diff --git a/exercises/static/exercises/assets/img/visual_odometry_3D_teaser.png b/exercises/static/exercises/assets/img/visual_odometry_3D_teaser.png new file mode 100644 index 000000000..a0981676b Binary files /dev/null and b/exercises/static/exercises/assets/img/visual_odometry_3D_teaser.png differ diff --git a/exercises/static/exercises/assets/kitti/dataset/sequences/01/image_0/000000.png b/exercises/static/exercises/assets/kitti/dataset/sequences/01/image_0/000000.png new file mode 100644 index 000000000..d677a306a Binary files /dev/null and b/exercises/static/exercises/assets/kitti/dataset/sequences/01/image_0/000000.png differ diff --git a/exercises/static/exercises/visual_odometry_3D/README.md b/exercises/static/exercises/visual_odometry_3D/README.md new file mode 100644 index 000000000..c0d0538e6 --- /dev/null +++ b/exercises/static/exercises/visual_odometry_3D/README.md @@ -0,0 +1 @@ +[Exercise Documentation Website](https://jderobot.github.io/RoboticsAcademy/exercises/ComputerVision/visual_odometry_3D) diff --git a/exercises/static/exercises/visual_odometry_3D/code/academy.py b/exercises/static/exercises/visual_odometry_3D/code/academy.py new file mode 100644 index 000000000..ebb727274 --- /dev/null +++ b/exercises/static/exercises/visual_odometry_3D/code/academy.py @@ -0,0 +1,7 @@ +from GUI import GUI +from HAL import HAL +# Enter sequential code! + +while True: + # Enter iterative code! + diff --git a/exercises/static/exercises/visual_odometry_3D/console.py b/exercises/static/exercises/visual_odometry_3D/console.py new file mode 100644 index 000000000..e1ef4115d --- /dev/null +++ b/exercises/static/exercises/visual_odometry_3D/console.py @@ -0,0 +1,18 @@ +# Functions to start and close console +import os +import sys + +def start_console(): + # Get all the file descriptors and choose the latest one + fds = os.listdir("/dev/pts/") + fds.sort() + console_fd = fds[-2] + + sys.stderr = open('/dev/pts/' + console_fd, 'w') + sys.stdout = open('/dev/pts/' + console_fd, 'w') + sys.stdin = open('/dev/pts/' + console_fd, 'w') + +def close_console(): + sys.stderr.close() + sys.stdout.close() + sys.stdin.close() diff --git a/exercises/static/exercises/visual_odometry_3D/exercise.py b/exercises/static/exercises/visual_odometry_3D/exercise.py new file mode 100644 index 000000000..fec43edaa --- /dev/null +++ b/exercises/static/exercises/visual_odometry_3D/exercise.py @@ -0,0 +1,385 @@ +#!/usr/bin/env python +import importlib +import json +import re +import subprocess +import sys +import threading +import time +from datetime import datetime + +import cv2 +import rospy +from console import close_console, start_console +from gui import GUI, ThreadGUI +from hal import HAL +from std_srvs.srv import Empty +from websocket_server import WebsocketServer + + +class Template: + # Initialize class variables + # self.ideal_cycle to run an execution for atleast 1 second + # self.process for the current running process + def __init__(self): + self.measure_thread = None + self.thread = None + self.reload = False + self.stop_brain = False + self.user_code = "" + + # Time variables + self.ideal_cycle = 80 + self.measured_cycle = 80 + self.iteration_counter = 0 + self.real_time_factor = 0 + self.frequency_message = {'brain': '', 'gui': '', 'rtf': ''} + + self.server = None + self.client = None + self.host = sys.argv[1] + + # Initialize the GUI and Console behind the scenes + self.hal = HAL() + self.gui = GUI(self.host, self.hal) + + # Function for saving + def save_code(self, source_code): + with open('code/academy.py', 'w') as code_file: + code_file.write(source_code) + + # Function for loading + def load_code(self): + with open('code/academy.py', 'r') as code_file: + source_code = code_file.read() + + return source_code + + # Function to parse the code + # A few assumptions: + # 1. The user always passes sequential and iterative codes + # 2. Only a single infinite loop + def parse_code(self, source_code): + # Check for save/load + if (source_code[:5] == "#save"): + source_code = source_code[5:] + self.save_code(source_code) + + return "", "", 1 + + elif (source_code[:5] == "#load"): + source_code = source_code + self.load_code() + self.server.send_message(self.client, source_code) + + return "", "", 1 + + else: + # Get the frequency of operation, convert to time_cycle and strip + + sequential_code, iterative_code = self.seperate_seq_iter(source_code) + return iterative_code, sequential_code + + # Function to parse code according to the debugging level + def debug_parse(self, source_code, debug_level): + if (debug_level == 1): + # If debug level is 0, then all the GUI operations should not be called + source_code = re.sub(r'GUI\..*', '', source_code) + + return source_code + + # Function to seperate the iterative and sequential code + def seperate_seq_iter(self, source_code): + if source_code == "": + return "", "" + + # Search for an instance of while True + infinite_loop = re.search(r'[^ ]while\s*\(\s*True\s*\)\s*:|[^ ]while\s*True\s*:|[^ ]while\s*1\s*:|[^ ]while\s*\(\s*1\s*\)\s*:', source_code) + + # Seperate the content inside while True and the other + # (Seperating the sequential and iterative part!) + try: + start_index = infinite_loop.start() + iterative_code = source_code[start_index:] + sequential_code = source_code[:start_index] + + # Remove while True: syntax from the code + # And remove the the 4 spaces indentation before each command + iterative_code = re.sub(r'[^ ]while\s*\(\s*True\s*\)\s*:|[^ ]while\s*True\s*:|[^ ]while\s*1\s*:|[^ ]while\s*\(\s*1\s*\)\s*:', '', iterative_code) + # Add newlines to match line on bug report + extra_lines = sequential_code.count('\n') + while (extra_lines >= 0): + iterative_code = '\n' + iterative_code + extra_lines -= 1 + iterative_code = re.sub(r'^[ ]{4}', '', iterative_code, flags=re.M) + + except: + sequential_code = source_code + iterative_code = "" + + return sequential_code, iterative_code + + # The process function + def process_code(self, source_code): + # Redirect the information to console + start_console() + + # Reference Environment for the exec() function + iterative_code, sequential_code = self.parse_code(source_code) + + # print("The debug level is " + str(debug_level) + # print(sequential_code) + # print(iterative_code) + + # The Python exec function + # Run the sequential part + gui_module, hal_module = self.generate_modules() + reference_environment = {"GUI": gui_module, "HAL": hal_module} + exec(sequential_code, reference_environment) + + # Run the iterative part inside template + # and keep the check for flag + while self.reload == False: + while (self.stop_brain == True): + if (self.reload == True): + break + time.sleep(0.1) + + start_time = datetime.now() + + # Execute the iterative portion + exec(iterative_code, reference_environment) + + # Template specifics to run! + finish_time = datetime.now() + dt = finish_time - start_time + ms = (dt.days * 24 * 60 * 60 + dt.seconds) * 1000 + dt.microseconds / 1000.0 + + # Keep updating the iteration counter + if (iterative_code == ""): + self.iteration_counter = 0 + else: + self.iteration_counter = self.iteration_counter + 1 + + # The code should be run for atleast the target time step + # If it's less put to sleep + if (ms < self.ideal_cycle): + time.sleep((self.ideal_cycle - ms) / 1000.0) + + close_console() + print("Current Thread Joined!") + + # Function to generate the modules for use in ACE Editor + def generate_modules(self): + # Define HAL module + hal_module = importlib.util.module_from_spec(importlib.machinery.ModuleSpec("HAL", None)) + hal_module.HAL = importlib.util.module_from_spec(importlib.machinery.ModuleSpec("HAL", None)) + + # Add HAL functions + hal_module.HAL.advance = self.hal.advance + hal_module.HAL.get_current_groundtruth_position = self.hal.get_current_groundtruth_position + hal_module.HAL.get_image = self.hal.get_image + + hal_module.HAL.set_estimated_position = self.hal.set_estimated_position + hal_module.HAL.set_estimated_euler_angles = self.hal.set_estimated_euler_angles + + hal_module.HAL.get_camera_model = self.hal.get_camera_model + + # Define GUI module + gui_module = importlib.util.module_from_spec(importlib.machinery.ModuleSpec("GUI", None)) + gui_module.GUI = importlib.util.module_from_spec(importlib.machinery.ModuleSpec("GUI", None)) + + # Add GUI functions + gui_module.GUI.show_image = self.gui.show_image + + # Adding modules to system + # Protip: The names should be different from + # other modules, otherwise some errors + sys.modules["HAL"] = hal_module + sys.modules["GUI"] = gui_module + + return gui_module, hal_module + + # Function to measure the frequency of iterations + def measure_frequency(self): + previous_time = datetime.now() + # An infinite loop + while True: + # Sleep for 2 seconds + time.sleep(2) + + # Measure the current time and subtract from the previous time to get real time interval + current_time = datetime.now() + dt = current_time - previous_time + ms = (dt.days * 24 * 60 * 60 + dt.seconds) * 1000 + dt.microseconds / 1000.0 + previous_time = current_time + + # Get the time period + try: + # Division by zero + self.measured_cycle = ms / self.iteration_counter + except: + self.measured_cycle = 0 + + # Reset the counter + self.iteration_counter = 0 + + # Send to client + self.send_frequency_message() + + # Function to generate and send frequency messages + def send_frequency_message(self): + # This function generates and sends frequency measures of the brain and gui + brain_frequency = 0 + gui_frequency = 0 + try: + brain_frequency = round(1000 / self.measured_cycle, 1) + except ZeroDivisionError: + brain_frequency = 0 + + try: + gui_frequency = round(1000 / self.thread_gui.measured_cycle, 1) + except ZeroDivisionError: + gui_frequency = 0 + + self.frequency_message["brain"] = brain_frequency + self.frequency_message["gui"] = gui_frequency + self.frequency_message["rtf"] = self.real_time_factor + + message = "#freq" + json.dumps(self.frequency_message) + self.server.send_message(self.client, message) + + def send_ping_message(self): + self.server.send_message(self.client, "#ping") + + # Function to notify the front end that the code was received and sent to execution + def send_code_message(self): + self.server.send_message(self.client, "#exec") + + # Function to track the real time factor from Gazebo statistics + # https://stackoverflow.com/a/17698359 + # (For reference, Python3 solution specified in the same answer) + def track_stats(self): + args = ["gz", "stats", "-p"] + # Prints gz statistics. "-p": Output comma-separated values containing- + # real-time factor (percent), simtime (sec), realtime (sec), paused (T or F) + stats_process = subprocess.Popen(args, stdout=subprocess.PIPE) + # bufsize=1 enables line-bufferred mode (the input buffer is flushed + # automatically on newlines if you would write to process.stdin ) + with stats_process.stdout: + for line in iter(stats_process.stdout.readline, b''): + stats_list = [x.strip() for x in line.split(b',')] + self.real_time_factor = stats_list[0].decode("utf-8") + + # Function to maintain thread execution + def execute_thread(self, source_code): + # Keep checking until the thread is alive + # The thread will die when the coming iteration reads the flag + if (self.thread != None): + while self.thread.is_alive(): + time.sleep(0.2) + + # Turn the flag down, the iteration has successfully stopped! + self.reload = False + # New thread execution + self.thread = threading.Thread(target=self.process_code, args=[source_code]) + self.thread.start() + self.send_code_message() + print("New Thread Started!") + + # Function to read and set frequency from incoming message + def read_frequency_message(self, message): + frequency_message = json.loads(message) + + # Set brain frequency + frequency = float(frequency_message["brain"]) + self.ideal_cycle = 1000.0 / frequency + + # Set gui frequency + frequency = float(frequency_message["gui"]) + self.thread_gui.ideal_cycle = 1000.0 / frequency + + return + + # The websocket function + # Gets called when there is an incoming message from the client + def handle(self, client, server, message): + if (message[:5] == "#freq"): + frequency_message = message[5:] + self.read_frequency_message(frequency_message) + time.sleep(1) + return + + elif(message[:5] == "#ping"): + time.sleep(1) + self.send_ping_message() + return + + elif (message[:5] == "#code"): + try: + # Once received turn the reload flag up and send it to execute_thread function + self.user_code = message[6:] + # print(repr(code)) + self.reload = True + self.execute_thread(self.user_code) + except: + pass + + + elif (message[:5] == "#rest"): + try: + self.reload = True + self.stop_brain = True + self.execute_thread(self.user_code) + except: + pass + + elif (message[:5] == "#stop"): + self.stop_brain = True + + elif (message[:5] == "#play"): + self.stop_brain = False + + # Function that gets called when the server is connected + def connected(self, client, server): + self.client = client + # Start the GUI update thread + self.thread_gui = ThreadGUI(self.gui) + self.thread_gui.start() + + # Start the real time factor tracker thread + self.stats_thread = threading.Thread(target=self.track_stats) + self.stats_thread.start() + + # Start measure frequency + self.measure_thread = threading.Thread(target=self.measure_frequency) + self.measure_thread.start() + + print(client, 'connected') + + # Function that gets called when the connected closes + def handle_close(self, client, server): + print(client, 'closed') + + def run_server(self): + self.server = WebsocketServer(port=1905, host=self.host) + self.server.set_fn_new_client(self.connected) + self.server.set_fn_client_left(self.handle_close) + self.server.set_fn_message_received(self.handle) + + logged = False + while not logged: + try: + f = open("/ws_code.log", "w") + f.write("websocket_code=ready") + f.close() + logged = True + except: + time.sleep(0.1) + + self.server.run_forever() + + +# Execute! +if __name__ == "__main__": + server = Template() + server.run_server() diff --git a/exercises/static/exercises/visual_odometry_3D/gui.py b/exercises/static/exercises/visual_odometry_3D/gui.py new file mode 100644 index 000000000..552ba3af4 --- /dev/null +++ b/exercises/static/exercises/visual_odometry_3D/gui.py @@ -0,0 +1,197 @@ +import base64 +import json +import logging +import threading +import time +from datetime import datetime + +import cv2 +import numpy as np +from websocket_server import WebsocketServer + + +# Graphical User Interface Class +class GUI: + # Initialization function + # The actual initialization + def __init__(self, host, hal): + t = threading.Thread(target=self.run_server) + + self.payload = {'image': ''} + self.server = None + self.client = None + + self.host = host + + # Image variables + self.image_to_be_shown = None + self.image_to_be_shown_updated = False + self.image_show_lock = threading.Lock() + + self.acknowledge = False + self.acknowledge_lock = threading.Lock() + + # Take the console object to set the same websocket and client + self.hal = hal + t.start() + + # Function to prepare image payload + # Encodes the image as a JSON string and sends through the WS + def payload_image(self): + self.image_show_lock.acquire() + image_to_be_shown_updated = self.image_to_be_shown_updated + image_to_be_shown = self.image_to_be_shown + self.image_show_lock.release() + + image = image_to_be_shown + payload = {'image': '', 'shape': '', 'counter': str(self.hal.image_counter)} + + if(image_to_be_shown_updated == False): + return payload + + shape = image.shape + frame = cv2.imencode('.JPEG', image)[1] + encoded_image = base64.b64encode(frame) + + payload['image'] = encoded_image.decode('utf-8') + payload['shape'] = shape + payload['counter'] = str(self.hal.image_counter) + payload['true_euler_angles'] = self.hal.get_true_euler_angles_corrected() + payload['true_position'] = self.hal.get_true_position_corrected() + payload['estimated_euler_angles'] = self.hal.get_estimated_euler_angles() + payload['estimated_position'] = self.hal.get_estimated_position() + + self.image_show_lock.acquire() + self.image_to_be_shown_updated = False + self.image_show_lock.release() + + return payload + + # User method + # Function for student to call + def show_image(self, image): + self.image_show_lock.acquire() + self.image_to_be_shown = image + self.image_to_be_shown_updated = True + self.image_show_lock.release() + + # Function to get the client + # Called when a new client is received + def get_client(self, client, server): + self.client = client + + # Function to get value of Acknowledge + def get_acknowledge(self): + self.acknowledge_lock.acquire() + acknowledge = self.acknowledge + self.acknowledge_lock.release() + + return acknowledge + + # Function to set value of Acknowledge + def set_acknowledge(self, value): + self.acknowledge_lock.acquire() + self.acknowledge = value + self.acknowledge_lock.release() + + # Update the gui + def update_gui(self): + # Payload Image Message + payload = self.payload_image() + self.payload["image"] = json.dumps(payload) + message = "#gui" + json.dumps(self.payload) + self.server.send_message(self.client, message) + + # Function to read the message from websocket + # Gets called when there is an incoming message from the client + def get_message(self, client, server, message): + # Acknowledge Message for GUI Thread + if(message[:4] == "#ack"): + self.set_acknowledge(True) + + # Activate the server + def run_server(self): + self.server = WebsocketServer(port=2303, host=self.host) + self.server.set_fn_new_client(self.get_client) + self.server.set_fn_message_received(self.get_message) + + logged = False + while not logged: + try: + f = open("/ws_gui.log", "w") + f.write("websocket_gui=ready") + f.close() + logged = True + except: + time.sleep(0.1) + + self.server.run_forever() + +# This class decouples the user thread +# and the GUI update thread +class ThreadGUI(threading.Thread): + def __init__(self, gui): + self.gui = gui + # Time variables + self.ideal_cycle = 80 + self.measured_cycle = 90 + self.iteration_counter = 0 + + # Function to start the execution of threads + def start(self): + self.measure_thread = threading.Thread(target=self.measure_thread) + self.thread = threading.Thread(target=self.run) + + self.measure_thread.start() + self.thread.start() + + print("GUI Thread Started!") + + # The measuring thread to measure frequency + def measure_thread(self): + while(self.gui.client == None): + pass + + previous_time = datetime.now() + while(True): + # Sleep for 2 seconds + time.sleep(2) + + # Measure the current time and subtract from previous time to get real time interval + current_time = datetime.now() + dt = current_time - previous_time + ms = (dt.days * 24 * 60 * 60 + dt.seconds) * 1000 + dt.microseconds / 1000.0 + previous_time = current_time + + # Get the time period + try: + # Division by zero + self.measured_cycle = ms / self.iteration_counter + except: + self.measured_cycle = 0 + + # Reset the counter + self.iteration_counter = 0 + + def run(self): + while (self.gui.client == None): + pass + + last_image = 0 + while (True): + start_time = datetime.now() + self.gui.update_gui() + acknowledge_message = self.gui.get_acknowledge() + + while (acknowledge_message == False): + acknowledge_message = self.gui.get_acknowledge() + + self.gui.set_acknowledge(False) + + finish_time = datetime.now() + self.iteration_counter = self.iteration_counter + 1 + + dt = finish_time - start_time + ms = (dt.days * 24 * 60 * 60 + dt.seconds) * 1000 + dt.microseconds / 1000.0 + if (ms < self.ideal_cycle): + time.sleep((self.ideal_cycle - ms) / 1000.0) diff --git a/exercises/static/exercises/visual_odometry_3D/hal.py b/exercises/static/exercises/visual_odometry_3D/hal.py new file mode 100644 index 000000000..693d940e9 --- /dev/null +++ b/exercises/static/exercises/visual_odometry_3D/hal.py @@ -0,0 +1,217 @@ +import json +import math +import threading +import time +from datetime import datetime +from glob import glob + +import cv2 +import numpy as np +from interfaces.camera import ListenerCamera, ListenerParameters +from interfaces.pinhole_camera import PinholeCamera + +ROTATION_CAMERA_TO_WORLD = np.array([ + [0, 0, 1], + [0, 1, 0], + [1, 0, 0] +]) + +# Checks if a matrix is a valid rotation matrix. +def isRotationMatrix(R): + Rt = np.transpose(R) + shouldBeIdentity = np.dot(Rt, R) + I = np.identity(3, dtype=R.dtype) + n = np.linalg.norm(I - shouldBeIdentity) + return n < 1e-6 + + +def rotation2Euler(R): + """ + Calculates euler angles from rotation matrix. + From horizon to body axes using Tait-Bryan angles. + """ + + assert (isRotationMatrix(R), "Range of matrix is not 3.") + + sy = math.sqrt(R[0, 0] * R[0, 0] + R[1, 0] * R[1, 0]) + + singular = sy < 1e-6 + + if not singular: + x = math.atan2(R[2, 1], R[2, 2]) + y = math.atan2(-R[2, 0], sy) + z = math.atan2(R[1, 0], R[0, 0]) + else: + x = math.atan2(-R[1, 2], R[1, 1]) + y = math.atan2(-R[2, 0], sy) + z = 0 + + return -np.array([x, y, z]) # minus because of the rotation matrix convention + +def read_kitti_groundtruth(groundtruth_file: str) -> list: + with open(groundtruth_file, "r") as f: + return f.readlines() + + +# Hardware Abstraction Layer +class HAL: + def __init__(self): + + # Dataset data + SEQUENCE_NUMBER = "00" + DATASET = 'kitti' + + # Paths + DATASET_PATH = "/datasets/" + DATASET + "/dataset/" + SEQUENCE_PATH = DATASET_PATH + "sequences/" + SEQUENCE_NUMBER + LEFT_CAMERA_IMAGES_PATH = SEQUENCE_PATH + "/image_0/*.png" + RIGHT_CAMERA_IMAGES_PATH = SEQUENCE_PATH + "/image_1/*.png" + + # Files + GROUNDTRUTH_FILE = DATASET_PATH + "poses/" + SEQUENCE_NUMBER + ".txt" + CALIBRATION_FILE = SEQUENCE_PATH + "/calib.txt" + + # Images paths list + self.image_counter = 0 + self.left_image_files_array = sorted(glob(LEFT_CAMERA_IMAGES_PATH)) + self.right_image_files_array = sorted(glob(RIGHT_CAMERA_IMAGES_PATH)) + + # Grounth-truth variables + self.groundtruth = read_kitti_groundtruth(GROUNDTRUTH_FILE) + + self.init_true_position = self.get_groundtruth(0) + self.init_true_rotation_matrix = self.get_true_rotation_matrix(0) + + self.true_position_corrected = np.zeros((1,3)) + self.true_rotation_matrix_corrected = np.zeros( shape=(3,3) ) + + # Odometry variables + self.image = None + self.estimated_position = np.array([0, 0, 0], dtype=np.float32).flatten().round(decimals=5) + self.estimated_euler_angles = np.array([0, 0, 0], dtype=np.float32).flatten().round(decimals=5) + + # camera + self.camera = PinholeCamera.from_kitti(file_path=CALIBRATION_FILE, width=1241, height=376) + + # User method + # Advance current frame + def advance(self): + self.image_counter += 1 + + # User method + # Get Image from ROS Driver Camera + def get_image(self, lr): + image = None + if (lr == 'left'): + image = cv2.imread(self.left_image_files_array[self.image_counter], 0) + elif (lr == 'right'): + image = cv2.imread(self.right_image_files_array[self.image_counter], 0) + else: + print("Invalid camera") + return image + + # Get grounth-truth position in frame_id time + def get_groundtruth(self, frame_id: int): + + ss = self.groundtruth[frame_id].strip().split() + x = float(ss[3]) + y = float(ss[7]) + z = float(ss[11]) + + return np.array([x, y, z], dtype=np.float32).flatten().round(decimals=5) + + # User method + # Get corrected grounth-truth position in self.image_counter time + def get_current_groundtruth_position(self): + self.true_position_corrected = self.get_groundtruth(self.image_counter) - self.init_true_position + return self.true_position_corrected + + # Get true rotation matrix in frame_id time + def get_true_rotation_matrix(self, frame_id: int) -> np.ndarray: + + ss = self.groundtruth[frame_id].strip().split() + + r11 = float(ss[0]) + r12 = float(ss[1]) + r13 = float(ss[2]) + + r21 = float(ss[4]) + r22 = float(ss[5]) + r23 = float(ss[6]) + + r31 = float(ss[8]) + r32 = float(ss[9]) + r33 = float(ss[10]) + + R = np.array( + [ + [r11, r12, r13], + [r21, r22, r23], + [r31, r32, r33], + ] + , dtype=np.float32) + + R = np.round(R, decimals=7) + + return R + + def get_true_rotation_matrix_corrected(self): + self.true_rotation_matrix_corrected = np.linalg.inv(self.init_true_rotation_matrix) @ self.get_true_rotation_matrix(self.image_counter) + return self.true_rotation_matrix_corrected + + def get_true_euler_angles_corrected_array(self): + roll, pitch, yaw = rotation2Euler( self.get_true_rotation_matrix_corrected() ) + return np.array([roll, pitch, yaw], dtype=np.float32).flatten().round(decimals=5) + + def get_true_euler_angles_corrected(self): + true_euler_angles_corrected = rotation2Euler( self.get_true_rotation_matrix_corrected() ) + trueRoll, truePitch, trueYaw = true_euler_angles_corrected + message = { + "yaw": str(trueYaw), + "pitch": str(truePitch), + "roll": str(trueRoll) + } + return json.dumps(message) + + def get_estimated_euler_angles(self): + estimatedRoll, estimatedPitch, estimatedYaw = self.estimated_euler_angles + message = { + "yaw": str(estimatedYaw), + "pitch": str(estimatedPitch), + "roll": str(estimatedRoll) + } + return json.dumps(message) + + def get_estimated_position(self): + x, y, z = ROTATION_CAMERA_TO_WORLD @ self.estimated_position + message = { + "x": str(x), + "y": str(y), + "z": str(z) + } + return json.dumps(message) + + def get_true_position_corrected(self): + x, y, z = ROTATION_CAMERA_TO_WORLD @ self.get_current_groundtruth_position() + message = { + "x": str(x), + "y": str(y), + "z": str(z) + } + return json.dumps(message) + + # User method + # Set estimated position calculated by user + def set_estimated_position(self, x: float, y: float, z: float): + self.estimated_position = np.array([x, y, z], dtype=np.float32).flatten().round(decimals=5) + + # User method + # Set estimated orientation in euler angles calculated by user + def set_estimated_euler_angles(self, roll: float, pitch: float, yaw: float): + self.estimated_euler_angles = np.array([roll, pitch, yaw], dtype=np.float32).flatten().round(decimals=5) + + # User method + # Return the pinhole camera model + def get_camera_model(self): + return self.camera + \ No newline at end of file diff --git a/exercises/static/exercises/visual_odometry_3D/interfaces/__init__.py b/exercises/static/exercises/visual_odometry_3D/interfaces/__init__.py new file mode 100644 index 000000000..e69de29bb diff --git a/exercises/static/exercises/visual_odometry_3D/interfaces/camera.py b/exercises/static/exercises/visual_odometry_3D/interfaces/camera.py new file mode 100644 index 000000000..91b3bed40 --- /dev/null +++ b/exercises/static/exercises/visual_odometry_3D/interfaces/camera.py @@ -0,0 +1,203 @@ +import rospy +from sensor_msgs.msg import Image as ImageROS +import yaml +import threading +from math import pi as PI +import cv2 +from cv_bridge import CvBridge, CvBridgeError +import os + +MAXRANGE = 8 #max length received from imageD +MINRANGE = 0 + +def imageMsg2Image(img, bridge): + + image = Image() + + image.width = img.width + image.height = img.height + image.format = "BGR8" + image.timeStamp = img.header.stamp.secs + (img.header.stamp.nsecs *1e-9) + cv_image=0 + if (img.encoding[-2:] == "C1"): + gray_img_buff = bridge.imgmsg_to_cv2(img, img.encoding) + cv_image = depthToRGB8(gray_img_buff, img.encoding) + else: + cv_image = bridge.imgmsg_to_cv2(img, "bgr8") + image.data = cv_image + return image + +import numpy as np + +class Image: + + def __init__(self): + + self.height = 3 # Image height [pixels] + self.width = 3 # Image width [pixels] + self.timeStamp = 0 # Time stamp [s] */ + self.format = "" # Image format string (RGB8, BGR,...) + self.data = np.zeros((self.height, self.width, 3), np.uint8) # The image data itself + self.data.shape = self.height, self.width, 3 + + + def __str__(self): + s = "Image: {\n height: " + str(self.height) + "\n width: " + str(self.width) + s = s + "\n format: " + self.format + "\n timeStamp: " + str(self.timeStamp) + s = s + "\n data: " + str(self.data) + "\n}" + return s + + +class ListenerParameters: + def __init__(self,configFile,cam): + + if os.getcwd() == "/": + f = open("/RoboticsAcademy/exercises/visual_odometry_3D/web-template/" + configFile, "r") + else: + f = open(configFile, "r") + + cfg = yaml.safe_load(f) + #starting comm + #jdrc= comm.init(cfg, 'VisualOdometry3D') + #ic = jdrc.getIc() + #properties = ic.getProperties() + + data = cfg["VisualOdometry3D"][cam]["data"] + print(data) + + self.K = np.array([data["K"][0],data["K"][1],data["K"][2],data["K"][4], data["K"][5],data["K"][6],data["K"][8],data["K"][9],data["K"][10]],dtype=np.double).reshape(3,3) + self.RT = np.array([data["RT"][0],data["RT"][1],data["RT"][2],data["RT"][3], data["RT"][4],data["RT"][5],data["RT"][6],data["RT"][7],data["RT"][8],data["RT"][9],data["RT"][10],data["RT"][11],0,0,0,1],dtype=np.double).reshape(4,4) + self.width = data["Size"][0] + self.height = data["Size"][1] + + + def backproject(self, point2d): + myin_h = self.K[0,0] + myin_x = point2d[0] * self.K[0,0] / point2d[2] + myin_y = point2d[1] * self.K[0,0] / point2d[2] + + ik11 = (1. / self.K[0,0]) + ik12 = 0. + ik13 = (-self.K[0,2]) / (self.K[0,0]) + ik21 = 0. + ik22 = (1. / self.K[1,1]) + ik23 = -(self.K[1,2] / (self.K[1,1])) + ik31 = 0. + ik32 = 0. + ik33 = 1. / self.K[2,2] + + a1 = ik11 * myin_x + ik12 * myin_y + ik13 * myin_h + a2 = ik21 * myin_x + ik22 * myin_y + ik23 * myin_h + a3 = ik31 * myin_x + ik32 * myin_y + ik33 * myin_h + a4 = 1. + + ir11 = self.RT[0,0] + ir12 = self.RT[1,0] + ir13 = self.RT[2,0] + ir14 = 0. + ir21 = self.RT[0,1] + ir22 = self.RT[1,1] + ir23 = self.RT[2,1] + ir24 = 0. + ir31 = self.RT[0,2] + ir32 = self.RT[1,2] + ir33 = self.RT[2,2] + ir34 = 0. + ir41 = 0. + ir42 = 0. + ir43 = 0. + ir44 = 1. + + b1 = ir11 * a1 + ir12 * a2 + ir13 * a3 + ir14 * a4 + b2 = ir21 * a1 + ir22 * a2 + ir23 * a3 + ir24 * a4 + b3 = ir31 * a1 + ir32 * a2 + ir33 * a3 + ir34 * a4 + b4 = ir41 * a1 + ir42 * a2 + ir43 * a3 + ir44 * a4 + + it11 = 1. + it12 = 0. + it13 = 0. + it14 = self.RT[0,3] + it21 = 0.; it22 = 1.; it23 = 0.; it24 = 0.; + it31 = 0.; it32 = 0.; it33 = 1.; it34 = 0.; + it41 = 0.; it42 = 0.; it43 = 0.; it44 = 1.; + + outPoint = np.array([0,0,0,1]) + outPoint[0] = it11 * b1 + it12 * b2 + it13 * b3 + it14 * b4; + outPoint[1] = it21 * b1 + it22 * b2 + it23 * b3 + it24 * b4; + outPoint[2] = it31 * b1 + it32 * b2 + it33 * b3 + it34 * b4; + outPoint[3] = it41 * b1 + it42 * b2 + it43 * b3 + it44 * b4; + return outPoint + + def project(self,point3d): + point3d[3] = -1.0 + a1 = self.RT[0,0] * point3d[0] + self.RT[0,1] * point3d[1] + self.RT[0,2] * point3d[2] + self.RT[0,3] * point3d[3] + a2 = self.RT[1,0] * point3d[0] + self.RT[1,1] * point3d[1] + self.RT[1,2] * point3d[2] + self.RT[1,3] * point3d[3] + a3 = self.RT[2,0] * point3d[0] + self.RT[2,1] * point3d[1] + self.RT[2,2] * point3d[2] + self.RT[2,3] * point3d[3] + a4 = self.RT[3,0] * point3d[0] + self.RT[3,1] * point3d[1] + self.RT[3,2] * point3d[2] + self.RT[3,3] * point3d[3] + + out_x = self.K[0,0] * a1 + self.K[0,1] * a2 + self.K[0,2] * a3; + out_y = self.K[1,0] * a1 + self.K[1,1] * a2 + self.K[1,2] * a3; + out_h = self.K[2,0] * a1 + self.K[2,1] * a2 + self.K[2,2] * a3; + + if out_h != 0.: + out_x = out_x / out_h; + out_y = out_y/ out_h; + out_h = 1.; + return np.array([out_x,out_y,out_h]) + + def graficToOptical(self,point2d): + x = point2d[0] + y = point2d[1] + point = np.array([x, self.height - 1 - y, point2d[2]]) + return point + + def opticalToGrafic(self,point2d): + x = point2d[0] + y = point2d[1] + point = np.array([x, self.height - 1 - y, point2d[2]]) + return point + + def getCameraPosition(self): + return np.array([self.RT[0,3],self.RT[1,3], self.RT[2,3]]) + +class ListenerCamera: + + def __init__(self, topic): + + self.topic = topic + self.data = Image() + self.sub = None + self.lock = threading.Lock() + + self.bridge = CvBridge() + self.start() + + def __callback (self, img): + + image = imageMsg2Image(img, self.bridge) + + self.lock.acquire() + self.data = image + self.lock.release() + + def stop(self): + + self.sub.unregister() + + def start (self): + + self.sub = rospy.Subscriber(self.topic, ImageROS, self.__callback) + + def getImage(self): + + self.lock.acquire() + image = self.data + self.lock.release() + + return image + + def hasproxy (self): + + return hasattr(self,"sub") and self.sub + + diff --git a/exercises/static/exercises/visual_odometry_3D/interfaces/camera_parameters.py b/exercises/static/exercises/visual_odometry_3D/interfaces/camera_parameters.py new file mode 100644 index 000000000..a186e79fc --- /dev/null +++ b/exercises/static/exercises/visual_odometry_3D/interfaces/camera_parameters.py @@ -0,0 +1,164 @@ +import rospy +from sensor_msgs.msg import CameraInfo +import numpy as np +import config +from numpy.linalg import inv + +def param2Msg(K, RT, width, height): + param = CameraInfo() + param.height = height + param.width = width + param.K = K + param.R = RT + + return param + +import numpy as np + +class CameraParameters: + + def __init__(self): + self.height = 3 + self.width = 3 + self.timeStamp = 0 + self.K = np.zeros(9) + self.RT = np.zeros(9) + + def __str__(self): + s = "Camera: {\n height: " + str(self.height) + "\n width: " + str(self.width) + s = s + "\n K: " + str(self.K) + "\n RT: " + str(self.RT) + s = s + "\n timeStamp: " + str(self.timeStamp) + + return s + +class PublisherCamera: + + def __init__(self, configFile, cam): + cfg = config.load(configFile) + data = cfg.getProperty("VisualOdometry3D."+cam+".data") + + self.K=np.array([data["K"][0],data["K"][1],data["K"][2],data["K"][4], data["K"][5],data["K"][6],data["K"][8],data["K"][9],data["K"][10]],dtype=np.double).reshape(3,3) + self.RT=np.array([data["RT"][0],data["RT"][1],data["RT"][2],data["RT"][3], data["RT"][4],data["RT"][5],data["RT"][6],data["RT"][7],data["RT"][8],data["RT"][9],data["RT"][10],data["RT"][11],0,0,0,1],dtype=np.double).reshape(4,4) + self.width=data["Size"][0] + self.height=data["Size"][1] + + def backproject(self, point2d): + myin_h=self.K[0,0] + myin_x=point2d[0]*self.K[0,0]/point2d[2] + myin_y=point2d[1]*self.K[0,0]/point2d[2] + + ik11=(1./self.K[0,0]) + ik12=-self.K[0,1]/(self.K[0,0]*self.K[1,1]) + ik13=(self.K[0,1]*self.K[1,2]-self.K[0,2]*self.K[1,1])/(self.K[1,1]*self.K[0,0]) + ik21=0. + ik22=(1./self.K[1,1]) + ik23=-(self.K[1,2]/self.K[1,1]) + ik31=0. + ik32=0. + ik33=1. + + a1=ik11*myin_x+ik12*myin_y+ik13*myin_h + a2=ik21*myin_x+ik22*myin_y+ik23*myin_h + a3=ik31*myin_x+ik32*myin_y+ik33*myin_h + a4=1. + + ir11=self.RT[0,0] + ir12=self.RT[1,0] + ir13=self.RT[2,0] + ir14=0. + ir21=self.RT[0,1] + ir22=self.RT[1,1] + ir23=self.RT[2,1] + ir24=0. + ir31=self.RT[0,2] + ir32=self.RT[1,2] + ir33=self.RT[2,2] + ir34=0. + ir41=0. + ir42=0. + ir43=0. + ir44=1. + + b1=ir11*a1+ir12*a2+ir13*a3+ir14*a4 + b2=ir21*a1+ir22*a2+ir23*a3+ir24*a4 + b3=ir31*a1+ir32*a2+ir33*a3+ir34*a4 + b4=ir41*a1+ir42*a2+ir43*a3+ir44*a4 + + it11=1. + it12=0. + it13=0. + it14=-self.RT[2,3] + it21=0.; it22=1.; it23=0.; it24=self.RT[1,3]; + it31=0.; it32=0.; it33=1.; it34=-self.RT[0,3]; + it41=0.; it42=0.; it43=0.; it44=1.; + + outPoint = np.array([0,0,0,1]) + outPoint[0]=it11*b1+it12*b2+it13*b3+it14*b4; + outPoint[1]=it21*b1+it22*b2+it23*b3+it24*b4; + outPoint[2]=it31*b1+it32*b2+it33*b3+it34*b4; + outPoint[3]=it41*b1+it42*b2+it43*b3+it44*b4; + return outPoint + + def backproject2(self, point2d): + iK = inv(self.K) + Pi=np.array([point2d[0]/point2d[2],point2d[1]/point2d[2],1.0],dtype=np.double).reshape(3,1) + a=np.dot(iK,Pi) + aH=np.array([a[0],a[1],a[2],1],dtype=np.double) + RT2=self.RT.copy() + RT2[0,3] = 0 + RT2[1,3] = 0 + RT2[2,3] = 0 + RT2[3,3] = 1 + b = np.dot(np.transpose(RT2),aH) + translate = np.identity(4,dtype=np.double) + translate[0,3] = self.RT[0,3]/self.RT[3,3]; + translate[1,3] = self.RT[1,3]/self.RT[3,3]; + translate[2,3] = self.RT[2,3]/self.RT[3,3]; + b=np.dot(translate,b) + outPoint = np.array([b[0]/b[3],b[1]/b[3],b[2]/b[3],1]) + return outPoint + + def project(self,point3d): + + a1=self.RT[0,0]*point3d[0]+self.RT[0,1]*point3d[1]+self.RT[0,2]*point3d[2]+self.RT[0,3]*point3d[3] + a2=self.RT[1,0]*point3d[0]+self.RT[1,1]*point3d[1]+self.RT[1,2]*point3d[2]+self.RT[1,3]*point3d[3] + a3=self.RT[2,0]*point3d[0]+self.RT[2,1]*point3d[1]+self.RT[2,2]*point3d[2]+self.RT[2,3]*point3d[3] + a4=self.RT[3,0]*point3d[0]+self.RT[3,1]*point3d[1]+self.RT[3,2]*point3d[2]+self.RT[3,3]*point3d[3] + out_x=self.K[0,0]*a1+self.K[0,1]*a2+self.K[0,2]*a3; + out_y=self.K[1,0]*a1+self.K[1,1]*a2+self.K[1,2]*a3; + out_h=self.K[2,0]*a1+self.K[2,1]*a2+self.K[2,2]*a3; + + if out_h!=0.: + out_x=out_x/out_h; + out_y=out_y/out_h; + out_h=1.; + return np.array([out_x,out_y,out_h]) + + + def project2(self,point3d): + a1=self.RT[0,0]*point3d[0] + self.RT[0,1]*point3d[1] + self.RT[0,2]*point3d[2] - self.RT[2,3] + a2=self.RT[1,0]*point3d[0] + self.RT[1,1]*point3d[1] + self.RT[1,2]*point3d[2] + self.RT[1,3] + a3=self.RT[2,0]*point3d[0] + self.RT[2,1]*point3d[1] + self.RT[2,2]*point3d[2] - self.RT[0,3] + aP= np.array([a1,a2,a3],dtype=np.double) + # a = self.RT.dot(point3d) + # print ("aproject") + # print (a) + # aP = np.array([a[0]/a[3],a[1]/a[3],a[2]/a[3]],dtype=np.double) + p = self.K.dot(aP) + outPoint = np.array([p[0]/p[2],p[1]/p[2],1.0]); + return outPoint + + def graficToOptical(self,point2d): + x = point2d[0] + y = point2d[1] + point = np.array([self.height-1-y,x, point2d[2]]) + return point + + def opticalToGrafic(self,point2d): + x = point2d[0] + y = point2d[1] + point = np.array([y,self.height - 1 - x, point2d[2]]) + return point + + def getCameraPosition(self): + return np.array([-self.RT[2,3],self.RT[1,3],-self.RT[0,3]]) diff --git a/exercises/static/exercises/visual_odometry_3D/interfaces/pinhole_camera.py b/exercises/static/exercises/visual_odometry_3D/interfaces/pinhole_camera.py new file mode 100644 index 000000000..639701a9c --- /dev/null +++ b/exercises/static/exercises/visual_odometry_3D/interfaces/pinhole_camera.py @@ -0,0 +1,93 @@ +import numpy as np +import yaml + + +class PinholeCamera: + + def __init__(self, width=None, height=None, fu=None, fv=None, cu=None, cv=None, + distortion_model=None, distortion_coefficients=None, extrinsics=None, intrinsics=None): + + self.width = width + self.height = height + self.fu = fu + self.fv = fv + self.cu = cu + self.cv = cv + self.distortion_model = distortion_model + self.distortion_coefficients = distortion_coefficients + self.extrinsics = extrinsics + self.intrinsics = intrinsics + self.camera_matrix = self.get_camera_matrix() + + + def get_camera_matrix(self): + return np.array([[self.fu, 0, self.cu], [0, self.fv, self.cv], [0, 0, 1]]) + + + def print(self): + + print("PinholeCamera:") + print(" width:", self.width) + print(" height:", self.height) + print(" fu:", self.fu) + print(" fv:", self.fv) + print(" cu:", self.cu) + print(" cv:", self.cv) + print(" distortion_model:", self.distortion_model) + print(" distortion_coefficients:", self.distortion_coefficients) + print(" extrinsics:", self.extrinsics) + print(" intrinsics:", self.intrinsics) + + + @classmethod + def from_euromav(cls, file_path: str): + + with open(file_path, "r") as f: + try: + data = yaml.load(f, Loader=yaml.FullLoader) + except yaml.YAMLError as exc: + print(exc) + + width, height = data["resolution"] + fu, fv, cu, cv = data["intrinsics"] + distortion_model = data["distortion_model"] + distortion_coefficients = np.array(data["distortion_coefficients"]) + extrinsics = np.array(data["T_BS"]["data"]).reshape(4, 4) + intrinsics = np.array(data["intrinsics"]) + + return cls(width, height, fu, fv, cu, cv, distortion_model, distortion_coefficients, extrinsics, intrinsics) + + + @classmethod + def from_kitti(cls, file_path: str, width: int, height: int): + + with open(file_path, "r") as f: + data = f.readlines() + for i in range(len(data)): + data[i] = data[i].replace("\n", "").split(" ") + + fu = float(data[0][1]) + fv = float(data[0][1]) + cu = float(data[0][3]) + cv = float(data[0][7]) + + return cls(width, height, fu, fv, cu, cv) + + + @classmethod + def from_vkitti2(cls, file_path: str, width: int, height: int, camera: int): + + with open(file_path, "r") as f: + lines = f.readlines() + + if camera == 0: + data = lines[1].replace("\n", "").split(" ") + else: + data = lines[2].replace("\n", "").split(" ") + + fu = float(data[2]) + fv = float(data[3]) + cu = float(data[4]) + cv = float(data[5]) + + return cls(width, height, fu, fv, cu, cv) diff --git a/exercises/static/exercises/visual_odometry_3D/interfaces/threadPublisher.py b/exercises/static/exercises/visual_odometry_3D/interfaces/threadPublisher.py new file mode 100644 index 000000000..69aa0ad48 --- /dev/null +++ b/exercises/static/exercises/visual_odometry_3D/interfaces/threadPublisher.py @@ -0,0 +1,46 @@ +# +# Copyright (C) 1997-2016 JDE Developers Team +# +# This program is free software: you can redistribute it and/or modify +# it under the terms of the GNU General Public License as published by +# the Free Software Foundation, either version 3 of the License, or +# (at your option) any later version. +# +# This program is distributed in the hope that it will be useful, +# but WITHOUT ANY WARRANTY; without even the implied warranty of +# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +# GNU General Public License for more details. +# +# You should have received a copy of the GNU General Public License +# along with this program. If not, see http://www.gnu.org/licenses/. +# Authors : +# Alberto Martin Florido +# Aitor Martinez Fernandez +# +import threading +import time +from datetime import datetime + +time_cycle = 80 + + +class ThreadPublisher(threading.Thread): + + def __init__(self, pub, kill_event): + self.pub = pub + self.kill_event = kill_event + threading.Thread.__init__(self, args=kill_event) + + def run(self): + while (not self.kill_event.is_set()): + start_time = datetime.now() + + self.pub.publish() + + finish_Time = datetime.now() + + dt = finish_Time - start_time + ms = (dt.days * 24 * 60 * 60 + dt.seconds) * 1000 + dt.microseconds / 1000.0 + #print (ms) + if (ms < time_cycle): + time.sleep((time_cycle - ms) / 1000.0) \ No newline at end of file diff --git a/exercises/static/exercises/visual_odometry_3D/interfaces/visual_odometry.py b/exercises/static/exercises/visual_odometry_3D/interfaces/visual_odometry.py new file mode 100644 index 000000000..d240b84dc --- /dev/null +++ b/exercises/static/exercises/visual_odometry_3D/interfaces/visual_odometry.py @@ -0,0 +1,153 @@ +import cv2 +import pandas as pd +import numpy as np + +from .maths.cv_maths import feature_tracking +from .maths import rotation2Euler +from ...visual_odometry_3D.interfaces.pinhole_camera import PinholeCamera +from .scales import (get_absolute_scale_euromav, get_absolute_scale_kitti, + get_absolute_scale_vkitti2) +from .scales import (get_true_rotation_kitti) + +STAGE_FIRST_FRAME = 0 +STAGE_SECOND_FRAME = 1 +STAGE_DEFAULT_FRAME = 2 +kMinNumFeature = 1500 + +def read_groundtruth(groundtruth_file: str, dataset: str) -> list: + + if dataset == "vkitti2": + df = pd.read_csv(groundtruth_file, sep=" ") + return df[df["cameraID"] == 0].copy() + + with open(groundtruth_file, "r") as f: + return f.readlines() + + +class VisualOdometry: + + def __init__(self, camera: PinholeCamera, groundtruth_file: str, dataset: str): + + self.dataset = dataset + self.camera = camera + + self.frame_stage = 0 + + self.new_frame = None + self.last_frame = None + + self.cur_R = np.eye(3) + self.cur_t = None + self.px_ref = None + self.px_cur = None + self.focal = camera.fu + self.pp = (camera.cu, camera.cv) + + self.trueX, self.trueY, self.trueZ = 0, 0, 0 + self.true_R = np.zeros( shape=(3,3) ) + self.true_t = np.zeros((1,3)) + + self.detector = cv2.FastFeatureDetector_create(threshold=25, nonmaxSuppression=True) + self.groundtruth = read_groundtruth(groundtruth_file, dataset) + + self.timestamp = None + self.frame_timestamps_list = None + self.timestamp_groundtruth_list = None + + + def calculate_true_rotration(self, frame_id:int) -> None: + + if self.dataset == "kitti": + self.true_R = get_true_rotation_kitti(self.groundtruth, frame_id) + + if self.dataset == "vkitti2": + pass + + if self.dataset == "eurocmav": + pass + + def calculate_absolute_scale(self, frame_id: int) -> float: + + if self.dataset == "kitti": + scale, truth = get_absolute_scale_kitti(self.groundtruth, frame_id) + self.true_t = truth + return scale + + if self.dataset == "vkitti2": + scale, truth = get_absolute_scale_vkitti2(self.groundtruth, frame_id) + self.true_t = truth + return scale + + if self.dataset == "eurocmav": + scale, truth = get_absolute_scale_euromav(self.groundtruth, self.timestamp_groundtruth_list , self.frame_timestamps_list, frame_id) + self.true_t = truth + return scale + + print("Dataset not supported.") + exit(1) + + + def process_first_frame(self) -> None: + + self.px_ref = self.detector.detect(self.new_frame) + self.px_ref = np.array([x.pt for x in self.px_ref], dtype=np.float32) + _ = self.calculate_absolute_scale(0) + self.calculate_true_rotration(0) + self.frame_stage = STAGE_SECOND_FRAME + + + def process_second_frame(self) -> None: + + self.px_ref, self.px_cur = feature_tracking(self.last_frame, self.new_frame, self.px_ref) + E, _ = cv2.findEssentialMat(self.px_cur, self.px_ref, focal=self.focal, pp=self.pp, method=cv2.RANSAC, prob=0.999, threshold=1.0) + _, self.cur_R, self.cur_t, _ = cv2.recoverPose(E, self.px_cur, self.px_ref, focal=self.focal, pp = self.pp) + self.px_ref = self.px_cur + _ = self.calculate_absolute_scale(1) + self.calculate_true_rotration(1) + self.frame_stage = STAGE_DEFAULT_FRAME + + + def process_frame(self, frame_id: int) -> None: + + self.px_ref, self.px_cur = feature_tracking(self.last_frame, self.new_frame, self.px_ref) + E, _ = cv2.findEssentialMat(self.px_cur, self.px_ref, focal=self.focal, pp=self.pp, method=cv2.RANSAC, prob=0.999, threshold=1.0) + _, R, t, _ = cv2.recoverPose(E, self.px_cur, self.px_ref, focal=self.focal, pp = self.pp) + absolute_scale = self.calculate_absolute_scale(frame_id) + self.calculate_true_rotration(frame_id) + + if(absolute_scale > 0.1): + self.cur_t = self.cur_t + absolute_scale * self.cur_R @ t + self.cur_R = R @ self.cur_R + + if(self.px_ref.shape[0] < kMinNumFeature): + self.px_cur = self.detector.detect(self.new_frame) + self.px_cur = np.array([x.pt for x in self.px_cur], dtype=np.float32) + + self.px_ref = self.px_cur + + + def update(self, img: np.ndarray, frame_id: int, R=None, t=None) -> None: + assert ( + img.ndim == 2 + and img.shape[0] == self.camera.height + and img.shape[1] == self.camera.width + ), "Frame: provided image has not the same size as the camera model or image is not grayscale" + + self.new_frame = img + + if self.frame_stage == STAGE_DEFAULT_FRAME: + self.process_frame(frame_id) + + elif self.frame_stage == STAGE_SECOND_FRAME: + self.process_second_frame() + + elif self.frame_stage == STAGE_FIRST_FRAME: + self.process_first_frame() + + self.last_frame = self.new_frame + + def get_true_euler_angles(self): + return rotation2Euler(self.true_R) + + def get_estimated_euler_angles(self): + return rotation2Euler(self.cur_R) \ No newline at end of file diff --git a/exercises/static/exercises/visual_odometry_3D/launch/kobuki_1_reconstruccion3d.world b/exercises/static/exercises/visual_odometry_3D/launch/kobuki_1_reconstruccion3d.world new file mode 100644 index 000000000..c69125d88 --- /dev/null +++ b/exercises/static/exercises/visual_odometry_3D/launch/kobuki_1_reconstruccion3d.world @@ -0,0 +1,122 @@ + + + + + + model://ground_plane_sincolor + + + model://sun + + + 2.3 -2 1 0 0 0 + 1 1 1 1 + 0.1 0.1 0.1 1 + 0 0 -1 + + 0.5 + 0.0 + 0.0 + + + + 2.3 2 1 0 0 0 + 1 1 1 1 + 0.1 0.1 0.1 1 + 0 0 -1 + + 0.4 + 0.0 + 0.0 + + + + + model://turtlebotROS + 0 0 0 0 0 0 + + + + + model://duck + 4.7 3 0 1.57 0 1.57 + + + + + model://cereales + 5.3 2.3 0 0 0 0 + + + + + model://blocks + 4.66 -4 0 0 0 1.57 + + + + + model://charactersMario + 4.1 0.5 0 0 0 -1.57 + + + + + + + + + + diff --git a/exercises/static/exercises/visual_odometry_3D/launch/visual_odometry_3D_ros.launch b/exercises/static/exercises/visual_odometry_3D/launch/visual_odometry_3D_ros.launch new file mode 100644 index 000000000..912423dd9 --- /dev/null +++ b/exercises/static/exercises/visual_odometry_3D/launch/visual_odometry_3D_ros.launch @@ -0,0 +1,22 @@ + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/exercises/static/exercises/visual_odometry_3D/visual_odometry_3D_conf.yml b/exercises/static/exercises/visual_odometry_3D/visual_odometry_3D_conf.yml new file mode 100644 index 000000000..fd1f7dd13 --- /dev/null +++ b/exercises/static/exercises/visual_odometry_3D/visual_odometry_3D_conf.yml @@ -0,0 +1,49 @@ +VisualOdometry3D: + + CameraLeft: + Server: 2 # 0 -> Deactivate, 1 -> Ice , 2 -> ROS + Proxy: "CameraL:default -h localhost -p 9001" + Format: RGB8 + Topic: "/VisualOdometry3D/image_rawL" + Name: VisualOdometry3DCameraL + + CameraRight: + Server: 2 # 0 -> Deactivate, 1 -> Ice , 2 -> ROS + Proxy: "CameraR:default -h localhost -p 9001" + Format: RGB8 + Topic: "/VisualOdometry3D/image_rawR" + Name: VisualOdometry3DCameraR + + Motors: + Server: 2 # 0 -> Deactivate, 1 -> Ice , 2 -> ROS + Proxy: "Motors:default -h localhost -p 9001" + Topic: "/VisualOdometry3D/Motos" + Name: VisualOdometry3DMotors + + Encoders: + Server: 2 # 0 -> Deactivate, 1 -> Ice , 2 -> ROS + Proxy: "Encoders:default -h localhost -p 9001" + Topic: "/VisualOdometry3D/Encoders" + Name: VisualOdometry3DEncoders + + Viewer: + Server: 2 # 0 -> Deactivate, 1 -> Ice , 2 -> ROS + Endpoint: "default -h localhost -p 9957:ws -h localhost -p 11000" + Proxy: "3DVizA" + Refresh: True + Topic: "/VisualOdometry3D/Viewer" + Name: VisualOdometry3DViewer + + CamACalibration: + Server: 2 # 0 -> Deactivate, 1 -> Ice , 2 -> ROS + data: {"K":[240,0,320,0,0,240,240,0,0,0,1,0], + "RT":[1,0,0,-110,0,1,0,0,0,0,-1,0,0,0,0,1], + "Size":[640,480]} + + CamBCalibration: + Server: 2 # 0 -> Deactivate, 1 -> Ice , 2 -> ROS + data: {"K":[240,0,320,0,0,240,240,0,0,0,1,0], + "RT":[1,0,0,110,0,1,0,0,0,0,-1,0,0,0,0,1], + "Size":[640,480]} + + NodeName: "VisualOdometry3D" diff --git a/exercises/templates/exercises/visual_odometry_3D/exercise.html b/exercises/templates/exercises/visual_odometry_3D/exercise.html new file mode 100644 index 000000000..f68958075 --- /dev/null +++ b/exercises/templates/exercises/visual_odometry_3D/exercise.html @@ -0,0 +1,453 @@ +{% extends "exercise_base.html" %} +{% load static %} + +{% block content %} + + + + + + + + + + + + +
+
+ +
+
+
+

Score: 0

+
+
+ +
+
+
+ + +
+ + +
from GUI import GUI +from HAL import HAL +# Enter sequential codee! + +while True: +# Enter iterative code! +
+ +
+ +
+
+ +
+ +
+ +
+ + +
+
+
+
+ +
+ + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + {% if user_code|length > 0 %} + + + + {% endif %} + +
+ +{% endblock %} diff --git a/instructions.json b/instructions.json new file mode 100644 index 000000000..cdaff162e --- /dev/null +++ b/instructions.json @@ -0,0 +1,165 @@ +{ + "follow_line": { + "gazebo_path": "/RoboticsAcademy/exercises/static/exercises/follow_line/launch", + "instructions_ros": ["/opt/ros/noetic/bin/roslaunch ./RoboticsAcademy/exercises/static/exercises/follow_line/launch/simple_line_follower_ros_headless_{}.launch"], + "instructions_host": "python3 /RoboticsAcademy/exercises/static/exercises/follow_line/exercise.py 0.0.0.0", + "instructions_gui": "python3 /RoboticsAcademy/exercises/static/exercises/follow_line/gui.py 0.0.0.0 {}" + }, + "obstacle_avoidance": { + "gazebo_path": "/RoboticsAcademy/exercises/static/exercises/obstacle_avoidance/launch", + "instructions_ros": ["/opt/ros/noetic/bin/roslaunch ./RoboticsAcademy/exercises/static/exercises/obstacle_avoidance/launch/obstacle_avoidance_f1_headless.launch"], + "instructions_host": "python3 /RoboticsAcademy/exercises/static/exercises/obstacle_avoidance/exercise.py 0.0.0.0" + }, + "vacuum_cleaner": { + "gazebo_path": "/RoboticsAcademy/exercises/static/exercises/vacuum_cleaner/launch", + "instructions_ros": ["/opt/ros/noetic/bin/roslaunch ./RoboticsAcademy/exercises/static/exercises/vacuum_cleaner/launch/vacuum_cleaner_headless.launch"], + "instructions_host": "python3 /RoboticsAcademy/exercises/static/exercises/vacuum_cleaner/exercise.py 0.0.0.0" + }, + "vacuum_cleaner_loc": { + "gazebo_path": "/RoboticsAcademy/exercises/static/exercises/vacuum_cleaner_loc/launch", + "instructions_ros": ["/opt/ros/noetic/bin/roslaunch ./RoboticsAcademy/exercises/static/exercises/vacuum_cleaner_loc/launch/vacuum_cleaner_headless.launch"], + "instructions_host": "python3 /RoboticsAcademy/exercises/static/exercises/vacuum_cleaner_loc/exercise.py 0.0.0.0" + }, + "color_filter": { + "instructions_host": "python3 /RoboticsAcademy/exercises/static/exercises/color_filter/exercise.py 0.0.0.0" + }, + "drone_cat_mouse": { + "gazebo_path": "/RoboticsAcademy/exercises/static/exercises/drone_cat_mouse/launch", + "instructions_ros": ["python3 /RoboticsAcademy/exercises/static/exercises/drone_cat_mouse/launch/launch.py"], + "instructions_host": "python3 /RoboticsAcademy/exercises/static/exercises/drone_cat_mouse/exercise.py 0.0.0.0", + "instructions_guest": "python3 /RoboticsAcademy/exercises/static/exercises/drone_cat_mouse/exercise_guest.py 0.0.0.0" + }, + "drone_cat_mouse_rotors": { + "gazebo_path": "/RoboticsAcademy/exercises/static/exercises/drone_cat_mouse/web-template/launch", + "instructions_ros": ["/opt/ros/noetic/bin/roslaunch ./RoboticsAcademy/exercises/static/exercises/drone_cat_mouse/web-template/launch/drone_cat_mouse.launch"], + "instructions_host": "python3 /RoboticsAcademy/exercises/static/exercises/drone_cat_mouse/web-template/exercise.py 0.0.0.0", + "instructions_guest": "python3 /RoboticsAcademy/exercises/static/exercises/drone_cat_mouse/web-template/exercise_guest.py 0.0.0.0" + }, + "3d_reconstruction": { + "gazebo_path": "/RoboticsAcademy/exercises/static/exercises/3d_reconstruction/launch", + "instructions_ros": [ + "/opt/ros/noetic/bin/roslaunch ./RoboticsAcademy/exercises/static/exercises/3d_reconstruction/launch/3d_reconstruction_ros.launch"], + "instructions_host": "python3 /RoboticsAcademy/exercises/static/exercises/3d_reconstruction/exercise.py 0.0.0.0" + }, + "follow_turtlebot": { + "gazebo_path": "/RoboticsAcademy/exercises/static/exercises/follow_turtlebot/launch", + "instructions_ros": ["python3 /RoboticsAcademy/exercises/static/exercises/follow_turtlebot/launch/launch.py"], + "instructions_host": "python3 /RoboticsAcademy/exercises/static/exercises/follow_turtlebot/exercise.py 0.0.0.0" + }, + "follow_turtlebot_rotors": { + "gazebo_path": "/RoboticsAcademy/exercises/static/exercises/follow_turtlebot/web-template/launch", + "instructions_ros": ["/opt/ros/noetic/bin/roslaunch ./RoboticsAcademy/exercises/static/exercises/follow_turtlebot/web-template/launch/follow_turtlebot.launch"], + "instructions_host": "python3 /RoboticsAcademy/exercises/static/exercises/follow_turtlebot/web-template/exercise.py 0.0.0.0", + "instructions_gui": "python3 /RoboticsAcademy/exercises/static/exercises/follow_turtlebot/web-template/gui.py 0.0.0.0 {}" + }, + "global_navigation": { + "gazebo_path": "/RoboticsAcademy/exercises/static/exercises/global_navigation/launch", + "instructions_ros": [ + "/opt/ros/noetic/bin/roslaunch ./RoboticsAcademy/exercises/static/exercises/global_navigation/launch/taxiholo_1_citylarge_headless.launch"], + "instructions_host": "python3 /RoboticsAcademy/exercises/static/exercises/global_navigation/exercise.py 0.0.0.0" + }, + "follow_road": { + "gazebo_path": "/RoboticsAcademy/exercises/static/exercises/follow_road/launch", + "instructions_ros": ["python3 ./RoboticsAcademy/exercises/static/exercises/follow_road/launch/launch.py"], + "instructions_host": "python3 /RoboticsAcademy/exercises/static/exercises/follow_road/exercise.py 0.0.0.0" + }, + "dl_digit_classifier": { + "instructions_host": "python3 /RoboticsAcademy/exercises/static/exercises/dl_digit_classifier/exercise.py 0.0.0.0" + }, + "human_detection": { + "instructions_host": "python3 /RoboticsAcademy/exercises/static/exercises/human_detection/exercise.py 0.0.0.0" + }, + "labyrinth_escape": { + "gazebo_path": "/RoboticsAcademy/exercises/static/exercises/labyrinth_escape/launch", + "instructions_ros": ["python3 ./RoboticsAcademy/exercises/static/exercises/labyrinth_escape/launch/launch.py"], + "instructions_host": "python3 /RoboticsAcademy/exercises/static/exercises/labyrinth_escape/exercise.py 0.0.0.0" + }, + "position_control": { + "gazebo_path": "/RoboticsAcademy/exercises/static/exercises/position_control/launch", + "instructions_ros": ["python3 ./RoboticsAcademy/exercises/static/exercises/position_control/launch/launch.py"], + "instructions_host": "python3 /RoboticsAcademy/exercises/static/exercises/position_control/exercise.py 0.0.0.0" + }, + "car_junction": { + "gazebo_path": "/RoboticsAcademy/exercises/static/exercises/car_junction/launch", + "instructions_ros": ["/opt/ros/noetic/bin/roslaunch ./RoboticsAcademy/exercises/static/exercises/car_junction/launch/car_junction.launch"], + "instructions_host": "python3 /RoboticsAcademy/exercises/static/exercises/car_junction/exercise.py 0.0.0.0" + }, + "road_junction": { + "gazebo_path": "/RoboticsAcademy/exercises/static/exercises/road_junction/launch", + "instructions_ros": ["/opt/ros/noetic/bin/roslaunch ./RoboticsAcademy/exercises/static/exercises/road_junction/launch/road_junction.launch"], + "instructions_host": "python3 /RoboticsAcademy/exercises/static/exercises/road_junction/exercise.py 0.0.0.0" + }, + "rescue_people": { + "gazebo_path": "/RoboticsAcademy/exercises/static/exercises/rescue_people/launch", + "instructions_ros": ["python3 ./RoboticsAcademy/exercises/static/exercises/rescue_people/launch/launch.py"], + "instructions_host": "python3 /RoboticsAcademy/exercises/static/exercises/rescue_people/exercise.py 0.0.0.0" + }, + "drone_hangar": { + "gazebo_path": "/RoboticsAcademy/exercises/static/exercises/drone_hangar/launch", + "instructions_ros": ["python3 ./RoboticsAcademy/exercises/static/exercises/drone_hangar/launch/launch.py"], + "instructions_host": "python3 /RoboticsAcademy/exercises/static/exercises/drone_hangar/exercise.py 0.0.0.0" + }, + "drone_gymkhana": { + "gazebo_path": "/RoboticsAcademy/exercises/static/exercises/drone_gymkhana/launch", + "instructions_ros": ["python3 ./RoboticsAcademy/exercises/static/exercises/drone_gymkhana/launch/launch.py"], + "instructions_host": "python3 /RoboticsAcademy/exercises/static/exercises/drone_gymkhana/exercise.py 0.0.0.0" + }, + "visual_lander": { + "gazebo_path": "/RoboticsAcademy/exercises/static/exercises/visual_lander/launch", + "instructions_ros": ["python3 ./RoboticsAcademy/exercises/static/exercises/visual_lander/launch/launch.py"], + "instructions_host": "python3 /RoboticsAcademy/exercises/static/exercises/visual_lander/exercise.py 0.0.0.0" + }, + "opticalflow_teleop": { + "gazebo_path": "/RoboticsAcademy/exercises/static/exercises/opticalflow_teleop/launch", + "instructions_ros": ["/opt/ros/noetic/bin/roslaunch ./RoboticsAcademy/exercises/static/exercises/opticalflow_teleop/launch/simple_line_follower_ros_headless_default.launch"], + "instructions_host": "python3 /RoboticsAcademy/exercises/static/exercises/opticalflow_teleop/exercise.py 0.0.0.0" + }, + "follow_line_game": { + "gazebo_path": "/RoboticsAcademy/exercises/static/exercises/follow_line/web-template/launch", + "instructions_ros": ["/opt/ros/noetic/bin/roslaunch ./RoboticsAcademy/exercises/static/exercises/follow_line/web-template/launch/simple_line_follower_game_ros_headless_{}.launch"], + "instructions_host": "python3 /RoboticsAcademy/exercises/static/exercises/follow_line/web-template/exercise.py 0.0.0.0", + "instructions_guest": "python3 /RoboticsAcademy/exercises/static/exercises/follow_line/web-template/exercise_guest.py 0.0.0.0", + "instructions_gui": "python3 /RoboticsAcademy/exercises/static/exercises/follow_line/web-template/gui.py 0.0.0.0 {}", + "instructions_gui_guest": "python3 /RoboticsAcademy/exercises/static/exercises/follow_line/web-template/gui_guest.py 0.0.0.0" + }, + "autoparking": { + "gazebo_path": "/RoboticsAcademy/exercises/static/exercises/autoparking/launch", + "instructions_ros": ["/opt/ros/noetic/bin/roslaunch ./RoboticsAcademy/exercises/static/exercises/autoparking/launch/autoparking.launch"], + "instructions_host": "python3 /RoboticsAcademy/exercises/static/exercises/autoparking/exercise.py 0.0.0.0" + }, + "autoparking_v2": { + "gazebo_path": "/RoboticsAcademy/exercises/autoparking_v2/launch", + "instructions_ros": ["/opt/ros/noetic/bin/roslaunch ./RoboticsAcademy/exercises/static/exercises/autoparking_v2/launch/autoparking.launch"], + "instructions_host": "python3 /RoboticsAcademy/exercises/static/exercises/autoparking_v2/exercise.py 0.0.0.0" + }, + "montecarlo_visual_loc": { + "gazebo_path": "/RoboticsAcademy/exercises/static/exercises/montecarlo_visual_loc/launch", + "instructions_ros": ["/opt/ros/noetic/bin/roslaunch ./RoboticsAcademy/exercises/static/exercises/montecarlo_visual_loc/launch/visual_loc_headless.launch"], + "instructions_host": "python3 /RoboticsAcademy/exercises/static/exercises/montecarlo_visual_loc/exercise.py 0.0.0.0" + }, + "laser_mapping": { + "gazebo_path": "/RoboticsAcademy/exercises/static/exercises/laser_mapping/launch", + "instructions_ros": ["/opt/ros/noetic/bin/roslaunch /opt/jderobot/CustomRobots/stdr_simulator/stdr_launchers/launch/amigobot_without_gui.launch"], + "instructions_host": "python3 /RoboticsAcademy/exercises/static/exercises/laser_mapping/exercise.py 0.0.0.0" + }, + "laser_loc": { + "gazebo_path": "/RoboticsAcademy/exercises/static/exercises/laser_loc/launch", + "instructions_ros": ["/opt/ros/noetic/bin/roslaunch /opt/jderobot/CustomRobots/stdr_simulator/stdr_launchers/launch/amigobot_without_gui.launch"], + "instructions_host": "python3 /RoboticsAcademy/exercises/static/exercises/laser_loc/exercise.py 0.0.0.0" + }, + "package_delivery": { + "gazebo_path": "/RoboticsAcademy/exercises/static/exercises/package_delivery/launch", + "instructions_ros": ["python3 ./RoboticsAcademy/exercises/static/exercises/package_delivery/launch/launch.py"], + "instructions_host": "python3 /RoboticsAcademy/exercises/static/exercises/package_delivery/exercise.py 0.0.0.0" + }, + "power_tower_inspection": { + "gazebo_path": "/RoboticsAcademy/exercises/static/exercises/power_tower_inspection/launch", + "instructions_ros": ["python3 ./RoboticsAcademy/exercises/static/exercises/power_tower_inspection/launch/launch.py"], + "instructions_host": "python3 /RoboticsAcademy/exercises/static/exercises/power_tower_inspection/exercise.py 0.0.0.0" + }, + "visual_odometry_3D": { + "gazebo_path": "/RoboticsAcademy/exercises/static/exercises/visual_odometry_3D/launch", + "instructions_ros": ["python3 ./RoboticsAcademy/exercises/static/exercises/visual_odometry_3D/launch/launch.py"], + "instructions_host": "python3 /RoboticsAcademy/exercises/static/exercises/visual_odometry_3D/exercise.py 0.0.0.0" + } +} diff --git a/manager/manager.py b/manager/manager.py index b4dfa36a3..b4402ea5c 100644 --- a/manager/manager.py +++ b/manager/manager.py @@ -483,7 +483,7 @@ async def handle(self, websocket, path): self.exercise = data["exercise"] if (self.exercise in STDR_EX): self.simulator = "stdr" - elif (self.exercise == "color_filter" or self.exercise == "human detection" or self.exercise == "digit_classifier"): + elif (self.exercise == "color_filter" or self.exercise == "human detection" or self.exercise == "digit_classifier" or self.exercise == "visual_odometry_3D"): self.simulator = "none" else: self.simulator = "gazebo" @@ -541,7 +541,7 @@ def open_simulation(self, exercise, width, height, circuit): print("> XServer started") # Start the exercise - if exercise not in ["color_filter", "dl_digit_classifier", "human_detection"] and exercise not in STDR_EX: + if exercise not in ["color_filter", "dl_digit_classifier", "human_detection", "visual_odometry_3D"] and exercise not in STDR_EX: print("> Starting GZServer") self.commands.start_gzserver(exercise, circuit) print("> GZServer started") @@ -605,7 +605,7 @@ def open_accelerated_simulation(self, exercise, width, height, circuit): print("> VNC started") # Start the exercise - if exercise not in ["color_filter", "dl_digit_classifier", "human_detection"] and exercise not in STDR_EX: + if exercise not in ["color_filter", "dl_digit_classifier", "human_detection", "visual_odometry_3D"] and exercise not in STDR_EX: print("> Starting GZServer") self.commands.start_gzserver(exercise, circuit) print("> GZServer started") diff --git a/static/exercises/visual_odometry_3D/3DScene/3DViz.js b/static/exercises/visual_odometry_3D/3DScene/3DViz.js new file mode 100644 index 000000000..7e90bb962 --- /dev/null +++ b/static/exercises/visual_odometry_3D/3DScene/3DViz.js @@ -0,0 +1,34 @@ +let config = {}; +var lineInterval, pointInterval, posInterval, objInterval; +var cont = 1; +class obj3DPose { + constructor(id, x, y, z, rx, ry, rz) { + this.id = id; + this.x = x; + this.y = y; + this.z = z; + this.rx = rx; + this.ry = ry; + this.rz = rz; + } +} + +try { + const yaml = require('js-yaml'); + const fs = require('fs'); + config = yaml.safeLoad(fs.readFileSync('public/config.yml', 'utf8')) +} catch (e) { + config.Server = "localhost"; + config.Port = "11000"; + config.updatePoints = 10 + config.updateSegments = 10 + config.linewidth = 2 + config.pointsize = 1.5 + config.spheresize = 0.35 + config.camera = {} + config.camera.x = -30 + config.camera.y = 18 + config.camera.z = -10 + +} + diff --git a/static/exercises/visual_odometry_3D/3DScene/3d_scene.js b/static/exercises/visual_odometry_3D/3DScene/3d_scene.js new file mode 100644 index 000000000..1c96fa7fe --- /dev/null +++ b/static/exercises/visual_odometry_3D/3DScene/3d_scene.js @@ -0,0 +1,211 @@ +var camera, scene, renderer, controls; +var axes, grid, particles; +var windowWidth, windowHeight; +let userFrame, trueFrame; +var rotationx = 0.0; +var rotationy = 0.0; +var toDegrees = 180 / Math.PI; + +const TRACKER_LENGHT = 300 +const USER_COLOR = 0xff0000 // Red +const TRUE_COLOR = 0x00ff00 // Green + +let track = [] +let trackGT = [] +let user_tracker = new CBuffer(TRACKER_LENGHT) +let true_tracker = new CBuffer(TRACKER_LENGHT) + +function init() { + windowWidth = document.getElementById("canvas").offsetWidth + windowHeight = document.getElementById("canvas").offsetHeight + camera = new THREE.PerspectiveCamera(75, windowWidth / windowHeight, 0.01, 1000); + camera.position.z = config.camera.z; + camera.position.y = config.camera.y; + camera.position.x = config.camera.x; + scene = new THREE.Scene(); + renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true }); + renderer.setSize(windowWidth, windowHeight); + renderer.setClearColor(0x3498db); + document.getElementById("canvas").appendChild(renderer.domElement); + controls = new THREE.OrbitControls(camera, renderer.domElement); + window.addEventListener('resize', onWindowResize, false); + var ambientLight = new THREE.AmbientLight(0xffffff, 0.4); + scene.add(ambientLight); + var light = new THREE.PointLight(0xffffff, 1, 100); + light.position.set(10, 10, 10); + scene.add(light); + var light = new THREE.PointLight(0xffffff, 1, 100); + light.position.set(20, 20, 20); + scene.add(light); + var light = new THREE.PointLight(0xffffff, 1, 100); + light.position.set(30, 30, 30); + scene.add(light); + var light = new THREE.PointLight(0xffffff, 1, 100); + light.position.set(40, 40, 40); + scene.add(light); +} + +function onWindowResize() { + windowWidth = document.getElementById("canvas").offsetWidth + windowHeight = document.getElementById("canvas").offsetHeight + + camera.aspect = windowWidth / windowHeight; + camera.updateProjectionMatrix(); + renderer.setSize(windowWidth, windowHeight); +} + +function animate() { + requestAnimationFrame(animate); + renderer.render(scene, camera); +} + +function addPoint(point) { + var geometry = new THREE.Geometry(); + geometry.vertices.push(new THREE.Vector3(point.x, point.y, point.z)); + + var material = new THREE.PointsMaterial({ size: config.pointsize, sizeAttenuation: false }); + material.color.setRGB(point.r / 255, point.g / 255, point.b / 255); + var particles = new THREE.Points(geometry, material); + particles.position.set(point.x, point.y, point.z); + particles.name = "points"; + scene.add(particles); +} + +function addLine(segment, name) { + var geometry = new THREE.Geometry(); + geometry.vertices.push( + new THREE.Vector3(segment.seg.fromPoint.x, segment.seg.fromPoint.z, segment.seg.fromPoint.y), + new THREE.Vector3(segment.seg.toPoint.x, segment.seg.toPoint.z, segment.seg.toPoint.y), + new THREE.Vector3(segment.seg.fromPoint.x, segment.seg.fromPoint.z, segment.seg.fromPoint.y)); + var material = new THREE.LineBasicMaterial(); + material.color.setRGB(segment.c.r, segment.c.g, segment.c.b); + if (name != "plane") { + material.linewidth = config.linewidth; + } + line = new THREE.Line(geometry, material); + line.name = name; + scene.add(line); +} + +function addGrid() { + grid = new THREE.GridHelper(1000, 100, 0x888888, 0x888888); + grid.position.set(0, -0.1, 0); + scene.add(grid); +} + +function deleteObj(name) { + var selectedObject = scene.getObjectByName(name); + while (selectedObject != null) { + scene.remove(selectedObject); + selectedObject = scene.getObjectByName(name); + } +} + +function addObj(obj, pos) { + var type = obj.obj.split(":"); + if (type[0] == "https") { + var url = obj.obj + } else { + var file = new Blob([obj.obj], { type: 'text/plain' }); + var url = window.URL.createObjectURL(file); + } + if (obj.format == "obj") { + loadObj(url, obj, pos) + } else if (obj.format == "dae") { + loadDae(url, obj, pos); + } +} + +function loadDae(url, obj, pose3d) { + var loader = new THREE.ColladaLoader(); + var scale = obj.scale; + loader.load(url, function (collada) { + var object = collada.scene; + object.name = obj.id; + object.position.set(pose3d.x, pose3d.y, pose3d.z); + object.rotation.set(pose3d.rx * toDegrees, pose3d.ry * toDegrees, pose3d.rz * toDegrees); + object.scale.set(scale, scale, scale); + scene.add(object); + }); +} + +function loadObj(url, obj, pose3d) { + var loader = new THREE.OBJLoader(); + var scale = obj.scale; + loader.load(url, + function (object) { + object.name = obj.id; + object.position.set(pose3d.x, pose3d.y, pose3d.z); + object.rotation.set(pose3d.rx * toDegrees, pose3d.ry * toDegrees, pose3d.rz * toDegrees); + object.scale.set(scale, scale, scale); + scene.add(object); + }, + function (xhr) { }, + function (error) { + console.log(error); + } + ); +} + +function moveObj(pose3d) { + selectedObject = scene.getObjectByName(pose3d.id); + selectedObject.position.set(pose3d.x, pose3d.y, pose3d.z); + selectedObject.rotation.set(pose3d.rx * toDegrees, pose3d.ry * toDegrees, pose3d.rz * toDegrees); +} + + +function addAxis() { + const axesHelper = new THREE.AxesHelper(10); // The X axis is red. The Y axis is green. The Z axis is blue. + scene.add(axesHelper); +} + + +function addSphere(point) { + + const geometry = new THREE.SphereGeometry(config.spheresize, 32, 32); + const material = new THREE.MeshBasicMaterial(); + material.color.setRGB(point.r / 255, point.g / 255, point.b / 255); + var sphere = new THREE.Mesh(geometry, material); + sphere.position.set(point.x, point.y, point.z); + scene.add(sphere); + +} + +function addFrames() { + userFrame = createFrame(1241, 356, 1, USER_COLOR); + scene.add(userFrame) + trueFrame = createFrame(1241, 356, 1, TRUE_COLOR); + scene.add(trueFrame) +} + +function createTrack(track, color = 0xff0000) { + const material = new THREE.LineBasicMaterial({ color: color, linewidth: 2 }); + const geometry = new THREE.BufferGeometry().setFromPoints(track.getPoints()); + const line = new THREE.Line(geometry, material); + return line +} + +function reset_scene3d() { + for (var i = scene.children.length - 1; i >= 0; i--) { + if (scene.children[i].type == "Mesh") { + scene.remove(scene.children[i]); + } + } +} + + +function plotTrack(track, color = 0xff0000) { + const material = new THREE.LineBasicMaterial({ color: color, linewidth: 2 }); + const geometry = new THREE.BufferGeometry().setFromPoints(track.getPoints()); + const line = new THREE.Line(geometry, material); + return line +} + + +function webGLStart() { + init(); + addGrid(); + animate(); + addAxis(); + addFrames(); +} diff --git a/static/exercises/visual_odometry_3D/3DScene/ColladaLoader.js b/static/exercises/visual_odometry_3D/3DScene/ColladaLoader.js new file mode 100644 index 000000000..46761959e --- /dev/null +++ b/static/exercises/visual_odometry_3D/3DScene/ColladaLoader.js @@ -0,0 +1,3627 @@ +/** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */ + +THREE.ColladaLoader = function ( manager ) { + + this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; + +}; + +THREE.ColladaLoader.prototype = { + + constructor: THREE.ColladaLoader, + + crossOrigin: 'Anonymous', + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var path = scope.path === undefined ? THREE.LoaderUtils.extractUrlBase( url ) : scope.path; + + var loader = new THREE.FileLoader( scope.manager ); + loader.load( url, function ( text ) { + + onLoad( scope.parse( text, path ) ); + + }, onProgress, onError ); + + }, + + setPath: function ( value ) { + + this.path = value; + + }, + + options: { + + set convertUpAxis( value ) { + + console.warn( 'THREE.ColladaLoader: options.convertUpAxis() has been removed. Up axis is converted automatically.' ); + + } + + }, + + setCrossOrigin: function ( value ) { + + this.crossOrigin = value; + + }, + + parse: function ( text, path ) { + + function getElementsByTagName( xml, name ) { + + // Non recursive xml.getElementsByTagName() ... + + var array = []; + var childNodes = xml.childNodes; + + for ( var i = 0, l = childNodes.length; i < l; i ++ ) { + + var child = childNodes[ i ]; + + if ( child.nodeName === name ) { + + array.push( child ); + + } + + } + + return array; + + } + + function parseStrings( text ) { + + if ( text.length === 0 ) return []; + + var parts = text.trim().split( /\s+/ ); + var array = new Array( parts.length ); + + for ( var i = 0, l = parts.length; i < l; i ++ ) { + + array[ i ] = parts[ i ]; + + } + + return array; + + } + + function parseFloats( text ) { + + if ( text.length === 0 ) return []; + + var parts = text.trim().split( /\s+/ ); + var array = new Array( parts.length ); + + for ( var i = 0, l = parts.length; i < l; i ++ ) { + + array[ i ] = parseFloat( parts[ i ] ); + + } + + return array; + + } + + function parseInts( text ) { + + if ( text.length === 0 ) return []; + + var parts = text.trim().split( /\s+/ ); + var array = new Array( parts.length ); + + for ( var i = 0, l = parts.length; i < l; i ++ ) { + + array[ i ] = parseInt( parts[ i ] ); + + } + + return array; + + } + + function parseId( text ) { + + return text.substring( 1 ); + + } + + function generateId() { + + return 'three_default_' + ( count ++ ); + + } + + function isEmpty( object ) { + + return Object.keys( object ).length === 0; + + } + + // asset + + function parseAsset( xml ) { + + return { + unit: parseAssetUnit( getElementsByTagName( xml, 'unit' )[ 0 ] ), + upAxis: parseAssetUpAxis( getElementsByTagName( xml, 'up_axis' )[ 0 ] ) + }; + + } + + function parseAssetUnit( xml ) { + + if ( ( xml !== undefined ) && ( xml.hasAttribute( 'meter' ) === true ) ) { + + return parseFloat( xml.getAttribute( 'meter' ) ); + + } else { + + return 1; // default 1 meter + + } + + } + + function parseAssetUpAxis( xml ) { + + return xml !== undefined ? xml.textContent : 'Y_UP'; + + } + + // library + + function parseLibrary( xml, libraryName, nodeName, parser ) { + + var library = getElementsByTagName( xml, libraryName )[ 0 ]; + + if ( library !== undefined ) { + + var elements = getElementsByTagName( library, nodeName ); + + for ( var i = 0; i < elements.length; i ++ ) { + + parser( elements[ i ] ); + + } + + } + + } + + function buildLibrary( data, builder ) { + + for ( var name in data ) { + + var object = data[ name ]; + object.build = builder( data[ name ] ); + + } + + } + + // get + + function getBuild( data, builder ) { + + if ( data.build !== undefined ) return data.build; + + data.build = builder( data ); + + return data.build; + + } + + // animation + + function parseAnimation( xml ) { + + var data = { + sources: {}, + samplers: {}, + channels: {} + }; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + var id; + + switch ( child.nodeName ) { + + case 'source': + id = child.getAttribute( 'id' ); + data.sources[ id ] = parseSource( child ); + break; + + case 'sampler': + id = child.getAttribute( 'id' ); + data.samplers[ id ] = parseAnimationSampler( child ); + break; + + case 'channel': + id = child.getAttribute( 'target' ); + data.channels[ id ] = parseAnimationChannel( child ); + break; + + default: + console.log( child ); + + } + + } + + library.animations[ xml.getAttribute( 'id' ) ] = data; + + } + + function parseAnimationSampler( xml ) { + + var data = { + inputs: {}, + }; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'input': + var id = parseId( child.getAttribute( 'source' ) ); + var semantic = child.getAttribute( 'semantic' ); + data.inputs[ semantic ] = id; + break; + + } + + } + + return data; + + } + + function parseAnimationChannel( xml ) { + + var data = {}; + + var target = xml.getAttribute( 'target' ); + + // parsing SID Addressing Syntax + + var parts = target.split( '/' ); + + var id = parts.shift(); + var sid = parts.shift(); + + // check selection syntax + + var arraySyntax = ( sid.indexOf( '(' ) !== - 1 ); + var memberSyntax = ( sid.indexOf( '.' ) !== - 1 ); + + if ( memberSyntax ) { + + // member selection access + + parts = sid.split( '.' ); + sid = parts.shift(); + data.member = parts.shift(); + + } else if ( arraySyntax ) { + + // array-access syntax. can be used to express fields in one-dimensional vectors or two-dimensional matrices. + + var indices = sid.split( '(' ); + sid = indices.shift(); + + for ( var i = 0; i < indices.length; i ++ ) { + + indices[ i ] = parseInt( indices[ i ].replace( /\)/, '' ) ); + + } + + data.indices = indices; + + } + + data.id = id; + data.sid = sid; + + data.arraySyntax = arraySyntax; + data.memberSyntax = memberSyntax; + + data.sampler = parseId( xml.getAttribute( 'source' ) ); + + return data; + + } + + function buildAnimation( data ) { + + var tracks = []; + + var channels = data.channels; + var samplers = data.samplers; + var sources = data.sources; + + for ( var target in channels ) { + + if ( channels.hasOwnProperty( target ) ) { + + var channel = channels[ target ]; + var sampler = samplers[ channel.sampler ]; + + var inputId = sampler.inputs.INPUT; + var outputId = sampler.inputs.OUTPUT; + + var inputSource = sources[ inputId ]; + var outputSource = sources[ outputId ]; + + var animation = buildAnimationChannel( channel, inputSource, outputSource ); + + createKeyframeTracks( animation, tracks ); + + } + + } + + return tracks; + + } + + function getAnimation( id ) { + + return getBuild( library.animations[ id ], buildAnimation ); + + } + + function buildAnimationChannel( channel, inputSource, outputSource ) { + + var node = library.nodes[ channel.id ]; + var object3D = getNode( node.id ); + + var transform = node.transforms[ channel.sid ]; + var defaultMatrix = node.matrix.clone().transpose(); + + var time, stride; + var i, il, j, jl; + + var data = {}; + + // the collada spec allows the animation of data in various ways. + // depending on the transform type (matrix, translate, rotate, scale), we execute different logic + + switch ( transform ) { + + case 'matrix': + + for ( i = 0, il = inputSource.array.length; i < il; i ++ ) { + + time = inputSource.array[ i ]; + stride = i * outputSource.stride; + + if ( data[ time ] === undefined ) data[ time ] = {}; + + if ( channel.arraySyntax === true ) { + + var value = outputSource.array[ stride ]; + var index = channel.indices[ 0 ] + 4 * channel.indices[ 1 ]; + + data[ time ][ index ] = value; + + } else { + + for ( j = 0, jl = outputSource.stride; j < jl; j ++ ) { + + data[ time ][ j ] = outputSource.array[ stride + j ]; + + } + + } + + } + + break; + + case 'translate': + console.warn( 'THREE.ColladaLoader: Animation transform type "%s" not yet implemented.', transform ); + break; + + case 'rotate': + console.warn( 'THREE.ColladaLoader: Animation transform type "%s" not yet implemented.', transform ); + break; + + case 'scale': + console.warn( 'THREE.ColladaLoader: Animation transform type "%s" not yet implemented.', transform ); + break; + + } + + var keyframes = prepareAnimationData( data, defaultMatrix ); + + var animation = { + name: object3D.uuid, + keyframes: keyframes + }; + + return animation; + + } + + function prepareAnimationData( data, defaultMatrix ) { + + var keyframes = []; + + // transfer data into a sortable array + + for ( var time in data ) { + + keyframes.push( { time: parseFloat( time ), value: data[ time ] } ); + + } + + // ensure keyframes are sorted by time + + keyframes.sort( ascending ); + + // now we clean up all animation data, so we can use them for keyframe tracks + + for ( var i = 0; i < 16; i ++ ) { + + transformAnimationData( keyframes, i, defaultMatrix.elements[ i ] ); + + } + + return keyframes; + + // array sort function + + function ascending( a, b ) { + + return a.time - b.time; + + } + + } + + var position = new THREE.Vector3(); + var scale = new THREE.Vector3(); + var quaternion = new THREE.Quaternion(); + + function createKeyframeTracks( animation, tracks ) { + + var keyframes = animation.keyframes; + var name = animation.name; + + var times = []; + var positionData = []; + var quaternionData = []; + var scaleData = []; + + for ( var i = 0, l = keyframes.length; i < l; i ++ ) { + + var keyframe = keyframes[ i ]; + + var time = keyframe.time; + var value = keyframe.value; + + matrix.fromArray( value ).transpose(); + matrix.decompose( position, quaternion, scale ); + + times.push( time ); + positionData.push( position.x, position.y, position.z ); + quaternionData.push( quaternion.x, quaternion.y, quaternion.z, quaternion.w ); + scaleData.push( scale.x, scale.y, scale.z ); + + } + + if ( positionData.length > 0 ) tracks.push( new THREE.VectorKeyframeTrack( name + '.position', times, positionData ) ); + if ( quaternionData.length > 0 ) tracks.push( new THREE.QuaternionKeyframeTrack( name + '.quaternion', times, quaternionData ) ); + if ( scaleData.length > 0 ) tracks.push( new THREE.VectorKeyframeTrack( name + '.scale', times, scaleData ) ); + + return tracks; + + } + + function transformAnimationData( keyframes, property, defaultValue ) { + + var keyframe; + + var empty = true; + var i, l; + + // check, if values of a property are missing in our keyframes + + for ( i = 0, l = keyframes.length; i < l; i ++ ) { + + keyframe = keyframes[ i ]; + + if ( keyframe.value[ property ] === undefined ) { + + keyframe.value[ property ] = null; // mark as missing + + } else { + + empty = false; + + } + + } + + if ( empty === true ) { + + // no values at all, so we set a default value + + for ( i = 0, l = keyframes.length; i < l; i ++ ) { + + keyframe = keyframes[ i ]; + + keyframe.value[ property ] = defaultValue; + + } + + } else { + + // filling gaps + + createMissingKeyframes( keyframes, property ); + + } + + } + + function createMissingKeyframes( keyframes, property ) { + + var prev, next; + + for ( var i = 0, l = keyframes.length; i < l; i ++ ) { + + var keyframe = keyframes[ i ]; + + if ( keyframe.value[ property ] === null ) { + + prev = getPrev( keyframes, i, property ); + next = getNext( keyframes, i, property ); + + if ( prev === null ) { + + keyframe.value[ property ] = next.value[ property ]; + continue; + + } + + if ( next === null ) { + + keyframe.value[ property ] = prev.value[ property ]; + continue; + + } + + interpolate( keyframe, prev, next, property ); + + } + + } + + } + + function getPrev( keyframes, i, property ) { + + while ( i >= 0 ) { + + var keyframe = keyframes[ i ]; + + if ( keyframe.value[ property ] !== null ) return keyframe; + + i --; + + } + + return null; + + } + + function getNext( keyframes, i, property ) { + + while ( i < keyframes.length ) { + + var keyframe = keyframes[ i ]; + + if ( keyframe.value[ property ] !== null ) return keyframe; + + i ++; + + } + + return null; + + } + + function interpolate( key, prev, next, property ) { + + if ( ( next.time - prev.time ) === 0 ) { + + key.value[ property ] = prev.value[ property ]; + return; + + } + + key.value[ property ] = ( ( key.time - prev.time ) * ( next.value[ property ] - prev.value[ property ] ) / ( next.time - prev.time ) ) + prev.value[ property ]; + + } + + // animation clips + + function parseAnimationClip( xml ) { + + var data = { + name: xml.getAttribute( 'id' ) || 'default', + start: parseFloat( xml.getAttribute( 'start' ) || 0 ), + end: parseFloat( xml.getAttribute( 'end' ) || 0 ), + animations: [] + }; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'instance_animation': + data.animations.push( parseId( child.getAttribute( 'url' ) ) ); + break; + + } + + } + + library.clips[ xml.getAttribute( 'id' ) ] = data; + + } + + function buildAnimationClip( data ) { + + var tracks = []; + + var name = data.name; + var duration = ( data.end - data.start ) || - 1; + var animations = data.animations; + + for ( var i = 0, il = animations.length; i < il; i ++ ) { + + var animationTracks = getAnimation( animations[ i ] ); + + for ( var j = 0, jl = animationTracks.length; j < jl; j ++ ) { + + tracks.push( animationTracks[ j ] ); + + } + + } + + return new THREE.AnimationClip( name, duration, tracks ); + + } + + function getAnimationClip( id ) { + + return getBuild( library.clips[ id ], buildAnimationClip ); + + } + + // controller + + function parseController( xml ) { + + var data = {}; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'skin': + // there is exactly one skin per controller + data.id = parseId( child.getAttribute( 'source' ) ); + data.skin = parseSkin( child ); + break; + + case 'morph': + data.id = parseId( child.getAttribute( 'source' ) ); + console.warn( 'THREE.ColladaLoader: Morph target animation not supported yet.' ); + break; + + } + + } + + library.controllers[ xml.getAttribute( 'id' ) ] = data; + + } + + function parseSkin( xml ) { + + var data = { + sources: {} + }; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'bind_shape_matrix': + data.bindShapeMatrix = parseFloats( child.textContent ); + break; + + case 'source': + var id = child.getAttribute( 'id' ); + data.sources[ id ] = parseSource( child ); + break; + + case 'joints': + data.joints = parseJoints( child ); + break; + + case 'vertex_weights': + data.vertexWeights = parseVertexWeights( child ); + break; + + } + + } + + return data; + + } + + function parseJoints( xml ) { + + var data = { + inputs: {} + }; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'input': + var semantic = child.getAttribute( 'semantic' ); + var id = parseId( child.getAttribute( 'source' ) ); + data.inputs[ semantic ] = id; + break; + + } + + } + + return data; + + } + + function parseVertexWeights( xml ) { + + var data = { + inputs: {} + }; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'input': + var semantic = child.getAttribute( 'semantic' ); + var id = parseId( child.getAttribute( 'source' ) ); + var offset = parseInt( child.getAttribute( 'offset' ) ); + data.inputs[ semantic ] = { id: id, offset: offset }; + break; + + case 'vcount': + data.vcount = parseInts( child.textContent ); + break; + + case 'v': + data.v = parseInts( child.textContent ); + break; + + } + + } + + return data; + + } + + function buildController( data ) { + + var build = { + id: data.id + }; + + var geometry = library.geometries[ build.id ]; + + if ( data.skin !== undefined ) { + + build.skin = buildSkin( data.skin ); + + // we enhance the 'sources' property of the corresponding geometry with our skin data + + geometry.sources.skinIndices = build.skin.indices; + geometry.sources.skinWeights = build.skin.weights; + + } + + return build; + + } + + function buildSkin( data ) { + + var BONE_LIMIT = 4; + + var build = { + joints: [], // this must be an array to preserve the joint order + indices: { + array: [], + stride: BONE_LIMIT + }, + weights: { + array: [], + stride: BONE_LIMIT + } + }; + + var sources = data.sources; + var vertexWeights = data.vertexWeights; + + var vcount = vertexWeights.vcount; + var v = vertexWeights.v; + var jointOffset = vertexWeights.inputs.JOINT.offset; + var weightOffset = vertexWeights.inputs.WEIGHT.offset; + + var jointSource = data.sources[ data.joints.inputs.JOINT ]; + var inverseSource = data.sources[ data.joints.inputs.INV_BIND_MATRIX ]; + + var weights = sources[ vertexWeights.inputs.WEIGHT.id ].array; + var stride = 0; + + var i, j, l; + + // procces skin data for each vertex + + for ( i = 0, l = vcount.length; i < l; i ++ ) { + + var jointCount = vcount[ i ]; // this is the amount of joints that affect a single vertex + var vertexSkinData = []; + + for ( j = 0; j < jointCount; j ++ ) { + + var skinIndex = v[ stride + jointOffset ]; + var weightId = v[ stride + weightOffset ]; + var skinWeight = weights[ weightId ]; + + vertexSkinData.push( { index: skinIndex, weight: skinWeight } ); + + stride += 2; + + } + + // we sort the joints in descending order based on the weights. + // this ensures, we only procced the most important joints of the vertex + + vertexSkinData.sort( descending ); + + // now we provide for each vertex a set of four index and weight values. + // the order of the skin data matches the order of vertices + + for ( j = 0; j < BONE_LIMIT; j ++ ) { + + var d = vertexSkinData[ j ]; + + if ( d !== undefined ) { + + build.indices.array.push( d.index ); + build.weights.array.push( d.weight ); + + } else { + + build.indices.array.push( 0 ); + build.weights.array.push( 0 ); + + } + + } + + } + + // setup bind matrix + + build.bindMatrix = new THREE.Matrix4().fromArray( data.bindShapeMatrix ).transpose(); + + // process bones and inverse bind matrix data + + for ( i = 0, l = jointSource.array.length; i < l; i ++ ) { + + var name = jointSource.array[ i ]; + var boneInverse = new THREE.Matrix4().fromArray( inverseSource.array, i * inverseSource.stride ).transpose(); + + build.joints.push( { name: name, boneInverse: boneInverse } ); + + } + + return build; + + // array sort function + + function descending( a, b ) { + + return b.weight - a.weight; + + } + + } + + function getController( id ) { + + return getBuild( library.controllers[ id ], buildController ); + + } + + // image + + function parseImage( xml ) { + + var data = { + init_from: getElementsByTagName( xml, 'init_from' )[ 0 ].textContent + }; + + library.images[ xml.getAttribute( 'id' ) ] = data; + + } + + function buildImage( data ) { + + if ( data.build !== undefined ) return data.build; + + return data.init_from; + + } + + function getImage( id ) { + + return getBuild( library.images[ id ], buildImage ); + + } + + // effect + + function parseEffect( xml ) { + + var data = {}; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'profile_COMMON': + data.profile = parseEffectProfileCOMMON( child ); + break; + + } + + } + + library.effects[ xml.getAttribute( 'id' ) ] = data; + + } + + function parseEffectProfileCOMMON( xml ) { + + var data = { + surfaces: {}, + samplers: {} + }; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'newparam': + parseEffectNewparam( child, data ); + break; + + case 'technique': + data.technique = parseEffectTechnique( child ); + break; + + case 'extra': + data.extra = parseEffectExtra( child ); + break; + + } + + } + + return data; + + } + + function parseEffectNewparam( xml, data ) { + + var sid = xml.getAttribute( 'sid' ); + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'surface': + data.surfaces[ sid ] = parseEffectSurface( child ); + break; + + case 'sampler2D': + data.samplers[ sid ] = parseEffectSampler( child ); + break; + + } + + } + + } + + function parseEffectSurface( xml ) { + + var data = {}; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'init_from': + data.init_from = child.textContent; + break; + + } + + } + + return data; + + } + + function parseEffectSampler( xml ) { + + var data = {}; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'source': + data.source = child.textContent; + break; + + } + + } + + return data; + + } + + function parseEffectTechnique( xml ) { + + var data = {}; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'constant': + case 'lambert': + case 'blinn': + case 'phong': + data.type = child.nodeName; + data.parameters = parseEffectParameters( child ); + break; + + } + + } + + return data; + + } + + function parseEffectParameters( xml ) { + + var data = {}; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'emission': + case 'diffuse': + case 'specular': + case 'shininess': + case 'transparency': + data[ child.nodeName ] = parseEffectParameter( child ); + break; + case 'transparent': + data[ child.nodeName ] = { + opaque: child.getAttribute( 'opaque' ), + data: parseEffectParameter( child ) + }; + break; + + } + + } + + return data; + + } + + function parseEffectParameter( xml ) { + + var data = {}; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'color': + data[ child.nodeName ] = parseFloats( child.textContent ); + break; + + case 'float': + data[ child.nodeName ] = parseFloat( child.textContent ); + break; + + case 'texture': + data[ child.nodeName ] = { id: child.getAttribute( 'texture' ), extra: parseEffectParameterTexture( child ) }; + break; + + } + + } + + return data; + + } + + function parseEffectParameterTexture( xml ) { + + var data = { + technique: {} + }; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'extra': + parseEffectParameterTextureExtra( child, data ); + break; + + } + + } + + return data; + + } + + function parseEffectParameterTextureExtra( xml, data ) { + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'technique': + parseEffectParameterTextureExtraTechnique( child, data ); + break; + + } + + } + + } + + function parseEffectParameterTextureExtraTechnique( xml, data ) { + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'repeatU': + case 'repeatV': + case 'offsetU': + case 'offsetV': + data.technique[ child.nodeName ] = parseFloat( child.textContent ); + break; + + case 'wrapU': + case 'wrapV': + + // some files have values for wrapU/wrapV which become NaN via parseInt + + if ( child.textContent.toUpperCase() === 'TRUE' ) { + + data.technique[ child.nodeName ] = 1; + + } else if ( child.textContent.toUpperCase() === 'FALSE' ) { + + data.technique[ child.nodeName ] = 0; + + } else { + + data.technique[ child.nodeName ] = parseInt( child.textContent ); + + } + + break; + + } + + } + + } + + function parseEffectExtra( xml ) { + + var data = {}; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'technique': + data.technique = parseEffectExtraTechnique( child ); + break; + + } + + } + + return data; + + } + + function parseEffectExtraTechnique( xml ) { + + var data = {}; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'double_sided': + data[ child.nodeName ] = parseInt( child.textContent ); + break; + + } + + } + + return data; + + } + + function buildEffect( data ) { + + return data; + + } + + function getEffect( id ) { + + return getBuild( library.effects[ id ], buildEffect ); + + } + + // material + + function parseMaterial( xml ) { + + var data = { + name: xml.getAttribute( 'name' ) + }; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'instance_effect': + data.url = parseId( child.getAttribute( 'url' ) ); + break; + + } + + } + + library.materials[ xml.getAttribute( 'id' ) ] = data; + + } + + function buildMaterial( data ) { + + var effect = getEffect( data.url ); + var technique = effect.profile.technique; + var extra = effect.profile.extra; + + var material; + + switch ( technique.type ) { + + case 'phong': + case 'blinn': + material = new THREE.MeshPhongMaterial(); + break; + + case 'lambert': + material = new THREE.MeshLambertMaterial(); + break; + + default: + material = new THREE.MeshBasicMaterial(); + break; + + } + + material.name = data.name; + + function getTexture( textureObject ) { + + var sampler = effect.profile.samplers[ textureObject.id ]; + var image; + + // get image + + if ( sampler !== undefined ) { + + var surface = effect.profile.surfaces[ sampler.source ]; + image = getImage( surface.init_from ); + + } else { + + console.warn( 'THREE.ColladaLoader: Undefined sampler. Access image directly (see #12530).' ); + image = getImage( textureObject.id ); + + } + + // create texture if image is avaiable + + if ( image !== undefined ) { + + var texture = textureLoader.load( image ); + + var extra = textureObject.extra; + + if ( extra !== undefined && extra.technique !== undefined && isEmpty( extra.technique ) === false ) { + + var technique = extra.technique; + + texture.wrapS = technique.wrapU ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping; + texture.wrapT = technique.wrapV ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping; + + texture.offset.set( technique.offsetU || 0, technique.offsetV || 0 ); + texture.repeat.set( technique.repeatU || 1, technique.repeatV || 1 ); + + } else { + + texture.wrapS = THREE.RepeatWrapping; + texture.wrapT = THREE.RepeatWrapping; + + } + + return texture; + + } else { + + console.error( 'THREE.ColladaLoader: Unable to load texture with ID:', textureObject.id ); + + return null; + + } + + } + + var parameters = technique.parameters; + + for ( var key in parameters ) { + + var parameter = parameters[ key ]; + + switch ( key ) { + + case 'diffuse': + if ( parameter.color ) material.color.fromArray( parameter.color ); + if ( parameter.texture ) material.map = getTexture( parameter.texture ); + break; + case 'specular': + if ( parameter.color && material.specular ) material.specular.fromArray( parameter.color ); + if ( parameter.texture ) material.specularMap = getTexture( parameter.texture ); + break; + case 'shininess': + if ( parameter.float && material.shininess ) + material.shininess = parameter.float; + break; + case 'emission': + if ( parameter.color && material.emissive ) + material.emissive.fromArray( parameter.color ); + break; + + } + + } + + // + + var transparent = parameters[ 'transparent' ]; + var transparency = parameters[ 'transparency' ]; + + // does not exist but + + if ( transparency === undefined && transparent ) { + + transparency = { + float: 1 + }; + + } + + // does not exist but + + if ( transparent === undefined && transparency ) { + + transparent = { + opaque: 'A_ONE', + data: { + color: [ 1, 1, 1, 1 ] + } }; + + } + + if ( transparent && transparency ) { + + // handle case if a texture exists but no color + + if ( transparent.data.texture ) { + + material.alphaMap = getTexture( transparent.data.texture ); + material.transparent = true; + + } else { + + var color = transparent.data.color; + + switch ( transparent.opaque ) { + + case 'A_ONE': + material.opacity = color[ 3 ] * transparency.float; + break; + case 'RGB_ZERO': + material.opacity = 1 - ( color[ 0 ] * transparency.float ); + break; + case 'A_ZERO': + material.opacity = 1 - ( color[ 3 ] * transparency.float ); + break; + case 'RGB_ONE': + material.opacity = color[ 0 ] * transparency.float; + break; + default: + console.warn( 'THREE.ColladaLoader: Invalid opaque type "%s" of transparent tag.', transparent.opaque ); + + } + + if ( material.opacity < 1 ) material.transparent = true; + + } + + } + + // + + if ( extra !== undefined && extra.technique !== undefined && extra.technique.double_sided === 1 ) { + + material.side = THREE.DoubleSide; + + } + + return material; + + } + + function getMaterial( id ) { + + return getBuild( library.materials[ id ], buildMaterial ); + + } + + // camera + + function parseCamera( xml ) { + + var data = { + name: xml.getAttribute( 'name' ) + }; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'optics': + data.optics = parseCameraOptics( child ); + break; + + } + + } + + library.cameras[ xml.getAttribute( 'id' ) ] = data; + + } + + function parseCameraOptics( xml ) { + + for ( var i = 0; i < xml.childNodes.length; i ++ ) { + + var child = xml.childNodes[ i ]; + + switch ( child.nodeName ) { + + case 'technique_common': + return parseCameraTechnique( child ); + + } + + } + + return {}; + + } + + function parseCameraTechnique( xml ) { + + var data = {}; + + for ( var i = 0; i < xml.childNodes.length; i ++ ) { + + var child = xml.childNodes[ i ]; + + switch ( child.nodeName ) { + + case 'perspective': + case 'orthographic': + + data.technique = child.nodeName; + data.parameters = parseCameraParameters( child ); + + break; + + } + + } + + return data; + + } + + function parseCameraParameters( xml ) { + + var data = {}; + + for ( var i = 0; i < xml.childNodes.length; i ++ ) { + + var child = xml.childNodes[ i ]; + + switch ( child.nodeName ) { + + case 'xfov': + case 'yfov': + case 'xmag': + case 'ymag': + case 'znear': + case 'zfar': + case 'aspect_ratio': + data[ child.nodeName ] = parseFloat( child.textContent ); + break; + + } + + } + + return data; + + } + + function buildCamera( data ) { + + var camera; + + switch ( data.optics.technique ) { + + case 'perspective': + camera = new THREE.PerspectiveCamera( + data.optics.parameters.yfov, + data.optics.parameters.aspect_ratio, + data.optics.parameters.znear, + data.optics.parameters.zfar + ); + break; + + case 'orthographic': + var ymag = data.optics.parameters.ymag; + var xmag = data.optics.parameters.xmag; + var aspectRatio = data.optics.parameters.aspect_ratio; + + xmag = ( xmag === undefined ) ? ( ymag * aspectRatio ) : xmag; + ymag = ( ymag === undefined ) ? ( xmag / aspectRatio ) : ymag; + + xmag *= 0.5; + ymag *= 0.5; + + camera = new THREE.OrthographicCamera( + - xmag, xmag, ymag, - ymag, // left, right, top, bottom + data.optics.parameters.znear, + data.optics.parameters.zfar + ); + break; + + default: + camera = new THREE.PerspectiveCamera(); + break; + + } + + camera.name = data.name; + + return camera; + + } + + function getCamera( id ) { + + var data = library.cameras[ id ]; + + if ( data !== undefined ) { + + return getBuild( data, buildCamera ); + + } + + console.warn( 'THREE.ColladaLoader: Couldn\'t find camera with ID:', id ); + + return null; + + } + + // light + + function parseLight( xml ) { + + var data = {}; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'technique_common': + data = parseLightTechnique( child ); + break; + + } + + } + + library.lights[ xml.getAttribute( 'id' ) ] = data; + + } + + function parseLightTechnique( xml ) { + + var data = {}; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'directional': + case 'point': + case 'spot': + case 'ambient': + + data.technique = child.nodeName; + data.parameters = parseLightParameters( child ); + + } + + } + + return data; + + } + + function parseLightParameters( xml ) { + + var data = {}; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'color': + var array = parseFloats( child.textContent ); + data.color = new THREE.Color().fromArray( array ); + break; + + case 'falloff_angle': + data.falloffAngle = parseFloat( child.textContent ); + break; + + case 'quadratic_attenuation': + var f = parseFloat( child.textContent ); + data.distance = f ? Math.sqrt( 1 / f ) : 0; + break; + + } + + } + + return data; + + } + + function buildLight( data ) { + + var light; + + switch ( data.technique ) { + + case 'directional': + light = new THREE.DirectionalLight(); + break; + + case 'point': + light = new THREE.PointLight(); + break; + + case 'spot': + light = new THREE.SpotLight(); + break; + + case 'ambient': + light = new THREE.AmbientLight(); + break; + + } + + if ( data.parameters.color ) light.color.copy( data.parameters.color ); + if ( data.parameters.distance ) light.distance = data.parameters.distance; + + return light; + + } + + function getLight( id ) { + + var data = library.lights[ id ]; + + if ( data !== undefined ) { + + return getBuild( data, buildLight ); + + } + + console.warn( 'THREE.ColladaLoader: Couldn\'t find light with ID:', id ); + + return null; + + } + + // geometry + + function parseGeometry( xml ) { + + var data = { + name: xml.getAttribute( 'name' ), + sources: {}, + vertices: {}, + primitives: [] + }; + + var mesh = getElementsByTagName( xml, 'mesh' )[ 0 ]; + + // the following tags inside geometry are not supported yet (see https://github.com/mrdoob/three.js/pull/12606): convex_mesh, spline, brep + if ( mesh === undefined ) return; + + for ( var i = 0; i < mesh.childNodes.length; i ++ ) { + + var child = mesh.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + var id = child.getAttribute( 'id' ); + + switch ( child.nodeName ) { + + case 'source': + data.sources[ id ] = parseSource( child ); + break; + + case 'vertices': + // data.sources[ id ] = data.sources[ parseId( getElementsByTagName( child, 'input' )[ 0 ].getAttribute( 'source' ) ) ]; + data.vertices = parseGeometryVertices( child ); + break; + + case 'polygons': + console.warn( 'THREE.ColladaLoader: Unsupported primitive type: ', child.nodeName ); + break; + + case 'lines': + case 'linestrips': + case 'polylist': + case 'triangles': + data.primitives.push( parseGeometryPrimitive( child ) ); + break; + + default: + console.log( child ); + + } + + } + + library.geometries[ xml.getAttribute( 'id' ) ] = data; + + } + + function parseSource( xml ) { + + var data = { + array: [], + stride: 3 + }; + + for ( var i = 0; i < xml.childNodes.length; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'float_array': + data.array = parseFloats( child.textContent ); + break; + + case 'Name_array': + data.array = parseStrings( child.textContent ); + break; + + case 'technique_common': + var accessor = getElementsByTagName( child, 'accessor' )[ 0 ]; + + if ( accessor !== undefined ) { + + data.stride = parseInt( accessor.getAttribute( 'stride' ) ); + + } + break; + + } + + } + + return data; + + } + + function parseGeometryVertices( xml ) { + + var data = {}; + + for ( var i = 0; i < xml.childNodes.length; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + data[ child.getAttribute( 'semantic' ) ] = parseId( child.getAttribute( 'source' ) ); + + } + + return data; + + } + + function parseGeometryPrimitive( xml ) { + + var primitive = { + type: xml.nodeName, + material: xml.getAttribute( 'material' ), + count: parseInt( xml.getAttribute( 'count' ) ), + inputs: {}, + stride: 0 + }; + + for ( var i = 0, l = xml.childNodes.length; i < l; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'input': + var id = parseId( child.getAttribute( 'source' ) ); + var semantic = child.getAttribute( 'semantic' ); + var offset = parseInt( child.getAttribute( 'offset' ) ); + primitive.inputs[ semantic ] = { id: id, offset: offset }; + primitive.stride = Math.max( primitive.stride, offset + 1 ); + break; + + case 'vcount': + primitive.vcount = parseInts( child.textContent ); + break; + + case 'p': + primitive.p = parseInts( child.textContent ); + break; + + } + + } + + return primitive; + + } + + function groupPrimitives( primitives ) { + + var build = {}; + + for ( var i = 0; i < primitives.length; i ++ ) { + + var primitive = primitives[ i ]; + + if ( build[ primitive.type ] === undefined ) build[ primitive.type ] = []; + + build[ primitive.type ].push( primitive ); + + } + + return build; + + } + + function buildGeometry( data ) { + + var build = {}; + + var sources = data.sources; + var vertices = data.vertices; + var primitives = data.primitives; + + if ( primitives.length === 0 ) return {}; + + // our goal is to create one buffer geoemtry for a single type of primitives + // first, we group all primitives by their type + + var groupedPrimitives = groupPrimitives( primitives ); + + for ( var type in groupedPrimitives ) { + + // second, we create for each type of primitives (polylist,triangles or lines) a buffer geometry + + build[ type ] = buildGeometryType( groupedPrimitives[ type ], sources, vertices ); + + } + + return build; + + } + + function buildGeometryType( primitives, sources, vertices ) { + + var build = {}; + + var position = { array: [], stride: 0 }; + var normal = { array: [], stride: 0 }; + var uv = { array: [], stride: 0 }; + var color = { array: [], stride: 0 }; + + var skinIndex = { array: [], stride: 4 }; + var skinWeight = { array: [], stride: 4 }; + + var geometry = new THREE.BufferGeometry(); + + var materialKeys = []; + + var start = 0, count = 0; + + for ( var p = 0; p < primitives.length; p ++ ) { + + var primitive = primitives[ p ]; + var inputs = primitive.inputs; + var triangleCount = 1; + + if ( primitive.vcount && primitive.vcount[ 0 ] === 4 ) { + + triangleCount = 2; // one quad -> two triangles + + } + + // groups + + if ( primitive.type === 'lines' || primitive.type === 'linestrips' ) { + + count = primitive.count * 2; + + } else { + + count = primitive.count * 3 * triangleCount; + + } + + geometry.addGroup( start, count, p ); + start += count; + + // material + + if ( primitive.material ) { + + materialKeys.push( primitive.material ); + + } + + // geometry data + + for ( var name in inputs ) { + + var input = inputs[ name ]; + + switch ( name ) { + + case 'VERTEX': + for ( var key in vertices ) { + + var id = vertices[ key ]; + + switch ( key ) { + + case 'POSITION': + buildGeometryData( primitive, sources[ id ], input.offset, position.array ); + position.stride = sources[ id ].stride; + + if ( sources.skinWeights && sources.skinIndices ) { + + buildGeometryData( primitive, sources.skinIndices, input.offset, skinIndex.array ); + buildGeometryData( primitive, sources.skinWeights, input.offset, skinWeight.array ); + + } + break; + + case 'NORMAL': + buildGeometryData( primitive, sources[ id ], input.offset, normal.array ); + normal.stride = sources[ id ].stride; + break; + + case 'COLOR': + buildGeometryData( primitive, sources[ id ], input.offset, color.array ); + color.stride = sources[ id ].stride; + break; + + case 'TEXCOORD': + buildGeometryData( primitive, sources[ id ], input.offset, uv.array ); + uv.stride = sources[ id ].stride; + break; + + default: + console.warn( 'THREE.ColladaLoader: Semantic "%s" not handled in geometry build process.', key ); + + } + + } + break; + + case 'NORMAL': + buildGeometryData( primitive, sources[ input.id ], input.offset, normal.array ); + normal.stride = sources[ input.id ].stride; + break; + + case 'COLOR': + buildGeometryData( primitive, sources[ input.id ], input.offset, color.array ); + color.stride = sources[ input.id ].stride; + break; + + case 'TEXCOORD': + buildGeometryData( primitive, sources[ input.id ], input.offset, uv.array ); + uv.stride = sources[ input.id ].stride; + break; + + } + + } + + } + + // build geometry + + if ( position.array.length > 0 ) geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( position.array, position.stride ) ); + if ( normal.array.length > 0 ) geometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( normal.array, normal.stride ) ); + if ( color.array.length > 0 ) geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( color.array, color.stride ) ); + if ( uv.array.length > 0 ) geometry.addAttribute( 'uv', new THREE.Float32BufferAttribute( uv.array, uv.stride ) ); + + if ( skinIndex.array.length > 0 ) geometry.addAttribute( 'skinIndex', new THREE.Float32BufferAttribute( skinIndex.array, skinIndex.stride ) ); + if ( skinWeight.array.length > 0 ) geometry.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( skinWeight.array, skinWeight.stride ) ); + + build.data = geometry; + build.type = primitives[ 0 ].type; + build.materialKeys = materialKeys; + + return build; + + } + + function buildGeometryData( primitive, source, offset, array ) { + + var indices = primitive.p; + var stride = primitive.stride; + var vcount = primitive.vcount; + + function pushVector( i ) { + + var index = indices[ i + offset ] * sourceStride; + var length = index + sourceStride; + + for ( ; index < length; index ++ ) { + + array.push( sourceArray[ index ] ); + + } + + } + + var maxcount = 0; + + var sourceArray = source.array; + var sourceStride = source.stride; + + if ( primitive.vcount !== undefined ) { + + var index = 0; + + for ( var i = 0, l = vcount.length; i < l; i ++ ) { + + var count = vcount[ i ]; + + if ( count === 4 ) { + + var a = index + stride * 0; + var b = index + stride * 1; + var c = index + stride * 2; + var d = index + stride * 3; + + pushVector( a ); pushVector( b ); pushVector( d ); + pushVector( b ); pushVector( c ); pushVector( d ); + + } else if ( count === 3 ) { + + var a = index + stride * 0; + var b = index + stride * 1; + var c = index + stride * 2; + + pushVector( a ); pushVector( b ); pushVector( c ); + + } else { + + maxcount = Math.max( maxcount, count ); + + } + + index += stride * count; + + } + + if ( maxcount > 0 ) { + + console.log( 'THREE.ColladaLoader: Geometry has faces with more than 4 vertices.' ); + + } + + } else { + + for ( var i = 0, l = indices.length; i < l; i += stride ) { + + pushVector( i ); + + } + + } + + } + + function getGeometry( id ) { + + return getBuild( library.geometries[ id ], buildGeometry ); + + } + + // kinematics + + function parseKinematicsModel( xml ) { + + var data = { + name: xml.getAttribute( 'name' ) || '', + joints: {}, + links: [] + }; + + for ( var i = 0; i < xml.childNodes.length; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'technique_common': + parseKinematicsTechniqueCommon( child, data ); + break; + + } + + } + + library.kinematicsModels[ xml.getAttribute( 'id' ) ] = data; + + } + + function buildKinematicsModel( data ) { + + if ( data.build !== undefined ) return data.build; + + return data; + + } + + function getKinematicsModel( id ) { + + return getBuild( library.kinematicsModels[ id ], buildKinematicsModel ); + + } + + function parseKinematicsTechniqueCommon( xml, data ) { + + for ( var i = 0; i < xml.childNodes.length; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'joint': + data.joints[ child.getAttribute( 'sid' ) ] = parseKinematicsJoint( child ); + break; + + case 'link': + data.links.push( parseKinematicsLink( child ) ); + break; + + } + + } + + } + + function parseKinematicsJoint( xml ) { + + var data; + + for ( var i = 0; i < xml.childNodes.length; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'prismatic': + case 'revolute': + data = parseKinematicsJointParameter( child ); + break; + + } + + } + + return data; + + } + + function parseKinematicsJointParameter( xml, data ) { + + var data = { + sid: xml.getAttribute( 'sid' ), + name: xml.getAttribute( 'name' ) || '', + axis: new THREE.Vector3(), + limits: { + min: 0, + max: 0 + }, + type: xml.nodeName, + static: false, + zeroPosition: 0, + middlePosition: 0 + }; + + for ( var i = 0; i < xml.childNodes.length; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'axis': + var array = parseFloats( child.textContent ); + data.axis.fromArray( array ); + break; + case 'limits': + var max = child.getElementsByTagName( 'max' )[ 0 ]; + var min = child.getElementsByTagName( 'min' )[ 0 ]; + + data.limits.max = parseFloat( max.textContent ); + data.limits.min = parseFloat( min.textContent ); + break; + + } + + } + + // if min is equal to or greater than max, consider the joint static + + if ( data.limits.min >= data.limits.max ) { + + data.static = true; + + } + + // calculate middle position + + data.middlePosition = ( data.limits.min + data.limits.max ) / 2.0; + + return data; + + } + + function parseKinematicsLink( xml ) { + + var data = { + sid: xml.getAttribute( 'sid' ), + name: xml.getAttribute( 'name' ) || '', + attachments: [], + transforms: [] + }; + + for ( var i = 0; i < xml.childNodes.length; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'attachment_full': + data.attachments.push( parseKinematicsAttachment( child ) ); + break; + + case 'matrix': + case 'translate': + case 'rotate': + data.transforms.push( parseKinematicsTransform( child ) ); + break; + + } + + } + + return data; + + } + + function parseKinematicsAttachment( xml ) { + + var data = { + joint: xml.getAttribute( 'joint' ).split( '/' ).pop(), + transforms: [], + links: [] + }; + + for ( var i = 0; i < xml.childNodes.length; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'link': + data.links.push( parseKinematicsLink( child ) ); + break; + + case 'matrix': + case 'translate': + case 'rotate': + data.transforms.push( parseKinematicsTransform( child ) ); + break; + + } + + } + + return data; + + } + + function parseKinematicsTransform( xml ) { + + var data = { + type: xml.nodeName + }; + + var array = parseFloats( xml.textContent ); + + switch ( data.type ) { + + case 'matrix': + data.obj = new THREE.Matrix4(); + data.obj.fromArray( array ).transpose(); + break; + + case 'translate': + data.obj = new THREE.Vector3(); + data.obj.fromArray( array ); + break; + + case 'rotate': + data.obj = new THREE.Vector3(); + data.obj.fromArray( array ); + data.angle = THREE.Math.degToRad( array[ 3 ] ); + break; + + } + + return data; + + } + + function parseKinematicsScene( xml ) { + + var data = { + bindJointAxis: [] + }; + + for ( var i = 0; i < xml.childNodes.length; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'bind_joint_axis': + data.bindJointAxis.push( parseKinematicsBindJointAxis( child ) ); + break; + + } + + } + + library.kinematicsScenes[ parseId( xml.getAttribute( 'url' ) ) ] = data; + + } + + function parseKinematicsBindJointAxis( xml ) { + + var data = { + target: xml.getAttribute( 'target' ).split( '/' ).pop() + }; + + for ( var i = 0; i < xml.childNodes.length; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'axis': + var param = child.getElementsByTagName( 'param' )[ 0 ]; + data.axis = param.textContent; + var tmpJointIndex = data.axis.split( 'inst_' ).pop().split( 'axis' )[ 0 ]; + data.jointIndex = tmpJointIndex.substr( 0, tmpJointIndex.length - 1 ); + break; + + } + + } + + return data; + + } + + function buildKinematicsScene( data ) { + + if ( data.build !== undefined ) return data.build; + + return data; + + } + + function getKinematicsScene( id ) { + + return getBuild( library.kinematicsScenes[ id ], buildKinematicsScene ); + + } + + function setupKinematics() { + + var kinematicsModelId = Object.keys( library.kinematicsModels )[ 0 ]; + var kinematicsSceneId = Object.keys( library.kinematicsScenes )[ 0 ]; + var visualSceneId = Object.keys( library.visualScenes )[ 0 ]; + + if ( kinematicsModelId === undefined || kinematicsSceneId === undefined ) return; + + var kinematicsModel = getKinematicsModel( kinematicsModelId ); + var kinematicsScene = getKinematicsScene( kinematicsSceneId ); + var visualScene = getVisualScene( visualSceneId ); + + var bindJointAxis = kinematicsScene.bindJointAxis; + var jointMap = {}; + + for ( var i = 0, l = bindJointAxis.length; i < l; i ++ ) { + + var axis = bindJointAxis[ i ]; + + // the result of the following query is an element of type 'translate', 'rotate','scale' or 'matrix' + + var targetElement = collada.querySelector( '[sid="' + axis.target + '"]' ); + + if ( targetElement ) { + + // get the parent of the transfrom element + + var parentVisualElement = targetElement.parentElement; + + // connect the joint of the kinematics model with the element in the visual scene + + connect( axis.jointIndex, parentVisualElement ); + + } + + } + + function connect( jointIndex, visualElement ) { + + var visualElementName = visualElement.getAttribute( 'name' ); + var joint = kinematicsModel.joints[ jointIndex ]; + + visualScene.traverse( function ( object ) { + + if ( object.name === visualElementName ) { + + jointMap[ jointIndex ] = { + object: object, + transforms: buildTransformList( visualElement ), + joint: joint, + position: joint.zeroPosition + }; + + } + + } ); + + } + + var m0 = new THREE.Matrix4(); + + kinematics = { + + joints: kinematicsModel && kinematicsModel.joints, + + getJointValue: function ( jointIndex ) { + + var jointData = jointMap[ jointIndex ]; + + if ( jointData ) { + + return jointData.position; + + } else { + + console.warn( 'THREE.ColladaLoader: Joint ' + jointIndex + ' doesn\'t exist.' ); + + } + + }, + + setJointValue: function ( jointIndex, value ) { + + var jointData = jointMap[ jointIndex ]; + + if ( jointData ) { + + var joint = jointData.joint; + + if ( value > joint.limits.max || value < joint.limits.min ) { + + console.warn( 'THREE.ColladaLoader: Joint ' + jointIndex + ' value ' + value + ' outside of limits (min: ' + joint.limits.min + ', max: ' + joint.limits.max + ').' ); + + } else if ( joint.static ) { + + console.warn( 'THREE.ColladaLoader: Joint ' + jointIndex + ' is static.' ); + + } else { + + var object = jointData.object; + var axis = joint.axis; + var transforms = jointData.transforms; + + matrix.identity(); + + // each update, we have to apply all transforms in the correct order + + for ( var i = 0; i < transforms.length; i ++ ) { + + var transform = transforms[ i ]; + + // if there is a connection of the transform node with a joint, apply the joint value + + if ( transform.sid && transform.sid.indexOf( jointIndex ) !== - 1 ) { + + switch ( joint.type ) { + + case 'revolute': + matrix.multiply( m0.makeRotationAxis( axis, THREE.Math.degToRad( value ) ) ); + break; + + case 'prismatic': + matrix.multiply( m0.makeTranslation( axis.x * value, axis.y * value, axis.z * value ) ); + break; + + default: + console.warn( 'THREE.ColladaLoader: Unknown joint type: ' + joint.type ); + break; + + } + + } else { + + switch ( transform.type ) { + + case 'matrix': + matrix.multiply( transform.obj ); + break; + + case 'translate': + matrix.multiply( m0.makeTranslation( transform.obj.x, transform.obj.y, transform.obj.z ) ); + break; + + case 'scale': + matrix.scale( transform.obj ); + break; + + case 'rotate': + matrix.multiply( m0.makeRotationAxis( transform.obj, transform.angle ) ); + break; + + } + + } + + } + + object.matrix.copy( matrix ); + object.matrix.decompose( object.position, object.quaternion, object.scale ); + + jointMap[ jointIndex ].position = value; + + } + + } else { + + console.log( 'THREE.ColladaLoader: ' + jointIndex + ' does not exist.' ); + + } + + } + + }; + + } + + function buildTransformList( node ) { + + var transforms = []; + + var xml = collada.querySelector( '[id="' + node.id + '"]' ); + + for ( var i = 0; i < xml.childNodes.length; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'matrix': + var array = parseFloats( child.textContent ); + var matrix = new THREE.Matrix4().fromArray( array ).transpose(); + transforms.push( { + sid: child.getAttribute( 'sid' ), + type: child.nodeName, + obj: matrix + } ); + break; + + case 'translate': + case 'scale': + var array = parseFloats( child.textContent ); + var vector = new THREE.Vector3().fromArray( array ); + transforms.push( { + sid: child.getAttribute( 'sid' ), + type: child.nodeName, + obj: vector + } ); + break; + + case 'rotate': + var array = parseFloats( child.textContent ); + var vector = new THREE.Vector3().fromArray( array ); + var angle = THREE.Math.degToRad( array[ 3 ] ); + transforms.push( { + sid: child.getAttribute( 'sid' ), + type: child.nodeName, + obj: vector, + angle: angle + } ); + break; + + } + + } + + return transforms; + + } + + // nodes + + function prepareNodes( xml ) { + + var elements = xml.getElementsByTagName( 'node' ); + + // ensure all node elements have id attributes + + for ( var i = 0; i < elements.length; i ++ ) { + + var element = elements[ i ]; + + if ( element.hasAttribute( 'id' ) === false ) { + + element.setAttribute( 'id', generateId() ); + + } + + } + + } + + var matrix = new THREE.Matrix4(); + var vector = new THREE.Vector3(); + + function parseNode( xml ) { + + var data = { + name: xml.getAttribute( 'name' ) || '', + type: xml.getAttribute( 'type' ), + id: xml.getAttribute( 'id' ), + sid: xml.getAttribute( 'sid' ), + matrix: new THREE.Matrix4(), + nodes: [], + instanceCameras: [], + instanceControllers: [], + instanceLights: [], + instanceGeometries: [], + instanceNodes: [], + transforms: {} + }; + + for ( var i = 0; i < xml.childNodes.length; i ++ ) { + + var child = xml.childNodes[ i ]; + + if ( child.nodeType !== 1 ) continue; + + switch ( child.nodeName ) { + + case 'node': + data.nodes.push( child.getAttribute( 'id' ) ); + parseNode( child ); + break; + + case 'instance_camera': + data.instanceCameras.push( parseId( child.getAttribute( 'url' ) ) ); + break; + + case 'instance_controller': + data.instanceControllers.push( parseNodeInstance( child ) ); + break; + + case 'instance_light': + data.instanceLights.push( parseId( child.getAttribute( 'url' ) ) ); + break; + + case 'instance_geometry': + data.instanceGeometries.push( parseNodeInstance( child ) ); + break; + + case 'instance_node': + data.instanceNodes.push( parseId( child.getAttribute( 'url' ) ) ); + break; + + case 'matrix': + var array = parseFloats( child.textContent ); + data.matrix.multiply( matrix.fromArray( array ).transpose() ); + data.transforms[ child.getAttribute( 'sid' ) ] = child.nodeName; + break; + + case 'translate': + var array = parseFloats( child.textContent ); + vector.fromArray( array ); + data.matrix.multiply( matrix.makeTranslation( vector.x, vector.y, vector.z ) ); + data.transforms[ child.getAttribute( 'sid' ) ] = child.nodeName; + break; + + case 'rotate': + var array = parseFloats( child.textContent ); + var angle = THREE.Math.degToRad( array[ 3 ] ); + data.matrix.multiply( matrix.makeRotationAxis( vector.fromArray( array ), angle ) ); + data.transforms[ child.getAttribute( 'sid' ) ] = child.nodeName; + break; + + case 'scale': + var array = parseFloats( child.textContent ); + data.matrix.scale( vector.fromArray( array ) ); + data.transforms[ child.getAttribute( 'sid' ) ] = child.nodeName; + break; + + case 'extra': + break; + + default: + console.log( child ); + + } + + } + + library.nodes[ data.id ] = data; + + return data; + + } + + function parseNodeInstance( xml ) { + + var data = { + id: parseId( xml.getAttribute( 'url' ) ), + materials: {}, + skeletons: [] + }; + + for ( var i = 0; i < xml.childNodes.length; i ++ ) { + + var child = xml.childNodes[ i ]; + + switch ( child.nodeName ) { + + case 'bind_material': + var instances = child.getElementsByTagName( 'instance_material' ); + + for ( var j = 0; j < instances.length; j ++ ) { + + var instance = instances[ j ]; + var symbol = instance.getAttribute( 'symbol' ); + var target = instance.getAttribute( 'target' ); + + data.materials[ symbol ] = parseId( target ); + + } + + break; + + case 'skeleton': + data.skeletons.push( parseId( child.textContent ) ); + break; + + default: + break; + + } + + } + + return data; + + } + + function buildSkeleton( skeletons, joints ) { + + var boneData = []; + var sortedBoneData = []; + + var i, j, data; + + // a skeleton can have multiple root bones. collada expresses this + // situtation with multiple "skeleton" tags per controller instance + + for ( i = 0; i < skeletons.length; i ++ ) { + + var skeleton = skeletons[ i ]; + var root = getNode( skeleton ); + + // setup bone data for a single bone hierarchy + + buildBoneHierarchy( root, joints, boneData ); + + } + + // sort bone data (the order is defined in the corresponding controller) + + for ( i = 0; i < joints.length; i ++ ) { + + for ( j = 0; j < boneData.length; j ++ ) { + + data = boneData[ j ]; + + if ( data.bone.name === joints[ i ].name ) { + + sortedBoneData[ i ] = data; + data.processed = true; + break; + + } + + } + + } + + // add unprocessed bone data at the end of the list + + for ( i = 0; i < boneData.length; i ++ ) { + + data = boneData[ i ]; + + if ( data.processed === false ) { + + sortedBoneData.push( data ); + data.processed = true; + + } + + } + + // setup arrays for skeleton creation + + var bones = []; + var boneInverses = []; + + for ( i = 0; i < sortedBoneData.length; i ++ ) { + + data = sortedBoneData[ i ]; + + bones.push( data.bone ); + boneInverses.push( data.boneInverse ); + + } + + return new THREE.Skeleton( bones, boneInverses ); + + } + + function buildBoneHierarchy( root, joints, boneData ) { + + // setup bone data from visual scene + + root.traverse( function ( object ) { + + if ( object.isBone === true ) { + + var boneInverse; + + // retrieve the boneInverse from the controller data + + for ( var i = 0; i < joints.length; i ++ ) { + + var joint = joints[ i ]; + + if ( joint.name === object.name ) { + + boneInverse = joint.boneInverse; + break; + + } + + } + + if ( boneInverse === undefined ) { + + // Unfortunately, there can be joints in the visual scene that are not part of the + // corresponding controller. In this case, we have to create a dummy boneInverse matrix + // for the respective bone. This bone won't affect any vertices, because there are no skin indices + // and weights defined for it. But we still have to add the bone to the sorted bone list in order to + // ensure a correct animation of the model. + + boneInverse = new THREE.Matrix4(); + + } + + boneData.push( { bone: object, boneInverse: boneInverse, processed: false } ); + + } + + } ); + + } + + function buildNode( data ) { + + var objects = []; + + var matrix = data.matrix; + var nodes = data.nodes; + var type = data.type; + var instanceCameras = data.instanceCameras; + var instanceControllers = data.instanceControllers; + var instanceLights = data.instanceLights; + var instanceGeometries = data.instanceGeometries; + var instanceNodes = data.instanceNodes; + + // nodes + + for ( var i = 0, l = nodes.length; i < l; i ++ ) { + + objects.push( getNode( nodes[ i ] ) ); + + } + + // instance cameras + + for ( var i = 0, l = instanceCameras.length; i < l; i ++ ) { + + var instanceCamera = getCamera( instanceCameras[ i ] ); + + if ( instanceCamera !== null ) { + + objects.push( instanceCamera.clone() ); + + } + + } + + // instance controllers + + for ( var i = 0, l = instanceControllers.length; i < l; i ++ ) { + + var instance = instanceControllers[ i ]; + var controller = getController( instance.id ); + var geometries = getGeometry( controller.id ); + var newObjects = buildObjects( geometries, instance.materials ); + + var skeletons = instance.skeletons; + var joints = controller.skin.joints; + + var skeleton = buildSkeleton( skeletons, joints ); + + for ( var j = 0, jl = newObjects.length; j < jl; j ++ ) { + + var object = newObjects[ j ]; + + if ( object.isSkinnedMesh ) { + + object.bind( skeleton, controller.skin.bindMatrix ); + object.normalizeSkinWeights(); + + } + + objects.push( object ); + + } + + } + + // instance lights + + for ( var i = 0, l = instanceLights.length; i < l; i ++ ) { + + var instanceLight = getLight( instanceLights[ i ] ); + + if ( instanceLight !== null ) { + + objects.push( instanceLight.clone() ); + + } + + } + + // instance geometries + + for ( var i = 0, l = instanceGeometries.length; i < l; i ++ ) { + + var instance = instanceGeometries[ i ]; + + // a single geometry instance in collada can lead to multiple object3Ds. + // this is the case when primitives are combined like triangles and lines + + var geometries = getGeometry( instance.id ); + var newObjects = buildObjects( geometries, instance.materials ); + + for ( var j = 0, jl = newObjects.length; j < jl; j ++ ) { + + objects.push( newObjects[ j ] ); + + } + + } + + // instance nodes + + for ( var i = 0, l = instanceNodes.length; i < l; i ++ ) { + + objects.push( getNode( instanceNodes[ i ] ).clone() ); + + } + + var object; + + if ( nodes.length === 0 && objects.length === 1 ) { + + object = objects[ 0 ]; + + } else { + + object = ( type === 'JOINT' ) ? new THREE.Bone() : new THREE.Group(); + + for ( var i = 0; i < objects.length; i ++ ) { + + object.add( objects[ i ] ); + + } + + } + + if ( object.name === '' ) { + + object.name = ( type === 'JOINT' ) ? data.sid : data.name; + + } + + object.matrix.copy( matrix ); + object.matrix.decompose( object.position, object.quaternion, object.scale ); + + return object; + + } + + function resolveMaterialBinding( keys, instanceMaterials ) { + + var materials = []; + + for ( var i = 0, l = keys.length; i < l; i ++ ) { + + var id = instanceMaterials[ keys[ i ] ]; + materials.push( getMaterial( id ) ); + + } + + return materials; + + } + + function buildObjects( geometries, instanceMaterials ) { + + var objects = []; + + for ( var type in geometries ) { + + var geometry = geometries[ type ]; + + var materials = resolveMaterialBinding( geometry.materialKeys, instanceMaterials ); + + // handle case if no materials are defined + + if ( materials.length === 0 ) { + + if ( type === 'lines' || type === 'linestrips' ) { + + materials.push( new THREE.LineBasicMaterial() ); + + } else { + + materials.push( new THREE.MeshPhongMaterial() ); + + } + + } + + // regard skinning + + var skinning = ( geometry.data.attributes.skinIndex !== undefined ); + + if ( skinning ) { + + for ( var i = 0, l = materials.length; i < l; i ++ ) { + + materials[ i ].skinning = true; + + } + + } + + // choose between a single or multi materials (material array) + + var material = ( materials.length === 1 ) ? materials[ 0 ] : materials; + + // now create a specific 3D object + + var object; + + switch ( type ) { + + case 'lines': + object = new THREE.LineSegments( geometry.data, material ); + break; + + case 'linestrips': + object = new THREE.Line( geometry.data, material ); + break; + + case 'triangles': + case 'polylist': + if ( skinning ) { + + object = new THREE.SkinnedMesh( geometry.data, material ); + + } else { + + object = new THREE.Mesh( geometry.data, material ); + + } + break; + + } + + objects.push( object ); + + } + + return objects; + + } + + function getNode( id ) { + + return getBuild( library.nodes[ id ], buildNode ); + + } + + // visual scenes + + function parseVisualScene( xml ) { + + var data = { + name: xml.getAttribute( 'name' ), + children: [] + }; + + prepareNodes( xml ); + + var elements = getElementsByTagName( xml, 'node' ); + + for ( var i = 0; i < elements.length; i ++ ) { + + data.children.push( parseNode( elements[ i ] ) ); + + } + + library.visualScenes[ xml.getAttribute( 'id' ) ] = data; + + } + + function buildVisualScene( data ) { + + var group = new THREE.Group(); + group.name = data.name; + + var children = data.children; + + for ( var i = 0; i < children.length; i ++ ) { + + var child = children[ i ]; + + group.add( getNode( child.id ) ); + + } + + return group; + + } + + function getVisualScene( id ) { + + return getBuild( library.visualScenes[ id ], buildVisualScene ); + + } + + // scenes + + function parseScene( xml ) { + + var instance = getElementsByTagName( xml, 'instance_visual_scene' )[ 0 ]; + return getVisualScene( parseId( instance.getAttribute( 'url' ) ) ); + + } + + function setupAnimations() { + + var clips = library.clips; + + if ( isEmpty( clips ) === true ) { + + if ( isEmpty( library.animations ) === false ) { + + // if there are animations but no clips, we create a default clip for playback + + var tracks = []; + + for ( var id in library.animations ) { + + var animationTracks = getAnimation( id ); + + for ( var i = 0, l = animationTracks.length; i < l; i ++ ) { + + tracks.push( animationTracks[ i ] ); + + } + + } + + animations.push( new THREE.AnimationClip( 'default', - 1, tracks ) ); + + } + + } else { + + for ( var id in clips ) { + + animations.push( getAnimationClip( id ) ); + + } + + } + + } + + console.time( 'THREE.ColladaLoader' ); + + if ( text.length === 0 ) { + + return { scene: new THREE.Scene() }; + + } + + console.time( 'THREE.ColladaLoader: DOMParser' ); + + var xml = new DOMParser().parseFromString( text, 'application/xml' ); + + console.timeEnd( 'THREE.ColladaLoader: DOMParser' ); + + var collada = getElementsByTagName( xml, 'COLLADA' )[ 0 ]; + + // metadata + + var version = collada.getAttribute( 'version' ); + //console.log( 'THREE.ColladaLoader: File version', version ); + + var asset = parseAsset( getElementsByTagName( collada, 'asset' )[ 0 ] ); + var textureLoader = new THREE.TextureLoader( this.manager ); + textureLoader.setPath( path ).setCrossOrigin( this.crossOrigin ); + + // + + var animations = []; + var kinematics = {}; + var count = 0; + + // + + var library = { + animations: {}, + clips: {}, + controllers: {}, + images: {}, + effects: {}, + materials: {}, + cameras: {}, + lights: {}, + geometries: {}, + nodes: {}, + visualScenes: {}, + kinematicsModels: {}, + kinematicsScenes: {} + }; + + console.time( 'THREE.ColladaLoader: Parse' ); + + parseLibrary( collada, 'library_animations', 'animation', parseAnimation ); + parseLibrary( collada, 'library_animation_clips', 'animation_clip', parseAnimationClip ); + parseLibrary( collada, 'library_controllers', 'controller', parseController ); + parseLibrary( collada, 'library_images', 'image', parseImage ); + parseLibrary( collada, 'library_effects', 'effect', parseEffect ); + parseLibrary( collada, 'library_materials', 'material', parseMaterial ); + parseLibrary( collada, 'library_cameras', 'camera', parseCamera ); + parseLibrary( collada, 'library_lights', 'light', parseLight ); + parseLibrary( collada, 'library_geometries', 'geometry', parseGeometry ); + parseLibrary( collada, 'library_nodes', 'node', parseNode ); + parseLibrary( collada, 'library_visual_scenes', 'visual_scene', parseVisualScene ); + parseLibrary( collada, 'library_kinematics_models', 'kinematics_model', parseKinematicsModel ); + parseLibrary( collada, 'scene', 'instance_kinematics_scene', parseKinematicsScene ); + + console.timeEnd( 'THREE.ColladaLoader: Parse' ); + + console.time( 'THREE.ColladaLoader: Build' ); + + buildLibrary( library.animations, buildAnimation ); + buildLibrary( library.clips, buildAnimationClip ); + buildLibrary( library.controllers, buildController ); + buildLibrary( library.images, buildImage ); + buildLibrary( library.effects, buildEffect ); + buildLibrary( library.materials, buildMaterial ); + buildLibrary( library.cameras, buildCamera ); + buildLibrary( library.lights, buildLight ); + buildLibrary( library.geometries, buildGeometry ); + buildLibrary( library.visualScenes, buildVisualScene ); + + console.timeEnd( 'THREE.ColladaLoader: Build' ); + + setupAnimations(); + setupKinematics(); + + var scene = parseScene( getElementsByTagName( collada, 'scene' )[ 0 ] ); + + if ( asset.upAxis === 'Z_UP' ) { + + scene.rotation.x = - Math.PI / 2; + + } + + scene.scale.multiplyScalar( asset.unit ); + + console.timeEnd( 'THREE.ColladaLoader' ); + + return { + animations: animations, + kinematics: kinematics, + library: library, + scene: scene + }; + + } + +}; diff --git a/static/exercises/visual_odometry_3D/3DScene/OBJLoader.js b/static/exercises/visual_odometry_3D/3DScene/OBJLoader.js new file mode 100644 index 000000000..15b1f90bf --- /dev/null +++ b/static/exercises/visual_odometry_3D/3DScene/OBJLoader.js @@ -0,0 +1,793 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.OBJLoader = ( function () { + + // o object_name | g group_name + var object_pattern = /^[og]\s*(.+)?/; + // mtllib file_reference + var material_library_pattern = /^mtllib /; + // usemtl material_name + var material_use_pattern = /^usemtl /; + + function ParserState() { + + var state = { + objects: [], + object: {}, + + vertices: [], + normals: [], + colors: [], + uvs: [], + + materialLibraries: [], + + startObject: function ( name, fromDeclaration ) { + + // If the current object (initial from reset) is not from a g/o declaration in the parsed + // file. We need to use it for the first parsed g/o to keep things in sync. + if ( this.object && this.object.fromDeclaration === false ) { + + this.object.name = name; + this.object.fromDeclaration = ( fromDeclaration !== false ); + return; + + } + + var previousMaterial = ( this.object && typeof this.object.currentMaterial === 'function' ? this.object.currentMaterial() : undefined ); + + if ( this.object && typeof this.object._finalize === 'function' ) { + + this.object._finalize( true ); + + } + + this.object = { + name: name || '', + fromDeclaration: ( fromDeclaration !== false ), + + geometry: { + vertices: [], + normals: [], + colors: [], + uvs: [] + }, + materials: [], + smooth: true, + + startMaterial: function ( name, libraries ) { + + var previous = this._finalize( false ); + + // New usemtl declaration overwrites an inherited material, except if faces were declared + // after the material, then it must be preserved for proper MultiMaterial continuation. + if ( previous && ( previous.inherited || previous.groupCount <= 0 ) ) { + + this.materials.splice( previous.index, 1 ); + + } + + var material = { + index: this.materials.length, + name: name || '', + mtllib: ( Array.isArray( libraries ) && libraries.length > 0 ? libraries[ libraries.length - 1 ] : '' ), + smooth: ( previous !== undefined ? previous.smooth : this.smooth ), + groupStart: ( previous !== undefined ? previous.groupEnd : 0 ), + groupEnd: - 1, + groupCount: - 1, + inherited: false, + + clone: function ( index ) { + + var cloned = { + index: ( typeof index === 'number' ? index : this.index ), + name: this.name, + mtllib: this.mtllib, + smooth: this.smooth, + groupStart: 0, + groupEnd: - 1, + groupCount: - 1, + inherited: false + }; + cloned.clone = this.clone.bind( cloned ); + return cloned; + + } + }; + + this.materials.push( material ); + + return material; + + }, + + currentMaterial: function () { + + if ( this.materials.length > 0 ) { + + return this.materials[ this.materials.length - 1 ]; + + } + + return undefined; + + }, + + _finalize: function ( end ) { + + var lastMultiMaterial = this.currentMaterial(); + if ( lastMultiMaterial && lastMultiMaterial.groupEnd === - 1 ) { + + lastMultiMaterial.groupEnd = this.geometry.vertices.length / 3; + lastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart; + lastMultiMaterial.inherited = false; + + } + + // Ignore objects tail materials if no face declarations followed them before a new o/g started. + if ( end && this.materials.length > 1 ) { + + for ( var mi = this.materials.length - 1; mi >= 0; mi -- ) { + + if ( this.materials[ mi ].groupCount <= 0 ) { + + this.materials.splice( mi, 1 ); + + } + + } + + } + + // Guarantee at least one empty material, this makes the creation later more straight forward. + if ( end && this.materials.length === 0 ) { + + this.materials.push( { + name: '', + smooth: this.smooth + } ); + + } + + return lastMultiMaterial; + + } + }; + + // Inherit previous objects material. + // Spec tells us that a declared material must be set to all objects until a new material is declared. + // If a usemtl declaration is encountered while this new object is being parsed, it will + // overwrite the inherited material. Exception being that there was already face declarations + // to the inherited material, then it will be preserved for proper MultiMaterial continuation. + + if ( previousMaterial && previousMaterial.name && typeof previousMaterial.clone === 'function' ) { + + var declared = previousMaterial.clone( 0 ); + declared.inherited = true; + this.object.materials.push( declared ); + + } + + this.objects.push( this.object ); + + }, + + finalize: function () { + + if ( this.object && typeof this.object._finalize === 'function' ) { + + this.object._finalize( true ); + + } + + }, + + parseVertexIndex: function ( value, len ) { + + var index = parseInt( value, 10 ); + return ( index >= 0 ? index - 1 : index + len / 3 ) * 3; + + }, + + parseNormalIndex: function ( value, len ) { + + var index = parseInt( value, 10 ); + return ( index >= 0 ? index - 1 : index + len / 3 ) * 3; + + }, + + parseUVIndex: function ( value, len ) { + + var index = parseInt( value, 10 ); + return ( index >= 0 ? index - 1 : index + len / 2 ) * 2; + + }, + + addVertex: function ( a, b, c ) { + + var src = this.vertices; + var dst = this.object.geometry.vertices; + + dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] ); + dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] ); + dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] ); + + }, + + addVertexPoint: function ( a ) { + + var src = this.vertices; + var dst = this.object.geometry.vertices; + + dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] ); + + }, + + addVertexLine: function ( a ) { + + var src = this.vertices; + var dst = this.object.geometry.vertices; + + dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] ); + + }, + + addNormal: function ( a, b, c ) { + + var src = this.normals; + var dst = this.object.geometry.normals; + + dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] ); + dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] ); + dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] ); + + }, + + addColor: function ( a, b, c ) { + + var src = this.colors; + var dst = this.object.geometry.colors; + + dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] ); + dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] ); + dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] ); + + }, + + addUV: function ( a, b, c ) { + + var src = this.uvs; + var dst = this.object.geometry.uvs; + + dst.push( src[ a + 0 ], src[ a + 1 ] ); + dst.push( src[ b + 0 ], src[ b + 1 ] ); + dst.push( src[ c + 0 ], src[ c + 1 ] ); + + }, + + addUVLine: function ( a ) { + + var src = this.uvs; + var dst = this.object.geometry.uvs; + + dst.push( src[ a + 0 ], src[ a + 1 ] ); + + }, + + addFace: function ( a, b, c, ua, ub, uc, na, nb, nc ) { + + var vLen = this.vertices.length; + + var ia = this.parseVertexIndex( a, vLen ); + var ib = this.parseVertexIndex( b, vLen ); + var ic = this.parseVertexIndex( c, vLen ); + + this.addVertex( ia, ib, ic ); + + if ( ua !== undefined && ua !== '' ) { + + var uvLen = this.uvs.length; + ia = this.parseUVIndex( ua, uvLen ); + ib = this.parseUVIndex( ub, uvLen ); + ic = this.parseUVIndex( uc, uvLen ); + this.addUV( ia, ib, ic ); + + } + + if ( na !== undefined && na !== '' ) { + + // Normals are many times the same. If so, skip function call and parseInt. + var nLen = this.normals.length; + ia = this.parseNormalIndex( na, nLen ); + + ib = na === nb ? ia : this.parseNormalIndex( nb, nLen ); + ic = na === nc ? ia : this.parseNormalIndex( nc, nLen ); + + this.addNormal( ia, ib, ic ); + + } + + if ( this.colors.length > 0 ) { + + this.addColor( ia, ib, ic ); + + } + + }, + + addPointGeometry: function ( vertices ) { + + this.object.geometry.type = 'Points'; + + var vLen = this.vertices.length; + + for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) { + + this.addVertexPoint( this.parseVertexIndex( vertices[ vi ], vLen ) ); + + } + + }, + + addLineGeometry: function ( vertices, uvs ) { + + this.object.geometry.type = 'Line'; + + var vLen = this.vertices.length; + var uvLen = this.uvs.length; + + for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) { + + this.addVertexLine( this.parseVertexIndex( vertices[ vi ], vLen ) ); + + } + + for ( var uvi = 0, l = uvs.length; uvi < l; uvi ++ ) { + + this.addUVLine( this.parseUVIndex( uvs[ uvi ], uvLen ) ); + + } + + } + + }; + + state.startObject( '', false ); + + return state; + + } + + // + + function OBJLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; + + this.materials = null; + + } + + OBJLoader.prototype = { + + constructor: OBJLoader, + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var loader = new THREE.FileLoader( scope.manager ); + loader.setPath( this.path ); + loader.load( url, function ( text ) { + + onLoad( scope.parse( text ) ); + + }, onProgress, onError ); + + }, + + setPath: function ( value ) { + + this.path = value; + + return this; + + }, + + setMaterials: function ( materials ) { + + this.materials = materials; + + return this; + + }, + + parse: function ( text ) { + + console.time( 'OBJLoader' ); + + var state = new ParserState(); + + if ( text.indexOf( '\r\n' ) !== - 1 ) { + + // This is faster than String.split with regex that splits on both + text = text.replace( /\r\n/g, '\n' ); + + } + + if ( text.indexOf( '\\\n' ) !== - 1 ) { + + // join lines separated by a line continuation character (\) + text = text.replace( /\\\n/g, '' ); + + } + + var lines = text.split( '\n' ); + var line = '', lineFirstChar = ''; + var lineLength = 0; + var result = []; + + // Faster to just trim left side of the line. Use if available. + var trimLeft = ( typeof ''.trimLeft === 'function' ); + + for ( var i = 0, l = lines.length; i < l; i ++ ) { + + line = lines[ i ]; + + line = trimLeft ? line.trimLeft() : line.trim(); + + lineLength = line.length; + + if ( lineLength === 0 ) continue; + + lineFirstChar = line.charAt( 0 ); + + // @todo invoke passed in handler if any + if ( lineFirstChar === '#' ) continue; + + if ( lineFirstChar === 'v' ) { + + var data = line.split( /\s+/ ); + + switch ( data[ 0 ] ) { + + case 'v': + state.vertices.push( + parseFloat( data[ 1 ] ), + parseFloat( data[ 2 ] ), + parseFloat( data[ 3 ] ) + ); + if ( data.length === 8 ) { + + state.colors.push( + parseFloat( data[ 4 ] ), + parseFloat( data[ 5 ] ), + parseFloat( data[ 6 ] ) + + ); + + } + break; + case 'vn': + state.normals.push( + parseFloat( data[ 1 ] ), + parseFloat( data[ 2 ] ), + parseFloat( data[ 3 ] ) + ); + break; + case 'vt': + state.uvs.push( + parseFloat( data[ 1 ] ), + parseFloat( data[ 2 ] ) + ); + break; + + } + + } else if ( lineFirstChar === 'f' ) { + + var lineData = line.substr( 1 ).trim(); + var vertexData = lineData.split( /\s+/ ); + var faceVertices = []; + + // Parse the face vertex data into an easy to work with format + + for ( var j = 0, jl = vertexData.length; j < jl; j ++ ) { + + var vertex = vertexData[ j ]; + + if ( vertex.length > 0 ) { + + var vertexParts = vertex.split( '/' ); + faceVertices.push( vertexParts ); + + } + + } + + // Draw an edge between the first vertex and all subsequent vertices to form an n-gon + + var v1 = faceVertices[ 0 ]; + + for ( var j = 1, jl = faceVertices.length - 1; j < jl; j ++ ) { + + var v2 = faceVertices[ j ]; + var v3 = faceVertices[ j + 1 ]; + + state.addFace( + v1[ 0 ], v2[ 0 ], v3[ 0 ], + v1[ 1 ], v2[ 1 ], v3[ 1 ], + v1[ 2 ], v2[ 2 ], v3[ 2 ] + ); + + } + + } else if ( lineFirstChar === 'l' ) { + + var lineParts = line.substring( 1 ).trim().split( " " ); + var lineVertices = [], lineUVs = []; + + if ( line.indexOf( "/" ) === - 1 ) { + + lineVertices = lineParts; + + } else { + + for ( var li = 0, llen = lineParts.length; li < llen; li ++ ) { + + var parts = lineParts[ li ].split( "/" ); + + if ( parts[ 0 ] !== "" ) lineVertices.push( parts[ 0 ] ); + if ( parts[ 1 ] !== "" ) lineUVs.push( parts[ 1 ] ); + + } + + } + state.addLineGeometry( lineVertices, lineUVs ); + + } else if ( lineFirstChar === 'p' ) { + + var lineData = line.substr( 1 ).trim(); + var pointData = lineData.split( " " ); + + state.addPointGeometry( pointData ); + + } else if ( ( result = object_pattern.exec( line ) ) !== null ) { + + // o object_name + // or + // g group_name + + // WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869 + // var name = result[ 0 ].substr( 1 ).trim(); + var name = ( " " + result[ 0 ].substr( 1 ).trim() ).substr( 1 ); + + state.startObject( name ); + + } else if ( material_use_pattern.test( line ) ) { + + // material + + state.object.startMaterial( line.substring( 7 ).trim(), state.materialLibraries ); + + } else if ( material_library_pattern.test( line ) ) { + + // mtl file + + state.materialLibraries.push( line.substring( 7 ).trim() ); + + } else if ( lineFirstChar === 's' ) { + + result = line.split( ' ' ); + + // smooth shading + + // @todo Handle files that have varying smooth values for a set of faces inside one geometry, + // but does not define a usemtl for each face set. + // This should be detected and a dummy material created (later MultiMaterial and geometry groups). + // This requires some care to not create extra material on each smooth value for "normal" obj files. + // where explicit usemtl defines geometry groups. + // Example asset: examples/models/obj/cerberus/Cerberus.obj + + /* + * http://paulbourke.net/dataformats/obj/ + * or + * http://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf + * + * From chapter "Grouping" Syntax explanation "s group_number": + * "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off. + * Polygonal elements use group numbers to put elements in different smoothing groups. For free-form + * surfaces, smoothing groups are either turned on or off; there is no difference between values greater + * than 0." + */ + if ( result.length > 1 ) { + + var value = result[ 1 ].trim().toLowerCase(); + state.object.smooth = ( value !== '0' && value !== 'off' ); + + } else { + + // ZBrush can produce "s" lines #11707 + state.object.smooth = true; + + } + var material = state.object.currentMaterial(); + if ( material ) material.smooth = state.object.smooth; + + } else { + + // Handle null terminated files without exception + if ( line === '\0' ) continue; + + throw new Error( 'THREE.OBJLoader: Unexpected line: "' + line + '"' ); + + } + + } + + state.finalize(); + + var container = new THREE.Group(); + container.materialLibraries = [].concat( state.materialLibraries ); + + for ( var i = 0, l = state.objects.length; i < l; i ++ ) { + + var object = state.objects[ i ]; + var geometry = object.geometry; + var materials = object.materials; + var isLine = ( geometry.type === 'Line' ); + var isPoints = ( geometry.type === 'Points' ); + var hasVertexColors = false; + + // Skip o/g line declarations that did not follow with any faces + if ( geometry.vertices.length === 0 ) continue; + + var buffergeometry = new THREE.BufferGeometry(); + + buffergeometry.addAttribute( 'position', new THREE.Float32BufferAttribute( geometry.vertices, 3 ) ); + + if ( geometry.normals.length > 0 ) { + + buffergeometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( geometry.normals, 3 ) ); + + } else { + + buffergeometry.computeVertexNormals(); + + } + + if ( geometry.colors.length > 0 ) { + + hasVertexColors = true; + buffergeometry.addAttribute( 'color', new THREE.Float32BufferAttribute( geometry.colors, 3 ) ); + + } + + if ( geometry.uvs.length > 0 ) { + + buffergeometry.addAttribute( 'uv', new THREE.Float32BufferAttribute( geometry.uvs, 2 ) ); + + } + + // Create materials + + var createdMaterials = []; + + for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) { + + var sourceMaterial = materials[ mi ]; + var material = undefined; + + if ( this.materials !== null ) { + + material = this.materials.create( sourceMaterial.name ); + + // mtl etc. loaders probably can't create line materials correctly, copy properties to a line material. + if ( isLine && material && ! ( material instanceof THREE.LineBasicMaterial ) ) { + + var materialLine = new THREE.LineBasicMaterial(); + materialLine.copy( material ); + materialLine.lights = false; // TOFIX + material = materialLine; + + } else if ( isPoints && material && ! ( material instanceof THREE.PointsMaterial ) ) { + + var materialPoints = new THREE.PointsMaterial( { size: 10, sizeAttenuation: false } ); + materialLine.copy( material ); + material = materialPoints; + + } + + } + + if ( ! material ) { + + if ( isLine ) { + + material = new THREE.LineBasicMaterial(); + + } else if ( isPoints ) { + + material = new THREE.PointsMaterial( { size: 1, sizeAttenuation: false } ); + + } else { + + material = new THREE.MeshPhongMaterial(); + + } + + material.name = sourceMaterial.name; + + } + + material.flatShading = sourceMaterial.smooth ? false : true; + material.vertexColors = hasVertexColors ? THREE.VertexColors : THREE.NoColors; + + createdMaterials.push( material ); + + } + + // Create mesh + + var mesh; + + if ( createdMaterials.length > 1 ) { + + for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) { + + var sourceMaterial = materials[ mi ]; + buffergeometry.addGroup( sourceMaterial.groupStart, sourceMaterial.groupCount, mi ); + + } + + if ( isLine ) { + + mesh = new THREE.LineSegments( buffergeometry, createdMaterials ); + + } else if ( isPoints ) { + + mesh = new THREE.Points( buffergeometry, createdMaterials ); + + } else { + + mesh = new THREE.Mesh( buffergeometry, createdMaterials ); + + } + + } else { + + if ( isLine ) { + + mesh = new THREE.LineSegments( buffergeometry, createdMaterials[ 0 ] ); + + } else if ( isPoints ) { + + mesh = new THREE.Points( buffergeometry, createdMaterials[ 0 ] ); + + } else { + + mesh = new THREE.Mesh( buffergeometry, createdMaterials[ 0 ] ); + + } + + } + + mesh.name = object.name; + + container.add( mesh ); + + } + + console.timeEnd( 'OBJLoader' ); + + return container; + + } + + }; + + return OBJLoader; + +} )(); diff --git a/static/exercises/visual_odometry_3D/3DScene/OrbitControls.js b/static/exercises/visual_odometry_3D/3DScene/OrbitControls.js new file mode 100644 index 000000000..63e0a6f63 --- /dev/null +++ b/static/exercises/visual_odometry_3D/3DScene/OrbitControls.js @@ -0,0 +1,1055 @@ +/** + * @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 finger swipe + +THREE.OrbitControls = function ( 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 THREE.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 + this.keyzoomSpeed = 1.1; + + // 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 , ZOOM_INCREASE1: 171, + ZOOM_INCREASE2: 107, ZOOM_REDUCE1: 173, ZOOM_REDUCE2: 109}; + + // Mouse buttons + this.mouseButtons = { ORBIT: THREE.MOUSE.LEFT, ZOOM: THREE.MOUSE.MIDDLE, PAN: THREE.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.saveState = function () { + + scope.target0.copy( scope.target ); + scope.position0.copy( scope.object.position ); + scope.zoom0 = scope.object.zoom; + + }; + + 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 THREE.Vector3(); + + // so camera.up is the orbit axis + var quat = new THREE.Quaternion().setFromUnitVectors( object.up, new THREE.Vector3( 0, 1, 0 ) ); + var quatInverse = quat.clone().inverse(); + + var lastPosition = new THREE.Vector3(); + var lastQuaternion = new THREE.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 THREE.Spherical(); + var sphericalDelta = new THREE.Spherical(); + + var scale = 1; + var panOffset = new THREE.Vector3(); + var zoomChanged = false; + + var rotateStart = new THREE.Vector2(); + var rotateEnd = new THREE.Vector2(); + var rotateDelta = new THREE.Vector2(); + + var panStart = new THREE.Vector2(); + var panEnd = new THREE.Vector2(); + var panDelta = new THREE.Vector2(); + + var dollyStart = new THREE.Vector2(); + var dollyEnd = new THREE.Vector2(); + var dollyDelta = new THREE.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 THREE.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 THREE.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 THREE.Vector3(); + + return function pan( deltaX, deltaY ) { + + var element = scope.domElement === document ? scope.domElement.body : scope.domElement; + + if ( scope.object.isPerspectiveCamera ) { + + // 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.isOrthographicCamera ) { + + // 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.isPerspectiveCamera ) { + + scale /= dollyScale; + + } else if ( scope.object.isOrthographicCamera ) { + + 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.isPerspectiveCamera ) { + + scale *= dollyScale; + + } else if ( scope.object.isOrthographicCamera ) { + + 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; + + case scope.keys.ZOOM_INCREASE1: + case scope.keys.ZOOM_INCREASE2: + dollyIn(scope.keyzoomSpeed); + scope.update(); + break; + + case scope.keys.ZOOM_REDUCE1: + case scope.keys.ZOOM_REDUCE2: + dollyOut(scope.keyzoomSpeed); + 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(); + + switch ( event.button ) { + + case scope.mouseButtons.ORBIT: + + if ( scope.enableRotate === false ) return; + + handleMouseDownRotate( event ); + + state = STATE.ROTATE; + + break; + + case scope.mouseButtons.ZOOM: + + if ( scope.enableZoom === false ) return; + + handleMouseDownDolly( event ); + + state = STATE.DOLLY; + + break; + + case scope.mouseButtons.PAN: + + if ( scope.enablePan === false ) return; + + handleMouseDownPan( event ); + + state = STATE.PAN; + + break; + + } + + 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(); + + switch ( state ) { + + case STATE.ROTATE: + + if ( scope.enableRotate === false ) return; + + handleMouseMoveRotate( event ); + + break; + + case STATE.DOLLY: + + if ( scope.enableZoom === false ) return; + + handleMouseMoveDolly( event ); + + break; + + case STATE.PAN: + + if ( scope.enablePan === false ) return; + + handleMouseMovePan( event ); + + break; + + } + + } + + 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 ) { + + if ( scope.enabled === false ) return; + + 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(); + +}; + +THREE.OrbitControls.prototype = Object.create( THREE.EventDispatcher.prototype ); +THREE.OrbitControls.prototype.constructor = THREE.OrbitControls; + +Object.defineProperties( THREE.OrbitControls.prototype, { + + center: { + + get: function () { + + console.warn( 'THREE.OrbitControls: .center has been renamed to .target' ); + return this.target; + + } + + }, + + // backward compatibility + + noZoom: { + + get: function () { + + console.warn( 'THREE.OrbitControls: .noZoom has been deprecated. Use .enableZoom instead.' ); + return ! this.enableZoom; + + }, + + set: function ( value ) { + + console.warn( 'THREE.OrbitControls: .noZoom has been deprecated. Use .enableZoom instead.' ); + this.enableZoom = ! value; + + } + + }, + + noRotate: { + + get: function () { + + console.warn( 'THREE.OrbitControls: .noRotate has been deprecated. Use .enableRotate instead.' ); + return ! this.enableRotate; + + }, + + set: function ( value ) { + + console.warn( 'THREE.OrbitControls: .noRotate has been deprecated. Use .enableRotate instead.' ); + this.enableRotate = ! value; + + } + + }, + + noPan: { + + get: function () { + + console.warn( 'THREE.OrbitControls: .noPan has been deprecated. Use .enablePan instead.' ); + return ! this.enablePan; + + }, + + set: function ( value ) { + + console.warn( 'THREE.OrbitControls: .noPan has been deprecated. Use .enablePan instead.' ); + this.enablePan = ! value; + + } + + }, + + noKeys: { + + get: function () { + + console.warn( 'THREE.OrbitControls: .noKeys has been deprecated. Use .enableKeys instead.' ); + return ! this.enableKeys; + + }, + + set: function ( value ) { + + console.warn( 'THREE.OrbitControls: .noKeys has been deprecated. Use .enableKeys instead.' ); + this.enableKeys = ! value; + + } + + }, + + staticMoving: { + + get: function () { + + console.warn( 'THREE.OrbitControls: .staticMoving has been deprecated. Use .enableDamping instead.' ); + return ! this.enableDamping; + + }, + + set: function ( value ) { + + console.warn( 'THREE.OrbitControls: .staticMoving has been deprecated. Use .enableDamping instead.' ); + this.enableDamping = ! value; + + } + + }, + + dynamicDampingFactor: { + + get: function () { + + console.warn( 'THREE.OrbitControls: .dynamicDampingFactor has been renamed. Use .dampingFactor instead.' ); + return this.dampingFactor; + + }, + + set: function ( value ) { + + console.warn( 'THREE.OrbitControls: .dynamicDampingFactor has been renamed. Use .dampingFactor instead.' ); + this.dampingFactor = value; + + } + + } + +} ); diff --git a/static/exercises/visual_odometry_3D/3DScene/pose3d.js b/static/exercises/visual_odometry_3D/3DScene/pose3d.js new file mode 100644 index 000000000..1b2b01f3d --- /dev/null +++ b/static/exercises/visual_odometry_3D/3DScene/pose3d.js @@ -0,0 +1,33 @@ +function getYaw(qw,qx,qy,qz) { + var rotateZa0=2.0*(qx*qy + qw*qz); + var rotateZa1=qw*qw + qx*qx - qy*qy - qz*qz; + var rotateZ=0.0; + if(rotateZa0 != 0.0 && rotateZa1 != 0.0){ + rotateZ=Math.atan2(rotateZa0,rotateZa1); + } + return rotateZ; +} + +function getRoll(qw,qx,qy,qz){ + rotateXa0=2.0*(qy*qz + qw*qx); + rotateXa1=qw*qw - qx*qx - qy*qy + qz*qz; + rotateX=0.0; + + if(rotateXa0 != 0.0 && rotateXa1 !=0.0){ + rotateX=Math.atan2(rotateXa0, rotateXa1); + } + return rotateX; +} +function getPitch(qw,qx,qy,qz){ + rotateYa0=-2.0*(qx*qz - qw*qy); + rotateY=0.0; + if(rotateYa0>=1.0){ + rotateY=Math.PI/2.0; + } else if(rotateYa0<=-1.0){ + rotateY=-Math.PI/2.0 + } else { + rotateY=Math.asin(rotateYa0) + } + + return rotateY; +} diff --git a/static/exercises/visual_odometry_3D/3DScene/three.js b/static/exercises/visual_odometry_3D/3DScene/three.js new file mode 100644 index 000000000..eccb44bd8 --- /dev/null +++ b/static/exercises/visual_odometry_3D/3DScene/three.js @@ -0,0 +1,45930 @@ +(function (global, factory) { + typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) : + typeof define === 'function' && define.amd ? define(['exports'], factory) : + (factory((global.THREE = {}))); +}(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 ( 'name' in Function.prototype === false ) { + + // 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 ) { + + if ( target === undefined || target === null ) { + + throw new TypeError( 'Cannot convert undefined or null to object' ); + + } + + var output = Object( target ); + + for ( var index = 1; index < arguments.length; index ++ ) { + + var source = arguments[ index ]; + + if ( source !== undefined && source !== null ) { + + for ( var nextKey in source ) { + + if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) { + + output[ nextKey ] = source[ nextKey ]; + + } + + } + + } + + } + + return output; + + }; + + } )(); + + } + + /** + * https://github.com/mrdoob/eventdispatcher.js/ + */ + + function EventDispatcher() {} + + Object.assign( EventDispatcher.prototype, { + + addEventListener: function ( type, listener ) { + + if ( this._listeners === undefined ) this._listeners = {}; + + var listeners = this._listeners; + + if ( listeners[ type ] === undefined ) { + + listeners[ type ] = []; + + } + + if ( listeners[ type ].indexOf( listener ) === - 1 ) { + + listeners[ type ].push( listener ); + + } + + }, + + hasEventListener: function ( type, listener ) { + + if ( this._listeners === undefined ) return false; + + var listeners = this._listeners; + + 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 = '91dev'; + var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 }; + var CullFaceNone = 0; + var CullFaceBack = 1; + var CullFaceFront = 2; + var CullFaceFrontBack = 3; + var FrontFaceDirectionCW = 0; + var FrontFaceDirectionCCW = 1; + var BasicShadowMap = 0; + var PCFShadowMap = 1; + var PCFSoftShadowMap = 2; + var FrontSide = 0; + var BackSide = 1; + var DoubleSide = 2; + var FlatShading = 1; + var SmoothShading = 2; + var NoColors = 0; + var FaceColors = 1; + var VertexColors = 2; + var NoBlending = 0; + var NormalBlending = 1; + var AdditiveBlending = 2; + var SubtractiveBlending = 3; + var MultiplyBlending = 4; + var CustomBlending = 5; + var 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 RGBEFormat = RGBAFormat; + var DepthFormat = 1026; + var DepthStencilFormat = 1027; + var RGB_S3TC_DXT1_Format = 33776; + var RGBA_S3TC_DXT1_Format = 33777; + var RGBA_S3TC_DXT3_Format = 33778; + var RGBA_S3TC_DXT5_Format = 33779; + var RGB_PVRTC_4BPPV1_Format = 35840; + var RGB_PVRTC_2BPPV1_Format = 35841; + var RGBA_PVRTC_4BPPV1_Format = 35842; + var RGBA_PVRTC_2BPPV1_Format = 35843; + var RGB_ETC1_Format = 36196; + var RGBA_ASTC_4x4_Format = 37808; + var RGBA_ASTC_5x4_Format = 37809; + var RGBA_ASTC_5x5_Format = 37810; + var RGBA_ASTC_6x5_Format = 37811; + var RGBA_ASTC_6x6_Format = 37812; + var RGBA_ASTC_8x5_Format = 37813; + var RGBA_ASTC_8x6_Format = 37814; + var RGBA_ASTC_8x8_Format = 37815; + var RGBA_ASTC_10x5_Format = 37816; + var RGBA_ASTC_10x6_Format = 37817; + var RGBA_ASTC_10x8_Format = 37818; + var RGBA_ASTC_10x10_Format = 37819; + var RGBA_ASTC_12x10_Format = 37820; + var RGBA_ASTC_12x12_Format = 37821; + var LoopOnce = 2200; + var LoopRepeat = 2201; + var LoopPingPong = 2202; + var InterpolateDiscrete = 2300; + var InterpolateLinear = 2301; + var InterpolateSmooth = 2302; + var ZeroCurvatureEnding = 2400; + var ZeroSlopeEnding = 2401; + var WrapAroundEnding = 2402; + var TrianglesDrawMode = 0; + var TriangleStripDrawMode = 1; + var TriangleFanDrawMode = 2; + var LinearEncoding = 3000; + var sRGBEncoding = 3001; + var GammaEncoding = 3007; + var RGBEEncoding = 3002; + var LogLuvEncoding = 3003; + var RGBM7Encoding = 3004; + var RGBM16Encoding = 3005; + var RGBDEncoding = 3006; + var BasicDepthPacking = 3200; + var RGBADepthPacking = 3201; + + /** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + + var _Math = { + + DEG2RAD: Math.PI / 180, + RAD2DEG: 180 / Math.PI, + + generateUUID: ( function () { + + // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136 + + var lut = []; + + for ( var i = 0; i < 256; i ++ ) { + + lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 ).toUpperCase(); + + } + + return function generateUUID() { + + var d0 = Math.random() * 0xffffffff | 0; + var d1 = Math.random() * 0xffffffff | 0; + var d2 = Math.random() * 0xffffffff | 0; + var d3 = Math.random() * 0xffffffff | 0; + return lut[ d0 & 0xff ] + lut[ d0 >> 8 & 0xff ] + lut[ d0 >> 16 & 0xff ] + lut[ d0 >> 24 & 0xff ] + '-' + + lut[ d1 & 0xff ] + lut[ d1 >> 8 & 0xff ] + '-' + lut[ d1 >> 16 & 0x0f | 0x40 ] + lut[ d1 >> 24 & 0xff ] + '-' + + lut[ d2 & 0x3f | 0x80 ] + lut[ d2 >> 8 & 0xff ] + '-' + lut[ d2 >> 16 & 0xff ] + lut[ d2 >> 24 & 0xff ] + + lut[ d3 & 0xff ] + lut[ d3 >> 8 & 0xff ] + lut[ d3 >> 16 & 0xff ] + lut[ d3 >> 24 & 0xff ]; + + }; + + } )(), + + clamp: function ( value, min, max ) { + + return Math.max( min, Math.min( max, value ) ); + + }, + + // compute euclidian modulo of m % n + // https://en.wikipedia.org/wiki/Modulo_operation + + euclideanModulo: function ( n, m ) { + + return ( ( n % m ) + m ) % m; + + }, + + // Linear mapping from range to range + + mapLinear: function ( x, a1, a2, b1, b2 ) { + + return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 ); + + }, + + // 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 interval + + randInt: function ( low, high ) { + + return low + Math.floor( Math.random() * ( high - low + 1 ) ); + + }, + + // Random float from interval + + randFloat: function ( low, high ) { + + return low + Math.random() * ( high - low ); + + }, + + // Random float from <-range/2, range/2> interval + + randFloatSpread: function ( range ) { + + return range * ( 0.5 - Math.random() ); + + }, + + degToRad: function ( degrees ) { + + return degrees * _Math.DEG2RAD; + + }, + + radToDeg: function ( radians ) { + + return radians * _Math.RAD2DEG; + + }, + + isPowerOfTwo: function ( value ) { + + return ( value & ( value - 1 ) ) === 0 && value !== 0; + + }, + + ceilPowerOfTwo: function ( value ) { + + return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) ); + + }, + + floorPowerOfTwo: function ( value ) { + + return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) ); + + } + + }; + + /** + * @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 ); + + }, + + applyMatrix3: function ( m ) { + + var x = this.x, y = this.y; + var e = m.elements; + + this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ]; + this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ]; + + return this; + + }, + + 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 ); + + }, + + manhattanLength: 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; + + }, + + manhattanDistanceTo: 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 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.Matrix4: .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 () { + + // quaternion is assumed to have unit length + + return this.conjugate(); + + }, + + 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 ); + + }, + + manhattanLength: 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 ); + + } + + return this.crossVectors( this, v ); + + }, + + 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; + + }, + + manhattanDistanceTo: 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; + + } + + } ); + + /** + * @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; + + }, + + setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) { + + var c = Math.cos( rotation ); + var s = Math.sin( rotation ); + + this.set( + sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx, + - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty, + 0, 0, 1 + ); + + }, + + scale: function ( sx, sy ) { + + var te = this.elements; + + te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx; + te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy; + + return this; + + }, + + rotate: function ( theta ) { + + var c = Math.cos( theta ); + var s = Math.sin( theta ); + + var te = this.elements; + + var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ]; + var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ]; + + te[ 0 ] = c * a11 + s * a21; + te[ 3 ] = c * a12 + s * a22; + te[ 6 ] = c * a13 + s * a23; + + te[ 1 ] = - s * a11 + c * a21; + te[ 4 ] = - s * a12 + c * a22; + te[ 7 ] = - s * a13 + c * a23; + + return this; + + }, + + translate: function ( tx, ty ) { + + var te = this.elements; + + te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ]; + te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 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 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.center = new Vector2( 0, 0 ); + this.rotation = 0; + + this.matrixAutoUpdate = true; + this.matrix = new Matrix3(); + + this.generateMipmaps = true; + this.premultiplyAlpha = false; + this.flipY = true; + this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml) + + // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap. + // + // Also changing the encoding after already used by a Material will not automatically make the Material + // update. You need to explicitly call Material.needsUpdate to trigger it to recompile. + this.encoding = encoding !== undefined ? encoding : LinearEncoding; + + this.version = 0; + this.onUpdate = null; + + } + + Texture.DEFAULT_IMAGE = undefined; + Texture.DEFAULT_MAPPING = UVMapping; + + Texture.prototype = Object.assign( Object.create( 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.center.copy( source.center ); + this.rotation = source.rotation; + + this.matrixAutoUpdate = source.matrixAutoUpdate; + this.matrix.copy( source.matrix ); + + 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 ) { + + var isRootObject = ( meta === undefined || typeof meta === 'string' ); + + if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) { + + return meta.textures[ this.uuid ]; + + } + + function getDataURL( image ) { + + var canvas; + + if ( image instanceof HTMLCanvasElement ) { + + canvas = image; + + } else { + + canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + canvas.width = image.width; + canvas.height = image.height; + + var context = canvas.getContext( '2d' ); + + if ( image instanceof ImageData ) { + + context.putImageData( image, 0, 0 ); + + } else { + + context.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 ], + center: [ this.center.x, this.center.y ], + rotation: this.rotation, + + 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 ( ! isRootObject && meta.images[ image.uuid ] === undefined ) { + + meta.images[ image.uuid ] = { + uuid: image.uuid, + url: getDataURL( image ) + }; + + } + + output.image = image.uuid; + + } + + if ( ! isRootObject ) { + + meta.textures[ this.uuid ] = output; + + } + + return output; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + }, + + transformUv: function ( uv ) { + + if ( this.mapping !== UVMapping ) return; + + uv.applyMatrix3( this.matrix ); + + if ( uv.x < 0 || uv.x > 1 ) { + + switch ( this.wrapS ) { + + case RepeatWrapping: + + uv.x = uv.x - Math.floor( uv.x ); + break; + + case ClampToEdgeWrapping: + + uv.x = uv.x < 0 ? 0 : 1; + break; + + case MirroredRepeatWrapping: + + if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) { + + uv.x = Math.ceil( uv.x ) - uv.x; + + } else { + + uv.x = uv.x - Math.floor( uv.x ); + + } + break; + + } + + } + + if ( uv.y < 0 || uv.y > 1 ) { + + switch ( this.wrapT ) { + + case RepeatWrapping: + + uv.y = uv.y - Math.floor( uv.y ); + break; + + case ClampToEdgeWrapping: + + uv.y = uv.y < 0 ? 0 : 1; + break; + + case MirroredRepeatWrapping: + + if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) { + + uv.y = Math.ceil( uv.y ) - uv.y; + + } else { + + uv.y = uv.y - Math.floor( uv.y ); + + } + break; + + } + + } + + if ( this.flipY ) { + + uv.y = 1 - uv.y; + + } + + } + + } ); + + Object.defineProperty( Texture.prototype, "needsUpdate", { + + set: function ( value ) { + + if ( value === true ) this.version ++; + + } + + } ); + + /** + * @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 ); + + }, + + manhattanLength: 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; + + } + + WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + + constructor: WebGLRenderTarget, + + isWebGLRenderTarget: true, + + setSize: function ( width, height ) { + + if ( this.width !== width || this.height !== height ) { + + this.width = width; + this.height = height; + + this.dispose(); + + } + + this.viewport.set( 0, 0, width, height ); + this.scissor.set( 0, 0, width, height ); + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( source ) { + + this.width = source.width; + this.height = source.height; + + this.viewport.copy( source.viewport ); + + this.texture = source.texture.clone(); + + this.depthBuffer = source.depthBuffer; + this.stencilBuffer = source.stencilBuffer; + this.depthTexture = source.depthTexture; + + return this; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + + } ); + + /** + * @author alteredq / http://alteredqualia.com + */ + + function WebGLRenderTargetCube( width, height, options ) { + + WebGLRenderTarget.call( this, width, height, options ); + + this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5 + this.activeMipMapLevel = 0; + + } + + WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype ); + WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube; + + WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true; + + /** + * @author 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; + + /** + * @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; + + }; + + /** + * @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, 'rebeccapurple': 0x663399, '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(); + + } + + } ); + + /** + * Uniforms library for shared webgl shaders + */ + + var UniformsLib = { + + common: { + + diffuse: { value: new Color( 0xeeeeee ) }, + opacity: { value: 1.0 }, + + map: { value: null }, + uvTransform: { value: new Matrix3() }, + + alphaMap: { value: null }, + + }, + + specularmap: { + + specularMap: { value: null }, + + }, + + envmap: { + + 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: {}, + shadowCameraNear: {}, + shadowCameraFar: {} + } }, + + 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 }, + uvTransform: { value: new Matrix3() } + + } + + }; + + /** + * 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\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n"; + + var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif\n"; + + var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif\n"; + + var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif\n"; + + var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif"; + + var begin_vertex = "\nvec3 transformed = vec3( position );\n"; + + var beginnormal_vertex = "\nvec3 objectNormal = vec3( normal );\n"; + + var bsdfs = "float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\tif( decayExponent > 0.0 ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\treturn distanceFalloff * maxDistanceCutoffFactor;\n#else\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n#endif\n\t}\n\treturn 1.0;\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n\treturn specularColor * AB.x + AB.y;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n"; + + var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif\n"; + + var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t#endif\n#endif\n"; + + var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif\n"; + + var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvarying vec3 vViewPosition;\n#endif\n"; + + var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n"; + + var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif"; + + var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif\n"; + + var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif"; + + var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif"; + + var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\n"; + + var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale = bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif\n"; + + var defaultnormal_vertex = "vec3 transformedNormal = normalMatrix * objectNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n"; + + var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif\n"; + + var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif\n"; + + var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif\n"; + + var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif\n"; + + var encodings_fragment = " gl_FragColor = linearToOutputTexel( gl_FragColor );\n"; + + var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\n}\nvec4 sRGBToLinear( in vec4 value ) {\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 );\n}\nvec4 LinearTosRGB( in vec4 value ) {\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 );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = min( floor( D ) / 255.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\n\tXp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract(Le);\n\tvResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n\treturn vec4( max(vRGB, 0.0), 1.0 );\n}\n"; + + var envmap_fragment = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif\n"; + + var envmap_pars_fragment = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntensity;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif\n"; + + var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif\n"; + + var envmap_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif\n"; + + var fog_vertex = "\n#ifdef USE_FOG\nfogDepth = -mvPosition.z;\n#endif"; + + var fog_pars_vertex = "#ifdef USE_FOG\n varying float fogDepth;\n#endif\n"; + + var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif\n"; + + var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif\n"; + + var gradientmap_pars_fragment = "#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif\n"; + + var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n"; + + var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif"; + + var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif\n"; + + var lights_pars_begin = "uniform vec3 ambientLightColor;\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t\tfloat shadowCameraNear;\n\t\tfloat shadowCameraFar;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif\n"; + + var lights_pars_maps = "#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif\n"; + + var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n"; + + var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)\n"; + + var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.clearCoat = saturate( clearCoat );\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\n#endif\n"; + + var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifndef STANDARD\n\t\tfloat clearCoat;\n\t\tfloat clearCoatRoughness;\n\t#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos - halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos + halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos + halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos - halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifndef STANDARD\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#ifndef STANDARD\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifndef STANDARD\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\tfloat dotNL = dotNV;\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n\t#ifndef STANDARD\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}\n"; + + var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearCoatRadiance = vec3( 0.0 );\n#endif\n"; + + var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, 8 );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), 8 );\n\t#ifndef STANDARD\n\t\tclearCoatRadiance += getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), 8 );\n\t#endif\n#endif\n"; + + var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif\n"; + + var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif"; + + var logdepthbuf_pars_fragment = "#ifdef USE_LOGDEPTHBUF\n\tuniform float logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n#endif\n"; + + var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n\tuniform float logDepthBufFC;\n#endif"; + + var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\tgl_Position.z *= gl_Position.w;\n\t#endif\n#endif\n"; + + var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif\n"; + + var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n"; + + var map_particle_fragment = "#ifdef USE_MAP\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n"; + + var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif\n"; + + var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif\n"; + + var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif"; + + var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif\n"; + + var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif"; + + var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif\n"; + + var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n#endif\n"; + + var normal_fragment_maps = "#ifdef USE_NORMALMAP\n\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n"; + + var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tvec3 S = normalize( q0 * st1.t - q1 * st0.t );\n\t\tvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n\t\tvec3 N = normalize( surf_norm );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif\n"; + + var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}\n"; + + var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif\n"; + + var project_vertex = "vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\ngl_Position = projectionMatrix * mvPosition;\n"; + + var dithering_fragment = "#if defined( DITHERING )\n gl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif\n"; + + var dithering_pars_fragment = "#if defined( DITHERING )\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif\n"; + + var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif\n"; + + var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif"; + + var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif\n"; + + var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n#endif\n"; + + var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif\n"; + + var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}\n"; + + var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif"; + + var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif\n"; + + var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif\n"; + + var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n#endif\n"; + + var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif"; + + var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif"; + + var tonemapping_fragment = "#if defined( TONE_MAPPING )\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif\n"; + + var tonemapping_pars_fragment = "#ifndef saturate\n\t#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\n"; + + var uv_pars_fragment = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n#endif"; + + var uv_pars_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif\n"; + + var uv_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif"; + + var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif"; + + var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif"; + + var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif"; + + var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n#endif\n"; + + var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\nvoid main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n\tgl_FragColor.a *= opacity;\n}\n"; + + var cube_vert = "varying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}\n"; + + var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}\n"; + + var depth_vert = "#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + + var distanceRGBA_frag = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}\n"; + + var distanceRGBA_vert = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}\n"; + + var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldPosition );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n}\n"; + + var equirect_vert = "varying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}\n"; + + var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + + var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}\n"; + + var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + + var meshbasic_vert = "#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_ENVMAP\n\t#include \n\t#include \n\t#include \n\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + + var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#include \n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + + var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + + var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + + var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + + var meshphysical_frag = "#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n\tuniform float clearCoat;\n\tuniform float clearCoatRoughness;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + + var meshphysical_vert = "#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}\n"; + + var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}\n"; + + var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}\n"; + + var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + + var points_vert = "uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#ifdef USE_SIZEATTENUATION\n\t\tgl_PointSize = size * ( scale / - mvPosition.z );\n\t#else\n\t\tgl_PointSize = size;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + + var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n}\n"; + + var shadow_vert = "#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + + var ShaderChunk = { + alphamap_fragment: alphamap_fragment, + alphamap_pars_fragment: alphamap_pars_fragment, + alphatest_fragment: alphatest_fragment, + aomap_fragment: aomap_fragment, + aomap_pars_fragment: aomap_pars_fragment, + begin_vertex: begin_vertex, + beginnormal_vertex: beginnormal_vertex, + bsdfs: bsdfs, + bumpmap_pars_fragment: bumpmap_pars_fragment, + clipping_planes_fragment: clipping_planes_fragment, + clipping_planes_pars_fragment: clipping_planes_pars_fragment, + clipping_planes_pars_vertex: clipping_planes_pars_vertex, + clipping_planes_vertex: clipping_planes_vertex, + color_fragment: color_fragment, + color_pars_fragment: color_pars_fragment, + color_pars_vertex: color_pars_vertex, + color_vertex: color_vertex, + common: common, + cube_uv_reflection_fragment: cube_uv_reflection_fragment, + defaultnormal_vertex: defaultnormal_vertex, + displacementmap_pars_vertex: displacementmap_pars_vertex, + displacementmap_vertex: displacementmap_vertex, + emissivemap_fragment: emissivemap_fragment, + emissivemap_pars_fragment: emissivemap_pars_fragment, + encodings_fragment: encodings_fragment, + encodings_pars_fragment: encodings_pars_fragment, + envmap_fragment: envmap_fragment, + envmap_pars_fragment: envmap_pars_fragment, + envmap_pars_vertex: envmap_pars_vertex, + envmap_vertex: envmap_vertex, + fog_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_begin: lights_pars_begin, + lights_pars_maps: lights_pars_maps, + 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_fragment_begin: lights_fragment_begin, + lights_fragment_maps: lights_fragment_maps, + lights_fragment_end: lights_fragment_end, + 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_fragment_begin: normal_fragment_begin, + normal_fragment_maps: normal_fragment_maps, + 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.specularmap, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.fog + ] ), + + vertexShader: ShaderChunk.meshbasic_vert, + fragmentShader: ShaderChunk.meshbasic_frag + + }, + + lambert: { + + uniforms: UniformsUtils.merge( [ + UniformsLib.common, + UniformsLib.specularmap, + UniformsLib.envmap, + 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.specularmap, + UniformsLib.envmap, + 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.envmap, + 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 + + }, + + equirect: { + + uniforms: { + tEquirect: { value: null }, + }, + + vertexShader: ShaderChunk.equirect_vert, + fragmentShader: ShaderChunk.equirect_frag + + }, + + distanceRGBA: { + + uniforms: UniformsUtils.merge( [ + UniformsLib.common, + UniformsLib.displacementmap, + { + referencePosition: { value: new Vector3() }, + nearDistance: { value: 1 }, + farDistance: { value: 1000 } + } + ] ), + + vertexShader: ShaderChunk.distanceRGBA_vert, + fragmentShader: ShaderChunk.distanceRGBA_frag + + }, + + shadow: { + + uniforms: UniformsUtils.merge( [ + UniformsLib.lights, + UniformsLib.fog, + { + color: { value: new Color( 0x00000 ) }, + opacity: { value: 1.0 } + }, + ] ), + + vertexShader: ShaderChunk.shadow_vert, + fragmentShader: ShaderChunk.shadow_frag + + } + + }; + + ShaderLib.physical = { + + uniforms: UniformsUtils.merge( [ + ShaderLib.standard.uniforms, + { + clearCoat: { value: 0 }, + clearCoatRoughness: { value: 0 } + } + ] ), + + vertexShader: ShaderChunk.meshphysical_vert, + fragmentShader: ShaderChunk.meshphysical_frag + + }; + + /** + * @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 mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + + function WebGLSpriteRenderer( renderer, gl, state, textures, capabilities ) { + + 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' ), + center: gl.getUniformLocation( program, 'center' ), + 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' ), + fogDepth: gl.getUniformLocation( program, 'fogDepth' ), + + 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 CanvasTexture( canvas ); + + } + + this.render = function ( sprites, scene, camera ) { + + if ( sprites.length === 0 ) return; + + // setup gl + + if ( program === undefined ) { + + init(); + + } + + state.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 = []; + var center = []; + + 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; + + center[ 0 ] = sprite.center.x - 0.5; + center[ 1 ] = sprite.center.y - 0.5; + + 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.center, center ); + 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 ); + state.buffers.color.setMask( material.colorWrite ); + + textures.setTexture2D( material.map || 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 ); + + state.reset(); + + }; + + function createProgram() { + + var program = gl.createProgram(); + + var vertexShader = gl.createShader( gl.VERTEX_SHADER ); + var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER ); + + gl.shaderSource( vertexShader, [ + + 'precision ' + capabilities.precision + ' float;', + + '#define SHADER_NAME ' + 'SpriteMaterial', + + 'uniform mat4 modelViewMatrix;', + 'uniform mat4 projectionMatrix;', + 'uniform float rotation;', + 'uniform vec2 center;', + 'uniform vec2 scale;', + 'uniform vec2 uvOffset;', + 'uniform vec2 uvScale;', + + 'attribute vec2 position;', + 'attribute vec2 uv;', + + 'varying vec2 vUV;', + 'varying float fogDepth;', + + 'void main() {', + + ' vUV = uvOffset + uv * uvScale;', + + ' vec2 alignedPosition = ( position - center ) * scale;', + + ' vec2 rotatedPosition;', + ' rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;', + ' rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;', + + ' vec4 mvPosition;', + + ' mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );', + ' mvPosition.xy += rotatedPosition;', + + ' gl_Position = projectionMatrix * mvPosition;', + + ' fogDepth = - mvPosition.z;', + + '}' + + ].join( '\n' ) ); + + gl.shaderSource( fragmentShader, [ + + 'precision ' + capabilities.precision + ' 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;', + 'varying float fogDepth;', + + 'void main() {', + + ' vec4 texture = texture2D( map, vUV );', + + ' gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );', + + ' if ( gl_FragColor.a < alphaTest ) discard;', + + ' if ( fogType > 0 ) {', + + ' float fogFactor = 0.0;', + + ' if ( fogType == 1 ) {', + + ' fogFactor = smoothstep( fogNear, fogFar, fogDepth );', + + ' } else {', + + ' const float LOG2 = 1.442695;', + ' fogFactor = exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 );', + ' fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );', + + ' }', + + ' gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, 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.flatShading = false; + 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.shadowSide = null; + + 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.userData = {}; + + this.needsUpdate = true; + + } + + Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + + constructor: Material, + + 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; + + } + + // for backward compatability if shading is set in the constructor + if ( key === 'shading' ) { + + console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' ); + this.flatShading = ( newValue === FlatShading ) ? true : false; + 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 || typeof meta === 'string' ); + + 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.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity; + + 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.flatShading === true ) data.flatShading = this.flatShading; + 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; + + // rotation (SpriteMaterial) + if ( this.rotation !== 0 ) data.rotation = this.rotation; + + if ( this.linewidth !== 1 ) data.linewidth = this.linewidth; + if ( this.dashSize !== undefined ) data.dashSize = this.dashSize; + if ( this.gapSize !== undefined ) data.gapSize = this.gapSize; + if ( this.scale !== undefined ) data.scale = this.scale; + + if ( this.dithering === true ) data.dithering = true; + + 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; + + if ( this.morphTargets === true ) data.morphTargets = true; + if ( this.skinning === true ) data.skinning = true; + + if ( this.visible === false ) data.visible = false; + if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData; + + // 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.flatShading = source.flatShading; + 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.userData = JSON.parse( JSON.stringify( source.userData ) ); + + 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; + + this.shadowSide = source.shadowSide; + + return this; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author bhouston / https://clara.io + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * + * opacity: , + * + * map: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * wireframe: , + * wireframeLinewidth: + * } + */ + + function MeshDepthMaterial( parameters ) { + + Material.call( this ); + + this.type = 'MeshDepthMaterial'; + + this.depthPacking = BasicDepthPacking; + + this.skinning = false; + this.morphTargets = false; + + this.map = null; + + this.alphaMap = null; + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.fog = false; + this.lights = false; + + this.setValues( parameters ); + + } + + MeshDepthMaterial.prototype = Object.create( Material.prototype ); + MeshDepthMaterial.prototype.constructor = MeshDepthMaterial; + + MeshDepthMaterial.prototype.isMeshDepthMaterial = true; + + MeshDepthMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.depthPacking = source.depthPacking; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + + this.map = source.map; + + this.alphaMap = source.alphaMap; + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + + return this; + + }; + + /** + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * + * referencePosition: , + * nearDistance: , + * farDistance: , + * + * skinning: , + * morphTargets: , + * + * map: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: + * + * } + */ + + function MeshDistanceMaterial( parameters ) { + + Material.call( this ); + + this.type = 'MeshDistanceMaterial'; + + this.referencePosition = new Vector3(); + this.nearDistance = 1; + this.farDistance = 1000; + + this.skinning = false; + this.morphTargets = false; + + this.map = null; + + this.alphaMap = null; + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.fog = false; + this.lights = false; + + this.setValues( parameters ); + + } + + MeshDistanceMaterial.prototype = Object.create( Material.prototype ); + MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial; + + MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true; + + MeshDistanceMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.referencePosition.copy( source.referencePosition ); + this.nearDistance = source.nearDistance; + this.farDistance = source.farDistance; + + 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; + + 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 scope, i, l; + + var v1 = new Vector3(); + + function traverse( node ) { + + 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 function expandByObject( object ) { + + scope = this; + + object.updateMatrixWorld( true ); + + object.traverse( traverse ); + + 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 ); + + }, + + intersectsTriangle: ( function () { + + // triangle centered vertices + var v0 = new Vector3(); + var v1 = new Vector3(); + var v2 = new Vector3(); + + // triangle edge vectors + var f0 = new Vector3(); + var f1 = new Vector3(); + var f2 = new Vector3(); + + var testAxis = new Vector3(); + + var center = new Vector3(); + var extents = new Vector3(); + + var triangleNormal = new Vector3(); + + function satForAxes( axes ) { + + var i, j; + + for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) { + + testAxis.fromArray( axes, i ); + // project the aabb onto the seperating axis + var r = extents.x * Math.abs( testAxis.x ) + extents.y * Math.abs( testAxis.y ) + extents.z * Math.abs( testAxis.z ); + // project all 3 vertices of the triangle onto the seperating axis + var p0 = v0.dot( testAxis ); + var p1 = v1.dot( testAxis ); + var p2 = v2.dot( testAxis ); + // actual test, basically see if either of the most extreme of the triangle points intersects r + if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) { + + // points of the projected triangle are outside the projected half-length of the aabb + // the axis is seperating and we can exit + return false; + + } + + } + + return true; + + } + + return function intersectsTriangle( triangle ) { + + if ( this.isEmpty() ) { + + return false; + + } + + // compute box center and extents + this.getCenter( center ); + extents.subVectors( this.max, center ); + + // translate triangle to aabb origin + v0.subVectors( triangle.a, center ); + v1.subVectors( triangle.b, center ); + v2.subVectors( triangle.c, center ); + + // compute edge vectors for triangle + f0.subVectors( v1, v0 ); + f1.subVectors( v2, v1 ); + f2.subVectors( v0, v2 ); + + // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb + // make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation + // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned) + var axes = [ + 0, - f0.z, f0.y, 0, - f1.z, f1.y, 0, - f2.z, f2.y, + f0.z, 0, - f0.x, f1.z, 0, - f1.x, f2.z, 0, - f2.x, + - f0.y, f0.x, 0, - f1.y, f1.x, 0, - f2.y, f2.x, 0 + ]; + if ( ! satForAxes( axes ) ) { + + return false; + + } + + // test 3 face normals from the aabb + axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ]; + if ( ! satForAxes( axes ) ) { + + return false; + + } + + // finally testing the face normal of the triangle + // use already existing triangle edge vectors here + triangleNormal.crossVectors( f0, f1 ); + axes = [ triangleNormal.x, triangleNormal.y, triangleNormal.z ]; + return satForAxes( axes ); + + }; + + } )(), + + 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 ) { + + return Math.abs( plane.distanceToPoint( this.center ) ) <= 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 bhouston / http://clara.io + */ + + function Plane( normal, constant ) { + + // normal is assumed to be normalized + + 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 ); + + 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 ) { + + var result = optionalTarget || new Vector3(); + + return result.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point ); + + }, + + 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 normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix ); + + var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix ); + + var normal = this.normal.applyMatrix3( normalMatrix ).normalize(); + + this.constant = - referencePoint.dot( normal ); + + return this; + + }; + + }(), + + translate: function ( offset ) { + + 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, _objects, maxTextureSize ) { + + var _frustum = new Frustum(), + _projScreenMatrix = new Matrix4(), + + _shadowMapSize = new Vector2(), + _maxShadowMapSize = new Vector2( maxTextureSize, 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 shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide }; + + 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 + + for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) { + + var useMorphing = ( i & _MorphingFlag ) !== 0; + var useSkinning = ( i & _SkinningFlag ) !== 0; + + var depthMaterial = new MeshDepthMaterial( { + + depthPacking: RGBADepthPacking, + + morphTargets: useMorphing, + skinning: useSkinning + + } ); + + _depthMaterials[ i ] = depthMaterial; + + // + + var distanceMaterial = new MeshDistanceMaterial( { + + morphTargets: useMorphing, + skinning: useSkinning + + } ); + + _distanceMaterials[ i ] = distanceMaterial; + + } + + // + + var scope = this; + + this.enabled = false; + + this.autoUpdate = true; + this.needsUpdate = false; + + this.type = PCFShadowMap; + + this.render = function ( lights, scene, camera ) { + + if ( scope.enabled === false ) return; + if ( scope.autoUpdate === false && scope.needsUpdate === false ) return; + + if ( lights.length === 0 ) return; + + // TODO Clean up (needed in case of contextlost) + var _gl = _renderer.context; + var _state = _renderer.state; + + // 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 = lights.length; i < il; i ++ ) { + + var light = lights[ 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 ); + + } + + } + + scope.needsUpdate = false; + + }; + + function getDepthMaterial( object, material, isPointLight, lightPositionWorld, shadowCameraNear, shadowCameraFar ) { + + 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; + + result.side = ( material.shadowSide != null ) ? material.shadowSide : shadowSide[ material.side ]; + + result.clipShadows = material.clipShadows; + result.clippingPlanes = material.clippingPlanes; + result.clipIntersection = material.clipIntersection; + + result.wireframeLinewidth = material.wireframeLinewidth; + result.linewidth = material.linewidth; + + if ( isPointLight && result.isMeshDistanceMaterial ) { + + result.referencePosition.copy( lightPositionWorld ); + result.nearDistance = shadowCameraNear; + result.farDistance = shadowCameraFar; + + } + + 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, shadowCamera.near, shadowCamera.far ); + _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group ); + + } + + } + + } else if ( material.visible ) { + + var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far ); + _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 = new WeakMap(); + + 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.get( attribute ); + + } + + function remove( attribute ) { + + if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + + var data = buffers.get( attribute ); + + if ( data ) { + + gl.deleteBuffer( data.buffer ); + + buffers.delete( attribute ); + + } + + } + + function update( attribute, bufferType ) { + + if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + + var data = buffers.get( attribute ); + + if ( data === undefined ) { + + buffers.set( attribute, 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; + + Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + + constructor: Object3D, + + 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; + + }; + + }(), + + rotateOnWorldAxis: function () { + + // rotate object on axis in world space + // axis is assumed to be normalized + // method assumes no rotated parent + + var q1 = new Quaternion(); + + return function rotateOnWorldAxis( axis, angle ) { + + q1.setFromAxisAngle( axis, angle ); + + this.quaternion.premultiply( 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(); + var vector = new Vector3(); + + return function lookAt( x, y, z ) { + + if ( x.isVector3 ) { + + vector.copy( x ); + + } else { + + vector.set( x, y, z ); + + } + + 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 a string when called from JSON.stringify + var isRootObject = ( meta === undefined || typeof meta === 'string' ); + + 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: {}, + shapes: {} + }; + + 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 ( this.castShadow === true ) object.castShadow = true; + if ( this.receiveShadow === true ) object.receiveShadow = true; + if ( this.visible === false ) object.visible = false; + if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData; + + 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 ); + + var parameters = this.geometry.parameters; + + if ( parameters !== undefined && parameters.shapes !== undefined ) { + + var shapes = parameters.shapes; + + if ( Array.isArray( shapes ) ) { + + for ( var i = 0, l = shapes.length; i < l; i ++ ) { + + var shape = shapes[ i ]; + + serialize( meta.shapes, shape ); + + } + + } else { + + serialize( meta.shapes, shapes ); + + } + + } + + } + + 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 ); + var shapes = extractFromCache( meta.shapes ); + + 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; + if ( shapes.length > 0 ) output.shapes = shapes; + + } + + 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 ) { + + if ( this.view === null ) { + + this.view = { + enabled: true, + fullWidth: 1, + fullHeight: 1, + offsetX: 0, + offsetY: 0, + width: 1, + height: 1 + }; + + } + + this.view.enabled = true; + this.view.fullWidth = fullWidth; + this.view.fullHeight = fullHeight; + this.view.offsetX = x; + this.view.offsetY = y; + this.view.width = width; + this.view.height = height; + + this.updateProjectionMatrix(); + + }, + + clearViewOffset: function () { + + if ( this.view !== null ) { + + this.view.enabled = false; + + } + + 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 && this.view.enabled ) { + + 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 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 geometryId = 0; // Geometry uses even numbers as Id + + function Geometry() { + + Object.defineProperty( this, 'id', { value: geometryId += 2 } ); + + 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; + + } + + Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + + constructor: Geometry, + + 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; + + } + + }, + + 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; + + }, + + setFromPoints: function ( points ) { + + this.vertices = []; + + for ( var i = 0, l = points.length; i < l; i ++ ) { + + var point = points[ i ]; + this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) ); + + } + + return this; + + }, + + 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; + + }, + + 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 Int8BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized ); + + } + + Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); + Int8BufferAttribute.prototype.constructor = Int8BufferAttribute; + + + function Uint8BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized ); + + } + + Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); + Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute; + + + function Uint8ClampedBufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized ); + + } + + Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype ); + Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute; + + + function Int16BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized ); + + } + + Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); + Int16BufferAttribute.prototype.constructor = Int16BufferAttribute; + + + function Uint16BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized ); + + } + + Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); + Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute; + + + function Int32BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized ); + + } + + Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); + Int32BufferAttribute.prototype.constructor = Int32BufferAttribute; + + + function Uint32BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized ); + + } + + Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); + Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute; + + + function Float32BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized ); + + } + + Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); + Float32BufferAttribute.prototype.constructor = Float32BufferAttribute; + + + function Float64BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized ); + + } + + Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); + Float64BufferAttribute.prototype.constructor = Float64BufferAttribute; + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function DirectGeometry() { + + 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; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + 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/ + */ + + var bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id + + function BufferGeometry() { + + Object.defineProperty( this, 'id', { value: bufferGeometryId += 2 } ); + + 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.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + + constructor: BufferGeometry, + + 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; + + }, + + setFromPoints: function ( points ) { + + var position = []; + + for ( var i = 0, l = points.length; i < l; i ++ ) { + + var point = points[ i ]; + position.push( point.x, point.y, point.z || 0 ); + + } + + this.addAttribute( 'position', new Float32BufferAttribute( position, 3 ) ); + + 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 ) ); + + } + + // 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 vector = new Vector3(); + + return function normalizeNormals() { + + var normals = this.attributes.normal; + + for ( var i = 0, il = normals.count; i < il; i ++ ) { + + vector.x = normals.getX( i ); + vector.y = normals.getY( i ); + vector.z = normals.getZ( i ); + + vector.normalize(); + + normals.setXYZ( i, vector.x, vector.y, vector.z ); + + } + + }; + + }(), + + 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; + + width = width || 1; + height = height || 1; + depth = depth || 1; + + // 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 + }; + + width = width || 1; + height = height || 1; + + 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: , + * opacity: , + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * depthTest: , + * depthWrite: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: + * } + */ + + function MeshBasicMaterial( parameters ) { + + Material.call( this ); + + this.type = 'MeshBasicMaterial'; + + this.color = new Color( 0xffffff ); // emissive + + this.map = null; + + this.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 alteredq / http://alteredqualia.com/ + * + * parameters = { + * defines: { "label" : "value" }, + * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } }, + * + * fragmentShader: , + * vertexShader: , + * + * wireframe: , + * wireframeLinewidth: , + * + * lights: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ + + function ShaderMaterial( parameters ) { + + Material.call( this ); + + this.type = 'ShaderMaterial'; + + this.defines = {}; + this.uniforms = {}; + + this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}'; + this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}'; + + this.linewidth = 1; + + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.fog = false; // set to use scene fog + this.lights = false; // set to use scene lights + this.clipping = false; // set to use user-defined clipping planes + + this.skinning = false; // set to use skinning attribute streams + this.morphTargets = false; // set to use morph targets + this.morphNormals = false; // set to use morph normals + + this.extensions = { + derivatives: false, // set to use derivatives + fragDepth: false, // set to use fragment depth values + drawBuffers: false, // set to use draw buffers + shaderTextureLOD: false // set to use shader texture LOD + }; + + // When rendered geometry doesn't include these attributes but the material does, + // use these default values in WebGL. This avoids errors when buffer data is missing. + this.defaultAttributeValues = { + 'color': [ 1, 1, 1 ], + 'uv': [ 0, 0 ], + 'uv2': [ 0, 0 ] + }; + + this.index0AttributeName = undefined; + this.uniformsNeedUpdate = false; + + 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 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 ); + + }, + + intersectsBox: function ( box ) { + + return box.intersectsTriangle( this ); + + }, + + 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; + + if ( source.morphTargetInfluences !== undefined ) { + + this.morphTargetInfluences = source.morphTargetInfluences.slice(); + + } + + if ( source.morphTargetDictionary !== undefined ) { + + this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary ); + + } + + 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, material, raycaster, ray, pA, pB, pC, point ) { + + var intersect; + + 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, object.material, 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 if ( position !== undefined ) { + + // 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, faceMaterial, 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, geometries, premultipliedAlpha ) { + + var clearColor = new Color( 0x000000 ); + var clearAlpha = 0; + + var planeCamera, planeMesh; + var boxMesh; + + function render( renderList, 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 ( boxMesh === undefined ) { + + boxMesh = new Mesh( + new BoxBufferGeometry( 1, 1, 1 ), + new ShaderMaterial( { + uniforms: ShaderLib.cube.uniforms, + vertexShader: ShaderLib.cube.vertexShader, + fragmentShader: ShaderLib.cube.fragmentShader, + side: BackSide, + depthTest: true, + depthWrite: false, + fog: false + } ) + ); + + boxMesh.geometry.removeAttribute( 'normal' ); + boxMesh.geometry.removeAttribute( 'uv' ); + + boxMesh.onBeforeRender = function ( renderer, scene, camera ) { + + this.matrixWorld.copyPosition( camera.matrixWorld ); + + }; + + geometries.update( boxMesh.geometry ); + + } + + boxMesh.material.uniforms.tCube.value = background; + + renderList.push( boxMesh, boxMesh.geometry, boxMesh.material, 0, 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 } ) + ); + + geometries.update( planeMesh.geometry ); + + } + + planeMesh.material.map = background; + + // TODO Push this to renderList + + 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 renderItems = []; + var renderItemsIndex = 0; + + var opaque = []; + var transparent = []; + + function init() { + + renderItemsIndex = 0; + + opaque.length = 0; + transparent.length = 0; + + } + + function push( object, geometry, material, z, group ) { + + var renderItem = renderItems[ renderItemsIndex ]; + + if ( renderItem === undefined ) { + + renderItem = { + id: object.id, + object: object, + geometry: geometry, + material: material, + program: material.program, + renderOrder: object.renderOrder, + z: z, + group: group + }; + + renderItems[ renderItemsIndex ] = renderItem; + + } else { + + 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; + + } + + ( material.transparent === true ? transparent : opaque ).push( renderItem ); + + renderItemsIndex ++; + + } + + function sort() { + + if ( opaque.length > 1 ) opaque.sort( painterSortStable ); + if ( transparent.length > 1 ) transparent.sort( reversePainterSortStable ); + + } + + return { + opaque: opaque, + transparent: transparent, + + init: init, + push: push, + + 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 absNumericalSort( a, b ) { + + return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] ); + + } + + function WebGLMorphtargets( gl ) { + + var influencesList = {}; + var morphInfluences = new Float32Array( 8 ); + + function update( object, geometry, material, program ) { + + var objectInfluences = object.morphTargetInfluences; + + var length = objectInfluences.length; + + var influences = influencesList[ geometry.id ]; + + if ( influences === undefined ) { + + // initialise list + + influences = []; + + for ( var i = 0; i < length; i ++ ) { + + influences[ i ] = [ i, 0 ]; + + } + + influencesList[ geometry.id ] = influences; + + } + + var morphTargets = material.morphTargets && geometry.morphAttributes.position; + var morphNormals = material.morphNormals && geometry.morphAttributes.normal; + + // Remove current morphAttributes + + for ( var i = 0; i < length; i ++ ) { + + var influence = influences[ i ]; + + if ( influence[ 1 ] !== 0 ) { + + if ( morphTargets ) geometry.removeAttribute( 'morphTarget' + i ); + if ( morphNormals ) geometry.removeAttribute( 'morphNormal' + i ); + + } + + } + + // Collect influences + + for ( var i = 0; i < length; i ++ ) { + + var influence = influences[ i ]; + + influence[ 0 ] = i; + influence[ 1 ] = objectInfluences[ i ]; + + } + + influences.sort( absNumericalSort ); + + // Add morphAttributes + + for ( var i = 0; i < 8; i ++ ) { + + var influence = influences[ i ]; + + if ( influence ) { + + var index = influence[ 0 ]; + var value = influence[ 1 ]; + + if ( value ) { + + if ( morphTargets ) geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] ); + if ( morphNormals ) geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] ); + + morphInfluences[ i ] = value; + continue; + + } + + } + + morphInfluences[ i ] = 0; + + } + + program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences ); + + } + + return { + + update: update + + }; + + } + + /** + * @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; + else if ( mode === gl.POINTS ) infoRender.points += count; + + } + + 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; + else if ( mode === gl.POINTS ) infoRender.points += geometry.maxInstancedCount * count; + + } + + // + + 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; + else if ( mode === gl.POINTS ) infoRender.points += count; + + } + + 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; + else if ( mode === gl.POINTS ) infoRender.points += geometry.maxInstancedCount * count; + + } + + // + + 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 WebGLObjects( 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 dispose() { + + updateList = {}; + + } + + return { + + update: update, + dispose: dispose + + }; + + } + + /** + * @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 ) { + + 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 replaceClippingPlaneNums( string, parameters ) { + + return string + .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes ) + .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) ); + + } + + 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 = /#pragma unroll_loop[\s]+?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, extensions, code, material, shader, parameters ) { + + var gl = renderer.context; + + 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( material.extensions, parameters, extensions ); + + var customDefines = generateDefines( defines ); + + // + + var program = gl.createProgram(); + + var prefixVertex, prefixFragment; + + if ( material.isRawShaderMaterial ) { + + prefixVertex = [ + + customDefines + + ].filter( filterEmptyLine ).join( '\n' ); + + if ( prefixVertex.length > 0 ) { + + prefixVertex += '\n'; + + } + + prefixFragment = [ + + customExtensions, + customDefines + + ].filter( filterEmptyLine ).join( '\n' ); + + if ( prefixFragment.length > 0 ) { + + prefixFragment += '\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' : '', + + parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', + parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', + + parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', + + parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', + parameters.logarithmicDepthBuffer && 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' : '', + + 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 && extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '', + + parameters.envMap && 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 ); + vertexShader = replaceClippingPlaneNums( vertexShader, parameters ); + + fragmentShader = parseIncludes( fragmentShader ); + fragmentShader = replaceLightNums( fragmentShader, parameters ); + fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters ); + + 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 ).trim(); + var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim(); + var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim(); + + 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, extensions, capabilities ) { + + var programs = []; + + var shaderIDs = { + MeshDepthMaterial: 'depth', + MeshDistanceMaterial: 'distanceRGBA', + MeshNormalMaterial: 'normal', + MeshBasicMaterial: 'basic', + MeshLambertMaterial: 'lambert', + MeshPhongMaterial: 'phong', + MeshToonMaterial: 'phong', + MeshStandardMaterial: 'physical', + MeshPhysicalMaterial: 'physical', + LineBasicMaterial: 'basic', + LineDashedMaterial: 'dashed', + PointsMaterial: 'points', + ShadowMaterial: 'shadow' + }; + + 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, shadows, 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 = capabilities.precision; + + 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.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 && 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, extensions, 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, utils, infoMemory, infoRender ) { + + var _isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && _gl instanceof WebGL2RenderingContext ); + var _videoTextures = {}; + var _canvas; + + // + + 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 || image instanceof ImageBitmap ) { + + if ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + + _canvas.width = _Math.floorPowerOfTwo( image.width ); + _canvas.height = _Math.floorPowerOfTwo( 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 ); + + if ( texture.isVideoTexture ) { + + delete _videoTextures[ texture.id ]; + + } + + 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.isVideoTexture ) updateVideoTexture( 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 = utils.convert( texture.format ), + glType = utils.convert( 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, utils.convert( texture.wrapS ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, utils.convert( texture.wrapT ) ); + + _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, utils.convert( texture.magFilter ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, utils.convert( 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 = utils.convert( texture.format ), + glType = utils.convert( 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 = utils.convert( 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 = utils.convert( 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 = utils.convert( renderTarget.texture.format ); + var glType = utils.convert( 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 ); + + } + + } + + function updateVideoTexture( texture ) { + + var id = texture.id; + var frame = infoRender.frame; + + // Check the last frame we updated the VideoTexture + + if ( _videoTextures[ id ] !== frame ) { + + _videoTextures[ id ] = frame; + texture.update(); + + } + + } + + this.setTexture2D = setTexture2D; + this.setTextureCube = setTextureCube; + this.setTextureCubeDynamic = setTextureCubeDynamic; + this.setupRenderTarget = setupRenderTarget; + this.updateRenderTargetMipmap = updateRenderTargetMipmap; + + } + + /** + * @author fordacious / fordacious.github.io + */ + + function WebGLProperties() { + + var properties = new WeakMap(); + + function get( object ) { + + if ( properties.has( object ) === false ) { + + properties.set( object, {} ); + + } + + return properties.get( object ); + + } + + function remove( object ) { + + properties.delete( object ); + + } + + function update( object, key, value ) { + + properties.get( object )[ key ] = value; + + } + + function dispose() { + + properties = new WeakMap(); + + } + + return { + get: get, + remove: remove, + update: update, + dispose: dispose + }; + + } + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function WebGLState( gl, extensions, utils ) { + + function ColorBuffer() { + + var locked = false; + + var color = new Vector4(); + var currentColorMask = null; + var currentColorClear = new Vector4( 0, 0, 0, 0 ); + + 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( - 1, 0, 0, 0 ); // set to invalid state + + } + + }; + + } + + 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 currentProgram = 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 maxTextures = gl.getParameter( gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ); + + var lineWidthAvailable = false; + var version = 0; + var glVersion = gl.getParameter( gl.VERSION ); + + if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) { + + version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] ); + lineWidthAvailable = ( version >= 1.0 ); + + } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) { + + version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] ); + lineWidthAvailable = ( version >= 2.0 ); + + } + + 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 ); + + // 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' ) || + extensions.get( 'WEBGL_compressed_texture_astc' ) ) { + + var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS ); + + for ( var i = 0; i < formats.length; i ++ ) { + + compressedTextureFormats.push( formats[ i ] ); + + } + + } + + } + + return compressedTextureFormats; + + } + + function useProgram( program ) { + + if ( currentProgram !== program ) { + + gl.useProgram( program ); + + currentProgram = program; + + return true; + + } + + return false; + + } + + function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) { + + if ( blending !== NoBlending ) { + + enable( gl.BLEND ); + + } else { + + disable( gl.BLEND ); + + } + + if ( blending !== CustomBlending ) { + + if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) { + + switch ( blending ) { + + case 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 ); + + } + break; + + case 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 ); + + } + break; + + case 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 ); + + } + break; + + default: + + 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 ); + + } + + } + + } + + currentBlendEquation = null; + currentBlendSrc = null; + currentBlendDst = null; + currentBlendEquationAlpha = null; + currentBlendSrcAlpha = null; + currentBlendDstAlpha = null; + + } else { + + blendEquationAlpha = blendEquationAlpha || blendEquation; + blendSrcAlpha = blendSrcAlpha || blendSrc; + blendDstAlpha = blendDstAlpha || blendDst; + + if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) { + + gl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) ); + + currentBlendEquation = blendEquation; + currentBlendEquationAlpha = blendEquationAlpha; + + } + + if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) { + + gl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) ); + + currentBlendSrc = blendSrc; + currentBlendDst = blendDst; + currentBlendSrcAlpha = blendSrcAlpha; + currentBlendDstAlpha = blendDstAlpha; + + } + + } + + currentBlending = blending; + currentPremultipledAlpha = premultipliedAlpha; + + } + + function setMaterial( material, frontFaceCW ) { + + material.side === DoubleSide + ? disable( gl.CULL_FACE ) + : enable( gl.CULL_FACE ); + + var flipSided = ( material.side === BackSide ); + if ( frontFaceCW ) flipSided = ! flipSided; + + setFlipSided( flipSided ); + + 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 setScissorTest( 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 = {}; + + currentProgram = null; + + currentBlending = null; + + currentFlipSided = null; + currentCullFace = null; + + colorBuffer.reset(); + depthBuffer.reset(); + stencilBuffer.reset(); + + } + + return { + + buffers: { + color: colorBuffer, + depth: depthBuffer, + stencil: stencilBuffer + }, + + initAttributes: initAttributes, + enableAttribute: enableAttribute, + enableAttributeAndDivisor: enableAttributeAndDivisor, + disableUnusedAttributes: disableUnusedAttributes, + enable: enable, + disable: disable, + getCompressedTextureFormats: getCompressedTextureFormats, + + useProgram: useProgram, + + setBlending: setBlending, + setMaterial: setMaterial, + + setFlipSided: setFlipSided, + setCullFace: setCullFace, + + setLineWidth: setLineWidth, + setPolygonOffset: setPolygonOffset, + + 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; + + 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/ + * @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; + + if ( this.view === null ) { + + this.view = { + enabled: true, + fullWidth: 1, + fullHeight: 1, + offsetX: 0, + offsetY: 0, + width: 1, + height: 1 + }; + + } + + this.view.enabled = true; + this.view.fullWidth = fullWidth; + this.view.fullHeight = fullHeight; + this.view.offsetX = x; + this.view.offsetY = y; + this.view.width = width; + this.view.height = height; + + this.updateProjectionMatrix(); + + }, + + clearViewOffset: function () { + + if ( this.view !== null ) { + + this.view.enabled = false; + + } + + 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 ( this.view !== null && this.view.enabled ) { + + 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/ + */ + + 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; + + var poseTarget = null; + + var standingMatrix = new Matrix4(); + var standingMatrixInverse = new Matrix4(); + + if ( typeof window !== 'undefined' && 'VRFrameData' in window ) { + + frameData = new window.VRFrameData(); + + } + + var matrixWorldInverse = 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 !== null && 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 ); + + } + + } + + if ( typeof window !== 'undefined' ) { + + window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false ); + + } + + // + + this.enabled = false; + this.userHeight = 1.6; + + this.getDevice = function () { + + return device; + + }; + + this.setDevice = function ( value ) { + + if ( value !== undefined ) device = value; + + }; + + this.setPoseTarget = function ( object ) { + + if ( object !== undefined ) poseTarget = object; + + }; + + this.getCamera = function ( camera ) { + + if ( device === null ) return camera; + + device.depthNear = camera.near; + device.depthFar = camera.far; + + device.getFrameData( frameData ); + + // + + var pose = frameData.pose; + var poseObject = poseTarget !== null ? poseTarget : camera; + + if ( pose.position !== null ) { + + poseObject.position.fromArray( pose.position ); + + } else { + + poseObject.position.set( 0, 0, 0 ); + + } + + if ( pose.orientation !== null ) { + + poseObject.quaternion.fromArray( pose.orientation ); + + } + + var stageParameters = device.stageParameters; + + if ( stageParameters ) { + + standingMatrix.fromArray( stageParameters.sittingToStandingTransform ); + + } else { + + standingMatrix.makeTranslation( 0, scope.userHeight, 0 ); + + } + + poseObject.position.applyMatrix4( standingMatrix ); + poseObject.updateMatrixWorld(); + + if ( device.isPresenting === false ) return camera; + + // + + cameraL.near = camera.near; + cameraR.near = camera.near; + + cameraL.far = camera.far; + cameraR.far = camera.far; + + cameraVR.matrixWorld.copy( camera.matrixWorld ); + cameraVR.matrixWorldInverse.copy( camera.matrixWorldInverse ); + + cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix ); + cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix ); + + // TODO (mrdoob) Double check this code + + standingMatrixInverse.getInverse( standingMatrix ); + + cameraL.matrixWorldInverse.multiply( standingMatrixInverse ); + cameraR.matrixWorldInverse.multiply( standingMatrixInverse ); + + var parent = poseObject.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(); + + }; + + this.dispose = function () { + + if ( typeof window !== 'undefined' ) { + + window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange ); + + } + + }; + + } + + /** + * @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; + + } + + } + + /** + * @author thespite / http://www.twitter.com/thespite + */ + + function WebGLUtils( gl, extensions ) { + + function convert( 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 === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format || + p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format || + p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format || + p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format || + p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) { + + extension = extensions.get( 'WEBGL_compressed_texture_astc' ); + + if ( extension !== null ) { + + return p; + + } + + } + + 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; + + } + + return { convert: convert }; + + } + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function UniformsCache() { + + 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(), + shadowCameraNear: 1, + shadowCameraFar: 1000 + }; + 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; + + } + + }; + + } + + var count = 0; + + function WebGLLights() { + + var cache = new UniformsCache(); + + var state = { + + id: count ++, + + hash: '', + + ambient: [ 0, 0, 0 ], + directional: [], + directionalShadowMap: [], + directionalShadowMatrix: [], + spot: [], + spotShadowMap: [], + spotShadowMatrix: [], + rectArea: [], + point: [], + pointShadowMap: [], + pointShadowMatrix: [], + hemi: [] + + }; + + var vector3 = new Vector3(); + var matrix4 = new Matrix4(); + var matrix42 = new Matrix4(); + + function setup( lights, shadows, camera ) { + + var r = 0, g = 0, b = 0; + + var directionalLength = 0; + var pointLength = 0; + var spotLength = 0; + var rectAreaLength = 0; + var hemiLength = 0; + + var viewMatrix = camera.matrixWorldInverse; + + for ( var i = 0, l = lights.length; i < l; i ++ ) { + + var light = lights[ i ]; + + var color = light.color; + var intensity = light.intensity; + var distance = light.distance; + + var 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 = cache.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 ) { + + var shadow = light.shadow; + + uniforms.shadowBias = shadow.bias; + uniforms.shadowRadius = shadow.radius; + uniforms.shadowMapSize = shadow.mapSize; + + } + + state.directionalShadowMap[ directionalLength ] = shadowMap; + state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix; + state.directional[ directionalLength ] = uniforms; + + directionalLength ++; + + } else if ( light.isSpotLight ) { + + var uniforms = cache.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 ) { + + var shadow = light.shadow; + + uniforms.shadowBias = shadow.bias; + uniforms.shadowRadius = shadow.radius; + uniforms.shadowMapSize = shadow.mapSize; + + } + + state.spotShadowMap[ spotLength ] = shadowMap; + state.spotShadowMatrix[ spotLength ] = light.shadow.matrix; + state.spot[ spotLength ] = uniforms; + + spotLength ++; + + } else if ( light.isRectAreaLight ) { + + var uniforms = cache.get( light ); + + // (a) intensity is the total visible light emitted + //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) ); + + // (b) intensity is the brightness of the light + 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; + + state.rectArea[ rectAreaLength ] = uniforms; + + rectAreaLength ++; + + } else if ( light.isPointLight ) { + + var uniforms = cache.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 ) { + + var shadow = light.shadow; + + uniforms.shadowBias = shadow.bias; + uniforms.shadowRadius = shadow.radius; + uniforms.shadowMapSize = shadow.mapSize; + uniforms.shadowCameraNear = shadow.camera.near; + uniforms.shadowCameraFar = shadow.camera.far; + + } + + state.pointShadowMap[ pointLength ] = shadowMap; + state.pointShadowMatrix[ pointLength ] = light.shadow.matrix; + state.point[ pointLength ] = uniforms; + + pointLength ++; + + } else if ( light.isHemisphereLight ) { + + var uniforms = cache.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 ); + + state.hemi[ hemiLength ] = uniforms; + + hemiLength ++; + + } + + } + + state.ambient[ 0 ] = r; + state.ambient[ 1 ] = g; + state.ambient[ 2 ] = b; + + state.directional.length = directionalLength; + state.spot.length = spotLength; + state.rectArea.length = rectAreaLength; + state.point.length = pointLength; + state.hemi.length = hemiLength; + + state.hash = state.id + ',' + directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + shadows.length; + + } + + return { + setup: setup, + state: state + }; + + } + + /** + * @author Mugen87 / https://github.com/Mugen87 + */ + + function WebGLRenderState() { + + var lights = new WebGLLights(); + + var lightsArray = []; + var shadowsArray = []; + var spritesArray = []; + + function init() { + + lightsArray.length = 0; + shadowsArray.length = 0; + spritesArray.length = 0; + + } + + function pushLight( light ) { + + lightsArray.push( light ); + + } + + function pushShadow( shadowLight ) { + + shadowsArray.push( shadowLight ); + + } + + function pushSprite( shadowLight ) { + + spritesArray.push( shadowLight ); + + } + + function setupLights( camera ) { + + lights.setup( lightsArray, shadowsArray, camera ); + + } + + var state = { + lightsArray: lightsArray, + shadowsArray: shadowsArray, + spritesArray: spritesArray, + + lights: lights + }; + + return { + init: init, + state: state, + setupLights: setupLights, + + pushLight: pushLight, + pushShadow: pushShadow, + pushSprite: pushSprite + }; + + } + + function WebGLRenderStates() { + + var renderStates = {}; + + function get( scene, camera ) { + + var hash = scene.id + ',' + camera.id; + + var renderState = renderStates[ hash ]; + + if ( renderState === undefined ) { + + renderState = new WebGLRenderState(); + renderStates[ hash ] = renderState; + + } + + return renderState; + + } + + function dispose() { + + renderStates = {}; + + } + + return { + get: get, + dispose: dispose + }; + + } + + /** + * @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, + _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default'; + + var currentRenderList = null; + var currentRenderState = null; + + // 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, + + _isContextLost = false, + + // internal state cache + + _currentRenderTarget = null, + _currentFramebuffer = null, + _currentMaterialId = - 1, + _currentGeometryProgram = '', + + _currentCamera = null, + _currentArrayCamera = null, + + _currentViewport = new Vector4(), + _currentScissor = new Vector4(), + _currentScissorTest = null, + + // + + _usedTextureUnits = 0, + + // + + _width = _canvas.width, + _height = _canvas.height, + + _pixelRatio = 1, + + _viewport = new Vector4( 0, 0, _width, _height ), + _scissor = new Vector4( 0, 0, _width, _height ), + _scissorTest = false, + + // frustum + + _frustum = new Frustum(), + + // clipping + + _clipping = new WebGLClipping(), + _clippingEnabled = false, + _localClippingEnabled = false, + + // camera matrices cache + + _projScreenMatrix = new Matrix4(), + + _vector3 = new Vector3(), + + // 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, + autoReset: true, + reset: resetInfo + + }; + + function resetInfo() { + + _infoRender.frame ++; + _infoRender.calls = 0; + _infoRender.vertices = 0; + _infoRender.faces = 0; + _infoRender.points = 0; + + } + + function getTargetPixelRatio() { + + return _currentRenderTarget === null ? _pixelRatio : 1; + + } + + // initialize + + var _gl; + + try { + + var contextAttributes = { + alpha: _alpha, + depth: _depth, + stencil: _stencil, + antialias: _antialias, + premultipliedAlpha: _premultipliedAlpha, + preserveDrawingBuffer: _preserveDrawingBuffer, + powerPreference: _powerPreference + }; + + // event listeners must be registered before WebGL context is created, see #12753 + + _canvas.addEventListener( 'webglcontextlost', onContextLost, false ); + _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false ); + + _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes ); + + if ( _gl === null ) { + + if ( _canvas.getContext( 'webgl' ) !== null ) { + + throw new Error( 'Error creating WebGL context with your selected attributes.' ); + + } else { + + throw new Error( '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 }; + + }; + + } + + } catch ( error ) { + + console.error( 'THREE.WebGLRenderer: ' + error.message ); + + } + + var extensions, capabilities, state; + var properties, textures, attributes, geometries, objects; + var programCache, renderLists, renderStates; + + var background, morphtargets, bufferRenderer, indexedBufferRenderer; + var spriteRenderer; + + var utils; + + function initGLContext() { + + 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( 'OES_element_index_uint' ); + extensions.get( 'ANGLE_instanced_arrays' ); + + utils = new WebGLUtils( _gl, extensions ); + + capabilities = new WebGLCapabilities( _gl, extensions, parameters ); + + state = new WebGLState( _gl, extensions, utils ); + state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) ); + state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) ); + + properties = new WebGLProperties(); + textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, _infoMemory, _infoRender ); + attributes = new WebGLAttributes( _gl ); + geometries = new WebGLGeometries( _gl, attributes, _infoMemory ); + objects = new WebGLObjects( geometries, _infoRender ); + morphtargets = new WebGLMorphtargets( _gl ); + programCache = new WebGLPrograms( _this, extensions, capabilities ); + renderLists = new WebGLRenderLists(); + renderStates = new WebGLRenderStates(); + + background = new WebGLBackground( _this, state, geometries, _premultipliedAlpha ); + + bufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender ); + indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender ); + + spriteRenderer = new WebGLSpriteRenderer( _this, _gl, state, textures, capabilities ); + + _this.info.programs = programCache.programs; + + _this.context = _gl; + _this.capabilities = capabilities; + _this.extensions = extensions; + _this.properties = properties; + _this.renderLists = renderLists; + _this.state = state; + + } + + initGLContext(); + + // vr + + var vr = new WebVRManager( _this ); + + this.vr = vr; + + // shadow map + + var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize ); + + this.shadowMap = shadowMap; + + // 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.forceContextRestore = function () { + + var extension = extensions.get( 'WEBGL_lose_context' ); + if ( extension ) extension.restoreContext(); + + }; + + 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.getCurrentViewport = function () { + + return _currentViewport; + + }; + + 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 = function () { + + return background.getClearColor(); + + }; + + this.setClearColor = function () { + + background.setClearColor.apply( background, arguments ); + + }; + + this.getClearAlpha = function () { + + return background.getClearAlpha(); + + }; + + this.setClearAlpha = function () { + + background.setClearAlpha.apply( background, arguments ); + + }; + + 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 ); + + }; + + // + + this.dispose = function () { + + _canvas.removeEventListener( 'webglcontextlost', onContextLost, false ); + _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false ); + + renderLists.dispose(); + renderStates.dispose(); + properties.dispose(); + objects.dispose(); + + vr.dispose(); + + stopAnimation(); + + }; + + // Events + + function onContextLost( event ) { + + event.preventDefault(); + + console.log( 'THREE.WebGLRenderer: Context Lost.' ); + + _isContextLost = true; + + } + + function onContextRestore( /* event */ ) { + + console.log( 'THREE.WebGLRenderer: Context Restored.' ); + + _isContextLost = false; + + initGLContext(); + + } + + 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.flatShading === true ) { + + 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( programAttributes.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; + + }; + + this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) { + + var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 ); + + state.setMaterial( material, frontFaceCW ); + + 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; + + } + + if ( object.morphTargetInfluences ) { + + morphtargets.update( object, geometry, material, program ); + + 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 = Infinity; + + 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 ); + + // TODO Attribute may not be available on context restore + + if ( attribute === undefined ) continue; + + 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 ) { + + currentRenderState = renderStates.get( scene, camera ); + currentRenderState.init(); + + scene.traverse( function ( object ) { + + if ( object.isLight ) { + + currentRenderState.pushLight( object ); + + if ( object.castShadow ) { + + currentRenderState.pushShadow( object ); + + } + + } + + } ); + + currentRenderState.setupLights( 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 ); + + } + + } + + } ); + + }; + + // Animation Loop + + var isAnimating = false; + var onAnimationFrame = null; + + function startAnimation() { + + if ( isAnimating ) return; + + requestAnimationLoopFrame(); + + isAnimating = true; + + } + + function stopAnimation() { + + isAnimating = false; + + } + + function requestAnimationLoopFrame() { + + var device = vr.getDevice(); + + if ( device && device.isPresenting ) { + + device.requestAnimationFrame( animationLoop ); + + } else { + + window.requestAnimationFrame( animationLoop ); + + } + + } + + function animationLoop( time ) { + + if ( isAnimating === false ) return; + + onAnimationFrame( time ); + + requestAnimationLoopFrame(); + + } + + this.animate = function ( callback ) { + + onAnimationFrame = callback; + onAnimationFrame !== null ? startAnimation() : stopAnimation(); + + }; + + // Rendering + + 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; + + } + + if ( _isContextLost ) 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 ); + + } + + // + + currentRenderState = renderStates.get( scene, camera ); + currentRenderState.init(); + + scene.onBeforeRender( _this, scene, camera, renderTarget ); + + _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); + _frustum.setFromMatrix( _projScreenMatrix ); + + _localClippingEnabled = this.localClippingEnabled; + _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera ); + + currentRenderList = renderLists.get( scene, camera ); + currentRenderList.init(); + + projectObject( scene, camera, _this.sortObjects ); + + if ( _this.sortObjects === true ) { + + currentRenderList.sort(); + + } + + // + + if ( _clippingEnabled ) _clipping.beginShadows(); + + var shadowsArray = currentRenderState.state.shadowsArray; + + shadowMap.render( shadowsArray, scene, camera ); + + currentRenderState.setupLights( camera ); + + if ( _clippingEnabled ) _clipping.endShadows(); + + // + + if ( this.info.autoReset ) this.info.reset(); + + if ( renderTarget === undefined ) { + + renderTarget = null; + + } + + this.setRenderTarget( renderTarget ); + + // + + background.render( currentRenderList, 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 renderers + + var spritesArray = currentRenderState.state.spritesArray; + + spriteRenderer.render( spritesArray, scene, camera ); + + // 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 ); + + state.setPolygonOffset( false ); + + scene.onAfterRender( _this, scene, camera ); + + if ( vr.enabled ) { + + vr.submitFrame(); + + } + + // _gl.finish(); + + currentRenderList = null; + currentRenderState = null; + + }; + + /* + // 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 === false ) return; + + var visible = object.layers.test( camera.layers ); + + if ( visible ) { + + if ( object.isLight ) { + + currentRenderState.pushLight( object ); + + if ( object.castShadow ) { + + currentRenderState.pushShadow( object ); + + } + + } else if ( object.isSprite ) { + + if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) { + + currentRenderState.pushSprite( 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; + + state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) ); + + 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.onBeforeRender( _this, scene, camera, geometry, material, group ); + currentRenderState = renderStates.get( scene, _currentArrayCamera || camera ); + + object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); + object.normalMatrix.getNormalMatrix( object.modelViewMatrix ); + + if ( object.isImmediateRenderObject ) { + + var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 ); + + state.setMaterial( material, frontFaceCW ); + + 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 ); + currentRenderState = renderStates.get( scene, _currentArrayCamera || camera ); + + } + + function initMaterial( material, fog, object ) { + + var materialProperties = properties.get( material ); + + var lights = currentRenderState.state.lights; + var shadowsArray = currentRenderState.state.shadowsArray; + + var parameters = programCache.getParameters( + material, lights.state, shadowsArray, 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 ( materialProperties.lightsHash !== lights.state.hash ) { + + properties.update( material, 'lightsHash', lights.state.hash ); + programChange = false; + + } 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.state.hash; + + if ( material.lights ) { + + // wire up the material to this renderer's lighting state + + uniforms.ambientLightColor.value = lights.state.ambient; + uniforms.directionalLights.value = lights.state.directional; + uniforms.spotLights.value = lights.state.spot; + uniforms.rectAreaLights.value = lights.state.rectArea; + uniforms.pointLights.value = lights.state.point; + uniforms.hemisphereLights.value = lights.state.hemi; + + uniforms.directionalShadowMap.value = lights.state.directionalShadowMap; + uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix; + uniforms.spotShadowMap.value = lights.state.spotShadowMap; + uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix; + uniforms.pointShadowMap.value = lights.state.pointShadowMap; + uniforms.pointShadowMatrix.value = lights.state.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 ); + var lights = currentRenderState.state.lights; + + 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.state.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 ( state.useProgram( program.program ) ) { + + 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.ceilPowerOfTwo( 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 ); + boneTexture.needsUpdate = true; + + 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 ) { + + refreshUniformsCommon( m_uniforms, material ); + + } else if ( material.isMeshLambertMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + refreshUniformsLambert( m_uniforms, material ); + + } else if ( material.isMeshPhongMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + + if ( material.isMeshToonMaterial ) { + + refreshUniformsToon( m_uniforms, material ); + + } else { + + refreshUniformsPhong( m_uniforms, material ); + + } + + } else if ( material.isMeshStandardMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + + if ( material.isMeshPhysicalMaterial ) { + + refreshUniformsPhysical( m_uniforms, material ); + + } else { + + refreshUniformsStandard( m_uniforms, material ); + + } + + } else if ( material.isMeshDepthMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + refreshUniformsDepth( m_uniforms, material ); + + } else if ( material.isMeshDistanceMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + refreshUniformsDistance( m_uniforms, material ); + + } else if ( material.isMeshNormalMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + refreshUniformsNormal( m_uniforms, material ); + + } else if ( material.isLineBasicMaterial ) { + + refreshUniformsLine( m_uniforms, material ); + + if ( material.isLineDashedMaterial ) { + + refreshUniformsDash( m_uniforms, material ); + + } + + } else if ( material.isPointsMaterial ) { + + refreshUniformsPoints( m_uniforms, material ); + + } else if ( material.isShadowMaterial ) { + + m_uniforms.color.value = material.color; + m_uniforms.opacity.value = material.opacity; + + } + + // RectAreaLight Texture + // TODO (mrdoob): Find a nicer implementation + + if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1; + if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2; + + WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this ); + + } + + if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) { + + WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this ); + material.uniformsNeedUpdate = false; + + } + + // 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; + + if ( material.color ) { + + uniforms.diffuse.value = material.color; + + } + + if ( material.emissive ) { + + uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity ); + + } + + if ( material.map ) { + + uniforms.map.value = material.map; + + } + + if ( material.alphaMap ) { + + uniforms.alphaMap.value = material.alphaMap; + + } + + if ( material.specularMap ) { + + uniforms.specularMap.value = material.specularMap; + + } + + if ( material.envMap ) { + + 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; + + } + + 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; + + } + + if ( uvScaleMap.matrixAutoUpdate === true ) { + + var offset = uvScaleMap.offset; + var repeat = uvScaleMap.repeat; + var rotation = uvScaleMap.rotation; + var center = uvScaleMap.center; + + uvScaleMap.matrix.setUvTransform( offset.x, offset.y, repeat.x, repeat.y, rotation, center.x, center.y ); + + } + + uniforms.uvTransform.value.copy( uvScaleMap.matrix ); + + } + + } + + 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 ) { + + if ( material.map.matrixAutoUpdate === true ) { + + var offset = material.map.offset; + var repeat = material.map.repeat; + var rotation = material.map.rotation; + var center = material.map.center; + + material.map.matrix.setUvTransform( offset.x, offset.y, repeat.x, repeat.y, rotation, center.x, center.y ); + + } + + uniforms.uvTransform.value.copy( material.map.matrix ); + + } + + } + + 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 refreshUniformsDepth( uniforms, material ) { + + if ( material.displacementMap ) { + + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + + } + + } + + function refreshUniformsDistance( uniforms, material ) { + + if ( material.displacementMap ) { + + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + + } + + uniforms.referencePosition.value.copy( material.referencePosition ); + uniforms.nearDistance.value = material.nearDistance; + uniforms.farDistance.value = material.farDistance; + + } + + 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; + + } + + // 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 framebuffer = null; + var isCube = false; + + if ( renderTarget ) { + + var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer; + + if ( renderTarget.isWebGLRenderTargetCube ) { + + framebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ]; + isCube = true; + + } else { + + framebuffer = __webglFramebuffer; + + } + + _currentViewport.copy( renderTarget.viewport ); + _currentScissor.copy( renderTarget.scissor ); + _currentScissorTest = renderTarget.scissorTest; + + } else { + + _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ); + _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ); + _currentScissorTest = _scissorTest; + + } + + if ( _currentFramebuffer !== framebuffer ) { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + _currentFramebuffer = framebuffer; + + } + + state.viewport( _currentViewport ); + state.scissor( _currentScissor ); + state.setScissorTest( _currentScissorTest ); + + 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 && utils.convert( 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 && utils.convert( 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, utils.convert( textureFormat ), utils.convert( textureType ), buffer ); + + } + + } else { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' ); + + } + + } finally { + + if ( restore ) { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer ); + + } + + } + + } + + }; + + this.copyFramebufferToTexture = function ( position, texture, level ) { + + var width = texture.image.width; + var height = texture.image.height; + var internalFormat = utils.convert( texture.format ); + + this.setTexture2D( texture, 0 ); + + _gl.copyTexImage2D( _gl.TEXTURE_2D, level || 0, internalFormat, position.x, position.y, width, height, 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 alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * + * uvOffset: new THREE.Vector2(), + * uvScale: new THREE.Vector2() + * } + */ + + function SpriteMaterial( parameters ) { + + Material.call( this ); + + this.type = 'SpriteMaterial'; + + this.color = new Color( 0xffffff ); + this.map = null; + + this.rotation = 0; + + this.fog = false; + this.lights = false; + + this.setValues( parameters ); + + } + + SpriteMaterial.prototype = Object.create( Material.prototype ); + SpriteMaterial.prototype.constructor = SpriteMaterial; + SpriteMaterial.prototype.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(); + + this.center = new Vector2( 0.5, 0.5 ); + + } + + 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 ); + + }, + + copy: function ( source ) { + + Object3D.prototype.copy.call( this, source ); + + if ( source.center !== undefined ) this.center.copy( source.center ); + + return 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 ); + + }, + + getBoneByName: function ( name ) { + + for ( var i = 0, il = this.bones.length; i < il; i ++ ) { + + var bone = this.bones[ i ]; + + if ( bone.name === name ) { + + return bone; + + } + + } + + return undefined; + + } + + } ); + + /** + * @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.manhattanLength(); + + 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.manhattanLength(); + + 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: , + * opacity: , + * + * linewidth: , + * linecap: "round", + * linejoin: "round" + * } + */ + + function LineBasicMaterial( parameters ) { + + Material.call( this ); + + this.type = 'LineBasicMaterial'; + + this.color = new Color( 0xffffff ); + + this.linewidth = 1; + this.linecap = 'round'; + this.linejoin = 'round'; + + this.lights = false; + + this.setValues( parameters ); + + } + + LineBasicMaterial.prototype = Object.create( Material.prototype ); + LineBasicMaterial.prototype.constructor = LineBasicMaterial; + + LineBasicMaterial.prototype.isLineBasicMaterial = true; + + LineBasicMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + + this.linewidth = source.linewidth; + this.linecap = source.linecap; + this.linejoin = source.linejoin; + + return this; + + }; + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function Line( geometry, material, mode ) { + + if ( mode === 1 ) { + + console.warn( 'THREE.Line: parameter THREE.LinePieces no longer supported. Created THREE.LineSegments instead.' ); + return new LineSegments( geometry, material ); + + } + + Object3D.call( this ); + + this.type = 'Line'; + + this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); + this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } ); + + } + + Line.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Line, + + isLine: true, + + computeLineDistances: ( function () { + + var start = new Vector3(); + var end = new Vector3(); + + return function computeLineDistances() { + + var geometry = this.geometry; + + if ( geometry.isBufferGeometry ) { + + // we assume non-indexed geometry + + if ( geometry.index === null ) { + + var positionAttribute = geometry.attributes.position; + var lineDistances = [ 0 ]; + + for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) { + + start.fromBufferAttribute( positionAttribute, i - 1 ); + end.fromBufferAttribute( positionAttribute, i ); + + lineDistances[ i ] = lineDistances[ i - 1 ]; + lineDistances[ i ] += start.distanceTo( end ); + + } + + geometry.addAttribute( 'lineDistance', new THREE.Float32BufferAttribute( lineDistances, 1 ) ); + + } else { + + console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); + + } + + } else if ( geometry.isGeometry ) { + + var vertices = geometry.vertices; + var lineDistances = geometry.lineDistances; + + lineDistances[ 0 ] = 0; + + for ( var i = 1, l = vertices.length; i < l; i ++ ) { + + lineDistances[ i ] = lineDistances[ i - 1 ]; + lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] ); + + } + + } + + return this; + + }; + + }() ), + + 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, + + computeLineDistances: ( function () { + + var start = new Vector3(); + var end = new Vector3(); + + return function computeLineDistances() { + + var geometry = this.geometry; + + if ( geometry.isBufferGeometry ) { + + // we assume non-indexed geometry + + if ( geometry.index === null ) { + + var positionAttribute = geometry.attributes.position; + var lineDistances = []; + + for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) { + + start.fromBufferAttribute( positionAttribute, i ); + end.fromBufferAttribute( positionAttribute, i + 1 ); + + lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ]; + lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end ); + + } + + geometry.addAttribute( 'lineDistance', new THREE.Float32BufferAttribute( lineDistances, 1 ) ); + + } else { + + console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); + + } + + } else if ( geometry.isGeometry ) { + + var vertices = geometry.vertices; + var lineDistances = geometry.lineDistances; + + for ( var i = 0, l = vertices.length; i < l; i += 2 ) { + + start.copy( vertices[ i ] ); + end.copy( vertices[ i + 1 ] ); + + lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ]; + lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end ); + + } + + } + + return this; + + }; + + }() ) + + } ); + + /** + * @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: , + * opacity: , + * map: new THREE.Texture( ), + * + * size: , + * sizeAttenuation: + * } + */ + + function PointsMaterial( parameters ) { + + Material.call( this ); + + this.type = 'PointsMaterial'; + + this.color = new Color( 0xffffff ); + + this.map = null; + + this.size = 1; + this.sizeAttenuation = true; + + this.lights = false; + + this.setValues( parameters ); + + } + + PointsMaterial.prototype = Object.create( Material.prototype ); + PointsMaterial.prototype.constructor = PointsMaterial; + + PointsMaterial.prototype.isPointsMaterial = true; + + PointsMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.size = source.size; + this.sizeAttenuation = source.sizeAttenuation; + + return this; + + }; + + /** + * @author alteredq / http://alteredqualia.com/ + */ + + function Points( geometry, material ) { + + Object3D.call( this ); + + this.type = 'Points'; + + this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); + this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } ); + + } + + Points.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Points, + + isPoints: true, + + raycast: ( function () { + + var inverseMatrix = new Matrix4(); + var ray = new Ray(); + var sphere = new Sphere(); + + return function raycast( raycaster, intersects ) { + + var object = this; + var geometry = this.geometry; + var matrixWorld = this.matrixWorld; + var threshold = raycaster.params.Points.threshold; + + // Checking boundingSphere distance to ray + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + sphere.copy( geometry.boundingSphere ); + sphere.applyMatrix4( matrixWorld ); + 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, + + isGroup: true + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + + Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + this.generateMipmaps = false; + + } + + VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), { + + constructor: VideoTexture, + + isVideoTexture: true, + + update: function () { + + var video = this.image; + + if ( video.readyState >= video.HAVE_CURRENT_DATA ) { + + this.needsUpdate = true; + + } + + } + + } ); + + /** + * @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 Matt DesLauriers / @mattdesl + * @author atix / arthursilber.de + */ + + function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) { + + format = format !== undefined ? format : DepthFormat; + + if ( format !== DepthFormat && format !== DepthStencilFormat ) { + + throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' ); + + } + + if ( type === undefined && format === DepthFormat ) type = UnsignedShortType; + if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type; + + Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + this.image = { width: width, height: height }; + + this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; + this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; + + this.flipY = false; + this.generateMipmaps = false; + + } + + DepthTexture.prototype = Object.create( Texture.prototype ); + DepthTexture.prototype.constructor = DepthTexture; + DepthTexture.prototype.isDepthTexture = true; + + /** + * @author mrdoob / http://mrdoob.com/ + * @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 P = new Vector3(); + + 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 + + P = path.getPointAt( i / tubularSegments, P ); + + // 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 || 1; + tube = tube || 0.4; + 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 || 1; + tube = tube || 0.4; + 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 Mugen87 / https://github.com/Mugen87 + * Port from https://github.com/mapbox/earcut (v2.1.2) + */ + + var Earcut = { + + triangulate: function ( data, holeIndices, dim ) { + + dim = dim || 2; + + var hasHoles = holeIndices && holeIndices.length, + outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length, + outerNode = linkedList( data, 0, outerLen, dim, true ), + triangles = []; + + if ( ! outerNode ) return triangles; + + var minX, minY, maxX, maxY, x, y, invSize; + + if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); + + // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox + + if ( data.length > 80 * dim ) { + + minX = maxX = data[ 0 ]; + minY = maxY = data[ 1 ]; + + for ( var i = dim; i < outerLen; i += dim ) { + + x = data[ i ]; + y = data[ i + 1 ]; + if ( x < minX ) minX = x; + if ( y < minY ) minY = y; + if ( x > maxX ) maxX = x; + if ( y > maxY ) maxY = y; + + } + + // minX, minY and invSize are later used to transform coords into integers for z-order calculation + + invSize = Math.max( maxX - minX, maxY - minY ); + invSize = invSize !== 0 ? 1 / invSize : 0; + + } + + earcutLinked( outerNode, triangles, dim, minX, minY, invSize ); + + return triangles; + + } + + }; + + // create a circular doubly linked list from polygon points in the specified winding order + + function linkedList( data, start, end, dim, clockwise ) { + + var i, last; + + if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) { + + for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last ); + + } else { + + for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last ); + + } + + if ( last && equals( last, last.next ) ) { + + removeNode( last ); + last = last.next; + + } + + return last; + + } + + // eliminate colinear or duplicate points + + function filterPoints( start, end ) { + + if ( ! start ) return start; + if ( ! end ) end = start; + + var p = start, again; + + do { + + again = false; + + if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) { + + removeNode( p ); + p = end = p.prev; + if ( p === p.next ) break; + again = true; + + } else { + + p = p.next; + + } + + } while ( again || p !== end ); + + return end; + + } + + // main ear slicing loop which triangulates a polygon (given as a linked list) + + function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) { + + if ( ! ear ) return; + + // interlink polygon nodes in z-order + + if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize ); + + var stop = ear, prev, next; + + // iterate through ears, slicing them one by one + + while ( ear.prev !== ear.next ) { + + prev = ear.prev; + next = ear.next; + + if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) { + + // cut off the triangle + triangles.push( prev.i / dim ); + triangles.push( ear.i / dim ); + triangles.push( next.i / dim ); + + removeNode( ear ); + + // skipping the next vertice leads to less sliver triangles + ear = next.next; + stop = next.next; + + continue; + + } + + ear = next; + + // if we looped through the whole remaining polygon and can't find any more ears + + if ( ear === stop ) { + + // try filtering points and slicing again + + if ( ! pass ) { + + earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 ); + + // if this didn't work, try curing all small self-intersections locally + + } else if ( pass === 1 ) { + + ear = cureLocalIntersections( ear, triangles, dim ); + earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 ); + + // as a last resort, try splitting the remaining polygon into two + + } else if ( pass === 2 ) { + + splitEarcut( ear, triangles, dim, minX, minY, invSize ); + + } + + break; + + } + + } + + } + + // check whether a polygon node forms a valid ear with adjacent nodes + + function isEar( ear ) { + + var a = ear.prev, + b = ear, + c = ear.next; + + if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear + + // now make sure we don't have other points inside the potential ear + var p = ear.next.next; + + while ( p !== ear.prev ) { + + if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) { + + return false; + + } + + p = p.next; + + } + + return true; + + } + + function isEarHashed( ear, minX, minY, invSize ) { + + var a = ear.prev, + b = ear, + c = ear.next; + + if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear + + // triangle bbox; min & max are calculated like this for speed + + var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ), + minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ), + maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ), + maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y ); + + // z-order range for the current triangle bbox; + + var minZ = zOrder( minTX, minTY, minX, minY, invSize ), + maxZ = zOrder( maxTX, maxTY, minX, minY, invSize ); + + // first look for points inside the triangle in increasing z-order + + var p = ear.nextZ; + + while ( p && p.z <= maxZ ) { + + if ( p !== ear.prev && p !== ear.next && + pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && + area( p.prev, p, p.next ) >= 0 ) return false; + p = p.nextZ; + + } + + // then look for points in decreasing z-order + + p = ear.prevZ; + + while ( p && p.z >= minZ ) { + + if ( p !== ear.prev && p !== ear.next && + pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && + area( p.prev, p, p.next ) >= 0 ) return false; + + p = p.prevZ; + + } + + return true; + + } + + // go through all polygon nodes and cure small local self-intersections + + function cureLocalIntersections( start, triangles, dim ) { + + var p = start; + + do { + + var a = p.prev, b = p.next.next; + + if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) { + + triangles.push( a.i / dim ); + triangles.push( p.i / dim ); + triangles.push( b.i / dim ); + + // remove two nodes involved + + removeNode( p ); + removeNode( p.next ); + + p = start = b; + + } + + p = p.next; + + } while ( p !== start ); + + return p; + + } + + // try splitting polygon into two and triangulate them independently + + function splitEarcut( start, triangles, dim, minX, minY, invSize ) { + + // look for a valid diagonal that divides the polygon into two + + var a = start; + + do { + + var b = a.next.next; + + while ( b !== a.prev ) { + + if ( a.i !== b.i && isValidDiagonal( a, b ) ) { + + // split the polygon in two by the diagonal + + var c = splitPolygon( a, b ); + + // filter colinear points around the cuts + + a = filterPoints( a, a.next ); + c = filterPoints( c, c.next ); + + // run earcut on each half + + earcutLinked( a, triangles, dim, minX, minY, invSize ); + earcutLinked( c, triangles, dim, minX, minY, invSize ); + return; + + } + + b = b.next; + + } + + a = a.next; + + } while ( a !== start ); + + } + + // link every hole into the outer loop, producing a single-ring polygon without holes + + function eliminateHoles( data, holeIndices, outerNode, dim ) { + + var queue = [], i, len, start, end, list; + + for ( i = 0, len = holeIndices.length; i < len; i ++ ) { + + start = holeIndices[ i ] * dim; + end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length; + list = linkedList( data, start, end, dim, false ); + if ( list === list.next ) list.steiner = true; + queue.push( getLeftmost( list ) ); + + } + + queue.sort( compareX ); + + // process holes from left to right + + for ( i = 0; i < queue.length; i ++ ) { + + eliminateHole( queue[ i ], outerNode ); + outerNode = filterPoints( outerNode, outerNode.next ); + + } + + return outerNode; + + } + + function compareX( a, b ) { + + return a.x - b.x; + + } + + // find a bridge between vertices that connects hole with an outer ring and and link it + + function eliminateHole( hole, outerNode ) { + + outerNode = findHoleBridge( hole, outerNode ); + + if ( outerNode ) { + + var b = splitPolygon( outerNode, hole ); + + filterPoints( b, b.next ); + + } + + } + + // David Eberly's algorithm for finding a bridge between hole and outer polygon + + function findHoleBridge( hole, outerNode ) { + + var p = outerNode, + hx = hole.x, + hy = hole.y, + qx = - Infinity, + m; + + // find a segment intersected by a ray from the hole's leftmost point to the left; + // segment's endpoint with lesser x will be potential connection point + + do { + + if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) { + + var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y ); + + if ( x <= hx && x > qx ) { + + qx = x; + + if ( x === hx ) { + + if ( hy === p.y ) return p; + if ( hy === p.next.y ) return p.next; + + } + + m = p.x < p.next.x ? p : p.next; + + } + + } + + p = p.next; + + } while ( p !== outerNode ); + + if ( ! m ) return null; + + if ( hx === qx ) return m.prev; // hole touches outer segment; pick lower endpoint + + // look for points inside the triangle of hole point, segment intersection and endpoint; + // if there are no points found, we have a valid connection; + // otherwise choose the point of the minimum angle with the ray as connection point + + var stop = m, + mx = m.x, + my = m.y, + tanMin = Infinity, + tan; + + p = m.next; + + while ( p !== stop ) { + + if ( hx >= p.x && p.x >= mx && hx !== p.x && + pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) { + + tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential + + if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) { + + m = p; + tanMin = tan; + + } + + } + + p = p.next; + + } + + return m; + + } + + // interlink polygon nodes in z-order + + function indexCurve( start, minX, minY, invSize ) { + + var p = start; + + do { + + if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize ); + p.prevZ = p.prev; + p.nextZ = p.next; + p = p.next; + + } while ( p !== start ); + + p.prevZ.nextZ = null; + p.prevZ = null; + + sortLinked( p ); + + } + + // Simon Tatham's linked list merge sort algorithm + // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html + + function sortLinked( list ) { + + var i, p, q, e, tail, numMerges, pSize, qSize, inSize = 1; + + do { + + p = list; + list = null; + tail = null; + numMerges = 0; + + while ( p ) { + + numMerges ++; + q = p; + pSize = 0; + + for ( i = 0; i < inSize; i ++ ) { + + pSize ++; + q = q.nextZ; + if ( ! q ) break; + + } + + qSize = inSize; + + while ( pSize > 0 || ( qSize > 0 && q ) ) { + + if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) { + + e = p; + p = p.nextZ; + pSize --; + + } else { + + e = q; + q = q.nextZ; + qSize --; + + } + + if ( tail ) tail.nextZ = e; + else list = e; + + e.prevZ = tail; + tail = e; + + } + + p = q; + + } + + tail.nextZ = null; + inSize *= 2; + + } while ( numMerges > 1 ); + + return list; + + } + + // z-order of a point given coords and inverse of the longer side of data bbox + + function zOrder( x, y, minX, minY, invSize ) { + + // coords are transformed into non-negative 15-bit integer range + + x = 32767 * ( x - minX ) * invSize; + y = 32767 * ( y - minY ) * invSize; + + x = ( x | ( x << 8 ) ) & 0x00FF00FF; + x = ( x | ( x << 4 ) ) & 0x0F0F0F0F; + x = ( x | ( x << 2 ) ) & 0x33333333; + x = ( x | ( x << 1 ) ) & 0x55555555; + + y = ( y | ( y << 8 ) ) & 0x00FF00FF; + y = ( y | ( y << 4 ) ) & 0x0F0F0F0F; + y = ( y | ( y << 2 ) ) & 0x33333333; + y = ( y | ( y << 1 ) ) & 0x55555555; + + return x | ( y << 1 ); + + } + + // find the leftmost node of a polygon ring + + function getLeftmost( start ) { + + var p = start, leftmost = start; + + do { + + if ( p.x < leftmost.x ) leftmost = p; + p = p.next; + + } while ( p !== start ); + + return leftmost; + + } + + // check if a point lies within a convex triangle + + function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) { + + return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 && + ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 && + ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0; + + } + + // check if a diagonal between two polygon nodes is valid (lies in polygon interior) + + function isValidDiagonal( a, b ) { + + return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && + locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ); + + } + + // signed area of a triangle + + function area( p, q, r ) { + + return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y ); + + } + + // check if two points are equal + + function equals( p1, p2 ) { + + return p1.x === p2.x && p1.y === p2.y; + + } + + // check if two segments intersect + + function intersects( p1, q1, p2, q2 ) { + + if ( ( equals( p1, q1 ) && equals( p2, q2 ) ) || + ( equals( p1, q2 ) && equals( p2, q1 ) ) ) return true; + + return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 && + area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0; + + } + + // check if a polygon diagonal intersects any polygon segments + + function intersectsPolygon( a, b ) { + + var p = a; + + do { + + if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && + intersects( p, p.next, a, b ) ) { + + return true; + + } + + p = p.next; + + } while ( p !== a ); + + return false; + + } + + // check if a polygon diagonal is locally inside the polygon + + function locallyInside( a, b ) { + + return area( a.prev, a, a.next ) < 0 ? + area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 : + area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0; + + } + + // check if the middle point of a polygon diagonal is inside the polygon + + function middleInside( a, b ) { + + var p = a, + inside = false, + px = ( a.x + b.x ) / 2, + py = ( a.y + b.y ) / 2; + + do { + + if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y && + ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) ) { + + inside = ! inside; + + } + + p = p.next; + + } while ( p !== a ); + + return inside; + + } + + // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; + // if one belongs to the outer ring and another to a hole, it merges it into a single ring + + function splitPolygon( a, b ) { + + var a2 = new Node( a.i, a.x, a.y ), + b2 = new Node( b.i, b.x, b.y ), + an = a.next, + bp = b.prev; + + a.next = b; + b.prev = a; + + a2.next = an; + an.prev = a2; + + b2.next = a2; + a2.prev = b2; + + bp.next = b2; + b2.prev = bp; + + return b2; + + } + + // create a node and optionally link it with previous one (in a circular doubly linked list) + + function insertNode( i, x, y, last ) { + + var p = new Node( i, x, y ); + + if ( ! last ) { + + p.prev = p; + p.next = p; + + } else { + + p.next = last.next; + p.prev = last; + last.next.prev = p; + last.next = p; + + } + + return p; + + } + + function removeNode( p ) { + + p.next.prev = p.prev; + p.prev.next = p.next; + + if ( p.prevZ ) p.prevZ.nextZ = p.nextZ; + if ( p.nextZ ) p.nextZ.prevZ = p.prevZ; + + } + + function Node( i, x, y ) { + + // vertice index in coordinates array + this.i = i; + + // vertex coordinates + this.x = x; + this.y = y; + + // previous and next vertice nodes in a polygon ring + this.prev = null; + this.next = null; + + // z-order curve value + this.z = null; + + // previous and next nodes in z-order + this.prevZ = null; + this.nextZ = null; + + // indicates whether this is a steiner point + this.steiner = false; + + } + + function signedArea( data, start, end, dim ) { + + var sum = 0; + + for ( var i = start, j = end - dim; i < end; i += dim ) { + + sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] ); + j = i; + + } + + return sum; + + } + + /** + * @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; + + }, + + isClockWise: function ( pts ) { + + return ShapeUtils.area( pts ) < 0; + + }, + + triangulateShape: function ( contour, holes ) { + + var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ] + var holeIndices = []; // array of hole indices + var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ] + + removeDupEndPts( contour ); + addContour( vertices, contour ); + + // + + var holeIndex = contour.length; + + holes.forEach( removeDupEndPts ); + + for ( var i = 0; i < holes.length; i ++ ) { + + holeIndices.push( holeIndex ); + holeIndex += holes[ i ].length; + addContour( vertices, holes[ i ] ); + + } + + // + + var triangles = Earcut.triangulate( vertices, holeIndices ); + + // + + for ( var i = 0; i < triangles.length; i += 3 ) { + + faces.push( triangles.slice( i, i + 3 ) ); + + } + + return faces; + + } + + }; + + function removeDupEndPts( points ) { + + var l = points.length; + + if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) { + + points.pop(); + + } + + } + + function addContour( vertices, contour ) { + + for ( var i = 0; i < contour.length; i ++ ) { + + vertices.push( contour[ i ].x ); + vertices.push( contour[ i ].y ); + + } + + } + + /** + * @author zz85 / http://www.lab4games.net/zz85/blog + * + * Creates extruded geometry from a path shape. + * + * parameters = { + * + * curveSegments: , // number of points on the curves + * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too + * amount: , // Depth to extrude the shape + * + * bevelEnabled: , // turn on bevel + * bevelThickness: , // how deep into the original shape bevel goes + * bevelSize: , // how far from shape outline is bevel + * bevelSegments: , // number of bevel layers + * + * extrudePath: // curve to extrude shape along + * frames: // containing arrays of tangents, normals, binormals + * + * UVGenerator: // 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 ); + + } + + } + + } + + 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 ) { + + 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( uvArray, 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: , // font + * + * size: , // size of the text + * height: , // thickness to extrude text + * curveSegments: , // number of points on the curves + * + * bevelEnabled: , // turn on bevel + * bevelThickness: , // how deep into text bevel goes + * bevelSize: // how far from text outline is bevel + * } + */ + + // 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 || 1; + + 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 || 0.5; + outerRadius = outerRadius || 1; + + 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; + + ShapeGeometry.prototype.toJSON = function () { + + var data = Geometry.prototype.toJSON.call( this ); + + var shapes = this.parameters.shapes; + + return toJSON( shapes, data ); + + }; + + // 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; + + ShapeBufferGeometry.prototype.toJSON = function () { + + var data = BufferGeometry.prototype.toJSON.call( this ); + + var shapes = this.parameters.shapes; + + return toJSON( shapes, data ); + + }; + + // + + function toJSON( shapes, data ) { + + data.shapes = []; + + if ( Array.isArray( shapes ) ) { + + for ( var i = 0, l = shapes.length; i < l; i ++ ) { + + var shape = shapes[ i ]; + + data.shapes.push( shape.uuid ); + + } + + } else { + + data.shapes.push( shapes.uuid ); + + } + + return data; + + } + + /** + * @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 : 1; + radiusBottom = radiusBottom !== undefined ? radiusBottom : 1; + height = height || 1; + + 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 : Math.PI * 2; + + // 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 || 1; + 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 = { + * color: , + * opacity: + * } + */ + + function ShadowMaterial( parameters ) { + + Material.call( this ); + + this.type = 'ShadowMaterial'; + + this.color = new Color( 0x000000 ); + this.opacity = 1.0; + + this.lights = true; + this.transparent = true; + + this.setValues( parameters ); + + } + + ShadowMaterial.prototype = Object.create( Material.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: , + * roughness: , + * metalness: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * roughnessMap: new THREE.Texture( ), + * + * metalnessMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), + * envMapIntensity: + * + * refractionRatio: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ + + function MeshStandardMaterial( parameters ) { + + Material.call( this ); + + this.defines = { 'STANDARD': '' }; + + this.type = 'MeshStandardMaterial'; + + this.color = new Color( 0xffffff ); // diffuse + this.roughness = 0.5; + this.metalness = 0.5; + + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalScale = new Vector2( 1, 1 ); + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.roughnessMap = null; + + this.metalnessMap = null; + + this.alphaMap = null; + + this.envMap = null; + this.envMapIntensity = 1.0; + + this.refractionRatio = 0.98; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; + + this.setValues( parameters ); + + } + + MeshStandardMaterial.prototype = Object.create( Material.prototype ); + MeshStandardMaterial.prototype.constructor = MeshStandardMaterial; + + MeshStandardMaterial.prototype.isMeshStandardMaterial = true; + + MeshStandardMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.defines = { 'STANDARD': '' }; + + this.color.copy( source.color ); + this.roughness = source.roughness; + this.metalness = source.metalness; + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.roughnessMap = source.roughnessMap; + + this.metalnessMap = source.metalnessMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.envMapIntensity = source.envMapIntensity; + + this.refractionRatio = source.refractionRatio; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + + return this; + + }; + + /** + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * reflectivity: + * } + */ + + function MeshPhysicalMaterial( parameters ) { + + MeshStandardMaterial.call( this ); + + this.defines = { 'PHYSICAL': '' }; + + this.type = 'MeshPhysicalMaterial'; + + this.reflectivity = 0.5; // maps to F0 = 0.04 + + this.clearCoat = 0.0; + this.clearCoatRoughness = 0.0; + + this.setValues( parameters ); + + } + + MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype ); + MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial; + + MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true; + + MeshPhysicalMaterial.prototype.copy = function ( source ) { + + MeshStandardMaterial.prototype.copy.call( this, source ); + + this.defines = { 'PHYSICAL': '' }; + + this.reflectivity = source.reflectivity; + + this.clearCoat = source.clearCoat; + this.clearCoatRoughness = source.clearCoatRoughness; + + return this; + + }; + + /** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * specular: , + * shininess: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ + + function MeshPhongMaterial( parameters ) { + + Material.call( this ); + + this.type = 'MeshPhongMaterial'; + + this.color = new Color( 0xffffff ); // diffuse + this.specular = new Color( 0x111111 ); + this.shininess = 30; + + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalScale = new Vector2( 1, 1 ); + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.specularMap = null; + + this.alphaMap = null; + + this.envMap = null; + this.combine = MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; + + this.setValues( parameters ); + + } + + MeshPhongMaterial.prototype = Object.create( Material.prototype ); + MeshPhongMaterial.prototype.constructor = MeshPhongMaterial; + + MeshPhongMaterial.prototype.isMeshPhongMaterial = true; + + MeshPhongMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + this.specular.copy( source.specular ); + this.shininess = source.shininess; + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.specularMap = source.specularMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.refractionRatio = source.refractionRatio; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + + return this; + + }; + + /** + * @author takahirox / http://github.com/takahirox + * + * parameters = { + * gradientMap: new THREE.Texture( ) + * } + */ + + 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: , + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * wireframe: , + * wireframeLinewidth: + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ + + 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: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ + + function MeshLambertMaterial( parameters ) { + + Material.call( this ); + + this.type = 'MeshLambertMaterial'; + + this.color = new Color( 0xffffff ); // diffuse + + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + + this.specularMap = null; + + this.alphaMap = null; + + this.envMap = null; + this.combine = MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; + + this.setValues( parameters ); + + } + + MeshLambertMaterial.prototype = Object.create( Material.prototype ); + MeshLambertMaterial.prototype.constructor = MeshLambertMaterial; + + MeshLambertMaterial.prototype.isMeshLambertMaterial = true; + + MeshLambertMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.specularMap = source.specularMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.refractionRatio = source.refractionRatio; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + + return this; + + }; + + /** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * + * linewidth: , + * + * scale: , + * dashSize: , + * gapSize: + * } + */ + + function LineDashedMaterial( parameters ) { + + LineBasicMaterial.call( this ); + + this.type = 'LineDashedMaterial'; + + this.scale = 1; + this.dashSize = 3; + this.gapSize = 1; + + this.setValues( parameters ); + + } + + LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype ); + LineDashedMaterial.prototype.constructor = LineDashedMaterial; + + LineDashedMaterial.prototype.isLineDashedMaterial = true; + + LineDashedMaterial.prototype.copy = function ( source ) { + + LineBasicMaterial.prototype.copy.call( this, source ); + + 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, + MeshDistanceMaterial: MeshDistanceMaterial, + 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; + var itemsLoaded = 0; + var itemsTotal = 0; + var urlModifier = undefined; + + 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 ); + + } + + }; + + this.resolveURL = function ( url ) { + + if ( urlModifier ) { + + return urlModifier( url ); + + } + + return url; + + }; + + this.setURLModifier = function ( transform ) { + + urlModifier = transform; + return this; + + }; + + } + + var DefaultLoadingManager = new LoadingManager(); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + var loading = {}; + + 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; + + url = this.manager.resolveURL( 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 if request is duplicate + + if ( loading[ url ] !== undefined ) { + + loading[ url ].push( { + + onLoad: onLoad, + onProgress: onProgress, + onError: onError + + } ); + + return; + + } + + // 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': + + var view = new Uint8Array( data.length ); + + for ( var i = 0; i < data.length; i ++ ) { + + view[ i ] = data.charCodeAt( i ); + + } + + if ( responseType === 'blob' ) { + + response = new Blob( [ view.buffer ], { type: mimeType } ); + + } else { + + response = view.buffer; + + } + + 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 like standard XMLHttpRequest event dispatching does + window.setTimeout( function () { + + if ( onLoad ) onLoad( response ); + + scope.manager.itemEnd( url ); + + }, 0 ); + + } catch ( error ) { + + // Wait for next browser tick like standard XMLHttpRequest event dispatching does + window.setTimeout( function () { + + if ( onError ) onError( error ); + + scope.manager.itemEnd( url ); + scope.manager.itemError( url ); + + }, 0 ); + + } + + } else { + + // Initialise array for duplicate requests + + loading[ url ] = []; + + loading[ url ].push( { + + onLoad: onLoad, + onProgress: onProgress, + onError: onError + + } ); + + var request = new XMLHttpRequest(); + + request.open( 'GET', url, true ); + + request.addEventListener( 'load', function ( event ) { + + var response = this.response; + + Cache.add( url, response ); + + var callbacks = loading[ url ]; + + delete loading[ url ]; + + if ( this.status === 200 ) { + + for ( var i = 0, il = callbacks.length; i < il; i ++ ) { + + var callback = callbacks[ i ]; + if ( callback.onLoad ) callback.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.' ); + + for ( var i = 0, il = callbacks.length; i < il; i ++ ) { + + var callback = callbacks[ i ]; + if ( callback.onLoad ) callback.onLoad( response ); + + } + + scope.manager.itemEnd( url ); + + } else { + + for ( var i = 0, il = callbacks.length; i < il; i ++ ) { + + var callback = callbacks[ i ]; + if ( callback.onError ) callback.onError( event ); + + } + + scope.manager.itemEnd( url ); + scope.manager.itemError( url ); + + } + + }, false ); + + request.addEventListener( 'progress', function ( event ) { + + var callbacks = loading[ url ]; + + for ( var i = 0, il = callbacks.length; i < il; i ++ ) { + + var callback = callbacks[ i ]; + if ( callback.onProgress ) callback.onProgress( event ); + + } + + }, false ); + + request.addEventListener( 'error', function ( event ) { + + var callbacks = loading[ url ]; + + delete loading[ url ]; + + for ( var i = 0, il = callbacks.length; i < il; i ++ ) { + + var callback = callbacks[ i ]; + if ( callback.onError ) callback.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, { + + crossOrigin: 'Anonymous', + + load: function ( url, onLoad, onProgress, onError ) { + + if ( url === undefined ) url = ''; + + if ( this.path !== undefined ) url = this.path + url; + + url = this.manager.resolveURL( 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, { + + crossOrigin: 'Anonymous', + + 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, { + + crossOrigin: 'Anonymous', + + load: function ( url, onLoad, onProgress, onError ) { + + var texture = new Texture(); + + var loader = new ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.setPath( this.path ); + + loader.load( url, function ( image ) { + + texture.image = image; + + // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB. + var isJPEG = url.search( /\.(jpg|jpeg)$/ ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0; + + texture.format = isJPEG ? RGBFormat : RGBAFormat; + texture.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 zz85 / http://www.lab4games.net/zz85/blog + * Extensible curve object + * + * Some common of curve methods: + * .getPoint( t, optionalTarget ), .getTangent( t ) + * .getPointAt( u, optionalTarget ), .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.type = 'Curve'; + + this.arcLengthDivisions = 200; + + } + + Object.assign( Curve.prototype, { + + // Virtual base class method to overwrite and implement in subclasses + // - t [0 .. 1] + + getPoint: function ( /* t, optionalTarget */ ) { + + 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, optionalTarget ) { + + var t = this.getUtoTmapping( u ); + return this.getPoint( t, optionalTarget ); + + }, + + // 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 + }; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( source ) { + + this.arcLengthDivisions = source.arcLengthDivisions; + + return this; + + }, + + toJSON: function () { + + var data = { + metadata: { + version: 4.5, + type: 'Curve', + generator: 'Curve.toJSON' + } + }; + + data.arcLengthDivisions = this.arcLengthDivisions; + data.type = this.type; + + return data; + + }, + + fromJSON: function ( json ) { + + this.arcLengthDivisions = json.arcLengthDivisions; + + return this; + + } + + } ); + + function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + + Curve.call( this ); + + this.type = 'EllipseCurve'; + + this.aX = aX || 0; + this.aY = aY || 0; + + this.xRadius = xRadius || 1; + this.yRadius = yRadius || 1; + + this.aStartAngle = aStartAngle || 0; + this.aEndAngle = aEndAngle || 2 * Math.PI; + + this.aClockwise = aClockwise || false; + + this.aRotation = aRotation || 0; + + } + + EllipseCurve.prototype = Object.create( Curve.prototype ); + EllipseCurve.prototype.constructor = EllipseCurve; + + EllipseCurve.prototype.isEllipseCurve = true; + + EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector2(); + + 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 point.set( x, y ); + + }; + + EllipseCurve.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.aX = source.aX; + this.aY = source.aY; + + this.xRadius = source.xRadius; + this.yRadius = source.yRadius; + + this.aStartAngle = source.aStartAngle; + this.aEndAngle = source.aEndAngle; + + this.aClockwise = source.aClockwise; + + this.aRotation = source.aRotation; + + return this; + + }; + + + EllipseCurve.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.aX = this.aX; + data.aY = this.aY; + + data.xRadius = this.xRadius; + data.yRadius = this.yRadius; + + data.aStartAngle = this.aStartAngle; + data.aEndAngle = this.aEndAngle; + + data.aClockwise = this.aClockwise; + + data.aRotation = this.aRotation; + + return data; + + }; + + EllipseCurve.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.aX = json.aX; + this.aY = json.aY; + + this.xRadius = json.xRadius; + this.yRadius = json.yRadius; + + this.aStartAngle = json.aStartAngle; + this.aEndAngle = json.aEndAngle; + + this.aClockwise = json.aClockwise; + + this.aRotation = json.aRotation; + + return this; + + }; + + function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + + EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); + + this.type = 'ArcCurve'; + + } + + ArcCurve.prototype = Object.create( EllipseCurve.prototype ); + ArcCurve.prototype.constructor = ArcCurve; + + ArcCurve.prototype.isArcCurve = true; + + /** + * @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, closed, curveType, tension ) { + + Curve.call( this ); + + this.type = 'CatmullRomCurve3'; + + this.points = points || []; + this.closed = closed || false; + this.curveType = curveType || 'centripetal'; + this.tension = tension || 0.5; + + } + + CatmullRomCurve3.prototype = Object.create( Curve.prototype ); + CatmullRomCurve3.prototype.constructor = CatmullRomCurve3; + + CatmullRomCurve3.prototype.isCatmullRomCurve3 = true; + + CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector3(); + + var points = this.points; + var l = points.length; + + var p = ( l - ( this.closed ? 0 : 1 ) ) * t; + var intPoint = Math.floor( p ); + var weight = p - 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.curveType === 'centripetal' || this.curveType === 'chordal' ) { + + // init Centripetal / Chordal Catmull-Rom + var pow = this.curveType === '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.curveType === 'catmullrom' ) { + + px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension ); + py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension ); + pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension ); + + } + + point.set( + px.calc( weight ), + py.calc( weight ), + pz.calc( weight ) + ); + + return point; + + }; + + CatmullRomCurve3.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.points = []; + + for ( var i = 0, l = source.points.length; i < l; i ++ ) { + + var point = source.points[ i ]; + + this.points.push( point.clone() ); + + } + + this.closed = source.closed; + this.curveType = source.curveType; + this.tension = source.tension; + + return this; + + }; + + CatmullRomCurve3.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.points = []; + + for ( var i = 0, l = this.points.length; i < l; i ++ ) { + + var point = this.points[ i ]; + data.points.push( point.toArray() ); + + } + + data.closed = this.closed; + data.curveType = this.curveType; + data.tension = this.tension; + + return data; + + }; + + CatmullRomCurve3.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.points = []; + + for ( var i = 0, l = json.points.length; i < l; i ++ ) { + + var point = json.points[ i ]; + this.points.push( new Vector3().fromArray( point ) ); + + } + + this.closed = json.closed; + this.curveType = json.curveType; + this.tension = json.tension; + + return this; + + }; + + /** + * @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 ); + + } + + function CubicBezierCurve( v0, v1, v2, v3 ) { + + Curve.call( this ); + + this.type = 'CubicBezierCurve'; + + this.v0 = v0 || new Vector2(); + this.v1 = v1 || new Vector2(); + this.v2 = v2 || new Vector2(); + this.v3 = v3 || new Vector2(); + + } + + CubicBezierCurve.prototype = Object.create( Curve.prototype ); + CubicBezierCurve.prototype.constructor = CubicBezierCurve; + + CubicBezierCurve.prototype.isCubicBezierCurve = true; + + CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector2(); + + var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; + + point.set( + CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), + CubicBezier( t, v0.y, v1.y, v2.y, v3.y ) + ); + + return point; + + }; + + CubicBezierCurve.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.v0.copy( source.v0 ); + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + this.v3.copy( source.v3 ); + + return this; + + }; + + CubicBezierCurve.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + data.v3 = this.v3.toArray(); + + return data; + + }; + + CubicBezierCurve.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.v0.fromArray( json.v0 ); + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + this.v3.fromArray( json.v3 ); + + return this; + + }; + + function CubicBezierCurve3( v0, v1, v2, v3 ) { + + Curve.call( this ); + + this.type = 'CubicBezierCurve3'; + + this.v0 = v0 || new Vector3(); + this.v1 = v1 || new Vector3(); + this.v2 = v2 || new Vector3(); + this.v3 = v3 || new Vector3(); + + } + + CubicBezierCurve3.prototype = Object.create( Curve.prototype ); + CubicBezierCurve3.prototype.constructor = CubicBezierCurve3; + + CubicBezierCurve3.prototype.isCubicBezierCurve3 = true; + + CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector3(); + + var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; + + point.set( + 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 ) + ); + + return point; + + }; + + CubicBezierCurve3.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.v0.copy( source.v0 ); + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + this.v3.copy( source.v3 ); + + return this; + + }; + + CubicBezierCurve3.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + data.v3 = this.v3.toArray(); + + return data; + + }; + + CubicBezierCurve3.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.v0.fromArray( json.v0 ); + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + this.v3.fromArray( json.v3 ); + + return this; + + }; + + function LineCurve( v1, v2 ) { + + Curve.call( this ); + + this.type = 'LineCurve'; + + this.v1 = v1 || new Vector2(); + this.v2 = v2 || new Vector2(); + + } + + LineCurve.prototype = Object.create( Curve.prototype ); + LineCurve.prototype.constructor = LineCurve; + + LineCurve.prototype.isLineCurve = true; + + LineCurve.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector2(); + + if ( t === 1 ) { + + point.copy( this.v2 ); + + } else { + + point.copy( this.v2 ).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, optionalTarget ) { + + return this.getPoint( u, optionalTarget ); + + }; + + LineCurve.prototype.getTangent = function ( /* t */ ) { + + var tangent = this.v2.clone().sub( this.v1 ); + + return tangent.normalize(); + + }; + + LineCurve.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + + return this; + + }; + + LineCurve.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + + return data; + + }; + + LineCurve.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + + return this; + + }; + + function LineCurve3( v1, v2 ) { + + Curve.call( this ); + + this.type = 'LineCurve3'; + + this.v1 = v1 || new Vector3(); + this.v2 = v2 || new Vector3(); + + } + + LineCurve3.prototype = Object.create( Curve.prototype ); + LineCurve3.prototype.constructor = LineCurve3; + + LineCurve3.prototype.isLineCurve3 = true; + + LineCurve3.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector3(); + + if ( t === 1 ) { + + point.copy( this.v2 ); + + } else { + + point.copy( this.v2 ).sub( this.v1 ); + point.multiplyScalar( t ).add( this.v1 ); + + } + + return point; + + }; + + // Line curve is linear, so we can overwrite default getPointAt + + LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) { + + return this.getPoint( u, optionalTarget ); + + }; + + LineCurve3.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + + return this; + + }; + + LineCurve3.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + + return data; + + }; + + LineCurve3.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + + return this; + + }; + + function QuadraticBezierCurve( v0, v1, v2 ) { + + Curve.call( this ); + + this.type = 'QuadraticBezierCurve'; + + this.v0 = v0 || new Vector2(); + this.v1 = v1 || new Vector2(); + this.v2 = v2 || new Vector2(); + + } + + QuadraticBezierCurve.prototype = Object.create( Curve.prototype ); + QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve; + + QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true; + + QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector2(); + + var v0 = this.v0, v1 = this.v1, v2 = this.v2; + + point.set( + QuadraticBezier( t, v0.x, v1.x, v2.x ), + QuadraticBezier( t, v0.y, v1.y, v2.y ) + ); + + return point; + + }; + + QuadraticBezierCurve.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.v0.copy( source.v0 ); + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + + return this; + + }; + + QuadraticBezierCurve.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + + return data; + + }; + + QuadraticBezierCurve.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.v0.fromArray( json.v0 ); + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + + return this; + + }; + + function QuadraticBezierCurve3( v0, v1, v2 ) { + + Curve.call( this ); + + this.type = 'QuadraticBezierCurve3'; + + this.v0 = v0 || new Vector3(); + this.v1 = v1 || new Vector3(); + this.v2 = v2 || new Vector3(); + + } + + QuadraticBezierCurve3.prototype = Object.create( Curve.prototype ); + QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3; + + QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true; + + QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector3(); + + var v0 = this.v0, v1 = this.v1, v2 = this.v2; + + point.set( + QuadraticBezier( t, v0.x, v1.x, v2.x ), + QuadraticBezier( t, v0.y, v1.y, v2.y ), + QuadraticBezier( t, v0.z, v1.z, v2.z ) + ); + + return point; + + }; + + QuadraticBezierCurve3.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.v0.copy( source.v0 ); + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + + return this; + + }; + + QuadraticBezierCurve3.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + + return data; + + }; + + QuadraticBezierCurve3.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.v0.fromArray( json.v0 ); + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + + return this; + + }; + + function SplineCurve( points /* array of Vector2 */ ) { + + Curve.call( this ); + + this.type = 'SplineCurve'; + + this.points = points || []; + + } + + SplineCurve.prototype = Object.create( Curve.prototype ); + SplineCurve.prototype.constructor = SplineCurve; + + SplineCurve.prototype.isSplineCurve = true; + + SplineCurve.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector2(); + + var points = this.points; + var p = ( points.length - 1 ) * t; + + var intPoint = Math.floor( p ); + var weight = p - intPoint; + + var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ]; + var p1 = points[ intPoint ]; + var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ]; + var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ]; + + point.set( + CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ), + CatmullRom( weight, p0.y, p1.y, p2.y, p3.y ) + ); + + return point; + + }; + + SplineCurve.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.points = []; + + for ( var i = 0, l = source.points.length; i < l; i ++ ) { + + var point = source.points[ i ]; + + this.points.push( point.clone() ); + + } + + return this; + + }; + + SplineCurve.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.points = []; + + for ( var i = 0, l = this.points.length; i < l; i ++ ) { + + var point = this.points[ i ]; + data.points.push( point.toArray() ); + + } + + return data; + + }; + + SplineCurve.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.points = []; + + for ( var i = 0, l = json.points.length; i < l; i ++ ) { + + var point = json.points[ i ]; + this.points.push( new Vector2().fromArray( point ) ); + + } + + return this; + + }; + + + + var Curves = Object.freeze({ + ArcCurve: ArcCurve, + CatmullRomCurve3: CatmullRomCurve3, + CubicBezierCurve: CubicBezierCurve, + CubicBezierCurve3: CubicBezierCurve3, + EllipseCurve: EllipseCurve, + LineCurve: LineCurve, + LineCurve3: LineCurve3, + QuadraticBezierCurve: QuadraticBezierCurve, + QuadraticBezierCurve3: QuadraticBezierCurve3, + SplineCurve: SplineCurve + }); + + /** + * @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.type = 'CurvePath'; + + this.curves = []; + this.autoClose = false; // Automatically closes the path + + } + + CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), { + + constructor: CurvePath, + + add: function ( curve ) { + + this.curves.push( curve ); + + }, + + closePath: function () { + + // Add a line curve if start and end of lines are not connected + var startPoint = this.curves[ 0 ].getPoint( 0 ); + var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 ); + + if ( ! startPoint.equals( endPoint ) ) { + + this.curves.push( new LineCurve( endPoint, startPoint ) ); + + } + + }, + + // To get accurate point with reference to + // entire path distance at time t, + // following has to be done: + + // 1. Length of each sub path have to be known + // 2. Locate and identify type of curve + // 3. Get t for the curve + // 4. Return curve.getPointAt(t') + + getPoint: function ( t ) { + + var d = t * this.getLength(); + var curveLengths = this.getCurveLengths(); + var i = 0; + + // To think about boundaries points. + + while ( i < curveLengths.length ) { + + if ( curveLengths[ i ] >= d ) { + + var diff = curveLengths[ i ] - d; + var curve = this.curves[ i ]; + + var segmentLength = curve.getLength(); + var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength; + + return curve.getPointAt( u ); + + } + + i ++; + + } + + return null; + + // loop where sum != 0, sum > d , sum+1 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) { + + points.push( points[ 0 ] ); + + } + + return points; + + }, + + copy: function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.curves = []; + + for ( var i = 0, l = source.curves.length; i < l; i ++ ) { + + var curve = source.curves[ i ]; + + this.curves.push( curve.clone() ); + + } + + this.autoClose = source.autoClose; + + return this; + + }, + + toJSON: function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.autoClose = this.autoClose; + data.curves = []; + + for ( var i = 0, l = this.curves.length; i < l; i ++ ) { + + var curve = this.curves[ i ]; + data.curves.push( curve.toJSON() ); + + } + + return data; + + }, + + fromJSON: function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.autoClose = json.autoClose; + this.curves = []; + + for ( var i = 0, l = json.curves.length; i < l; i ++ ) { + + var curve = json.curves[ i ]; + this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) ); + + } + + return this; + + } + + } ); + + /** + * @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.type = 'Path'; + + this.currentPoint = new Vector2(); + + if ( points ) { + + this.setFromPoints( points ); + + } + + } + + Path.prototype = Object.assign( Object.create( CurvePath.prototype ), { + + constructor: Path, + + setFromPoints: function ( points ) { + + this.moveTo( points[ 0 ].x, points[ 0 ].y ); + + for ( var i = 1, l = points.length; i < l; i ++ ) { + + this.lineTo( points[ i ].x, points[ 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 ); + + }, + + copy: function ( source ) { + + CurvePath.prototype.copy.call( this, source ); + + this.currentPoint.copy( source.currentPoint ); + + return this; + + }, + + toJSON: function () { + + var data = CurvePath.prototype.toJSON.call( this ); + + data.currentPoint = this.currentPoint.toArray(); + + return data; + + }, + + fromJSON: function ( json ) { + + CurvePath.prototype.fromJSON.call( this, json ); + + this.currentPoint.fromArray( json.currentPoint ); + + return this; + + } + + } ); + + /** + * @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( points ) { + + Path.call( this, points ); + + this.uuid = _Math.generateUUID(); + + this.type = 'Shape'; + + this.holes = []; + + } + + Shape.prototype = Object.assign( Object.create( Path.prototype ), { + + 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) + + extractPoints: function ( divisions ) { + + return { + + shape: this.getPoints( divisions ), + holes: this.getPointsHoles( divisions ) + + }; + + }, + + copy: function ( source ) { + + Path.prototype.copy.call( this, source ); + + this.holes = []; + + for ( var i = 0, l = source.holes.length; i < l; i ++ ) { + + var hole = source.holes[ i ]; + + this.holes.push( hole.clone() ); + + } + + return this; + + }, + + toJSON: function () { + + var data = Path.prototype.toJSON.call( this ); + + data.uuid = this.uuid; + data.holes = []; + + for ( var i = 0, l = this.holes.length; i < l; i ++ ) { + + var hole = this.holes[ i ]; + data.holes.push( hole.toJSON() ); + + } + + return data; + + }, + + fromJSON: function ( json ) { + + Path.prototype.fromJSON.call( this, json ); + + this.uuid = json.uuid; + this.holes = []; + + for ( var i = 0, l = json.holes.length; i < l; i ++ ) { + + var hole = json.holes[ i ]; + this.holes.push( new Path().fromJSON( hole ) ); + + } + + 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 https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf + return this.intensity * Math.PI; + + }, + set: function ( power ) { + + // intensity = power per solid angle. + // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.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 https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf + return this.intensity * 4 * Math.PI; + + }, + set: function ( power ) { + + // intensity = power per solid angle. + // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.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.width = ( width !== undefined ) ? width : 10; + this.height = ( height !== undefined ) ? height : 10; + + } + + 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; + + } + + } ); + + /** + * + * 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 ) { + + KeyframeTrack.call( this, name, times, values, interpolation ); + + } + + StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { + + 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 ) { + + KeyframeTrack.call( this, name, times, values ); + + } + + BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { + + 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 )". + + } ); + + /** + * 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_, + + } ); + + /** + * 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 ) { + + KeyframeTrack.call( this, name, times, values, interpolation ); + + } + + QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { + + 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 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 ) { + + KeyframeTrack.call( this, name, times, values, interpolation ); + + } + + ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { + + 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 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 ) { + + KeyframeTrack.call( this, name, times, values, interpolation ); + + } + + NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { + + constructor: NumberKeyframeTrack, + + ValueTypeName: 'number' + + // ValueBufferType is inherited + + // DefaultInterpolation is inherited + + } ); + + /** + * 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 ); + + } + + } ); + + /** + * @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 ); + + } + + } + + }; + + /** + * + * 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 ) { + + if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); + if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: 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(); + + } + + // 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( 'THREE.KeyframeTrack: 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 assume 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( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName ); + + } + + } ); + + Object.assign( KeyframeTrack.prototype, { + + constructor: KeyframeTrack, + + 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.KeyframeTrack:', 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.KeyframeTrack: Invalid value size in track.', this ); + valid = false; + + } + + var times = this.times, + values = this.values, + + nKeys = times.length; + + if ( nKeys === 0 ) { + + console.error( 'THREE.KeyframeTrack: 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.KeyframeTrack: Time is not a valid number.', this, i, currTime ); + valid = false; + break; + + } + + if ( prevTime !== null && prevTime > currTime ) { + + console.error( 'THREE.KeyframeTrack: 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.KeyframeTrack: 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; + + } + + } ); + + /** + * + * 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 ) { + + KeyframeTrack.call( this, name, times, values, interpolation ); + + } + + VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { + + constructor: VectorKeyframeTrack, + + ValueTypeName: 'vector' + + // ValueBufferType is inherited + + // DefaultInterpolation is inherited + + } ); + + /** + * + * 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.flatShading !== undefined ) material.flatShading = json.flatShading; + 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.rotation !== undefined ) material.rotation = json.rotation; + + if ( json.linewidth !== 1 ) material.linewidth = json.linewidth; + if ( json.dashSize !== undefined ) material.dashSize = json.dashSize; + if ( json.gapSize !== undefined ) material.gapSize = json.gapSize; + if ( json.scale !== undefined ) material.scale = json.scale; + + if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset; + if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor; + if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits; + + if ( json.skinning !== undefined ) material.skinning = json.skinning; + if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets; + if ( json.dithering !== undefined ) material.dithering = json.dithering; + + if ( json.visible !== undefined ) material.visible = json.visible; + if ( json.userData !== undefined ) material.userData = json.userData; + + // Deprecated + + if ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading + + // 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, + + 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 Don McCurdy / https://www.donmccurdy.com + */ + + var LoaderUtils = { + + decodeText: function ( array ) { + + if ( typeof TextDecoder !== 'undefined' ) { + + return new TextDecoder().decode( array ); + + } + + // Avoid the String.fromCharCode.apply(null, array) shortcut, which + // throws a "maximum call stack size exceeded" error for large arrays. + + var s = ''; + + for ( var i = 0, il = array.length; i < il; i ++ ) { + + // Implicitly assumes little-endian. + s += String.fromCharCode( array[ i ] ); + + } + + // Merges multi-byte utf-8 characters. + return decodeURIComponent( escape( s ) ); + + }, + + extractUrlBase: function ( url ) { + + var parts = url.split( '/' ); + + if ( parts.length === 1 ) return './'; + + parts.pop(); + + return parts.join( '/' ) + '/'; + + } + + }; + + /** + * @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 : LoaderUtils.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 parse( 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 shapes = this.parseShape( json.shapes ); + var geometries = this.parseGeometries( json.geometries, shapes ); + + 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; + + }, + + parseShape: function ( json ) { + + var shapes = {}; + + if ( json !== undefined ) { + + for ( var i = 0, l = json.length; i < l; i ++ ) { + + var shape = new Shape().fromJSON( json[ i ] ); + + shapes[ shape.uuid ] = shape; + + } + + } + + return shapes; + + }, + + parseGeometries: function ( json, shapes ) { + + 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 'DodecahedronBufferGeometry': + case 'IcosahedronGeometry': + case 'IcosahedronBufferGeometry': + case 'OctahedronGeometry': + case 'OctahedronBufferGeometry': + case 'TetrahedronGeometry': + case 'TetrahedronBufferGeometry': + + 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 'PolyhedronGeometry': + case 'PolyhedronBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.vertices, + data.indices, + data.radius, + data.details + ); + + break; + + case 'ShapeGeometry': + case 'ShapeBufferGeometry': + + var geometryShapes = []; + + for ( var i = 0, l = data.shapes.length; i < l; i ++ ) { + + var shape = shapes[ data.shapes[ i ] ]; + + geometryShapes.push( shape ); + + } + + geometry = new Geometries[ data.type ]( + geometryShapes, + data.curveSegments + ); + + 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.center !== undefined ) texture.center.fromArray( data.center ); + if ( data.rotation !== undefined ) texture.rotation = data.rotation; + + 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 ( 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 ) { + + object.matrix.fromArray( data.matrix ); + object.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 ) { + + var children = data.children; + + for ( var i = 0; i < children.length; i ++ ) { + + object.add( this.parseObject( children[ i ], 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 thespite / http://clicktorelease.com/ + */ + + function ImageBitmapLoader( manager ) { + + if ( typeof createImageBitmap === 'undefined' ) { + + console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' ); + + } + + if ( typeof fetch === 'undefined' ) { + + console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' ); + + } + + this.manager = manager !== undefined ? manager : DefaultLoadingManager; + this.options = undefined; + + } + + ImageBitmapLoader.prototype = { + + constructor: ImageBitmapLoader, + + setOptions: function setOptions( options ) { + + this.options = options; + + return this; + + }, + + load: function load( 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; + + } + + fetch( url ).then( function ( res ) { + + return res.blob(); + + } ).then( function ( blob ) { + + return createImageBitmap( blob, scope.options ); + + } ).then( function ( imageBitmap ) { + + Cache.add( url, imageBitmap ); + + if ( onLoad ) onLoad( imageBitmap ); + + scope.manager.itemEnd( url ); + + } ).catch( function ( e ) { + + if ( onError ) onError( e ); + + scope.manager.itemEnd( url ); + scope.manager.itemError( url ); + + } ); + + }, + + setCrossOrigin: function ( /* value */ ) { + + return this; + + }, + + setPath: function ( value ) { + + this.path = value; + return this; + + } + + }; + + /** + * @author zz85 / http://www.lab4games.net/zz85/blog + * minimal class for proxing functions to Path. Replaces old "extractSubpaths()" + **/ + + function ShapePath() { + + this.type = '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.type = 'Font'; + + this.data = data; + + } + + Object.assign( Font.prototype, { + + isFont: true, + + generateShapes: function ( text, size, divisions ) { + + if ( size === undefined ) size = 100; + if ( divisions === undefined ) divisions = 4; + + var shapes = []; + var paths = createPaths( text, size, divisions, this.data ); + + for ( var p = 0, pl = paths.length; p < pl; p ++ ) { + + Array.prototype.push.apply( shapes, paths[ p ].toShapes() ); + + } + + return shapes; + + } + + } ); + + function createPaths( text, size, divisions, data ) { + + var chars = String( text ).split( '' ); + var scale = size / data.resolution; + var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale; + + var paths = []; + + var offsetX = 0, offsetY = 0; + + 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, divisions, scale, offsetX, offsetY, data ); + offsetX += ret.offsetX; + paths.push( ret.path ); + + } + + } + + return paths; + + } + + function createPath( char, divisions, scale, offsetX, offsetY, data ) { + + var glyph = data.glyphs[ char ] || data.glyphs[ '?' ]; + + if ( ! glyph ) return; + + var path = new ShapePath(); + + var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2; + + 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 ); + + 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 ); + + break; + + } + + } + + } + + return { offsetX: glyph.ha * scale, path: path }; + + } + + /** + * @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.setPath( this.path ); + 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 ); + + }, + + setPath: function ( value ) { + + this.path = value; + return this; + + } + + } ); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + 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 ); + + }; + + } )() + + } ); + + /** + * Camera for rendering cube maps + * - renders scene into axis-aligned cube + * + * @author alteredq / http://alteredqualia.com/ + */ + + function CubeCamera( near, far, cubeResolution ) { + + Object3D.call( this ); + + this.type = 'CubeCamera'; + + var fov = 90, aspect = 1; + + var cameraPX = new PerspectiveCamera( fov, aspect, near, far ); + cameraPX.up.set( 0, - 1, 0 ); + cameraPX.lookAt( new Vector3( 1, 0, 0 ) ); + this.add( cameraPX ); + + var cameraNX = new PerspectiveCamera( fov, aspect, near, far ); + cameraNX.up.set( 0, - 1, 0 ); + cameraNX.lookAt( new Vector3( - 1, 0, 0 ) ); + this.add( cameraNX ); + + var cameraPY = new PerspectiveCamera( fov, aspect, near, far ); + cameraPY.up.set( 0, 0, 1 ); + cameraPY.lookAt( new Vector3( 0, 1, 0 ) ); + this.add( cameraPY ); + + var cameraNY = new PerspectiveCamera( fov, aspect, near, far ); + cameraNY.up.set( 0, 0, - 1 ); + cameraNY.lookAt( new Vector3( 0, - 1, 0 ) ); + this.add( cameraNY ); + + var cameraPZ = new PerspectiveCamera( fov, aspect, near, far ); + cameraPZ.up.set( 0, - 1, 0 ); + cameraPZ.lookAt( new Vector3( 0, 0, 1 ) ); + this.add( cameraPZ ); + + var cameraNZ = new PerspectiveCamera( fov, aspect, near, far ); + cameraNZ.up.set( 0, - 1, 0 ); + cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) ); + this.add( cameraNZ ); + + var options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter }; + + this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options ); + this.renderTarget.texture.name = "CubeCamera"; + + this.update = function ( renderer, scene ) { + + if ( this.parent === null ) this.updateMatrixWorld(); + + var renderTarget = this.renderTarget; + var generateMipmaps = renderTarget.texture.generateMipmaps; + + renderTarget.texture.generateMipmaps = false; + + renderTarget.activeCubeFace = 0; + renderer.render( scene, cameraPX, renderTarget ); + + renderTarget.activeCubeFace = 1; + renderer.render( scene, cameraNX, renderTarget ); + + renderTarget.activeCubeFace = 2; + renderer.render( scene, cameraPY, renderTarget ); + + renderTarget.activeCubeFace = 3; + renderer.render( scene, cameraNY, renderTarget ); + + renderTarget.activeCubeFace = 4; + renderer.render( scene, cameraPZ, renderTarget ); + + renderTarget.texture.generateMipmaps = generateMipmaps; + + renderTarget.activeCubeFace = 5; + renderer.render( scene, cameraNZ, renderTarget ); + + renderer.setRenderTarget( null ); + + }; + + this.clear = function ( renderer, color, depth, stencil ) { + + var renderTarget = this.renderTarget; + + for ( var i = 0; i < 6; i ++ ) { + + renderTarget.activeCubeFace = i; + renderer.setRenderTarget( renderTarget ); + + renderer.clear( color, depth, stencil ); + + } + + renderer.setRenderTarget( null ); + + }; + + } + + CubeCamera.prototype = Object.create( Object3D.prototype ); + CubeCamera.prototype.constructor = CubeCamera; + + /** + * @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.offset = 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 ); + this.startTime = this.context.currentTime; + source.start( this.startTime, this.offset ); + + 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; + + } + + if ( this.isPlaying === true ) { + + this.source.stop(); + this.offset += ( this.context.currentTime - this.startTime ) * this.playbackRate; + 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.offset = 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' + accumulate: function ( accuIndex, weight ) { + + // note: happily accumulating nothing when weight = 0, the caller knows + // the weight and shouldn't have made the call in the first place + + var buffer = this.buffer, + stride = this.valueSize, + offset = accuIndex * stride + stride, + + currentWeight = this.cumulativeWeight; + + if ( currentWeight === 0 ) { + + // accuN := incoming * weight + + for ( var i = 0; i !== stride; ++ i ) { + + buffer[ offset + i ] = buffer[ i ]; + + } + + currentWeight = weight; + + } else { + + // accuN := accuN + incoming * weight + + currentWeight += weight; + var mix = weight / currentWeight; + this._mixBufferRegion( buffer, offset, 0, mix, stride ); + + } + + this.cumulativeWeight = currentWeight; + + }, + + // apply the state of 'accu' to the binding when accus differ + apply: function ( accuIndex ) { + + var stride = this.valueSize, + buffer = this.buffer, + offset = accuIndex * stride + stride, + + weight = this.cumulativeWeight, + + binding = this.binding; + + this.cumulativeWeight = 0; + + if ( weight < 1 ) { + + // accuN := accuN + original * ( 1 - cumulativeWeight ) + + var originalValueOffset = stride * 3; + + this._mixBufferRegion( + buffer, offset, originalValueOffset, 1 - weight, stride ); + + } + + for ( var i = stride, e = stride + stride; i !== e; ++ i ) { + + if ( buffer[ i ] !== buffer[ i + stride ] ) { + + // value has changed -> update scene graph + + binding.setValue( buffer, offset ); + break; + + } + + } + + }, + + // remember the state of the bound property and copy it to both accus + saveOriginalState: function () { + + var binding = this.binding; + + var buffer = this.buffer, + stride = this.valueSize, + + originalValueOffset = stride * 3; + + binding.getValue( buffer, originalValueOffset ); + + // accu[0..1] := orig -- initially detect changes against the original + for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) { + + buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ]; + + } + + this.cumulativeWeight = 0; + + }, + + // apply the state previously taken via 'saveOriginalState' to the binding + restoreOriginalState: function () { + + var originalValueOffset = this.valueSize * 3; + this.binding.setValue( this.buffer, originalValueOffset ); + + }, + + + // mix functions + + _select: function ( buffer, dstOffset, srcOffset, t, stride ) { + + if ( t >= 0.5 ) { + + for ( var i = 0; i !== stride; ++ i ) { + + buffer[ dstOffset + i ] = buffer[ srcOffset + i ]; + + } + + } + + }, + + _slerp: function ( buffer, dstOffset, srcOffset, t ) { + + 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 + */ + + // Characters [].:/ are reserved for track binding syntax. + var RESERVED_CHARS_RE = '\\[\\]\\.:\\/'; + + 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 () { + + var reservedRe = new RegExp( '[' + RESERVED_CHARS_RE + ']', 'g' ); + + return function sanitizeNodeName( name ) { + + return name.replace( /\s/g, '_' ).replace( reservedRe, '' ); + + }; + + }() ), + + parseTrackName: function () { + + // Attempts to allow node names from any language. ES5's `\w` regexp matches + // only latin characters, and the unicode \p{L} is not yet supported. So + // instead, we exclude reserved characters and match everything else. + var wordChar = '[^' + RESERVED_CHARS_RE + ']'; + var wordCharOrDot = '[^' + RESERVED_CHARS_RE.replace( '\\.', '' ) + ']'; + + // Parent directories, delimited by '/' or ':'. Currently unused, but must + // be matched to parse the rest of the track name. + var directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', wordChar ); + + // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'. + var nodeRe = /(WCOD+)?/.source.replace( 'WCOD', wordCharOrDot ); + + // Object on target node, and accessor. May not contain reserved + // characters. Accessor may contain any character except closing bracket. + var objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', wordChar ); + + // Property and accessor. May not contain reserved characters. Accessor may + // contain any non-bracket characters. + var propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', wordChar ); + + var trackRe = new RegExp( '' + + '^' + + directoryRe + + nodeRe + + objectRe + + propertyRe + + '$' + ); + + var supportedObjectNames = [ 'material', 'materials', 'bones' ]; + + return function parseTrackName( 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 bone = root.skeleton.getBoneByName( nodeName ); + + if ( bone !== undefined ) { + + 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.targetObject[ this.propertyName ] = buffer[ offset ]; + + }, + + function setValue_direct_setNeedsUpdate( buffer, offset ) { + + this.targetObject[ this.propertyName ] = buffer[ offset ]; + this.targetObject.needsUpdate = true; + + }, + + function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) { + + this.targetObject[ 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() { + + 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 objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + indicesByUUID = this._indicesByUUID, + paths = this._paths, + parsedPaths = this._parsedPaths, + bindings = this._bindings, + nBindings = bindings.length, + knownObject = undefined; + + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + + var object = arguments[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ]; + + if ( index === undefined ) { + + // unknown object -> add it to the ACTIVE region + + index = nObjects ++; + indicesByUUID[ uuid ] = index; + objects.push( object ); + + // accounting is done, now do the same for all bindings + + for ( var j = 0, m = nBindings; j !== m; ++ j ) { + + bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) ); + + } + + } else if ( index < nCachedObjects ) { + + 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 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 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 === 1 ) { + + // 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; + + } + + AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + + constructor: AnimationMixer, + + _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; // eslint-disable-line no-unused-vars + + 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, + + copy: function ( source ) { + + BufferGeometry.prototype.copy.call( this, source ); + + this.maxInstancedCount = source.maxInstancedCount; + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( 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 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 alteredq / http://alteredqualia.com/ + */ + + function ImmediateRenderObject( material ) { + + Object3D.call( this ); + + this.material = material; + this.render = function ( /* renderCallback */ ) {}; + + } + + ImmediateRenderObject.prototype = Object.create( Object3D.prototype ); + ImmediateRenderObject.prototype.constructor = ImmediateRenderObject; + + ImmediateRenderObject.prototype.isImmediateRenderObject = true; + + /** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + */ + + function VertexNormalsHelper( object, size, hex, linewidth ) { + + this.object = object; + + this.size = ( size !== undefined ) ? size : 1; + + var color = ( hex !== undefined ) ? hex : 0xff0000; + + var width = ( linewidth !== undefined ) ? linewidth : 1; + + // + + var nNormals = 0; + + var objGeometry = this.object.geometry; + + if ( objGeometry && objGeometry.isGeometry ) { + + nNormals = objGeometry.faces.length * 3; + + } else if ( objGeometry && objGeometry.isBufferGeometry ) { + + nNormals = objGeometry.attributes.normal.count; + + } + + // + + var geometry = new BufferGeometry(); + + var positions = new 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 alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + */ + + function SpotLightHelper( light, color ) { + + Object3D.call( this ); + + this.light = light; + this.light.updateMatrixWorld(); + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + this.color = color; + + var geometry = new BufferGeometry(); + + var positions = [ + 0, 0, 0, 0, 0, 1, + 0, 0, 0, 1, 0, 1, + 0, 0, 0, - 1, 0, 1, + 0, 0, 0, 0, 1, 1, + 0, 0, 0, 0, - 1, 1 + ]; + + for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) { + + var p1 = ( i / l ) * Math.PI * 2; + var p2 = ( j / l ) * Math.PI * 2; + + positions.push( + Math.cos( p1 ), Math.sin( p1 ), 1, + Math.cos( p2 ), Math.sin( p2 ), 1 + ); + + } + + geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); + + var material = new LineBasicMaterial( { fog: false } ); + + this.cone = new LineSegments( geometry, material ); + this.add( this.cone ); + + this.update(); + + } + + SpotLightHelper.prototype = Object.create( Object3D.prototype ); + SpotLightHelper.prototype.constructor = SpotLightHelper; + + SpotLightHelper.prototype.dispose = function () { + + this.cone.geometry.dispose(); + this.cone.material.dispose(); + + }; + + SpotLightHelper.prototype.update = function () { + + var vector = new Vector3(); + var vector2 = new Vector3(); + + return function update() { + + this.light.updateMatrixWorld(); + + var coneLength = this.light.distance ? this.light.distance : 1000; + var coneWidth = coneLength * Math.tan( this.light.angle ); + + this.cone.scale.set( coneWidth, coneWidth, coneLength ); + + vector.setFromMatrixPosition( this.light.matrixWorld ); + vector2.setFromMatrixPosition( this.light.target.matrixWorld ); + + this.cone.lookAt( vector2.sub( vector ) ); + + if ( this.color !== undefined ) { + + this.cone.material.color.set( this.color ); + + } else { + + this.cone.material.color.copy( this.light.color ); + + } + + }; + + }(); + + /** + * @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; + + } + + SkeletonHelper.prototype = Object.create( LineSegments.prototype ); + SkeletonHelper.prototype.constructor = SkeletonHelper; + + SkeletonHelper.prototype.updateMatrixWorld = function () { + + var vector = new Vector3(); + + var boneMatrix = new Matrix4(); + var matrixWorldInv = new Matrix4(); + + return function updateMatrixWorld( force ) { + + 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; + + Object3D.prototype.updateMatrixWorld.call( this, force ); + + }; + + }(); + + /** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + + function PointLightHelper( light, sphereSize, color ) { + + this.light = light; + this.light.updateMatrixWorld(); + + this.color = color; + + var geometry = new SphereBufferGeometry( sphereSize, 4, 2 ); + var material = new MeshBasicMaterial( { wireframe: true, fog: false } ); + + Mesh.call( this, geometry, material ); + + this.matrix = this.light.matrixWorld; + this.matrixAutoUpdate = false; + + this.update(); + + + /* + var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 ); + var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } ); + + this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial ); + this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial ); + + var d = light.distance; + + if ( d === 0.0 ) { + + this.lightDistance.visible = false; + + } else { + + this.lightDistance.scale.set( d, d, d ); + + } + + this.add( this.lightDistance ); + */ + + } + + PointLightHelper.prototype = Object.create( Mesh.prototype ); + PointLightHelper.prototype.constructor = PointLightHelper; + + PointLightHelper.prototype.dispose = function () { + + this.geometry.dispose(); + this.material.dispose(); + + }; + + PointLightHelper.prototype.update = function () { + + if ( this.color !== undefined ) { + + this.material.color.set( this.color ); + + } else { + + this.material.color.copy( this.light.color ); + + } + + /* + var d = this.light.distance; + + if ( d === 0.0 ) { + + this.lightDistance.visible = false; + + } else { + + this.lightDistance.visible = true; + this.lightDistance.scale.set( d, d, d ); + + } + */ + + }; + + /** + * @author abelnation / http://github.com/abelnation + * @author Mugen87 / http://github.com/Mugen87 + * @author WestLangley / http://github.com/WestLangley + */ + + function RectAreaLightHelper( light, color ) { + + Object3D.call( this ); + + this.light = light; + this.light.updateMatrixWorld(); + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + this.color = color; + + var material = new LineBasicMaterial( { fog: false } ); + + var geometry = new BufferGeometry(); + + geometry.addAttribute( 'position', new BufferAttribute( new Float32Array( 5 * 3 ), 3 ) ); + + this.line = new Line( geometry, material ); + this.add( this.line ); + + + this.update(); + + } + + RectAreaLightHelper.prototype = Object.create( Object3D.prototype ); + RectAreaLightHelper.prototype.constructor = RectAreaLightHelper; + + RectAreaLightHelper.prototype.dispose = function () { + + this.children[ 0 ].geometry.dispose(); + this.children[ 0 ].material.dispose(); + + }; + + RectAreaLightHelper.prototype.update = function () { + + // calculate new dimensions of the helper + + var hx = this.light.width * 0.5; + var hy = this.light.height * 0.5; + + var position = this.line.geometry.attributes.position; + var array = position.array; + + // update vertices + + array[ 0 ] = hx; array[ 1 ] = - hy; array[ 2 ] = 0; + array[ 3 ] = hx; array[ 4 ] = hy; array[ 5 ] = 0; + array[ 6 ] = - hx; array[ 7 ] = hy; array[ 8 ] = 0; + array[ 9 ] = - hx; array[ 10 ] = - hy; array[ 11 ] = 0; + array[ 12 ] = hx; array[ 13 ] = - hy; array[ 14 ] = 0; + + position.needsUpdate = true; + + if ( this.color !== undefined ) { + + this.line.material.color.set( this.color ); + + } else { + + this.line.material.color.copy( this.light.color ); + + } + + }; + + /** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */ + + function HemisphereLightHelper( light, size, color ) { + + Object3D.call( this ); + + this.light = light; + this.light.updateMatrixWorld(); + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + this.color = color; + + var geometry = new OctahedronBufferGeometry( size ); + geometry.rotateY( Math.PI * 0.5 ); + + this.material = new MeshBasicMaterial( { wireframe: true, fog: false } ); + if ( this.color === undefined ) this.material.vertexColors = VertexColors; + + var position = geometry.getAttribute( 'position' ); + var colors = new Float32Array( position.count * 3 ); + + geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) ); + + this.add( new Mesh( geometry, this.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 ]; + + if ( this.color !== undefined ) { + + this.material.color.set( this.color ); + + } else { + + 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 ); + + } + + colors.needsUpdate = true; + + } + + mesh.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() ); + + }; + + }(); + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function GridHelper( size, divisions, color1, color2 ) { + + size = size || 10; + divisions = divisions || 10; + color1 = new Color( color1 !== undefined ? color1 : 0x444444 ); + color2 = new Color( color2 !== undefined ? color2 : 0x888888 ); + + var center = divisions / 2; + var step = size / divisions; + var halfSize = size / 2; + + var vertices = [], colors = []; + + for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) { + + vertices.push( - halfSize, 0, k, halfSize, 0, k ); + vertices.push( k, 0, - halfSize, k, 0, halfSize ); + + var color = i === center ? color1 : color2; + + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + + } + + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + var material = new LineBasicMaterial( { vertexColors: VertexColors } ); + + LineSegments.call( this, geometry, material ); + + } + + GridHelper.prototype = Object.create( LineSegments.prototype ); + GridHelper.prototype.constructor = GridHelper; + + /** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / http://github.com/Mugen87 + * @author Hectate / http://www.github.com/Hectate + */ + + function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) { + + radius = radius || 10; + radials = radials || 16; + circles = circles || 8; + divisions = divisions || 64; + color1 = new Color( color1 !== undefined ? color1 : 0x444444 ); + color2 = new Color( color2 !== undefined ? color2 : 0x888888 ); + + var vertices = []; + var colors = []; + + var x, z; + var v, i, j, r, color; + + // create the radials + + for ( i = 0; i <= radials; i ++ ) { + + v = ( i / radials ) * ( Math.PI * 2 ); + + x = Math.sin( v ) * radius; + z = Math.cos( v ) * radius; + + vertices.push( 0, 0, 0 ); + vertices.push( x, 0, z ); + + color = ( i & 1 ) ? color1 : color2; + + colors.push( color.r, color.g, color.b ); + colors.push( color.r, color.g, color.b ); + + } + + // create the circles + + for ( i = 0; i <= circles; i ++ ) { + + color = ( i & 1 ) ? color1 : color2; + + r = radius - ( radius / circles * i ); + + for ( j = 0; j < divisions; j ++ ) { + + // first vertex + + v = ( j / divisions ) * ( Math.PI * 2 ); + + x = Math.sin( v ) * r; + z = Math.cos( v ) * r; + + vertices.push( x, 0, z ); + colors.push( color.r, color.g, color.b ); + + // second vertex + + v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 ); + + x = Math.sin( v ) * r; + z = Math.cos( v ) * r; + + vertices.push( x, 0, z ); + colors.push( color.r, color.g, color.b ); + + } + + } + + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + var material = new LineBasicMaterial( { vertexColors: VertexColors } ); + + LineSegments.call( this, geometry, material ); + + } + + PolarGridHelper.prototype = Object.create( LineSegments.prototype ); + PolarGridHelper.prototype.constructor = PolarGridHelper; + + /** + * @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 mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + */ + + function DirectionalLightHelper( light, size, color ) { + + Object3D.call( this ); + + this.light = light; + this.light.updateMatrixWorld(); + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + this.color = color; + + if ( size === undefined ) size = 1; + + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( [ + - size, size, 0, + size, size, 0, + size, - size, 0, + - size, - size, 0, + - size, size, 0 + ], 3 ) ); + + var material = new LineBasicMaterial( { fog: false } ); + + this.lightPlane = new Line( geometry, material ); + this.add( this.lightPlane ); + + geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) ); + + this.targetLine = new Line( geometry, material ); + this.add( this.targetLine ); + + this.update(); + + } + + DirectionalLightHelper.prototype = Object.create( Object3D.prototype ); + DirectionalLightHelper.prototype.constructor = DirectionalLightHelper; + + DirectionalLightHelper.prototype.dispose = function () { + + this.lightPlane.geometry.dispose(); + this.lightPlane.material.dispose(); + this.targetLine.geometry.dispose(); + this.targetLine.material.dispose(); + + }; + + DirectionalLightHelper.prototype.update = function () { + + var v1 = new Vector3(); + var v2 = new Vector3(); + var v3 = new Vector3(); + + return function update() { + + v1.setFromMatrixPosition( this.light.matrixWorld ); + v2.setFromMatrixPosition( this.light.target.matrixWorld ); + v3.subVectors( v2, v1 ); + + this.lightPlane.lookAt( v3 ); + + if ( this.color !== undefined ) { + + this.lightPlane.material.color.set( this.color ); + this.targetLine.material.color.set( this.color ); + + } else { + + this.lightPlane.material.color.copy( this.light.color ); + this.targetLine.material.color.copy( this.light.color ); + + } + + this.targetLine.lookAt( v3 ); + this.targetLine.scale.z = v3.length(); + + }; + + }(); + + /** + * @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 mrdoob / http://mrdoob.com/ + * @author Mugen87 / http://github.com/Mugen87 + */ + + function BoxHelper( object, color ) { + + this.object = object; + + 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(); + + } + + BoxHelper.prototype = Object.create( LineSegments.prototype ); + BoxHelper.prototype.constructor = BoxHelper; + + BoxHelper.prototype.update = ( function () { + + var box = new Box3(); + + return function update( object ) { + + if ( object !== undefined ) { + + console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' ); + + } + + if ( this.object !== undefined ) { + + box.setFromObject( this.object ); + + } + + if ( box.isEmpty() ) return; + + var min = box.min; + var max = box.max; + + /* + 5____4 + 1/___0/| + | 6__|_7 + 2/___3/ + + 0: max.x, max.y, max.z + 1: min.x, max.y, max.z + 2: min.x, min.y, max.z + 3: max.x, min.y, max.z + 4: max.x, max.y, min.z + 5: min.x, max.y, min.z + 6: min.x, min.y, min.z + 7: max.x, min.y, min.z + */ + + var position = this.geometry.attributes.position; + var array = position.array; + + array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z; + array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z; + array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z; + array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z; + array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z; + array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z; + array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z; + array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z; + + position.needsUpdate = true; + + this.geometry.computeBoundingSphere(); + + }; + + } )(); + + BoxHelper.prototype.setFromObject = function ( object ) { + + this.object = object; + this.update(); + + return this; + + }; + + /** + * @author WestLangley / http://github.com/WestLangley + */ + + function Box3Helper( box, hex ) { + + this.type = 'Box3Helper'; + + this.box = box; + + var color = ( hex !== undefined ) ? hex : 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 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ]; + + var geometry = new BufferGeometry(); + + geometry.setIndex( new BufferAttribute( indices, 1 ) ); + + geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); + + LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) ); + + this.geometry.computeBoundingSphere(); + + } + + Box3Helper.prototype = Object.create( LineSegments.prototype ); + Box3Helper.prototype.constructor = Box3Helper; + + Box3Helper.prototype.updateMatrixWorld = function ( force ) { + + var box = this.box; + + if ( box.isEmpty() ) return; + + box.getCenter( this.position ); + + box.getSize( this.scale ); + + this.scale.multiplyScalar( 0.5 ); + + Object3D.prototype.updateMatrixWorld.call( this, force ); + + }; + + /** + * @author WestLangley / http://github.com/WestLangley + */ + + function PlaneHelper( plane, size, hex ) { + + this.type = 'PlaneHelper'; + + this.plane = plane; + + this.size = ( size === undefined ) ? 1 : size; + + var color = ( hex !== undefined ) ? hex : 0xffff00; + + var positions = [ 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, 0, 1, 0, 0, 0 ]; + + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); + geometry.computeBoundingSphere(); + + Line.call( this, geometry, new LineBasicMaterial( { color: color } ) ); + + // + + var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ]; + + var geometry2 = new BufferGeometry(); + geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) ); + geometry2.computeBoundingSphere(); + + this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) ); + + } + + PlaneHelper.prototype = Object.create( Line.prototype ); + PlaneHelper.prototype.constructor = PlaneHelper; + + PlaneHelper.prototype.updateMatrixWorld = function ( force ) { + + var scale = - this.plane.constant; + + if ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter + + this.scale.set( 0.5 * this.size, 0.5 * this.size, scale ); + + this.lookAt( this.plane.normal ); + + Object3D.prototype.updateMatrixWorld.call( this, force ); + + }; + + /** + * @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 + */ + + var lineGeometry; + var coneGeometry; + + function ArrowHelper( dir, origin, length, color, headLength, headWidth ) { + + // dir is assumed to be normalized + + Object3D.call( this ); + + if ( color === undefined ) color = 0xffff00; + if ( length === undefined ) length = 1; + if ( headLength === undefined ) headLength = 0.2 * length; + if ( headWidth === undefined ) headWidth = 0.2 * headLength; + + if ( lineGeometry === undefined ) { + + lineGeometry = new BufferGeometry(); + lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) ); + + coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 ); + coneGeometry.translate( 0, - 0.5, 0 ); + + } + + this.position.copy( origin ); + + this.line = new Line( lineGeometry, new LineBasicMaterial( { color: color } ) ); + this.line.matrixAutoUpdate = false; + this.add( this.line ); + + this.cone = new Mesh( coneGeometry, new MeshBasicMaterial( { color: color } ) ); + this.cone.matrixAutoUpdate = false; + this.add( this.cone ); + + this.setDirection( dir ); + this.setLength( length, headLength, headWidth ); + + } + + ArrowHelper.prototype = Object.create( Object3D.prototype ); + ArrowHelper.prototype.constructor = ArrowHelper; + + ArrowHelper.prototype.setDirection = ( function () { + + var axis = new Vector3(); + var radians; + + return function setDirection( dir ) { + + // dir is assumed to be normalized + + if ( dir.y > 0.99999 ) { + + this.quaternion.set( 0, 0, 0, 1 ); + + } else if ( dir.y < - 0.99999 ) { + + this.quaternion.set( 1, 0, 0, 0 ); + + } else { + + axis.set( dir.z, 0, - dir.x ).normalize(); + + radians = Math.acos( dir.y ); + + this.quaternion.setFromAxisAngle( axis, radians ); + + } + + }; + + }() ); + + ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) { + + if ( headLength === undefined ) headLength = 0.2 * length; + if ( headWidth === undefined ) headWidth = 0.2 * headLength; + + this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 ); + this.line.updateMatrix(); + + this.cone.scale.set( headWidth, headLength, headWidth ); + this.cone.position.y = length; + this.cone.updateMatrix(); + + }; + + ArrowHelper.prototype.setColor = function ( color ) { + + this.line.material.color.copy( color ); + this.cone.material.color.copy( color ); + + }; + + /** + * @author sroucheray / http://sroucheray.org/ + * @author mrdoob / http://mrdoob.com/ + */ + + function AxesHelper( size ) { + + size = size || 1; + + var vertices = [ + 0, 0, 0, size, 0, 0, + 0, 0, 0, 0, size, 0, + 0, 0, 0, 0, 0, size + ]; + + var colors = [ + 1, 0, 0, 1, 0.6, 0, + 0, 1, 0, 0.6, 1, 0, + 0, 0, 1, 0, 0.6, 1 + ]; + + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + var material = new LineBasicMaterial( { vertexColors: VertexColors } ); + + LineSegments.call( this, geometry, material ); + + } + + AxesHelper.prototype = Object.create( LineSegments.prototype ); + AxesHelper.prototype.constructor = AxesHelper; + + /** + * @author mrdoob / http://mrdoob.com/ + */ + + function Face4( a, b, c, d, normal, color, materialIndex ) { + + console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' ); + return new Face3( a, b, c, normal, color, materialIndex ); + + } + + var LineStrip = 0; + + var LinePieces = 1; + + function MeshFaceMaterial( materials ) { + + console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' ); + return materials; + + } + + function MultiMaterial( materials ) { + + if ( materials === undefined ) materials = []; + + console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' ); + materials.isMultiMaterial = true; + materials.materials = materials; + materials.clone = function () { + + return materials.slice(); + + }; + return materials; + + } + + function PointCloud( geometry, material ) { + + console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' ); + return new Points( geometry, material ); + + } + + function Particle( material ) { + + console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' ); + return new Sprite( material ); + + } + + function ParticleSystem( geometry, material ) { + + console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' ); + return new Points( geometry, material ); + + } + + function PointCloudMaterial( parameters ) { + + console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' ); + return new PointsMaterial( parameters ); + + } + + function ParticleBasicMaterial( parameters ) { + + console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' ); + return new PointsMaterial( parameters ); + + } + + function ParticleSystemMaterial( parameters ) { + + console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' ); + return new PointsMaterial( parameters ); + + } + + function Vertex( x, y, z ) { + + console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' ); + return new Vector3( x, y, z ); + + } + + // + + function DynamicBufferAttribute( array, itemSize ) { + + console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' ); + return new BufferAttribute( array, itemSize ).setDynamic( true ); + + } + + function Int8Attribute( array, itemSize ) { + + console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' ); + return new Int8BufferAttribute( array, itemSize ); + + } + + function Uint8Attribute( array, itemSize ) { + + console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' ); + return new Uint8BufferAttribute( array, itemSize ); + + } + + function Uint8ClampedAttribute( array, itemSize ) { + + console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' ); + return new Uint8ClampedBufferAttribute( array, itemSize ); + + } + + function Int16Attribute( array, itemSize ) { + + console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' ); + return new Int16BufferAttribute( array, itemSize ); + + } + + function Uint16Attribute( array, itemSize ) { + + console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' ); + return new Uint16BufferAttribute( array, itemSize ); + + } + + function Int32Attribute( array, itemSize ) { + + console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' ); + return new Int32BufferAttribute( array, itemSize ); + + } + + function Uint32Attribute( array, itemSize ) { + + console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' ); + return new Uint32BufferAttribute( array, itemSize ); + + } + + function Float32Attribute( array, itemSize ) { + + console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' ); + return new Float32BufferAttribute( array, itemSize ); + + } + + function Float64Attribute( array, itemSize ) { + + console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' ); + return new Float64BufferAttribute( array, itemSize ); + + } + + // + + 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; + + }; + + // + + Object.assign( CurvePath.prototype, { + + createPointsGeometry: function ( divisions ) { + + console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' ); + + // generate geometry from path points (for Line or Points objects) + + var pts = this.getPoints( divisions ); + return this.createGeometry( pts ); + + }, + + createSpacedPointsGeometry: function ( divisions ) { + + console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' ); + + // generate geometry from equidistant sampling along the path + + var pts = this.getSpacedPoints( divisions ); + return this.createGeometry( pts ); + + }, + + createGeometry: function ( points ) { + + console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' ); + + 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; + + } + + } ); + + // + + Object.assign( Path.prototype, { + + fromPoints: function ( points ) { + + console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' ); + this.setFromPoints( points ); + + } + + } ); + + // + + function ClosedSplineCurve3( points ) { + + console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' ); + + CatmullRomCurve3.call( this, points ); + this.type = 'catmullrom'; + this.closed = true; + + } + + ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype ); + + // + + function SplineCurve3( points ) { + + console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' ); + + CatmullRomCurve3.call( this, points ); + this.type = 'catmullrom'; + + } + + SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype ); + + // + + 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.' ); + + } + + } ); + + // + + function AxisHelper( size ) { + + console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' ); + return new AxesHelper( size ); + + } + + function BoundingBoxHelper( object, color ) { + + console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' ); + return new BoxHelper( object, color ); + + } + + function EdgesHelper( object, hex ) { + + console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' ); + return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) ); + + } + + GridHelper.prototype.setColors = function () { + + console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' ); + + }; + + SkeletonHelper.prototype.update = function () { + + console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' ); + + }; + + function WireframeHelper( object, hex ) { + + console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' ); + return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) ); + + } + + // + + Object.assign( Loader.prototype, { + + extractUrlBase: function ( url ) { + + console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' ); + return LoaderUtils.extractUrlBase( url ); + + } + + } ); + + function XHRLoader( manager ) { + + console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' ); + return new FileLoader( manager ); + + } + + function BinaryTextureLoader( manager ) { + + console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' ); + return new DataTextureLoader( manager ); + + } + + // + + 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 ); + + }; + + Object.assign( _Math, { + + random16: function () { + + console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' ); + return Math.random(); + + }, + + nearestPowerOfTwo: function ( value ) { + + console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' ); + return _Math.floorPowerOfTwo( value ); + + }, + + nextPowerOfTwo: function ( value ) { + + console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' ); + return _Math.ceilPowerOfTwo( value ); + + } + + } ); + + 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, { + + extractAllPoints: function ( divisions ) { + + console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' ); + return this.extractPoints( divisions ); + + }, + 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.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' ); + return this.fromBufferAttribute( attribute, index, offset ); + + }, + distanceToManhattan: function ( v ) { + + console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' ); + return this.manhattanDistanceTo( v ); + + }, + lengthManhattan: function () { + + console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' ); + return this.manhattanLength(); + + } + + } ); + + 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.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' ); + return this.fromBufferAttribute( attribute, index, offset ); + + }, + distanceToManhattan: function ( v ) { + + console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' ); + return this.manhattanDistanceTo( v ); + + }, + lengthManhattan: function () { + + console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' ); + return this.manhattanLength(); + + } + + } ); + + Object.assign( Vector4.prototype, { + + fromAttribute: function ( attribute, index, offset ) { + + console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' ); + return this.fromBufferAttribute( attribute, index, offset ); + + }, + lengthManhattan: function () { + + console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' ); + return this.manhattanLength(); + + } + + } ); + + // + + Object.assign( Geometry.prototype, { + + computeTangents: function () { + + console.error( 'THREE.Geometry: .computeTangents() has been removed.' ); + + }, + computeLineDistances: function () { + + console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' ); + + } + + } ); + + 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; + + } + }, + copyIndicesArray: function ( /* indices */ ) { + + console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' ); + + } + + } ); + + 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(); + + } + }, + + shading: { + get: function () { + + console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' ); + + }, + set: function ( value ) { + + console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' ); + this.flatShading = ( value === FlatShading ); + + } + } + + } ); + + 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(); + + }, + + getMaxAnisotropy: function () { + + console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' ); + return this.capabilities.getMaxAnisotropy(); + + }, + + getPrecision: function () { + + console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' ); + return this.capabilities.precision; + + }, + + resetGLState: function () { + + console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' ); + return this.state.reset(); + + }, + + 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.' ); + + }, + setFaceCulling: function () { + + console.warn( 'THREE.WebGLRenderer: .setFaceCulling() 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 () { + + console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' ); + return undefined; + + }, + set: function ( /* value */ ) { + + console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' ); + + } + } + } ); + + Object.defineProperties( WebGLShadowMap.prototype, { + + cullFace: { + get: function () { + + console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' ); + return undefined; + + }, + set: function ( /* cullFace */ ) { + + console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' ); + + } + }, + renderReverseSided: { + get: function () { + + console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' ); + return undefined; + + }, + set: function () { + + console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' ); + + } + }, + renderSingleSided: { + get: function () { + + console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' ); + return undefined; + + }, + set: function () { + + console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' ); + + } + } + + } ); + + // + + Object.defineProperties( WebGLRenderTarget.prototype, { + + wrapS: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' ); + return this.texture.wrapS; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' ); + this.texture.wrapS = value; + + } + }, + wrapT: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' ); + return this.texture.wrapT; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' ); + this.texture.wrapT = value; + + } + }, + magFilter: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' ); + return this.texture.magFilter; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' ); + this.texture.magFilter = value; + + } + }, + minFilter: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' ); + return this.texture.minFilter; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' ); + this.texture.minFilter = value; + + } + }, + anisotropy: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' ); + return this.texture.anisotropy; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' ); + this.texture.anisotropy = value; + + } + }, + offset: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' ); + return this.texture.offset; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' ); + this.texture.offset = value; + + } + }, + repeat: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' ); + return this.texture.repeat; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' ); + this.texture.repeat = value; + + } + }, + format: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' ); + return this.texture.format; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' ); + this.texture.format = value; + + } + }, + type: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' ); + return this.texture.type; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' ); + this.texture.type = value; + + } + }, + generateMipmaps: { + get: function () { + + console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' ); + return this.texture.generateMipmaps; + + }, + set: function ( value ) { + + console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' ); + this.texture.generateMipmaps = value; + + } + } + + } ); + + // + + Object.defineProperties( WebVRManager.prototype, { + + standing: { + set: function ( /* value */ ) { + + console.warn( 'THREE.WebVRManager: .standing has been removed.' ); + + } + } + + } ); + + // + + 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(); + + }; + + // + + CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) { + + console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' ); + return this.update( renderer, scene ); + + }; + + // + + var GeometryUtils = { + + merge: function ( geometry1, geometry2, materialIndexOffset ) { + + console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' ); + var matrix; + + if ( geometry2.isMesh ) { + + geometry2.matrixAutoUpdate && geometry2.updateMatrix(); + + matrix = geometry2.matrix; + geometry2 = geometry2.geometry; + + } + + geometry1.merge( geometry2, matrix, materialIndexOffset ); + + }, + + center: function ( geometry ) { + + console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' ); + return geometry.center(); + + } + + }; + + var ImageUtils = { + + crossOrigin: undefined, + + loadTexture: function ( url, mapping, onLoad, onError ) { + + console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' ); + + var loader = new TextureLoader(); + loader.setCrossOrigin( this.crossOrigin ); + + var texture = loader.load( url, onLoad, undefined, onError ); + + if ( mapping ) texture.mapping = mapping; + + return texture; + + }, + + loadTextureCube: function ( urls, mapping, onLoad, onError ) { + + console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' ); + + var loader = new CubeTextureLoader(); + loader.setCrossOrigin( this.crossOrigin ); + + var texture = loader.load( urls, onLoad, undefined, onError ); + + if ( mapping ) texture.mapping = mapping; + + return texture; + + }, + + loadCompressedTexture: function () { + + console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' ); + + }, + + loadCompressedTextureCube: function () { + + console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' ); + + } + + }; + + // + + function Projector() { + + console.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' ); + + this.projectVector = function ( vector, camera ) { + + console.warn( 'THREE.Projector: .projectVector() is now vector.project().' ); + vector.project( camera ); + + }; + + this.unprojectVector = function ( vector, camera ) { + + console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' ); + vector.unproject( camera ); + + }; + + this.pickingRay = function () { + + console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' ); + + }; + + } + + // + + function CanvasRenderer() { + + console.error( 'THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js' ); + + this.domElement = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + this.clear = function () {}; + this.render = function () {}; + this.setClearColor = function () {}; + this.setSize = function () {}; + + } + + // + + var SceneUtils = { + + createMultiMaterialObject: function ( /* geometry, materials */ ) { + + console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' ); + + }, + + detach: function ( /* child, parent, scene */ ) { + + console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' ); + + }, + + attach: function ( /* child, scene, parent */ ) { + + console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' ); + + } + + }; + + // + + function LensFlare() { + + console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' ); + + } + + exports.WebGLRenderTargetCube = WebGLRenderTargetCube; + exports.WebGLRenderTarget = WebGLRenderTarget; + exports.WebGLRenderer = WebGLRenderer; + exports.ShaderLib = ShaderLib; + exports.UniformsLib = UniformsLib; + exports.UniformsUtils = UniformsUtils; + exports.ShaderChunk = ShaderChunk; + exports.FogExp2 = FogExp2; + exports.Fog = Fog; + exports.Scene = Scene; + exports.Sprite = Sprite; + exports.LOD = LOD; + exports.SkinnedMesh = SkinnedMesh; + exports.Skeleton = Skeleton; + exports.Bone = Bone; + exports.Mesh = Mesh; + exports.LineSegments = LineSegments; + exports.LineLoop = LineLoop; + exports.Line = Line; + exports.Points = Points; + exports.Group = Group; + exports.VideoTexture = VideoTexture; + exports.DataTexture = DataTexture; + exports.CompressedTexture = CompressedTexture; + exports.CubeTexture = CubeTexture; + exports.CanvasTexture = CanvasTexture; + exports.DepthTexture = DepthTexture; + exports.Texture = Texture; + exports.CompressedTextureLoader = CompressedTextureLoader; + exports.DataTextureLoader = DataTextureLoader; + exports.CubeTextureLoader = CubeTextureLoader; + exports.TextureLoader = TextureLoader; + exports.ObjectLoader = ObjectLoader; + exports.MaterialLoader = MaterialLoader; + exports.BufferGeometryLoader = BufferGeometryLoader; + exports.DefaultLoadingManager = DefaultLoadingManager; + exports.LoadingManager = LoadingManager; + exports.JSONLoader = JSONLoader; + exports.ImageLoader = ImageLoader; + exports.ImageBitmapLoader = ImageBitmapLoader; + exports.FontLoader = FontLoader; + exports.FileLoader = FileLoader; + exports.Loader = Loader; + exports.LoaderUtils = LoaderUtils; + exports.Cache = Cache; + exports.AudioLoader = AudioLoader; + exports.SpotLightShadow = SpotLightShadow; + exports.SpotLight = SpotLight; + exports.PointLight = PointLight; + exports.RectAreaLight = RectAreaLight; + exports.HemisphereLight = HemisphereLight; + exports.DirectionalLightShadow = DirectionalLightShadow; + exports.DirectionalLight = DirectionalLight; + exports.AmbientLight = AmbientLight; + exports.LightShadow = LightShadow; + exports.Light = Light; + exports.StereoCamera = StereoCamera; + exports.PerspectiveCamera = PerspectiveCamera; + exports.OrthographicCamera = OrthographicCamera; + exports.CubeCamera = CubeCamera; + exports.ArrayCamera = ArrayCamera; + exports.Camera = Camera; + exports.AudioListener = AudioListener; + exports.PositionalAudio = PositionalAudio; + exports.AudioContext = AudioContext; + exports.AudioAnalyser = AudioAnalyser; + exports.Audio = Audio; + exports.VectorKeyframeTrack = VectorKeyframeTrack; + exports.StringKeyframeTrack = StringKeyframeTrack; + exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack; + exports.NumberKeyframeTrack = NumberKeyframeTrack; + exports.ColorKeyframeTrack = ColorKeyframeTrack; + exports.BooleanKeyframeTrack = BooleanKeyframeTrack; + exports.PropertyMixer = PropertyMixer; + exports.PropertyBinding = PropertyBinding; + exports.KeyframeTrack = KeyframeTrack; + exports.AnimationUtils = AnimationUtils; + exports.AnimationObjectGroup = AnimationObjectGroup; + exports.AnimationMixer = AnimationMixer; + exports.AnimationClip = AnimationClip; + exports.Uniform = Uniform; + exports.InstancedBufferGeometry = InstancedBufferGeometry; + exports.BufferGeometry = BufferGeometry; + exports.Geometry = Geometry; + exports.InterleavedBufferAttribute = InterleavedBufferAttribute; + exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer; + exports.InterleavedBuffer = InterleavedBuffer; + exports.InstancedBufferAttribute = InstancedBufferAttribute; + exports.Face3 = Face3; + exports.Object3D = Object3D; + exports.Raycaster = Raycaster; + exports.Layers = Layers; + exports.EventDispatcher = EventDispatcher; + exports.Clock = Clock; + exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant; + exports.LinearInterpolant = LinearInterpolant; + exports.DiscreteInterpolant = DiscreteInterpolant; + exports.CubicInterpolant = CubicInterpolant; + exports.Interpolant = Interpolant; + exports.Triangle = Triangle; + exports.Math = _Math; + exports.Spherical = Spherical; + exports.Cylindrical = Cylindrical; + exports.Plane = Plane; + exports.Frustum = Frustum; + exports.Sphere = Sphere; + exports.Ray = Ray; + exports.Matrix4 = Matrix4; + exports.Matrix3 = Matrix3; + exports.Box3 = Box3; + exports.Box2 = Box2; + exports.Line3 = Line3; + exports.Euler = Euler; + exports.Vector4 = Vector4; + exports.Vector3 = Vector3; + exports.Vector2 = Vector2; + exports.Quaternion = Quaternion; + exports.Color = Color; + exports.ImmediateRenderObject = ImmediateRenderObject; + exports.VertexNormalsHelper = VertexNormalsHelper; + exports.SpotLightHelper = SpotLightHelper; + exports.SkeletonHelper = SkeletonHelper; + exports.PointLightHelper = PointLightHelper; + exports.RectAreaLightHelper = RectAreaLightHelper; + exports.HemisphereLightHelper = HemisphereLightHelper; + exports.GridHelper = GridHelper; + exports.PolarGridHelper = PolarGridHelper; + exports.FaceNormalsHelper = FaceNormalsHelper; + exports.DirectionalLightHelper = DirectionalLightHelper; + exports.CameraHelper = CameraHelper; + exports.BoxHelper = BoxHelper; + exports.Box3Helper = Box3Helper; + exports.PlaneHelper = PlaneHelper; + exports.ArrowHelper = ArrowHelper; + exports.AxesHelper = AxesHelper; + exports.Shape = Shape; + exports.Path = Path; + exports.ShapePath = ShapePath; + exports.Font = Font; + exports.CurvePath = CurvePath; + exports.Curve = Curve; + exports.ShapeUtils = ShapeUtils; + exports.WebGLUtils = WebGLUtils; + exports.WireframeGeometry = WireframeGeometry; + exports.ParametricGeometry = ParametricGeometry; + exports.ParametricBufferGeometry = ParametricBufferGeometry; + exports.TetrahedronGeometry = TetrahedronGeometry; + exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry; + exports.OctahedronGeometry = OctahedronGeometry; + exports.OctahedronBufferGeometry = OctahedronBufferGeometry; + exports.IcosahedronGeometry = IcosahedronGeometry; + exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry; + exports.DodecahedronGeometry = DodecahedronGeometry; + exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry; + exports.PolyhedronGeometry = PolyhedronGeometry; + exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry; + exports.TubeGeometry = TubeGeometry; + exports.TubeBufferGeometry = TubeBufferGeometry; + exports.TorusKnotGeometry = TorusKnotGeometry; + exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry; + exports.TorusGeometry = TorusGeometry; + exports.TorusBufferGeometry = TorusBufferGeometry; + exports.TextGeometry = TextGeometry; + exports.TextBufferGeometry = TextBufferGeometry; + exports.SphereGeometry = SphereGeometry; + exports.SphereBufferGeometry = SphereBufferGeometry; + exports.RingGeometry = RingGeometry; + exports.RingBufferGeometry = RingBufferGeometry; + exports.PlaneGeometry = PlaneGeometry; + exports.PlaneBufferGeometry = PlaneBufferGeometry; + exports.LatheGeometry = LatheGeometry; + exports.LatheBufferGeometry = LatheBufferGeometry; + exports.ShapeGeometry = ShapeGeometry; + exports.ShapeBufferGeometry = ShapeBufferGeometry; + exports.ExtrudeGeometry = ExtrudeGeometry; + exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry; + exports.EdgesGeometry = EdgesGeometry; + exports.ConeGeometry = ConeGeometry; + exports.ConeBufferGeometry = ConeBufferGeometry; + exports.CylinderGeometry = CylinderGeometry; + exports.CylinderBufferGeometry = CylinderBufferGeometry; + exports.CircleGeometry = CircleGeometry; + exports.CircleBufferGeometry = CircleBufferGeometry; + exports.BoxGeometry = BoxGeometry; + exports.BoxBufferGeometry = BoxBufferGeometry; + exports.ShadowMaterial = ShadowMaterial; + exports.SpriteMaterial = SpriteMaterial; + exports.RawShaderMaterial = RawShaderMaterial; + exports.ShaderMaterial = ShaderMaterial; + exports.PointsMaterial = PointsMaterial; + exports.MeshPhysicalMaterial = MeshPhysicalMaterial; + exports.MeshStandardMaterial = MeshStandardMaterial; + exports.MeshPhongMaterial = MeshPhongMaterial; + exports.MeshToonMaterial = MeshToonMaterial; + exports.MeshNormalMaterial = MeshNormalMaterial; + exports.MeshLambertMaterial = MeshLambertMaterial; + exports.MeshDepthMaterial = MeshDepthMaterial; + exports.MeshDistanceMaterial = MeshDistanceMaterial; + exports.MeshBasicMaterial = MeshBasicMaterial; + exports.LineDashedMaterial = LineDashedMaterial; + exports.LineBasicMaterial = LineBasicMaterial; + exports.Material = Material; + exports.Float64BufferAttribute = Float64BufferAttribute; + exports.Float32BufferAttribute = Float32BufferAttribute; + exports.Uint32BufferAttribute = Uint32BufferAttribute; + exports.Int32BufferAttribute = Int32BufferAttribute; + exports.Uint16BufferAttribute = Uint16BufferAttribute; + exports.Int16BufferAttribute = Int16BufferAttribute; + exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute; + exports.Uint8BufferAttribute = Uint8BufferAttribute; + exports.Int8BufferAttribute = Int8BufferAttribute; + exports.BufferAttribute = BufferAttribute; + exports.ArcCurve = ArcCurve; + exports.CatmullRomCurve3 = CatmullRomCurve3; + exports.CubicBezierCurve = CubicBezierCurve; + exports.CubicBezierCurve3 = CubicBezierCurve3; + exports.EllipseCurve = EllipseCurve; + exports.LineCurve = LineCurve; + exports.LineCurve3 = LineCurve3; + exports.QuadraticBezierCurve = QuadraticBezierCurve; + exports.QuadraticBezierCurve3 = QuadraticBezierCurve3; + exports.SplineCurve = SplineCurve; + exports.REVISION = REVISION; + exports.MOUSE = MOUSE; + exports.CullFaceNone = CullFaceNone; + exports.CullFaceBack = CullFaceBack; + exports.CullFaceFront = CullFaceFront; + exports.CullFaceFrontBack = CullFaceFrontBack; + exports.FrontFaceDirectionCW = FrontFaceDirectionCW; + exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW; + exports.BasicShadowMap = BasicShadowMap; + exports.PCFShadowMap = PCFShadowMap; + exports.PCFSoftShadowMap = PCFSoftShadowMap; + exports.FrontSide = FrontSide; + exports.BackSide = BackSide; + exports.DoubleSide = DoubleSide; + exports.FlatShading = FlatShading; + exports.SmoothShading = SmoothShading; + exports.NoColors = NoColors; + exports.FaceColors = FaceColors; + exports.VertexColors = VertexColors; + exports.NoBlending = NoBlending; + exports.NormalBlending = NormalBlending; + exports.AdditiveBlending = AdditiveBlending; + exports.SubtractiveBlending = SubtractiveBlending; + exports.MultiplyBlending = MultiplyBlending; + exports.CustomBlending = CustomBlending; + exports.AddEquation = AddEquation; + exports.SubtractEquation = SubtractEquation; + exports.ReverseSubtractEquation = ReverseSubtractEquation; + exports.MinEquation = MinEquation; + exports.MaxEquation = MaxEquation; + exports.ZeroFactor = ZeroFactor; + exports.OneFactor = OneFactor; + exports.SrcColorFactor = SrcColorFactor; + exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor; + exports.SrcAlphaFactor = SrcAlphaFactor; + exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor; + exports.DstAlphaFactor = DstAlphaFactor; + exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor; + exports.DstColorFactor = DstColorFactor; + exports.OneMinusDstColorFactor = OneMinusDstColorFactor; + exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor; + exports.NeverDepth = NeverDepth; + exports.AlwaysDepth = AlwaysDepth; + exports.LessDepth = LessDepth; + exports.LessEqualDepth = LessEqualDepth; + exports.EqualDepth = EqualDepth; + exports.GreaterEqualDepth = GreaterEqualDepth; + exports.GreaterDepth = GreaterDepth; + exports.NotEqualDepth = NotEqualDepth; + exports.MultiplyOperation = MultiplyOperation; + exports.MixOperation = MixOperation; + exports.AddOperation = AddOperation; + exports.NoToneMapping = NoToneMapping; + exports.LinearToneMapping = LinearToneMapping; + exports.ReinhardToneMapping = ReinhardToneMapping; + exports.Uncharted2ToneMapping = Uncharted2ToneMapping; + exports.CineonToneMapping = CineonToneMapping; + exports.UVMapping = UVMapping; + exports.CubeReflectionMapping = CubeReflectionMapping; + exports.CubeRefractionMapping = CubeRefractionMapping; + exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping; + exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping; + exports.SphericalReflectionMapping = SphericalReflectionMapping; + exports.CubeUVReflectionMapping = CubeUVReflectionMapping; + exports.CubeUVRefractionMapping = CubeUVRefractionMapping; + exports.RepeatWrapping = RepeatWrapping; + exports.ClampToEdgeWrapping = ClampToEdgeWrapping; + exports.MirroredRepeatWrapping = MirroredRepeatWrapping; + exports.NearestFilter = NearestFilter; + exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter; + exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter; + exports.LinearFilter = LinearFilter; + exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter; + exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter; + exports.UnsignedByteType = UnsignedByteType; + exports.ByteType = ByteType; + exports.ShortType = ShortType; + exports.UnsignedShortType = UnsignedShortType; + exports.IntType = IntType; + exports.UnsignedIntType = UnsignedIntType; + exports.FloatType = FloatType; + exports.HalfFloatType = HalfFloatType; + exports.UnsignedShort4444Type = UnsignedShort4444Type; + exports.UnsignedShort5551Type = UnsignedShort5551Type; + exports.UnsignedShort565Type = UnsignedShort565Type; + exports.UnsignedInt248Type = UnsignedInt248Type; + exports.AlphaFormat = AlphaFormat; + exports.RGBFormat = RGBFormat; + exports.RGBAFormat = RGBAFormat; + exports.LuminanceFormat = LuminanceFormat; + exports.LuminanceAlphaFormat = LuminanceAlphaFormat; + exports.RGBEFormat = RGBEFormat; + exports.DepthFormat = DepthFormat; + exports.DepthStencilFormat = DepthStencilFormat; + exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format; + exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format; + exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format; + exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format; + exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format; + exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format; + exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format; + exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format; + exports.RGB_ETC1_Format = RGB_ETC1_Format; + exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format; + exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format; + exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format; + exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format; + exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format; + exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format; + exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format; + exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format; + exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format; + exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format; + exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format; + exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format; + exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format; + exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format; + exports.LoopOnce = LoopOnce; + exports.LoopRepeat = LoopRepeat; + exports.LoopPingPong = LoopPingPong; + exports.InterpolateDiscrete = InterpolateDiscrete; + exports.InterpolateLinear = InterpolateLinear; + exports.InterpolateSmooth = InterpolateSmooth; + exports.ZeroCurvatureEnding = ZeroCurvatureEnding; + exports.ZeroSlopeEnding = ZeroSlopeEnding; + exports.WrapAroundEnding = WrapAroundEnding; + exports.TrianglesDrawMode = TrianglesDrawMode; + exports.TriangleStripDrawMode = TriangleStripDrawMode; + exports.TriangleFanDrawMode = TriangleFanDrawMode; + exports.LinearEncoding = LinearEncoding; + exports.sRGBEncoding = sRGBEncoding; + exports.GammaEncoding = GammaEncoding; + exports.RGBEEncoding = RGBEEncoding; + exports.LogLuvEncoding = LogLuvEncoding; + exports.RGBM7Encoding = RGBM7Encoding; + exports.RGBM16Encoding = RGBM16Encoding; + exports.RGBDEncoding = RGBDEncoding; + exports.BasicDepthPacking = BasicDepthPacking; + exports.RGBADepthPacking = RGBADepthPacking; + exports.CubeGeometry = BoxGeometry; + exports.Face4 = Face4; + exports.LineStrip = LineStrip; + exports.LinePieces = LinePieces; + exports.MeshFaceMaterial = MeshFaceMaterial; + exports.MultiMaterial = MultiMaterial; + exports.PointCloud = PointCloud; + exports.Particle = Particle; + exports.ParticleSystem = ParticleSystem; + exports.PointCloudMaterial = PointCloudMaterial; + exports.ParticleBasicMaterial = ParticleBasicMaterial; + exports.ParticleSystemMaterial = ParticleSystemMaterial; + exports.Vertex = Vertex; + exports.DynamicBufferAttribute = DynamicBufferAttribute; + exports.Int8Attribute = Int8Attribute; + exports.Uint8Attribute = Uint8Attribute; + exports.Uint8ClampedAttribute = Uint8ClampedAttribute; + exports.Int16Attribute = Int16Attribute; + exports.Uint16Attribute = Uint16Attribute; + exports.Int32Attribute = Int32Attribute; + exports.Uint32Attribute = Uint32Attribute; + exports.Float32Attribute = Float32Attribute; + exports.Float64Attribute = Float64Attribute; + exports.ClosedSplineCurve3 = ClosedSplineCurve3; + exports.SplineCurve3 = SplineCurve3; + exports.Spline = Spline; + exports.AxisHelper = AxisHelper; + exports.BoundingBoxHelper = BoundingBoxHelper; + exports.EdgesHelper = EdgesHelper; + exports.WireframeHelper = WireframeHelper; + exports.XHRLoader = XHRLoader; + exports.BinaryTextureLoader = BinaryTextureLoader; + exports.GeometryUtils = GeometryUtils; + exports.ImageUtils = ImageUtils; + exports.Projector = Projector; + exports.CanvasRenderer = CanvasRenderer; + exports.SceneUtils = SceneUtils; + exports.LensFlare = LensFlare; + + Object.defineProperty(exports, '__esModule', { value: true }); + +}))); diff --git a/static/exercises/visual_odometry_3D/js/autocorrector.js b/static/exercises/visual_odometry_3D/js/autocorrector.js new file mode 100644 index 000000000..9fbc233a8 --- /dev/null +++ b/static/exercises/visual_odometry_3D/js/autocorrector.js @@ -0,0 +1,20 @@ +var scoreElement = document.getElementById("score-number"); + +function updateScore(number) { + var actualScore = parseInt(scoreElement.innerText.split(":")[1]); + var newScore = actualScore + number; + scoreElement.innerText = "Score: " + newScore; +} + +function autocorrector(truePosition, estimatedPosition) { + // Euclide distance + var x = truePosition.x - estimatedPosition.x + var y = truePosition.y - estimatedPosition.y + var z = truePosition.z - estimatedPosition.z + + var d = Math.sqrt(x * x + y * y + z * z); + + var increment = Math.round(5 / (1 + Math.exp(-(Math.abs(d) - 30)))); + + updateScore(increment); + } diff --git a/static/exercises/visual_odometry_3D/js/controller.js b/static/exercises/visual_odometry_3D/js/controller.js new file mode 100644 index 000000000..7fa4a8786 --- /dev/null +++ b/static/exercises/visual_odometry_3D/js/controller.js @@ -0,0 +1,40 @@ +// Main message controller for websockets +var running = true; +// Var to indicate whether a reset was requested +var resetRequested = false; +var firstCodeSent = false; + +// Function to resume the simulation +function start(){ + // Manager Websocket + editorChanged(false); + checkCode(); + togglePlayPause(true); +} + +// Function to request to load the student code into the robot +function check() { + editorChanged(false); + toggleSubmitButton(false); + checkCode(); + +} + +// Function to stop the student solution +function stop(){ + //stopCode(); // should be replaced by pauseBrain() when available + stopCode(); + + togglePlayPause(false); +} + +// Function to reset the simulation +function resetSim(){ + resetRequested = true; + + // Manager Websocket + resetBrain(); + resetSimulation(); + + running = false; +} \ No newline at end of file diff --git a/static/exercises/visual_odometry_3D/js/ws_code.js b/static/exercises/visual_odometry_3D/js/ws_code.js new file mode 100644 index 000000000..3d274b6c6 --- /dev/null +++ b/static/exercises/visual_odometry_3D/js/ws_code.js @@ -0,0 +1,110 @@ +//Editor Part +var editor = ace.edit("editor"); +editor.setTheme("ace/theme/monokai"); +editor.session.setMode("ace/mode/python"); + +/*var stop_button = document.getElementById("stop"); +stop_button.disabled = true; +stop_button.style.opacity = "0.4"; +stop_button.style.cursor = "not-allowed"; +*/ + +// running variable for psuedo decoupling +// Play/Pause from Reset +var frequency = "0", + running = false; + +var firstCodeSent = false; + +//Code for Websocket +var websocket_code; +function declare_code(websocket_address){ + websocket_code = new WebSocket(websocket_address); + + websocket_code.onopen = function(event){ + connectionUpdate({connection: 'exercise', command: 'launch_level', level: '5'}, '*'); + if (websocket_gui.readyState == 1) { + alert("[open] Connection established!"); + connectionUpdate({connection: 'exercise', command: 'up'}, '*'); + } + websocket_code.send("#ping"); + } + websocket_code.onclose = function(event){ + if(event.wasClean){ + alert(`[close] Connection closed cleanly, code=${event.code} reason=${event.reason}`); + } + else{ + alert("[close] Connection closed!"); + } + } + + websocket_code.onmessage = function(event){ + var source_code = event.data; + operation = source_code.substring(0, 5); + + if(operation == "#load"){ + editor.setValue(source_code.substring(5,)); + } + else if(operation == "#freq"){ + var frequency_message = JSON.parse(source_code.substring(5,)); + // Parse GUI and Brain frequencies + document.querySelector("#ideal_gui_frequency").value = frequency_message.gui; + document.querySelector('#ideal_code_frequency').value = frequency_message.brain; + // Send the acknowledgment message along with frequency + code_frequency = document.querySelector('#code_freq').value; + gui_frequency = document.querySelector('#gui_freq').value; + frequency_message = {"brain": code_frequency, "gui": gui_frequency}; + websocket_code.send("#freq" + JSON.stringify(frequency_message)); + } + else if (operation == "#ping"){ + websocket_code.send("#ping"); + } + else if (operation == "#exec") { + toggleSubmitButton(true); + } + }; +} + +// Function that sends/submits the code! +function submitCode(){ + // Get the code from editor and add headers + var python_code = editor.getValue(); + python_code = "#code\n" + python_code + + websocket_code.send(python_code); + console.log("Code Sent! Check terminal for more information!"); + + running = true; + firstCodeSent = true; + //alert("Connection must be established before sending the code.") +} + +// Function that send/submits an empty string +function stopCode(){ + var stop_code = "#code\n"; + console.log("Message sent!"); + websocket_code.send(stop_code); + + running = false; +} + +function resetSim(){ + // Send message to initiate reset + var message = "#rest" + websocket_code.send(message) + + if(running == true){ + stopCode(); + submitCode(); + } +} + +// Function for range slider +function codefrequencyUpdate(vol) { + document.querySelector('#code_freq').value = vol; +} + +// Function for range slider +function guifrequencyUpdate(vol) { + document.querySelector('#gui_freq').value = vol; +} \ No newline at end of file diff --git a/static/exercises/visual_odometry_3D/js/ws_gui.js b/static/exercises/visual_odometry_3D/js/ws_gui.js new file mode 100644 index 000000000..4102e7b6e --- /dev/null +++ b/static/exercises/visual_odometry_3D/js/ws_gui.js @@ -0,0 +1,125 @@ +// To decode the image string we will receive from server +function decode_utf8(s) { + return decodeURIComponent(escape(s)) +} + +// Websocket and other variables for image display +var websocket_gui, animation_id; +var canvas = document.getElementById("gui_canvas"), + context = canvas.getContext('2d'); +var image = new Image(); +image.src = "/static/exercises/assets/kitti/dataset/sequences/01/image_0/000000.png"; + +function declare_gui(websocket_address) { + websocket_gui = new WebSocket(websocket_address); + + websocket_gui.onopen = function (event) { + //alert("[open] Connection established!"); + set_launch_level(get_launch_level() + 1); + if (websocket_code.readyState == 1) { + alert("[open] Connection established!"); + connectionUpdate({ connection: 'exercise', command: 'up' }, '*'); + } + } + + + websocket_gui.onclose = function (event) { + connectionUpdate({ connection: 'exercise', command: 'down' }, '*'); + if (event.wasClean) { + //alert(`[close] Connection closed cleanly, code=${event.code} reason=${event.reason}`); + } else { + //alert("[close] Connection closed!"); + } + } + + // What to do when a message from server is received + websocket_gui.onmessage = function (event) { + operation = event.data.substring(0, 4); + + if (operation == "#gui") { + // Parse the entire Object + var data = JSON.parse(event.data.substring(4)); + + // Parse the Image Data + var image_data = JSON.parse(data.image), + source = decode_utf8(image_data.image), + shape = image_data.shape, + counter = image_data.counter, + true_euler_angles = image_data.true_euler_angles, + true_position = image_data.true_position, + estimated_euler_angles = image_data.estimated_euler_angles, + estimated_position = image_data.estimated_position; + + if (true_euler_angles) + { + true_euler_angles = JSON.parse(image_data.true_euler_angles), + trueFrame.rotation.x = true_euler_angles.yaw + trueFrame.rotation.y = true_euler_angles.pitch + trueFrame.rotation.z = true_euler_angles.roll + } + if (true_position) + { + true_position = JSON.parse(image_data.true_position), + trueFrame.position.x = true_position.x * 1.0 + trueFrame.position.y = true_position.y * 1.0 + trueFrame.position.z = true_position.z * 1.0 + true_tracker.push(trueFrame.position.clone()) + } + if (estimated_euler_angles) + { + estimated_euler_angles = JSON.parse(image_data.estimated_euler_angles), + userFrame.rotation.x = estimated_euler_angles.yaw + userFrame.rotation.y = estimated_euler_angles.pitch + userFrame.rotation.z = estimated_euler_angles.roll + } + if (estimated_position) + { + estimated_position = JSON.parse(image_data.estimated_position), + userFrame.position.x = estimated_position.x * 1.0 + userFrame.position.y = estimated_position.y * 1.0 + userFrame.position.z = estimated_position.z * 1.0 + user_tracker.push(userFrame.position.clone()) + } + + if (estimated_position && true_position && (counter % 24) === 0) + { + autocorrector(true_position, estimated_position); + } + + if (!(track === [])) { + scene.remove(track) + track = createTrack(user_tracker, USER_COLOR) + trackGT = createTrack(true_tracker, TRUE_COLOR) + scene.add(track) + scene.add(trackGT) + } + + // Update Orbital Controls + controls.update() + + // Render + renderer.render(scene, camera) + + if (source != "") { + image.src = "data:image/jpeg;base64," + source; + canvas.width = shape[1]; + canvas.height = shape[0]; + } + + // Send the Acknowledgment Message + websocket_gui.send("#ack"); + } + } + } + +// For image object +image.onload = function () { + update_image(); +} + +// Request Animation Frame to remove the flickers +function update_image() { + animation_id = window.requestAnimationFrame(update_image); + context.clearRect(0, 0, canvas.width, canvas.height); + context.drawImage(image, 0, 0); +} diff --git a/static/exercises/visual_odometry_3D/utils/CBuffer.js b/static/exercises/visual_odometry_3D/utils/CBuffer.js new file mode 100644 index 000000000..bd392e628 --- /dev/null +++ b/static/exercises/visual_odometry_3D/utils/CBuffer.js @@ -0,0 +1,31 @@ +class CBuffer { + constructor(n) { + this._array = new Array(n); + this._start = 0; + this._end = 0; + this.length = 0; + this.size = n; + } + get(i) { + if (i < 0) return this.get(i + this.length); + if (i >= this.length) return this.get(i - this.length); + return this._array[i]; + } + push(item) { + this._array[this._end] = item; + this._end++; + if (this.length < this._array.length) this.length++; + if (this.length === this._array.length) this._start++; + if (this._start === this._array.length) this._start = 0; + if (this._end === this._array.length) this._end = 0; + } + getPoints() { + const points = []; + for (let i = this._start; i < this.length + this._start; i++) { + const v = this.get(i); + if (v !== undefined && v !== this.get(this._end)) + points.push(v); + } + return points; + } +} \ No newline at end of file diff --git a/static/exercises/visual_odometry_3D/vehicles/car.js b/static/exercises/visual_odometry_3D/vehicles/car.js new file mode 100644 index 000000000..8ce39d598 --- /dev/null +++ b/static/exercises/visual_odometry_3D/vehicles/car.js @@ -0,0 +1,37 @@ +function createWheels(scale) { + const geometry = new THREE.BoxBufferGeometry(12 * scale, 12 * scale, 33 * scale); + const material = new THREE.MeshLambertMaterial({ color: 0x333333 }); + const wheel = new THREE.Mesh(geometry, material); + return wheel; +} + +function createCar(scale = 1) { + const car = new THREE.Group(); + + const backWheel = createWheels(scale); + backWheel.position.y = 6 * scale; + backWheel.position.x = -18 * scale; + car.add(backWheel); + + const frontWheel = createWheels(scale); + frontWheel.position.y = 6 * scale; + frontWheel.position.x = 18 * scale; + car.add(frontWheel); + + const main = new THREE.Mesh( + new THREE.BoxBufferGeometry(60 * scale, 15 * scale, 30 * scale), + new THREE.MeshLambertMaterial({ color: 0x78b14b }) + ); + main.position.y = 12 * scale; + car.add(main); + + const cabin = new THREE.Mesh( + new THREE.BoxBufferGeometry(33 * scale, 12 * scale, 24 * scale), + new THREE.MeshLambertMaterial({ color: 0xffffff }) + ); + cabin.position.x = -6 * scale; + cabin.position.y = 25.5 * scale; + car.add(cabin); + + return car; +} \ No newline at end of file diff --git a/static/exercises/visual_odometry_3D/vehicles/frame.js b/static/exercises/visual_odometry_3D/vehicles/frame.js new file mode 100644 index 000000000..6499d634d --- /dev/null +++ b/static/exercises/visual_odometry_3D/vehicles/frame.js @@ -0,0 +1,50 @@ +function createLine(a, b, color = 0xff00ff) { + const material = new THREE.LineBasicMaterial({ color: color }); + + const points = []; + points.push(new THREE.Vector3(a[0], a[1], a[2])); + points.push(new THREE.Vector3(b[0], b[1], b[2])); + + const geometry = new THREE.BufferGeometry().setFromPoints(points); + const line = new THREE.Line(geometry, material); + + return line; +} + +function createFrame(width = 16, height = 9, scale = 1, color = 0xff0000) { + const frame = new THREE.Group(); + + // set camare center + const center0 = [0, 0, 0] + + // scales + scale *= 10; + const distance = .4 * scale + height = (height / width) * scale + width = scale + + // frame points + const pointA = [distance, height / 2, -width / 2] + const pointB = [distance, height / 2, width / 2] + const pointC = [distance, -height / 2, width / 2] + const pointD = [distance, -height / 2, -width / 2] + + const points = [pointA, pointB, pointC, pointD] + + // draw lines + // center to corner + for (let i = 0; i < points.length; ++i) { + frame.add(createLine(center0, points[i])) + } + + // corner to corner + for (let i = 1; i < points.length; ++i) { + frame.add(createLine(points[i - 1], points[i], color)) + } + frame.add(createLine(points[3], points[0], color)) + + // x edge guide + frame.add(createLine(center0, [distance * 4, 0, 0], 0xBDB76B)) + + return frame; +}