );
+ box.name = 'survey-boundingbox';
+
+ this.featureBox = box;
+ this.add( box );
+
+ } else {
+
+ this.featureBox.update( this.modelLimits );
+
+ }
+
+};
+
+Survey.prototype.cutSection = function ( id ) {
+
+ var selectedSectionIds = this.selectedSectionIds;
+ var self = this;
+
+ if ( selectedSectionIds.size === 0 ) return;
+
+ // clear target lists
+
+ this.PointTargets = [];
+ this.legTargets = [];
+
+ this.terrain = null;
+
+ // iterate through objects replace geometries and remove bounding boxes;
+
+ var cutList = []; // list of Object3D's to remove from survey - workaround for lack of traverseReverse
+
+ this.traverse( _cutObject );
+
+ for ( var i = 0, l = cutList.length; i < l; i++ ) {
+
+ var obj = cutList[ i ];
+ var parent = obj.parent;
+
+ if ( parent ) parent.remove( obj );
+
+ // dispose of all geometry of this object and descendants
+
+ if ( obj.geometry ) obj.geometry.dispose();
+
+ this.removeFeature( obj );
+
+ }
+
+ this.surveyTree = this.surveyTree.findById( id );
+ this.surveyTree.parent = null;
+
+ this.loadStations( this.surveyTree );
+
+ // ordering is important here
+
+ this.clearSelection();
+ this.highlightSelection( 0 );
+
+ this.modelLimits = this.getBounds();
+ this.limits.copy( this.modelLimits );
+
+ this.limits.min.add( this.offsets );
+ this.limits.max.add( this.offsets );
+
+ this.setFeatureBox();
+
+ this.loadEntrances();
+
+ this.cutInProgress = true;
+
+ return;
+
+ function _cutObject ( obj ) {
+
+ switch ( obj.type ) {
+
+ case 'Legs':
+ case 'Walls':
+
+ if ( ! obj.cutRuns( self.selectedSectionIds ) ) cutList.push( obj );
+
+ break;
+
+ case 'Box3Helper':
+ case 'CV.Stations':
+ case 'CV.StationLabels':
+ case 'CV.ClusterMarker':
+
+ cutList.push( obj );
+
+ break;
+
+ case 'Group':
+
+ break;
+
+ }
+
+ }
+
+};
+
+Survey.prototype.getBounds = function () {
+
+ var box = new Box3();
+
+ var min = box.min;
+ var max = box.max;
+
+ this.traverse( _addObjectBounds );
+
+ return box;
+
+ function _addObjectBounds ( obj ) {
+
+ if ( obj.type === 'CV.Survey' ) return; // skip survey which is positioned/scaled into world space
+
+ var geometry = obj.geometry;
+
+ if ( geometry && geometry.boundingBox ) {
+
+ min.min( geometry.boundingBox.min );
+ max.max( geometry.boundingBox.max );
+
+ }
+
+ }
+
+};
+
+Survey.prototype.setShadingMode = function ( mode ) {
+
+ var material;
+
+ switch ( mode ) {
+
+ case SHADING_HEIGHT:
+
+ material = Materials$1.getHeightMaterial( MATERIAL_SURFACE, this.modelLimits );
+
+ break;
+
+ case SHADING_CURSOR:
+
+ material = Materials$1.getCursorMaterial( MATERIAL_SURFACE, this.modelLimits );
+
+ break;
+
+ case SHADING_SINGLE:
+
+ material = Materials$1.getSurfaceMaterial();
+
+ break;
+
+ case SHADING_SURVEY:
+
+ // FIXME make multiple material for survey - > color and pass to Walls().
+
+ break;
+
+ case SHADING_DEPTH:
+
+ material = Materials$1.getDepthMaterial( MATERIAL_SURFACE, this.modelLimits, this.terrain );
+
+ if ( ! material ) return false;
+
+ break;
+
+ case SHADING_DEPTH_CURSOR:
+
+ material = Materials$1.getDepthCursorMaterial( MATERIAL_SURFACE, this.modelLimits, this.terrain );
+
+ if ( ! material ) return false;
+
+ break;
+
+ }
+
+ if ( this.setLegShading( LEG_CAVE, mode ) ) {
+
+ this.setWallShading( this.features[ FACE_WALLS ], mode, material );
+ this.setWallShading( this.features[ FACE_SCRAPS ], mode, material );
+
+ return true;
+
+ }
+
+ return false;
+
+};
+
+Survey.prototype.setWallShading = function ( mesh, node, selectedMaterial ) {
+
+ if ( ! mesh ) return;
+
+ if ( selectedMaterial ) {
+
+ mesh.setShading( this.selectedSectionIds, selectedMaterial );
+ mesh.visible = true;
+
+ } else {
+
+ mesh.visible = false;
+
+ }
+
+ // FIXME - ressurect SHADING_SURVEY ???
+
+};
+
+Survey.prototype.setLegShading = function ( legType, legShadingMode ) {
+
+ var mesh = this.features[ legType ];
+
+ if ( mesh === undefined ) return;
+
+ switch ( legShadingMode ) {
+
+ case SHADING_HEIGHT:
+
+ this.setLegColourByHeight( mesh );
+
+ break;
+
+ case SHADING_LENGTH:
+
+ this.setLegColourByLength( mesh );
+
+ break;
+
+ case SHADING_INCLINATION:
+
+ this.setLegColourByInclination( mesh, upAxis );
+
+ break;
+
+ case SHADING_CURSOR:
+
+ this.setLegColourByCursor( mesh );
+
+ break;
+
+ case SHADING_DEPTH_CURSOR:
+
+ this.setLegColourByDepthCursor( mesh );
+
+ break;
+
+ case SHADING_SINGLE:
+
+ this.setLegColourByColour( mesh, ColourCache.white );
+
+ break;
+
+ case SHADING_SURVEY:
+
+ this.setLegColourBySurvey( mesh );
+
+ break;
+
+ case SHADING_PATH:
+
+ this.setLegColourByPath( mesh );
+
+ break;
+
+ case SHADING_OVERLAY:
+
+ break;
+
+ case SHADING_SHADED:
+
+ break;
+
+ case SHADING_DEPTH:
+
+ this.setLegColourByDepth( mesh );
+
+ break;
+
+ default:
+
+ console.warn( 'invalid leg shading mode' );
+
+ return false;
+
+ }
+
+ return true;
+
+};
+
+Survey.prototype.setLegColourByMaterial = function ( mesh, material ) {
+
+ material.needsUpdate = true;
+
+ mesh.setShading( this.selectedSectionIds, _colourSegment, material );
+
+ function _colourSegment ( geometry, v1, v2 ) {
+
+ geometry.colors[ v1 ] = ColourCache.white;
+ geometry.colors[ v2 ] = ColourCache.white;
+
+ }
+
+};
+
+Survey.prototype.setLegColourByDepth = function ( mesh ) {
+
+ this.setLegColourByMaterial( mesh, Materials$1.getDepthMaterial( MATERIAL_LINE, this.modelLimits, this.terrain ) );
+
+};
+
+Survey.prototype.setLegColourByDepthCursor = function ( mesh ) {
+
+ this.setLegColourByMaterial( mesh, Materials$1.getDepthCursorMaterial( MATERIAL_LINE, this.modelLimits, this.terrain ) );
+
+};
+
+Survey.prototype.setLegColourByHeight = function ( mesh ) {
+
+ this.setLegColourByMaterial( mesh, Materials$1.getHeightMaterial( MATERIAL_LINE, this.modelLimits ) );
+
+};
+
+Survey.prototype.setLegColourByCursor = function ( mesh ) {
+
+ this.setLegColourByMaterial( mesh, Materials$1.getCursorMaterial( MATERIAL_LINE, this.modelLimits ) );
+
+};
+
+Survey.prototype.setLegColourByColour = function ( mesh, colour ) {
+
+ mesh.setShading( this.selectedSectionIds, _colourSegment, Materials$1.getLineMaterial() );
+
+ function _colourSegment ( geometry, v1, v2 ) {
+
+ geometry.colors[ v1 ] = colour;
+ geometry.colors[ v2 ] = colour;
+
+ }
+
+};
+
+Survey.prototype.setLegColourByLength = function ( mesh ) {
+
+ var colours = ColourCache.getColors( 'gradient' );
+ var colourRange = colours.length - 1;
+ var stats = mesh.stats;
+
+ mesh.setShading( this.selectedSectionIds, _colourSegment, Materials$1.getLineMaterial() );
+
+ function _colourSegment ( geometry, v1, v2 ) {
+
+ var vertex1 = geometry.vertices[ v1 ];
+ var vertex2 = geometry.vertices[ v2 ];
+
+ var relLength = ( Math.abs( vertex1.distanceTo( vertex2 ) ) - stats.minLegLength ) / stats.legLengthRange;
+ var colour = colours[ Math.floor( ( 1 - relLength ) * colourRange ) ];
+
+ geometry.colors[ v1 ] = colour;
+ geometry.colors[ v2 ] = colour;
+
+ }
+
+};
+
+Survey.prototype.setLegColourBySurvey = function ( mesh ) {
+
+ var surveyTree = this.surveyTree;
+ var selectedSection = this.selectedSection;
+
+ if ( selectedSection === 0) selectedSection = surveyTree.id;
+
+ var surveyToColourMap = SurveyColours.getSurveyColourMap( surveyTree, selectedSection );
+
+ if ( this.selectedSectionIds.size === 0 ) this.surveyTree.getSubtreeIds( selectedSection, this.selectedSectionIds );
+
+ mesh.setShading( this.selectedSectionIds, _colourSegment, Materials$1.getLineMaterial() );
+
+ function _colourSegment ( geometry, v1, v2, survey ) {
+
+ var colour = surveyToColourMap[ survey ];
+
+ geometry.colors[ v1 ] = colour;
+ geometry.colors[ v2 ] = colour;
+
+ }
+
+};
+
+Survey.prototype.setLegColourByPath = function ( mesh ) {
+
+ var routes = this.getRoutes();
+
+ var c1 = ColourCache.yellow;
+ var c2 = ColourCache.red;
+ var c3 = ColourCache.white;
+
+ var colour;
+
+ mesh.setShading( this.selectedSectionIds, _colourSegment, Materials$1.getLineMaterial() );
+
+ function _colourSegment ( geometry, v1, v2 /*, survey */ ) {
+
+ if ( routes.inCurrentRoute( v1 ) ) {
+
+ colour = c1;
+
+ } else if ( routes.adjacentToRoute( v1 ) ) {
+
+ colour = c2;
+
+ } else {
+
+ colour = c3;
+ }
+
+ geometry.colors[ v1 ] = colour;
+ geometry.colors[ v2 ] = colour;
+
+ }
+
+};
+
+Survey.prototype.setLegColourByInclination = function ( mesh, pNormal ) {
+
+ var colours = ColourCache.getColors( 'inclination' );
+
+ var colourRange = colours.length - 1;
+ var hueFactor = colourRange * 2 / Math.PI;
+ var legNormal = new Vector3();
+
+ // pNormal = normal of reference plane in model space
+
+ mesh.setShading( this.selectedSectionIds, _colourSegment, Materials$1.getLineMaterial() );
+
+ function _colourSegment ( geometry, v1, v2 ) {
+
+ var vertex1 = geometry.vertices[ v1 ];
+ var vertex2 = geometry.vertices[ v2 ];
+
+ legNormal.subVectors( vertex1, vertex2 ).normalize();
+ var dotProduct = legNormal.dot( pNormal );
+
+ var hueIndex = Math.floor( hueFactor * Math.acos( Math.abs( dotProduct ) ) );
+ var colour = colours[ hueIndex ];
+
+ geometry.colors[ v1 ] = colour;
+ geometry.colors[ v2 ] = colour;
+
+ }
+
+};
+
+
+
+// EOF + +function Popup( cssClass ) {
+
+ this.div = document.createElement( 'div' );
+ this.div.classList.add( cssClass );
+
+}
+
+Popup.prototype.constructor = Popup;
+
+Popup.prototype.display = function ( container, x, y, camera, p ) {
+
+ var div = this.div;
+ var screenPosition = new Vector3();
+
+ div.style.left = x + 'px';
+ div.style.top = y + 'px';
+
+ container.appendChild ( div );
+
+ container.addEventListener( 'mouseup', _mouseUp );
+ container.addEventListener( 'mousemove', _mouseMove );
+
+ function _mouseMove ( /* event */ ) {
+
+ camera.updateMatrixWorld();
+
+ screenPosition.copy( p );
+ screenPosition.project( camera );
+
+ var X = container.clientWidth * ( screenPosition.x + 1 ) / 2;
+ var Y = container.clientHeight * ( -screenPosition.y + 1 ) / 2;
+
+
+ if ( X + div.clientWidth > container.clientWidth || Y + div.clientHeight > container.clientHeight ) {
+
+ // moving off screen, delete now.
+ _mouseUp();
+
+ } else {
+
+ div.style.left = X + 'px';
+ div.style.top = Y + 'px';
+
+ }
+
+ }
+
+ function _mouseUp ( /* event */ ) {
+
+ container.removeChild( div );
+
+ container.removeEventListener( 'mousemove', _mouseMove );
+ container.removeEventListener( 'mouseup', _mouseUp );
+
+ }
+
+};
+
+Popup.prototype.addLine = function ( line ) {
+
+ var newLine = document.createElement( 'div' );
+
+ newLine.textContent = line;
+
+ this.div.appendChild ( newLine );
+
+ return this;
+
+}; + +function StationPopup ( station, position, depth ) {
+
+ Popup.call( this, 'station-info' );
+
+ var name = station.getPath();
+ var long = false;
+ var tmp;
+
+ // reduce name length if too long
+
+ while ( name.length > 20 ) {
+
+ tmp = name.split( '.' );
+ tmp.shift();
+
+ name = tmp.join( '.' );
+ long = true;
+
+ }
+
+ if ( long ) name = '...' + name;
+
+ this.addLine( name );
+ this.addLine( 'x: ' + position.x + ' m' ).addLine( 'y: ' + position.y + ' m' ).addLine( 'z: ' + position.z + ' m' );
+
+ if ( depth !== null ) this.addLine( 'depth from surface: ' + Math.round( depth ) + ' m' );
+
+}
+
+StationPopup.prototype = Object.create( Popup.prototype );
+
+StationPopup.prototype.constructor = StationPopup; + +// preallocated for projected area calculations
+
+var A$1 = new Vector3();
+var B$1 = new Vector3();
+var C$1 = new Vector3();
+var D$1 = new Vector3();
+
+var T1$1 = new Triangle( A$1, B$1, C$1 );
+var T2$1 = new Triangle( A$1, C$1, D$1 );
+
+function onUploadDropBuffer() {
+
+ // call back from BufferAttribute to drop JS buffers after data has been transfered to GPU
+ this.array = null;
+
+}
+
+function Tile ( x, y, zoom, tileSet, clip ) {
+
+ this.x = x;
+ this.y = y;
+
+ this.zoom = zoom;
+ this.tileSet = tileSet;
+ this.clip = clip;
+
+ this.canZoom = true;
+ this.evicted = false;
+ this.replaced = false;
+ this.evictionCount = 1;
+ this.resurrectionPending = false;
+ this.childrenLoading = 0;
+ this.childErrors = 0;
+
+ this.boundingBox = null;
+ this.worldBoundingBox = null;
+
+ Mesh.call( this, new BufferGeometry(), Materials$1.getSurfaceMaterial() );
+
+ this.onBeforeRender = terrainLib.onBeforeRender;
+ this.onAfterRender = terrainLib.onAfterRender;
+
+ return this;
+
+}
+
+Tile.liveTiles = 0;
+
+Tile.prototype = Object.create( Mesh.prototype );
+
+Tile.prototype.constructor = Tile;
+
+Tile.prototype.type = 'Tile';
+Tile.prototype.isTile = true;
+
+Tile.prototype.createFromBufferAttributes = function ( index, attributes, boundingBox, material ) {
+
+ var attributeName;
+ var attribute;
+ var bufferGeometry = this.geometry;
+
+ // assemble BufferGeometry from binary buffer objects transfered from worker
+
+ for ( attributeName in attributes ) {
+
+ attribute = attributes[ attributeName ];
+ bufferGeometry.addAttribute( attributeName, new Float32BufferAttribute( attribute.array, attribute.itemSize ) );
+
+ }
+
+ bufferGeometry.setIndex( new Uint16BufferAttribute( index, 1 ) );
+
+ // use precalculated bounding box rather than recalculating it here.
+
+ bufferGeometry.boundingBox = new Box3(
+ new Vector3( boundingBox.min.x, boundingBox.min.y, boundingBox.min.z ),
+ new Vector3( boundingBox.max.x, boundingBox.max.y, boundingBox.max.z )
+ );
+
+ attributes = bufferGeometry.attributes;
+
+ // discard javascript attribute buffers after upload to GPU
+
+ for ( var name in attributes ) attributes[ name ].onUpload( onUploadDropBuffer );
+
+ this.geometry.index.onUpload( onUploadDropBuffer );
+
+ this.layers.set( FEATURE_TERRAIN );
+
+ this.material = material;
+
+ return this;
+
+};
+
+Tile.prototype.getWorldBoundingBox = function () {
+
+ var boundingBox;
+
+ if ( this.worldBoundingBox === null ) {
+
+ this.updateMatrixWorld();
+
+ boundingBox = this.getBoundingBox().clone();
+ boundingBox.applyMatrix4( this.matrixWorld );
+
+ this.worldBoundingBox = boundingBox;
+
+ }
+
+ return this.worldBoundingBox;
+
+};
+
+Tile.prototype.getBoundingBox = function () {
+
+ var boundingBox;
+
+ if ( this.boundingBox === null ) {
+
+ boundingBox = this.geometry.boundingBox.clone();
+
+ var adj = 5; // adjust to cope with overlaps // FIXME - was resolution
+
+ boundingBox.min.x += adj;
+ boundingBox.min.y += adj;
+ boundingBox.max.x -= adj;
+ boundingBox.max.y -= adj;
+
+ this.boundingBox = boundingBox;
+
+ }
+
+ return this.boundingBox;
+
+};
+
+Tile.prototype.empty = function () {
+
+ this.isMesh = false;
+
+ if ( ! this.boundingBox ) {
+
+ console.warn( 'FIXUP :', this.x, this.y );
+ this.getWorldBoundingBox();
+
+ }
+
+ if ( this.geometry ) {
+
+ this.geometry.dispose();
+ this.geometry = new BufferGeometry();
+
+ }
+
+ --Tile.liveTiles;
+
+};
+
+Tile.prototype.evict = function () {
+
+ this.evictionCount++;
+ this.evicted = true;
+ this.replaced = false;
+
+ this.empty();
+
+};
+
+Tile.prototype.setReplaced = function () {
+
+ this.evicted = false;
+ this.replaced = true;
+
+ this.empty();
+
+};
+
+
+Tile.prototype.setPending = function ( parentTile ) {
+
+ if ( parentTile && this.parent === null ) {
+
+ parentTile.add( this );
+
+ }
+
+ this.parent.childrenLoading++;
+
+ this.isMesh = false;
+ this.evicted = false;
+
+};
+
+Tile.prototype.setFailed = function () {
+
+ var parent = this.parent;
+
+ parent.childErrors++;
+ parent.childrenLoading--;
+ parent.canZoom = false;
+
+ parent.remove( this );
+
+};
+
+Tile.prototype.setLoaded = function ( overlay, opacity, renderCallback ) {
+
+ var parent = this.parent;
+ var tilesWaiting = 0;
+
+ if ( --parent.childrenLoading === 0 ) { // this tile and all siblings loaded
+
+ if ( parent.childErrors === 0 ) { // all loaded without error
+
+ if ( parent.isTile ) parent.setReplaced();
+
+ var siblings = parent.children;
+
+ for ( var i = 0, l = siblings.length; i < l; i++ ) {
+
+ var sibling = siblings[ i ];
+
+ if ( sibling.replaced || sibling.evicted ) continue;
+
+ if ( overlay === null ) {
+
+ sibling.isMesh = true;
+ Tile.liveTiles++;
+
+ } else {
+
+ // delay finalising until overlays loaded - avoids flash of raw surface
+ sibling.setOverlay( overlay, opacity, _completed );
+ tilesWaiting++;
+
+ }
+
+ }
+
+ if ( tilesWaiting === 0 ) renderCallback();
+
+ return true;
+
+ } else {
+
+ parent.remove( this );
+
+ }
+
+ }
+
+ return false;
+
+ function _completed( tile ) {
+
+ tile.isMesh = true;
+ Tile.liveTiles++;
+
+ if ( --tilesWaiting === 0 ) renderCallback();
+
+ }
+
+};
+
+Tile.prototype.removed = function () {
+
+ if ( this.geometry ) this.geometry.dispose();
+
+};
+
+Tile.prototype.setMaterial = function ( material ) {
+
+ this.material = material;
+
+};
+
+Tile.prototype.setOpacity = function ( opacity ) {
+
+ var material = this.material;
+
+ material.opacity = opacity;
+ material.needsUpdate = true;
+
+};
+
+Tile.prototype.setOverlay = function ( overlay, opacity, imageLoadedCallback ) {
+
+ var self = this;
+
+ overlay.getTile( this.x, this.y, this.zoom, opacity, _overlayLoaded );
+
+ return;
+
+ function _overlayLoaded ( material ) {
+
+ self.material = material;
+ imageLoadedCallback( self );
+
+ }
+
+};
+
+Tile.prototype.projectedArea = function ( camera ) {
+
+ var boundingBox = this.getWorldBoundingBox();
+
+ var z = boundingBox.max.z;
+
+ A$1.copy( boundingBox.min ).setZ( z );
+ C$1.copy( boundingBox.max );
+
+ B$1.set( A$1.x, C$1.y, z );
+ D$1.set( C$1.x, A$1.y, z );
+
+// clamping reduces accuracy of area but stops offscreen area contributing to zoom pressure
+// .clampScalar( -1, 1 );
+
+ A$1.project( camera );
+ B$1.project( camera );
+ C$1.project( camera );
+ D$1.project( camera );
+
+
+ return T1$1.area() + T2$1.area();
+
+};
+
+
+
+// EOF + +//import { Box3Helper } from '../core/Box3';
+var halfMapExtent = 6378137 * Math.PI; // from EPSG:3875 definition
+
+function WebTerrain ( survey, onReady, onLoaded ) {
+
+ CommonTerrain.call( this );
+
+ this.name = 'WebTerrain';
+ this.type = 'CV.WebTerrain';
+
+ var limits = survey.limits;
+
+ this.limits = new Box2(
+ new Vector2( limits.min.x, limits.min.y ),
+ new Vector2( limits.max.x, limits.max.y )
+ );
+
+ this.offsets = survey.offsets;
+
+ this.onLoaded = onLoaded;
+ this.childrenLoading = 0;
+ this.childErrors = 0;
+ this.terrainLoaded = false;
+ this.material = null;
+ this.initialZoom = null;
+ this.currentZoom = null;
+ this.currentLimits = null;
+ this.dying = false;
+ this.overlaysLoading = 0;
+ this.debug = true;
+
+ this.workerPool = new WorkerPool( 'webTileWorker.js' );
+
+ if ( HUD !== undefined ) {
+
+ this.progressDial = HUD.getProgressDial();
+
+ }
+
+ var self = this;
+
+ new FileLoader().setResponseType( 'text' ).load( getEnvironmentValue( 'terrainDirectory', '' ) + '/' + 'tileSets.json', _tileSetLoaded, function () {}, _tileSetMissing );
+
+ function _tileSetLoaded( text ) {
+
+ self.tileSets = JSON.parse( text );
+
+ onReady(); // call handler
+
+ }
+
+ function _tileSetMissing( ) {
+
+ onReady(); // call handler
+
+ }
+
+}
+
+WebTerrain.prototype = Object.create( CommonTerrain.prototype );
+
+WebTerrain.prototype.constructor = WebTerrain;
+
+WebTerrain.prototype.isTiled = true;
+
+WebTerrain.prototype.isLoaded = function () {
+
+ return this.terrainLoaded;
+
+};
+
+WebTerrain.prototype.hasCoverage = function () {
+
+ var limits = this.limits;
+ var tileSets = this.tileSets;
+ var tileSet;
+ var coverage;
+
+ if ( tileSets === undefined ) return false;
+
+ // iterate through available tileSets and pick the first match
+ var baseDirectory = getEnvironmentValue( 'terrainDirectory', '' );
+
+ for ( var i = 0, l = tileSets.length; i < l; i++ ) {
+
+ tileSet = tileSets[ i ];
+
+ coverage = this.getCoverage( limits, tileSet.minZoom );
+
+ if ( ( coverage.min_x >= tileSet.minX && coverage.max_x <= tileSet.maxX )
+ && (
+ ( coverage.min_y >= tileSet.minY && coverage.max_y <= tileSet.maxY ) ) ) {
+
+ tileSet.directory = baseDirectory + tileSet.subdirectory;
+ this.tileSet = tileSet;
+ return true;
+
+ }
+
+ }
+
+ return false;
+
+};
+
+WebTerrain.prototype.getCoverage = function ( limits, zoom ) {
+
+ var coverage = { zoom: zoom };
+
+ var N = halfMapExtent;
+ var W = -halfMapExtent;
+
+ var tileCount = Math.pow( 2, zoom - 1 ) / halfMapExtent; // tile count per metre
+
+ coverage.min_x = Math.floor( ( limits.min.x - W ) * tileCount );
+ coverage.max_x = Math.floor( ( limits.max.x - W ) * tileCount );
+
+ coverage.max_y = Math.floor( ( N - limits.min.y ) * tileCount );
+ coverage.min_y = Math.floor( ( N - limits.max.y ) * tileCount );
+
+ coverage.count = ( coverage.max_x - coverage.min_x + 1 ) * ( coverage.max_y - coverage.min_y + 1 );
+
+ return coverage;
+
+};
+
+WebTerrain.prototype.pickCoverage = function ( limits ) {
+
+ var tileSet = this.tileSet;
+ var zoom = tileSet.maxZoom + 1;
+ var coverage;
+
+ do {
+
+ --zoom;
+ coverage = this.getCoverage( limits, zoom );
+
+ } while ( coverage.count > 4 && zoom > tileSet.minZoom );
+
+ return coverage;
+
+};
+
+WebTerrain.prototype.loadTile = function ( x, y, z, existingTile, parentTile ) {
+
+ // account for limits of DTM resolution
+
+ var tileSet = this.tileSet;
+ var scale = ( z > tileSet.dtmMaxZoom ) ? Math.pow( 2, tileSet.dtmMaxZoom - z ) : 1;
+
+ // don't zoom in with no overlay - no improvement of terrain rendering in this case
+
+ if ( scale !== 1 && this.activeOverlay === null && this.currentZoom !== null ) return;
+
+ console.log( 'load: [ ', z +'/' + x + '/' + y, ']' );
+
+ var self = this;
+
+ var limits = this.limits;
+ var tileWidth = halfMapExtent / Math.pow( 2, z - 1 );
+ var clip = { top: 0, bottom: 0, left: 0, right: 0 };
+
+ var tileMinX = tileWidth * x - halfMapExtent;
+ var tileMaxX = tileMinX + tileWidth;
+
+ var tileMaxY = halfMapExtent - tileWidth * y;
+ var tileMinY = tileMaxY - tileWidth;
+
+ var divisions = ( tileSet.divisions ) * scale;
+ var resolution = tileWidth / divisions;
+
+ ++this.tilesLoading;
+
+ // trim excess off sides of tile where overlapping with region
+
+ if ( tileMaxY > limits.max.y ) clip.top = Math.floor( ( tileMaxY - limits.max.y ) / resolution );
+
+ if ( tileMinY < limits.min.y ) clip.bottom = Math.floor( ( limits.min.y - tileMinY ) / resolution );
+
+ if ( tileMinX < limits.min.x ) clip.left = Math.floor( ( limits.min.x - tileMinX ) / resolution );
+
+ if ( tileMaxX > limits.max.x ) clip.right = Math.floor( ( tileMaxX - limits.max.x ) / resolution );
+
+ // get Tile instance.
+
+ var tile = existingTile ? existingTile : new Tile( x, y, z, self.tileSet, clip );
+ var parent = parentTile ? parentTile : this;
+
+ tile.setPending( parent ); // tile load/reload pending
+
+ // get a web worker from the pool and create new geometry in it
+
+ var tileLoader = this.workerPool.getWorker();
+
+ tileLoader.onmessage = _mapLoaded;
+
+ tileLoader.postMessage( {
+ tileSet: tileSet,
+ divisions: divisions,
+ resolution: resolution,
+ x: x,
+ y: y,
+ z: z,
+ clip: clip,
+ offsets: this.offsets
+ } );
+
+ return;
+
+ function _mapLoaded ( event ) {
+
+ var tileData = event.data;
+
+ // return worker to pool
+
+ self.workerPool.putWorker( tileLoader );
+
+ --self.tilesLoading;
+
+ // the survey/region in the viewer may have changed while the height maps are being loaded.
+ // bail out in this case to avoid errors
+
+ if ( self.dying ) {
+
+ self.progressDial.end();
+ return;
+
+ }
+
+ // error out early if we or other tiles have failed to load.
+
+ if ( tileData.status !== 'ok' || tile.parent.childErrors !== 0 ) {
+
+ tile.setFailed();
+
+ if ( self.progressDial ) self.progressDial.end();
+
+ return;
+
+ }
+
+ if ( self.progressDial ) self.progressDial.add( self.progressInc );
+
+ tile.createFromBufferAttributes( tileData.index, tileData.attributes, tileData.boundingBox, self.material );
+
+ if ( self.progressDial ) self.progressDial.add( self.progressInc );
+
+ if ( tile.setLoaded( self.activeOverlay, self.opacity, self.onLoaded ) ) {
+
+ if ( self.progressDial ) self.progressDial.end();
+
+ }
+
+ self.terrainLoaded = true;
+
+ }
+
+};
+
+WebTerrain.prototype.resurrectTile = function ( tile ) {
+
+ if ( tile.isMesh ) {
+
+ console.warn( 'resurrecting the undead!' );
+ return;
+
+ }
+
+ // reload tile (use exiting tile object to preserve canZoom).
+ this.loadTile( tile.x, tile.y, tile.zoom, tile );
+
+};
+
+WebTerrain.prototype.tileArea = function ( limits, tile ) {
+
+ var coverage = this.pickCoverage( limits );
+ var zoom = coverage.zoom;
+
+ if ( tile && tile.zoom == zoom ) {
+
+ console.error( 'ERROR - looping on tile replacement' );
+ return;
+
+ }
+
+ this.currentLimits = limits;
+
+ if ( this.initialZoom === null ) {
+
+ this.initialZoom = zoom;
+
+ }
+
+ for ( var x = coverage.min_x; x < coverage.max_x + 1; x++ ) {
+
+ for ( var y = coverage.min_y; y < coverage.max_y + 1; y++ ) {
+
+ this.loadTile( x, y, zoom, null, tile );
+
+ }
+
+ }
+
+ if ( this.tilesLoading > 0 && this.progressDial !== undefined ) {
+
+ this.progressDial.start( 'Loading ' + this.tilesLoading + ' terrain tiles' );
+ this.progressInc = 100 / ( this.tilesLoading * 2 );
+
+ }
+
+ this.currentZoom = zoom;
+
+ return;
+
+};
+
+WebTerrain.prototype.setDefaultOverlay = function ( overlay ) {
+
+ this.defaultOverlay = overlay;
+
+};
+
+WebTerrain.prototype.setOverlay = function ( overlay, overlayLoadedCallback ) {
+
+ if ( this.tilesLoading > 0 ) return;
+
+ var self = this;
+
+ var currentOverlay = this.activeOverlay;
+
+ if ( currentOverlay !== null ) {
+
+ if ( currentOverlay === overlay ) {
+
+ return;
+
+ } else {
+
+ currentOverlay.flushCache();
+ currentOverlay.hideAttribution();
+
+ }
+
+ }
+
+ this.activeOverlay = overlay;
+ this.defaultOverlay = overlay;
+
+ overlay.showAttribution();
+
+ this.traverse( _setTileOverlays );
+
+ return;
+
+ function _setTileOverlays ( obj ) {
+
+ if ( ! obj.isTile ) return;
+
+ obj.setOverlay( overlay, self.opacity, _overlayLoaded );
+ self.overlaysLoading++;
+
+ }
+
+ function _overlayLoaded () {
+
+ if ( --self.overlaysLoading === 0 ) overlayLoadedCallback();
+
+ }
+
+};
+
+WebTerrain.prototype.removed = function () {
+
+ this.dying = true;
+
+ if ( this.tilesLoading > 0 ) return;
+
+ var self = this;
+
+ this.traverse( _disposeTileMesh );
+
+ this.commonRemoved();
+
+ return;
+
+ function _disposeTileMesh ( obj ) {
+
+ if ( obj !== self ) obj.removed( obj );
+
+ }
+
+};
+
+WebTerrain.prototype.setMaterial = function ( material ) {
+
+ if ( this.tilesLoading > 0 ) return;
+
+ this.traverse( _setTileMeshMaterial );
+
+ this.activeOverlay = null;
+
+ // use for commmon material access for opacity
+
+ material.opacity = this.opacity;
+ material.needsUpdate = true;
+
+ this.material = material;
+
+ return;
+
+ function _setTileMeshMaterial ( obj ) {
+
+ if ( ! obj.isTile ) return;
+
+ obj.setMaterial( material );
+
+ }
+
+};
+
+WebTerrain.prototype.setOpacity = function ( opacity ) {
+
+ if ( this.shadingMode === SHADING_OVERLAY ) {
+
+ // each tile has its own material, therefore need setting separately
+ this.traverse( _setTileOpacity );
+
+ } else {
+
+ if ( this.material ) {
+
+ this.material.opacity = opacity;
+ this.material.needsUpdate = true;
+
+ }
+
+ }
+
+ this.opacity = opacity;
+
+ return;
+
+ function _setTileOpacity ( obj ) {
+
+ if ( obj.isTile ) obj.setOpacity( opacity );
+
+ }
+
+};
+
+WebTerrain.prototype.zoomCheck = function ( camera ) {
+
+ var maxZoom = this.tileSet.maxZoom;
+ var initialZoom = this.initialZoom;
+ var self = this;
+
+ var frustum = new Frustum();
+
+ var candidateTiles = [];
+ var candidateEvictTiles = [];
+ var resurrectTiles = [];
+ var retry = false;
+
+ var total, tile, i;
+
+ if ( this.tilesLoading > 0 ) return true;
+
+ camera.updateMatrix(); // make sure camera's local matrix is updated
+ camera.updateMatrixWorld(); // make sure camera's world matrix is updated
+ camera.matrixWorldInverse.getInverse( camera.matrixWorld );
+
+ frustum.setFromMatrix( new Matrix4().multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ) );
+
+ // scan scene graph of terrain
+
+ this.traverse( _scanTiles );
+
+ var resurrectCount = resurrectTiles.length;
+ var candidateCount = candidateTiles.length;
+
+ _evictTiles();
+
+ if ( resurrectCount !== 0 ) {
+
+ if ( this.progressDial ) this.progressDial.start( 'Resurrecting tiles' );
+
+ for ( i = 0; i < resurrectCount; i++ ) {
+
+ this.resurrectTile( resurrectTiles[ i ] );
+ retry = true;
+
+ }
+
+ this.progressInc = 100 / ( 2 * resurrectCount );
+
+ } else if ( candidateCount !== 0 ) {
+
+ total = candidateTiles.reduce( function ( a, b ) { return { area: a.area + b.area }; } );
+
+ for ( i = 0; i < candidateCount; i++ ) {
+
+ if ( candidateTiles[ i ].area / total.area > 0.3 ) { // FIXME - weight by tile resolution to balance view across all visible areas first.
+
+ tile = candidateTiles[ i ].tile;
+
+ if ( tile.zoom < maxZoom ) {
+
+ var bb = tile.getBoundingBox().clone();
+
+ bb.min.add( this.offsets );
+ bb.max.add( this.offsets );
+
+ this.tileArea( bb, tile );
+ retry = true;
+
+ }
+
+ }
+
+ }
+
+ }
+
+ return retry;
+
+ function _scanTiles( tile ) {
+
+ if ( tile === self || ! tile.isTile ) return;
+
+ if ( frustum.intersectsBox( tile.getWorldBoundingBox() ) ) {
+
+ // this tile intersects the screen
+
+ if ( tile.children.length === 0 ) {
+
+ if ( ! tile.isMesh ) {
+
+ // this tile is not loaded, but has been previously
+ resurrectTiles.push( tile );
+
+ } else {
+
+ // this tile is loaded, maybe increase resolution?
+ if ( tile.canZoom ) candidateTiles.push( { tile: tile, area: tile.projectedArea( camera ) } );
+
+ }
+
+ } else {
+
+ if ( ! tile.isMesh && tile.evicted && ! this.parent.resurrectionPending ) {
+
+ tile.resurrectionPending = true;
+ resurrectTiles.push( tile );
+
+ }
+
+ if ( tile.parent.ResurrectionPending && this.isMesh ) {
+
+ // remove tile - will be replaced with parent
+ console.warn( ' should not get here' );
+
+ }
+
+ }
+
+ } else {
+
+ // off screen tile
+ if ( tile.isMesh ) candidateEvictTiles.push( tile );
+
+ }
+
+ }
+
+ function _evictTiles() {
+
+ var EVICT_PRESSURE = 5;
+ var evictCount = candidateEvictTiles.length;
+ var i;
+
+ if ( evictCount !== 0 ) {
+
+ candidateEvictTiles.sort( _sortByPressure );
+
+ for ( i = 0; i < evictCount; i++ ) {
+
+ var tile = candidateEvictTiles[ i ];
+
+ // heuristics for evicting tiles - needs refinement
+
+ var pressure = Tile.liveTiles / EVICT_PRESSURE;
+ var tilePressure = tile.evictionCount * Math.pow( 2, initialZoom - tile.zoom );
+
+ //console.log( 'ir', initialZoom, 'p: ', pressure, ' tp: ', tilePressure, ( pressure > tilePressure ? '*** EVICTING ***' : 'KEEP' ) );
+
+ if ( pressure > tilePressure ) tile.evict();
+
+ }
+
+ }
+
+ function _sortByPressure( tileA, tileB ) {
+
+ return tileA.evictionCount / tileA.zoom - tileB.evictionCount / tileB.zoom;
+
+ }
+
+ }
+
+};
+
+
+
+// EOF + +// FIXME fix lifecycle of materials and textures - ensure disposal/caching as required
+// GPU resource leak etc.
+
+function Overlay ( overlayProvider, container ) {
+
+ this.provider = overlayProvider;
+ this.container = container;
+
+ var attribution = overlayProvider.getAttribution();
+
+ if ( attribution ) {
+
+ attribution.classList.add( 'overlay-branding' );
+ this.attribution = attribution;
+
+ }
+
+ this.materialCache = {};
+
+}
+
+Overlay.prototype.showAttribution = function () {
+
+ var attribution = this.attribution;
+
+ if ( attribution !== undefined ) this.container.appendChild( attribution );
+
+};
+
+Overlay.prototype.hideAttribution = function () {
+
+ var attribution = this.attribution;
+ var parent = attribution.parentNode;
+
+ if ( parent !== null ) parent.removeChild( attribution );
+
+};
+
+Overlay.prototype.getTile = function ( x, y, z, opacity, overlayLoaded ) {
+
+ var self = this;
+ var key = x + ':' + y + ':' + z;
+
+ var material = this.materialCache[ key ];
+
+ if ( material !== undefined ) {
+
+ overlayLoaded( material );
+
+ return;
+
+ }
+
+ var url = this.provider.getUrl( x, y, z );
+
+ if ( url === null ) return;
+
+ new TextureLoader().setCrossOrigin( 'anonymous' ).load( url, _textureLoaded );
+
+ return;
+
+ function _textureLoaded( texture ) {
+
+ var material = new MeshLambertMaterial( { transparent: true, opacity: opacity, color: 0xffffff } );
+
+ material.map = texture;
+ material.needsUpdate = true;
+
+ self.materialCache[ key ] = material;
+
+ overlayLoaded( material );
+
+ }
+
+};
+
+Overlay.prototype.flushCache = function () {
+
+ var materialCache = this.materialCache;
+ var material;
+
+ for ( var name in materialCache ) {
+
+ material = materialCache[ name ];
+
+ material.map.dispose();
+ material.dispose();
+
+ }
+
+ this.materialCache = {};
+
+};
+
+Overlay.prototype.constructor = Overlay; + +/**
+ * @author qiao / https://github.com/qiao
+ * @author mrdoob / http://mrdoob.com
+ * @author alteredq / http://alteredqualia.com/
+ * @author WestLangley / http://github.com/WestLangley
+ * @author erich666 / http://erichaines.com
+ */
+
+// This set of controls performs orbiting, dollying (zooming), and panning.
+// Unlike TrackballControls, it maintains the "up" direction object.up (+Y by default).
+//
+// Orbit - left mouse / touch: one finger move
+// Zoom - middle mouse, or mousewheel / touch: two finger spread or squish
+// Pan - right mouse, or arrow keys / touch: three finter swipe
+
+/* eslint-disable */
+
+function OrbitControls ( object, domElement ) {
+
+ this.object = object;
+
+ this.domElement = ( domElement !== undefined ) ? domElement : document;
+
+ // Set to false to disable this control
+ this.enabled = true;
+
+ // "target" sets the location of focus, where the object orbits around
+ this.target = new Vector3();
+
+ // How far you can dolly in and out ( PerspectiveCamera only )
+ this.minDistance = 0;
+ this.maxDistance = Infinity;
+
+ // How far you can zoom in and out ( OrthographicCamera only )
+ this.minZoom = 0;
+ this.maxZoom = Infinity;
+
+ // How far you can orbit vertically, upper and lower limits.
+ // Range is 0 to Math.PI radians.
+ this.minPolarAngle = 0; // radians
+ this.maxPolarAngle = Math.PI; // radians
+
+ // How far you can orbit horizontally, upper and lower limits.
+ // If set, must be a sub-interval of the interval [ - Math.PI, Math.PI ].
+ this.minAzimuthAngle = - Infinity; // radians
+ this.maxAzimuthAngle = Infinity; // radians
+
+ // Set to true to enable damping (inertia)
+ // If damping is enabled, you must call controls.update() in your animation loop
+ this.enableDamping = false;
+ this.dampingFactor = 0.25;
+
+ // This option actually enables dollying in and out; left as "zoom" for backwards compatibility.
+ // Set to false to disable zooming
+ this.enableZoom = true;
+ this.zoomSpeed = 1.0;
+
+ // Set to false to disable rotating
+ this.enableRotate = true;
+ this.rotateSpeed = 1.0;
+
+ // Set to false to disable panning
+ this.enablePan = true;
+ this.keyPanSpeed = 7.0; // pixels moved per arrow key push
+
+ // Set to true to automatically rotate around the target
+ // If auto-rotate is enabled, you must call controls.update() in your animation loop
+ this.autoRotate = false;
+ this.autoRotateSpeed = 2.0; // 30 seconds per round when fps is 60
+
+ // Set to false to disable use of the keys
+ this.enableKeys = true;
+
+ // The four arrow keys
+ this.keys = { LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40 };
+
+ // Mouse buttons
+ this.mouseButtons = { ORBIT: MOUSE.LEFT, ZOOM: MOUSE.MIDDLE, PAN: MOUSE.RIGHT };
+
+ // for reset
+ this.target0 = this.target.clone();
+ this.position0 = this.object.position.clone();
+ this.zoom0 = this.object.zoom;
+
+ //
+ // public methods
+ //
+
+ this.getPolarAngle = function () {
+
+ return spherical.phi;
+
+ };
+
+ this.getAzimuthalAngle = function () {
+
+ return spherical.theta;
+
+ };
+
+ this.reset = function () {
+
+ scope.target.copy( scope.target0 );
+ scope.object.position.copy( scope.position0 );
+ scope.object.zoom = scope.zoom0;
+
+ scope.object.updateProjectionMatrix();
+ scope.dispatchEvent( changeEvent );
+
+ scope.update();
+
+ state = STATE.NONE;
+
+ };
+
+ // this method is exposed, but perhaps it would be better if we can make it private...
+ this.update = function() {
+
+ var offset = new Vector3();
+
+ // so camera.up is the orbit axis
+ var quat = new Quaternion().setFromUnitVectors( object.up, new Vector3( 0, 1, 0 ) );
+ var quatInverse = quat.clone().inverse();
+
+ var lastPosition = new Vector3();
+ var lastQuaternion = new Quaternion();
+
+ return function update () {
+
+ var position = scope.object.position;
+
+ offset.copy( position ).sub( scope.target );
+
+ // rotate offset to "y-axis-is-up" space
+ offset.applyQuaternion( quat );
+
+ // angle from z-axis around y-axis
+ spherical.setFromVector3( offset );
+
+ if ( scope.autoRotate && state === STATE.NONE ) {
+
+ rotateLeft( getAutoRotationAngle() );
+
+ }
+
+ spherical.theta += sphericalDelta.theta;
+ spherical.phi += sphericalDelta.phi;
+
+ // restrict theta to be between desired limits
+ spherical.theta = Math.max( scope.minAzimuthAngle, Math.min( scope.maxAzimuthAngle, spherical.theta ) );
+
+ // restrict phi to be between desired limits
+ spherical.phi = Math.max( scope.minPolarAngle, Math.min( scope.maxPolarAngle, spherical.phi ) );
+
+ spherical.makeSafe();
+
+
+ spherical.radius *= scale;
+
+ // restrict radius to be between desired limits
+ spherical.radius = Math.max( scope.minDistance, Math.min( scope.maxDistance, spherical.radius ) );
+
+ // move target to panned location
+ scope.target.add( panOffset );
+
+ offset.setFromSpherical( spherical );
+
+ // rotate offset back to "camera-up-vector-is-up" space
+ offset.applyQuaternion( quatInverse );
+
+ position.copy( scope.target ).add( offset );
+
+ scope.object.lookAt( scope.target );
+
+ if ( scope.enableDamping === true ) {
+
+ sphericalDelta.theta *= ( 1 - scope.dampingFactor );
+ sphericalDelta.phi *= ( 1 - scope.dampingFactor );
+
+ } else {
+
+ sphericalDelta.set( 0, 0, 0 );
+
+ }
+
+ scale = 1;
+ panOffset.set( 0, 0, 0 );
+
+ // update condition is:
+ // min(camera displacement, camera rotation in radians)^2 > EPS
+ // using small-angle approximation cos(x/2) = 1 - x^2 / 8
+
+ if ( zoomChanged ||
+ lastPosition.distanceToSquared( scope.object.position ) > EPS ||
+ 8 * ( 1 - lastQuaternion.dot( scope.object.quaternion ) ) > EPS ) {
+
+ scope.dispatchEvent( changeEvent );
+
+ lastPosition.copy( scope.object.position );
+ lastQuaternion.copy( scope.object.quaternion );
+ zoomChanged = false;
+
+ return true;
+
+ }
+
+ return false;
+
+ };
+
+ }();
+
+ this.dispose = function() {
+
+ scope.domElement.removeEventListener( 'contextmenu', onContextMenu, false );
+ scope.domElement.removeEventListener( 'mousedown', onMouseDown, false );
+ scope.domElement.removeEventListener( 'wheel', onMouseWheel, false );
+
+ scope.domElement.removeEventListener( 'touchstart', onTouchStart, false );
+ scope.domElement.removeEventListener( 'touchend', onTouchEnd, false );
+ scope.domElement.removeEventListener( 'touchmove', onTouchMove, false );
+
+ document.removeEventListener( 'mousemove', onMouseMove, false );
+ document.removeEventListener( 'mouseup', onMouseUp, false );
+
+ window.removeEventListener( 'keydown', onKeyDown, false );
+
+ //scope.dispatchEvent( { type: 'dispose' } ); // should this be added here?
+
+ };
+
+ //
+ // internals
+ //
+
+ var scope = this;
+
+ var changeEvent = { type: 'change' };
+ var startEvent = { type: 'start' };
+ var endEvent = { type: 'end' };
+
+ var STATE = { NONE : - 1, ROTATE : 0, DOLLY : 1, PAN : 2, TOUCH_ROTATE : 3, TOUCH_DOLLY : 4, TOUCH_PAN : 5 };
+
+ var state = STATE.NONE;
+
+ var EPS = 0.000001;
+
+ // current position in spherical coordinates
+ var spherical = new Spherical();
+ var sphericalDelta = new Spherical();
+
+ var scale = 1;
+ var panOffset = new Vector3();
+ var zoomChanged = false;
+
+ var rotateStart = new Vector2();
+ var rotateEnd = new Vector2();
+ var rotateDelta = new Vector2();
+
+ var panStart = new Vector2();
+ var panEnd = new Vector2();
+ var panDelta = new Vector2();
+
+ var dollyStart = new Vector2();
+ var dollyEnd = new Vector2();
+ var dollyDelta = new Vector2();
+
+ function getAutoRotationAngle() {
+
+ return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;
+
+ }
+
+ function getZoomScale() {
+
+ return Math.pow( 0.95, scope.zoomSpeed );
+
+ }
+
+ function rotateLeft( angle ) {
+
+ sphericalDelta.theta -= angle;
+
+ }
+
+ function rotateUp( angle ) {
+
+ sphericalDelta.phi -= angle;
+
+ }
+
+ var panLeft = function() {
+
+ var v = new Vector3();
+
+ return function panLeft( distance, objectMatrix ) {
+
+ v.setFromMatrixColumn( objectMatrix, 0 ); // get X column of objectMatrix
+ v.multiplyScalar( - distance );
+
+ panOffset.add( v );
+
+ };
+
+ }();
+
+ var panUp = function() {
+
+ var v = new Vector3();
+
+ return function panUp( distance, objectMatrix ) {
+
+ v.setFromMatrixColumn( objectMatrix, 1 ); // get Y column of objectMatrix
+ v.multiplyScalar( distance );
+
+ panOffset.add( v );
+
+ };
+
+ }();
+
+ // deltaX and deltaY are in pixels; right and down are positive
+ var pan = function() {
+
+ var offset = new Vector3();
+
+ return function pan ( deltaX, deltaY ) {
+
+ var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
+
+ if ( scope.object instanceof PerspectiveCamera ) {
+
+ // perspective
+ var position = scope.object.position;
+ offset.copy( position ).sub( scope.target );
+ var targetDistance = offset.length();
+
+ // half of the fov is center to top of screen
+ targetDistance *= Math.tan( ( scope.object.fov / 2 ) * Math.PI / 180.0 );
+
+ // we actually don't use screenWidth, since perspective camera is fixed to screen height
+ panLeft( 2 * deltaX * targetDistance / element.clientHeight, scope.object.matrix );
+ panUp( 2 * deltaY * targetDistance / element.clientHeight, scope.object.matrix );
+
+ } else if ( scope.object instanceof OrthographicCamera ) {
+
+ // orthographic
+ panLeft( deltaX * ( scope.object.right - scope.object.left ) / scope.object.zoom / element.clientWidth, scope.object.matrix );
+ panUp( deltaY * ( scope.object.top - scope.object.bottom ) / scope.object.zoom / element.clientHeight, scope.object.matrix );
+
+ } else {
+
+ // camera neither orthographic nor perspective
+ console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' );
+ scope.enablePan = false;
+
+ }
+
+ };
+
+ }();
+
+ function dollyIn( dollyScale ) {
+
+ if ( scope.object instanceof PerspectiveCamera ) {
+
+ scale /= dollyScale;
+
+ } else if ( scope.object instanceof OrthographicCamera ) {
+
+ scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom * dollyScale ) );
+ scope.object.updateProjectionMatrix();
+ zoomChanged = true;
+
+ } else {
+
+ console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );
+ scope.enableZoom = false;
+
+ }
+
+ }
+
+ function dollyOut( dollyScale ) {
+
+ if ( scope.object instanceof PerspectiveCamera ) {
+
+ scale *= dollyScale;
+
+ } else if ( scope.object instanceof OrthographicCamera ) {
+
+ scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom / dollyScale ) );
+ scope.object.updateProjectionMatrix();
+ zoomChanged = true;
+
+ } else {
+
+ console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );
+ scope.enableZoom = false;
+
+ }
+
+ }
+
+ //
+ // event callbacks - update the object state
+ //
+
+ function handleMouseDownRotate( event ) {
+
+ //console.log( 'handleMouseDownRotate' );
+
+ rotateStart.set( event.clientX, event.clientY );
+
+ }
+
+ function handleMouseDownDolly( event ) {
+
+ //console.log( 'handleMouseDownDolly' );
+
+ dollyStart.set( event.clientX, event.clientY );
+
+ }
+
+ function handleMouseDownPan( event ) {
+
+ //console.log( 'handleMouseDownPan' );
+
+ panStart.set( event.clientX, event.clientY );
+
+ }
+
+ function handleMouseMoveRotate( event ) {
+
+ //console.log( 'handleMouseMoveRotate' );
+
+ rotateEnd.set( event.clientX, event.clientY );
+ rotateDelta.subVectors( rotateEnd, rotateStart );
+
+ var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
+
+ // rotating across whole screen goes 360 degrees around
+ rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed );
+
+ // rotating up and down along whole screen attempts to go 360, but limited to 180
+ rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed );
+
+ rotateStart.copy( rotateEnd );
+
+ scope.update();
+
+ }
+
+ function handleMouseMoveDolly( event ) {
+
+ //console.log( 'handleMouseMoveDolly' );
+
+ dollyEnd.set( event.clientX, event.clientY );
+
+ dollyDelta.subVectors( dollyEnd, dollyStart );
+
+ if ( dollyDelta.y > 0 ) {
+
+ dollyIn( getZoomScale() );
+
+ } else if ( dollyDelta.y < 0 ) {
+
+ dollyOut( getZoomScale() );
+
+ }
+
+ dollyStart.copy( dollyEnd );
+
+ scope.update();
+
+ }
+
+ function handleMouseMovePan( event ) {
+
+ //console.log( 'handleMouseMovePan' );
+
+ panEnd.set( event.clientX, event.clientY );
+
+ panDelta.subVectors( panEnd, panStart );
+
+ pan( panDelta.x, panDelta.y );
+
+ panStart.copy( panEnd );
+
+ scope.update();
+
+ }
+
+ function handleMouseUp( event ) {
+
+ //console.log( 'handleMouseUp' );
+
+ }
+
+ function handleMouseWheel( event ) {
+
+ //console.log( 'handleMouseWheel' );
+
+ if ( event.deltaY < 0 ) {
+
+ dollyOut( getZoomScale() );
+
+ } else if ( event.deltaY > 0 ) {
+
+ dollyIn( getZoomScale() );
+
+ }
+
+ scope.update();
+
+ }
+
+ function handleKeyDown( event ) {
+
+ //console.log( 'handleKeyDown' );
+
+ switch ( event.keyCode ) {
+
+ case scope.keys.UP:
+ pan( 0, scope.keyPanSpeed );
+ scope.update();
+ break;
+
+ case scope.keys.BOTTOM:
+ pan( 0, - scope.keyPanSpeed );
+ scope.update();
+ break;
+
+ case scope.keys.LEFT:
+ pan( scope.keyPanSpeed, 0 );
+ scope.update();
+ break;
+
+ case scope.keys.RIGHT:
+ pan( - scope.keyPanSpeed, 0 );
+ scope.update();
+ break;
+
+ }
+
+ }
+
+ function handleTouchStartRotate( event ) {
+
+ //console.log( 'handleTouchStartRotate' );
+
+ rotateStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
+
+ }
+
+ function handleTouchStartDolly( event ) {
+
+ //console.log( 'handleTouchStartDolly' );
+
+ var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;
+ var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;
+
+ var distance = Math.sqrt( dx * dx + dy * dy );
+
+ dollyStart.set( 0, distance );
+
+ }
+
+ function handleTouchStartPan( event ) {
+
+ //console.log( 'handleTouchStartPan' );
+
+ panStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
+
+ }
+
+ function handleTouchMoveRotate( event ) {
+
+ //console.log( 'handleTouchMoveRotate' );
+
+ rotateEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
+ rotateDelta.subVectors( rotateEnd, rotateStart );
+
+ var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
+
+ // rotating across whole screen goes 360 degrees around
+ rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed );
+
+ // rotating up and down along whole screen attempts to go 360, but limited to 180
+ rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed );
+
+ rotateStart.copy( rotateEnd );
+
+ scope.update();
+
+ }
+
+ function handleTouchMoveDolly( event ) {
+
+ //console.log( 'handleTouchMoveDolly' );
+
+ var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;
+ var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;
+
+ var distance = Math.sqrt( dx * dx + dy * dy );
+
+ dollyEnd.set( 0, distance );
+
+ dollyDelta.subVectors( dollyEnd, dollyStart );
+
+ if ( dollyDelta.y > 0 ) {
+
+ dollyOut( getZoomScale() );
+
+ } else if ( dollyDelta.y < 0 ) {
+
+ dollyIn( getZoomScale() );
+
+ }
+
+ dollyStart.copy( dollyEnd );
+
+ scope.update();
+
+ }
+
+ function handleTouchMovePan( event ) {
+
+ //console.log( 'handleTouchMovePan' );
+
+ panEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
+
+ panDelta.subVectors( panEnd, panStart );
+
+ pan( panDelta.x, panDelta.y );
+
+ panStart.copy( panEnd );
+
+ scope.update();
+
+ }
+
+ function handleTouchEnd( event ) {
+
+ //console.log( 'handleTouchEnd' );
+
+ }
+
+ //
+ // event handlers - FSM: listen for events and reset state
+ //
+
+ function onMouseDown( event ) {
+
+ if ( scope.enabled === false ) return;
+
+ event.preventDefault();
+
+ if ( event.button === scope.mouseButtons.ORBIT ) {
+
+ if ( scope.enableRotate === false ) return;
+
+ handleMouseDownRotate( event );
+
+ state = STATE.ROTATE;
+
+ } else if ( event.button === scope.mouseButtons.ZOOM ) {
+
+ if ( scope.enableZoom === false ) return;
+
+ handleMouseDownDolly( event );
+
+ state = STATE.DOLLY;
+
+ } else if ( event.button === scope.mouseButtons.PAN ) {
+
+ if ( scope.enablePan === false ) return;
+
+ handleMouseDownPan( event );
+
+ state = STATE.PAN;
+
+ }
+
+ if ( state !== STATE.NONE ) {
+
+ document.addEventListener( 'mousemove', onMouseMove, false );
+ document.addEventListener( 'mouseup', onMouseUp, false );
+
+ scope.dispatchEvent( startEvent );
+
+ }
+
+ }
+
+ function onMouseMove( event ) {
+
+ if ( scope.enabled === false ) return;
+
+ event.preventDefault();
+
+ if ( state === STATE.ROTATE ) {
+
+ if ( scope.enableRotate === false ) return;
+
+ handleMouseMoveRotate( event );
+
+ } else if ( state === STATE.DOLLY ) {
+
+ if ( scope.enableZoom === false ) return;
+
+ handleMouseMoveDolly( event );
+
+ } else if ( state === STATE.PAN ) {
+
+ if ( scope.enablePan === false ) return;
+
+ handleMouseMovePan( event );
+
+ }
+
+ }
+
+ function onMouseUp( event ) {
+
+ if ( scope.enabled === false ) return;
+
+ handleMouseUp( event );
+
+ document.removeEventListener( 'mousemove', onMouseMove, false );
+ document.removeEventListener( 'mouseup', onMouseUp, false );
+
+ scope.dispatchEvent( endEvent );
+
+ state = STATE.NONE;
+
+ }
+
+ function onMouseWheel( event ) {
+
+ if ( scope.enabled === false || scope.enableZoom === false || ( state !== STATE.NONE && state !== STATE.ROTATE ) ) return;
+
+ event.preventDefault();
+ event.stopPropagation();
+
+ handleMouseWheel( event );
+
+ scope.dispatchEvent( startEvent ); // not sure why these are here...
+ scope.dispatchEvent( endEvent );
+
+ }
+
+ function onKeyDown( event ) {
+
+ if ( scope.enabled === false || scope.enableKeys === false || scope.enablePan === false ) return;
+
+ handleKeyDown( event );
+
+ }
+
+ function onTouchStart( event ) {
+
+ if ( scope.enabled === false ) return;
+
+ switch ( event.touches.length ) {
+
+ case 1: // one-fingered touch: rotate
+
+ if ( scope.enableRotate === false ) return;
+
+ handleTouchStartRotate( event );
+
+ state = STATE.TOUCH_ROTATE;
+
+ break;
+
+ case 2: // two-fingered touch: dolly
+
+ if ( scope.enableZoom === false ) return;
+
+ handleTouchStartDolly( event );
+
+ state = STATE.TOUCH_DOLLY;
+
+ break;
+
+ case 3: // three-fingered touch: pan
+
+ if ( scope.enablePan === false ) return;
+
+ handleTouchStartPan( event );
+
+ state = STATE.TOUCH_PAN;
+
+ break;
+
+ default:
+
+ state = STATE.NONE;
+
+ }
+
+ if ( state !== STATE.NONE ) {
+
+ scope.dispatchEvent( startEvent );
+
+ }
+
+ }
+
+ function onTouchMove( event ) {
+
+ if ( scope.enabled === false ) return;
+
+ event.preventDefault();
+ event.stopPropagation();
+
+ switch ( event.touches.length ) {
+
+ case 1: // one-fingered touch: rotate
+
+ if ( scope.enableRotate === false ) return;
+ if ( state !== STATE.TOUCH_ROTATE ) return; // is this needed?...
+
+ handleTouchMoveRotate( event );
+
+ break;
+
+ case 2: // two-fingered touch: dolly
+
+ if ( scope.enableZoom === false ) return;
+ if ( state !== STATE.TOUCH_DOLLY ) return; // is this needed?...
+
+ handleTouchMoveDolly( event );
+
+ break;
+
+ case 3: // three-fingered touch: pan
+
+ if ( scope.enablePan === false ) return;
+ if ( state !== STATE.TOUCH_PAN ) return; // is this needed?...
+
+ handleTouchMovePan( event );
+
+ break;
+
+ default:
+
+ state = STATE.NONE;
+
+ }
+
+ }
+
+ function onTouchEnd( event ) {
+
+ if ( scope.enabled === false ) return;
+
+ handleTouchEnd( event );
+
+ scope.dispatchEvent( endEvent );
+
+ state = STATE.NONE;
+
+ }
+
+ function onContextMenu( event ) {
+
+ event.preventDefault();
+
+ }
+
+ //
+
+ scope.domElement.addEventListener( 'contextmenu', onContextMenu, false );
+
+ scope.domElement.addEventListener( 'mousedown', onMouseDown, false );
+ scope.domElement.addEventListener( 'wheel', onMouseWheel, false );
+
+ scope.domElement.addEventListener( 'touchstart', onTouchStart, false );
+ scope.domElement.addEventListener( 'touchend', onTouchEnd, false );
+ scope.domElement.addEventListener( 'touchmove', onTouchMove, false );
+
+ window.addEventListener( 'keydown', onKeyDown, false );
+
+ // force an update at start
+
+ this.update();
+
+}
+
+OrbitControls.prototype = Object.create( EventDispatcher.prototype );
+OrbitControls.prototype.constructor = OrbitControls; + +//import { DirectionGlobe } from '../analysis/DirectionGlobe';
+
+//import { LeakWatch } from '../../../../LeakWatch/src/LeakWatch';
+
+var lightPosition = new Vector3( -1, -1, 0.5 );
+var RETILE_TIMEOUT = 150; // ms pause after last movement before attempting retiling
+
+var caveIsLoaded = false;
+
+var container;
+
+// THREE.js objects
+
+var renderer;
+var scene = new Scene();
+var oCamera;
+var pCamera;
+
+var camera;
+
+var mouse = new Vector2();
+var mouseMode = MOUSE_MODE_NORMAL;
+var mouseTargets = [];
+
+var raycaster;
+var terrain = null;
+var directionalLight;
+var survey;
+var limits;
+var stats = {};
+var zScale;
+
+var cursorHeight;
+
+var shadingMode;
+var surfaceShadingMode = SHADING_SINGLE;
+var terrainShadingMode;
+
+var overlays = {};
+var activeOverlay = null;
+
+var cameraMode;
+var selectedSection = 0;
+
+var controls;
+var defaultTarget = new Vector3();
+
+var cameraMove;
+
+var lastActivityTime = 0;
+//var leakWatcher;
+
+var Viewer = Object.create( EventDispatcher.prototype );
+
+function init ( domID, configuration ) { // public method
+
+ console.log( 'CaveView v' + VERSION );
+
+ container = document.getElementById( domID );
+
+ if ( ! container ) alert( 'No container DOM object [' + domID + '] available' );
+
+ setEnvironment( configuration );
+
+ var width = container.clientWidth;
+ var height = container.clientHeight;
+
+ renderer = new WebGLRenderer( { antialias: true } ) ;
+
+ renderer.setSize( width, height );
+ renderer.setPixelRatio( window.devicePixelRatio );
+ renderer.setClearColor( 0x000000 );
+ renderer.autoClear = false;
+
+ oCamera = new OrthographicCamera( -width / 2, width / 2, height / 2, -height / 2, 1, 4000 );
+
+ oCamera.rotateOnAxis( upAxis, Math.PI / 2 );
+
+ initCamera( oCamera );
+
+ pCamera = new PerspectiveCamera( 75, width / height, 1, 16000 );
+
+ initCamera( pCamera );
+
+ camera = pCamera;
+
+ scene.add( pCamera );
+ scene.add( oCamera );
+
+ directionalLight = new DirectionalLight( 0xffffff );
+ directionalLight.position.copy( lightPosition );
+
+ scene.add( directionalLight );
+
+ scene.add( new HemisphereLight( 0xffffff, 0x00ffff, 0.3 ) );
+
+ raycaster = new Raycaster();
+
+ renderer.clear();
+
+ container.appendChild( renderer.domElement );
+
+ controls = new OrbitControls( camera, renderer.domElement );
+
+ cameraMove = new CameraMove( controls, renderView, onCameraMoveEnd );
+
+ controls.addEventListener( 'change', function () { cameraMove.prepare( null, null ); cameraMove.start( 80 ); } );
+
+ controls.enableDamping = true;
+
+ // event handler
+ window.addEventListener( 'resize', resize );
+
+ Object.defineProperties( Viewer, {
+
+ 'container': {
+ value: container
+ },
+
+ 'terrain': {
+ writeable: true,
+ get: function () { return testCameraLayer( FEATURE_TERRAIN ); },
+ set: function ( x ) { loadTerrain( x ); }
+ },
+
+ 'terrainShading': {
+ writeable: true,
+ get: function () { return terrainShadingMode; },
+ set: function ( x ) { _stateSetter( setTerrainShadingMode, 'terrainShading', x ); }
+ },
+
+ 'hasTerrain': {
+ get: function () { return !! terrain; }
+ },
+
+ 'terrainDatumShift': {
+ writeable: true,
+ get: function () { return !! terrain.activeDatumShift; },
+ set: function ( x ) { applyTerrainDatumShift( x ); }
+ },
+
+ 'terrainOverlays': {
+ get: function () { if ( terrain.isTiled ) return Object.keys( overlays ); else return terrain.hasOverlay ? [ true ] : []; }
+ },
+
+ 'terrainOverlay': {
+ writeable: true,
+ get: function () { return activeOverlay; },
+ set: function ( x ) { _stateSetter( setTerrainOverlay, 'terrainOverlay', x ); }
+ },
+
+ 'terrainOpacity': {
+ writeable: true,
+ get: function () { return terrain.getOpacity(); },
+ set: function ( x ) { setTerrainOpacity( x ); }
+ },
+
+ 'shadingMode': {
+ writeable: true,
+ get: function () { return shadingMode; },
+ set: function ( x ) { _stateSetter( setShadingMode, 'shadingMode', x ); }
+ },
+
+ 'surfaceShading': {
+ writeable: true,
+ get: function () { return surfaceShadingMode; },
+ set: function ( x ) { _stateSetter( setSurfaceShadingMode, 'surfaceShading', x ); }
+ },
+
+ 'cameraType': {
+ writeable: true,
+ get: function () { return cameraMode; },
+ set: function ( x ) { _stateSetter( setCameraMode, 'cameraType', x ); }
+ },
+
+ 'view': {
+ writeable: true,
+ get: function () { return VIEW_NONE; },
+ set: function ( x ) { _stateSetter( setViewMode, 'view', x ); }
+ },
+
+ 'cursorHeight': {
+ writeable: true,
+ get: function () { return cursorHeight; },
+ set: function ( x ) { setCursorHeight( x ); }
+ },
+
+ 'initCursorHeight': {
+ writeable: true,
+ get: function () { return cursorHeight; },
+ set: function ( x ) { cursorHeight = x; }
+ },
+
+ 'maxHeight': {
+ get: function () { return limits.max.z; }
+ },
+
+ 'minHeight': {
+ get: function () { return limits.min.z; }
+ },
+
+ 'maxLegLength': {
+ get: function () { return stats.maxLegLength; }
+ },
+
+ 'minLegLength': {
+ get: function () { return stats.minLegLength; }
+ },
+
+ 'section': {
+ writeable: true,
+ get: function () { return selectedSection; },
+ set: function ( x ) { _stateSetter( selectSection, 'section', x ); }
+ },
+
+ 'highlight': {
+ writeable: true,
+ set: function ( x ) { _stateSetter( highlightSelection, 'highlight', x ); }
+ },
+
+ 'routeEdit': {
+ writeable: true,
+ get: function () { return ( mouseMode === MOUSE_MODE_ROUTE_EDIT ); },
+ set: function ( x ) { _setRouteEdit( x ); this.dispatchEvent( { type: 'change', name: 'routeEdit' } ); }
+ },
+
+ 'setPOI': {
+ writeable: true,
+ get: function () { return true; },
+ set: function ( x ) { _stateSetter( setCameraPOI, 'setPOI', x ); }
+ },
+
+ 'developerInfo': {
+ writeable: true,
+ get: function () { return true; },
+ set: function ( x ) { showDeveloperInfo( x ); }
+ },
+
+ 'HUD': {
+ writeable: true,
+ get: function () { return HUD.getVisibility(); },
+ set: function ( x ) { HUD.setVisibility( x ); }
+ },
+
+ 'cut': {
+ writeable: true,
+ get: function () { return true; },
+ set: function () { cutSection(); }
+ },
+
+ 'zScale': {
+ writeable: true,
+ get: function () { return zScale; },
+ set: function ( x ) { setZScale( x ); }
+ },
+
+ 'autoRotate': {
+ writeable: true,
+ get: function () { return controls.autoRotate; },
+ set: function ( x ) { setAutoRotate( !! x ); }
+ },
+
+ 'autoRotateSpeed': {
+ writeable: true,
+ get: function () { return controls.autoRotateSpeed / 11; },
+ set: function ( x ) { controls.autoRotateSpeed = x * 11; }
+ }
+
+ } );
+
+ _enableLayer( FEATURE_BOX, 'box' );
+
+ _conditionalLayer( FEATURE_ENTRANCES, 'entrances' );
+ _conditionalLayer( FEATURE_STATIONS, 'stations' );
+ _conditionalLayer( FEATURE_TRACES, 'traces' );
+ _conditionalLayer( FACE_SCRAPS, 'scraps' );
+ _conditionalLayer( FACE_WALLS, 'walls' );
+ _conditionalLayer( LEG_SPLAY, 'splays' );
+ _conditionalLayer( LEG_SURFACE, 'surfaceLegs' );
+ _conditionalLayer( LABEL_STATION, 'stationLabels' );
+
+ Materials$1.initCache( Viewer );
+
+ HUD.init( domID, renderer );
+
+ return;
+
+ function _enableLayer ( layerTag, name ) {
+
+ Object.defineProperty( Viewer, name, {
+ writeable: true,
+ get: function () { return testCameraLayer( layerTag ); },
+ set: function ( x ) { setCameraLayer( layerTag, x ); this.dispatchEvent( { type: 'change', name: name } ); }
+ } );
+
+ }
+
+ function _conditionalLayer ( layerTag, name ) {
+
+ _enableLayer ( layerTag, name );
+
+ name = 'has' + name.substr( 0, 1 ).toUpperCase() + name.substr( 1 );
+
+ Object.defineProperty( Viewer, name, {
+ get: function () { return survey.hasFeature( layerTag ); }
+ } );
+
+ }
+
+ function _stateSetter ( modeFunction, name, newMode ) {
+
+ modeFunction( isNaN( newMode ) ? newMode : Number( newMode ) );
+
+ Viewer.dispatchEvent( { type: 'change', name: name } );
+
+ }
+
+ function _setRouteEdit ( x ) {
+
+ mouseMode = x ? MOUSE_MODE_ROUTE_EDIT : MOUSE_MODE_NORMAL;
+
+ switch ( mouseMode ) {
+
+ case MOUSE_MODE_NORMAL:
+
+ mouseTargets = survey.pointTargets;
+
+ break;
+
+ case MOUSE_MODE_ROUTE_EDIT:
+
+ mouseTargets = survey.legTargets;
+
+ break;
+
+ default:
+
+ console.warn( 'invalid mouse mode' );
+
+ }
+
+ }
+
+}
+
+function setZScale ( scale ) {
+
+ // scale - in range 0 - 1
+
+ var lastScale = Math.pow( 2, ( zScale - 0.5 ) * 4 );
+ var newScale = Math.pow( 2, ( scale - 0.5 ) * 4 );
+
+ survey.applyMatrix( new Matrix4().makeScale( 1, 1, newScale / lastScale ) );
+
+ zScale = scale;
+
+ renderView();
+
+}
+
+function setAutoRotate ( state ) {
+
+ controls.autoRotate = state;
+
+ if ( state ) {
+
+ cameraMove.prepare( null, null );
+ cameraMove.start( 2952000 );
+
+ } else {
+
+ cameraMove.stop();
+
+ }
+
+}
+
+function setCursorHeight ( x ) {
+
+ cursorHeight = x;
+ Viewer.dispatchEvent( { type: 'cursorChange', name: 'cursorHeight' } );
+
+ renderView();
+
+}
+
+function setTerrainOpacity ( x ) {
+
+ terrain.setOpacity( x );
+ Viewer.dispatchEvent( { type: 'change', name: 'terrainOpacity' } );
+
+ renderView();
+
+}
+
+function applyTerrainDatumShift( x ) {
+
+ terrain.applyDatumShift( x );
+ Viewer.dispatchEvent( { type: 'change', name: 'terrainDatumShift' } );
+
+ renderView();
+
+}
+
+function showDeveloperInfo( /* x */ ) {
+
+// console.log( renderer.info );
+/*
+ var info = renderer.getResourceInfo();
+
+ if ( leakWatcher === undefined ) {
+
+ leakWatcher = new LeakWatch();
+ leakWatcher.setBaseline( scene, info );
+
+ } else {
+
+ leakWatcher.compare( scene, info );
+
+ }
+*/
+
+}
+
+function renderDepthTexture () {
+
+ if ( terrain === null || ! terrain.isLoaded() ) return;
+
+ var dim = 512;
+
+ // set camera frustrum to cover region/survey area
+
+ var width = container.clientWidth;
+ var height = container.clientHeight;
+
+ var range = limits.getSize();
+
+ var scaleX = width / range.x;
+ var scaleY = height / range.y;
+
+ if ( scaleX < scaleY ) {
+
+ height = height * scaleX / scaleY;
+
+ } else {
+
+ width = width * scaleY / scaleX;
+
+ }
+
+ // render the terrain to a new canvas square canvas and extract image data
+
+ var rtCamera = new OrthographicCamera( -width / 2, width / 2, height / 2, -height / 2, -10000, 10000 );
+
+ rtCamera.layers.set( FEATURE_TERRAIN ); // just render the terrain
+
+ scene.overrideMaterial = Materials$1.getDepthMapMaterial( terrain );
+
+ var renderTarget = new WebGLRenderTarget( dim, dim, { minFilter: LinearFilter, magFilter: NearestFilter, format: RGBAFormat } );
+
+ renderTarget.texture.generateMipmaps = false;
+ renderTarget.texture.name = 'CV.DepthMapTexture';
+
+ Materials$1.setTerrain( terrain );
+
+ renderer.setSize( dim, dim );
+ renderer.setPixelRatio( 1 );
+
+ renderer.clear();
+ renderer.render( scene, rtCamera, renderTarget, true );
+
+ // correct height between entrances and terrain ( compensates for mismatch beween CRS and datums )
+
+ terrain.addHeightMap( renderer, renderTarget );
+
+ survey.calibrateTerrain( terrain );
+
+ // restore renderer to normal render size and target
+
+ renderer.setRenderTarget(); // revert to screen canvas
+
+ renderer.setSize( container.clientWidth, container.clientHeight );
+ renderer.setPixelRatio( window.devicePixelRatio );
+
+ scene.overrideMaterial = null;
+
+ renderView();
+
+ // clear renderList to release objects on heap associated with rtCamera
+ renderer.renderLists.dispose();
+
+}
+
+function setCameraMode ( mode ) {
+
+ if ( mode === cameraMode ) return;
+
+ // get offset vector of current camera from target
+
+ var offset = camera.position.clone().sub( controls.target );
+
+ switch ( mode ) {
+
+ case CAMERA_PERSPECTIVE:
+
+ offset.setLength( CAMERA_OFFSET / oCamera.zoom );
+
+ camera = pCamera;
+
+ break;
+
+ case CAMERA_ORTHOGRAPHIC:
+
+ // calculate zoom from ratio of pCamera distance from target to base distance.
+ oCamera.zoom = CAMERA_OFFSET / offset.length();
+
+ offset.setLength( CAMERA_OFFSET * 2 );
+
+ camera = oCamera;
+
+ break;
+
+ default:
+
+ console.warn( 'unknown camera mode', mode );
+ return;
+
+ }
+
+ // update new camera with position to give same apparent zoom and view
+
+ camera.position.copy( offset.add( controls.target ) );
+
+ camera.updateProjectionMatrix();
+ camera.lookAt( controls.target );
+
+ controls.object = camera;
+
+ cameraMode = mode;
+
+ HUD.update();
+
+ renderView();
+
+}
+
+function initCamera ( camera ) {
+
+ camera.up = upAxis;
+ camera.zoom = 1;
+
+ camera.layers.set( 0 );
+
+ camera.layers.enable( LEG_CAVE );
+ camera.layers.enable( FEATURE_ENTRANCES );
+ camera.layers.enable( FEATURE_BOX );
+ camera.layers.enable( FEATURE_SELECTED_BOX );
+
+ camera.position.set( 0, 0, CAMERA_OFFSET );
+ camera.lookAt( 0, 0, 0 );
+ camera.updateProjectionMatrix();
+
+}
+
+function setCameraLayer ( layerTag, enable ) {
+
+ if ( enable ) {
+
+ oCamera.layers.enable( layerTag );
+ pCamera.layers.enable( layerTag );
+
+ } else {
+
+ oCamera.layers.disable( layerTag );
+ pCamera.layers.disable( layerTag );
+
+ }
+
+ renderView();
+
+}
+
+function testCameraLayer ( layerTag ) {
+
+ return ( ( camera.layers.mask & 1 << layerTag ) > 0 );
+
+}
+
+function setViewMode ( mode, t ) {
+
+ var cameraPosition = new Vector3();
+ var tAnimate = t || 240;
+
+ switch ( mode ) {
+
+ case VIEW_PLAN:
+
+ // reset camera to start position
+ cameraPosition.set( 0, 0, CAMERA_OFFSET );
+
+ break;
+
+ case VIEW_ELEVATION_N:
+
+ cameraPosition.set( 0, CAMERA_OFFSET, 0 );
+
+ break;
+
+ case VIEW_ELEVATION_S:
+
+ cameraPosition.set( 0, -CAMERA_OFFSET, 0 );
+
+ break;
+
+ case VIEW_ELEVATION_E:
+
+ cameraPosition.set( CAMERA_OFFSET, 0, 0 );
+
+ break;
+
+ case VIEW_ELEVATION_W:
+
+ cameraPosition.set( -CAMERA_OFFSET, 0, 0 );
+
+ break;
+
+ default:
+
+ console.warn( 'invalid view mode specified: ', mode );
+ return;
+
+ }
+
+ cameraPosition.add( defaultTarget );
+
+ cameraMove.cancel();
+ cameraMove.prepare( cameraPosition, defaultTarget );
+ cameraMove.start( tAnimate );
+
+}
+
+function setTerrainShadingMode ( mode ) {
+
+ if ( terrain.setShadingMode( mode, renderView ) ) terrainShadingMode = mode;
+
+ renderView();
+
+}
+
+function setShadingMode ( mode ) {
+
+ if ( terrain === null && ( mode === SHADING_DEPTH || mode === SHADING_DEPTH_CURSOR ) ) return;
+ if ( survey.setShadingMode( mode ) ) shadingMode = mode;
+
+ renderView();
+
+}
+
+function setSurfaceShadingMode ( mode ) {
+
+ if ( survey.setLegShading( LEG_SURFACE, mode ) ) surfaceShadingMode = mode;
+
+ renderView();
+
+}
+
+function setTerrainOverlay ( overlayName ) {
+
+ if ( terrainShadingMode === SHADING_OVERLAY ) {
+
+ activeOverlay = overlayName;
+
+ terrain.setOverlay( overlays[ overlayName ], renderView );
+
+ }
+
+}
+
+function addOverlay ( name, overlayProvider ) {
+
+ overlays[ name ] = new Overlay( overlayProvider, container );
+
+ if ( Object.keys( overlays ).length === 1 ) {
+
+ activeOverlay = name;
+
+ }
+
+}
+
+function cutSection () {
+
+ if ( selectedSection === 0 ) return;
+
+ survey.remove( terrain );
+ survey.cutSection( selectedSection );
+
+ // grab a reference to prevent survey being destroyed in clearView()
+ var cutSurvey = survey;
+
+ // reset view
+ clearView();
+
+ loadSurvey( cutSurvey );
+
+}
+
+function highlightSelection ( id ) {
+
+ survey.highlightSelection( id );
+
+ renderView();
+
+}
+
+function selectSection ( id ) {
+
+ var node = survey.selectSection( id );
+
+ setShadingMode( shadingMode );
+
+ selectedSection = id;
+
+ if ( id === 0 ) return;
+
+ if ( node.p === undefined ) {
+
+ if ( node.boundingBox === undefined ) return;
+ // a section of the survey rather than a station
+
+ var boundingBox = node.boundingBox.clone();
+
+ cameraMove.prepare( null, boundingBox.applyMatrix4( survey.matrixWorld ) );
+
+ } else {
+
+ // a single station
+
+ cameraMove.prepare( null, survey.getWorldPosition( node.p ) );
+
+ }
+
+ renderView();
+
+}
+
+function resize () {
+
+ var width = container.clientWidth;
+ var height = container.clientHeight;
+
+ // adjust the renderer to the new canvas size
+ renderer.setSize( width, height );
+
+ if ( oCamera === undefined ) return;
+
+ // adjust cameras to new aspect ratio etc.
+ oCamera.left = -width / 2;
+ oCamera.right = width / 2;
+ oCamera.top = height / 2;
+ oCamera.bottom = -height / 2;
+
+ oCamera.updateProjectionMatrix();
+
+ pCamera.aspect = width / height;
+
+ pCamera.updateProjectionMatrix();
+
+ renderView();
+
+}
+
+function clearView () {
+
+ // clear the current cave model, and clear the screen
+ caveIsLoaded = false;
+
+ renderer.clear();
+
+ HUD.setVisibility( false );
+
+ if ( survey ) {
+
+ survey.remove( terrain );
+ scene.remove( survey );
+
+ }
+
+ controls.enabled = false;
+
+ survey = null;
+ terrain = null;
+ selectedSection = 0;
+ mouseMode = MOUSE_MODE_NORMAL;
+ mouseTargets = [];
+
+ shadingMode = SHADING_HEIGHT;
+ surfaceShadingMode = SHADING_SINGLE;
+ terrainShadingMode = SHADING_SHADED;
+
+ // remove event listeners
+
+ unloadTerrainListeners();
+
+ Materials$1.flushCache();
+
+ container.removeEventListener( 'mousedown', mouseDown );
+
+ initCamera( pCamera );
+ initCamera( oCamera );
+
+ Viewer.cameraType = CAMERA_PERSPECTIVE;
+ setViewMode( VIEW_PLAN, 1 );
+
+ renderView();
+
+}
+
+function loadCave ( cave ) {
+
+ if ( ! cave ) {
+
+ alert( 'failed loading cave information' );
+ return;
+
+ }
+
+ loadSurvey( new Survey( cave ) );
+
+}
+
+function loadSurvey ( newSurvey ) {
+
+ var asyncTerrainLoading = false;
+
+ survey = newSurvey;
+
+ stats = survey.getFeature( LEG_CAVE ).stats;
+
+ setScale( survey );
+
+ terrain = survey.terrain;
+
+ scene.up = upAxis;
+
+ scene.add( survey );
+// scene.add( new DirectionGlobe( survey ) );
+
+ caveIsLoaded = true;
+
+ selectSection( 0 );
+
+ mouseTargets = survey.pointTargets;
+
+ setSurfaceShadingMode( surfaceShadingMode );
+ // set if we have independant terrain maps
+
+ if ( terrain === null ) {
+
+ terrain = new WebTerrain( survey, _terrainReady, _tilesLoaded, renderView );
+ asyncTerrainLoading = true;
+
+ } else {
+
+ survey.add( terrain );
+ setTerrainShadingMode( terrainShadingMode );
+
+ renderDepthTexture();
+
+ }
+
+ scene.matrixAutoUpdate = false;
+
+ container.addEventListener( 'mousedown', mouseDown, false );
+
+ HUD.setVisibility( true );
+
+ // signal any listeners that we have a new cave
+ if ( ! asyncTerrainLoading ) Viewer.dispatchEvent( { type: 'newCave', name: 'newCave' } );
+
+ controls.object = camera;
+ controls.enabled = true;
+
+ survey.getRoutes().addEventListener( 'changed', _routesChanged );
+
+ setViewMode( VIEW_PLAN, 1 );
+
+ renderView();
+
+ function _terrainReady () {
+
+ if ( terrain.hasCoverage() ) {
+
+ setTerrainShadingMode( terrainShadingMode );
+
+ terrain.tileArea( survey.limits );
+ terrain.setDefaultOverlay( overlays[ activeOverlay ] );
+
+ survey.add( terrain );
+
+ } else {
+
+ terrain = null;
+
+ }
+
+ // delayed notification to ensure and event listeners get accurate terrain information
+ Viewer.dispatchEvent( { type: 'newCave', name: 'newCave' } );
+
+ }
+
+ function _tilesLoaded () {
+
+ renderView();
+ loadTerrainListeners();
+
+ if ( terrain.depthTexture === null ) renderDepthTexture();
+
+ }
+
+ function _routesChanged ( /* event */ ) {
+
+ setShadingMode( shadingMode );
+ renderView();
+
+ }
+
+}
+
+function loadTerrain ( mode ) {
+
+ if ( terrain.isLoaded() ) {
+
+ if ( mode ) {
+
+ loadTerrainListeners();
+
+ } else {
+
+ unloadTerrainListeners();
+
+ }
+
+ terrain.setVisibility( mode );
+
+ setCameraLayer( FEATURE_TERRAIN, mode );
+
+ Viewer.dispatchEvent( { type: 'change', name: 'terrain' } );
+
+ }
+
+}
+
+function loadTerrainListeners () {
+
+ clockStart();
+
+ controls.addEventListener( 'end', clockStart );
+
+}
+
+function unloadTerrainListeners () {
+
+ if ( ! controls ) return;
+
+ controls.removeEventListener( 'end', clockStart );
+
+ clockStop();
+
+}
+
+function clockStart ( /* event */ ) {
+
+ lastActivityTime = performance.now();
+
+}
+
+function clockStop ( /* event */ ) {
+
+ lastActivityTime = 0;
+
+}
+
+function mouseDown ( event ) {
+
+ var picked, result;
+
+ mouse.x = ( event.clientX / container.clientWidth ) * 2 - 1;
+ mouse.y = - ( event.clientY / container.clientHeight ) * 2 + 1;
+
+ raycaster.setFromCamera( mouse, camera );
+
+ var intersects = raycaster.intersectObjects( mouseTargets, false );
+
+ for ( var i = 0, l = intersects.length; i < l; i++ ) {
+
+ picked = intersects[ i ];
+
+ switch ( mouseMode ) {
+
+ case MOUSE_MODE_NORMAL:
+
+ if ( picked.object.isPoints ) {
+
+ result = _selectStation( picked );
+
+ } else {
+
+ result = _selectEntrance( picked );
+
+ }
+
+ break;
+
+ case MOUSE_MODE_ROUTE_EDIT:
+
+ result = _selectSegment( picked );
+
+ break;
+
+ }
+
+ if ( result ) break;
+
+ }
+
+ function _selectStation ( picked ) {
+
+ var station = survey.selectStation( picked.index );
+
+ renderView();
+
+ var depth = ( terrain ) ? station.p.z - terrain.getHeight( station.p ) : null;
+
+ var popup = new StationPopup( station, survey.getGeographicalPosition( station.p ), depth );
+
+ var p = survey.getWorldPosition( station.p );
+
+ popup.display( container, event.clientX, event.clientY, camera, p );
+
+ cameraMove.prepare( null, p.clone() );
+
+ return true;
+
+ }
+
+ function _selectSegment ( picked ) {
+
+ var routes = getRoutes();
+
+ routes.toggleSegment( picked.index );
+
+ setShadingMode( SHADING_PATH );
+
+ renderView();
+
+ return true;
+
+ }
+
+ function _selectEntrance ( picked ) {
+
+ if ( ! Viewer.entrances ) return false;
+
+ var entrance = picked.object;
+ var position = entrance.getWorldPosition();
+
+ cameraMove.prepare( position.clone().add( new Vector3( 0, 0, 5 ) ), position );
+
+ console.log( entrance.type, entrance.name );
+
+ if ( survey.isRegion === true ) {
+
+ survey.loadFromEntrance( entrance, _loaded );
+
+ } else {
+
+ cameraMove.start( 80 );
+
+ }
+
+ return true;
+
+ }
+
+ function _loaded () {
+
+ setShadingMode( shadingMode );
+
+ renderView();
+
+ }
+
+}
+
+var renderView = function () {
+
+ var lPosition = new Vector3();
+ var rotation = new Euler();
+
+ return function renderView () {
+
+ if ( ! caveIsLoaded ) return;
+
+ camera.getWorldRotation( rotation );
+
+ lPosition.copy( lightPosition );
+
+ directionalLight.position.copy( lPosition.applyAxisAngle( upAxis, rotation.z ) );
+
+ survey.update( camera, controls.target );
+
+ renderer.clear();
+ renderer.render( scene, camera );
+
+ HUD.renderHUD();
+
+ clockStart();
+
+ };
+
+} ();
+
+
+function onCameraMoveEnd () {
+
+ if ( terrain && terrain.isTiled && Viewer.terrain ) setTimeout( updateTerrain, RETILE_TIMEOUT );
+
+}
+
+function updateTerrain () {
+
+ if ( lastActivityTime && performance.now() - lastActivityTime > RETILE_TIMEOUT ) {
+
+ clockStop();
+
+ if ( terrain.zoomCheck( camera ) ) {
+
+ setTimeout( updateTerrain, RETILE_TIMEOUT * 5 );
+
+ }
+
+ }
+
+}
+
+function setCameraPOI ( /* fixme */ ) {
+
+ cameraMove.start( 200 );
+
+}
+
+function setScale ( obj ) {
+
+ var width = container.clientWidth;
+ var height = container.clientHeight;
+
+ // scaling to compensate distortion introduced by projection ( x and y coords only ) - approx only
+ var scaleFactor = survey.scaleFactor;
+
+ limits = survey.limits;
+ zScale = 0.5;
+
+ var range = limits.getSize();
+
+ // initialize cursor height to be mid range of heights
+ cursorHeight = 0;
+
+ var hScale = Math.min( width / range.x, height / range.y );
+ var vScale = hScale * scaleFactor;
+
+ var scale = new Vector3( hScale, hScale, vScale );
+
+ obj.scale.copy( scale );
+
+ obj.position.copy( survey.modelLimits.getCenter().multiply( scale ).negate() );
+
+ HUD.setScale( vScale );
+
+ // pass to survey to adjust size of symbology
+
+ obj.setScale( vScale );
+
+}
+
+function getStats () {
+
+ return stats;
+
+}
+
+function getControls () {
+
+ return controls;
+
+}
+
+function getMetadata () {
+
+ return survey.getMetadataURL();
+
+}
+
+function getRoutes () {
+
+ return survey.getRoutes();
+
+}
+
+function getSurveyTree () {
+
+ return survey.surveyTree;
+
+}
+
+// export public interface
+
+Object.assign( Viewer, {
+ init: init,
+ clearView: clearView,
+ loadCave: loadCave,
+ getMetadata: getMetadata,
+ getRoutes: getRoutes,
+ getStats: getStats,
+ getSurveyTree: getSurveyTree,
+ getControls: getControls,
+ getState: Viewer,
+ renderView: renderView,
+ addOverlay: addOverlay
+} );
+
+
+
+
+// EOF + +function Page( id, onTop ) {
+
+ var tab = document.createElement( 'div' );
+ var page = document.createElement( 'div' );
+
+ var frame = Page.frame;
+
+ page.classList.add( 'page' );
+
+ tab.id = id;
+ tab.classList.add( 'tab' );
+ tab.style.top = ( Page.position++ * 40 ) + 'px';
+
+ tab.addEventListener( 'click', this.tabHandleClick );
+
+ if ( onTop !== undefined ) {
+
+ // callback when this page is made visible
+ tab.addEventListener( 'click', onTop );
+
+ }
+
+ if ( frame === null ) {
+
+ // create UI side panel and reveal tabs
+ frame = document.createElement( 'div' );
+
+ frame.id = 'frame';
+ frame.style.display = 'block';
+
+ Page.frame = frame;
+
+ var close = document.createElement( 'div' );
+
+ close.id = 'close';
+
+ close.addEventListener( 'click', _closeFrame );
+
+ frame.appendChild( close );
+
+ }
+
+ frame.appendChild( tab );
+ frame.appendChild( page );
+
+ Page.pages.push( { tab: tab, page: page } );
+
+ this.page = page;
+ this.slide = undefined;
+
+ function _closeFrame ( event ) {
+
+ event.target.parentElement.classList.remove( 'onscreen' );
+
+ }
+
+}
+
+Page.pages = [];
+Page.listeners = [];
+Page.position = 0;
+Page.inHandler = false;
+Page.controls = [];
+Page.frame = null;
+
+Page.reset = function () {
+
+ Page.listeners = [];
+ Page.pages = [];
+ Page.position = 0;
+ Page.inHandler = false;
+ Page.controls = [];
+ Page.frame = null;
+
+};
+
+Page.clear = function () {
+
+ Page.frame.addEventListener( 'transitionend', _afterReset );
+ Page.frame.classList.remove( 'onscreen' );
+
+ var i, l, listener;
+
+ for ( i = 0, l = Page.listeners.length; i < l; i++ ) {
+
+ listener = Page.listeners[ i ];
+
+ listener.obj.removeEventListener( listener.name, listener.handler );
+
+ }
+
+ Page.listeners = [];
+
+ function _afterReset ( event ) {
+
+ var frame = event.target;
+
+ frame.removeEventListener( 'transitionend', _afterReset );
+
+ if ( frame !== null ) frame.parentElement.removeChild( frame );
+
+ }
+
+};
+
+
+Page.addListener = function ( obj, name, handler ) {
+
+ obj.addEventListener( name, handler );
+
+ Page.listeners.push( {
+ obj: obj,
+ name: name,
+ handler: handler
+ } );
+
+};
+
+Page.handleChange = function ( event ) {
+
+ var obj = event.target;
+ var property = event.name;
+
+ if ( ! Page.inHandle ) {
+
+ if ( Page.controls[ property ] ) {
+
+ var ctrl = Page.controls[ property ];
+
+ switch ( ctrl.type ) {
+
+ case 'checkbox':
+
+ ctrl.checked = obj[ property ];
+
+ break;
+
+ case 'select-one':
+ case 'range':
+
+ ctrl.value = obj[ property ];
+
+ break;
+
+ case 'download':
+
+ ctrl.href = obj[ property ];
+
+ break;
+
+ }
+
+ }
+
+ }
+
+};
+
+Page.prototype.constructor = Page;
+
+Page.prototype.addListener = function ( obj, name, handler ) {
+
+ Page.addListener( obj, name, handler ); // redirect to :: method - allows later rework to page specific destruction
+
+};
+
+Page.prototype.tabHandleClick = function ( event ) {
+
+ var tab = event.target;
+ var pages = Page.pages;
+
+ tab.classList.add( 'toptab' );
+ tab.parentElement.classList.add( 'onscreen' );
+
+ for ( var i = 0, l = pages.length; i < l; i++ ) {
+
+ var otherTab = pages[ i ].tab;
+ var otherPage = pages[ i ].page;
+
+ if ( otherTab === tab ) {
+
+ otherPage.style.display = 'block';
+
+ } else {
+
+ otherTab.classList.remove( 'toptab' );
+ otherPage.style.display = 'none';
+
+ }
+
+ }
+
+};
+
+Page.prototype.appendChild = function ( domElement ) {
+
+ this.page.appendChild( domElement );
+
+};
+
+Page.prototype.addHeader = function ( text ) {
+
+ var div = document.createElement( 'div' );
+
+ div.classList.add( 'header' );
+ div.textContent = text;
+
+ this.page.appendChild( div );
+
+ return div;
+
+};
+
+Page.prototype.addText = function ( text ) {
+
+ var p = document.createElement( 'p' );
+
+ p.textContent = text;
+ this.page.appendChild( p );
+
+ return p;
+
+};
+
+Page.prototype.addSelect = function ( title, obj, trgObj, property, replace ) {
+
+ var div = document.createElement( 'div' );
+ var label = document.createElement( 'label' );
+ var select = document.createElement( 'select' );
+ var opt;
+
+ div.classList.add( 'control' );
+
+ if ( obj instanceof Array ) {
+
+ for ( var i = 0, l = obj.length; i < l; i++ ) {
+
+ opt = document.createElement( 'option' );
+
+ opt.value = obj[ i ];
+ opt.text = obj[ i ];
+
+ if ( opt.text === trgObj[ property ] ) opt.selected = true;
+
+ select.add( opt, null );
+
+ }
+
+ } else {
+
+ for ( var p in obj ) {
+
+ opt = document.createElement( 'option' );
+
+ opt.text = p;
+ opt.value = obj[ p ];
+
+ if ( opt.value == trgObj[ property ] ) opt.selected = true;
+
+ select.add( opt, null );
+
+ }
+
+ }
+
+ this.addListener( select, 'change', function ( event ) { Page.inHandler = true; trgObj[ property ] = event.target.value; Page.inHandler = false; } );
+
+ label.textContent = title;
+
+ Page.controls[ property ] = select;
+
+ div.appendChild( label );
+ div.appendChild( select );
+
+ if ( replace === undefined ) {
+
+ this.page.appendChild( div );
+
+ } else {
+
+ this.page.replaceChild( div, replace );
+
+ }
+
+ return div;
+
+};
+
+Page.prototype.addCheckbox = function ( title, obj, property ) {
+
+ var label = document.createElement( 'label' );
+ var cb = document.createElement( 'input' );
+
+ label.textContent = title;
+
+ cb.type = 'checkbox';
+ cb.checked = obj[ property ];
+
+ this.addListener( cb, 'change', _checkboxChanged );
+
+ Page.controls[ property ] = cb;
+
+ label.appendChild( cb );
+
+ this.page.appendChild( label );
+
+ return label;
+
+ function _checkboxChanged ( event ) {
+
+ Page.inHandler = true;
+
+ obj[ property ] = event.target.checked;
+
+ Page.inHandler = false;
+
+ }
+
+};
+
+Page.prototype.addRange = function ( title, obj, property ) {
+
+ var div = document.createElement( 'div' );
+ var label = document.createElement( 'label' );
+ var range = document.createElement( 'input' );
+
+ div.classList.add( 'control' );
+
+ range.type = 'range';
+
+ range.min = 0;
+ range.max = 1;
+
+ range.step = 0.05;
+ range.value = obj[ property ];
+
+ this.addListener( range, 'input', _rangeChanged );
+ this.addListener( range, 'change', _rangeChanged ); // for IE11 support
+
+ label.textContent = title;
+
+ Page.controls[ property ] = range;
+
+ div.appendChild( label );
+ div.appendChild( range );
+
+ this.page.appendChild( div );
+
+ return div;
+
+ function _rangeChanged ( event ) {
+
+ Page.inHandler = true;
+
+ obj[ property ] = event.target.value;
+
+ Page.inHandler = false;
+
+ }
+
+};
+
+Page.prototype.addSlide = function ( domElement, depth, handleClick ) {
+
+ var slide = document.createElement( 'div' );
+
+ slide.classList.add( 'slide' );
+ slide.style.zIndex = 200 - depth;
+
+ slide.addEventListener( 'click', handleClick );
+ slide.appendChild( domElement );
+
+ this.page.appendChild( slide );
+
+ this.slide = slide;
+ this.slideDepth = depth;
+
+ return slide;
+
+};
+
+Page.prototype.replaceSlide = function ( domElement, depth, handleClick ) {
+
+ var newSlide = document.createElement( 'div' );
+ var oldSlide = this.slide;
+ var page = this.page;
+ var redraw; // eslint-disable-line no-unused-vars
+
+ newSlide.classList.add( 'slide' );
+ newSlide.style.zIndex = 200 - depth;
+ newSlide.addEventListener( 'click', handleClick );
+
+ if ( depth < this.slideDepth ) {
+
+ newSlide.classList.add( 'slide-out' );
+
+ }
+
+ newSlide.appendChild( domElement );
+
+ page.appendChild( newSlide );
+
+ if ( depth > this.slideDepth ) {
+
+ oldSlide.addEventListener( 'transitionend', afterSlideOut );
+ oldSlide.classList.add( 'slide-out' );
+
+ redraw = oldSlide.clientHeight;
+
+ } else if ( depth < this.slideDepth ) {
+
+ newSlide.addEventListener( 'transitionend', afterSlideIn );
+
+ redraw = newSlide.clientHeight;
+
+ newSlide.classList.remove( 'slide-out' );
+
+ } else {
+
+ page.removeChild( oldSlide );
+
+ }
+
+ this.slide = newSlide;
+ this.slideDepth = depth;
+
+ return;
+
+ function afterSlideOut () {
+
+ oldSlide.removeEventListener( 'transitionend', afterSlideOut );
+ page.removeChild( oldSlide );
+
+ }
+
+ function afterSlideIn () {
+
+ page.removeChild( oldSlide );
+ newSlide.removeEventListener( 'transitionend', afterSlideIn );
+
+ }
+
+};
+
+Page.prototype.addButton = function ( title, func ) {
+
+ var button = document.createElement( 'button' );
+
+ button.type = 'button';
+ button.textContent = title;
+
+ this.addListener( button, 'click', func );
+
+ this.page.appendChild( button );
+
+ return button;
+
+};
+
+
+Page.prototype.addTextBox = function ( labelText, placeholder, getResultGetter ) {
+
+ var div = document.createElement( 'div' );
+ var label = document.createElement( 'label' );
+
+ label.textContent = labelText;
+
+ var input = document.createElement( 'input' );
+ var value;
+
+ input.type = 'text';
+
+ input.placeholder = placeholder;
+
+ div.appendChild( label );
+ div.appendChild( input );
+
+ this.page.appendChild( div );
+
+ this.addListener( input, 'change', function ( e ) { value = e.target.value; return true; } ) ;
+
+ getResultGetter( _result );
+
+ return div;
+
+ function _result() {
+
+ input.value = '';
+ return value;
+
+ }
+
+};
+
+Page.prototype.addDownloadButton = function ( title, urlProvider, fileName ) {
+
+ var a = document.createElement( 'a' );
+
+ if ( typeof a.download === 'undefined' ) return null;
+
+ this.addListener( a, 'click', _setHref );
+
+ a.textContent = title;
+ a.type = 'download';
+ a.download = fileName;
+ a.href = 'javascript:void();';
+
+ a.classList.add( 'download' );
+
+ this.page.appendChild( a );
+
+ return a;
+
+ function _setHref() {
+
+ a.href = urlProvider();
+
+ }
+
+};
+
+
+
+// EOF + +function ProgressBar ( container ) {
+
+ var offset = ( container.clientWidth - 300 ) / 2;
+
+ var statusText = document.createElement( 'div' );
+
+ statusText.id = 'status-text';
+ statusText.style.width = '300px';
+ statusText.style.left = offset + 'px';
+
+ var progressBar = document.createElement( 'progress' );
+
+ progressBar.id = 'progress-bar';
+
+ progressBar.style.width = '300px';
+ progressBar.style.left = offset + 'px';
+
+ progressBar.setAttribute( 'max', '100' );
+
+ this.container = container;
+ this.progressBar = progressBar;
+ this.statusText = statusText;
+
+}
+
+ProgressBar.prototype.constructor = ProgressBar;
+
+ProgressBar.prototype.Start = function ( text ) {
+
+ var statusText = this.statusText;
+ var progressBar = this.progressBar;
+
+ statusText.textContent = text;
+ progressBar.value = 0;
+
+ this.container.appendChild( statusText );
+ this.container.appendChild( progressBar );
+
+};
+
+ProgressBar.prototype.Update = function ( pcent ) {
+
+ this.progressBar.value = pcent;
+
+};
+
+ProgressBar.prototype.Add = function ( pcent ) {
+
+ this.progressBar.value += pcent;
+
+};
+
+ProgressBar.prototype.End = function () {
+
+ var container = this.container;
+
+ container.removeChild( this.statusText );
+ container.removeChild( this.progressBar );
+
+};
+
+
+
+// EOF + +// Survex 3d file handler
+
+function Svx3dHandler ( fileName ) {
+
+ this.fileName = fileName;
+ this.groups = [];
+ this.surface = [];
+ this.xGroups = [];
+ this.surveyTree = new Tree();
+ this.sourceCRS = null;
+ this.targetCRS = 'EPSG:3857'; // "web mercator"
+ this.projection = null;
+
+}
+
+Svx3dHandler.prototype.constructor = Svx3dHandler;
+
+Svx3dHandler.prototype.type = 'arraybuffer';
+Svx3dHandler.prototype.isRegion = 'false';
+
+Svx3dHandler.prototype.parse = function ( dataStream, metadata ) {
+
+ this.metadata = metadata;
+
+ var source = dataStream; // file data as arrrayBuffer
+ var pos = 0; // file position
+
+ // read file header
+
+ readLF(); // Survex 3D Image File
+ var version = readLF(); // 3d version
+ var auxInfo = readNSLF();
+ readLF(); // Date
+
+ var sourceCRS = ( auxInfo[ 1 ] === undefined ) ? null : auxInfo[ 1 ]; // coordinate reference system ( proj4 format )
+
+ if ( sourceCRS !== null ) {
+
+ // work around lack of +init string support in proj4js
+
+ var matches = sourceCRS.match( /\+init=(.*)\s/);
+
+ if ( matches && matches.length === 2 ) {
+
+ switch( matches[ 1 ] ) {
+
+ case 'epsg:27700' :
+
+ sourceCRS = '+proj=tmerc +lat_0=49 +lon_0=-2 +k=0.9996012717 +x_0=400000 +y_0=-100000 +ellps=airy +datum=OSGB36 +units=m +no_defs';
+
+ break;
+
+ default:
+
+ sourceCRS = null;
+ console.warn( 'unsupported projection' );
+
+ }
+
+ }
+
+ }
+
+ // FIXME use NAD grid corrections OSTM15 etc ( UK Centric )
+
+ if ( sourceCRS !== null ) {
+
+ console.log( 'Reprojecting from', sourceCRS, 'to', this.targetCRS );
+
+ this.sourceCRS = sourceCRS;
+ this.projection = proj4( this.sourceCRS, this.targetCRS ); // eslint-disable-line no-undef
+
+ }
+
+ console.log( 'Survex .3d version ', version );
+
+ switch ( version ) {
+
+ case 'Bv0.01':
+
+ this.handleOld( source, pos, 1 );
+
+ break;
+
+ case 'v3':
+ case 'v4':
+ case 'v5':
+ case 'v6':
+ case 'v7':
+ case 'v8':
+
+ this.handleVx( source, pos, Number( version.charAt( 1 ) ) );
+
+ break;
+
+ default:
+
+ alert( 'unknown .3d version ' + version );
+
+ }
+
+ return this;
+
+ function readLF () { // read until Line feed
+
+ return readNSLF()[ 0 ];
+
+ }
+
+ function readNSLF () { // read until Line feed and split by null bytes
+
+ var bytes = new Uint8Array( source, 0 );
+
+ var lfString = [];
+ var b;
+ var strings = [];
+
+ do {
+
+ b = bytes[ pos++ ];
+
+ if ( b === 0x0a || b === 0 ) {
+
+ strings.push( String.fromCharCode.apply( null, lfString ).trim() );
+ lfString = [];
+
+ } else {
+
+ lfString.push( b );
+
+ }
+
+ } while ( b != 0x0a );
+
+ return strings;
+
+ }
+
+};
+
+Svx3dHandler.prototype.handleOld = function ( source, pos, version ) {
+
+ var groups = this.groups;
+ var surveyTree = this.surveyTree;
+
+ var self = this;
+
+ var cmd = [];
+ var legs = [];
+ var label = '';
+ var stations = new Map();
+ var sectionId = 0;
+
+ var data = new Uint8Array( source, 0 );
+ var dataLength = data.length;
+ var lastPosition = { x: 0, y:0, z: 0 }; // value to allow approach vector for xsect coord frame
+ var i, j, li, lj;
+
+ var dataView = new DataView( source, 0 );
+
+ // selected correct read coordinates function
+
+ var readCoordinates = ( this.projection === null ) ? __readCoordinates : __readCoordinatesProjected;
+
+ // range
+
+ var min = { x: Infinity, y: Infinity, z: Infinity };
+ var max = { x: -Infinity, y: -Infinity, z: -Infinity };
+
+ // init cmd handler table withh error handler for unsupported records or invalid records
+
+ function _errorHandler ( e ) { console.warn( 'unhandled command: ', e.toString( 16 ) ); return false; }
+
+ for ( i = 0; i < 256; i++ ) {
+
+ cmd[ i ] = _errorHandler;
+
+ }
+
+ cmd[ 0x00 ] = cmd_STOP;
+ cmd[ -1 ] = cmd_STOP;
+
+ cmd[ 0x01 ] = cmd_SKIP;
+
+ cmd[ 0x02 ] = cmd_LABEL_V1; // version numbers not related to Survex versions
+ cmd[ 0x03 ] = cmd_LABEL_V1;
+
+ cmd[ 0x04 ] = cmd_MOVE;
+ cmd[ 0x05 ] = cmd_LINE_V1;
+
+ cmd[ 0x06 ] = cmd_LABEL_V2;
+ cmd[ 0x07 ] = cmd_LABEL_V3;
+
+ for ( i = 0x40; i < 0x80; i++ ) {
+
+ cmd[ i ] = cmd_LABEL_V4;
+
+ }
+
+ for ( i = 0x80; i < 0x100; i++ ) {
+
+ cmd[ i ] = cmd_LINE_V2;
+
+ }
+
+ // dispatch table end
+
+ // common record iterator
+ // loop though data, handling record types as required.
+
+ if ( version === 1 ) {
+
+ while ( pos < dataLength ) {
+
+ var cmdCode = dataView.getInt32( pos, true );
+ pos += 4;
+
+ if ( ! cmd[ cmdCode ]() ) break;
+
+ }
+
+ } else {
+
+ alert( 'Unsupported version' + version );
+
+ while ( pos < dataLength ) {
+
+ if ( ! cmd[ data[ pos ] ]( data[ pos++ ] ) ) break;
+
+ }
+
+ }
+
+ groups.push( legs );
+
+ // assign survey ids to all leg vertices by looking up tree node for coords
+ var group, leg, coords, node;
+
+ for ( i = 0, li = groups.length; i < li; i++ ) {
+
+ group = groups[ i ];
+
+ for ( j = 0, lj = group.length; j < lj; j++ ) {
+
+ leg = group[ j ];
+ coords = leg.coords;
+
+ node = stations.get( coords.x + ':' + coords.y + ':' + coords.z );
+
+ if ( node === undefined ) continue;
+
+ leg.survey = node.parent.id;
+
+ }
+
+ }
+
+ var offsets = {
+ x: ( min.x + max.x ) / 2,
+ y: ( min.y + max.y ) / 2,
+ z: ( min.z + max.z ) / 2
+ };
+
+ surveyTree.traverse( adjustCoords );
+
+ this.offsets = offsets;
+
+ this.limits = {
+ min: min,
+ max: max
+ };
+
+ return;
+
+ function adjustCoords( node ) {
+
+ var coords = node.p;
+
+ if ( coords === undefined ) return;
+
+ coords.x -= offsets.x;
+ coords.y -= offsets.y;
+ coords.z -= offsets.z;
+
+ }
+
+
+ function cmd_STOP ( /* c */ ) {
+
+ return true;
+
+ }
+
+ function cmd_SKIP ( /* c */ ) {
+
+ console.log( 'SKIP' );
+ return false;
+
+ }
+
+ function cmd_LABEL_V1 ( /* c */ ) {
+
+ var db = [];
+
+ var nextByte = data[ pos++ ];
+
+ while ( nextByte !== 10 ) {
+
+ db.push( nextByte );
+ nextByte = data[ pos++ ];
+
+ }
+
+ if ( db[ 0 ] === 92 ) db.shift(); // remove initial '/' characters
+
+ label = String.fromCharCode.apply( null, db );
+// console.log( 'NODE', label, lastPosition );
+
+ var node = surveyTree.addPath( label.split( '.' ), { p: lastPosition, type: STATION_NORMAL } );
+
+ // track coords to sectionId to allow survey ID's to be added to leg vertices
+ stations.set( lastPosition.x + ':' + lastPosition.y + ':' + lastPosition.z, node );
+
+ return true;
+
+ }
+
+ function cmd_LABEL_V2 ( /* c */ ) {
+
+ console.log( 'LABEL_V2' );
+ return false;
+
+ }
+
+ function cmd_LABEL_V3 ( /* c */ ) {
+
+ console.log( 'LABEL_V3' );
+ return false;
+
+ }
+ function cmd_LABEL_V4 ( /* c */ ) {
+
+ console.log( 'LABEL_V4' );
+ return false;
+
+ }
+
+ function cmd_MOVE ( /* c */ ) {
+
+ var coords = readCoordinates();
+
+
+ lastPosition = coords;
+
+ if ( version === 1 && dataView.getInt32( pos, true ) === 2 ) {
+
+ // version 1 uses MOVE+LABEL pairs to label stations
+ return true;
+
+ }
+
+// console.log( 'MOVE', coords );
+
+ if ( legs.length > 1 ) groups.push( legs );
+
+ legs = [];
+
+ legs.push( { coords: coords } );
+
+ return true;
+
+ }
+
+ function cmd_LINE_V1 ( /* c */ ) {
+
+ var coords = readCoordinates();
+
+ legs.push( { coords: coords, type: LEG_CAVE, survey: sectionId } );
+
+ lastPosition = coords;
+
+// console.log( 'LINE_V1', coords );
+
+ return true;
+
+ }
+
+ function cmd_LINE_V2 ( /* c */ ) {
+
+ console.log( 'LINE_V2' );
+ return false;
+
+ }
+
+ // functions aliased at runtime as required
+
+ function __readCoordinatesProjected () {
+
+ var l = new DataView( source, pos );
+
+ var projectedCoords = self.projection.forward( {
+ x: l.getInt32( 0, true ) / 100,
+ y: l.getInt32( 4, true ) / 100
+ } );
+
+ var coords = {
+ x: projectedCoords.x,
+ y: projectedCoords.y,
+ z: l.getInt32( 8, true ) / 100
+ };
+
+ min.x = Math.min( coords.x, min.x );
+ min.y = Math.min( coords.y, min.y );
+ min.z = Math.min( coords.z, min.z );
+
+ max.x = Math.max( coords.x, max.x );
+ max.y = Math.max( coords.y, max.y );
+ max.z = Math.max( coords.z, max.z );
+
+ pos += 12;
+
+ return coords;
+
+ }
+
+ function __readCoordinates () {
+
+ var l = new DataView( source, pos );
+
+ var coords = {
+ x: l.getInt32( 0, true ) / 100,
+ y: l.getInt32( 4, true ) / 100,
+ z: l.getInt32( 8, true ) / 100
+ };
+
+ min.x = Math.min( coords.x, min.x );
+ min.y = Math.min( coords.y, min.y );
+ min.z = Math.min( coords.z, min.z );
+
+ max.x = Math.max( coords.x, max.x );
+ max.y = Math.max( coords.y, max.y );
+ max.z = Math.max( coords.z, max.z );
+
+ pos += 12;
+
+ return coords;
+
+ }
+
+};
+
+Svx3dHandler.prototype.handleVx = function ( source, pos, version ) {
+
+ var groups = this.groups;
+ var xGroups = this.xGroups;
+ var surveyTree = this.surveyTree;
+
+ var self = this;
+
+ var cmd = [];
+ var legs = [];
+ var label = '';
+ var stations = new Map();
+ var lineEnds = new Set(); // implied line ends to fixnup xsects
+ var xSects = [];
+ var sectionId = 0;
+ var sectionLabels = new Set();
+
+ var data = new Uint8Array( source, 0 );
+ var dataLength = data.length;
+ var lastPosition = { x: 0, y:0, z: 0 }; // value to allow approach vector for xsect coord frame
+ var i;
+ var labelChanged = false;
+
+ // functions
+
+ var readLabel;
+
+ // selected correct read coordinates function
+
+ var readCoordinates = ( this.projection === null ) ? __readCoordinates : __readCoordinatesProjected;
+
+ // range
+
+ var min = { x: Infinity, y: Infinity, z: Infinity };
+ var max = { x: -Infinity, y: -Infinity, z: -Infinity };
+
+ // init cmd handler table withh error handler for unsupported records or invalid records
+
+ function _errorHandler ( e ) { console.warn( 'unhandled command: ', e.toString( 16 ) ); return false; }
+
+ for ( i = 0; i < 256; i++ ) {
+
+ cmd[ i ] = _errorHandler;
+
+ }
+
+ if ( version === 8 ) {
+ // v8 dispatch table start
+
+ cmd[ 0x00 ] = cmd_STYLE;
+ cmd[ 0x01 ] = cmd_STYLE;
+ cmd[ 0x02 ] = cmd_STYLE;
+ cmd[ 0x03 ] = cmd_STYLE;
+ cmd[ 0x04 ] = cmd_STYLE;
+
+ cmd[ 0x0f ] = cmd_MOVE;
+ cmd[ 0x10 ] = cmd_DATE_NODATE;
+ cmd[ 0x11 ] = cmd_DATEV8_1;
+ cmd[ 0x12 ] = cmd_DATEV8_2;
+ cmd[ 0x13 ] = cmd_DATEV8_3;
+
+ cmd[ 0x1F ] = cmd_ERROR;
+
+ cmd[ 0x30 ] = cmd_XSECT16;
+ cmd[ 0x31 ] = cmd_XSECT16;
+
+ cmd[ 0x32 ] = cmd_XSECT32;
+ cmd[ 0x33 ] = cmd_XSECT32;
+
+ for ( i = 0x40; i < 0x80; i++ ) {
+
+ cmd[ i ] = cmd_LINE;
+
+ }
+
+ for ( i = 0x80; i < 0x100; i++ ) {
+
+ cmd[ i ] = cmd_LABEL;
+
+ }
+
+ // dispatch table end
+
+ readLabel = readLabelV8;
+
+ // skip v8 file wide flags after header
+ pos++;
+
+ } else {
+
+ // dispatch table for v7 format
+
+ for ( i = 0x01; i < 0x0f; i++ ) {
+
+ cmd[ i ] = cmd_TRIM_PLUS;
+
+ }
+
+ cmd[ 0x0f ] = cmd_MOVE;
+
+ for ( i = 0x10; i < 0x20; i++ ) {
+
+ cmd[ i ] = cmd_TRIM;
+
+ }
+
+ cmd[ 0x00 ] = cmd_STOP;
+ cmd[ 0x20 ] = cmd_DATE_V7;
+ cmd[ 0x21 ] = cmd_DATE2_V7;
+ cmd[ 0x23 ] = cmd_DATE3_V7;
+ cmd[ 0x24 ] = cmd_DATE_NODATE;
+ cmd[ 0x22 ] = cmd_ERROR;
+
+ cmd[ 0x30 ] = cmd_XSECT16;
+ cmd[ 0x31 ] = cmd_XSECT16;
+
+ cmd[ 0x32 ] = cmd_XSECT32;
+ cmd[ 0x33 ] = cmd_XSECT32;
+
+ for ( i = 0x40; i < 0x80; i++ ) {
+
+ cmd[ i ] = cmd_LABEL;
+
+ }
+
+ for ( i = 0x80; i < 0xc0; i++ ) {
+
+ cmd[ i ] = cmd_LINE;
+
+ }
+ // dispatch table end
+
+ readLabel = readLabelV7;
+
+ }
+
+ if ( version === 6 ) {
+
+ cmd[ 0x20 ] = cmd_DATE_V4;
+ cmd[ 0x21 ] = cmd_DATE2_V4;
+
+ }
+
+ // common record iterator
+ // loop though data, handling record types as required.
+
+ while ( pos < dataLength ) {
+
+ if ( ! cmd[ data[ pos ] ]( data[ pos++ ] ) ) break;
+
+ }
+
+ if ( xSects.length > 1 ) {
+
+ xGroups.push( xSects );
+
+ }
+
+ groups.push( legs );
+
+ var offsets = {
+ x: ( min.x + max.x ) / 2,
+ y: ( min.y + max.y ) / 2,
+ z: ( min.z + max.z ) / 2
+ };
+
+ surveyTree.traverse( adjustCoords );
+
+ this.offsets = offsets;
+
+ this.limits = {
+ min: min,
+ max: max
+ };
+
+ return;
+
+ function adjustCoords( node ) {
+
+ var coords = node.p;
+
+ if ( coords === undefined ) return;
+
+ coords.x -= offsets.x;
+ coords.y -= offsets.y;
+ coords.z -= offsets.z;
+
+ }
+
+ function readLabelV7 () {
+ // find length of label and read label = v3 - v7 .3d format
+
+ var len = 0;
+ var l;
+
+ switch ( data[ pos ] ) {
+
+ case 0xfe:
+
+ l = new DataView( source, pos );
+
+ len = l.getUint16( 0, true ) + data[ pos ];
+ pos += 2;
+
+ break;
+
+ case 0xff:
+
+ l = new DataView( source, pos );
+
+ len = l.getUint32( 0, true );
+ pos += 4;
+
+ break;
+
+ default:
+
+ len = data[ pos++ ];
+
+ }
+
+ if ( len === 0 ) return;
+
+ var db = [];
+
+ for ( var i = 0; i < len; i++ ) {
+
+ db.push( data[ pos++ ] );
+
+ }
+
+ label += String.fromCharCode.apply( null, db );
+ labelChanged = true;
+
+ return;
+
+ }
+
+ function readLabelV8 ( flags ) {
+
+ if ( flags & 0x20 ) return false; // no label change
+
+ var b = data[ pos++ ];
+ var add = 0;
+ var del = 0;
+ var l;
+
+ if ( b !== 0 ) {
+
+ // handle 4b= bit del/add codes
+ del = b >> 4; // left most 4 bits
+ add = b & 0x0f; // right most 4 bits
+
+ } else {
+
+ // handle 8 bit and 32 bit del/add codes
+ b = data[ pos++ ];
+
+ if ( b !== 0xff ) {
+
+ del = b;
+
+ } else {
+
+ l = new DataView( source, pos );
+
+ del = l.getUint32( 0, true );
+ pos += 4;
+
+ }
+
+ b = data[ pos++ ];
+
+ if ( b !== 0xff ) {
+
+ add = b;
+
+ } else {
+
+ l = new DataView( source, pos );
+
+ add = l.getUint32( 0, true );
+ pos += 4;
+
+ }
+ }
+
+ if ( add === 0 && del === 0 ) return;
+
+ if ( del ) label = label.slice( 0, -del );
+
+ if ( add ) {
+
+ var db = [];
+
+ for ( var i = 0; i < add; i++ ) {
+
+ db.push( data[ pos++ ] );
+
+ }
+
+ label += String.fromCharCode.apply( null, db );
+
+ }
+
+ labelChanged = true;
+
+ return;
+
+ }
+
+ function cmd_STOP ( /* c */ ) {
+
+ if ( label ) label = '';
+
+ return true;
+
+ }
+
+ function cmd_TRIM_PLUS ( c ) { // v7 and previous
+
+ label = label.slice( 0, -16 );
+
+ if ( label.charAt( label.length - 1 ) === '.') label = label.slice( 0, -1 ); // strip trailing '.'
+
+ var parts = label.split( '.' );
+
+ parts.splice( -( c ) );
+ label = parts.join( '.' );
+
+ if ( label ) label += '.';
+ labelChanged = true;
+
+ return true;
+
+ }
+
+ function cmd_TRIM ( c ) { // v7 and previous
+
+ var trim = c - 15;
+
+ label = label.slice( 0, -trim );
+ labelChanged = true;
+
+ return true;
+
+ }
+
+ function cmd_DATE_V4 ( /* c */ ) {
+
+ pos += 4;
+
+ return true;
+
+ }
+
+ function cmd_DATE_V7 ( /* c */ ) {
+
+ pos += 2;
+
+ return true;
+
+ }
+
+ function cmd_DATE3_V7 ( /* c */ ) {
+
+ pos += 4;
+
+ return true;
+
+ }
+
+ function cmd_DATE2_V4 ( /* c */ ) {
+
+ pos += 8;
+
+ return true;
+
+ }
+
+ function cmd_DATE2_V7 ( /* c */ ) {
+
+ pos += 3;
+
+ return true;
+
+ }
+
+ function cmd_STYLE ( /* c */ ) {
+
+ return true;
+
+ }
+
+ function cmd_DATEV8_1 ( /* c */ ) {
+
+ pos += 2;
+
+ return true;
+
+ }
+
+ function cmd_DATEV8_2 ( /* c */ ) {
+
+ pos += 3;
+
+ return true;
+
+ }
+
+ function cmd_DATEV8_3 ( /* c */ ) {
+
+ pos += 4;
+
+ return true;
+ }
+
+ function cmd_DATE_NODATE ( /* c */ ) {
+
+ return true;
+
+ }
+
+ function cmd_LINE ( c ) {
+
+ var flags = c & 0x3f;
+
+ readLabel( flags );
+
+ if ( labelChanged && label !== '' ) {
+
+ // we have a new section name
+
+ var path = label.split( '.' );
+
+ var partLabel = path[ 0 ];
+
+ // save valid survey station prefixes
+
+ sectionLabels.add( partLabel );
+
+ for ( var i = 1, l = path.length; i < l; i++ ) {
+
+ partLabel = partLabel + '.' + path[ i ];
+ sectionLabels.add( partLabel );
+
+ }
+
+ // add it to the survey tree
+ sectionId = surveyTree.addPath( path ).id; // consumes path
+
+ labelChanged = false;
+
+ }
+
+ var coords = readCoordinates();
+
+ if ( flags & 0x01 ) {
+
+ legs.push( { coords: coords, type: LEG_SURFACE, survey: sectionId } );
+
+ } else if ( flags & 0x04 ) {
+
+ legs.push( { coords: coords, type: LEG_SPLAY, survey: sectionId } );
+
+ } else {
+
+ legs.push( { coords: coords, type: LEG_CAVE, survey: sectionId } );
+
+ }
+
+ lastPosition = coords;
+
+ return true;
+
+ }
+
+ function cmd_MOVE ( /* c */ ) {
+
+ // new set of line segments
+ if ( legs.length > 1 ) groups.push( legs );
+
+ legs = [];
+
+ // heuristic to detect line ends. lastPosition was presumably set in a line sequence therefore is at the end
+ // of a line, Add the current label, presumably specified in the last LINE, to a Set of lineEnds.
+
+ lineEnds.add( lastPosition.x + ':' + lastPosition.y + ':' + lastPosition.z );
+
+ var coords = readCoordinates();
+
+ legs.push( { coords: coords } );
+
+ lastPosition = coords;
+
+ return true;
+
+ }
+
+ function cmd_ERROR ( /* c */ ) {
+
+ /*
+
+ var l = new DataView( source, pos );
+
+ var legs = l.getInt32( 0, true );
+ var length = l.getInt32( 4, true );
+
+ var E = l.getInt32( 8, true );
+ var H = l.getInt32( 12, true );
+ var V = l.getInt32( 16, true );
+
+ */
+
+ pos += 20;
+
+ return true;
+
+ }
+
+ function cmd_LABEL ( c ) {
+
+ var flags = c & 0x7f;
+
+ readLabel( 0 );
+
+ if ( ! ( flags & 0x0E ) || flags & 0x20 ) { // skip surface only stations
+
+ pos += 12; //skip coordinates
+ return true;
+
+ }
+
+ var coords = readCoordinates();
+
+ var path = label.split( '.' );
+
+ var prefix = path.slice( 0, -1 ).join( '.' );
+
+ if ( path.length > 1 && ! sectionLabels.has( prefix ) ) {
+
+ // handle station names containing separator character
+
+ var i = 0;
+ var test = path[ i ];
+
+ while ( sectionLabels.has( test ) ) {
+
+ test = test + '.' + path[ ++ i ];
+
+ }
+
+ var last = path.slice( i ).join( '.' );
+
+ path = path.slice( 0, i );
+ path.push( last );
+
+ }
+
+ stations.set( label, coords );
+
+ surveyTree.addPath( path, { p: coords, type: ( flags & 0x04 ) ? STATION_ENTRANCE : STATION_NORMAL } );
+
+ return true;
+
+ }
+
+ function cmd_XSECT16 ( c ) {
+
+ var flags = c & 0x01;
+
+ readLabel( flags );
+
+ var l = new DataView( source, pos );
+
+ pos += 8;
+
+ return commonXSECT(
+ flags,
+ {
+ l: l.getInt16( 0, true ) / 100,
+ r: l.getInt16( 2, true ) / 100,
+ u: l.getInt16( 4, true ) / 100,
+ d: l.getInt16( 6, true ) / 100
+ }
+ );
+
+ }
+
+ function cmd_XSECT32 ( c ) {
+
+ var flags = c & 0x01;
+
+ readLabel( flags );
+
+ var l = new DataView( source, pos );
+
+ pos += 16;
+
+ return commonXSECT(
+ flags,
+ {
+ l: l.getInt32( 0, true ) / 100,
+ r: l.getInt32( 0, true ) / 100,
+ u: l.getInt32( 0, true ) / 100,
+ d: l.getInt32( 0, true ) / 100
+ }
+ );
+
+ }
+
+ function commonXSECT ( flags, lrud ) {
+
+ var position = stations.get( label );
+
+ if ( ! position ) return;
+
+ var station = label.split( '.' );
+
+ // get survey path by removing last component of station name
+ station.pop();
+
+ var surveyId = surveyTree.getIdByPath( station );
+
+ // FIXME to get a approach vector for the first XSECT in a run so we can add it to the display
+ xSects.push( { start: lastPosition, end: position, lrud: lrud, survey: surveyId } );
+
+ lastPosition = position;
+
+ // some XSECTS are not flagged as last in passage
+ // heuristic - the last line position before a move is an implied line end.
+ // cmd_MOVE saves these in the set lineEnds.
+ // this fixes up surveys that display incorrectly withg 'fly-back' artefacts in Aven and Loch.
+
+ var endRun = false;
+
+ if ( flags ) {
+
+ endRun = true;
+
+ } else if ( lineEnds.has( [ position.x, position.y, position.z ].toString() ) ) {
+
+ endRun = true;
+// console.warn( 'unterminated LRUD passage at ', label );
+
+ }
+
+ if ( endRun ) {
+
+ if ( xSects.length > 0 ) xGroups.push( xSects );
+
+ lastPosition = { x: 0, y: 0, z: 0 };
+ xSects = [];
+
+ }
+
+ return true;
+
+ }
+
+ // functions aliased at runtime as required
+
+ function __readCoordinatesProjected () {
+
+ var l = new DataView( source, pos );
+
+ var projectedCoords = self.projection.forward( {
+ x: l.getInt32( 0, true ) / 100,
+ y: l.getInt32( 4, true ) / 100
+ } );
+
+ var coords = {
+ x: projectedCoords.x,
+ y: projectedCoords.y,
+ z: l.getInt32( 8, true ) / 100
+ };
+
+ min.x = Math.min( coords.x, min.x );
+ min.y = Math.min( coords.y, min.y );
+ min.z = Math.min( coords.z, min.z );
+
+ max.x = Math.max( coords.x, max.x );
+ max.y = Math.max( coords.y, max.y );
+ max.z = Math.max( coords.z, max.z );
+
+ pos += 12;
+
+ return coords;
+
+ }
+
+ function __readCoordinates () {
+
+ var l = new DataView( source, pos );
+
+ var coords = {
+ x: l.getInt32( 0, true ) / 100,
+ y: l.getInt32( 4, true ) / 100,
+ z: l.getInt32( 8, true ) / 100
+ };
+
+ min.x = Math.min( coords.x, min.x );
+ min.y = Math.min( coords.y, min.y );
+ min.z = Math.min( coords.z, min.z );
+
+ max.x = Math.max( coords.x, max.x );
+ max.y = Math.max( coords.y, max.y );
+ max.z = Math.max( coords.z, max.z );
+
+ pos += 12;
+
+ return coords;
+
+ }
+
+};
+
+Svx3dHandler.prototype.getLineSegments = function () {
+
+ var lineSegments = [];
+ var groups = this.groups;
+ var offsets = this.offsets;
+
+ for ( var i = 0, l = groups.length; i < l; i++ ) {
+
+ var g = groups[ i ];
+
+ for ( var v = 0, vMax = g.length - 1; v < vMax; v++ ) {
+
+ // create vertex pairs for each line segment.
+ // all vertices except first and last are duplicated.
+ var from = g[ v ];
+ var to = g[ v + 1 ];
+
+
+ // move coordinates around origin
+
+ from.coords.x -= offsets.x;
+ from.coords.y -= offsets.y;
+ from.coords.z -= offsets.z;
+
+ var fromCoords = from.coords;
+ var toCoords = to.coords;
+
+ // skip repeated points ( co-located stations )
+ if ( fromCoords.x === toCoords.x && fromCoords.y === toCoords.y && fromCoords.z === toCoords.z ) continue;
+
+ lineSegments.push( { from: fromCoords, to: toCoords, type: to.type, survey: to.survey } );
+
+ }
+
+ // move coordinates around origin
+
+ to.coords.x -= offsets.x;
+ to.coords.y -= offsets.y;
+ to.coords.z -= offsets.z;
+
+ }
+
+ return lineSegments;
+
+};
+
+Svx3dHandler.prototype.getTerrainDimensions = function () {
+
+ return { lines: 0, samples: 0 };
+
+};
+
+Svx3dHandler.prototype.getTerrainBitmap = function () {
+
+ return false;
+
+};
+
+Svx3dHandler.prototype.getSurvey = function () {
+
+ return {
+ title: this.fileName,
+ surveyTree: this.surveyTree,
+ sourceCRS: this.sourceCRS,
+ targetCRS: this.targetCRS,
+ limits: this.limits,
+ offsets: this.offsets,
+ lineSegments: this.getLineSegments(),
+ crossSections: this.xGroups,
+ scraps: [],
+ hasTerrain: false,
+ metadata: this.metadata
+ };
+
+};
+
+
+
+// EOF + +function loxHandler ( fileName ) {
+
+ this.fileName = fileName;
+ this.scraps = [];
+ this.faults = [];
+ this.lineSegments = [];
+ this.xGroups = [];
+ this.surveyTree = new Tree( '', 0 );
+ this.terrain = {};
+ this.hasTerrain = false;
+
+}
+
+loxHandler.prototype.constructor = loxHandler;
+
+loxHandler.prototype.type = 'arraybuffer';
+loxHandler.prototype.isRegion = 'false';
+
+loxHandler.prototype.parse = function( dataStream, metadata ) {
+
+ this.metadata = metadata;
+
+ var lineSegments = [];
+ var stations = [];
+ var self = this;
+ var surveyTree = this.surveyTree;
+
+ // assumes little endian data ATM - FIXME
+
+ var source = dataStream;
+ var pos = 0; // file position
+ var dataStart;
+ var f = new DataView( source, 0 );
+ var l = source.byteLength;
+
+ var xGroup = [];
+ var lastTo;
+
+ // range
+
+ var min = { x: Infinity, y: Infinity, z: Infinity };
+ var max = { x: -Infinity, y: -Infinity, z: -Infinity };
+
+ while ( pos < l ) readChunkHdr();
+
+ this.lineSegments = lineSegments;
+
+ // Drop data to give GC a chance ASAP
+ source = null;
+
+ this.limits = {
+ min: min,
+ max: max
+ };
+
+ var offsets = {
+ x: ( min.x + max.x ) / 2,
+ y: ( min.y + max.y ) / 2,
+ z: ( min.z + max.z ) / 2
+ };
+
+ this.offsets = offsets;
+
+ // convert to origin centered coordinates
+
+ var i, j, coords, vertices;
+
+ for ( i = 0; i < stations.length; i++ ) {
+
+ coords = stations[ i ];
+
+ coords.x -= offsets.x;
+ coords.y -= offsets.y;
+ coords.z -= offsets.z;
+
+ }
+
+ var scraps = this.scraps;
+
+ // covert scraps coordinates
+
+ for ( i = 0; i < scraps.length; i++ ) {
+
+ vertices = scraps[ i ].vertices;
+
+ for ( j = 0; j < vertices.length; j++ ) {
+
+ coords = vertices[ j ];
+
+ coords.x -= offsets.x;
+ coords.y -= offsets.y;
+ coords.z -= offsets.z;
+
+ }
+
+ }
+
+ return this;
+
+ // .lox parsing functions
+
+ function readChunkHdr () {
+
+ var m_type = readUint();
+ var m_recSize = readUint();
+ var m_recCount = readUint();
+ var m_dataSize = readUint();
+ var doFunction;
+
+ // offset of data region for out of line strings/images/scrap data.
+ dataStart = pos + m_recSize;
+
+ switch ( m_type ) {
+
+ case 1:
+
+ doFunction = readSurvey;
+
+ break;
+
+ case 2:
+
+ doFunction = readStation;
+
+ break;
+
+ case 3:
+
+ doFunction = readShot;
+
+ break;
+
+ case 4:
+
+ doFunction = readScrap;
+
+ break;
+
+ case 5:
+
+ doFunction = readSurface;
+
+ break;
+
+ case 6:
+
+ doFunction = readSurfaceBMP;
+
+ break;
+
+ default:
+
+ console.warn( 'unknown chunk header. type : ', m_type );
+
+ }
+
+ if ( doFunction !== undefined ) {
+
+ for ( var i = 0; i < m_recCount; i++ ) {
+
+ doFunction();
+
+ }
+
+ }
+
+ skipData( m_dataSize );
+
+ }
+
+ function readUint () {
+
+ var i = f.getUint32( pos, true );
+
+ pos += 4;
+
+ return i;
+
+ }
+
+ function skipData ( i ) {
+
+ pos += i;
+
+ }
+
+ function readSurvey () {
+
+ var m_id = readUint();
+ var namePtr = readDataPtr();
+ var m_parent = readUint();
+ var titlePtr = readDataPtr();
+
+ if ( m_parent != m_id ) {
+
+ if ( ! surveyTree.addById( readString( namePtr ), m_id, m_parent ) ) console.warn( 'error constructing survey tree for', readString( titlePtr ) );
+
+ }
+
+ }
+
+ function readDataPtr () {
+
+ var m_position = readUint();
+ var m_size = readUint();
+
+ return { position: m_position, size: m_size };
+
+ }
+
+ function readString ( ptr ) {
+
+ // strings are null terminated. Igore last byte in string
+ var bytes = new Uint8Array( source, dataStart + ptr.position, ptr.size - 1 );
+
+ return String.fromCharCode.apply( null, bytes );
+
+ }
+
+ function readStation () {
+
+ var m_id = readUint();
+ var m_surveyId = readUint();
+ var namePtr = readDataPtr();
+
+ readDataPtr(); // commentPtr
+
+ var m_flags = readUint();
+ var coords = readCoords();
+
+ stations[ m_id ] = coords;
+
+ // add stations to surveyTree make station id negative to avoid clashes with survey id space.
+
+ // m_flags & 0x01 = surface
+
+ surveyTree.addById( readString( namePtr ), - m_id, m_surveyId, { p: coords, type: ( m_flags & 0x02 ) ? STATION_ENTRANCE : STATION_NORMAL } );
+
+ }
+
+ function readCoords () {
+
+ var f = new DataView( source, pos );
+
+ pos += 24;
+
+ coords = {
+ x: f.getFloat64( 0, true ),
+ y: f.getFloat64( 8, true ),
+ z: f.getFloat64( 16, true )
+ };
+
+ min.x = Math.min( coords.x, min.x );
+ min.y = Math.min( coords.y, min.y );
+ min.z = Math.min( coords.z, min.z );
+
+ max.x = Math.max( coords.x, max.x );
+ max.y = Math.max( coords.y, max.y );
+ max.z = Math.max( coords.z, max.z );
+
+ return coords;
+
+ }
+
+ function readShot () {
+
+ var m_from = readUint();
+ var m_to = readUint();
+
+ var fromLRUD = readLRUD();
+ var toLRUD = readLRUD();
+
+ var m_flags = readUint();
+
+ var m_sectionType = readUint();
+
+ var m_surveyId = readUint();
+
+ f.getFloat64( pos, true ); // m_threshold
+
+ var type = LEG_CAVE;
+
+ pos += 8;
+
+ if ( m_flags & 0x01 ) type = LEG_SURFACE;
+ if ( m_flags & 0x08 ) type = LEG_SPLAY;
+
+ var from = stations[ m_from ];
+ var to = stations[ m_to ];
+
+ if ( m_sectionType !== 0x00 ) {
+
+ if ( m_from !== lastTo ) {
+
+ // new set of shots
+
+ xGroup = [];
+ self.xGroups.push( xGroup );
+
+ xGroup.push( { start: to, end: from, lrud: fromLRUD, survey: m_surveyId } );
+
+ }
+
+ xGroup.push( { start: from, end: to, lrud: toLRUD, survey: m_surveyId } );
+
+ }
+
+ if ( from.x === to.x && from.y === to.y && from.z === to.z ) return;
+
+ lineSegments.push( { from: from, to: to, type: type, survey: m_surveyId } );
+
+ lastTo = m_to;
+
+ }
+
+ function readLRUD () {
+
+ var f = new DataView( source, pos );
+
+ pos += 32;
+
+ return {
+ l: f.getFloat64( 0, true ),
+ r: f.getFloat64( 8, true ),
+ u: f.getFloat64( 16, true ),
+ d: f.getFloat64( 24, true )
+ };
+
+ }
+
+ function readScrap () {
+
+ readUint(); // m_id
+
+ var m_surveyId = readUint();
+
+ var m_numPoints = readUint();
+ var pointsPtr = readDataPtr();
+
+ var m_num3Angles = readUint();
+ var facesPtr = readDataPtr();
+
+ var scrap = { vertices: [], faces: [], survey: m_surveyId };
+ var lastFace;
+ var i, offset, f;
+
+ for ( i = 0; i < m_numPoints; i++ ) {
+
+ offset = dataStart + pointsPtr.position + i * 24; // 24 = 3 * sizeof( double )
+ f = new DataView( source, offset );
+
+ scrap.vertices.push( {
+ x: f.getFloat64( 0, true ),
+ y: f.getFloat64( 8, true ),
+ z: f.getFloat64( 16, true )
+ } );
+
+ }
+
+ // read faces from out of line data area
+
+ for ( i = 0; i < m_num3Angles; i++ ) {
+
+ offset = dataStart + facesPtr.position + i * 12; // 12 = 3 * sizeof( uint32 )
+ f = new DataView( source, offset );
+
+ var face = [
+ f.getUint32( 0, true ),
+ f.getUint32( 4, true ),
+ f.getUint32( 8, true )
+ ];
+
+ // check for face winding order == orientation
+
+ fix_direction: { if ( lastFace !== undefined ) {
+
+ var j;
+
+ for ( j = 0; j < 3; j++ ) { // this case triggers more often than those below.
+
+ if ( face[ j ] == lastFace[ ( j + 2 ) % 3 ] && face[ ( j + 1 ) % 3 ] == lastFace[ ( j + 3 ) % 3 ] ) {
+
+ face.reverse();
+ break fix_direction;
+
+ }
+
+ }
+
+ for ( j = 0; j < 3; j++ ) {
+
+ if ( face[ j ] == lastFace[ j ] && face[ ( j + 1 ) % 3 ] == lastFace[ ( j + 1 ) % 3 ] ) {
+
+ face.reverse();
+ break fix_direction;
+
+ }
+
+ }
+
+ for ( j = 0; j < 3; j++ ) {
+
+ if ( face[ j ] == lastFace[ ( j + 1 ) % 3 ] && face[ ( j + 1 ) % 3 ] == lastFace[ ( j + 2 ) % 3 ] ) {
+
+ face.reverse();
+ break fix_direction;
+
+ }
+
+ }
+
+ } }
+
+ scrap.faces.push( face );
+ lastFace = face;
+
+ }
+
+ self.scraps.push( scrap );
+
+ }
+
+ function readSurface () {
+
+ readUint(); // m_id
+
+ var m_width = readUint();
+ var m_height = readUint();
+
+ var surfacePtr = readDataPtr();
+ var m_calib = readCalibration();
+
+ var ab = source.slice( pos, pos + surfacePtr.size ); // required for 64b alignment
+
+ var dtm = new Float64Array( ab, 0 );
+
+ // flip y direction
+
+ var data = [];
+
+ for ( var i = 0; i < m_height; i++ ) {
+
+ var offset = ( m_height - 1 - i ) * m_width;
+
+ for ( var j = 0; j < m_width; j++ ) {
+
+ data.push( dtm[ offset + j ] );
+
+ }
+
+ }
+
+ var terrain = self.terrain;
+
+ terrain.dtm = {
+ data: data,
+ samples: m_width,
+ lines: m_height,
+ xOrigin: m_calib[ 0 ],
+ yOrigin: m_calib[ 1 ],
+ xx: m_calib[ 2 ],
+ xy: m_calib[ 3 ],
+ yx: m_calib[ 4 ],
+ yy: m_calib[ 5 ]
+ };
+
+ self.hasTerrain = true;
+
+ }
+
+ function readCalibration () {
+
+ var f = new DataView( source, pos );
+ var m_calib = [];
+
+ m_calib[ 0 ] = f.getFloat64( 0, true ); // x origin
+ m_calib[ 1 ] = f.getFloat64( 8, true ); // y origin
+ m_calib[ 2 ] = f.getFloat64( 16, true ); // xx ( 2 x 2 ) rotate and scale matrix
+ m_calib[ 3 ] = f.getFloat64( 24, true ); // xy "
+ m_calib[ 4 ] = f.getFloat64( 32, true ); // yx "
+ m_calib[ 5 ] = f.getFloat64( 40, true ); // yy "
+
+ pos += 48;
+
+ return m_calib;
+
+ }
+
+ function readSurfaceBMP () {
+
+ readUint(); // m_type
+ readUint(); // m_surfaceId
+
+ var imagePtr = readDataPtr();
+
+ var m_calib = readCalibration();
+
+ self.terrain.bitmap = {
+ image: extractImage( imagePtr ),
+ xOrigin: m_calib[ 0 ],
+ yOrigin: m_calib[ 1 ],
+ xx: m_calib[ 2 ],
+ xy: m_calib[ 3 ],
+ yx: m_calib[ 4 ],
+ yy: m_calib[ 5 ]
+ };
+
+ }
+
+ function extractImage ( imagePtr ) {
+
+ var imgData = new Uint8Array( source, dataStart + imagePtr.position, imagePtr.size );
+ var type;
+
+ var b1 = imgData[ 0 ];
+ var b2 = imgData[ 1 ];
+
+ if ( b1 === 0xff && b2 === 0xd8 ) {
+
+ type = 'image/jpeg';
+
+ } else if ( b1 === 0x89 && b2 === 0x50 ) {
+
+ type = 'image/png';
+
+ }
+
+ if ( ! type ) return '';
+
+ var blob = new Blob( [ imgData ], { type: type } );
+ var blobURL = URL.createObjectURL( blob );
+
+ return blobURL;
+
+ }
+
+};
+
+loxHandler.prototype.getSurvey = function () {
+
+ return {
+ title: this.fileName,
+ surveyTree: this.surveyTree,
+ sourceCRS: null,
+ targetCRS: null,
+ lineSegments: this.lineSegments,
+ crossSections: this.xGroups,
+ scraps: this.scraps,
+ hasTerrain: this.hasTerrain,
+ metadata: this.metadata,
+ terrain: this.terrain,
+ limits: this.limits,
+ offsets: this.offsets
+ };
+
+};
+
+
+
+// EOF + +// Survex kml file handler
+
+//import { LEG_CAVE, LEG_SPLAY, LEG_SURFACE, STATION_NORMAL, STATION_ENTRANCE } from '../core/constants';
+function kmlHandler ( fileName ) {
+
+ this.fileName = fileName;
+ this.groups = [];
+ this.surface = [];
+ this.xGroups = [];
+ this.surveyTree = new Tree();
+ this.sourceCRS = null;
+ this.targetCRS = 'EPSG:3857'; // "web mercator"
+ this.projection = null;
+
+}
+
+kmlHandler.prototype.constructor = kmlHandler;
+
+kmlHandler.prototype.type = 'document';
+kmlHandler.prototype.isRegion = 'false';
+kmlHandler.prototype.mimeType = 'text/xml';
+
+kmlHandler.prototype.parse = function ( dataStream, metadata ) {
+
+ this.metadata = metadata;
+
+ console.log( 'x', dataStream );
+ for ( var n in dataStream ) {
+
+ console.log( ':', n );
+
+ }
+
+ return this;
+
+};
+
+
+kmlHandler.prototype.getLineSegments = function () {
+
+ var lineSegments = [];
+ var groups = this.groups;
+ var offsets = this.offsets;
+
+ for ( var i = 0, l = groups.length; i < l; i++ ) {
+
+ var g = groups[ i ];
+
+ for ( var v = 0, vMax = g.length - 1; v < vMax; v++ ) {
+
+ // create vertex pairs for each line segment.
+ // all vertices except first and last are duplicated.
+ var from = g[ v ];
+ var to = g[ v + 1 ];
+
+
+ // move coordinates around origin
+
+ from.coords.x -= offsets.x;
+ from.coords.y -= offsets.y;
+ from.coords.z -= offsets.z;
+
+ var fromCoords = from.coords;
+ var toCoords = to.coords;
+
+ // skip repeated points ( co-located stations )
+ if ( fromCoords.x === toCoords.x && fromCoords.y === toCoords.y && fromCoords.z === toCoords.z ) continue;
+
+ lineSegments.push( { from: fromCoords, to: toCoords, type: to.type, survey: to.survey } );
+
+ }
+
+ // move coordinates around origin
+
+ to.coords.x -= offsets.x;
+ to.coords.y -= offsets.y;
+ to.coords.z -= offsets.z;
+
+ }
+
+ return lineSegments;
+
+};
+
+kmlHandler.prototype.getTerrainDimensions = function () {
+
+ return { lines: 0, samples: 0 };
+
+};
+
+kmlHandler.prototype.getTerrainBitmap = function () {
+
+ return false;
+
+};
+
+kmlHandler.prototype.getSurvey = function () {
+
+ return {
+ title: this.fileName,
+ surveyTree: this.surveyTree,
+ sourceCRS: this.sourceCRS,
+ targetCRS: this.targetCRS,
+ limits: this.limits,
+ offsets: this.offsets,
+ lineSegments: this.getLineSegments(),
+ crossSections: this.xGroups,
+ scraps: [],
+ hasTerrain: false,
+ metadata: this.metadata
+ };
+
+};
+
+
+
+// EOF + +function RegionHandler ( filename ) {
+
+ this.filename = filename;
+ this.box = new Box3();
+
+}
+
+RegionHandler.prototype.constructor = RegionHandler;
+
+RegionHandler.prototype.type = 'json';
+RegionHandler.prototype.isRegion = 'true';
+
+RegionHandler.prototype.parse = function ( dataStream ) {
+
+ this.data = dataStream;
+
+ var entrances = [];
+ var caves = this.data.caves;
+ var caveName;
+
+ var min = this.box.min;
+ var max = this.box.max;
+
+ for ( caveName in caves ) {
+
+ var i;
+ var e = caves[ caveName ].entrances;
+
+ for ( i = 0; i < e.length; i++ ) {
+
+ var entrance = e[ i ];
+
+ min.min( entrance.position );
+ max.max( entrance.position );
+
+ entrances.push( entrance );
+
+ }
+
+ }
+
+ this.data.entrances = entrances;
+ this.data.surveyTree = new Tree( this.data.title );
+
+};
+
+RegionHandler.prototype.getSurvey = function () {
+
+ return this.data;
+
+};
+
+RegionHandler.prototype.getLimits = function () {
+
+ return this.box;
+
+};
+
+
+
+// EOF + +function CaveLoader ( callback, progress ) {
+
+ if ( ! callback ) {
+
+ alert( 'No callback specified' );
+
+ }
+
+ this.callback = callback;
+ this.progress = progress;
+ this.dataResponse = null;
+ this.metadataResponse = null;
+ this.taskCount = 0;
+
+}
+
+CaveLoader.prototype.constructor = CaveLoader;
+
+CaveLoader.prototype.setHandler = function ( fileName ) {
+
+ var rev = fileName.split( '.' ).reverse();
+
+ this.extention = rev.shift().toLowerCase();
+
+ var handler;
+
+ switch ( this.extention ) {
+
+ case '3d':
+
+ handler = new Svx3dHandler( fileName );
+
+ break;
+
+ case 'lox':
+
+ handler = new loxHandler( fileName );
+
+ break;
+
+
+ case 'kml':
+
+ handler = new kmlHandler( fileName );
+
+ break;
+
+ case 'reg':
+ case 'json':
+
+ handler = new RegionHandler( fileName );
+
+ break;
+
+ default:
+
+ console.warn( 'Cave: unknown response extension [', self.extention, ']' );
+ return false;
+
+ }
+
+ this.handler = handler;
+
+ return true;
+
+};
+
+CaveLoader.prototype.loadURL = function ( fileName ) {
+
+ var self = this;
+ var prefix = getEnvironmentValue( 'surveyDirectory', '' );
+
+ // setup file handler
+ if ( ! this.setHandler( fileName ) ) {
+
+ alert( 'Cave: unknown file extension [' + self.extention + ']' );
+ return false;
+
+ }
+
+ var handler = this.handler;
+
+ this.doneCount = 0;
+ this.taskCount = handler.isRegion ? 1 : 2;
+
+ var loader = new FileLoader().setPath( prefix );
+
+ // request metadata file if not a region
+
+ if ( ! handler.isRegion ) {
+
+ loader.setResponseType( 'json' ).load( replaceExtension( fileName, 'json' ), _metadataLoaded, undefined, _metadataError );
+
+ }
+
+ if ( handler.mimeType !== undefined ) loader.setMimeType( 'text/xml' );
+
+ loader.setResponseType( handler.type );
+
+ loader.load( fileName, _dataLoaded, _progress, _dataError );
+
+ return true;
+
+ function _dataLoaded ( result ) {
+
+ self.doneCount++;
+ self.dataResponse = result;
+
+ if ( self.doneCount === self.taskCount ) self.callHandler();
+
+ }
+
+ function _metadataLoaded ( result ) {
+
+ self.doneCount++;
+ self.metadataResponse = result;
+
+ if ( self.doneCount === self.taskCount ) self.callHandler();
+
+ }
+
+ function _progress ( e ) {
+
+ if ( self.progress) self.progress( Math.round( 100 * e.loaded / e.total ) );
+
+ }
+
+ function _dataError ( event ) {
+
+ self.doneCount++;
+
+ console.warn( ' error event', event );
+
+ if ( self.doneCount === self.taskCount ) self.callHandler( fileName );
+
+ }
+
+ function _metadataError ( /* event */ ) {
+
+ self.doneCount++;
+
+ if ( self.doneCount === self.taskCount ) self.callHandler( fileName );
+
+ }
+
+};
+
+CaveLoader.prototype.loadFile = function ( file ) {
+
+ var self = this;
+ var fileName = file.name;
+
+ if ( ! this.setHandler( fileName ) ) {
+
+ alert( 'Cave: unknown file extension [' + this.extention + ']' );
+ return false;
+
+ }
+
+ var type = this.handler.type;
+ var fLoader = new FileReader();
+
+ fLoader.addEventListener( 'load', _loaded );
+ fLoader.addEventListener( 'progress', _progress );
+
+ switch ( type ) {
+
+ case 'arraybuffer':
+
+ fLoader.readAsArrayBuffer( file );
+
+ break;
+
+ default:
+
+ alert( 'unknown file data type' );
+ return false;
+
+ }
+
+ return true;
+
+ function _loaded () {
+
+ self.dataResponse = fLoader.result;
+ self.callHandler();
+
+ }
+
+ function _progress ( e ) {
+
+ if ( self.progress ) self.progress( Math.round( 100 * e.loaded / e.total ) );
+
+ }
+
+};
+
+CaveLoader.prototype.callHandler = function () {
+
+ if ( this.dataResponse === null ) {
+
+ this.callback( false );
+ return;
+
+ }
+
+ var data = this.dataResponse;
+ var metadata = this.metadataResponse;
+
+ this.dataResponse = null;
+ this.metadataResponse = null;
+
+ this.callback( this.handler.parse( data, metadata ) );
+
+};
+
+
+
+// EOF + +var cave;
+var caveLoader;
+var routes = null;
+
+var caveIndex = Infinity;
+var caveList = [];
+var guiState = {};
+var surveyTree;
+var currentTop;
+
+var isCaveLoaded = false;
+
+var container$2;
+
+var file;
+var progressBar;
+
+var terrainControls = [];
+var routeControls = [];
+
+var terrainOverlay = null;
+
+var legShadingModes = {
+ 'by height': SHADING_HEIGHT,
+ 'by leg length': SHADING_LENGTH,
+ 'by leg inclination': SHADING_INCLINATION,
+ 'height cursor': SHADING_CURSOR,
+ 'fixed': SHADING_SINGLE,
+ 'survey': SHADING_SURVEY,
+ 'route': SHADING_PATH
+};
+
+var surfaceShadingModes = {
+ 'by height': SHADING_HEIGHT,
+ 'by leg inclination': SHADING_INCLINATION,
+ 'height cursor': SHADING_CURSOR,
+ 'fixed': SHADING_SINGLE
+};
+
+var terrainShadingModes = {
+ 'Relief shading': SHADING_SHADED,
+ 'by height': SHADING_HEIGHT
+};
+
+var cameraViews = {
+ '<select viewpoint>': VIEW_NONE,
+ 'Plan': VIEW_PLAN,
+ 'N Elevation': VIEW_ELEVATION_N,
+ 'S Elevation': VIEW_ELEVATION_S,
+ 'E Elevation': VIEW_ELEVATION_E,
+ 'W Elevation': VIEW_ELEVATION_W
+};
+
+var cameraModes = {
+ 'Orthographic': CAMERA_ORTHOGRAPHIC,
+ 'Perspective': CAMERA_PERSPECTIVE
+};
+
+function init$2 ( domID, configuration ) { // public method
+
+ container$2 = document.getElementById( domID );
+
+ if ( ! container$2 ) {
+
+ alert( 'No container DOM object [' + domID + '] available' );
+ return;
+
+ }
+
+ progressBar = new ProgressBar( container$2 );
+
+ Viewer.init( domID, configuration );
+
+ caveLoader = new CaveLoader( caveLoaded, progress );
+
+ // event handlers
+ document.addEventListener( 'keydown', keyDown );
+
+ container$2.addEventListener( 'drop', handleDrop );
+ container$2.addEventListener( 'dragover', handleDragover );
+
+ Object.defineProperty( guiState, 'file', {
+ get: function () { return file; },
+ set: function ( value ) { loadCave$1( value ); file = value; },
+ } );
+
+
+ Viewer.addEventListener( 'change', Page.handleChange );
+ Viewer.addEventListener( 'change', handleChange );
+
+ Viewer.addEventListener( 'newCave', viewComplete );
+
+}
+
+function setControlsVisibility( list, visible ) {
+
+ var display = visible ? 'block' : 'none';
+ var element;
+
+ for ( var i = 0, l = list.length; i < l; i++ ) {
+
+ element = list[ i ];
+
+ if ( element === null ) continue;
+
+ element.style.display = display;
+
+ }
+
+}
+
+function handleChange ( event ) {
+
+ // change UI dynamicly to only display useful controls
+ switch ( event.name ) {
+
+ case 'routeEdit':
+
+ setControlsVisibility( routeControls, Viewer.routeEdit );
+
+ break;
+
+ case 'terrain':
+
+ setControlsVisibility( terrainControls, Viewer.terrain );
+
+ case 'terrainShading': // eslint-disable-line no-fallthrough
+
+ // only show overlay selection when terrain shading is set to overlay
+ if ( Viewer.terrain && terrainOverlay && Viewer.terrainShading === SHADING_OVERLAY ) {
+
+ terrainOverlay.style.display = 'block';
+
+ } else if ( terrainOverlay ) {
+
+ terrainOverlay.style.display = 'none';
+
+ }
+
+ break;
+
+ }
+
+}
+
+function initSelectionPage () {
+
+ var titleBar = document.createElement( 'div' );
+ var page;
+ var depth = 0;
+ var currentHover = 0;
+
+ var stringCompare = new Intl.Collator( 'en-GB', { numeric: true } ).compare;
+
+ currentTop = surveyTree;
+
+ if ( ! isCaveLoaded ) return;
+
+ page = new Page( 'icon_explore' );
+
+ page.addHeader( 'Selection' );
+
+ titleBar.id = 'ui-path';
+
+ page.addListener( titleBar, 'click', _handleSelectTopSurvey );
+
+ page.appendChild( titleBar );
+
+ page.addSlide( _displayPanel( currentTop ), depth, _handleSelectSurvey );
+
+ var redraw = container$2.clientHeight; // eslint-disable-line no-unused-vars
+
+ page.addListener( Viewer, 'change', _handleChange );
+
+ return;
+
+ function _handleChange( event ) {
+
+ if ( ! isCaveLoaded ) return;
+
+ if ( event.name === 'section' || event.name === 'shadingMode' || event.name === 'splays' ) {
+
+ page.replaceSlide( _displayPanel( currentTop ), depth, _handleSelectSurvey );
+
+ }
+
+ }
+
+ function _displayPanel ( top ) {
+
+ var ul;
+ var tmp;
+ var span;
+
+ var surveyColourMap = SurveyColours.getSurveyColourMap( surveyTree, Viewer.section );
+
+ while ( tmp = titleBar.firstChild ) titleBar.removeChild( tmp ); // eslint-disable-line no-cond-assign
+
+ if ( top.parent === null ) {
+
+ titleBar.textContent = ( top.name === '' ) ? '[model]' : top.name;
+
+ } else {
+
+ span = document.createElement( 'span' );
+ span.textContent = ' \u25C4';
+
+ page.addListener( span, 'click', _handleSelectSurveyBack );
+
+ titleBar.appendChild( span );
+ titleBar.appendChild( document.createTextNode( ' ' + top.name ) );
+
+ }
+
+ ul = document.createElement( 'ul' );
+
+ var children = top.children;
+
+ if ( ! children.sorted ) {
+
+ children.sort( _sortSurveys );
+ children.sorted = true;
+
+ }
+
+ // FIXME need to add listener to allow survey list to be updated on dynamic load of survey
+
+ top.forEachChild( _addLine );
+
+ currentTop = top;
+
+ page.addListener( ul, 'mouseover', _handleMouseover );
+ page.addListener( ul, 'mouseleave', _handleMouseleave );
+
+ return ul;
+
+ function _addLine ( child ) {
+
+ if ( child.hitCount === 0 && ! Viewer.splays ) return; // skip spays if not displayed
+
+ var li = document.createElement( 'li' );
+ var txt = document.createTextNode( child.name );
+ var key = document.createElement( 'span' );
+
+ li.id = 'sv' + child.id;
+
+ if ( Viewer.section === child.id ) li.classList.add( 'selected' );
+
+ if ( child.hitCount === undefined ) {
+
+ var colour;
+
+ if ( Viewer.shadingMode === SHADING_SURVEY && surveyColourMap[ child.id ] !== undefined ) {
+
+ colour = surveyColourMap[ child.id ].getHexString();
+
+ } else {
+
+ colour = '444444';
+
+ }
+
+ key.style.color = '#' + colour;
+ key.textContent = '\u2588 ';
+
+ } else if ( child.type !== undefined && child.type === STATION_ENTRANCE ) {
+
+ key.style.color = 'yellow';
+ key.textContent = '\u2229 ';
+
+ } else if ( child.hitCount > 2 ) { // station at junction
+
+ key.style.color = 'yellow';
+ key.textContent = '\u25fc ';
+
+ } else if ( child.hitCount === 0 ) { // end of splay
+
+ key.style.color = 'red';
+ key.textContent = '\u25fb ';
+
+ } else { // normal station in middle or end of leg
+
+ key.style.color = 'red';
+ key.textContent = '\u25fc ';
+
+ }
+
+ li.appendChild( key );
+ li.appendChild( txt );
+
+ if ( child.children.length > 0 ) {
+
+ var descend = document.createElement( 'div' );
+
+ descend.classList.add( 'descend-tree' );
+ descend.id = 'ssv' + child.id;
+ descend.textContent = '\u25bA';
+
+ li.appendChild( descend );
+
+ }
+
+ ul.appendChild( li );
+
+ }
+
+ function _sortSurveys ( s1, s2 ) {
+
+ return stringCompare( s1.name, s2.name );
+
+ }
+
+ }
+
+ function _handleMouseleave ( event ) {
+
+ event.stopPropagation();
+ Viewer.highlight = 0;
+
+ }
+
+ function _handleMouseover ( event ) {
+
+ event.stopPropagation();
+
+ var target = event.target;
+
+ if ( target.nodeName !== 'LI' ) return;
+
+ var id = Number( target.id.split( 'v' )[ 1 ] );
+
+ if ( id !== currentHover ) {
+
+ Viewer.highlight = ( Viewer.section !== id ) ? id : 0;
+ currentHover = id;
+
+ }
+
+ return false;
+
+ }
+
+ function _handleSelectSurveyBack ( event ) {
+
+ event.stopPropagation();
+
+ if ( currentTop.parent === null ) return;
+
+ page.replaceSlide( _displayPanel( currentTop.parent ), --depth, _handleSelectSurvey );
+
+ }
+
+ function _handleSelectTopSurvey ( /* event */ ) {
+
+ Viewer.section = currentTop.id;
+
+ }
+
+ function _handleSelectSurvey ( event ) {
+
+ var target = event.target;
+ var id = Number( target.id.split( 'v' )[ 1 ] );
+
+ event.stopPropagation();
+
+ switch ( target.nodeName ) {
+
+ case 'LI':
+
+ Viewer.section = ( Viewer.section !== id ) ? id : 0;
+ Viewer.setPOI = true;
+
+ break;
+
+ case 'DIV':
+
+ if ( id ) page.replaceSlide( _displayPanel( currentTop.findById( id ) ), ++depth, _handleSelectSurvey );
+
+ break;
+
+ }
+
+ }
+
+}
+
+function initRoutePage () {
+
+ var page = new Page( 'icon_route', _onTop );
+ var routeSelector;
+ var getNewRouteName;
+ var routeNames = routes.getRouteNames();
+
+ page.addHeader( 'Routes' );
+
+ page.addCheckbox( 'Edit Routes', Viewer, 'routeEdit' );
+
+ routeSelector = page.addSelect( 'Current Route', routeNames, routes, 'setRoute' );
+
+ routeControls.push( page.addButton( 'Save', _saveRoute ) );
+
+ routeControls.push( page.addTextBox( 'New Route', '---', function ( getter ) { getNewRouteName = getter; } ) );
+
+ routeControls.push( page.addButton( 'Add', _newRoute ) );
+
+ routeControls.push( page.addDownloadButton( 'Download', Viewer.getMetadata, replaceExtension( file, 'json' ) ) );
+
+ setControlsVisibility( routeControls, false );
+
+ page.addListener( routes, 'changed', Page.handleChange );
+
+ return;
+
+ function _newRoute () {
+
+ routes.addRoute( getNewRouteName() );
+
+ // update selector
+
+ routeSelector = page.addSelect( 'Current Route', routes.getRouteNames(), routes, 'setRoute', routeSelector );
+
+ }
+
+ function _saveRoute () {
+
+ routes.saveCurrent();
+
+ }
+
+ function _onTop () {
+
+ // when selecting route editing mode - select correct leg shading mode
+ Viewer.shadingMode = SHADING_PATH;
+
+ // display first route if present
+
+ if ( ! routes.setRoute && routeNames.length > 0 ) routes.setRoute = routeNames[ 0 ];
+
+ }
+
+}
+
+function initHelpPage () {
+
+ var help = new Page( 'icon_help' );
+ var dl;
+
+ help.addHeader( 'Help - key commands' );
+
+ help.addHeader( 'Shading' );
+
+ dl = document.createElement( 'dl' );
+
+ _addKey( '1', 'height' );
+ _addKey( '2', 'leg angle' );
+ _addKey( '3', 'leg length' );
+ _addKey( '4', 'height cursor ' );
+ _addKey( '5', 'single colour' );
+ _addKey( '6', 'survey section' );
+ _addKey( '7', 'route' );
+ _addKey( '8', 'depth from surface' );
+ _addKey( '9', 'depth cursor' );
+
+ _addKey( '[', 'move depth cursor up' );
+ _addKey( ']', 'move depth cursor down' );
+
+ if ( caveList.length > 0 ) _addKey( 'n', 'next cave' );
+
+ help.appendChild( dl );
+
+ help.addHeader( 'View' );
+
+ dl = document.createElement( 'dl' );
+
+ _addKey( 'O', 'orthogonal view' );
+ _addKey( 'P', 'perspective view' );
+ _addKey( 'R', 'reset to plan view' );
+ _addKey( '.', 'center view on last feature selected' );
+
+ help.appendChild( dl );
+
+ help.addHeader( 'Visibility' );
+
+ dl = document.createElement( 'dl' );
+
+ _addKey( 'C', 'scraps on/off [lox only]' );
+ _addKey( 'J', 'station labels on/off' );
+ _addKey( 'L', 'labels on/off' );
+ _addKey( 'Q', 'splay legs on/off' );
+ _addKey( 'S', 'surface legs on/off' );
+ _addKey( 'T', 'terrain on/off' );
+ _addKey( 'W', 'LRUD walls on/off' );
+ _addKey( 'Z', 'stations on/off' );
+
+ _addKey( '', '-' );
+
+ _addKey( '<', 'Decrease terrain opacity' );
+ _addKey( '>', 'Increase terrain opacity' );
+
+ help.appendChild( dl );
+
+ help.addHeader( 'Selection' );
+
+ dl = document.createElement( 'dl' );
+
+ _addKey( 'V', 'Remove all except selected section' );
+
+ help.appendChild( dl );
+
+ function _addKey( key, description ) {
+
+ var dt = document.createElement( 'dt' );
+ var dd = document.createElement( 'dd' );
+
+ dt.textContent = key;
+ dd.textContent = description;
+
+ dl.appendChild( dt );
+ dl.appendChild( dd );
+
+ }
+
+}
+
+function initInfoPage () {
+
+ var page = new Page( 'icon_info' );
+
+ page.addHeader( 'Information' );
+
+ page.addText( 'CaveView v' + VERSION + ' - a work in progress 3d cave viewer for Survex (.3d) and Therion (.lox) models.' );
+
+ page.addText( 'Requires a browser supporting WebGL (IE 11+ and most other recent browsers), no plugins required. Created using the THREE.js 3D library and chroma,js colour handling library.' );
+
+}
+
+function initSettingsPage () {
+
+ // reset
+
+ var legShadingModesActive = Object.assign( {}, legShadingModes );
+
+ if ( Viewer.hasTerrain ) {
+
+ legShadingModesActive[ 'depth' ] = SHADING_DEPTH;
+ legShadingModesActive[ 'depth cursor' ] = SHADING_DEPTH_CURSOR;
+
+ }
+
+ var page = new Page( 'icon_settings' );
+
+ page.addHeader( 'Survey' );
+
+ if ( caveList.length > 0 ) page.addSelect( 'File', caveList, guiState, 'file' );
+
+ page.addHeader( 'View' );
+
+ page.addSelect( 'Camera Type', cameraModes, Viewer, 'cameraType' );
+ page.addSelect( 'View', cameraViews, Viewer, 'view' );
+
+ page.addRange( 'Vertical scaling', Viewer, 'zScale' );
+
+ page.addCheckbox( 'Auto Rotate', Viewer, 'autoRotate' );
+
+ page.addRange( 'Rotation Speed', Viewer, 'autoRotateSpeed' );
+
+ page.addHeader( 'Shading' );
+
+ page.addSelect( 'Underground Legs', legShadingModesActive, Viewer, 'shadingMode' );
+
+ page.addHeader( 'Visibility' );
+
+ if ( Viewer.hasEntrances ) page.addCheckbox( 'Entrances', Viewer, 'entrances' );
+ if ( Viewer.hasStations ) page.addCheckbox( 'Stations', Viewer, 'stations' );
+ if ( Viewer.hasStationLabels ) page.addCheckbox( 'Station Labels', Viewer, 'stationLabels' );
+ if ( Viewer.hasSplays ) page.addCheckbox( 'Splay Legs', Viewer, 'splays' );
+ if ( Viewer.hasWalls ) page.addCheckbox( 'Walls (LRUD)', Viewer, 'walls' );
+ if ( Viewer.hasScraps ) page.addCheckbox( 'Scraps', Viewer, 'scraps' );
+ if ( Viewer.hasTraces ) page.addCheckbox( 'Dye Traces', Viewer, 'traces' );
+
+ page.addCheckbox( 'Indicators', Viewer, 'HUD' );
+ page.addCheckbox( 'Bounding Box', Viewer, 'box' );
+
+}
+
+function initSurfacePage () {
+
+ // reset
+ terrainOverlay = null;
+ terrainControls = [];
+
+ var page = new Page( 'icon_terrain' );
+
+ page.addHeader( 'Surface Features' );
+
+ if ( Viewer.hasSurfaceLegs ) {
+
+ page.addCheckbox( 'Surface Legs', Viewer, 'surfaceLegs' );
+ page.addSelect( 'Leg Shading', surfaceShadingModes, Viewer, 'surfaceShading' );
+
+ }
+
+ if ( Viewer.hasTerrain ) {
+
+ page.addHeader( 'Terrain' );
+
+ page.addCheckbox( 'Terrain', Viewer, 'terrain' );
+
+ var overlays = Viewer.terrainOverlays;
+ var terrainShadingModesActive = Object.assign( {}, terrainShadingModes );
+
+ if ( overlays.length > 0 ) terrainShadingModesActive[ 'map overlay' ] = SHADING_OVERLAY;
+
+ terrainControls.push( page.addSelect( 'Shading', terrainShadingModesActive, Viewer, 'terrainShading' ) );
+
+ if ( overlays.length > 1 ) {
+
+ terrainOverlay = page.addSelect( 'Overlay', overlays, Viewer, 'terrainOverlay' );
+ terrainControls.push( terrainOverlay );
+
+ }
+
+ terrainControls.push( page.addRange( 'Terrain opacity', Viewer, 'terrainOpacity' ) );
+
+ terrainControls.push( page.addCheckbox( 'Vertical datum shift', Viewer, 'terrainDatumShift' ) );
+
+ setControlsVisibility( terrainControls, false );
+
+ }
+
+}
+
+function initUI () {
+
+ Page.reset();
+
+ // create UI side panel and reveal tabs
+
+ initSettingsPage();
+ initSurfacePage();
+ initSelectionPage();
+ initRoutePage();
+ initInfoPage();
+ initHelpPage();
+
+ container$2.appendChild( Page.frame );
+
+}
+
+function handleDragover ( event ) {
+
+ event.preventDefault();
+ event.dataTransfer.dropEffect = 'copy';
+
+}
+
+function handleDrop ( event ) {
+
+ var dt = event.dataTransfer;
+
+ event.preventDefault();
+
+ if ( dt.files.length === 1 ) loadCaveLocalFile( dt.files[ 0 ] );
+
+}
+
+function resetUI () {
+
+ if ( isCaveLoaded ) {
+
+ isCaveLoaded = false;
+
+ Page.clear();
+
+ surveyTree = null;
+
+ }
+
+}
+
+function loadCaveList ( list ) {
+
+ caveList = list;
+ nextCave();
+
+}
+
+function nextCave () {
+
+ //cycle through caves in list provided
+ if ( caveList.length === 0 ) return false;
+
+ if ( ++caveIndex >= caveList.length ) caveIndex = 0;
+
+ guiState.file = caveList[ caveIndex ];
+
+}
+
+function loadCave$1 ( inFile ) {
+
+ file = inFile;
+
+ resetUI();
+ Viewer.clearView();
+
+ progressBar.Start( 'Loading file ' + file + ' ...' );
+
+ caveLoader.loadURL( file );
+
+
+}
+
+function loadCaveLocalFile ( file ) {
+
+ resetUI();
+ Viewer.clearView();
+
+ progressBar.Start( 'Loading file ' + file.name + ' ...' );
+
+ caveLoader.loadFile( file );
+
+}
+
+function progress ( pcent ) {
+
+ progressBar.Update( pcent );
+
+}
+
+function caveLoaded ( inCave ) {
+
+ cave = inCave;
+
+ // slight delay to allow repaint to display 100%.
+ setTimeout( _delayedTasks1, 100 );
+
+ function _delayedTasks1 () {
+
+ progressBar.End();
+ progressBar.Start( 'Rendering...' );
+
+ setTimeout( _delayedTasks2, 100 );
+
+ }
+
+ function _delayedTasks2 () {
+
+ Viewer.loadCave( cave );
+ progressBar.End();
+
+ // viewComplete executed as 'newCave'' event handler
+ }
+
+}
+
+function viewComplete () {
+
+ // display shading mode and initialize
+
+ Viewer.shadingMode = SHADING_HEIGHT;
+
+ surveyTree = Viewer.getSurveyTree();
+ routes = Viewer.getRoutes();
+
+ isCaveLoaded = true;
+
+ cave = null; // drop reference to cave to free heap space
+
+ initUI();
+
+}
+
+function keyDown ( event ) {
+
+ if ( ! isCaveLoaded ) return;
+
+ switch ( event.keyCode ) {
+
+ case 49: // change colouring scheme to depth - '1'
+
+ Viewer.shadingMode = SHADING_HEIGHT;
+
+ break;
+
+ case 50: // change colouring scheme to angle - '2'
+
+ Viewer.shadingMode = SHADING_INCLINATION;
+
+ break;
+
+ case 51: // change colouring scheme to length - '3'
+
+ Viewer.shadingMode = SHADING_LENGTH;
+
+ break;
+
+ case 52: // change colouring scheme to height cursor - '4'
+
+ Viewer.shadingMode = SHADING_CURSOR;
+
+ break;
+
+ case 53: // change colouring scheme to white - '5'
+
+ Viewer.shadingMode = SHADING_SINGLE;
+
+ break;
+
+ case 54: // change colouring scheme to per survey section - '6'
+
+ Viewer.shadingMode = SHADING_SURVEY;
+
+ break;
+
+ case 55: // change colouring scheme to per survey section - '7'
+
+ Viewer.shadingMode = SHADING_PATH;
+
+ break;
+
+ case 56: // change colouring scheme to per survey section - '8'
+
+ Viewer.shadingMode = SHADING_DEPTH;
+
+ break;
+
+ case 57: // change colouring scheme to depth - '9'
+
+ Viewer.shadingMode = SHADING_DEPTH_CURSOR;
+
+ break;
+
+ case 67: // toggle scraps visibility - 'c'
+
+ if ( Viewer.hasScraps ) Viewer.scraps = ! Viewer.scraps;
+
+ break;
+
+ case 68: // toggle dye traces visibility - 'd'
+
+ if ( Viewer.hasTraces ) Viewer.traces = ! Viewer.traces;
+
+ break;
+
+ case 73: // toggle entrance labels - 'i'
+
+ Viewer.developerInfo = true;
+
+ break;
+
+ case 74: // toggle entrance labels - 'j'
+
+ if ( Viewer.hasStationLabels ) Viewer.stationLabels = ! Viewer.stationLabels;
+
+ break;
+
+ case 76: // toggle entrance labels - 'l'
+
+ if ( Viewer.hasEntrances ) Viewer.entrances = ! Viewer.entrances;
+
+ break;
+
+ case 78: // load next cave in list - 'n'
+
+ nextCave();
+
+ break;
+
+ case 79: // switch view to orthoganal - 'o'
+
+ Viewer.cameraType = CAMERA_ORTHOGRAPHIC;
+
+ break;
+
+ case 80: // switch view to perspective -'p'
+
+ Viewer.cameraType = CAMERA_PERSPECTIVE;
+
+ break;
+
+ case 81: // switch view to perspective -'q'
+
+ if ( Viewer.hasSplays ) Viewer.splays = ! Viewer.splays;
+
+ break;
+
+ case 82: // reset camera positions and settings to initial plan view -'r'
+
+ Viewer.view = VIEW_PLAN;
+
+ break;
+
+ case 83: // switch view to perspective - 's'
+
+ if ( Viewer.hasSurfaceLegs ) Viewer.surfaceLegs = ! Viewer.surfaceLegs;
+
+ break;
+
+ case 84: // switch terrain on/off - 't'
+
+ if ( Viewer.hasTerrain ) Viewer.terrain = ! Viewer.terrain;
+
+ break;
+
+ case 86: // cut selected survey section - 'v'
+
+ resetUI();
+ Viewer.cut = true;
+
+ break;
+
+ case 87: // switch walls on/off - 'w'
+
+ if ( Viewer.hasWalls ) Viewer.walls = ! Viewer.walls;
+
+ break;
+
+ case 88: // look ast last POI - 'x'
+
+ Viewer.setPOI = true; // actual value here is ignored.
+
+ break;
+
+ case 90: // show station markers - 'z'
+
+ Viewer.stations = ! Viewer.stations;
+
+ break;
+
+ case 107: // increase cursor depth - '+' (keypad)
+ case 219: // '[' key
+
+ Viewer.cursorHeight++;
+
+ break;
+
+ case 109: // decrease cursor depth - '-' (keypad)
+ case 221: // ']' key
+
+ Viewer.cursorHeight--;
+
+ break;
+
+ case 188: // decrease terrain opacity '<' key
+
+ if ( Viewer.hasTerrain ) Viewer.terrainOpacity = Math.max( Viewer.terrainOpacity - 0.05, 0 );
+
+ break;
+
+ case 190: // increase terrain opacity '>' key
+
+ if ( Viewer.hasTerrain ) Viewer.terrainOpacity = Math.min( Viewer.terrainOpacity + 0.05, 1 );
+
+ break;
+
+ }
+
+}
+
+// export public interface
+
+var UI = {
+ init: init$2,
+ loadCave: loadCave$1,
+ loadCaveList: loadCaveList
+};
+
+
+// EOF + +exports.setEnvironment = setEnvironment; +exports.Viewer = Viewer; +exports.UI = UI; +exports.CaveLoader = CaveLoader; +exports.VERSION = VERSION; +exports.MATERIAL_LINE = MATERIAL_LINE; +exports.MATERIAL_SURFACE = MATERIAL_SURFACE; +exports.CAMERA_ORTHOGRAPHIC = CAMERA_ORTHOGRAPHIC; +exports.CAMERA_PERSPECTIVE = CAMERA_PERSPECTIVE; +exports.CAMERA_OFFSET = CAMERA_OFFSET; +exports.VIEW_NONE = VIEW_NONE; +exports.VIEW_PLAN = VIEW_PLAN; +exports.VIEW_ELEVATION_N = VIEW_ELEVATION_N; +exports.VIEW_ELEVATION_S = VIEW_ELEVATION_S; +exports.VIEW_ELEVATION_E = VIEW_ELEVATION_E; +exports.VIEW_ELEVATION_W = VIEW_ELEVATION_W; +exports.MOUSE_MODE_NORMAL = MOUSE_MODE_NORMAL; +exports.MOUSE_MODE_ROUTE_EDIT = MOUSE_MODE_ROUTE_EDIT; +exports.SHADING_HEIGHT = SHADING_HEIGHT; +exports.SHADING_LENGTH = SHADING_LENGTH; +exports.SHADING_INCLINATION = SHADING_INCLINATION; +exports.SHADING_CURSOR = SHADING_CURSOR; +exports.SHADING_SINGLE = SHADING_SINGLE; +exports.SHADING_SURVEY = SHADING_SURVEY; +exports.SHADING_OVERLAY = SHADING_OVERLAY; +exports.SHADING_SHADED = SHADING_SHADED; +exports.SHADING_DEPTH = SHADING_DEPTH; +exports.SHADING_PATH = SHADING_PATH; +exports.SHADING_DEPTH_CURSOR = SHADING_DEPTH_CURSOR; +exports.LEG_CAVE = LEG_CAVE; +exports.LEG_SPLAY = LEG_SPLAY; +exports.LEG_SURFACE = LEG_SURFACE; +exports.FEATURE_BOX = FEATURE_BOX; +exports.FEATURE_SELECTED_BOX = FEATURE_SELECTED_BOX; +exports.FEATURE_ENTRANCES = FEATURE_ENTRANCES; +exports.FEATURE_TERRAIN = FEATURE_TERRAIN; +exports.FEATURE_STATIONS = FEATURE_STATIONS; +exports.FEATURE_TRACES = FEATURE_TRACES; +exports.FACE_WALLS = FACE_WALLS; +exports.FACE_SCRAPS = FACE_SCRAPS; +exports.LABEL_STATION = LABEL_STATION; +exports.NORMAL = NORMAL; +exports.SURFACE = SURFACE; +exports.SPLAY = SPLAY; +exports.DIVING = DIVING; +exports.STATION_NORMAL = STATION_NORMAL; +exports.STATION_ENTRANCE = STATION_ENTRANCE; +exports.upAxis = upAxis; + +Object.defineProperty(exports, '__esModule', { value: true }); + +}))); |