|
console.time( 'r80-fixed' ); |
|
(function (global, factory) { |
|
typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) : |
|
typeof define === 'function' && define.amd ? define(['exports'], factory) : |
|
(factory((global.THREE = global.THREE || {}))); |
|
}(this, (function (exports) { 'use strict'; |
|
|
|
// Polyfills |
|
|
|
if ( Number.EPSILON === undefined ) { |
|
|
|
Number.EPSILON = Math.pow( 2, - 52 ); |
|
|
|
} |
|
|
|
// |
|
|
|
if ( Math.sign === undefined ) { |
|
|
|
// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign |
|
|
|
Math.sign = function ( x ) { |
|
|
|
return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x; |
|
|
|
}; |
|
|
|
} |
|
|
|
if ( Function.prototype.name === undefined ) { |
|
|
|
// Missing in IE9-11. |
|
// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name |
|
|
|
Object.defineProperty( Function.prototype, 'name', { |
|
|
|
get: function () { |
|
|
|
return this.toString().match( /^\s*function\s*(\S*)\s*\(/ )[ 1 ]; |
|
|
|
} |
|
|
|
} ); |
|
|
|
} |
|
|
|
if ( Object.assign === undefined ) { |
|
|
|
// Missing in IE. |
|
// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign |
|
|
|
( function () { |
|
|
|
Object.assign = function ( target ) { |
|
|
|
'use strict'; |
|
|
|
if ( target === undefined || target === null ) { |
|
|
|
throw new TypeError( 'Cannot convert undefined or null to object' ); |
|
|
|
} |
|
|
|
var output = Object( target ); |
|
|
|
for ( var index = 1; index < arguments.length; index ++ ) { |
|
|
|
var source = arguments[ index ]; |
|
|
|
if ( source !== undefined && source !== null ) { |
|
|
|
for ( var nextKey in source ) { |
|
|
|
if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) { |
|
|
|
output[ nextKey ] = source[ nextKey ]; |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
return output; |
|
|
|
}; |
|
|
|
} )(); |
|
|
|
} |
|
|
|
/** |
|
* https://github.com/mrdoob/eventdispatcher.js/ |
|
*/ |
|
|
|
function EventDispatcher() {} |
|
|
|
Object.assign( EventDispatcher.prototype, { |
|
|
|
addEventListener: function ( type, listener ) { |
|
|
|
if ( this._listeners === undefined ) this._listeners = {}; |
|
|
|
var listeners = this._listeners; |
|
|
|
if ( listeners[ type ] === undefined ) { |
|
|
|
listeners[ type ] = []; |
|
|
|
} |
|
|
|
if ( listeners[ type ].indexOf( listener ) === - 1 ) { |
|
|
|
listeners[ type ].push( listener ); |
|
|
|
} |
|
|
|
}, |
|
|
|
hasEventListener: function ( type, listener ) { |
|
|
|
if ( this._listeners === undefined ) return false; |
|
|
|
var listeners = this._listeners; |
|
|
|
if ( listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1 ) { |
|
|
|
return true; |
|
|
|
} |
|
|
|
return false; |
|
|
|
}, |
|
|
|
removeEventListener: function ( type, listener ) { |
|
|
|
if ( this._listeners === undefined ) return; |
|
|
|
var listeners = this._listeners; |
|
var listenerArray = listeners[ type ]; |
|
|
|
if ( listenerArray !== undefined ) { |
|
|
|
var index = listenerArray.indexOf( listener ); |
|
|
|
if ( index !== - 1 ) { |
|
|
|
listenerArray.splice( index, 1 ); |
|
|
|
} |
|
|
|
} |
|
|
|
}, |
|
|
|
dispatchEvent: function ( event ) { |
|
|
|
if ( this._listeners === undefined ) return; |
|
|
|
var listeners = this._listeners; |
|
var listenerArray = listeners[ event.type ]; |
|
|
|
if ( listenerArray !== undefined ) { |
|
|
|
event.target = this; |
|
|
|
var array = [], i = 0; |
|
var length = listenerArray.length; |
|
|
|
for ( i = 0; i < length; i ++ ) { |
|
|
|
array[ i ] = listenerArray[ i ]; |
|
|
|
} |
|
|
|
for ( i = 0; i < length; i ++ ) { |
|
|
|
array[ i ].call( this, event ); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
} ); |
|
|
|
var REVISION = '80dev'; |
|
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 = 2001; |
|
var RGBA_S3TC_DXT1_Format = 2002; |
|
var RGBA_S3TC_DXT3_Format = 2003; |
|
var RGBA_S3TC_DXT5_Format = 2004; |
|
var RGB_PVRTC_4BPPV1_Format = 2100; |
|
var RGB_PVRTC_2BPPV1_Format = 2101; |
|
var RGBA_PVRTC_4BPPV1_Format = 2102; |
|
var RGBA_PVRTC_2BPPV1_Format = 2103; |
|
var RGB_ETC1_Format = 2151; |
|
var LoopOnce = 2200; |
|
var LoopRepeat = 2201; |
|
var LoopPingPong = 2202; |
|
var InterpolateDiscrete = 2300; |
|
var InterpolateLinear = 2301; |
|
var InterpolateSmooth = 2302; |
|
var ZeroCurvatureEnding = 2400; |
|
var ZeroSlopeEnding = 2401; |
|
var WrapAroundEnding = 2402; |
|
var TrianglesDrawMode = 0; |
|
var TriangleStripDrawMode = 1; |
|
var TriangleFanDrawMode = 2; |
|
var LinearEncoding = 3000; |
|
var sRGBEncoding = 3001; |
|
var GammaEncoding = 3007; |
|
var RGBEEncoding = 3002; |
|
var LogLuvEncoding = 3003; |
|
var RGBM7Encoding = 3004; |
|
var RGBM16Encoding = 3005; |
|
var RGBDEncoding = 3006; |
|
var BasicDepthPacking = 3200; |
|
var RGBADepthPacking = 3201; |
|
|
|
/** |
|
* @author alteredq / http://alteredqualia.com/ |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
exports.Math = { |
|
|
|
DEG2RAD: Math.PI / 180, |
|
RAD2DEG: 180 / Math.PI, |
|
|
|
generateUUID: function () { |
|
|
|
// http://www.broofa.com/Tools/Math.uuid.htm |
|
|
|
var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' ); |
|
var uuid = new Array( 36 ); |
|
var rnd = 0, r; |
|
|
|
return function generateUUID() { |
|
|
|
for ( var i = 0; i < 36; i ++ ) { |
|
|
|
if ( i === 8 || i === 13 || i === 18 || i === 23 ) { |
|
|
|
uuid[ i ] = '-'; |
|
|
|
} else if ( i === 14 ) { |
|
|
|
uuid[ i ] = '4'; |
|
|
|
} else { |
|
|
|
if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0; |
|
r = rnd & 0xf; |
|
rnd = rnd >> 4; |
|
uuid[ i ] = chars[ ( i === 19 ) ? ( r & 0x3 ) | 0x8 : r ]; |
|
|
|
} |
|
|
|
} |
|
|
|
return uuid.join( '' ); |
|
|
|
}; |
|
|
|
}(), |
|
|
|
clamp: function ( value, min, max ) { |
|
|
|
return Math.max( min, Math.min( max, value ) ); |
|
|
|
}, |
|
|
|
// compute euclidian modulo of m % n |
|
// https://en.wikipedia.org/wiki/Modulo_operation |
|
|
|
euclideanModulo: function ( n, m ) { |
|
|
|
return ( ( n % m ) + m ) % m; |
|
|
|
}, |
|
|
|
// Linear mapping from range <a1, a2> to range <b1, b2> |
|
|
|
mapLinear: function ( x, a1, a2, b1, b2 ) { |
|
|
|
return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 ); |
|
|
|
}, |
|
|
|
// http://en.wikipedia.org/wiki/Smoothstep |
|
|
|
smoothstep: function ( x, min, max ) { |
|
|
|
if ( x <= min ) return 0; |
|
if ( x >= max ) return 1; |
|
|
|
x = ( x - min ) / ( max - min ); |
|
|
|
return x * x * ( 3 - 2 * x ); |
|
|
|
}, |
|
|
|
smootherstep: function ( x, min, max ) { |
|
|
|
if ( x <= min ) return 0; |
|
if ( x >= max ) return 1; |
|
|
|
x = ( x - min ) / ( max - min ); |
|
|
|
return x * x * x * ( x * ( x * 6 - 15 ) + 10 ); |
|
|
|
}, |
|
|
|
random16: function () { |
|
|
|
console.warn( 'THREE.Math.random16() has been deprecated. Use Math.random() instead.' ); |
|
return Math.random(); |
|
|
|
}, |
|
|
|
// Random integer from <low, high> interval |
|
|
|
randInt: function ( low, high ) { |
|
|
|
return low + Math.floor( Math.random() * ( high - low + 1 ) ); |
|
|
|
}, |
|
|
|
// Random float from <low, high> interval |
|
|
|
randFloat: function ( low, high ) { |
|
|
|
return low + Math.random() * ( high - low ); |
|
|
|
}, |
|
|
|
// Random float from <-range/2, range/2> interval |
|
|
|
randFloatSpread: function ( range ) { |
|
|
|
return range * ( 0.5 - Math.random() ); |
|
|
|
}, |
|
|
|
degToRad: function ( degrees ) { |
|
|
|
return degrees * exports.Math.DEG2RAD; |
|
|
|
}, |
|
|
|
radToDeg: function ( radians ) { |
|
|
|
return radians * exports.Math.RAD2DEG; |
|
|
|
}, |
|
|
|
isPowerOfTwo: function ( value ) { |
|
|
|
return ( value & ( value - 1 ) ) === 0 && value !== 0; |
|
|
|
}, |
|
|
|
nearestPowerOfTwo: function ( value ) { |
|
|
|
return Math.pow( 2, Math.round( Math.log( value ) / Math.LN2 ) ); |
|
|
|
}, |
|
|
|
nextPowerOfTwo: function ( value ) { |
|
|
|
value --; |
|
value |= value >> 1; |
|
value |= value >> 2; |
|
value |= value >> 4; |
|
value |= value >> 8; |
|
value |= value >> 16; |
|
value ++; |
|
|
|
return value; |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
* @author philogb / http://blog.thejit.org/ |
|
* @author egraether / http://egraether.com/ |
|
* @author zz85 / http://www.lab4games.net/zz85/blog |
|
*/ |
|
|
|
function Vector2( x, y ) { |
|
|
|
this.x = x || 0; |
|
this.y = y || 0; |
|
|
|
}; |
|
|
|
Vector2.prototype = { |
|
|
|
constructor: Vector2, |
|
|
|
isVector2: true, |
|
|
|
get width() { |
|
|
|
return this.x; |
|
|
|
}, |
|
|
|
set width( value ) { |
|
|
|
this.x = value; |
|
|
|
}, |
|
|
|
get height() { |
|
|
|
return this.y; |
|
|
|
}, |
|
|
|
set height( value ) { |
|
|
|
this.y = value; |
|
|
|
}, |
|
|
|
// |
|
|
|
set: function ( x, y ) { |
|
|
|
this.x = x; |
|
this.y = y; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setScalar: function ( scalar ) { |
|
|
|
this.x = scalar; |
|
this.y = scalar; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setX: function ( x ) { |
|
|
|
this.x = x; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setY: function ( y ) { |
|
|
|
this.y = y; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setComponent: function ( index, value ) { |
|
|
|
switch ( index ) { |
|
|
|
case 0: this.x = value; break; |
|
case 1: this.y = value; break; |
|
default: throw new Error( 'index is out of range: ' + index ); |
|
|
|
} |
|
|
|
}, |
|
|
|
getComponent: function ( index ) { |
|
|
|
switch ( index ) { |
|
|
|
case 0: return this.x; |
|
case 1: return this.y; |
|
default: throw new Error( 'index is out of range: ' + index ); |
|
|
|
} |
|
|
|
}, |
|
|
|
clone: function () { |
|
|
|
return new this.constructor( this.x, this.y ); |
|
|
|
}, |
|
|
|
copy: function ( v ) { |
|
|
|
this.x = v.x; |
|
this.y = v.y; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
add: function ( v, w ) { |
|
|
|
if ( w !== undefined ) { |
|
|
|
console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); |
|
return this.addVectors( v, w ); |
|
|
|
} |
|
|
|
this.x += v.x; |
|
this.y += v.y; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
addScalar: function ( s ) { |
|
|
|
this.x += s; |
|
this.y += s; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
addVectors: function ( a, b ) { |
|
|
|
this.x = a.x + b.x; |
|
this.y = a.y + b.y; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
addScaledVector: function ( v, s ) { |
|
|
|
this.x += v.x * s; |
|
this.y += v.y * s; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
sub: function ( v, w ) { |
|
|
|
if ( w !== undefined ) { |
|
|
|
console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); |
|
return this.subVectors( v, w ); |
|
|
|
} |
|
|
|
this.x -= v.x; |
|
this.y -= v.y; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
subScalar: function ( s ) { |
|
|
|
this.x -= s; |
|
this.y -= s; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
subVectors: function ( a, b ) { |
|
|
|
this.x = a.x - b.x; |
|
this.y = a.y - b.y; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
multiply: function ( v ) { |
|
|
|
this.x *= v.x; |
|
this.y *= v.y; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
multiplyScalar: function ( scalar ) { |
|
|
|
if ( isFinite( scalar ) ) { |
|
|
|
this.x *= scalar; |
|
this.y *= scalar; |
|
|
|
} else { |
|
|
|
this.x = 0; |
|
this.y = 0; |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
divide: function ( v ) { |
|
|
|
this.x /= v.x; |
|
this.y /= v.y; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
divideScalar: function ( scalar ) { |
|
|
|
return this.multiplyScalar( 1 / scalar ); |
|
|
|
}, |
|
|
|
min: function ( v ) { |
|
|
|
this.x = Math.min( this.x, v.x ); |
|
this.y = Math.min( this.y, v.y ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
max: function ( v ) { |
|
|
|
this.x = Math.max( this.x, v.x ); |
|
this.y = Math.max( this.y, v.y ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
clamp: function ( min, max ) { |
|
|
|
// This function assumes min < max, if this assumption isn't true it will not operate correctly |
|
|
|
this.x = Math.max( min.x, Math.min( max.x, this.x ) ); |
|
this.y = Math.max( min.y, Math.min( max.y, this.y ) ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
clampScalar: function () { |
|
|
|
var min, max; |
|
|
|
return function clampScalar( minVal, maxVal ) { |
|
|
|
if ( min === undefined ) { |
|
|
|
min = new Vector2(); |
|
max = new Vector2(); |
|
|
|
} |
|
|
|
min.set( minVal, minVal ); |
|
max.set( maxVal, maxVal ); |
|
|
|
return this.clamp( min, max ); |
|
|
|
}; |
|
|
|
}(), |
|
|
|
clampLength: function ( min, max ) { |
|
|
|
var length = this.length(); |
|
|
|
return this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length ); |
|
|
|
}, |
|
|
|
floor: function () { |
|
|
|
this.x = Math.floor( this.x ); |
|
this.y = Math.floor( this.y ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
ceil: function () { |
|
|
|
this.x = Math.ceil( this.x ); |
|
this.y = Math.ceil( this.y ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
round: function () { |
|
|
|
this.x = Math.round( this.x ); |
|
this.y = Math.round( this.y ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
roundToZero: function () { |
|
|
|
this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); |
|
this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
negate: function () { |
|
|
|
this.x = - this.x; |
|
this.y = - this.y; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
dot: function ( v ) { |
|
|
|
return this.x * v.x + this.y * v.y; |
|
|
|
}, |
|
|
|
lengthSq: function () { |
|
|
|
return this.x * this.x + this.y * this.y; |
|
|
|
}, |
|
|
|
length: function () { |
|
|
|
return Math.sqrt( this.x * this.x + this.y * this.y ); |
|
|
|
}, |
|
|
|
lengthManhattan: function() { |
|
|
|
return Math.abs( this.x ) + Math.abs( this.y ); |
|
|
|
}, |
|
|
|
normalize: function () { |
|
|
|
return this.divideScalar( this.length() ); |
|
|
|
}, |
|
|
|
angle: function () { |
|
|
|
// computes the angle in radians with respect to the positive x-axis |
|
|
|
var angle = Math.atan2( this.y, this.x ); |
|
|
|
if ( angle < 0 ) angle += 2 * Math.PI; |
|
|
|
return angle; |
|
|
|
}, |
|
|
|
distanceTo: function ( v ) { |
|
|
|
return Math.sqrt( this.distanceToSquared( v ) ); |
|
|
|
}, |
|
|
|
distanceToSquared: function ( v ) { |
|
|
|
var dx = this.x - v.x, dy = this.y - v.y; |
|
return dx * dx + dy * dy; |
|
|
|
}, |
|
|
|
distanceToManhattan: function ( v ) { |
|
|
|
return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ); |
|
|
|
}, |
|
|
|
setLength: function ( length ) { |
|
|
|
return this.multiplyScalar( length / this.length() ); |
|
|
|
}, |
|
|
|
lerp: function ( v, alpha ) { |
|
|
|
this.x += ( v.x - this.x ) * alpha; |
|
this.y += ( v.y - this.y ) * alpha; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
lerpVectors: function ( v1, v2, alpha ) { |
|
|
|
return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); |
|
|
|
}, |
|
|
|
equals: function ( v ) { |
|
|
|
return ( ( v.x === this.x ) && ( v.y === this.y ) ); |
|
|
|
}, |
|
|
|
fromArray: function ( array, offset ) { |
|
|
|
if ( offset === undefined ) offset = 0; |
|
|
|
this.x = array[ offset ]; |
|
this.y = array[ offset + 1 ]; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
toArray: function ( array, offset ) { |
|
|
|
if ( array === undefined ) array = []; |
|
if ( offset === undefined ) offset = 0; |
|
|
|
array[ offset ] = this.x; |
|
array[ offset + 1 ] = this.y; |
|
|
|
return array; |
|
|
|
}, |
|
|
|
fromAttribute: function ( attribute, index, offset ) { |
|
|
|
if ( offset === undefined ) offset = 0; |
|
|
|
index = index * attribute.itemSize + offset; |
|
|
|
this.x = attribute.array[ index ]; |
|
this.y = attribute.array[ index + 1 ]; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
rotateAround: function ( center, angle ) { |
|
|
|
var c = Math.cos( angle ), s = Math.sin( angle ); |
|
|
|
var x = this.x - center.x; |
|
var y = this.y - center.y; |
|
|
|
this.x = x * c - y * s + center.x; |
|
this.y = x * s + y * c + center.y; |
|
|
|
return this; |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
* @author alteredq / http://alteredqualia.com/ |
|
* @author szimek / https://github.com/szimek/ |
|
*/ |
|
|
|
function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { |
|
|
|
Object.defineProperty( this, 'id', { value: TextureIdCount() } ); |
|
|
|
this.uuid = exports.Math.generateUUID(); |
|
|
|
this.name = ''; |
|
this.sourceFile = ''; |
|
|
|
this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE; |
|
this.mipmaps = []; |
|
|
|
this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING; |
|
|
|
this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping; |
|
this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping; |
|
|
|
this.magFilter = magFilter !== undefined ? magFilter : LinearFilter; |
|
this.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter; |
|
|
|
this.anisotropy = anisotropy !== undefined ? anisotropy : 1; |
|
|
|
this.format = format !== undefined ? format : RGBAFormat; |
|
this.type = type !== undefined ? type : UnsignedByteType; |
|
|
|
this.offset = new Vector2( 0, 0 ); |
|
this.repeat = new Vector2( 1, 1 ); |
|
|
|
this.generateMipmaps = true; |
|
this.premultiplyAlpha = false; |
|
this.flipY = true; |
|
this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml) |
|
|
|
|
|
// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap. |
|
// |
|
// Also changing the encoding after already used by a Material will not automatically make the Material |
|
// update. You need to explicitly call Material.needsUpdate to trigger it to recompile. |
|
this.encoding = encoding !== undefined ? encoding : LinearEncoding; |
|
|
|
this.version = 0; |
|
this.onUpdate = null; |
|
|
|
}; |
|
|
|
Texture.DEFAULT_IMAGE = undefined; |
|
Texture.DEFAULT_MAPPING = UVMapping; |
|
|
|
Texture.prototype = { |
|
|
|
constructor: Texture, |
|
|
|
isTexture: true, |
|
|
|
set needsUpdate( value ) { |
|
|
|
if ( value === true ) this.version ++; |
|
|
|
}, |
|
|
|
clone: function () { |
|
|
|
return new this.constructor().copy( this ); |
|
|
|
}, |
|
|
|
copy: function ( source ) { |
|
|
|
this.image = source.image; |
|
this.mipmaps = source.mipmaps.slice( 0 ); |
|
|
|
this.mapping = source.mapping; |
|
|
|
this.wrapS = source.wrapS; |
|
this.wrapT = source.wrapT; |
|
|
|
this.magFilter = source.magFilter; |
|
this.minFilter = source.minFilter; |
|
|
|
this.anisotropy = source.anisotropy; |
|
|
|
this.format = source.format; |
|
this.type = source.type; |
|
|
|
this.offset.copy( source.offset ); |
|
this.repeat.copy( source.repeat ); |
|
|
|
this.generateMipmaps = source.generateMipmaps; |
|
this.premultiplyAlpha = source.premultiplyAlpha; |
|
this.flipY = source.flipY; |
|
this.unpackAlignment = source.unpackAlignment; |
|
this.encoding = source.encoding; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
toJSON: function ( meta ) { |
|
|
|
if ( meta.textures[ this.uuid ] !== undefined ) { |
|
|
|
return meta.textures[ this.uuid ]; |
|
|
|
} |
|
|
|
function getDataURL( image ) { |
|
|
|
var canvas; |
|
|
|
if ( image.toDataURL !== undefined ) { |
|
|
|
canvas = image; |
|
|
|
} else { |
|
|
|
canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); |
|
canvas.width = image.width; |
|
canvas.height = image.height; |
|
|
|
canvas.getContext( '2d' ).drawImage( image, 0, 0, image.width, image.height ); |
|
|
|
} |
|
|
|
if ( canvas.width > 2048 || canvas.height > 2048 ) { |
|
|
|
return canvas.toDataURL( 'image/jpeg', 0.6 ); |
|
|
|
} else { |
|
|
|
return canvas.toDataURL( 'image/png' ); |
|
|
|
} |
|
|
|
} |
|
|
|
var output = { |
|
metadata: { |
|
version: 4.4, |
|
type: 'Texture', |
|
generator: 'Texture.toJSON' |
|
}, |
|
|
|
uuid: this.uuid, |
|
name: this.name, |
|
|
|
mapping: this.mapping, |
|
|
|
repeat: [ this.repeat.x, this.repeat.y ], |
|
offset: [ this.offset.x, this.offset.y ], |
|
wrap: [ this.wrapS, this.wrapT ], |
|
|
|
minFilter: this.minFilter, |
|
magFilter: this.magFilter, |
|
anisotropy: this.anisotropy, |
|
|
|
flipY: this.flipY |
|
}; |
|
|
|
if ( this.image !== undefined ) { |
|
|
|
// TODO: Move to THREE.Image |
|
|
|
var image = this.image; |
|
|
|
if ( image.uuid === undefined ) { |
|
|
|
image.uuid = exports.Math.generateUUID(); // UGH |
|
|
|
} |
|
|
|
if ( meta.images[ image.uuid ] === undefined ) { |
|
|
|
meta.images[ image.uuid ] = { |
|
uuid: image.uuid, |
|
url: getDataURL( image ) |
|
}; |
|
|
|
} |
|
|
|
output.image = image.uuid; |
|
|
|
} |
|
|
|
meta.textures[ this.uuid ] = output; |
|
|
|
return output; |
|
|
|
}, |
|
|
|
dispose: function () { |
|
|
|
this.dispatchEvent( { type: 'dispose' } ); |
|
|
|
}, |
|
|
|
transformUv: function ( uv ) { |
|
|
|
if ( this.mapping !== UVMapping ) return; |
|
|
|
uv.multiply( this.repeat ); |
|
uv.add( this.offset ); |
|
|
|
if ( uv.x < 0 || uv.x > 1 ) { |
|
|
|
switch ( this.wrapS ) { |
|
|
|
case RepeatWrapping: |
|
|
|
uv.x = uv.x - Math.floor( uv.x ); |
|
break; |
|
|
|
case ClampToEdgeWrapping: |
|
|
|
uv.x = uv.x < 0 ? 0 : 1; |
|
break; |
|
|
|
case MirroredRepeatWrapping: |
|
|
|
if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) { |
|
|
|
uv.x = Math.ceil( uv.x ) - uv.x; |
|
|
|
} else { |
|
|
|
uv.x = uv.x - Math.floor( uv.x ); |
|
|
|
} |
|
break; |
|
|
|
} |
|
|
|
} |
|
|
|
if ( uv.y < 0 || uv.y > 1 ) { |
|
|
|
switch ( this.wrapT ) { |
|
|
|
case RepeatWrapping: |
|
|
|
uv.y = uv.y - Math.floor( uv.y ); |
|
break; |
|
|
|
case ClampToEdgeWrapping: |
|
|
|
uv.y = uv.y < 0 ? 0 : 1; |
|
break; |
|
|
|
case MirroredRepeatWrapping: |
|
|
|
if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) { |
|
|
|
uv.y = Math.ceil( uv.y ) - uv.y; |
|
|
|
} else { |
|
|
|
uv.y = uv.y - Math.floor( uv.y ); |
|
|
|
} |
|
break; |
|
|
|
} |
|
|
|
} |
|
|
|
if ( this.flipY ) { |
|
|
|
uv.y = 1 - uv.y; |
|
|
|
} |
|
|
|
} |
|
|
|
}; |
|
|
|
Object.assign( Texture.prototype, EventDispatcher.prototype ); |
|
|
|
var count = 0; |
|
function TextureIdCount() { return count++; }; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
* @author supereggbert / http://www.paulbrunt.co.uk/ |
|
* @author philogb / http://blog.thejit.org/ |
|
* @author jordi_ros / http://plattsoft.com |
|
* @author D1plo1d / http://github.com/D1plo1d |
|
* @author alteredq / http://alteredqualia.com/ |
|
* @author mikael emtinger / http://gomo.se/ |
|
* @author timknip / http://www.floorplanner.com/ |
|
* @author bhouston / http://clara.io |
|
* @author WestLangley / http://github.com/WestLangley |
|
*/ |
|
|
|
function Matrix4() { |
|
|
|
this.elements = new Float32Array( [ |
|
|
|
1, 0, 0, 0, |
|
0, 1, 0, 0, |
|
0, 0, 1, 0, |
|
0, 0, 0, 1 |
|
|
|
] ); |
|
|
|
if ( arguments.length > 0 ) { |
|
|
|
console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' ); |
|
|
|
} |
|
|
|
}; |
|
|
|
Matrix4.prototype = { |
|
|
|
constructor: Matrix4, |
|
|
|
isMatrix4: true, |
|
|
|
set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { |
|
|
|
var te = this.elements; |
|
|
|
te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14; |
|
te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24; |
|
te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34; |
|
te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
identity: function () { |
|
|
|
this.set( |
|
|
|
1, 0, 0, 0, |
|
0, 1, 0, 0, |
|
0, 0, 1, 0, |
|
0, 0, 0, 1 |
|
|
|
); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
clone: function () { |
|
|
|
return new Matrix4().fromArray( this.elements ); |
|
|
|
}, |
|
|
|
copy: function ( m ) { |
|
|
|
this.elements.set( m.elements ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
copyPosition: function ( m ) { |
|
|
|
var te = this.elements; |
|
var me = m.elements; |
|
|
|
te[ 12 ] = me[ 12 ]; |
|
te[ 13 ] = me[ 13 ]; |
|
te[ 14 ] = me[ 14 ]; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
extractBasis: function ( xAxis, yAxis, zAxis ) { |
|
|
|
xAxis.setFromMatrixColumn( this, 0 ); |
|
yAxis.setFromMatrixColumn( this, 1 ); |
|
zAxis.setFromMatrixColumn( this, 2 ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
makeBasis: function ( xAxis, yAxis, zAxis ) { |
|
|
|
this.set( |
|
xAxis.x, yAxis.x, zAxis.x, 0, |
|
xAxis.y, yAxis.y, zAxis.y, 0, |
|
xAxis.z, yAxis.z, zAxis.z, 0, |
|
0, 0, 0, 1 |
|
); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
extractRotation: function () { |
|
|
|
var v1; |
|
|
|
return function extractRotation( m ) { |
|
|
|
if ( v1 === undefined ) v1 = new Vector3(); |
|
|
|
var te = this.elements; |
|
var me = m.elements; |
|
|
|
var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length(); |
|
var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length(); |
|
var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length(); |
|
|
|
te[ 0 ] = me[ 0 ] * scaleX; |
|
te[ 1 ] = me[ 1 ] * scaleX; |
|
te[ 2 ] = me[ 2 ] * scaleX; |
|
|
|
te[ 4 ] = me[ 4 ] * scaleY; |
|
te[ 5 ] = me[ 5 ] * scaleY; |
|
te[ 6 ] = me[ 6 ] * scaleY; |
|
|
|
te[ 8 ] = me[ 8 ] * scaleZ; |
|
te[ 9 ] = me[ 9 ] * scaleZ; |
|
te[ 10 ] = me[ 10 ] * scaleZ; |
|
|
|
return this; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
makeRotationFromEuler: function ( euler ) { |
|
|
|
if ( (euler && euler.isEuler) === false ) { |
|
|
|
console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' ); |
|
|
|
} |
|
|
|
var te = this.elements; |
|
|
|
var x = euler.x, y = euler.y, z = euler.z; |
|
var a = Math.cos( x ), b = Math.sin( x ); |
|
var c = Math.cos( y ), d = Math.sin( y ); |
|
var e = Math.cos( z ), f = Math.sin( z ); |
|
|
|
if ( euler.order === 'XYZ' ) { |
|
|
|
var ae = a * e, af = a * f, be = b * e, bf = b * f; |
|
|
|
te[ 0 ] = c * e; |
|
te[ 4 ] = - c * f; |
|
te[ 8 ] = d; |
|
|
|
te[ 1 ] = af + be * d; |
|
te[ 5 ] = ae - bf * d; |
|
te[ 9 ] = - b * c; |
|
|
|
te[ 2 ] = bf - ae * d; |
|
te[ 6 ] = be + af * d; |
|
te[ 10 ] = a * c; |
|
|
|
} else if ( euler.order === 'YXZ' ) { |
|
|
|
var ce = c * e, cf = c * f, de = d * e, df = d * f; |
|
|
|
te[ 0 ] = ce + df * b; |
|
te[ 4 ] = de * b - cf; |
|
te[ 8 ] = a * d; |
|
|
|
te[ 1 ] = a * f; |
|
te[ 5 ] = a * e; |
|
te[ 9 ] = - b; |
|
|
|
te[ 2 ] = cf * b - de; |
|
te[ 6 ] = df + ce * b; |
|
te[ 10 ] = a * c; |
|
|
|
} else if ( euler.order === 'ZXY' ) { |
|
|
|
var ce = c * e, cf = c * f, de = d * e, df = d * f; |
|
|
|
te[ 0 ] = ce - df * b; |
|
te[ 4 ] = - a * f; |
|
te[ 8 ] = de + cf * b; |
|
|
|
te[ 1 ] = cf + de * b; |
|
te[ 5 ] = a * e; |
|
te[ 9 ] = df - ce * b; |
|
|
|
te[ 2 ] = - a * d; |
|
te[ 6 ] = b; |
|
te[ 10 ] = a * c; |
|
|
|
} else if ( euler.order === 'ZYX' ) { |
|
|
|
var ae = a * e, af = a * f, be = b * e, bf = b * f; |
|
|
|
te[ 0 ] = c * e; |
|
te[ 4 ] = be * d - af; |
|
te[ 8 ] = ae * d + bf; |
|
|
|
te[ 1 ] = c * f; |
|
te[ 5 ] = bf * d + ae; |
|
te[ 9 ] = af * d - be; |
|
|
|
te[ 2 ] = - d; |
|
te[ 6 ] = b * c; |
|
te[ 10 ] = a * c; |
|
|
|
} else if ( euler.order === 'YZX' ) { |
|
|
|
var ac = a * c, ad = a * d, bc = b * c, bd = b * d; |
|
|
|
te[ 0 ] = c * e; |
|
te[ 4 ] = bd - ac * f; |
|
te[ 8 ] = bc * f + ad; |
|
|
|
te[ 1 ] = f; |
|
te[ 5 ] = a * e; |
|
te[ 9 ] = - b * e; |
|
|
|
te[ 2 ] = - d * e; |
|
te[ 6 ] = ad * f + bc; |
|
te[ 10 ] = ac - bd * f; |
|
|
|
} else if ( euler.order === 'XZY' ) { |
|
|
|
var ac = a * c, ad = a * d, bc = b * c, bd = b * d; |
|
|
|
te[ 0 ] = c * e; |
|
te[ 4 ] = - f; |
|
te[ 8 ] = d * e; |
|
|
|
te[ 1 ] = ac * f + bd; |
|
te[ 5 ] = a * e; |
|
te[ 9 ] = ad * f - bc; |
|
|
|
te[ 2 ] = bc * f - ad; |
|
te[ 6 ] = b * e; |
|
te[ 10 ] = bd * f + ac; |
|
|
|
} |
|
|
|
// last column |
|
te[ 3 ] = 0; |
|
te[ 7 ] = 0; |
|
te[ 11 ] = 0; |
|
|
|
// bottom row |
|
te[ 12 ] = 0; |
|
te[ 13 ] = 0; |
|
te[ 14 ] = 0; |
|
te[ 15 ] = 1; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
makeRotationFromQuaternion: function ( q ) { |
|
|
|
var te = this.elements; |
|
|
|
var x = q.x, y = q.y, z = q.z, w = q.w; |
|
var x2 = x + x, y2 = y + y, z2 = z + z; |
|
var xx = x * x2, xy = x * y2, xz = x * z2; |
|
var yy = y * y2, yz = y * z2, zz = z * z2; |
|
var wx = w * x2, wy = w * y2, wz = w * z2; |
|
|
|
te[ 0 ] = 1 - ( yy + zz ); |
|
te[ 4 ] = xy - wz; |
|
te[ 8 ] = xz + wy; |
|
|
|
te[ 1 ] = xy + wz; |
|
te[ 5 ] = 1 - ( xx + zz ); |
|
te[ 9 ] = yz - wx; |
|
|
|
te[ 2 ] = xz - wy; |
|
te[ 6 ] = yz + wx; |
|
te[ 10 ] = 1 - ( xx + yy ); |
|
|
|
// last column |
|
te[ 3 ] = 0; |
|
te[ 7 ] = 0; |
|
te[ 11 ] = 0; |
|
|
|
// bottom row |
|
te[ 12 ] = 0; |
|
te[ 13 ] = 0; |
|
te[ 14 ] = 0; |
|
te[ 15 ] = 1; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
lookAt: function () { |
|
|
|
var x, y, z; |
|
|
|
return function lookAt( eye, target, up ) { |
|
|
|
if ( x === undefined ) { |
|
|
|
x = new Vector3(); |
|
y = new Vector3(); |
|
z = new Vector3(); |
|
|
|
} |
|
|
|
var te = this.elements; |
|
|
|
z.subVectors( eye, target ).normalize(); |
|
|
|
if ( z.lengthSq() === 0 ) { |
|
|
|
z.z = 1; |
|
|
|
} |
|
|
|
x.crossVectors( up, z ).normalize(); |
|
|
|
if ( x.lengthSq() === 0 ) { |
|
|
|
z.z += 0.0001; |
|
x.crossVectors( up, z ).normalize(); |
|
|
|
} |
|
|
|
y.crossVectors( z, x ); |
|
|
|
|
|
te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x; |
|
te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y; |
|
te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z; |
|
|
|
return this; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
multiply: function ( m, n ) { |
|
|
|
if ( n !== undefined ) { |
|
|
|
console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' ); |
|
return this.multiplyMatrices( m, n ); |
|
|
|
} |
|
|
|
return this.multiplyMatrices( this, m ); |
|
|
|
}, |
|
|
|
premultiply: function ( m ) { |
|
|
|
return this.multiplyMatrices( m, this ); |
|
|
|
}, |
|
|
|
multiplyMatrices: function ( a, b ) { |
|
|
|
var ae = a.elements; |
|
var be = b.elements; |
|
var te = this.elements; |
|
|
|
var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ]; |
|
var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ]; |
|
var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ]; |
|
var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ]; |
|
|
|
var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ]; |
|
var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ]; |
|
var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ]; |
|
var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ]; |
|
|
|
te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; |
|
te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; |
|
te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; |
|
te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; |
|
|
|
te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; |
|
te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; |
|
te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; |
|
te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; |
|
|
|
te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; |
|
te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; |
|
te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; |
|
te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; |
|
|
|
te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; |
|
te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; |
|
te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; |
|
te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
multiplyToArray: function ( a, b, r ) { |
|
|
|
var te = this.elements; |
|
|
|
this.multiplyMatrices( a, b ); |
|
|
|
r[ 0 ] = te[ 0 ]; r[ 1 ] = te[ 1 ]; r[ 2 ] = te[ 2 ]; r[ 3 ] = te[ 3 ]; |
|
r[ 4 ] = te[ 4 ]; r[ 5 ] = te[ 5 ]; r[ 6 ] = te[ 6 ]; r[ 7 ] = te[ 7 ]; |
|
r[ 8 ] = te[ 8 ]; r[ 9 ] = te[ 9 ]; r[ 10 ] = te[ 10 ]; r[ 11 ] = te[ 11 ]; |
|
r[ 12 ] = te[ 12 ]; r[ 13 ] = te[ 13 ]; r[ 14 ] = te[ 14 ]; r[ 15 ] = te[ 15 ]; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
multiplyScalar: function ( s ) { |
|
|
|
var te = this.elements; |
|
|
|
te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s; |
|
te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s; |
|
te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s; |
|
te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
applyToVector3Array: function () { |
|
|
|
var v1; |
|
|
|
return function applyToVector3Array( array, offset, length ) { |
|
|
|
if ( v1 === undefined ) v1 = new Vector3(); |
|
if ( offset === undefined ) offset = 0; |
|
if ( length === undefined ) length = array.length; |
|
|
|
for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) { |
|
|
|
v1.fromArray( array, j ); |
|
v1.applyMatrix4( this ); |
|
v1.toArray( array, j ); |
|
|
|
} |
|
|
|
return array; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
applyToBuffer: function () { |
|
|
|
var v1; |
|
|
|
return function applyToBuffer( buffer, offset, length ) { |
|
|
|
if ( v1 === undefined ) v1 = new Vector3(); |
|
if ( offset === undefined ) offset = 0; |
|
if ( length === undefined ) length = buffer.length / buffer.itemSize; |
|
|
|
for ( var i = 0, j = offset; i < length; i ++, j ++ ) { |
|
|
|
v1.x = buffer.getX( j ); |
|
v1.y = buffer.getY( j ); |
|
v1.z = buffer.getZ( j ); |
|
|
|
v1.applyMatrix4( this ); |
|
|
|
buffer.setXYZ( v1.x, v1.y, v1.z ); |
|
|
|
} |
|
|
|
return buffer; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
determinant: function () { |
|
|
|
var te = this.elements; |
|
|
|
var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ]; |
|
var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ]; |
|
var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ]; |
|
var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ]; |
|
|
|
//TODO: make this more efficient |
|
//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) |
|
|
|
return ( |
|
n41 * ( |
|
+ n14 * n23 * n32 |
|
- n13 * n24 * n32 |
|
- n14 * n22 * n33 |
|
+ n12 * n24 * n33 |
|
+ n13 * n22 * n34 |
|
- n12 * n23 * n34 |
|
) + |
|
n42 * ( |
|
+ n11 * n23 * n34 |
|
- n11 * n24 * n33 |
|
+ n14 * n21 * n33 |
|
- n13 * n21 * n34 |
|
+ n13 * n24 * n31 |
|
- n14 * n23 * n31 |
|
) + |
|
n43 * ( |
|
+ n11 * n24 * n32 |
|
- n11 * n22 * n34 |
|
- n14 * n21 * n32 |
|
+ n12 * n21 * n34 |
|
+ n14 * n22 * n31 |
|
- n12 * n24 * n31 |
|
) + |
|
n44 * ( |
|
- n13 * n22 * n31 |
|
- n11 * n23 * n32 |
|
+ n11 * n22 * n33 |
|
+ n13 * n21 * n32 |
|
- n12 * n21 * n33 |
|
+ n12 * n23 * n31 |
|
) |
|
|
|
); |
|
|
|
}, |
|
|
|
transpose: function () { |
|
|
|
var te = this.elements; |
|
var tmp; |
|
|
|
tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp; |
|
tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp; |
|
tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp; |
|
|
|
tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp; |
|
tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp; |
|
tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
flattenToArrayOffset: function ( array, offset ) { |
|
|
|
console.warn( "THREE.Matrix3: .flattenToArrayOffset is deprecated " + |
|
"- just use .toArray instead." ); |
|
|
|
return this.toArray( array, offset ); |
|
|
|
}, |
|
|
|
getPosition: function () { |
|
|
|
var v1; |
|
|
|
return function getPosition() { |
|
|
|
if ( v1 === undefined ) v1 = new Vector3(); |
|
console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' ); |
|
|
|
return v1.setFromMatrixColumn( this, 3 ); |
|
|
|
}; |
|
|
|
}(), |
|
|
|
setPosition: function ( v ) { |
|
|
|
var te = this.elements; |
|
|
|
te[ 12 ] = v.x; |
|
te[ 13 ] = v.y; |
|
te[ 14 ] = v.z; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
getInverse: function ( m, throwOnDegenerate ) { |
|
|
|
// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm |
|
var te = this.elements, |
|
me = m.elements, |
|
|
|
n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ], |
|
n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ], |
|
n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ], |
|
n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ], |
|
|
|
t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, |
|
t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, |
|
t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, |
|
t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34; |
|
|
|
var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14; |
|
|
|
if ( det === 0 ) { |
|
|
|
var msg = "THREE.Matrix4.getInverse(): can't invert matrix, determinant is 0"; |
|
|
|
if ( throwOnDegenerate || false ) {} else { |
|
|
|
console.warn( msg ); |
|
|
|
} |
|
|
|
return this.identity(); |
|
|
|
} |
|
|
|
var detInv = 1 / det; |
|
|
|
te[ 0 ] = t11 * detInv; |
|
te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv; |
|
te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv; |
|
te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv; |
|
|
|
te[ 4 ] = t12 * detInv; |
|
te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv; |
|
te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv; |
|
te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv; |
|
|
|
te[ 8 ] = t13 * detInv; |
|
te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv; |
|
te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv; |
|
te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv; |
|
|
|
te[ 12 ] = t14 * detInv; |
|
te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv; |
|
te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv; |
|
te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
scale: function ( v ) { |
|
|
|
var te = this.elements; |
|
var x = v.x, y = v.y, z = v.z; |
|
|
|
te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z; |
|
te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z; |
|
te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z; |
|
te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
getMaxScaleOnAxis: function () { |
|
|
|
var te = this.elements; |
|
|
|
var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ]; |
|
var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ]; |
|
var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ]; |
|
|
|
return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) ); |
|
|
|
}, |
|
|
|
makeTranslation: function ( x, y, z ) { |
|
|
|
this.set( |
|
|
|
1, 0, 0, x, |
|
0, 1, 0, y, |
|
0, 0, 1, z, |
|
0, 0, 0, 1 |
|
|
|
); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
makeRotationX: function ( theta ) { |
|
|
|
var c = Math.cos( theta ), s = Math.sin( theta ); |
|
|
|
this.set( |
|
|
|
1, 0, 0, 0, |
|
0, c, - s, 0, |
|
0, s, c, 0, |
|
0, 0, 0, 1 |
|
|
|
); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
makeRotationY: function ( theta ) { |
|
|
|
var c = Math.cos( theta ), s = Math.sin( theta ); |
|
|
|
this.set( |
|
|
|
c, 0, s, 0, |
|
0, 1, 0, 0, |
|
- s, 0, c, 0, |
|
0, 0, 0, 1 |
|
|
|
); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
makeRotationZ: function ( theta ) { |
|
|
|
var c = Math.cos( theta ), s = Math.sin( theta ); |
|
|
|
this.set( |
|
|
|
c, - s, 0, 0, |
|
s, c, 0, 0, |
|
0, 0, 1, 0, |
|
0, 0, 0, 1 |
|
|
|
); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
makeRotationAxis: function ( axis, angle ) { |
|
|
|
// Based on http://www.gamedev.net/reference/articles/article1199.asp |
|
|
|
var c = Math.cos( angle ); |
|
var s = Math.sin( angle ); |
|
var t = 1 - c; |
|
var x = axis.x, y = axis.y, z = axis.z; |
|
var tx = t * x, ty = t * y; |
|
|
|
this.set( |
|
|
|
tx * x + c, tx * y - s * z, tx * z + s * y, 0, |
|
tx * y + s * z, ty * y + c, ty * z - s * x, 0, |
|
tx * z - s * y, ty * z + s * x, t * z * z + c, 0, |
|
0, 0, 0, 1 |
|
|
|
); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
makeScale: function ( x, y, z ) { |
|
|
|
this.set( |
|
|
|
x, 0, 0, 0, |
|
0, y, 0, 0, |
|
0, 0, z, 0, |
|
0, 0, 0, 1 |
|
|
|
); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
compose: function ( position, quaternion, scale ) { |
|
|
|
this.makeRotationFromQuaternion( quaternion ); |
|
this.scale( scale ); |
|
this.setPosition( position ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
decompose: function () { |
|
|
|
var vector, matrix; |
|
|
|
return function decompose( position, quaternion, scale ) { |
|
|
|
if ( vector === undefined ) { |
|
|
|
vector = new Vector3(); |
|
matrix = new Matrix4(); |
|
|
|
} |
|
|
|
var te = this.elements; |
|
|
|
var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length(); |
|
var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length(); |
|
var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length(); |
|
|
|
// if determine is negative, we need to invert one scale |
|
var det = this.determinant(); |
|
if ( det < 0 ) { |
|
|
|
sx = - sx; |
|
|
|
} |
|
|
|
position.x = te[ 12 ]; |
|
position.y = te[ 13 ]; |
|
position.z = te[ 14 ]; |
|
|
|
// scale the rotation part |
|
|
|
matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy() |
|
|
|
var invSX = 1 / sx; |
|
var invSY = 1 / sy; |
|
var invSZ = 1 / sz; |
|
|
|
matrix.elements[ 0 ] *= invSX; |
|
matrix.elements[ 1 ] *= invSX; |
|
matrix.elements[ 2 ] *= invSX; |
|
|
|
matrix.elements[ 4 ] *= invSY; |
|
matrix.elements[ 5 ] *= invSY; |
|
matrix.elements[ 6 ] *= invSY; |
|
|
|
matrix.elements[ 8 ] *= invSZ; |
|
matrix.elements[ 9 ] *= invSZ; |
|
matrix.elements[ 10 ] *= invSZ; |
|
|
|
quaternion.setFromRotationMatrix( matrix ); |
|
|
|
scale.x = sx; |
|
scale.y = sy; |
|
scale.z = sz; |
|
|
|
return this; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
makeFrustum: function ( left, right, bottom, top, near, far ) { |
|
|
|
var te = this.elements; |
|
var x = 2 * near / ( right - left ); |
|
var y = 2 * near / ( top - bottom ); |
|
|
|
var a = ( right + left ) / ( right - left ); |
|
var b = ( top + bottom ) / ( top - bottom ); |
|
var c = - ( far + near ) / ( far - near ); |
|
var d = - 2 * far * near / ( far - near ); |
|
|
|
te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0; |
|
te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0; |
|
te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d; |
|
te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
makePerspective: function ( fov, aspect, near, far ) { |
|
|
|
var ymax = near * Math.tan( exports.Math.DEG2RAD * fov * 0.5 ); |
|
var ymin = - ymax; |
|
var xmin = ymin * aspect; |
|
var xmax = ymax * aspect; |
|
|
|
return this.makeFrustum( xmin, xmax, ymin, ymax, near, far ); |
|
|
|
}, |
|
|
|
makeOrthographic: function ( left, right, top, bottom, near, far ) { |
|
|
|
var te = this.elements; |
|
var w = 1.0 / ( right - left ); |
|
var h = 1.0 / ( top - bottom ); |
|
var p = 1.0 / ( far - near ); |
|
|
|
var x = ( right + left ) * w; |
|
var y = ( top + bottom ) * h; |
|
var z = ( far + near ) * p; |
|
|
|
te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x; |
|
te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y; |
|
te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z; |
|
te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
equals: function ( matrix ) { |
|
|
|
var te = this.elements; |
|
var me = matrix.elements; |
|
|
|
for ( var i = 0; i < 16; i ++ ) { |
|
|
|
if ( te[ i ] !== me[ i ] ) return false; |
|
|
|
} |
|
|
|
return true; |
|
|
|
}, |
|
|
|
fromArray: function ( array ) { |
|
|
|
this.elements.set( array ); |
|
|
|
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; |
|
|
|
}; |
|
|
|
Quaternion.prototype = { |
|
|
|
constructor: Quaternion, |
|
|
|
get x () { |
|
|
|
return this._x; |
|
|
|
}, |
|
|
|
set x ( value ) { |
|
|
|
this._x = value; |
|
this.onChangeCallback(); |
|
|
|
}, |
|
|
|
get y () { |
|
|
|
return this._y; |
|
|
|
}, |
|
|
|
set y ( value ) { |
|
|
|
this._y = value; |
|
this.onChangeCallback(); |
|
|
|
}, |
|
|
|
get z () { |
|
|
|
return this._z; |
|
|
|
}, |
|
|
|
set z ( value ) { |
|
|
|
this._z = value; |
|
this.onChangeCallback(); |
|
|
|
}, |
|
|
|
get w () { |
|
|
|
return this._w; |
|
|
|
}, |
|
|
|
set w ( value ) { |
|
|
|
this._w = value; |
|
this.onChangeCallback(); |
|
|
|
}, |
|
|
|
set: function ( x, y, z, w ) { |
|
|
|
this._x = x; |
|
this._y = y; |
|
this._z = z; |
|
this._w = w; |
|
|
|
this.onChangeCallback(); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
clone: function () { |
|
|
|
return new this.constructor( this._x, this._y, this._z, this._w ); |
|
|
|
}, |
|
|
|
copy: function ( quaternion ) { |
|
|
|
this._x = quaternion.x; |
|
this._y = quaternion.y; |
|
this._z = quaternion.z; |
|
this._w = quaternion.w; |
|
|
|
this.onChangeCallback(); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setFromEuler: function ( euler, update ) { |
|
|
|
if ( (euler && euler.isEuler) === false ) { |
|
|
|
throw new Error( 'THREE.Quaternion: .setFromEuler() now expects a Euler rotation rather than a Vector3 and order.' ); |
|
|
|
} |
|
|
|
// http://www.mathworks.com/matlabcentral/fileexchange/ |
|
// 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/ |
|
// content/SpinCalc.m |
|
|
|
var c1 = Math.cos( euler._x / 2 ); |
|
var c2 = Math.cos( euler._y / 2 ); |
|
var c3 = Math.cos( euler._z / 2 ); |
|
var s1 = Math.sin( euler._x / 2 ); |
|
var s2 = Math.sin( euler._y / 2 ); |
|
var s3 = Math.sin( euler._z / 2 ); |
|
|
|
var order = euler.order; |
|
|
|
if ( order === 'XYZ' ) { |
|
|
|
this._x = s1 * c2 * c3 + c1 * s2 * s3; |
|
this._y = c1 * s2 * c3 - s1 * c2 * s3; |
|
this._z = c1 * c2 * s3 + s1 * s2 * c3; |
|
this._w = c1 * c2 * c3 - s1 * s2 * s3; |
|
|
|
} else if ( order === 'YXZ' ) { |
|
|
|
this._x = s1 * c2 * c3 + c1 * s2 * s3; |
|
this._y = c1 * s2 * c3 - s1 * c2 * s3; |
|
this._z = c1 * c2 * s3 - s1 * s2 * c3; |
|
this._w = c1 * c2 * c3 + s1 * s2 * s3; |
|
|
|
} else if ( order === 'ZXY' ) { |
|
|
|
this._x = s1 * c2 * c3 - c1 * s2 * s3; |
|
this._y = c1 * s2 * c3 + s1 * c2 * s3; |
|
this._z = c1 * c2 * s3 + s1 * s2 * c3; |
|
this._w = c1 * c2 * c3 - s1 * s2 * s3; |
|
|
|
} else if ( order === 'ZYX' ) { |
|
|
|
this._x = s1 * c2 * c3 - c1 * s2 * s3; |
|
this._y = c1 * s2 * c3 + s1 * c2 * s3; |
|
this._z = c1 * c2 * s3 - s1 * s2 * c3; |
|
this._w = c1 * c2 * c3 + s1 * s2 * s3; |
|
|
|
} else if ( order === 'YZX' ) { |
|
|
|
this._x = s1 * c2 * c3 + c1 * s2 * s3; |
|
this._y = c1 * s2 * c3 + s1 * c2 * s3; |
|
this._z = c1 * c2 * s3 - s1 * s2 * c3; |
|
this._w = c1 * c2 * c3 - s1 * s2 * s3; |
|
|
|
} else if ( order === 'XZY' ) { |
|
|
|
this._x = s1 * c2 * c3 - c1 * s2 * s3; |
|
this._y = c1 * s2 * c3 - s1 * c2 * s3; |
|
this._z = c1 * c2 * s3 + s1 * s2 * c3; |
|
this._w = c1 * c2 * c3 + s1 * s2 * s3; |
|
|
|
} |
|
|
|
if ( update !== false ) this.onChangeCallback(); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setFromAxisAngle: function ( axis, angle ) { |
|
|
|
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm |
|
|
|
// assumes axis is normalized |
|
|
|
var halfAngle = angle / 2, s = Math.sin( halfAngle ); |
|
|
|
this._x = axis.x * s; |
|
this._y = axis.y * s; |
|
this._z = axis.z * s; |
|
this._w = Math.cos( halfAngle ); |
|
|
|
this.onChangeCallback(); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setFromRotationMatrix: function ( m ) { |
|
|
|
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm |
|
|
|
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) |
|
|
|
var te = m.elements, |
|
|
|
m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], |
|
m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], |
|
m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ], |
|
|
|
trace = m11 + m22 + m33, |
|
s; |
|
|
|
if ( trace > 0 ) { |
|
|
|
s = 0.5 / Math.sqrt( trace + 1.0 ); |
|
|
|
this._w = 0.25 / s; |
|
this._x = ( m32 - m23 ) * s; |
|
this._y = ( m13 - m31 ) * s; |
|
this._z = ( m21 - m12 ) * s; |
|
|
|
} else if ( m11 > m22 && m11 > m33 ) { |
|
|
|
s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 ); |
|
|
|
this._w = ( m32 - m23 ) / s; |
|
this._x = 0.25 * s; |
|
this._y = ( m12 + m21 ) / s; |
|
this._z = ( m13 + m31 ) / s; |
|
|
|
} else if ( m22 > m33 ) { |
|
|
|
s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 ); |
|
|
|
this._w = ( m13 - m31 ) / s; |
|
this._x = ( m12 + m21 ) / s; |
|
this._y = 0.25 * s; |
|
this._z = ( m23 + m32 ) / s; |
|
|
|
} else { |
|
|
|
s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 ); |
|
|
|
this._w = ( m21 - m12 ) / s; |
|
this._x = ( m13 + m31 ) / s; |
|
this._y = ( m23 + m32 ) / s; |
|
this._z = 0.25 * s; |
|
|
|
} |
|
|
|
this.onChangeCallback(); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setFromUnitVectors: function () { |
|
|
|
// http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final |
|
|
|
// assumes direction vectors vFrom and vTo are normalized |
|
|
|
var v1, r; |
|
|
|
var EPS = 0.000001; |
|
|
|
return function setFromUnitVectors( vFrom, vTo ) { |
|
|
|
if ( v1 === undefined ) v1 = new Vector3(); |
|
|
|
r = vFrom.dot( vTo ) + 1; |
|
|
|
if ( r < EPS ) { |
|
|
|
r = 0; |
|
|
|
if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) { |
|
|
|
v1.set( - vFrom.y, vFrom.x, 0 ); |
|
|
|
} else { |
|
|
|
v1.set( 0, - vFrom.z, vFrom.y ); |
|
|
|
} |
|
|
|
} else { |
|
|
|
v1.crossVectors( vFrom, vTo ); |
|
|
|
} |
|
|
|
this._x = v1.x; |
|
this._y = v1.y; |
|
this._z = v1.z; |
|
this._w = r; |
|
|
|
return this.normalize(); |
|
|
|
}; |
|
|
|
}(), |
|
|
|
inverse: function () { |
|
|
|
return this.conjugate().normalize(); |
|
|
|
}, |
|
|
|
conjugate: function () { |
|
|
|
this._x *= - 1; |
|
this._y *= - 1; |
|
this._z *= - 1; |
|
|
|
this.onChangeCallback(); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
dot: function ( v ) { |
|
|
|
return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w; |
|
|
|
}, |
|
|
|
lengthSq: function () { |
|
|
|
return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w; |
|
|
|
}, |
|
|
|
length: function () { |
|
|
|
return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w ); |
|
|
|
}, |
|
|
|
normalize: function () { |
|
|
|
var l = this.length(); |
|
|
|
if ( l === 0 ) { |
|
|
|
this._x = 0; |
|
this._y = 0; |
|
this._z = 0; |
|
this._w = 1; |
|
|
|
} else { |
|
|
|
l = 1 / l; |
|
|
|
this._x = this._x * l; |
|
this._y = this._y * l; |
|
this._z = this._z * l; |
|
this._w = this._w * l; |
|
|
|
} |
|
|
|
this.onChangeCallback(); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
multiply: function ( q, p ) { |
|
|
|
if ( p !== undefined ) { |
|
|
|
console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' ); |
|
return this.multiplyQuaternions( q, p ); |
|
|
|
} |
|
|
|
return this.multiplyQuaternions( this, q ); |
|
|
|
}, |
|
|
|
premultiply: function ( q ) { |
|
|
|
return this.multiplyQuaternions( q, this ); |
|
|
|
}, |
|
|
|
multiplyQuaternions: function ( a, b ) { |
|
|
|
// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm |
|
|
|
var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w; |
|
var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w; |
|
|
|
this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; |
|
this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; |
|
this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; |
|
this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; |
|
|
|
this.onChangeCallback(); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
slerp: function ( qb, t ) { |
|
|
|
if ( t === 0 ) return this; |
|
if ( t === 1 ) return this.copy( qb ); |
|
|
|
var x = this._x, y = this._y, z = this._z, w = this._w; |
|
|
|
// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ |
|
|
|
var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z; |
|
|
|
if ( cosHalfTheta < 0 ) { |
|
|
|
this._w = - qb._w; |
|
this._x = - qb._x; |
|
this._y = - qb._y; |
|
this._z = - qb._z; |
|
|
|
cosHalfTheta = - cosHalfTheta; |
|
|
|
} else { |
|
|
|
this.copy( qb ); |
|
|
|
} |
|
|
|
if ( cosHalfTheta >= 1.0 ) { |
|
|
|
this._w = w; |
|
this._x = x; |
|
this._y = y; |
|
this._z = z; |
|
|
|
return this; |
|
|
|
} |
|
|
|
var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta ); |
|
|
|
if ( Math.abs( sinHalfTheta ) < 0.001 ) { |
|
|
|
this._w = 0.5 * ( w + this._w ); |
|
this._x = 0.5 * ( x + this._x ); |
|
this._y = 0.5 * ( y + this._y ); |
|
this._z = 0.5 * ( z + this._z ); |
|
|
|
return this; |
|
|
|
} |
|
|
|
var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta ); |
|
var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, |
|
ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; |
|
|
|
this._w = ( w * ratioA + this._w * ratioB ); |
|
this._x = ( x * ratioA + this._x * ratioB ); |
|
this._y = ( y * ratioA + this._y * ratioB ); |
|
this._z = ( z * ratioA + this._z * ratioB ); |
|
|
|
this.onChangeCallback(); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
equals: function ( quaternion ) { |
|
|
|
return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w ); |
|
|
|
}, |
|
|
|
fromArray: function ( array, offset ) { |
|
|
|
if ( offset === undefined ) offset = 0; |
|
|
|
this._x = array[ offset ]; |
|
this._y = array[ offset + 1 ]; |
|
this._z = array[ offset + 2 ]; |
|
this._w = array[ offset + 3 ]; |
|
|
|
this.onChangeCallback(); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
toArray: function ( array, offset ) { |
|
|
|
if ( array === undefined ) array = []; |
|
if ( offset === undefined ) offset = 0; |
|
|
|
array[ offset ] = this._x; |
|
array[ offset + 1 ] = this._y; |
|
array[ offset + 2 ] = this._z; |
|
array[ offset + 3 ] = this._w; |
|
|
|
return array; |
|
|
|
}, |
|
|
|
onChange: function ( callback ) { |
|
|
|
this.onChangeCallback = callback; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
onChangeCallback: function () {} |
|
|
|
}; |
|
|
|
Object.assign( Quaternion, { |
|
|
|
slerp: function( qa, qb, qm, t ) { |
|
|
|
return qm.copy( qa ).slerp( qb, t ); |
|
|
|
}, |
|
|
|
slerpFlat: function( |
|
dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) { |
|
|
|
// fuzz-free, array-based Quaternion SLERP operation |
|
|
|
var x0 = src0[ srcOffset0 + 0 ], |
|
y0 = src0[ srcOffset0 + 1 ], |
|
z0 = src0[ srcOffset0 + 2 ], |
|
w0 = src0[ srcOffset0 + 3 ], |
|
|
|
x1 = src1[ srcOffset1 + 0 ], |
|
y1 = src1[ srcOffset1 + 1 ], |
|
z1 = src1[ srcOffset1 + 2 ], |
|
w1 = src1[ srcOffset1 + 3 ]; |
|
|
|
if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) { |
|
|
|
var s = 1 - t, |
|
|
|
cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1, |
|
|
|
dir = ( cos >= 0 ? 1 : - 1 ), |
|
sqrSin = 1 - cos * cos; |
|
|
|
// Skip the Slerp for tiny steps to avoid numeric problems: |
|
if ( sqrSin > Number.EPSILON ) { |
|
|
|
var sin = Math.sqrt( sqrSin ), |
|
len = Math.atan2( sin, cos * dir ); |
|
|
|
s = Math.sin( s * len ) / sin; |
|
t = Math.sin( t * len ) / sin; |
|
|
|
} |
|
|
|
var tDir = t * dir; |
|
|
|
x0 = x0 * s + x1 * tDir; |
|
y0 = y0 * s + y1 * tDir; |
|
z0 = z0 * s + z1 * tDir; |
|
w0 = w0 * s + w1 * tDir; |
|
|
|
// Normalize in case we just did a lerp: |
|
if ( s === 1 - t ) { |
|
|
|
var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 ); |
|
|
|
x0 *= f; |
|
y0 *= f; |
|
z0 *= f; |
|
w0 *= f; |
|
|
|
} |
|
|
|
} |
|
|
|
dst[ dstOffset ] = x0; |
|
dst[ dstOffset + 1 ] = y0; |
|
dst[ dstOffset + 2 ] = z0; |
|
dst[ dstOffset + 3 ] = w0; |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
* @author *kile / http://kile.stravaganza.org/ |
|
* @author philogb / http://blog.thejit.org/ |
|
* @author mikael emtinger / http://gomo.se/ |
|
* @author egraether / http://egraether.com/ |
|
* @author WestLangley / http://github.com/WestLangley |
|
*/ |
|
|
|
function Vector3( x, y, z ) { |
|
|
|
this.x = x || 0; |
|
this.y = y || 0; |
|
this.z = z || 0; |
|
|
|
}; |
|
|
|
Vector3.prototype = { |
|
|
|
constructor: Vector3, |
|
|
|
isVector3: true, |
|
|
|
set: function ( x, y, z ) { |
|
|
|
this.x = x; |
|
this.y = y; |
|
this.z = z; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setScalar: function ( scalar ) { |
|
|
|
this.x = scalar; |
|
this.y = scalar; |
|
this.z = scalar; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setX: function ( x ) { |
|
|
|
this.x = x; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setY: function ( y ) { |
|
|
|
this.y = y; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setZ: function ( z ) { |
|
|
|
this.z = z; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setComponent: function ( index, value ) { |
|
|
|
switch ( index ) { |
|
|
|
case 0: this.x = value; break; |
|
case 1: this.y = value; break; |
|
case 2: this.z = value; break; |
|
default: throw new Error( 'index is out of range: ' + index ); |
|
|
|
} |
|
|
|
}, |
|
|
|
getComponent: function ( index ) { |
|
|
|
switch ( index ) { |
|
|
|
case 0: return this.x; |
|
case 1: return this.y; |
|
case 2: return this.z; |
|
default: throw new Error( 'index is out of range: ' + index ); |
|
|
|
} |
|
|
|
}, |
|
|
|
clone: function () { |
|
|
|
return new this.constructor( this.x, this.y, this.z ); |
|
|
|
}, |
|
|
|
copy: function ( v ) { |
|
|
|
this.x = v.x; |
|
this.y = v.y; |
|
this.z = v.z; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
add: function ( v, w ) { |
|
|
|
if ( w !== undefined ) { |
|
|
|
console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); |
|
return this.addVectors( v, w ); |
|
|
|
} |
|
|
|
this.x += v.x; |
|
this.y += v.y; |
|
this.z += v.z; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
addScalar: function ( s ) { |
|
|
|
this.x += s; |
|
this.y += s; |
|
this.z += s; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
addVectors: function ( a, b ) { |
|
|
|
this.x = a.x + b.x; |
|
this.y = a.y + b.y; |
|
this.z = a.z + b.z; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
addScaledVector: function ( v, s ) { |
|
|
|
this.x += v.x * s; |
|
this.y += v.y * s; |
|
this.z += v.z * s; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
sub: function ( v, w ) { |
|
|
|
if ( w !== undefined ) { |
|
|
|
console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); |
|
return this.subVectors( v, w ); |
|
|
|
} |
|
|
|
this.x -= v.x; |
|
this.y -= v.y; |
|
this.z -= v.z; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
subScalar: function ( s ) { |
|
|
|
this.x -= s; |
|
this.y -= s; |
|
this.z -= s; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
subVectors: function ( a, b ) { |
|
|
|
this.x = a.x - b.x; |
|
this.y = a.y - b.y; |
|
this.z = a.z - b.z; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
multiply: function ( v, w ) { |
|
|
|
if ( w !== undefined ) { |
|
|
|
console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' ); |
|
return this.multiplyVectors( v, w ); |
|
|
|
} |
|
|
|
this.x *= v.x; |
|
this.y *= v.y; |
|
this.z *= v.z; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
multiplyScalar: function ( scalar ) { |
|
|
|
if ( isFinite( scalar ) ) { |
|
|
|
this.x *= scalar; |
|
this.y *= scalar; |
|
this.z *= scalar; |
|
|
|
} else { |
|
|
|
this.x = 0; |
|
this.y = 0; |
|
this.z = 0; |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
multiplyVectors: function ( a, b ) { |
|
|
|
this.x = a.x * b.x; |
|
this.y = a.y * b.y; |
|
this.z = a.z * b.z; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
applyEuler: function () { |
|
|
|
var quaternion; |
|
|
|
return function applyEuler( euler ) { |
|
|
|
if ( (euler && euler.isEuler) === false ) { |
|
|
|
console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' ); |
|
|
|
} |
|
|
|
if ( quaternion === undefined ) quaternion = new Quaternion(); |
|
|
|
return this.applyQuaternion( quaternion.setFromEuler( euler ) ); |
|
|
|
}; |
|
|
|
}(), |
|
|
|
applyAxisAngle: function () { |
|
|
|
var quaternion; |
|
|
|
return function applyAxisAngle( axis, angle ) { |
|
|
|
if ( quaternion === undefined ) quaternion = new Quaternion(); |
|
|
|
return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) ); |
|
|
|
}; |
|
|
|
}(), |
|
|
|
applyMatrix3: function ( m ) { |
|
|
|
var x = this.x, y = this.y, z = this.z; |
|
var e = m.elements; |
|
|
|
this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z; |
|
this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z; |
|
this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
applyMatrix4: function ( m ) { |
|
|
|
// input: THREE.Matrix4 affine matrix |
|
|
|
var x = this.x, y = this.y, z = this.z; |
|
var e = m.elements; |
|
|
|
this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ]; |
|
this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ]; |
|
this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ]; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
applyProjection: function ( m ) { |
|
|
|
// input: THREE.Matrix4 projection matrix |
|
|
|
var x = this.x, y = this.y, z = this.z; |
|
var e = m.elements; |
|
var d = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); // perspective divide |
|
|
|
this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * d; |
|
this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * d; |
|
this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * d; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
applyQuaternion: function ( q ) { |
|
|
|
var x = this.x, y = this.y, z = this.z; |
|
var qx = q.x, qy = q.y, qz = q.z, qw = q.w; |
|
|
|
// calculate quat * vector |
|
|
|
var ix = qw * x + qy * z - qz * y; |
|
var iy = qw * y + qz * x - qx * z; |
|
var iz = qw * z + qx * y - qy * x; |
|
var iw = - qx * x - qy * y - qz * z; |
|
|
|
// calculate result * inverse quat |
|
|
|
this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy; |
|
this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz; |
|
this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
project: function () { |
|
|
|
var matrix; |
|
|
|
return function project( camera ) { |
|
|
|
if ( matrix === undefined ) matrix = new Matrix4(); |
|
|
|
matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) ); |
|
return this.applyProjection( matrix ); |
|
|
|
}; |
|
|
|
}(), |
|
|
|
unproject: function () { |
|
|
|
var matrix; |
|
|
|
return function unproject( camera ) { |
|
|
|
if ( matrix === undefined ) matrix = new Matrix4(); |
|
|
|
matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) ); |
|
return this.applyProjection( matrix ); |
|
|
|
}; |
|
|
|
}(), |
|
|
|
transformDirection: function ( m ) { |
|
|
|
// input: THREE.Matrix4 affine matrix |
|
// vector interpreted as a direction |
|
|
|
var x = this.x, y = this.y, z = this.z; |
|
var e = m.elements; |
|
|
|
this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z; |
|
this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z; |
|
this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z; |
|
|
|
return this.normalize(); |
|
|
|
}, |
|
|
|
divide: function ( v ) { |
|
|
|
this.x /= v.x; |
|
this.y /= v.y; |
|
this.z /= v.z; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
divideScalar: function ( scalar ) { |
|
|
|
return this.multiplyScalar( 1 / scalar ); |
|
|
|
}, |
|
|
|
min: function ( v ) { |
|
|
|
this.x = Math.min( this.x, v.x ); |
|
this.y = Math.min( this.y, v.y ); |
|
this.z = Math.min( this.z, v.z ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
max: function ( v ) { |
|
|
|
this.x = Math.max( this.x, v.x ); |
|
this.y = Math.max( this.y, v.y ); |
|
this.z = Math.max( this.z, v.z ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
clamp: function ( min, max ) { |
|
|
|
// This function assumes min < max, if this assumption isn't true it will not operate correctly |
|
|
|
this.x = Math.max( min.x, Math.min( max.x, this.x ) ); |
|
this.y = Math.max( min.y, Math.min( max.y, this.y ) ); |
|
this.z = Math.max( min.z, Math.min( max.z, this.z ) ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
clampScalar: function () { |
|
|
|
var min, max; |
|
|
|
return function clampScalar( minVal, maxVal ) { |
|
|
|
if ( min === undefined ) { |
|
|
|
min = new Vector3(); |
|
max = new Vector3(); |
|
|
|
} |
|
|
|
min.set( minVal, minVal, minVal ); |
|
max.set( maxVal, maxVal, maxVal ); |
|
|
|
return this.clamp( min, max ); |
|
|
|
}; |
|
|
|
}(), |
|
|
|
clampLength: function ( min, max ) { |
|
|
|
var length = this.length(); |
|
|
|
return this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length ); |
|
|
|
}, |
|
|
|
floor: function () { |
|
|
|
this.x = Math.floor( this.x ); |
|
this.y = Math.floor( this.y ); |
|
this.z = Math.floor( this.z ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
ceil: function () { |
|
|
|
this.x = Math.ceil( this.x ); |
|
this.y = Math.ceil( this.y ); |
|
this.z = Math.ceil( this.z ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
round: function () { |
|
|
|
this.x = Math.round( this.x ); |
|
this.y = Math.round( this.y ); |
|
this.z = Math.round( this.z ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
roundToZero: function () { |
|
|
|
this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); |
|
this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); |
|
this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
negate: function () { |
|
|
|
this.x = - this.x; |
|
this.y = - this.y; |
|
this.z = - this.z; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
dot: function ( v ) { |
|
|
|
return this.x * v.x + this.y * v.y + this.z * v.z; |
|
|
|
}, |
|
|
|
lengthSq: function () { |
|
|
|
return this.x * this.x + this.y * this.y + this.z * this.z; |
|
|
|
}, |
|
|
|
length: function () { |
|
|
|
return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); |
|
|
|
}, |
|
|
|
lengthManhattan: function () { |
|
|
|
return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); |
|
|
|
}, |
|
|
|
normalize: function () { |
|
|
|
return this.divideScalar( this.length() ); |
|
|
|
}, |
|
|
|
setLength: function ( length ) { |
|
|
|
return this.multiplyScalar( length / this.length() ); |
|
|
|
}, |
|
|
|
lerp: function ( v, alpha ) { |
|
|
|
this.x += ( v.x - this.x ) * alpha; |
|
this.y += ( v.y - this.y ) * alpha; |
|
this.z += ( v.z - this.z ) * alpha; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
lerpVectors: function ( v1, v2, alpha ) { |
|
|
|
return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); |
|
|
|
}, |
|
|
|
cross: function ( v, w ) { |
|
|
|
if ( w !== undefined ) { |
|
|
|
console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' ); |
|
return this.crossVectors( v, w ); |
|
|
|
} |
|
|
|
var x = this.x, y = this.y, z = this.z; |
|
|
|
this.x = y * v.z - z * v.y; |
|
this.y = z * v.x - x * v.z; |
|
this.z = x * v.y - y * v.x; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
crossVectors: function ( a, b ) { |
|
|
|
var ax = a.x, ay = a.y, az = a.z; |
|
var bx = b.x, by = b.y, bz = b.z; |
|
|
|
this.x = ay * bz - az * by; |
|
this.y = az * bx - ax * bz; |
|
this.z = ax * by - ay * bx; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
projectOnVector: function ( vector ) { |
|
|
|
var scalar = vector.dot( this ) / vector.lengthSq(); |
|
|
|
return this.copy( vector ).multiplyScalar( scalar ); |
|
|
|
}, |
|
|
|
projectOnPlane: function () { |
|
|
|
var v1; |
|
|
|
return function projectOnPlane( planeNormal ) { |
|
|
|
if ( v1 === undefined ) v1 = new Vector3(); |
|
|
|
v1.copy( this ).projectOnVector( planeNormal ); |
|
|
|
return this.sub( v1 ); |
|
|
|
}; |
|
|
|
}(), |
|
|
|
reflect: function () { |
|
|
|
// reflect incident vector off plane orthogonal to normal |
|
// normal is assumed to have unit length |
|
|
|
var v1; |
|
|
|
return function reflect( normal ) { |
|
|
|
if ( v1 === undefined ) v1 = new Vector3(); |
|
|
|
return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) ); |
|
|
|
}; |
|
|
|
}(), |
|
|
|
angleTo: function ( v ) { |
|
|
|
var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) ); |
|
|
|
// clamp, to handle numerical problems |
|
|
|
return Math.acos( exports.Math.clamp( theta, - 1, 1 ) ); |
|
|
|
}, |
|
|
|
distanceTo: function ( v ) { |
|
|
|
return Math.sqrt( this.distanceToSquared( v ) ); |
|
|
|
}, |
|
|
|
distanceToSquared: function ( v ) { |
|
|
|
var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z; |
|
|
|
return dx * dx + dy * dy + dz * dz; |
|
|
|
}, |
|
|
|
distanceToManhattan: function ( v ) { |
|
|
|
return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z ); |
|
|
|
}, |
|
|
|
setFromSpherical: function( s ) { |
|
|
|
var sinPhiRadius = Math.sin( s.phi ) * s.radius; |
|
|
|
this.x = sinPhiRadius * Math.sin( s.theta ); |
|
this.y = Math.cos( s.phi ) * s.radius; |
|
this.z = sinPhiRadius * Math.cos( s.theta ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setFromMatrixPosition: function ( m ) { |
|
|
|
return this.setFromMatrixColumn( m, 3 ); |
|
|
|
}, |
|
|
|
setFromMatrixScale: function ( m ) { |
|
|
|
var sx = this.setFromMatrixColumn( m, 0 ).length(); |
|
var sy = this.setFromMatrixColumn( m, 1 ).length(); |
|
var sz = this.setFromMatrixColumn( m, 2 ).length(); |
|
|
|
this.x = sx; |
|
this.y = sy; |
|
this.z = sz; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setFromMatrixColumn: function ( m, index ) { |
|
|
|
if ( typeof m === 'number' ) { |
|
|
|
console.warn( 'THREE.Vector3: setFromMatrixColumn now expects ( matrix, index ).' ); |
|
var temp = m |
|
m = index; |
|
index = temp; |
|
|
|
} |
|
|
|
return this.fromArray( m.elements, index * 4 ); |
|
|
|
}, |
|
|
|
equals: function ( v ) { |
|
|
|
return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); |
|
|
|
}, |
|
|
|
fromArray: function ( array, offset ) { |
|
|
|
if ( offset === undefined ) offset = 0; |
|
|
|
this.x = array[ offset ]; |
|
this.y = array[ offset + 1 ]; |
|
this.z = array[ offset + 2 ]; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
toArray: function ( array, offset ) { |
|
|
|
if ( array === undefined ) array = []; |
|
if ( offset === undefined ) offset = 0; |
|
|
|
array[ offset ] = this.x; |
|
array[ offset + 1 ] = this.y; |
|
array[ offset + 2 ] = this.z; |
|
|
|
return array; |
|
|
|
}, |
|
|
|
fromAttribute: function ( attribute, index, offset ) { |
|
|
|
if ( offset === undefined ) offset = 0; |
|
|
|
index = index * attribute.itemSize + offset; |
|
|
|
this.x = attribute.array[ index ]; |
|
this.y = attribute.array[ index + 1 ]; |
|
this.z = attribute.array[ index + 2 ]; |
|
|
|
return this; |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* @author mikael emtinger / http://gomo.se/ |
|
* @author alteredq / http://alteredqualia.com/ |
|
*/ |
|
|
|
function SpritePlugin( renderer, sprites ) { |
|
|
|
var gl = renderer.context; |
|
var state = renderer.state; |
|
|
|
var vertexBuffer, elementBuffer; |
|
var program, attributes, uniforms; |
|
|
|
var texture; |
|
|
|
// decompose matrixWorld |
|
|
|
var spritePosition = new Vector3(); |
|
var spriteRotation = new Quaternion(); |
|
var spriteScale = new Vector3(); |
|
|
|
function init() { |
|
|
|
var vertices = new Float32Array( [ |
|
- 0.5, - 0.5, 0, 0, |
|
0.5, - 0.5, 1, 0, |
|
0.5, 0.5, 1, 1, |
|
- 0.5, 0.5, 0, 1 |
|
] ); |
|
|
|
var faces = new Uint16Array( [ |
|
0, 1, 2, |
|
0, 2, 3 |
|
] ); |
|
|
|
vertexBuffer = gl.createBuffer(); |
|
elementBuffer = gl.createBuffer(); |
|
|
|
gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); |
|
gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW ); |
|
|
|
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); |
|
gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW ); |
|
|
|
program = createProgram(); |
|
|
|
attributes = { |
|
position: gl.getAttribLocation ( program, 'position' ), |
|
uv: gl.getAttribLocation ( program, 'uv' ) |
|
}; |
|
|
|
uniforms = { |
|
uvOffset: gl.getUniformLocation( program, 'uvOffset' ), |
|
uvScale: gl.getUniformLocation( program, 'uvScale' ), |
|
|
|
rotation: gl.getUniformLocation( program, 'rotation' ), |
|
scale: gl.getUniformLocation( program, 'scale' ), |
|
|
|
color: gl.getUniformLocation( program, 'color' ), |
|
map: gl.getUniformLocation( program, 'map' ), |
|
opacity: gl.getUniformLocation( program, 'opacity' ), |
|
|
|
modelViewMatrix: gl.getUniformLocation( program, 'modelViewMatrix' ), |
|
projectionMatrix: gl.getUniformLocation( program, 'projectionMatrix' ), |
|
|
|
fogType: gl.getUniformLocation( program, 'fogType' ), |
|
fogDensity: gl.getUniformLocation( program, 'fogDensity' ), |
|
fogNear: gl.getUniformLocation( program, 'fogNear' ), |
|
fogFar: gl.getUniformLocation( program, 'fogFar' ), |
|
fogColor: gl.getUniformLocation( program, 'fogColor' ), |
|
|
|
alphaTest: gl.getUniformLocation( program, 'alphaTest' ) |
|
}; |
|
|
|
var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); |
|
canvas.width = 8; |
|
canvas.height = 8; |
|
|
|
var context = canvas.getContext( '2d' ); |
|
context.fillStyle = 'white'; |
|
context.fillRect( 0, 0, 8, 8 ); |
|
|
|
texture = new Texture( canvas ); |
|
texture.needsUpdate = true; |
|
|
|
} |
|
|
|
this.render = function ( scene, camera ) { |
|
|
|
if ( sprites.length === 0 ) return; |
|
|
|
// setup gl |
|
|
|
if ( program === undefined ) { |
|
|
|
init(); |
|
|
|
} |
|
|
|
gl.useProgram( program ); |
|
|
|
state.initAttributes(); |
|
state.enableAttribute( attributes.position ); |
|
state.enableAttribute( attributes.uv ); |
|
state.disableUnusedAttributes(); |
|
|
|
state.disable( gl.CULL_FACE ); |
|
state.enable( gl.BLEND ); |
|
|
|
gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); |
|
gl.vertexAttribPointer( attributes.position, 2, gl.FLOAT, false, 2 * 8, 0 ); |
|
gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 ); |
|
|
|
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); |
|
|
|
gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements ); |
|
|
|
state.activeTexture( gl.TEXTURE0 ); |
|
gl.uniform1i( uniforms.map, 0 ); |
|
|
|
var oldFogType = 0; |
|
var sceneFogType = 0; |
|
var fog = scene.fog; |
|
|
|
if ( fog ) { |
|
|
|
gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b ); |
|
|
|
if ( (fog && fog.isFog) ) { |
|
|
|
gl.uniform1f( uniforms.fogNear, fog.near ); |
|
gl.uniform1f( uniforms.fogFar, fog.far ); |
|
|
|
gl.uniform1i( uniforms.fogType, 1 ); |
|
oldFogType = 1; |
|
sceneFogType = 1; |
|
|
|
} else if ( (fog && fog.isFogExp2) ) { |
|
|
|
gl.uniform1f( uniforms.fogDensity, fog.density ); |
|
|
|
gl.uniform1i( uniforms.fogType, 2 ); |
|
oldFogType = 2; |
|
sceneFogType = 2; |
|
|
|
} |
|
|
|
} else { |
|
|
|
gl.uniform1i( uniforms.fogType, 0 ); |
|
oldFogType = 0; |
|
sceneFogType = 0; |
|
|
|
} |
|
|
|
|
|
// update positions and sort |
|
|
|
for ( var i = 0, l = sprites.length; i < l; i ++ ) { |
|
|
|
var sprite = sprites[ i ]; |
|
|
|
sprite.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld ); |
|
sprite.z = - sprite.modelViewMatrix.elements[ 14 ]; |
|
|
|
} |
|
|
|
sprites.sort( painterSortStable ); |
|
|
|
// render all sprites |
|
|
|
var scale = []; |
|
|
|
for ( var i = 0, l = sprites.length; i < l; i ++ ) { |
|
|
|
var sprite = sprites[ i ]; |
|
var material = sprite.material; |
|
|
|
if ( material.visible === false ) continue; |
|
|
|
gl.uniform1f( uniforms.alphaTest, material.alphaTest ); |
|
gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite.modelViewMatrix.elements ); |
|
|
|
sprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale ); |
|
|
|
scale[ 0 ] = spriteScale.x; |
|
scale[ 1 ] = spriteScale.y; |
|
|
|
var fogType = 0; |
|
|
|
if ( scene.fog && material.fog ) { |
|
|
|
fogType = sceneFogType; |
|
|
|
} |
|
|
|
if ( oldFogType !== fogType ) { |
|
|
|
gl.uniform1i( uniforms.fogType, fogType ); |
|
oldFogType = fogType; |
|
|
|
} |
|
|
|
if ( material.map !== null ) { |
|
|
|
gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y ); |
|
gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y ); |
|
|
|
} else { |
|
|
|
gl.uniform2f( uniforms.uvOffset, 0, 0 ); |
|
gl.uniform2f( uniforms.uvScale, 1, 1 ); |
|
|
|
} |
|
|
|
gl.uniform1f( uniforms.opacity, material.opacity ); |
|
gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b ); |
|
|
|
gl.uniform1f( uniforms.rotation, material.rotation ); |
|
gl.uniform2fv( uniforms.scale, scale ); |
|
|
|
state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); |
|
state.setDepthTest( material.depthTest ); |
|
state.setDepthWrite( material.depthWrite ); |
|
|
|
if ( material.map ) { |
|
|
|
renderer.setTexture2D( material.map, 0 ); |
|
|
|
} else { |
|
|
|
renderer.setTexture2D( texture, 0 ); |
|
|
|
} |
|
|
|
gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); |
|
|
|
} |
|
|
|
// restore gl |
|
|
|
state.enable( gl.CULL_FACE ); |
|
|
|
renderer.resetGLState(); |
|
|
|
}; |
|
|
|
function createProgram() { |
|
|
|
var program = gl.createProgram(); |
|
|
|
var vertexShader = gl.createShader( gl.VERTEX_SHADER ); |
|
var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER ); |
|
|
|
gl.shaderSource( vertexShader, [ |
|
|
|
'precision ' + renderer.getPrecision() + ' float;', |
|
|
|
'uniform mat4 modelViewMatrix;', |
|
'uniform mat4 projectionMatrix;', |
|
'uniform float rotation;', |
|
'uniform vec2 scale;', |
|
'uniform vec2 uvOffset;', |
|
'uniform vec2 uvScale;', |
|
|
|
'attribute vec2 position;', |
|
'attribute vec2 uv;', |
|
|
|
'varying vec2 vUV;', |
|
|
|
'void main() {', |
|
|
|
'vUV = uvOffset + uv * uvScale;', |
|
|
|
'vec2 alignedPosition = position * scale;', |
|
|
|
'vec2 rotatedPosition;', |
|
'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;', |
|
'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;', |
|
|
|
'vec4 finalPosition;', |
|
|
|
'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );', |
|
'finalPosition.xy += rotatedPosition;', |
|
'finalPosition = projectionMatrix * finalPosition;', |
|
|
|
'gl_Position = finalPosition;', |
|
|
|
'}' |
|
|
|
].join( '\n' ) ); |
|
|
|
gl.shaderSource( fragmentShader, [ |
|
|
|
'precision ' + renderer.getPrecision() + ' float;', |
|
|
|
'uniform vec3 color;', |
|
'uniform sampler2D map;', |
|
'uniform float opacity;', |
|
|
|
'uniform int fogType;', |
|
'uniform vec3 fogColor;', |
|
'uniform float fogDensity;', |
|
'uniform float fogNear;', |
|
'uniform float fogFar;', |
|
'uniform float alphaTest;', |
|
|
|
'varying vec2 vUV;', |
|
|
|
'void main() {', |
|
|
|
'vec4 texture = texture2D( map, vUV );', |
|
|
|
'if ( texture.a < alphaTest ) discard;', |
|
|
|
'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );', |
|
|
|
'if ( fogType > 0 ) {', |
|
|
|
'float depth = gl_FragCoord.z / gl_FragCoord.w;', |
|
'float fogFactor = 0.0;', |
|
|
|
'if ( fogType == 1 ) {', |
|
|
|
'fogFactor = smoothstep( fogNear, fogFar, depth );', |
|
|
|
'} else {', |
|
|
|
'const float LOG2 = 1.442695;', |
|
'fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );', |
|
'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );', |
|
|
|
'}', |
|
|
|
'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );', |
|
|
|
'}', |
|
|
|
'}' |
|
|
|
].join( '\n' ) ); |
|
|
|
gl.compileShader( vertexShader ); |
|
gl.compileShader( fragmentShader ); |
|
|
|
gl.attachShader( program, vertexShader ); |
|
gl.attachShader( program, fragmentShader ); |
|
|
|
gl.linkProgram( program ); |
|
|
|
return program; |
|
|
|
} |
|
|
|
function painterSortStable( a, b ) { |
|
|
|
if ( a.renderOrder !== b.renderOrder ) { |
|
|
|
return a.renderOrder - b.renderOrder; |
|
|
|
} else if ( a.z !== b.z ) { |
|
|
|
return b.z - a.z; |
|
|
|
} else { |
|
|
|
return b.id - a.id; |
|
|
|
} |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* @author bhouston / http://clara.io |
|
*/ |
|
|
|
function Box2( min, max ) { |
|
|
|
this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity ); |
|
this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity ); |
|
|
|
}; |
|
|
|
Box2.prototype = { |
|
|
|
constructor: Box2, |
|
|
|
set: function ( min, max ) { |
|
|
|
this.min.copy( min ); |
|
this.max.copy( max ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setFromPoints: function ( points ) { |
|
|
|
this.makeEmpty(); |
|
|
|
for ( var i = 0, il = points.length; i < il; i ++ ) { |
|
|
|
this.expandByPoint( points[ i ] ); |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setFromCenterAndSize: function () { |
|
|
|
var v1 = new Vector2(); |
|
|
|
return function setFromCenterAndSize( center, size ) { |
|
|
|
var halfSize = v1.copy( size ).multiplyScalar( 0.5 ); |
|
this.min.copy( center ).sub( halfSize ); |
|
this.max.copy( center ).add( halfSize ); |
|
|
|
return this; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
clone: function () { |
|
|
|
return new this.constructor().copy( this ); |
|
|
|
}, |
|
|
|
copy: function ( box ) { |
|
|
|
this.min.copy( box.min ); |
|
this.max.copy( box.max ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
makeEmpty: function () { |
|
|
|
this.min.x = this.min.y = + Infinity; |
|
this.max.x = this.max.y = - Infinity; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
isEmpty: function () { |
|
|
|
// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes |
|
|
|
return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ); |
|
|
|
}, |
|
|
|
center: function ( optionalTarget ) { |
|
|
|
var result = optionalTarget || new Vector2(); |
|
return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); |
|
|
|
}, |
|
|
|
size: function ( optionalTarget ) { |
|
|
|
var result = optionalTarget || new Vector2(); |
|
return result.subVectors( this.max, this.min ); |
|
|
|
}, |
|
|
|
expandByPoint: function ( point ) { |
|
|
|
this.min.min( point ); |
|
this.max.max( point ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
expandByVector: function ( vector ) { |
|
|
|
this.min.sub( vector ); |
|
this.max.add( vector ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
expandByScalar: function ( scalar ) { |
|
|
|
this.min.addScalar( - scalar ); |
|
this.max.addScalar( scalar ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
containsPoint: function ( point ) { |
|
|
|
if ( point.x < this.min.x || point.x > this.max.x || |
|
point.y < this.min.y || point.y > this.max.y ) { |
|
|
|
return false; |
|
|
|
} |
|
|
|
return true; |
|
|
|
}, |
|
|
|
containsBox: function ( box ) { |
|
|
|
if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) && |
|
( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) ) { |
|
|
|
return true; |
|
|
|
} |
|
|
|
return false; |
|
|
|
}, |
|
|
|
getParameter: function ( point, optionalTarget ) { |
|
|
|
// This can potentially have a divide by zero if the box |
|
// has a size dimension of 0. |
|
|
|
var result = optionalTarget || new Vector2(); |
|
|
|
return result.set( |
|
( point.x - this.min.x ) / ( this.max.x - this.min.x ), |
|
( point.y - this.min.y ) / ( this.max.y - this.min.y ) |
|
); |
|
|
|
}, |
|
|
|
intersectsBox: function ( box ) { |
|
|
|
// using 6 splitting planes to rule out intersections. |
|
|
|
if ( box.max.x < this.min.x || box.min.x > this.max.x || |
|
box.max.y < this.min.y || box.min.y > this.max.y ) { |
|
|
|
return false; |
|
|
|
} |
|
|
|
return true; |
|
|
|
}, |
|
|
|
clampPoint: function ( point, optionalTarget ) { |
|
|
|
var result = optionalTarget || new Vector2(); |
|
return result.copy( point ).clamp( this.min, this.max ); |
|
|
|
}, |
|
|
|
distanceToPoint: function () { |
|
|
|
var v1 = new Vector2(); |
|
|
|
return function distanceToPoint( point ) { |
|
|
|
var clampedPoint = v1.copy( point ).clamp( this.min, this.max ); |
|
return clampedPoint.sub( point ).length(); |
|
|
|
}; |
|
|
|
}(), |
|
|
|
intersect: function ( box ) { |
|
|
|
this.min.max( box.min ); |
|
this.max.min( box.max ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
union: function ( box ) { |
|
|
|
this.min.min( box.min ); |
|
this.max.max( box.max ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
translate: function ( offset ) { |
|
|
|
this.min.add( offset ); |
|
this.max.add( offset ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
equals: function ( box ) { |
|
|
|
return box.min.equals( this.min ) && box.max.equals( this.max ); |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* @author mikael emtinger / http://gomo.se/ |
|
* @author alteredq / http://alteredqualia.com/ |
|
*/ |
|
|
|
function LensFlarePlugin( renderer, flares ) { |
|
|
|
var gl = renderer.context; |
|
var state = renderer.state; |
|
|
|
var vertexBuffer, elementBuffer; |
|
var shader, program, attributes, uniforms; |
|
|
|
var tempTexture, occlusionTexture; |
|
|
|
function init() { |
|
|
|
var vertices = new Float32Array( [ |
|
- 1, - 1, 0, 0, |
|
1, - 1, 1, 0, |
|
1, 1, 1, 1, |
|
- 1, 1, 0, 1 |
|
] ); |
|
|
|
var faces = new Uint16Array( [ |
|
0, 1, 2, |
|
0, 2, 3 |
|
] ); |
|
|
|
// buffers |
|
|
|
vertexBuffer = gl.createBuffer(); |
|
elementBuffer = gl.createBuffer(); |
|
|
|
gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); |
|
gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW ); |
|
|
|
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); |
|
gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW ); |
|
|
|
// textures |
|
|
|
tempTexture = gl.createTexture(); |
|
occlusionTexture = gl.createTexture(); |
|
|
|
state.bindTexture( gl.TEXTURE_2D, tempTexture ); |
|
gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGB, 16, 16, 0, gl.RGB, gl.UNSIGNED_BYTE, null ); |
|
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE ); |
|
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE ); |
|
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); |
|
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); |
|
|
|
state.bindTexture( gl.TEXTURE_2D, occlusionTexture ); |
|
gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null ); |
|
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE ); |
|
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE ); |
|
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); |
|
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); |
|
|
|
shader = { |
|
|
|
vertexShader: [ |
|
|
|
"uniform lowp int renderType;", |
|
|
|
"uniform vec3 screenPosition;", |
|
"uniform vec2 scale;", |
|
"uniform float rotation;", |
|
|
|
"uniform sampler2D occlusionMap;", |
|
|
|
"attribute vec2 position;", |
|
"attribute vec2 uv;", |
|
|
|
"varying vec2 vUV;", |
|
"varying float vVisibility;", |
|
|
|
"void main() {", |
|
|
|
"vUV = uv;", |
|
|
|
"vec2 pos = position;", |
|
|
|
"if ( renderType == 2 ) {", |
|
|
|
"vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );", |
|
"visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );", |
|
"visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );", |
|
"visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );", |
|
"visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );", |
|
"visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );", |
|
"visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );", |
|
"visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );", |
|
"visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );", |
|
|
|
"vVisibility = visibility.r / 9.0;", |
|
"vVisibility *= 1.0 - visibility.g / 9.0;", |
|
"vVisibility *= visibility.b / 9.0;", |
|
"vVisibility *= 1.0 - visibility.a / 9.0;", |
|
|
|
"pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;", |
|
"pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;", |
|
|
|
"}", |
|
|
|
"gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );", |
|
|
|
"}" |
|
|
|
].join( "\n" ), |
|
|
|
fragmentShader: [ |
|
|
|
"uniform lowp int renderType;", |
|
|
|
"uniform sampler2D map;", |
|
"uniform float opacity;", |
|
"uniform vec3 color;", |
|
|
|
"varying vec2 vUV;", |
|
"varying float vVisibility;", |
|
|
|
"void main() {", |
|
|
|
// pink square |
|
|
|
"if ( renderType == 0 ) {", |
|
|
|
"gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );", |
|
|
|
// restore |
|
|
|
"} else if ( renderType == 1 ) {", |
|
|
|
"gl_FragColor = texture2D( map, vUV );", |
|
|
|
// flare |
|
|
|
"} else {", |
|
|
|
"vec4 texture = texture2D( map, vUV );", |
|
"texture.a *= opacity * vVisibility;", |
|
"gl_FragColor = texture;", |
|
"gl_FragColor.rgb *= color;", |
|
|
|
"}", |
|
|
|
"}" |
|
|
|
].join( "\n" ) |
|
|
|
}; |
|
|
|
program = createProgram( shader ); |
|
|
|
attributes = { |
|
vertex: gl.getAttribLocation ( program, "position" ), |
|
uv: gl.getAttribLocation ( program, "uv" ) |
|
}; |
|
|
|
uniforms = { |
|
renderType: gl.getUniformLocation( program, "renderType" ), |
|
map: gl.getUniformLocation( program, "map" ), |
|
occlusionMap: gl.getUniformLocation( program, "occlusionMap" ), |
|
opacity: gl.getUniformLocation( program, "opacity" ), |
|
color: gl.getUniformLocation( program, "color" ), |
|
scale: gl.getUniformLocation( program, "scale" ), |
|
rotation: gl.getUniformLocation( program, "rotation" ), |
|
screenPosition: gl.getUniformLocation( program, "screenPosition" ) |
|
}; |
|
|
|
} |
|
|
|
/* |
|
* Render lens flares |
|
* Method: renders 16x16 0xff00ff-colored points scattered over the light source area, |
|
* reads these back and calculates occlusion. |
|
*/ |
|
|
|
this.render = function ( scene, camera, viewport ) { |
|
|
|
if ( flares.length === 0 ) return; |
|
|
|
var tempPosition = new Vector3(); |
|
|
|
var invAspect = viewport.w / viewport.z, |
|
halfViewportWidth = viewport.z * 0.5, |
|
halfViewportHeight = viewport.w * 0.5; |
|
|
|
var size = 16 / viewport.w, |
|
scale = new Vector2( size * invAspect, size ); |
|
|
|
var screenPosition = new Vector3( 1, 1, 0 ), |
|
screenPositionPixels = new Vector2( 1, 1 ); |
|
|
|
var validArea = new Box2(); |
|
|
|
validArea.min.set( 0, 0 ); |
|
validArea.max.set( viewport.z - 16, viewport.w - 16 ); |
|
|
|
if ( program === undefined ) { |
|
|
|
init(); |
|
|
|
} |
|
|
|
gl.useProgram( program ); |
|
|
|
state.initAttributes(); |
|
state.enableAttribute( attributes.vertex ); |
|
state.enableAttribute( attributes.uv ); |
|
state.disableUnusedAttributes(); |
|
|
|
// loop through all lens flares to update their occlusion and positions |
|
// setup gl and common used attribs/uniforms |
|
|
|
gl.uniform1i( uniforms.occlusionMap, 0 ); |
|
gl.uniform1i( uniforms.map, 1 ); |
|
|
|
gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); |
|
gl.vertexAttribPointer( attributes.vertex, 2, gl.FLOAT, false, 2 * 8, 0 ); |
|
gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 ); |
|
|
|
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); |
|
|
|
state.disable( gl.CULL_FACE ); |
|
state.setDepthWrite( false ); |
|
|
|
for ( var i = 0, l = flares.length; i < l; i ++ ) { |
|
|
|
size = 16 / viewport.w; |
|
scale.set( size * invAspect, size ); |
|
|
|
// calc object screen position |
|
|
|
var flare = flares[ i ]; |
|
|
|
tempPosition.set( flare.matrixWorld.elements[ 12 ], flare.matrixWorld.elements[ 13 ], flare.matrixWorld.elements[ 14 ] ); |
|
|
|
tempPosition.applyMatrix4( camera.matrixWorldInverse ); |
|
tempPosition.applyProjection( camera.projectionMatrix ); |
|
|
|
// setup arrays for gl programs |
|
|
|
screenPosition.copy( tempPosition ); |
|
|
|
// horizontal and vertical coordinate of the lower left corner of the pixels to copy |
|
|
|
screenPositionPixels.x = viewport.x + ( screenPosition.x * halfViewportWidth ) + halfViewportWidth - 8; |
|
screenPositionPixels.y = viewport.y + ( screenPosition.y * halfViewportHeight ) + halfViewportHeight - 8; |
|
|
|
// screen cull |
|
|
|
if ( validArea.containsPoint( screenPositionPixels ) === true ) { |
|
|
|
// save current RGB to temp texture |
|
|
|
state.activeTexture( gl.TEXTURE0 ); |
|
state.bindTexture( gl.TEXTURE_2D, null ); |
|
state.activeTexture( gl.TEXTURE1 ); |
|
state.bindTexture( gl.TEXTURE_2D, tempTexture ); |
|
gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGB, screenPositionPixels.x, screenPositionPixels.y, 16, 16, 0 ); |
|
|
|
|
|
// render pink quad |
|
|
|
gl.uniform1i( uniforms.renderType, 0 ); |
|
gl.uniform2f( uniforms.scale, scale.x, scale.y ); |
|
gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z ); |
|
|
|
state.disable( gl.BLEND ); |
|
state.enable( gl.DEPTH_TEST ); |
|
|
|
gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); |
|
|
|
|
|
// copy result to occlusionMap |
|
|
|
state.activeTexture( gl.TEXTURE0 ); |
|
state.bindTexture( gl.TEXTURE_2D, occlusionTexture ); |
|
gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, screenPositionPixels.x, screenPositionPixels.y, 16, 16, 0 ); |
|
|
|
|
|
// restore graphics |
|
|
|
gl.uniform1i( uniforms.renderType, 1 ); |
|
state.disable( gl.DEPTH_TEST ); |
|
|
|
state.activeTexture( gl.TEXTURE1 ); |
|
state.bindTexture( gl.TEXTURE_2D, tempTexture ); |
|
gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); |
|
|
|
|
|
// update object positions |
|
|
|
flare.positionScreen.copy( screenPosition ); |
|
|
|
if ( flare.customUpdateCallback ) { |
|
|
|
flare.customUpdateCallback( flare ); |
|
|
|
} else { |
|
|
|
flare.updateLensFlares(); |
|
|
|
} |
|
|
|
// render flares |
|
|
|
gl.uniform1i( uniforms.renderType, 2 ); |
|
state.enable( gl.BLEND ); |
|
|
|
for ( var j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) { |
|
|
|
var sprite = flare.lensFlares[ j ]; |
|
|
|
if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) { |
|
|
|
screenPosition.x = sprite.x; |
|
screenPosition.y = sprite.y; |
|
screenPosition.z = sprite.z; |
|
|
|
size = sprite.size * sprite.scale / viewport.w; |
|
|
|
scale.x = size * invAspect; |
|
scale.y = size; |
|
|
|
gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z ); |
|
gl.uniform2f( uniforms.scale, scale.x, scale.y ); |
|
gl.uniform1f( uniforms.rotation, sprite.rotation ); |
|
|
|
gl.uniform1f( uniforms.opacity, sprite.opacity ); |
|
gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b ); |
|
|
|
state.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst ); |
|
renderer.setTexture2D( sprite.texture, 1 ); |
|
|
|
gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
// restore gl |
|
|
|
state.enable( gl.CULL_FACE ); |
|
state.enable( gl.DEPTH_TEST ); |
|
state.setDepthWrite( true ); |
|
|
|
renderer.resetGLState(); |
|
|
|
}; |
|
|
|
function createProgram( shader ) { |
|
|
|
var program = gl.createProgram(); |
|
|
|
var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER ); |
|
var vertexShader = gl.createShader( gl.VERTEX_SHADER ); |
|
|
|
var prefix = "precision " + renderer.getPrecision() + " float;\n"; |
|
|
|
gl.shaderSource( fragmentShader, prefix + shader.fragmentShader ); |
|
gl.shaderSource( vertexShader, prefix + shader.vertexShader ); |
|
|
|
gl.compileShader( fragmentShader ); |
|
gl.compileShader( vertexShader ); |
|
|
|
gl.attachShader( program, fragmentShader ); |
|
gl.attachShader( program, vertexShader ); |
|
|
|
gl.linkProgram( program ); |
|
|
|
return program; |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* @author 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; |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* |
|
* 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 |
|
* |
|
* .splitDynamic( seq, values ) : filteredSeq |
|
* |
|
* filters 'seq' entries with dynamic entry and removes them from 'seq' |
|
* |
|
* |
|
* Methods of the top-level container (renderer factorizations): |
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* |
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* .setValue( gl, name, value ) |
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* |
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* sets uniform with name 'name' to 'value' |
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* |
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* .set( gl, obj, prop ) |
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* |
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* sets uniform from object and property with same name than uniform |
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* |
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* .setOptional( gl, obj, prop ) |
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* |
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* like .set for an optional property of the object |
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* |
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* |
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* @author tschw |
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* |
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*/ |
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exports.WebGLUniforms = ( function() { // scope |
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var emptyTexture = new Texture(); |
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var emptyCubeTexture = new CubeTexture(); |
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// --- Base for inner nodes (including the root) --- |
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var UniformContainer = function() { |
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this.seq = []; |
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this.map = {}; |
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}, |
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// --- Utilities --- |
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// Array Caches (provide typed arrays for temporary by size) |
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arrayCacheF32 = [], |
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arrayCacheI32 = [], |
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// Flattening for arrays of vectors and matrices |
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flatten = function( array, nBlocks, blockSize ) { |
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var firstElem = array[ 0 ]; |
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if ( firstElem <= 0 || firstElem > 0 ) return array; |
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// unoptimized: ! isNaN( firstElem ) |
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// see http://jacksondunstan.com/articles/983 |
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var n = nBlocks * blockSize, |
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r = arrayCacheF32[ n ]; |
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if ( r === undefined ) { |
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r = new Float32Array( n ); |
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arrayCacheF32[ n ] = r; |
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} |
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if ( nBlocks !== 0 ) { |
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firstElem.toArray( r, 0 ); |
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for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) { |
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offset += blockSize; |
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array[ i ].toArray( r, offset ); |
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} |
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} |
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return r; |
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}, |
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// Texture unit allocation |
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allocTexUnits = function( renderer, n ) { |
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var r = arrayCacheI32[ n ]; |
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if ( r === undefined ) { |
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r = new Int32Array( n ); |
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arrayCacheI32[ n ] = r; |
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} |
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for ( var i = 0; i !== n; ++ i ) |
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r[ i ] = renderer.allocTextureUnit(); |
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return r; |
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}, |
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// --- Setters --- |
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// Note: Defining these methods externally, because they come in a bunch |
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// and this way their names minify. |
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// Single scalar |
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setValue1f = function( gl, v ) { gl.uniform1f( this.addr, v ); }, |
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setValue1i = function( gl, v ) { gl.uniform1i( this.addr, v ); }, |
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// Single float vector (from flat array or THREE.VectorN) |
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setValue2fv = function( gl, v ) { |
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if ( v.x === undefined ) gl.uniform2fv( this.addr, v ); |
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else gl.uniform2f( this.addr, v.x, v.y ); |
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}, |
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setValue3fv = function( gl, v ) { |
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if ( v.x !== undefined ) |
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gl.uniform3f( this.addr, v.x, v.y, v.z ); |
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else if ( v.r !== undefined ) |
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gl.uniform3f( this.addr, v.r, v.g, v.b ); |
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else |
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gl.uniform3fv( this.addr, v ); |
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}, |
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setValue4fv = function( gl, v ) { |
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if ( v.x === undefined ) gl.uniform4fv( this.addr, v ); |
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else gl.uniform4f( this.addr, v.x, v.y, v.z, v.w ); |
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}, |
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// Single matrix (from flat array or MatrixN) |
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setValue2fm = function( gl, v ) { |
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gl.uniformMatrix2fv( this.addr, false, v.elements || v ); |
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}, |
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setValue3fm = function( gl, v ) { |
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gl.uniformMatrix3fv( this.addr, false, v.elements || v ); |
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}, |
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setValue4fm = function( gl, v ) { |
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gl.uniformMatrix4fv( this.addr, false, v.elements || v ); |
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}, |
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// Single texture (2D / Cube) |
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setValueT1 = function( gl, v, renderer ) { |
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var unit = renderer.allocTextureUnit(); |
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gl.uniform1i( this.addr, unit ); |
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renderer.setTexture2D( v || emptyTexture, unit ); |
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}, |
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setValueT6 = function( gl, v, renderer ) { |
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var unit = renderer.allocTextureUnit(); |
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gl.uniform1i( this.addr, unit ); |
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renderer.setTextureCube( v || emptyCubeTexture, unit ); |
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}, |
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// Integer / Boolean vectors or arrays thereof (always flat arrays) |
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setValue2iv = function( gl, v ) { gl.uniform2iv( this.addr, v ); }, |
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setValue3iv = function( gl, v ) { gl.uniform3iv( this.addr, v ); }, |
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setValue4iv = function( gl, v ) { gl.uniform4iv( this.addr, v ); }, |
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// Helper to pick the right setter for the singular case |
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getSingularSetter = function( type ) { |
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switch ( type ) { |
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case 0x1406: return setValue1f; // FLOAT |
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case 0x8b50: return setValue2fv; // _VEC2 |
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case 0x8b51: return setValue3fv; // _VEC3 |
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case 0x8b52: return setValue4fv; // _VEC4 |
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case 0x8b5a: return setValue2fm; // _MAT2 |
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case 0x8b5b: return setValue3fm; // _MAT3 |
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case 0x8b5c: return setValue4fm; // _MAT4 |
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case 0x8b5e: return setValueT1; // SAMPLER_2D |
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case 0x8b60: return setValueT6; // SAMPLER_CUBE |
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case 0x1404: case 0x8b56: return setValue1i; // INT, BOOL |
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case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2 |
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case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3 |
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case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4 |
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} |
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}, |
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// Array of scalars |
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setValue1fv = function( gl, v ) { gl.uniform1fv( this.addr, v ); }, |
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setValue1iv = function( gl, v ) { gl.uniform1iv( this.addr, v ); }, |
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// Array of vectors (flat or from THREE classes) |
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setValueV2a = function( gl, v ) { |
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gl.uniform2fv( this.addr, flatten( v, this.size, 2 ) ); |
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}, |
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setValueV3a = function( gl, v ) { |
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gl.uniform3fv( this.addr, flatten( v, this.size, 3 ) ); |
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}, |
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setValueV4a = function( gl, v ) { |
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gl.uniform4fv( this.addr, flatten( v, this.size, 4 ) ); |
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}, |
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// Array of matrices (flat or from THREE clases) |
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setValueM2a = function( gl, v ) { |
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gl.uniformMatrix2fv( this.addr, false, flatten( v, this.size, 4 ) ); |
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}, |
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setValueM3a = function( gl, v ) { |
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gl.uniformMatrix3fv( this.addr, false, flatten( v, this.size, 9 ) ); |
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}, |
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setValueM4a = function( gl, v ) { |
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gl.uniformMatrix4fv( this.addr, false, flatten( v, this.size, 16 ) ); |
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}, |
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// Array of textures (2D / Cube) |
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setValueT1a = function( gl, v, renderer ) { |
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var n = v.length, |
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units = allocTexUnits( renderer, n ); |
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gl.uniform1iv( this.addr, units ); |
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for ( var i = 0; i !== n; ++ i ) { |
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renderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] ); |
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} |
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}, |
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setValueT6a = function( gl, v, renderer ) { |
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var n = v.length, |
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units = allocTexUnits( renderer, n ); |
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gl.uniform1iv( this.addr, units ); |
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for ( var i = 0; i !== n; ++ i ) { |
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renderer.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] ); |
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} |
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}, |
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// Helper to pick the right setter for a pure (bottom-level) array |
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getPureArraySetter = function( type ) { |
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switch ( type ) { |
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case 0x1406: return setValue1fv; // FLOAT |
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case 0x8b50: return setValueV2a; // _VEC2 |
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case 0x8b51: return setValueV3a; // _VEC3 |
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case 0x8b52: return setValueV4a; // _VEC4 |
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case 0x8b5a: return setValueM2a; // _MAT2 |
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case 0x8b5b: return setValueM3a; // _MAT3 |
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case 0x8b5c: return setValueM4a; // _MAT4 |
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case 0x8b5e: return setValueT1a; // SAMPLER_2D |
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case 0x8b60: return setValueT6a; // SAMPLER_CUBE |
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case 0x1404: case 0x8b56: return setValue1iv; // INT, BOOL |
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case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2 |
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case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3 |
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case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4 |
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} |
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}, |
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// --- Uniform Classes --- |
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SingleUniform = function SingleUniform( id, activeInfo, addr ) { |
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this.id = id; |
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this.addr = addr; |
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this.setValue = getSingularSetter( activeInfo.type ); |
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// this.path = activeInfo.name; // DEBUG |
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}, |
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PureArrayUniform = function( id, activeInfo, addr ) { |
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this.id = id; |
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this.addr = addr; |
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this.size = activeInfo.size; |
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this.setValue = getPureArraySetter( activeInfo.type ); |
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// this.path = activeInfo.name; // DEBUG |
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}, |
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StructuredUniform = function( id ) { |
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|
this.id = id; |
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UniformContainer.call( this ); // mix-in |
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}; |
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StructuredUniform.prototype.setValue = function( gl, value ) { |
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// Note: Don't need an extra 'renderer' parameter, since samplers |
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// are not allowed in structured uniforms. |
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var seq = this.seq; |
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for ( var i = 0, n = seq.length; i !== n; ++ i ) { |
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var u = seq[ i ]; |
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u.setValue( gl, value[ u.id ] ); |
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} |
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}; |
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// --- Top-level --- |
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|
// Parser - builds up the property tree from the path strings |
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|
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) |
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// |
|
// 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. |
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|
|
addUniform = function( container, uniformObject ) { |
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|
|
container.seq.push( uniformObject ); |
|
container.map[ uniformObject.id ] = uniformObject; |
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|
}, |
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|
parseUniform = function( activeInfo, addr, container ) { |
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|
var path = activeInfo.name, |
|
pathLength = path.length; |
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|
|
// reset RegExp object, because of the early exit of a previous run |
|
RePathPart.lastIndex = 0; |
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|
for (; ;) { |
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|
|
var match = RePathPart.exec( path ), |
|
matchEnd = RePathPart.lastIndex, |
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|
|
id = match[ 1 ], |
|
idIsIndex = match[ 2 ] === ']', |
|
subscript = match[ 3 ]; |
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|
|
if ( idIsIndex ) id = id | 0; // convert to integer |
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|
|
if ( subscript === undefined || |
|
subscript === '[' && matchEnd + 2 === pathLength ) { |
|
// bare name or "pure" bottom-level array "[0]" suffix |
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|
|
addUniform( container, subscript === undefined ? |
|
new SingleUniform( id, activeInfo, addr ) : |
|
new PureArrayUniform( id, activeInfo, addr ) ); |
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|
|
break; |
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|
} else { |
|
// step into inner node / create it in case it doesn't exist |
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|
|
var map = container.map, |
|
next = map[ id ]; |
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|
|
if ( next === undefined ) { |
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|
next = new StructuredUniform( id ); |
|
addUniform( container, next ); |
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|
} |
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|
container = next; |
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|
} |
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|
} |
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}, |
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|
// Root Container |
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|
|
WebGLUniforms = function WebGLUniforms( gl, program, renderer ) { |
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|
UniformContainer.call( this ); |
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|
this.renderer = renderer; |
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|
var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS ); |
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|
for ( var i = 0; i !== n; ++ i ) { |
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|
var info = gl.getActiveUniform( program, i ), |
|
path = info.name, |
|
addr = gl.getUniformLocation( program, path ); |
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|
|
parseUniform( info, addr, this ); |
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|
} |
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|
}; |
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|
|
WebGLUniforms.prototype.setValue = function( gl, name, value ) { |
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|
|
var u = this.map[ name ]; |
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|
|
if ( u !== undefined ) u.setValue( gl, value, this.renderer ); |
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|
}; |
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|
WebGLUniforms.prototype.set = function( gl, object, name ) { |
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|
var u = this.map[ name ]; |
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|
if ( u !== undefined ) u.setValue( gl, object[ name ], this.renderer ); |
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|
}; |
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|
WebGLUniforms.prototype.setOptional = function( gl, object, name ) { |
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|
var v = object[ name ]; |
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|
|
if ( v !== undefined ) this.setValue( gl, name, v ); |
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|
}; |
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|
|
// Static interface |
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|
|
WebGLUniforms.upload = function( gl, seq, values, renderer ) { |
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|
for ( var i = 0, n = seq.length; i !== n; ++ i ) { |
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|
var u = seq[ i ], |
|
v = values[ u.id ]; |
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|
|
if ( v.needsUpdate !== false ) { |
|
// note: always updating when .needsUpdate is undefined |
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|
u.setValue( gl, v.value, renderer ); |
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|
} |
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|
} |
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|
}; |
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|
WebGLUniforms.seqWithValue = function( seq, values ) { |
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|
var r = []; |
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for ( var i = 0, n = seq.length; i !== n; ++ i ) { |
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|
var u = seq[ i ]; |
|
if ( u.id in values ) r.push( u ); |
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|
} |
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|
return r; |
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}; |
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|
WebGLUniforms.splitDynamic = function( seq, values ) { |
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|
var r = null, |
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n = seq.length, |
|
w = 0; |
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|
for ( var i = 0; i !== n; ++ i ) { |
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|
var u = seq[ i ], |
|
v = values[ u.id ]; |
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|
if ( v && v.dynamic === true ) { |
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|
if ( r === null ) r = []; |
|
r.push( u ); |
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|
} else { |
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|
// in-place compact 'seq', removing the matches |
|
if ( w < i ) seq[ w ] = u; |
|
++ w; |
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|
} |
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|
} |
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|
if ( w < n ) seq.length = w; |
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|
return r; |
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|
}; |
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|
WebGLUniforms.evalDynamic = function( seq, values, object, camera ) { |
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|
for ( var i = 0, n = seq.length; i !== n; ++ i ) { |
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|
var v = values[ seq[ i ].id ], |
|
f = v.onUpdateCallback; |
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|
if ( f !== undefined ) f.call( v, object, camera ); |
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|
} |
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|
}; |
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|
return WebGLUniforms; |
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|
} )(); |
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|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
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|
|
function WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, info ) { |
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|
|
var _infoMemory = info.memory; |
|
var _isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && _gl instanceof WebGL2RenderingContext ); |
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|
// |
|
|
|
function clampToMaxSize( image, maxSize ) { |
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|
|
if ( image.width > maxSize || image.height > maxSize ) { |
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|
|
// Warning: Scaling through the canvas will only work with images that use |
|
// premultiplied alpha. |
|
|
|
var scale = maxSize / Math.max( image.width, image.height ); |
|
|
|
var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); |
|
canvas.width = Math.floor( image.width * scale ); |
|
canvas.height = Math.floor( image.height * scale ); |
|
|
|
var context = canvas.getContext( '2d' ); |
|
context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height ); |
|
|
|
console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image ); |
|
|
|
return canvas; |
|
|
|
} |
|
|
|
return image; |
|
|
|
} |
|
|
|
function isPowerOfTwo( image ) { |
|
|
|
return exports.Math.isPowerOfTwo( image.width ) && exports.Math.isPowerOfTwo( image.height ); |
|
|
|
} |
|
|
|
function makePowerOfTwo( image ) { |
|
|
|
if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement ) { |
|
|
|
var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); |
|
canvas.width = exports.Math.nearestPowerOfTwo( image.width ); |
|
canvas.height = exports.Math.nearestPowerOfTwo( image.height ); |
|
|
|
var context = canvas.getContext( '2d' ); |
|
context.drawImage( image, 0, 0, canvas.width, canvas.height ); |
|
|
|
console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image ); |
|
|
|
return canvas; |
|
|
|
} |
|
|
|
return image; |
|
|
|
} |
|
|
|
function textureNeedsPowerOfTwo( texture ) { |
|
|
|
if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) return true; |
|
if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) return true; |
|
|
|
return false; |
|
|
|
} |
|
|
|
// Fallback filters for non-power-of-2 textures |
|
|
|
function filterFallback( f ) { |
|
|
|
if ( f === NearestFilter || f === NearestMipMapNearestFilter || f === NearestMipMapLinearFilter ) { |
|
|
|
return _gl.NEAREST; |
|
|
|
} |
|
|
|
return _gl.LINEAR; |
|
|
|
} |
|
|
|
// |
|
|
|
function onTextureDispose( event ) { |
|
|
|
var texture = event.target; |
|
|
|
texture.removeEventListener( 'dispose', onTextureDispose ); |
|
|
|
deallocateTexture( texture ); |
|
|
|
_infoMemory.textures --; |
|
|
|
|
|
} |
|
|
|
function onRenderTargetDispose( event ) { |
|
|
|
var renderTarget = event.target; |
|
|
|
renderTarget.removeEventListener( 'dispose', onRenderTargetDispose ); |
|
|
|
deallocateRenderTarget( renderTarget ); |
|
|
|
_infoMemory.textures --; |
|
|
|
} |
|
|
|
// |
|
|
|
function deallocateTexture( texture ) { |
|
|
|
var textureProperties = properties.get( texture ); |
|
|
|
if ( texture.image && textureProperties.__image__webglTextureCube ) { |
|
|
|
// cube texture |
|
|
|
_gl.deleteTexture( textureProperties.__image__webglTextureCube ); |
|
|
|
} else { |
|
|
|
// 2D texture |
|
|
|
if ( textureProperties.__webglInit === undefined ) return; |
|
|
|
_gl.deleteTexture( textureProperties.__webglTexture ); |
|
|
|
} |
|
|
|
// remove all webgl properties |
|
properties.delete( texture ); |
|
|
|
} |
|
|
|
function deallocateRenderTarget( renderTarget ) { |
|
|
|
var renderTargetProperties = properties.get( renderTarget ); |
|
var textureProperties = properties.get( renderTarget.texture ); |
|
|
|
if ( ! renderTarget ) return; |
|
|
|
if ( textureProperties.__webglTexture !== undefined ) { |
|
|
|
_gl.deleteTexture( textureProperties.__webglTexture ); |
|
|
|
} |
|
|
|
if ( renderTarget.depthTexture ) { |
|
|
|
renderTarget.depthTexture.dispose(); |
|
|
|
} |
|
|
|
if ( (renderTarget && renderTarget.isWebGLRenderTargetCube) ) { |
|
|
|
for ( var i = 0; i < 6; i ++ ) { |
|
|
|
_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] ); |
|
if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); |
|
|
|
} |
|
|
|
} else { |
|
|
|
_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer ); |
|
if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); |
|
|
|
} |
|
|
|
properties.delete( renderTarget.texture ); |
|
properties.delete( renderTarget ); |
|
|
|
} |
|
|
|
// |
|
|
|
|
|
|
|
function setTexture2D( texture, slot ) { |
|
|
|
var textureProperties = properties.get( texture ); |
|
|
|
if ( texture.version > 0 && textureProperties.__version !== texture.version ) { |
|
|
|
var image = texture.image; |
|
|
|
if ( image === undefined ) { |
|
|
|
console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture ); |
|
|
|
} else if ( image.complete === false ) { |
|
|
|
console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture ); |
|
|
|
} else { |
|
|
|
uploadTexture( textureProperties, texture, slot ); |
|
return; |
|
|
|
} |
|
|
|
} |
|
|
|
state.activeTexture( _gl.TEXTURE0 + slot ); |
|
state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); |
|
|
|
} |
|
|
|
function setTextureCube( texture, slot ) { |
|
|
|
var textureProperties = properties.get( texture ); |
|
|
|
if ( texture.image.length === 6 ) { |
|
|
|
if ( texture.version > 0 && textureProperties.__version !== texture.version ) { |
|
|
|
if ( ! textureProperties.__image__webglTextureCube ) { |
|
|
|
texture.addEventListener( 'dispose', onTextureDispose ); |
|
|
|
textureProperties.__image__webglTextureCube = _gl.createTexture(); |
|
|
|
_infoMemory.textures ++; |
|
|
|
} |
|
|
|
state.activeTexture( _gl.TEXTURE0 + slot ); |
|
state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube ); |
|
|
|
_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); |
|
|
|
var isCompressed = (texture && texture.isCompressedTexture); |
|
var isDataTexture = (texture.image[ 0 ] && texture.image[ 0 ].isDataTexture); |
|
|
|
var cubeImage = []; |
|
|
|
for ( var i = 0; i < 6; i ++ ) { |
|
|
|
if ( ! isCompressed && ! isDataTexture ) { |
|
|
|
cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize ); |
|
|
|
} else { |
|
|
|
cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ]; |
|
|
|
} |
|
|
|
} |
|
|
|
var image = cubeImage[ 0 ], |
|
isPowerOfTwoImage = isPowerOfTwo( image ), |
|
glFormat = paramThreeToGL( texture.format ), |
|
glType = paramThreeToGL( texture.type ); |
|
|
|
setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isPowerOfTwoImage ); |
|
|
|
for ( var i = 0; i < 6; i ++ ) { |
|
|
|
if ( ! isCompressed ) { |
|
|
|
if ( isDataTexture ) { |
|
|
|
state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data ); |
|
|
|
} else { |
|
|
|
state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] ); |
|
|
|
} |
|
|
|
} else { |
|
|
|
var mipmap, mipmaps = cubeImage[ i ].mipmaps; |
|
|
|
for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) { |
|
|
|
mipmap = mipmaps[ j ]; |
|
|
|
if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) { |
|
|
|
if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) { |
|
|
|
state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); |
|
|
|
} else { |
|
|
|
console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()" ); |
|
|
|
} |
|
|
|
} else { |
|
|
|
state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
if ( texture.generateMipmaps && isPowerOfTwoImage ) { |
|
|
|
_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); |
|
|
|
} |
|
|
|
textureProperties.__version = texture.version; |
|
|
|
if ( texture.onUpdate ) texture.onUpdate( texture ); |
|
|
|
} else { |
|
|
|
state.activeTexture( _gl.TEXTURE0 + slot ); |
|
state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube ); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
function setTextureCubeDynamic( texture, slot ) { |
|
|
|
state.activeTexture( _gl.TEXTURE0 + slot ); |
|
state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture ); |
|
|
|
} |
|
|
|
function setTextureParameters( textureType, texture, isPowerOfTwoImage ) { |
|
|
|
var extension; |
|
|
|
if ( isPowerOfTwoImage ) { |
|
|
|
_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) ); |
|
_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) ); |
|
|
|
_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) ); |
|
_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) ); |
|
|
|
} else { |
|
|
|
_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); |
|
_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); |
|
|
|
if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) { |
|
|
|
console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture ); |
|
|
|
} |
|
|
|
_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) ); |
|
_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) ); |
|
|
|
if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) { |
|
|
|
console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture ); |
|
|
|
} |
|
|
|
} |
|
|
|
extension = extensions.get( 'EXT_texture_filter_anisotropic' ); |
|
|
|
if ( extension ) { |
|
|
|
if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return; |
|
if ( texture.type === HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return; |
|
|
|
if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) { |
|
|
|
_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) ); |
|
properties.get( texture ).__currentAnisotropy = texture.anisotropy; |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
function uploadTexture( textureProperties, texture, slot ) { |
|
|
|
if ( textureProperties.__webglInit === undefined ) { |
|
|
|
textureProperties.__webglInit = true; |
|
|
|
texture.addEventListener( 'dispose', onTextureDispose ); |
|
|
|
textureProperties.__webglTexture = _gl.createTexture(); |
|
|
|
_infoMemory.textures ++; |
|
|
|
} |
|
|
|
state.activeTexture( _gl.TEXTURE0 + slot ); |
|
state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); |
|
|
|
_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); |
|
_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); |
|
_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment ); |
|
|
|
var image = clampToMaxSize( texture.image, capabilities.maxTextureSize ); |
|
|
|
if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( image ) === false ) { |
|
|
|
image = makePowerOfTwo( image ); |
|
|
|
} |
|
|
|
var isPowerOfTwoImage = isPowerOfTwo( image ), |
|
glFormat = paramThreeToGL( texture.format ), |
|
glType = paramThreeToGL( texture.type ); |
|
|
|
setTextureParameters( _gl.TEXTURE_2D, texture, isPowerOfTwoImage ); |
|
|
|
var mipmap, mipmaps = texture.mipmaps; |
|
|
|
if ( (texture && texture.isDepthTexture) ) { |
|
|
|
// populate depth texture with dummy data |
|
|
|
var internalFormat = _gl.DEPTH_COMPONENT; |
|
|
|
if ( texture.type === FloatType ) { |
|
|
|
if ( !_isWebGL2 ) throw new Error('Float Depth Texture only supported in WebGL2.0'); |
|
internalFormat = _gl.DEPTH_COMPONENT32F; |
|
|
|
} else if ( _isWebGL2 ) { |
|
|
|
// WebGL 2.0 requires signed internalformat for glTexImage2D |
|
internalFormat = _gl.DEPTH_COMPONENT16; |
|
|
|
} |
|
|
|
// Depth stencil textures need the DEPTH_STENCIL internal format |
|
// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) |
|
if ( texture.format === DepthStencilFormat ) { |
|
|
|
internalFormat = _gl.DEPTH_STENCIL; |
|
|
|
} |
|
|
|
state.texImage2D( _gl.TEXTURE_2D, 0, internalFormat, image.width, image.height, 0, glFormat, glType, null ); |
|
|
|
} else if ( (texture && texture.isDataTexture) ) { |
|
|
|
// use manually created mipmaps if available |
|
// if there are no manual mipmaps |
|
// set 0 level mipmap and then use GL to generate other mipmap levels |
|
|
|
if ( mipmaps.length > 0 && isPowerOfTwoImage ) { |
|
|
|
for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { |
|
|
|
mipmap = mipmaps[ i ]; |
|
state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); |
|
|
|
} |
|
|
|
texture.generateMipmaps = false; |
|
|
|
} else { |
|
|
|
state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data ); |
|
|
|
} |
|
|
|
} else if ( (texture && texture.isCompressedTexture) ) { |
|
|
|
for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { |
|
|
|
mipmap = mipmaps[ i ]; |
|
|
|
if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) { |
|
|
|
if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) { |
|
|
|
state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); |
|
|
|
} else { |
|
|
|
console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" ); |
|
|
|
} |
|
|
|
} else { |
|
|
|
state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); |
|
|
|
} |
|
|
|
} |
|
|
|
} else { |
|
|
|
// regular Texture (image, video, canvas) |
|
|
|
// use manually created mipmaps if available |
|
// if there are no manual mipmaps |
|
// set 0 level mipmap and then use GL to generate other mipmap levels |
|
|
|
if ( mipmaps.length > 0 && isPowerOfTwoImage ) { |
|
|
|
for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { |
|
|
|
mipmap = mipmaps[ i ]; |
|
state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap ); |
|
|
|
} |
|
|
|
texture.generateMipmaps = false; |
|
|
|
} else { |
|
|
|
state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, image ); |
|
|
|
} |
|
|
|
} |
|
|
|
if ( texture.generateMipmaps && isPowerOfTwoImage ) _gl.generateMipmap( _gl.TEXTURE_2D ); |
|
|
|
textureProperties.__version = texture.version; |
|
|
|
if ( texture.onUpdate ) texture.onUpdate( texture ); |
|
|
|
} |
|
|
|
// Render targets |
|
|
|
// Setup storage for target texture and bind it to correct framebuffer |
|
function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) { |
|
|
|
var glFormat = paramThreeToGL( renderTarget.texture.format ); |
|
var glType = paramThreeToGL( renderTarget.texture.type ); |
|
state.texImage2D( textureTarget, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); |
|
_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); |
|
_gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 ); |
|
_gl.bindFramebuffer( _gl.FRAMEBUFFER, null ); |
|
|
|
} |
|
|
|
// Setup storage for internal depth/stencil buffers and bind to correct framebuffer |
|
function setupRenderBufferStorage( renderbuffer, renderTarget ) { |
|
|
|
_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); |
|
|
|
if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { |
|
|
|
_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height ); |
|
_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); |
|
|
|
} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) { |
|
|
|
_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height ); |
|
_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); |
|
|
|
} else { |
|
|
|
// FIXME: We don't support !depth !stencil |
|
_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height ); |
|
|
|
} |
|
|
|
_gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); |
|
|
|
} |
|
|
|
// Setup resources for a Depth Texture for a FBO (needs an extension) |
|
function setupDepthTexture( framebuffer, renderTarget ) { |
|
|
|
var isCube = ( (renderTarget && renderTarget.isWebGLRenderTargetCube) ); |
|
if ( isCube ) throw new Error('Depth Texture with cube render targets is not supported!'); |
|
|
|
_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); |
|
|
|
if ( !( (renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture) ) ) { |
|
|
|
throw new Error('renderTarget.depthTexture must be an instance of THREE.DepthTexture'); |
|
|
|
} |
|
|
|
// upload an empty depth texture with framebuffer size |
|
if ( !properties.get( renderTarget.depthTexture ).__webglTexture || |
|
renderTarget.depthTexture.image.width !== renderTarget.width || |
|
renderTarget.depthTexture.image.height !== renderTarget.height ) { |
|
renderTarget.depthTexture.image.width = renderTarget.width; |
|
renderTarget.depthTexture.image.height = renderTarget.height; |
|
renderTarget.depthTexture.needsUpdate = true; |
|
} |
|
|
|
setTexture2D( renderTarget.depthTexture, 0 ); |
|
|
|
var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture; |
|
|
|
if ( renderTarget.depthTexture.format === DepthFormat ) { |
|
|
|
_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); |
|
|
|
} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { |
|
|
|
_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); |
|
|
|
} else { |
|
|
|
throw new Error('Unknown depthTexture format') |
|
|
|
} |
|
|
|
} |
|
|
|
// Setup GL resources for a non-texture depth buffer |
|
function setupDepthRenderbuffer( renderTarget ) { |
|
|
|
var renderTargetProperties = properties.get( renderTarget ); |
|
|
|
var isCube = ( (renderTarget && renderTarget.isWebGLRenderTargetCube) ); |
|
|
|
if ( renderTarget.depthTexture ) { |
|
|
|
if ( isCube ) throw new Error('target.depthTexture not supported in Cube render targets'); |
|
|
|
setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget ); |
|
|
|
} else { |
|
|
|
if ( isCube ) { |
|
|
|
renderTargetProperties.__webglDepthbuffer = []; |
|
|
|
for ( var i = 0; i < 6; i ++ ) { |
|
|
|
_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] ); |
|
renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer(); |
|
setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget ); |
|
|
|
} |
|
|
|
} else { |
|
|
|
_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); |
|
renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer(); |
|
setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget ); |
|
|
|
} |
|
|
|
} |
|
|
|
_gl.bindFramebuffer( _gl.FRAMEBUFFER, null ); |
|
|
|
} |
|
|
|
// Set up GL resources for the render target |
|
function setupRenderTarget( renderTarget ) { |
|
|
|
var renderTargetProperties = properties.get( renderTarget ); |
|
var textureProperties = properties.get( renderTarget.texture ); |
|
|
|
renderTarget.addEventListener( 'dispose', onRenderTargetDispose ); |
|
|
|
textureProperties.__webglTexture = _gl.createTexture(); |
|
|
|
_infoMemory.textures ++; |
|
|
|
var isCube = ( (renderTarget && renderTarget.isWebGLRenderTargetCube) ); |
|
var isTargetPowerOfTwo = isPowerOfTwo( renderTarget ); |
|
|
|
// Setup framebuffer |
|
|
|
if ( isCube ) { |
|
|
|
renderTargetProperties.__webglFramebuffer = []; |
|
|
|
for ( var i = 0; i < 6; i ++ ) { |
|
|
|
renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer(); |
|
|
|
} |
|
|
|
} else { |
|
|
|
renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer(); |
|
|
|
} |
|
|
|
// Setup color buffer |
|
|
|
if ( isCube ) { |
|
|
|
state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture ); |
|
setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo ); |
|
|
|
for ( var i = 0; i < 6; i ++ ) { |
|
|
|
setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i ); |
|
|
|
} |
|
|
|
if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); |
|
state.bindTexture( _gl.TEXTURE_CUBE_MAP, null ); |
|
|
|
} else { |
|
|
|
state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); |
|
setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo ); |
|
setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D ); |
|
|
|
if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D ); |
|
state.bindTexture( _gl.TEXTURE_2D, null ); |
|
|
|
} |
|
|
|
// Setup depth and stencil buffers |
|
|
|
if ( renderTarget.depthBuffer ) { |
|
|
|
setupDepthRenderbuffer( renderTarget ); |
|
|
|
} |
|
|
|
} |
|
|
|
function updateRenderTargetMipmap( renderTarget ) { |
|
|
|
var texture = renderTarget.texture; |
|
|
|
if ( texture.generateMipmaps && isPowerOfTwo( renderTarget ) && |
|
texture.minFilter !== NearestFilter && |
|
texture.minFilter !== LinearFilter ) { |
|
|
|
var target = (renderTarget && renderTarget.isWebGLRenderTargetCube) ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D; |
|
var webglTexture = properties.get( texture ).__webglTexture; |
|
|
|
state.bindTexture( target, webglTexture ); |
|
_gl.generateMipmap( target ); |
|
state.bindTexture( target, null ); |
|
|
|
} |
|
|
|
} |
|
|
|
this.setTexture2D = setTexture2D; |
|
this.setTextureCube = setTextureCube; |
|
this.setTextureCubeDynamic = setTextureCubeDynamic; |
|
this.setupRenderTarget = setupRenderTarget; |
|
this.updateRenderTargetMipmap = updateRenderTargetMipmap; |
|
|
|
}; |
|
|
|
/** |
|
* @author supereggbert / http://www.paulbrunt.co.uk/ |
|
* @author philogb / http://blog.thejit.org/ |
|
* @author mikael emtinger / http://gomo.se/ |
|
* @author egraether / http://egraether.com/ |
|
* @author WestLangley / http://github.com/WestLangley |
|
*/ |
|
|
|
function Vector4( x, y, z, w ) { |
|
|
|
this.x = x || 0; |
|
this.y = y || 0; |
|
this.z = z || 0; |
|
this.w = ( w !== undefined ) ? w : 1; |
|
|
|
}; |
|
|
|
Vector4.prototype = { |
|
|
|
constructor: Vector4, |
|
|
|
isVector4: true, |
|
|
|
set: function ( x, y, z, w ) { |
|
|
|
this.x = x; |
|
this.y = y; |
|
this.z = z; |
|
this.w = w; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setScalar: function ( scalar ) { |
|
|
|
this.x = scalar; |
|
this.y = scalar; |
|
this.z = scalar; |
|
this.w = scalar; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setX: function ( x ) { |
|
|
|
this.x = x; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setY: function ( y ) { |
|
|
|
this.y = y; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setZ: function ( z ) { |
|
|
|
this.z = z; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setW: function ( w ) { |
|
|
|
this.w = w; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setComponent: function ( index, value ) { |
|
|
|
switch ( index ) { |
|
|
|
case 0: this.x = value; break; |
|
case 1: this.y = value; break; |
|
case 2: this.z = value; break; |
|
case 3: this.w = value; break; |
|
default: throw new Error( 'index is out of range: ' + index ); |
|
|
|
} |
|
|
|
}, |
|
|
|
getComponent: function ( index ) { |
|
|
|
switch ( index ) { |
|
|
|
case 0: return this.x; |
|
case 1: return this.y; |
|
case 2: return this.z; |
|
case 3: return this.w; |
|
default: throw new Error( 'index is out of range: ' + index ); |
|
|
|
} |
|
|
|
}, |
|
|
|
clone: function () { |
|
|
|
return new this.constructor( this.x, this.y, this.z, this.w ); |
|
|
|
}, |
|
|
|
copy: function ( v ) { |
|
|
|
this.x = v.x; |
|
this.y = v.y; |
|
this.z = v.z; |
|
this.w = ( v.w !== undefined ) ? v.w : 1; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
add: function ( v, w ) { |
|
|
|
if ( w !== undefined ) { |
|
|
|
console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); |
|
return this.addVectors( v, w ); |
|
|
|
} |
|
|
|
this.x += v.x; |
|
this.y += v.y; |
|
this.z += v.z; |
|
this.w += v.w; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
addScalar: function ( s ) { |
|
|
|
this.x += s; |
|
this.y += s; |
|
this.z += s; |
|
this.w += s; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
addVectors: function ( a, b ) { |
|
|
|
this.x = a.x + b.x; |
|
this.y = a.y + b.y; |
|
this.z = a.z + b.z; |
|
this.w = a.w + b.w; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
addScaledVector: function ( v, s ) { |
|
|
|
this.x += v.x * s; |
|
this.y += v.y * s; |
|
this.z += v.z * s; |
|
this.w += v.w * s; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
sub: function ( v, w ) { |
|
|
|
if ( w !== undefined ) { |
|
|
|
console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); |
|
return this.subVectors( v, w ); |
|
|
|
} |
|
|
|
this.x -= v.x; |
|
this.y -= v.y; |
|
this.z -= v.z; |
|
this.w -= v.w; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
subScalar: function ( s ) { |
|
|
|
this.x -= s; |
|
this.y -= s; |
|
this.z -= s; |
|
this.w -= s; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
subVectors: function ( a, b ) { |
|
|
|
this.x = a.x - b.x; |
|
this.y = a.y - b.y; |
|
this.z = a.z - b.z; |
|
this.w = a.w - b.w; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
multiplyScalar: function ( scalar ) { |
|
|
|
if ( isFinite( scalar ) ) { |
|
|
|
this.x *= scalar; |
|
this.y *= scalar; |
|
this.z *= scalar; |
|
this.w *= scalar; |
|
|
|
} else { |
|
|
|
this.x = 0; |
|
this.y = 0; |
|
this.z = 0; |
|
this.w = 0; |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
applyMatrix4: function ( m ) { |
|
|
|
var x = this.x, y = this.y, z = this.z, w = this.w; |
|
var e = m.elements; |
|
|
|
this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w; |
|
this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w; |
|
this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w; |
|
this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
divideScalar: function ( scalar ) { |
|
|
|
return this.multiplyScalar( 1 / scalar ); |
|
|
|
}, |
|
|
|
setAxisAngleFromQuaternion: function ( q ) { |
|
|
|
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm |
|
|
|
// q is assumed to be normalized |
|
|
|
this.w = 2 * Math.acos( q.w ); |
|
|
|
var s = Math.sqrt( 1 - q.w * q.w ); |
|
|
|
if ( s < 0.0001 ) { |
|
|
|
this.x = 1; |
|
this.y = 0; |
|
this.z = 0; |
|
|
|
} else { |
|
|
|
this.x = q.x / s; |
|
this.y = q.y / s; |
|
this.z = q.z / s; |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setAxisAngleFromRotationMatrix: function ( m ) { |
|
|
|
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm |
|
|
|
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) |
|
|
|
var angle, x, y, z, // variables for result |
|
epsilon = 0.01, // margin to allow for rounding errors |
|
epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees |
|
|
|
te = m.elements, |
|
|
|
m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], |
|
m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], |
|
m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; |
|
|
|
if ( ( Math.abs( m12 - m21 ) < epsilon ) && |
|
( Math.abs( m13 - m31 ) < epsilon ) && |
|
( Math.abs( m23 - m32 ) < epsilon ) ) { |
|
|
|
// singularity found |
|
// first check for identity matrix which must have +1 for all terms |
|
// in leading diagonal and zero in other terms |
|
|
|
if ( ( Math.abs( m12 + m21 ) < epsilon2 ) && |
|
( Math.abs( m13 + m31 ) < epsilon2 ) && |
|
( Math.abs( m23 + m32 ) < epsilon2 ) && |
|
( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) { |
|
|
|
// this singularity is identity matrix so angle = 0 |
|
|
|
this.set( 1, 0, 0, 0 ); |
|
|
|
return this; // zero angle, arbitrary axis |
|
|
|
} |
|
|
|
// otherwise this singularity is angle = 180 |
|
|
|
angle = Math.PI; |
|
|
|
var xx = ( m11 + 1 ) / 2; |
|
var yy = ( m22 + 1 ) / 2; |
|
var zz = ( m33 + 1 ) / 2; |
|
var xy = ( m12 + m21 ) / 4; |
|
var xz = ( m13 + m31 ) / 4; |
|
var yz = ( m23 + m32 ) / 4; |
|
|
|
if ( ( xx > yy ) && ( xx > zz ) ) { |
|
|
|
// m11 is the largest diagonal term |
|
|
|
if ( xx < epsilon ) { |
|
|
|
x = 0; |
|
y = 0.707106781; |
|
z = 0.707106781; |
|
|
|
} else { |
|
|
|
x = Math.sqrt( xx ); |
|
y = xy / x; |
|
z = xz / x; |
|
|
|
} |
|
|
|
} else if ( yy > zz ) { |
|
|
|
// m22 is the largest diagonal term |
|
|
|
if ( yy < epsilon ) { |
|
|
|
x = 0.707106781; |
|
y = 0; |
|
z = 0.707106781; |
|
|
|
} else { |
|
|
|
y = Math.sqrt( yy ); |
|
x = xy / y; |
|
z = yz / y; |
|
|
|
} |
|
|
|
} else { |
|
|
|
// m33 is the largest diagonal term so base result on this |
|
|
|
if ( zz < epsilon ) { |
|
|
|
x = 0.707106781; |
|
y = 0.707106781; |
|
z = 0; |
|
|
|
} else { |
|
|
|
z = Math.sqrt( zz ); |
|
x = xz / z; |
|
y = yz / z; |
|
|
|
} |
|
|
|
} |
|
|
|
this.set( x, y, z, angle ); |
|
|
|
return this; // return 180 deg rotation |
|
|
|
} |
|
|
|
// as we have reached here there are no singularities so we can handle normally |
|
|
|
var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) + |
|
( m13 - m31 ) * ( m13 - m31 ) + |
|
( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize |
|
|
|
if ( Math.abs( s ) < 0.001 ) s = 1; |
|
|
|
// prevent divide by zero, should not happen if matrix is orthogonal and should be |
|
// caught by singularity test above, but I've left it in just in case |
|
|
|
this.x = ( m32 - m23 ) / s; |
|
this.y = ( m13 - m31 ) / s; |
|
this.z = ( m21 - m12 ) / s; |
|
this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
min: function ( v ) { |
|
|
|
this.x = Math.min( this.x, v.x ); |
|
this.y = Math.min( this.y, v.y ); |
|
this.z = Math.min( this.z, v.z ); |
|
this.w = Math.min( this.w, v.w ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
max: function ( v ) { |
|
|
|
this.x = Math.max( this.x, v.x ); |
|
this.y = Math.max( this.y, v.y ); |
|
this.z = Math.max( this.z, v.z ); |
|
this.w = Math.max( this.w, v.w ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
clamp: function ( min, max ) { |
|
|
|
// This function assumes min < max, if this assumption isn't true it will not operate correctly |
|
|
|
this.x = Math.max( min.x, Math.min( max.x, this.x ) ); |
|
this.y = Math.max( min.y, Math.min( max.y, this.y ) ); |
|
this.z = Math.max( min.z, Math.min( max.z, this.z ) ); |
|
this.w = Math.max( min.w, Math.min( max.w, this.w ) ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
clampScalar: function () { |
|
|
|
var min, max; |
|
|
|
return function clampScalar( minVal, maxVal ) { |
|
|
|
if ( min === undefined ) { |
|
|
|
min = new Vector4(); |
|
max = new Vector4(); |
|
|
|
} |
|
|
|
min.set( minVal, minVal, minVal, minVal ); |
|
max.set( maxVal, maxVal, maxVal, maxVal ); |
|
|
|
return this.clamp( min, max ); |
|
|
|
}; |
|
|
|
}(), |
|
|
|
floor: function () { |
|
|
|
this.x = Math.floor( this.x ); |
|
this.y = Math.floor( this.y ); |
|
this.z = Math.floor( this.z ); |
|
this.w = Math.floor( this.w ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
ceil: function () { |
|
|
|
this.x = Math.ceil( this.x ); |
|
this.y = Math.ceil( this.y ); |
|
this.z = Math.ceil( this.z ); |
|
this.w = Math.ceil( this.w ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
round: function () { |
|
|
|
this.x = Math.round( this.x ); |
|
this.y = Math.round( this.y ); |
|
this.z = Math.round( this.z ); |
|
this.w = Math.round( this.w ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
roundToZero: function () { |
|
|
|
this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); |
|
this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); |
|
this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); |
|
this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
negate: function () { |
|
|
|
this.x = - this.x; |
|
this.y = - this.y; |
|
this.z = - this.z; |
|
this.w = - this.w; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
dot: function ( v ) { |
|
|
|
return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; |
|
|
|
}, |
|
|
|
lengthSq: function () { |
|
|
|
return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; |
|
|
|
}, |
|
|
|
length: function () { |
|
|
|
return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); |
|
|
|
}, |
|
|
|
lengthManhattan: function () { |
|
|
|
return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w ); |
|
|
|
}, |
|
|
|
normalize: function () { |
|
|
|
return this.divideScalar( this.length() ); |
|
|
|
}, |
|
|
|
setLength: function ( length ) { |
|
|
|
return this.multiplyScalar( length / this.length() ); |
|
|
|
}, |
|
|
|
lerp: function ( v, alpha ) { |
|
|
|
this.x += ( v.x - this.x ) * alpha; |
|
this.y += ( v.y - this.y ) * alpha; |
|
this.z += ( v.z - this.z ) * alpha; |
|
this.w += ( v.w - this.w ) * alpha; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
lerpVectors: function ( v1, v2, alpha ) { |
|
|
|
return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); |
|
|
|
}, |
|
|
|
equals: function ( v ) { |
|
|
|
return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) ); |
|
|
|
}, |
|
|
|
fromArray: function ( array, offset ) { |
|
|
|
if ( offset === undefined ) offset = 0; |
|
|
|
this.x = array[ offset ]; |
|
this.y = array[ offset + 1 ]; |
|
this.z = array[ offset + 2 ]; |
|
this.w = array[ offset + 3 ]; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
toArray: function ( array, offset ) { |
|
|
|
if ( array === undefined ) array = []; |
|
if ( offset === undefined ) offset = 0; |
|
|
|
array[ offset ] = this.x; |
|
array[ offset + 1 ] = this.y; |
|
array[ offset + 2 ] = this.z; |
|
array[ offset + 3 ] = this.w; |
|
|
|
return array; |
|
|
|
}, |
|
|
|
fromAttribute: function ( attribute, index, offset ) { |
|
|
|
if ( offset === undefined ) offset = 0; |
|
|
|
index = index * attribute.itemSize + offset; |
|
|
|
this.x = attribute.array[ index ]; |
|
this.y = attribute.array[ index + 1 ]; |
|
this.z = attribute.array[ index + 2 ]; |
|
this.w = attribute.array[ index + 3 ]; |
|
|
|
return this; |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function WebGLState( gl, extensions, paramThreeToGL ) { |
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|
|
var _this = this; |
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|
|
this.buffers = { |
|
color: new WebGLColorBuffer( gl, this ), |
|
depth: new WebGLDepthBuffer( gl, this ), |
|
stencil: new WebGLStencilBuffer( gl, this ) |
|
}; |
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|
|
var maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); |
|
var newAttributes = new Uint8Array( maxVertexAttributes ); |
|
var enabledAttributes = new Uint8Array( maxVertexAttributes ); |
|
var attributeDivisors = new Uint8Array( maxVertexAttributes ); |
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|
|
var capabilities = {}; |
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|
|
var compressedTextureFormats = null; |
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|
|
var currentBlending = null; |
|
var currentBlendEquation = null; |
|
var currentBlendSrc = null; |
|
var currentBlendDst = null; |
|
var currentBlendEquationAlpha = null; |
|
var currentBlendSrcAlpha = null; |
|
var currentBlendDstAlpha = null; |
|
var currentPremultipledAlpha = false; |
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|
|
var currentFlipSided = null; |
|
var currentCullFace = null; |
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|
|
var currentLineWidth = null; |
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|
|
var currentPolygonOffsetFactor = null; |
|
var currentPolygonOffsetUnits = null; |
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|
|
var currentScissorTest = null; |
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|
|
var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS ); |
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|
|
var currentTextureSlot = null; |
|
var currentBoundTextures = {}; |
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|
|
var currentScissor = new Vector4(); |
|
var currentViewport = new Vector4(); |
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|
|
function createTexture( type, target, count ) { |
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|
|
var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4. |
|
var texture = gl.createTexture(); |
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|
|
gl.bindTexture( type, texture ); |
|
gl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); |
|
gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); |
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|
|
for ( var i = 0; i < count; i ++ ) { |
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|
|
gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data ); |
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|
} |
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|
return texture; |
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|
} |
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|
|
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 ); |
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|
|
// |
|
|
|
this.init = function () { |
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|
|
this.clearColor( 0, 0, 0, 1 ); |
|
this.clearDepth( 1 ); |
|
this.clearStencil( 0 ); |
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|
|
this.enable( gl.DEPTH_TEST ); |
|
this.setDepthFunc( LessEqualDepth ); |
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|
|
this.setFlipSided( false ); |
|
this.setCullFace( CullFaceBack ); |
|
this.enable( gl.CULL_FACE ); |
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|
|
this.enable( gl.BLEND ); |
|
this.setBlending( NormalBlending ); |
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|
|
}; |
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|
|
this.initAttributes = function () { |
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|
|
for ( var i = 0, l = newAttributes.length; i < l; i ++ ) { |
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|
|
newAttributes[ i ] = 0; |
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|
|
} |
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|
|
}; |
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|
|
this.enableAttribute = function ( attribute ) { |
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|
|
newAttributes[ attribute ] = 1; |
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|
|
if ( enabledAttributes[ attribute ] === 0 ) { |
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|
|
gl.enableVertexAttribArray( attribute ); |
|
enabledAttributes[ attribute ] = 1; |
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|
|
} |
|
|
|
if ( attributeDivisors[ attribute ] !== 0 ) { |
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|
|
var extension = extensions.get( 'ANGLE_instanced_arrays' ); |
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|
|
extension.vertexAttribDivisorANGLE( attribute, 0 ); |
|
attributeDivisors[ attribute ] = 0; |
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|
|
} |
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|
|
}; |
|
|
|
this.enableAttributeAndDivisor = function ( attribute, meshPerAttribute, extension ) { |
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|
|
newAttributes[ attribute ] = 1; |
|
|
|
if ( enabledAttributes[ attribute ] === 0 ) { |
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|
|
gl.enableVertexAttribArray( attribute ); |
|
enabledAttributes[ attribute ] = 1; |
|
|
|
} |
|
|
|
if ( attributeDivisors[ attribute ] !== meshPerAttribute ) { |
|
|
|
extension.vertexAttribDivisorANGLE( attribute, meshPerAttribute ); |
|
attributeDivisors[ attribute ] = meshPerAttribute; |
|
|
|
} |
|
|
|
}; |
|
|
|
this.disableUnusedAttributes = function () { |
|
|
|
for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) { |
|
|
|
if ( enabledAttributes[ i ] !== newAttributes[ i ] ) { |
|
|
|
gl.disableVertexAttribArray( i ); |
|
enabledAttributes[ i ] = 0; |
|
|
|
} |
|
|
|
} |
|
|
|
}; |
|
|
|
this.enable = function ( id ) { |
|
|
|
if ( capabilities[ id ] !== true ) { |
|
|
|
gl.enable( id ); |
|
capabilities[ id ] = true; |
|
|
|
} |
|
|
|
}; |
|
|
|
this.disable = function ( id ) { |
|
|
|
if ( capabilities[ id ] !== false ) { |
|
|
|
gl.disable( id ); |
|
capabilities[ id ] = false; |
|
|
|
} |
|
|
|
}; |
|
|
|
this.getCompressedTextureFormats = function () { |
|
|
|
if ( compressedTextureFormats === null ) { |
|
|
|
compressedTextureFormats = []; |
|
|
|
if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || |
|
extensions.get( 'WEBGL_compressed_texture_s3tc' ) || |
|
extensions.get( 'WEBGL_compressed_texture_etc1' ) ) { |
|
|
|
var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS ); |
|
|
|
for ( var i = 0; i < formats.length; i ++ ) { |
|
|
|
compressedTextureFormats.push( formats[ i ] ); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
return compressedTextureFormats; |
|
|
|
}; |
|
|
|
this.setBlending = function ( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) { |
|
|
|
if ( blending !== NoBlending ) { |
|
|
|
this.enable( gl.BLEND ); |
|
|
|
} else { |
|
|
|
this.disable( gl.BLEND ); |
|
currentBlending = blending; // no blending, that is |
|
return; |
|
|
|
} |
|
|
|
if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) { |
|
|
|
if ( blending === AdditiveBlending ) { |
|
|
|
if ( premultipliedAlpha ) { |
|
|
|
gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); |
|
gl.blendFuncSeparate( gl.ONE, gl.ONE, gl.ONE, gl.ONE ); |
|
|
|
} else { |
|
|
|
gl.blendEquation( gl.FUNC_ADD ); |
|
gl.blendFunc( gl.SRC_ALPHA, gl.ONE ); |
|
|
|
} |
|
|
|
} else if ( blending === SubtractiveBlending ) { |
|
|
|
if ( premultipliedAlpha ) { |
|
|
|
gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); |
|
gl.blendFuncSeparate( gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA ); |
|
|
|
} else { |
|
|
|
gl.blendEquation( gl.FUNC_ADD ); |
|
gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR ); |
|
|
|
} |
|
|
|
} else if ( blending === MultiplyBlending ) { |
|
|
|
if ( premultipliedAlpha ) { |
|
|
|
gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); |
|
gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA ); |
|
|
|
} else { |
|
|
|
gl.blendEquation( gl.FUNC_ADD ); |
|
gl.blendFunc( gl.ZERO, gl.SRC_COLOR ); |
|
|
|
} |
|
|
|
} else { |
|
|
|
if ( premultipliedAlpha ) { |
|
|
|
gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); |
|
gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); |
|
|
|
} else { |
|
|
|
gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); |
|
gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); |
|
|
|
} |
|
|
|
} |
|
|
|
currentBlending = blending; |
|
currentPremultipledAlpha = premultipliedAlpha; |
|
|
|
} |
|
|
|
if ( blending === CustomBlending ) { |
|
|
|
blendEquationAlpha = blendEquationAlpha || blendEquation; |
|
blendSrcAlpha = blendSrcAlpha || blendSrc; |
|
blendDstAlpha = blendDstAlpha || blendDst; |
|
|
|
if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) { |
|
|
|
gl.blendEquationSeparate( paramThreeToGL( blendEquation ), paramThreeToGL( blendEquationAlpha ) ); |
|
|
|
currentBlendEquation = blendEquation; |
|
currentBlendEquationAlpha = blendEquationAlpha; |
|
|
|
} |
|
|
|
if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) { |
|
|
|
gl.blendFuncSeparate( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ), paramThreeToGL( blendSrcAlpha ), paramThreeToGL( blendDstAlpha ) ); |
|
|
|
currentBlendSrc = blendSrc; |
|
currentBlendDst = blendDst; |
|
currentBlendSrcAlpha = blendSrcAlpha; |
|
currentBlendDstAlpha = blendDstAlpha; |
|
|
|
} |
|
|
|
} else { |
|
|
|
currentBlendEquation = null; |
|
currentBlendSrc = null; |
|
currentBlendDst = null; |
|
currentBlendEquationAlpha = null; |
|
currentBlendSrcAlpha = null; |
|
currentBlendDstAlpha = null; |
|
|
|
} |
|
|
|
}; |
|
|
|
// TODO Deprecate |
|
|
|
this.setColorWrite = function ( colorWrite ) { |
|
|
|
this.buffers.color.setMask( colorWrite ); |
|
|
|
}; |
|
|
|
this.setDepthTest = function ( depthTest ) { |
|
|
|
this.buffers.depth.setTest( depthTest ); |
|
|
|
}; |
|
|
|
this.setDepthWrite = function ( depthWrite ) { |
|
|
|
this.buffers.depth.setMask( depthWrite ); |
|
|
|
}; |
|
|
|
this.setDepthFunc = function ( depthFunc ) { |
|
|
|
this.buffers.depth.setFunc( depthFunc ); |
|
|
|
}; |
|
|
|
this.setStencilTest = function ( stencilTest ) { |
|
|
|
this.buffers.stencil.setTest( stencilTest ); |
|
|
|
}; |
|
|
|
this.setStencilWrite = function ( stencilWrite ) { |
|
|
|
this.buffers.stencil.setMask( stencilWrite ); |
|
|
|
}; |
|
|
|
this.setStencilFunc = function ( stencilFunc, stencilRef, stencilMask ) { |
|
|
|
this.buffers.stencil.setFunc( stencilFunc, stencilRef, stencilMask ); |
|
|
|
}; |
|
|
|
this.setStencilOp = function ( stencilFail, stencilZFail, stencilZPass ) { |
|
|
|
this.buffers.stencil.setOp( stencilFail, stencilZFail, stencilZPass ); |
|
|
|
}; |
|
|
|
// |
|
|
|
this.setFlipSided = function ( flipSided ) { |
|
|
|
if ( currentFlipSided !== flipSided ) { |
|
|
|
if ( flipSided ) { |
|
|
|
gl.frontFace( gl.CW ); |
|
|
|
} else { |
|
|
|
gl.frontFace( gl.CCW ); |
|
|
|
} |
|
|
|
currentFlipSided = flipSided; |
|
|
|
} |
|
|
|
}; |
|
|
|
this.setCullFace = function ( cullFace ) { |
|
|
|
if ( cullFace !== CullFaceNone ) { |
|
|
|
this.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 { |
|
|
|
this.disable( gl.CULL_FACE ); |
|
|
|
} |
|
|
|
currentCullFace = cullFace; |
|
|
|
}; |
|
|
|
this.setLineWidth = function ( width ) { |
|
|
|
if ( width !== currentLineWidth ) { |
|
|
|
gl.lineWidth( width ); |
|
|
|
currentLineWidth = width; |
|
|
|
} |
|
|
|
}; |
|
|
|
this.setPolygonOffset = function ( polygonOffset, factor, units ) { |
|
|
|
if ( polygonOffset ) { |
|
|
|
this.enable( gl.POLYGON_OFFSET_FILL ); |
|
|
|
if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) { |
|
|
|
gl.polygonOffset( factor, units ); |
|
|
|
currentPolygonOffsetFactor = factor; |
|
currentPolygonOffsetUnits = units; |
|
|
|
} |
|
|
|
} else { |
|
|
|
this.disable( gl.POLYGON_OFFSET_FILL ); |
|
|
|
} |
|
|
|
}; |
|
|
|
this.getScissorTest = function () { |
|
|
|
return currentScissorTest; |
|
|
|
}; |
|
|
|
this.setScissorTest = function ( scissorTest ) { |
|
|
|
currentScissorTest = scissorTest; |
|
|
|
if ( scissorTest ) { |
|
|
|
this.enable( gl.SCISSOR_TEST ); |
|
|
|
} else { |
|
|
|
this.disable( gl.SCISSOR_TEST ); |
|
|
|
} |
|
|
|
}; |
|
|
|
// texture |
|
|
|
this.activeTexture = function ( webglSlot ) { |
|
|
|
if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1; |
|
|
|
if ( currentTextureSlot !== webglSlot ) { |
|
|
|
gl.activeTexture( webglSlot ); |
|
currentTextureSlot = webglSlot; |
|
|
|
} |
|
|
|
}; |
|
|
|
this.bindTexture = function ( webglType, webglTexture ) { |
|
|
|
if ( currentTextureSlot === null ) { |
|
|
|
_this.activeTexture(); |
|
|
|
} |
|
|
|
var boundTexture = currentBoundTextures[ currentTextureSlot ]; |
|
|
|
if ( boundTexture === undefined ) { |
|
|
|
boundTexture = { type: undefined, texture: undefined }; |
|
currentBoundTextures[ currentTextureSlot ] = boundTexture; |
|
|
|
} |
|
|
|
if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) { |
|
|
|
gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] ); |
|
|
|
boundTexture.type = webglType; |
|
boundTexture.texture = webglTexture; |
|
|
|
} |
|
|
|
}; |
|
|
|
this.compressedTexImage2D = function () { |
|
|
|
try { |
|
|
|
gl.compressedTexImage2D.apply( gl, arguments ); |
|
|
|
} catch ( error ) { |
|
|
|
console.error( error ); |
|
|
|
} |
|
|
|
}; |
|
|
|
this.texImage2D = function () { |
|
|
|
try { |
|
|
|
gl.texImage2D.apply( gl, arguments ); |
|
|
|
} catch ( error ) { |
|
|
|
console.error( error ); |
|
|
|
} |
|
|
|
}; |
|
|
|
// TODO Deprecate |
|
|
|
this.clearColor = function ( r, g, b, a ) { |
|
|
|
this.buffers.color.setClear( r, g, b, a ); |
|
|
|
}; |
|
|
|
this.clearDepth = function ( depth ) { |
|
|
|
this.buffers.depth.setClear( depth ); |
|
|
|
}; |
|
|
|
this.clearStencil = function ( stencil ) { |
|
|
|
this.buffers.stencil.setClear( stencil ); |
|
|
|
}; |
|
|
|
// |
|
|
|
this.scissor = function ( scissor ) { |
|
|
|
if ( currentScissor.equals( scissor ) === false ) { |
|
|
|
gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w ); |
|
currentScissor.copy( scissor ); |
|
|
|
} |
|
|
|
}; |
|
|
|
this.viewport = function ( viewport ) { |
|
|
|
if ( currentViewport.equals( viewport ) === false ) { |
|
|
|
gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w ); |
|
currentViewport.copy( viewport ); |
|
|
|
} |
|
|
|
}; |
|
|
|
// |
|
|
|
this.reset = function () { |
|
|
|
for ( var i = 0; i < enabledAttributes.length; i ++ ) { |
|
|
|
if ( enabledAttributes[ i ] === 1 ) { |
|
|
|
gl.disableVertexAttribArray( i ); |
|
enabledAttributes[ i ] = 0; |
|
|
|
} |
|
|
|
} |
|
|
|
capabilities = {}; |
|
|
|
compressedTextureFormats = null; |
|
|
|
currentTextureSlot = null; |
|
currentBoundTextures = {}; |
|
|
|
currentBlending = null; |
|
|
|
currentFlipSided = null; |
|
currentCullFace = null; |
|
|
|
this.buffers.color.reset(); |
|
this.buffers.depth.reset(); |
|
this.buffers.stencil.reset(); |
|
|
|
}; |
|
|
|
}; |
|
|
|
function WebGLColorBuffer( gl, state ) { |
|
|
|
var locked = false; |
|
|
|
var color = new Vector4(); |
|
var currentColorMask = null; |
|
var currentColorClear = new Vector4(); |
|
|
|
this.setMask = function ( colorMask ) { |
|
|
|
if ( currentColorMask !== colorMask && ! locked ) { |
|
|
|
gl.colorMask( colorMask, colorMask, colorMask, colorMask ); |
|
currentColorMask = colorMask; |
|
|
|
} |
|
|
|
}; |
|
|
|
this.setLocked = function ( lock ) { |
|
|
|
locked = lock; |
|
|
|
}; |
|
|
|
this.setClear = function ( r, g, b, a ) { |
|
|
|
color.set( r, g, b, a ); |
|
|
|
if ( currentColorClear.equals( color ) === false ) { |
|
|
|
gl.clearColor( r, g, b, a ); |
|
currentColorClear.copy( color ); |
|
|
|
} |
|
|
|
}; |
|
|
|
this.reset = function () { |
|
|
|
locked = false; |
|
|
|
currentColorMask = null; |
|
currentColorClear = new Vector4(); |
|
|
|
}; |
|
|
|
}; |
|
|
|
function WebGLDepthBuffer( gl, state ) { |
|
|
|
var locked = false; |
|
|
|
var currentDepthMask = null; |
|
var currentDepthFunc = null; |
|
var currentDepthClear = null; |
|
|
|
this.setTest = function ( depthTest ) { |
|
|
|
if ( depthTest ) { |
|
|
|
state.enable( gl.DEPTH_TEST ); |
|
|
|
} else { |
|
|
|
state.disable( gl.DEPTH_TEST ); |
|
|
|
} |
|
|
|
}; |
|
|
|
this.setMask = function( depthMask ){ |
|
|
|
if ( currentDepthMask !== depthMask && ! locked ) { |
|
|
|
gl.depthMask( depthMask ); |
|
currentDepthMask = depthMask; |
|
|
|
} |
|
|
|
}; |
|
|
|
this.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; |
|
|
|
} |
|
|
|
}; |
|
|
|
this.setLocked = function ( lock ) { |
|
|
|
locked = lock; |
|
|
|
}; |
|
|
|
this.setClear = function ( depth ) { |
|
|
|
if ( currentDepthClear !== depth ) { |
|
|
|
gl.clearDepth( depth ); |
|
currentDepthClear = depth; |
|
|
|
} |
|
|
|
}; |
|
|
|
this.reset = function () { |
|
|
|
locked = false; |
|
|
|
currentDepthMask = null; |
|
currentDepthFunc = null; |
|
currentDepthClear = null; |
|
|
|
}; |
|
|
|
}; |
|
|
|
function WebGLStencilBuffer( gl, state ) { |
|
|
|
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; |
|
|
|
this.setTest = function ( stencilTest ) { |
|
|
|
if ( stencilTest ) { |
|
|
|
state.enable( gl.STENCIL_TEST ); |
|
|
|
} else { |
|
|
|
state.disable( gl.STENCIL_TEST ); |
|
|
|
} |
|
|
|
}; |
|
|
|
this.setMask = function ( stencilMask ) { |
|
|
|
if ( currentStencilMask !== stencilMask && ! locked ) { |
|
|
|
gl.stencilMask( stencilMask ); |
|
currentStencilMask = stencilMask; |
|
|
|
} |
|
|
|
}; |
|
|
|
this.setFunc = function ( stencilFunc, stencilRef, stencilMask ) { |
|
|
|
if ( currentStencilFunc !== stencilFunc || |
|
currentStencilRef !== stencilRef || |
|
currentStencilFuncMask !== stencilMask ) { |
|
|
|
gl.stencilFunc( stencilFunc, stencilRef, stencilMask ); |
|
|
|
currentStencilFunc = stencilFunc; |
|
currentStencilRef = stencilRef; |
|
currentStencilFuncMask = stencilMask; |
|
|
|
} |
|
|
|
}; |
|
|
|
this.setOp = function ( stencilFail, stencilZFail, stencilZPass ) { |
|
|
|
if ( currentStencilFail !== stencilFail || |
|
currentStencilZFail !== stencilZFail || |
|
currentStencilZPass !== stencilZPass ) { |
|
|
|
gl.stencilOp( stencilFail, stencilZFail, stencilZPass ); |
|
|
|
currentStencilFail = stencilFail; |
|
currentStencilZFail = stencilZFail; |
|
currentStencilZPass = stencilZPass; |
|
|
|
} |
|
|
|
}; |
|
|
|
this.setLocked = function ( lock ) { |
|
|
|
locked = lock; |
|
|
|
}; |
|
|
|
this.setClear = function ( stencil ) { |
|
|
|
if ( currentStencilClear !== stencil ) { |
|
|
|
gl.clearStencil( stencil ); |
|
currentStencilClear = stencil; |
|
|
|
} |
|
|
|
}; |
|
|
|
this.reset = function () { |
|
|
|
locked = false; |
|
|
|
currentStencilMask = null; |
|
currentStencilFunc = null; |
|
currentStencilRef = null; |
|
currentStencilFuncMask = null; |
|
currentStencilFail = null; |
|
currentStencilZFail = null; |
|
currentStencilZPass = null; |
|
currentStencilClear = null; |
|
|
|
}; |
|
|
|
}; |
|
|
|
/** |
|
* @author szimek / https://github.com/szimek/ |
|
* @author alteredq / http://alteredqualia.com/ |
|
* @author Marius Kintel / https://github.com/kintel |
|
*/ |
|
|
|
/* |
|
In options, we can specify: |
|
* Texture parameters for an auto-generated target texture |
|
* depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers |
|
*/ |
|
function WebGLRenderTarget( width, height, options ) { |
|
|
|
this.uuid = exports.Math.generateUUID(); |
|
|
|
this.width = width; |
|
this.height = height; |
|
|
|
this.scissor = new Vector4( 0, 0, width, height ); |
|
this.scissorTest = false; |
|
|
|
this.viewport = new Vector4( 0, 0, width, height ); |
|
|
|
options = options || {}; |
|
|
|
if ( options.minFilter === undefined ) options.minFilter = LinearFilter; |
|
|
|
this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding ); |
|
|
|
this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; |
|
this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true; |
|
this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null; |
|
|
|
}; |
|
|
|
Object.assign( WebGLRenderTarget.prototype, EventDispatcher.prototype, { |
|
|
|
isWebGLRenderTarget: true, |
|
|
|
setSize: function ( width, height ) { |
|
|
|
if ( this.width !== width || this.height !== height ) { |
|
|
|
this.width = width; |
|
this.height = height; |
|
|
|
this.dispose(); |
|
|
|
} |
|
|
|
this.viewport.set( 0, 0, width, height ); |
|
this.scissor.set( 0, 0, width, height ); |
|
|
|
}, |
|
|
|
clone: function () { |
|
|
|
return new this.constructor().copy( this ); |
|
|
|
}, |
|
|
|
copy: function ( source ) { |
|
|
|
this.width = source.width; |
|
this.height = source.height; |
|
|
|
this.viewport.copy( source.viewport ); |
|
|
|
this.texture = source.texture.clone(); |
|
|
|
this.depthBuffer = source.depthBuffer; |
|
this.stencilBuffer = source.stencilBuffer; |
|
this.depthTexture = source.depthTexture; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
dispose: function () { |
|
|
|
this.dispatchEvent( { type: 'dispose' } ); |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
* @author alteredq / http://alteredqualia.com/ |
|
*/ |
|
|
|
function Material() { |
|
|
|
Object.defineProperty( this, 'id', { value: MaterialIdCount() } ); |
|
|
|
this.uuid = exports.Math.generateUUID(); |
|
|
|
this.name = ''; |
|
this.type = 'Material'; |
|
|
|
this.fog = true; |
|
this.lights = true; |
|
|
|
this.blending = NormalBlending; |
|
this.side = FrontSide; |
|
this.shading = SmoothShading; // THREE.FlatShading, THREE.SmoothShading |
|
this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors |
|
|
|
this.opacity = 1; |
|
this.transparent = false; |
|
|
|
this.blendSrc = SrcAlphaFactor; |
|
this.blendDst = OneMinusSrcAlphaFactor; |
|
this.blendEquation = AddEquation; |
|
this.blendSrcAlpha = null; |
|
this.blendDstAlpha = null; |
|
this.blendEquationAlpha = null; |
|
|
|
this.depthFunc = LessEqualDepth; |
|
this.depthTest = true; |
|
this.depthWrite = true; |
|
|
|
this.clippingPlanes = null; |
|
this.clipShadows = false; |
|
|
|
this.colorWrite = true; |
|
|
|
this.precision = null; // override the renderer's default precision for this material |
|
|
|
this.polygonOffset = false; |
|
this.polygonOffsetFactor = 0; |
|
this.polygonOffsetUnits = 0; |
|
|
|
this.alphaTest = 0; |
|
this.premultipliedAlpha = false; |
|
|
|
this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer |
|
|
|
this.visible = true; |
|
|
|
this._needsUpdate = true; |
|
|
|
}; |
|
|
|
Material.prototype = { |
|
|
|
constructor: Material, |
|
|
|
isMaterial: true, |
|
|
|
get needsUpdate() { |
|
|
|
return this._needsUpdate; |
|
|
|
}, |
|
|
|
set needsUpdate( value ) { |
|
|
|
if ( value === true ) this.update(); |
|
this._needsUpdate = value; |
|
|
|
}, |
|
|
|
setValues: function ( values ) { |
|
|
|
if ( values === undefined ) return; |
|
|
|
for ( var key in values ) { |
|
|
|
var newValue = values[ key ]; |
|
|
|
if ( newValue === undefined ) { |
|
|
|
console.warn( "THREE.Material: '" + key + "' parameter is undefined." ); |
|
continue; |
|
|
|
} |
|
|
|
var currentValue = this[ key ]; |
|
|
|
if ( currentValue === undefined ) { |
|
|
|
console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." ); |
|
continue; |
|
|
|
} |
|
|
|
if ( (currentValue && currentValue.isColor) ) { |
|
|
|
currentValue.set( newValue ); |
|
|
|
} else if ( (currentValue && currentValue.isVector3) && (newValue && newValue.isVector3) ) { |
|
|
|
currentValue.copy( newValue ); |
|
|
|
} else if ( key === 'overdraw' ) { |
|
|
|
// ensure overdraw is backwards-compatible with legacy boolean type |
|
this[ key ] = Number( newValue ); |
|
|
|
} else { |
|
|
|
this[ key ] = newValue; |
|
|
|
} |
|
|
|
} |
|
|
|
}, |
|
|
|
toJSON: function ( meta ) { |
|
|
|
var isRoot = meta === undefined; |
|
|
|
if ( isRoot ) { |
|
|
|
meta = { |
|
textures: {}, |
|
images: {} |
|
}; |
|
|
|
} |
|
|
|
var data = { |
|
metadata: { |
|
version: 4.4, |
|
type: 'Material', |
|
generator: 'Material.toJSON' |
|
} |
|
}; |
|
|
|
// standard Material serialization |
|
data.uuid = this.uuid; |
|
data.type = this.type; |
|
|
|
if ( this.name !== '' ) data.name = this.name; |
|
|
|
if ( (this.color && this.color.isColor) ) data.color = this.color.getHex(); |
|
|
|
if ( this.roughness !== undefined ) data.roughness = this.roughness; |
|
if ( this.metalness !== undefined ) data.metalness = this.metalness; |
|
|
|
if ( (this.emissive && this.emissive.isColor) ) data.emissive = this.emissive.getHex(); |
|
if ( (this.specular && this.specular.isColor) ) data.specular = this.specular.getHex(); |
|
if ( this.shininess !== undefined ) data.shininess = this.shininess; |
|
|
|
if ( (this.map && this.map.isTexture) ) data.map = this.map.toJSON( meta ).uuid; |
|
if ( (this.alphaMap && this.alphaMap.isTexture) ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid; |
|
if ( (this.lightMap && this.lightMap.isTexture) ) data.lightMap = this.lightMap.toJSON( meta ).uuid; |
|
if ( (this.bumpMap && this.bumpMap.isTexture) ) { |
|
|
|
data.bumpMap = this.bumpMap.toJSON( meta ).uuid; |
|
data.bumpScale = this.bumpScale; |
|
|
|
} |
|
if ( (this.normalMap && this.normalMap.isTexture) ) { |
|
|
|
data.normalMap = this.normalMap.toJSON( meta ).uuid; |
|
data.normalScale = this.normalScale.toArray(); |
|
|
|
} |
|
if ( (this.displacementMap && this.displacementMap.isTexture) ) { |
|
|
|
data.displacementMap = this.displacementMap.toJSON( meta ).uuid; |
|
data.displacementScale = this.displacementScale; |
|
data.displacementBias = this.displacementBias; |
|
|
|
} |
|
if ( (this.roughnessMap && this.roughnessMap.isTexture) ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; |
|
if ( (this.metalnessMap && this.metalnessMap.isTexture) ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; |
|
|
|
if ( (this.emissiveMap && this.emissiveMap.isTexture) ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; |
|
if ( (this.specularMap && this.specularMap.isTexture) ) data.specularMap = this.specularMap.toJSON( meta ).uuid; |
|
|
|
if ( (this.envMap && this.envMap.isTexture) ) { |
|
|
|
data.envMap = this.envMap.toJSON( meta ).uuid; |
|
data.reflectivity = this.reflectivity; // Scale behind envMap |
|
|
|
} |
|
|
|
if ( this.size !== undefined ) data.size = this.size; |
|
if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation; |
|
|
|
if ( this.blending !== NormalBlending ) data.blending = this.blending; |
|
if ( this.shading !== SmoothShading ) data.shading = this.shading; |
|
if ( this.side !== FrontSide ) data.side = this.side; |
|
if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors; |
|
|
|
if ( this.opacity < 1 ) data.opacity = this.opacity; |
|
if ( this.transparent === true ) data.transparent = this.transparent; |
|
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; |
|
|
|
// TODO: Copied from Object3D.toJSON |
|
|
|
function extractFromCache( cache ) { |
|
|
|
var values = []; |
|
|
|
for ( var key in cache ) { |
|
|
|
var data = cache[ key ]; |
|
delete data.metadata; |
|
values.push( data ); |
|
|
|
} |
|
|
|
return values; |
|
|
|
} |
|
|
|
if ( isRoot ) { |
|
|
|
var textures = extractFromCache( meta.textures ); |
|
var images = extractFromCache( meta.images ); |
|
|
|
if ( textures.length > 0 ) data.textures = textures; |
|
if ( images.length > 0 ) data.images = images; |
|
|
|
} |
|
|
|
return data; |
|
|
|
}, |
|
|
|
clone: function () { |
|
|
|
return new this.constructor().copy( this ); |
|
|
|
}, |
|
|
|
copy: function ( source ) { |
|
|
|
this.name = source.name; |
|
|
|
this.fog = source.fog; |
|
this.lights = source.lights; |
|
|
|
this.blending = source.blending; |
|
this.side = source.side; |
|
this.shading = source.shading; |
|
this.vertexColors = source.vertexColors; |
|
|
|
this.opacity = source.opacity; |
|
this.transparent = source.transparent; |
|
|
|
this.blendSrc = source.blendSrc; |
|
this.blendDst = source.blendDst; |
|
this.blendEquation = source.blendEquation; |
|
this.blendSrcAlpha = source.blendSrcAlpha; |
|
this.blendDstAlpha = source.blendDstAlpha; |
|
this.blendEquationAlpha = source.blendEquationAlpha; |
|
|
|
this.depthFunc = source.depthFunc; |
|
this.depthTest = source.depthTest; |
|
this.depthWrite = source.depthWrite; |
|
|
|
this.colorWrite = source.colorWrite; |
|
|
|
this.precision = source.precision; |
|
|
|
this.polygonOffset = source.polygonOffset; |
|
this.polygonOffsetFactor = source.polygonOffsetFactor; |
|
this.polygonOffsetUnits = source.polygonOffsetUnits; |
|
|
|
this.alphaTest = source.alphaTest; |
|
|
|
this.premultipliedAlpha = source.premultipliedAlpha; |
|
|
|
this.overdraw = source.overdraw; |
|
|
|
this.visible = source.visible; |
|
this.clipShadows = source.clipShadows; |
|
|
|
var srcPlanes = source.clippingPlanes, |
|
dstPlanes = null; |
|
|
|
if ( srcPlanes !== null ) { |
|
|
|
var n = srcPlanes.length; |
|
dstPlanes = new Array( n ); |
|
|
|
for ( var i = 0; i !== n; ++ i ) |
|
dstPlanes[ i ] = srcPlanes[ i ].clone(); |
|
|
|
} |
|
|
|
this.clippingPlanes = dstPlanes; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
update: function () { |
|
|
|
this.dispatchEvent( { type: 'update' } ); |
|
|
|
}, |
|
|
|
dispose: function () { |
|
|
|
this.dispatchEvent( { type: 'dispose' } ); |
|
|
|
} |
|
|
|
}; |
|
|
|
Object.assign( Material.prototype, EventDispatcher.prototype ); |
|
|
|
var count$1 = 0; |
|
function MaterialIdCount() { return count$1++; }; |
|
|
|
/** |
|
* Uniform Utilities |
|
*/ |
|
|
|
exports.UniformsUtils = { |
|
|
|
merge: function ( uniforms ) { |
|
|
|
var merged = {}; |
|
|
|
for ( var u = 0; u < uniforms.length; u ++ ) { |
|
|
|
var tmp = this.clone( uniforms[ u ] ); |
|
|
|
for ( var p in tmp ) { |
|
|
|
merged[ p ] = tmp[ p ]; |
|
|
|
} |
|
|
|
} |
|
|
|
return merged; |
|
|
|
}, |
|
|
|
clone: function ( uniforms_src ) { |
|
|
|
var uniforms_dst = {}; |
|
|
|
for ( var u in uniforms_src ) { |
|
|
|
uniforms_dst[ u ] = {}; |
|
|
|
for ( var p in uniforms_src[ u ] ) { |
|
|
|
var parameter_src = uniforms_src[ u ][ p ]; |
|
|
|
if ( (parameter_src && parameter_src.isColor) || |
|
(parameter_src && parameter_src.isVector2) || |
|
(parameter_src && parameter_src.isVector3) || |
|
(parameter_src && parameter_src.isVector4) || |
|
(parameter_src && parameter_src.isMatrix3) || |
|
(parameter_src && parameter_src.isMatrix4) || |
|
(parameter_src && parameter_src.isTexture) ) { |
|
|
|
uniforms_dst[ u ][ p ] = parameter_src.clone(); |
|
|
|
} else if ( Array.isArray( parameter_src ) ) { |
|
|
|
uniforms_dst[ u ][ p ] = parameter_src.slice(); |
|
|
|
} else { |
|
|
|
uniforms_dst[ u ][ p ] = parameter_src; |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
return uniforms_dst; |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* @author alteredq / http://alteredqualia.com/ |
|
* |
|
* parameters = { |
|
* defines: { "label" : "value" }, |
|
* uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } }, |
|
* |
|
* fragmentShader: <string>, |
|
* vertexShader: <string>, |
|
* |
|
* wireframe: <boolean>, |
|
* wireframeLinewidth: <float>, |
|
* |
|
* lights: <bool>, |
|
* |
|
* skinning: <bool>, |
|
* morphTargets: <bool>, |
|
* morphNormals: <bool> |
|
* } |
|
*/ |
|
|
|
function ShaderMaterial( parameters ) { |
|
|
|
Material.call( this ); |
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this.type = 'ShaderMaterial'; |
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this.defines = {}; |
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this.uniforms = {}; |
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this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}'; |
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this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}'; |
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this.linewidth = 1; |
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this.wireframe = false; |
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this.wireframeLinewidth = 1; |
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this.fog = false; // set to use scene fog |
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this.lights = false; // set to use scene lights |
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this.clipping = false; // set to use user-defined clipping planes |
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this.skinning = false; // set to use skinning attribute streams |
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this.morphTargets = false; // set to use morph targets |
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this.morphNormals = false; // set to use morph normals |
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this.extensions = { |
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derivatives: false, // set to use derivatives |
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fragDepth: false, // set to use fragment depth values |
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drawBuffers: false, // set to use draw buffers |
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shaderTextureLOD: false // set to use shader texture LOD |
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}; |
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// When rendered geometry doesn't include these attributes but the material does, |
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// use these default values in WebGL. This avoids errors when buffer data is missing. |
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this.defaultAttributeValues = { |
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'color': [ 1, 1, 1 ], |
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'uv': [ 0, 0 ], |
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'uv2': [ 0, 0 ] |
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}; |
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this.index0AttributeName = undefined; |
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if ( parameters !== undefined ) { |
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if ( parameters.attributes !== undefined ) { |
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console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' ); |
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} |
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this.setValues( parameters ); |
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} |
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}; |
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ShaderMaterial.prototype = Object.create( Material.prototype ); |
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ShaderMaterial.prototype.constructor = ShaderMaterial; |
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ShaderMaterial.prototype.isShaderMaterial = true; |
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ShaderMaterial.prototype.copy = function ( source ) { |
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Material.prototype.copy.call( this, source ); |
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this.fragmentShader = source.fragmentShader; |
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this.vertexShader = source.vertexShader; |
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this.uniforms = exports.UniformsUtils.clone( source.uniforms ); |
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this.defines = source.defines; |
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this.wireframe = source.wireframe; |
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this.wireframeLinewidth = source.wireframeLinewidth; |
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this.lights = source.lights; |
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this.clipping = source.clipping; |
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this.skinning = source.skinning; |
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this.morphTargets = source.morphTargets; |
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this.morphNormals = source.morphNormals; |
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this.extensions = source.extensions; |
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return this; |
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}; |
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ShaderMaterial.prototype.toJSON = function ( meta ) { |
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var data = Material.prototype.toJSON.call( this, meta ); |
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data.uniforms = this.uniforms; |
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data.vertexShader = this.vertexShader; |
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data.fragmentShader = this.fragmentShader; |
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return data; |
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}; |
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var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n"; |
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var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif\n"; |
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var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif\n"; |
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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"; |
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var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif"; |
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var begin_vertex = "\nvec3 transformed = vec3( position );\n"; |
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var beginnormal_vertex = "\nvec3 objectNormal = vec3( normal );\n"; |
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var bsdfs = "bool testLightInRange( const in float lightDistance, const in float cutoffDistance ) {\n\treturn any( bvec2( cutoffDistance == 0.0, lightDistance < cutoffDistance ) );\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\t\tif( decayExponent > 0.0 ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\t\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\t\treturn distanceFalloff * maxDistanceCutoffFactor;\n#else\n\t\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n#endif\n\t\t}\n\t\treturn 1.0;\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n\treturn specularColor * AB.x + AB.y;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n"; |
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var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = dFdx( surf_pos );\n\t\tvec3 vSigmaY = dFdy( surf_pos );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif\n"; |
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var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tfor ( int i = 0; i < NUM_CLIPPING_PLANES; ++ i ) {\n\t\tvec4 plane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n#endif\n"; |
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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"; |
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var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvarying vec3 vViewPosition;\n#endif\n"; |
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var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n"; |
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var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif"; |
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var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif\n"; |
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var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif"; |
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var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif"; |
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var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\n"; |
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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"; |
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var defaultnormal_vertex = "#ifdef FLIP_SIDED\n\tobjectNormal = -objectNormal;\n#endif\nvec3 transformedNormal = normalMatrix * objectNormal;\n"; |
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var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif\n"; |
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var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normal * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif\n"; |
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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"; |
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var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif\n"; |
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var encodings_fragment = " gl_FragColor = linearToOutputTexel( gl_FragColor );\n"; |
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var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n return value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n return vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n return vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n return vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.w );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n return vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n float maxComponent = max( max( value.r, value.g ), value.b );\n float fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n return vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n return vec4( value.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n float maxRGB = max( value.x, max( value.g, value.b ) );\n float M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n M = ceil( M * 255.0 ) / 255.0;\n return vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n return vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n float maxRGB = max( value.x, max( value.g, value.b ) );\n float D = max( maxRange / maxRGB, 1.0 );\n D = min( floor( D ) / 255.0, 1.0 );\n return vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n vec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\n Xp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\n vec4 vResult;\n vResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n float Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n vResult.w = fract(Le);\n vResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\n return vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n float Le = value.z * 255.0 + value.w;\n vec3 Xp_Y_XYZp;\n Xp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\n Xp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n Xp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n vec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n return vec4( max(vRGB, 0.0), 1.0 );\n}\n"; |
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var envmap_fragment = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\tsampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n\t\tsampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\tvec3 reflectView = flipNormal * normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#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"; |
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var envmap_pars_fragment = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntenstiy;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif\n"; |
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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"; |
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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"; |
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var fog_fragment = "#ifdef USE_FOG\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tfloat depth = gl_FragDepthEXT / gl_FragCoord.w;\n\t#else\n\t\tfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n\t#endif\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * depth * depth * LOG2 ) );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, depth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif\n"; |
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var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif"; |
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var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n"; |
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var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif"; |
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var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif\n"; |
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var lights_pars = "uniform vec3 ambientLightColor;\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tif ( testLightInRange( lightDistance, pointLight.distance ) ) {\n\t\t\tdirectLight.color = pointLight.color;\n\t\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( all( bvec2( angleCos > spotLight.coneCos, testLightInRange( lightDistance, spotLight.distance ) ) ) ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif\n#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\t#include <normal_flip>\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = flipNormal * vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = flipNormal * vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar - 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n\t\t#endif\n\t\t#include <normal_flip>\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n\t\t\tsampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = flipNormal * normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif\n"; |
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var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n"; |
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var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)\n"; |
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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"; |
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var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifndef STANDARD\n\t\tfloat clearCoat;\n\t\tfloat clearCoatRoughness;\n\t#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifndef STANDARD\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#ifndef STANDARD\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifndef STANDARD\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\tfloat dotNL = dotNV;\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n\t#ifndef STANDARD\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}\n"; |
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var lights_template = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t \tirradiance += getLightProbeIndirectIrradiance( geometry, 8 );\n\t#endif\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tvec3 radiance = getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), 8 );\n\t#ifndef STANDARD\n\t\tvec3 clearCoatRadiance = getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), 8 );\n\t#else\n\t\tvec3 clearCoatRadiance = vec3( 0.0 );\n\t#endif\n\t\t\n\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif\n"; |
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var logdepthbuf_fragment = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\tgl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n#endif"; |
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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"; |
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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"; |
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var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\tgl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\t#endif\n#endif\n"; |
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var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif\n"; |
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var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n"; |
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var map_particle_fragment = "#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n"; |
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var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform vec4 offsetRepeat;\n\tuniform sampler2D map;\n#endif\n"; |
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var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.r;\n#endif\n"; |
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var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif"; |
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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"; |
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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"; |
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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"; |
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var normal_flip = "#ifdef DOUBLE_SIDED\n\tfloat flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n#else\n\tfloat flipNormal = 1.0;\n#endif\n"; |
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var normal_fragment = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal ) * flipNormal;\n#endif\n#ifdef USE_NORMALMAP\n\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n"; |
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var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tvec3 S = normalize( q0 * st1.t - q1 * st0.t );\n\t\tvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n\t\tvec3 N = normalize( surf_norm );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif\n"; |
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var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n return normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n return 1.0 - 2.0 * rgb.xyz;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n return ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n return linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n return (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n return ( near * far ) / ( ( far - near ) * invClipZ - far );\n}\n"; |
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var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif\n"; |
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var project_vertex = "#ifdef USE_SKINNING\n\tvec4 mvPosition = modelViewMatrix * skinned;\n#else\n\tvec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\n#endif\ngl_Position = projectionMatrix * mvPosition;\n"; |
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var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.r;\n#endif\n"; |
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var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif"; |
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var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\treturn (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn 1.0;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\tfloat dp = ( length( lightToPosition ) - shadowBias ) / 1000.0;\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif\n"; |
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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"; |
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var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif\n"; |
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var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tDirectionalLight directionalLight;\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tSpotLight spotLight;\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tPointLight pointLight;\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}\n"; |
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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"; |
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var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform sampler2D boneTexture;\n\t\tuniform int boneTextureWidth;\n\t\tuniform int boneTextureHeight;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureWidth ) );\n\t\t\tfloat y = floor( j / float( boneTextureWidth ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureWidth );\n\t\t\tfloat dy = 1.0 / float( boneTextureHeight );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif\n"; |
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var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\tskinned = bindMatrixInverse * skinned;\n#endif\n"; |
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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"; |
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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"; |
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var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif"; |
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var tonemapping_fragment = "#if defined( TONE_MAPPING )\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif\n"; |
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var tonemapping_pars_fragment = "#define saturate(a) clamp( a, 0.0, 1.0 )\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n return toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n color *= toneMappingExposure;\n return saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n color *= toneMappingExposure;\n return saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n color *= toneMappingExposure;\n color = max( vec3( 0.0 ), color - 0.004 );\n return pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\n"; |
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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"; |
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var uv_pars_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n\tuniform vec4 offsetRepeat;\n#endif\n"; |
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var uv_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n#endif"; |
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var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif"; |
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var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif"; |
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var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif"; |
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var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( PHYSICAL ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\t#ifdef USE_SKINNING\n\t\tvec4 worldPosition = modelMatrix * skinned;\n\t#else\n\t\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n\t#endif\n#endif\n"; |
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var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n\tgl_FragColor.a *= opacity;\n}\n"; |
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var cube_vert = "varying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}\n"; |
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var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\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"; |
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var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#include <begin_vertex>\n\t#include <displacementmap_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n}\n"; |
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var distanceRGBA_frag = "uniform vec3 lightPos;\nvarying vec4 vWorldPosition;\n#include <common>\n#include <packing>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\t#include <clipping_planes_fragment>\n\tgl_FragColor = packDepthToRGBA( length( vWorldPosition.xyz - lightPos.xyz ) / 1000.0 );\n}\n"; |
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var distanceRGBA_vert = "varying vec4 vWorldPosition;\n#include <common>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <skinbase_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition;\n}\n"; |
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var equirect_frag = "uniform sampler2D tEquirect;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldPosition );\n\tvec2 sampleUV;\n\tsampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n}\n"; |
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var equirect_vert = "varying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}\n"; |
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var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\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 <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n"; |
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var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n}\n"; |
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var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight;\n\treflectedLight.directDiffuse = vec3( 0.0 );\n\treflectedLight.directSpecular = vec3( 0.0 );\n\treflectedLight.indirectDiffuse = diffuseColor.rgb;\n\treflectedLight.indirectSpecular = vec3( 0.0 );\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <normal_flip>\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n"; |
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var meshbasic_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_ENVMAP\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <envmap_vertex>\n}\n"; |
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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 <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <bsdfs>\n#include <lights_pars>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\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 <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#include <lightmap_fragment>\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 <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <normal_flip>\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n"; |
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var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars>\n#include <color_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <lights_lambert_vertex>\n\t#include <shadowmap_vertex>\n}\n"; |
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var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\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 <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_flip>\n\t#include <normal_fragment>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_template>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n"; |
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var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <displacementmap_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n}\n"; |
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var meshphysical_frag = "#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n\tuniform float clearCoat;\n\tuniform float clearCoatRoughness;\n#endif\nuniform float envMapIntensity;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <lights_pars>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\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 <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_flip>\n\t#include <normal_fragment>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_template>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n"; |
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|
var meshphysical_vert = "#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <displacementmap_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n}\n"; |
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|
|
var normal_frag = "uniform float opacity;\nvarying vec3 vNormal;\n#include <common>\n#include <packing>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tgl_FragColor = vec4( packNormalToRGB( vNormal ), opacity );\n\t#include <logdepthbuf_fragment>\n}\n"; |
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|
var normal_vert = "varying vec3 vNormal;\n#include <common>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\tvNormal = normalize( normalMatrix * normal );\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n}\n"; |
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|
var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n"; |
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var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <project_vertex>\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 <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n}\n"; |
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var shadow_frag = "uniform float opacity;\n#include <common>\n#include <packing>\n#include <bsdfs>\n#include <lights_pars>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( 0.0, 0.0, 0.0, opacity * ( 1.0 - getShadowMask() ) );\n}\n"; |
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var shadow_vert = "#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n}\n"; |
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|
|
var ShaderChunk = { |
|
alphamap_fragment: alphamap_fragment, |
|
alphamap_pars_fragment: alphamap_pars_fragment, |
|
alphatest_fragment: alphatest_fragment, |
|
aomap_fragment: aomap_fragment, |
|
aomap_pars_fragment: aomap_pars_fragment, |
|
begin_vertex: begin_vertex, |
|
beginnormal_vertex: beginnormal_vertex, |
|
bsdfs: bsdfs, |
|
bumpmap_pars_fragment: bumpmap_pars_fragment, |
|
clipping_planes_fragment: clipping_planes_fragment, |
|
clipping_planes_pars_fragment: clipping_planes_pars_fragment, |
|
clipping_planes_pars_vertex: clipping_planes_pars_vertex, |
|
clipping_planes_vertex: clipping_planes_vertex, |
|
color_fragment: color_fragment, |
|
color_pars_fragment: color_pars_fragment, |
|
color_pars_vertex: color_pars_vertex, |
|
color_vertex: color_vertex, |
|
common: common, |
|
cube_uv_reflection_fragment: cube_uv_reflection_fragment, |
|
defaultnormal_vertex: defaultnormal_vertex, |
|
displacementmap_pars_vertex: displacementmap_pars_vertex, |
|
displacementmap_vertex: displacementmap_vertex, |
|
emissivemap_fragment: emissivemap_fragment, |
|
emissivemap_pars_fragment: emissivemap_pars_fragment, |
|
encodings_fragment: encodings_fragment, |
|
encodings_pars_fragment: encodings_pars_fragment, |
|
envmap_fragment: envmap_fragment, |
|
envmap_pars_fragment: envmap_pars_fragment, |
|
envmap_pars_vertex: envmap_pars_vertex, |
|
envmap_vertex: envmap_vertex, |
|
fog_fragment: fog_fragment, |
|
fog_pars_fragment: fog_pars_fragment, |
|
lightmap_fragment: lightmap_fragment, |
|
lightmap_pars_fragment: lightmap_pars_fragment, |
|
lights_lambert_vertex: lights_lambert_vertex, |
|
lights_pars: lights_pars, |
|
lights_phong_fragment: lights_phong_fragment, |
|
lights_phong_pars_fragment: lights_phong_pars_fragment, |
|
lights_physical_fragment: lights_physical_fragment, |
|
lights_physical_pars_fragment: lights_physical_pars_fragment, |
|
lights_template: lights_template, |
|
logdepthbuf_fragment: logdepthbuf_fragment, |
|
logdepthbuf_pars_fragment: logdepthbuf_pars_fragment, |
|
logdepthbuf_pars_vertex: logdepthbuf_pars_vertex, |
|
logdepthbuf_vertex: logdepthbuf_vertex, |
|
map_fragment: map_fragment, |
|
map_pars_fragment: map_pars_fragment, |
|
map_particle_fragment: map_particle_fragment, |
|
map_particle_pars_fragment: map_particle_pars_fragment, |
|
metalnessmap_fragment: metalnessmap_fragment, |
|
metalnessmap_pars_fragment: metalnessmap_pars_fragment, |
|
morphnormal_vertex: morphnormal_vertex, |
|
morphtarget_pars_vertex: morphtarget_pars_vertex, |
|
morphtarget_vertex: morphtarget_vertex, |
|
normal_flip: normal_flip, |
|
normal_fragment: normal_fragment, |
|
normalmap_pars_fragment: normalmap_pars_fragment, |
|
packing: packing, |
|
premultiplied_alpha_fragment: premultiplied_alpha_fragment, |
|
project_vertex: project_vertex, |
|
roughnessmap_fragment: roughnessmap_fragment, |
|
roughnessmap_pars_fragment: roughnessmap_pars_fragment, |
|
shadowmap_pars_fragment: shadowmap_pars_fragment, |
|
shadowmap_pars_vertex: shadowmap_pars_vertex, |
|
shadowmap_vertex: shadowmap_vertex, |
|
shadowmask_pars_fragment: shadowmask_pars_fragment, |
|
skinbase_vertex: skinbase_vertex, |
|
skinning_pars_vertex: skinning_pars_vertex, |
|
skinning_vertex: skinning_vertex, |
|
skinnormal_vertex: skinnormal_vertex, |
|
specularmap_fragment: specularmap_fragment, |
|
specularmap_pars_fragment: specularmap_pars_fragment, |
|
tonemapping_fragment: tonemapping_fragment, |
|
tonemapping_pars_fragment: tonemapping_pars_fragment, |
|
uv_pars_fragment: uv_pars_fragment, |
|
uv_pars_vertex: uv_pars_vertex, |
|
uv_vertex: uv_vertex, |
|
uv2_pars_fragment: uv2_pars_fragment, |
|
uv2_pars_vertex: uv2_pars_vertex, |
|
uv2_vertex: uv2_vertex, |
|
worldpos_vertex: worldpos_vertex, |
|
|
|
cube_frag: cube_frag, |
|
cube_vert: cube_vert, |
|
depth_frag: depth_frag, |
|
depth_vert: depth_vert, |
|
distanceRGBA_frag: distanceRGBA_frag, |
|
distanceRGBA_vert: distanceRGBA_vert, |
|
equirect_frag: equirect_frag, |
|
equirect_vert: equirect_vert, |
|
linedashed_frag: linedashed_frag, |
|
linedashed_vert: linedashed_vert, |
|
meshbasic_frag: meshbasic_frag, |
|
meshbasic_vert: meshbasic_vert, |
|
meshlambert_frag: meshlambert_frag, |
|
meshlambert_vert: meshlambert_vert, |
|
meshphong_frag: meshphong_frag, |
|
meshphong_vert: meshphong_vert, |
|
meshphysical_frag: meshphysical_frag, |
|
meshphysical_vert: meshphysical_vert, |
|
normal_frag: normal_frag, |
|
normal_vert: normal_vert, |
|
points_frag: points_frag, |
|
points_vert: points_vert, |
|
shadow_frag: shadow_frag, |
|
shadow_vert: shadow_vert |
|
}; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function Color( r, g, b ) { |
|
|
|
if ( g === undefined && b === undefined ) { |
|
|
|
// r is THREE.Color, hex or string |
|
return this.set( r ); |
|
|
|
} |
|
|
|
return this.setRGB( r, g, b ); |
|
|
|
}; |
|
|
|
Color.prototype = { |
|
|
|
constructor: Color, |
|
|
|
isColor: true, |
|
|
|
r: 1, g: 1, b: 1, |
|
|
|
set: function ( value ) { |
|
|
|
if ( (value && value.isColor) ) { |
|
|
|
this.copy( value ); |
|
|
|
} else if ( typeof value === 'number' ) { |
|
|
|
this.setHex( value ); |
|
|
|
} else if ( typeof value === 'string' ) { |
|
|
|
this.setStyle( value ); |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setScalar: function ( scalar ) { |
|
|
|
this.r = scalar; |
|
this.g = scalar; |
|
this.b = scalar; |
|
|
|
}, |
|
|
|
setHex: function ( hex ) { |
|
|
|
hex = Math.floor( hex ); |
|
|
|
this.r = ( hex >> 16 & 255 ) / 255; |
|
this.g = ( hex >> 8 & 255 ) / 255; |
|
this.b = ( hex & 255 ) / 255; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setRGB: function ( r, g, b ) { |
|
|
|
this.r = r; |
|
this.g = g; |
|
this.b = b; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setHSL: function () { |
|
|
|
function hue2rgb( p, q, t ) { |
|
|
|
if ( t < 0 ) t += 1; |
|
if ( t > 1 ) t -= 1; |
|
if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t; |
|
if ( t < 1 / 2 ) return q; |
|
if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t ); |
|
return p; |
|
|
|
} |
|
|
|
return function setHSL( h, s, l ) { |
|
|
|
// h,s,l ranges are in 0.0 - 1.0 |
|
h = exports.Math.euclideanModulo( h, 1 ); |
|
s = exports.Math.clamp( s, 0, 1 ); |
|
l = exports.Math.clamp( l, 0, 1 ); |
|
|
|
if ( s === 0 ) { |
|
|
|
this.r = this.g = this.b = l; |
|
|
|
} else { |
|
|
|
var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s ); |
|
var q = ( 2 * l ) - p; |
|
|
|
this.r = hue2rgb( q, p, h + 1 / 3 ); |
|
this.g = hue2rgb( q, p, h ); |
|
this.b = hue2rgb( q, p, h - 1 / 3 ); |
|
|
|
} |
|
|
|
return this; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
setStyle: function ( style ) { |
|
|
|
function handleAlpha( string ) { |
|
|
|
if ( string === undefined ) return; |
|
|
|
if ( parseFloat( string ) < 1 ) { |
|
|
|
console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' ); |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
var m; |
|
|
|
if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) { |
|
|
|
// rgb / hsl |
|
|
|
var color; |
|
var name = m[ 1 ]; |
|
var components = m[ 2 ]; |
|
|
|
switch ( name ) { |
|
|
|
case 'rgb': |
|
case 'rgba': |
|
|
|
if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { |
|
|
|
// rgb(255,0,0) rgba(255,0,0,0.5) |
|
this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255; |
|
this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255; |
|
this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255; |
|
|
|
handleAlpha( color[ 5 ] ); |
|
|
|
return this; |
|
|
|
} |
|
|
|
if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { |
|
|
|
// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5) |
|
this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100; |
|
this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100; |
|
this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100; |
|
|
|
handleAlpha( color[ 5 ] ); |
|
|
|
return this; |
|
|
|
} |
|
|
|
break; |
|
|
|
case 'hsl': |
|
case 'hsla': |
|
|
|
if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { |
|
|
|
// hsl(120,50%,50%) hsla(120,50%,50%,0.5) |
|
var h = parseFloat( color[ 1 ] ) / 360; |
|
var s = parseInt( color[ 2 ], 10 ) / 100; |
|
var l = parseInt( color[ 3 ], 10 ) / 100; |
|
|
|
handleAlpha( color[ 5 ] ); |
|
|
|
return this.setHSL( h, s, l ); |
|
|
|
} |
|
|
|
break; |
|
|
|
} |
|
|
|
} else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) { |
|
|
|
// hex color |
|
|
|
var hex = m[ 1 ]; |
|
var size = hex.length; |
|
|
|
if ( size === 3 ) { |
|
|
|
// #ff0 |
|
this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255; |
|
this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255; |
|
this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255; |
|
|
|
return this; |
|
|
|
} else if ( size === 6 ) { |
|
|
|
// #ff0000 |
|
this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255; |
|
this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255; |
|
this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255; |
|
|
|
return this; |
|
|
|
} |
|
|
|
} |
|
|
|
if ( style && style.length > 0 ) { |
|
|
|
// color keywords |
|
var hex = exports.ColorKeywords[ style ]; |
|
|
|
if ( hex !== undefined ) { |
|
|
|
// red |
|
this.setHex( hex ); |
|
|
|
} else { |
|
|
|
// unknown color |
|
console.warn( 'THREE.Color: Unknown color ' + style ); |
|
|
|
} |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
clone: function () { |
|
|
|
return new this.constructor( this.r, this.g, this.b ); |
|
|
|
}, |
|
|
|
copy: function ( color ) { |
|
|
|
this.r = color.r; |
|
this.g = color.g; |
|
this.b = color.b; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
copyGammaToLinear: function ( color, gammaFactor ) { |
|
|
|
if ( gammaFactor === undefined ) gammaFactor = 2.0; |
|
|
|
this.r = Math.pow( color.r, gammaFactor ); |
|
this.g = Math.pow( color.g, gammaFactor ); |
|
this.b = Math.pow( color.b, gammaFactor ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
copyLinearToGamma: function ( color, gammaFactor ) { |
|
|
|
if ( gammaFactor === undefined ) gammaFactor = 2.0; |
|
|
|
var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0; |
|
|
|
this.r = Math.pow( color.r, safeInverse ); |
|
this.g = Math.pow( color.g, safeInverse ); |
|
this.b = Math.pow( color.b, safeInverse ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
convertGammaToLinear: function () { |
|
|
|
var r = this.r, g = this.g, b = this.b; |
|
|
|
this.r = r * r; |
|
this.g = g * g; |
|
this.b = b * b; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
convertLinearToGamma: function () { |
|
|
|
this.r = Math.sqrt( this.r ); |
|
this.g = Math.sqrt( this.g ); |
|
this.b = Math.sqrt( this.b ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
getHex: function () { |
|
|
|
return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0; |
|
|
|
}, |
|
|
|
getHexString: function () { |
|
|
|
return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 ); |
|
|
|
}, |
|
|
|
getHSL: function ( optionalTarget ) { |
|
|
|
// h,s,l ranges are in 0.0 - 1.0 |
|
|
|
var hsl = optionalTarget || { h: 0, s: 0, l: 0 }; |
|
|
|
var r = this.r, g = this.g, b = this.b; |
|
|
|
var max = Math.max( r, g, b ); |
|
var min = Math.min( r, g, b ); |
|
|
|
var hue, saturation; |
|
var lightness = ( min + max ) / 2.0; |
|
|
|
if ( min === max ) { |
|
|
|
hue = 0; |
|
saturation = 0; |
|
|
|
} else { |
|
|
|
var delta = max - min; |
|
|
|
saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min ); |
|
|
|
switch ( max ) { |
|
|
|
case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break; |
|
case g: hue = ( b - r ) / delta + 2; break; |
|
case b: hue = ( r - g ) / delta + 4; break; |
|
|
|
} |
|
|
|
hue /= 6; |
|
|
|
} |
|
|
|
hsl.h = hue; |
|
hsl.s = saturation; |
|
hsl.l = lightness; |
|
|
|
return hsl; |
|
|
|
}, |
|
|
|
getStyle: function () { |
|
|
|
return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')'; |
|
|
|
}, |
|
|
|
offsetHSL: function ( h, s, l ) { |
|
|
|
var hsl = this.getHSL(); |
|
|
|
hsl.h += h; hsl.s += s; hsl.l += l; |
|
|
|
this.setHSL( hsl.h, hsl.s, hsl.l ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
add: function ( color ) { |
|
|
|
this.r += color.r; |
|
this.g += color.g; |
|
this.b += color.b; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
addColors: function ( color1, color2 ) { |
|
|
|
this.r = color1.r + color2.r; |
|
this.g = color1.g + color2.g; |
|
this.b = color1.b + color2.b; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
addScalar: function ( s ) { |
|
|
|
this.r += s; |
|
this.g += s; |
|
this.b += s; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
sub: function( color ) { |
|
|
|
this.r = Math.max( 0, this.r - color.r ); |
|
this.g = Math.max( 0, this.g - color.g ); |
|
this.b = Math.max( 0, this.b - color.b ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
multiply: function ( color ) { |
|
|
|
this.r *= color.r; |
|
this.g *= color.g; |
|
this.b *= color.b; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
multiplyScalar: function ( s ) { |
|
|
|
this.r *= s; |
|
this.g *= s; |
|
this.b *= s; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
lerp: function ( color, alpha ) { |
|
|
|
this.r += ( color.r - this.r ) * alpha; |
|
this.g += ( color.g - this.g ) * alpha; |
|
this.b += ( color.b - this.b ) * alpha; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
equals: function ( c ) { |
|
|
|
return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b ); |
|
|
|
}, |
|
|
|
fromArray: function ( array, offset ) { |
|
|
|
if ( offset === undefined ) offset = 0; |
|
|
|
this.r = array[ offset ]; |
|
this.g = array[ offset + 1 ]; |
|
this.b = array[ offset + 2 ]; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
toArray: function ( array, offset ) { |
|
|
|
if ( array === undefined ) array = []; |
|
if ( offset === undefined ) offset = 0; |
|
|
|
array[ offset ] = this.r; |
|
array[ offset + 1 ] = this.g; |
|
array[ offset + 2 ] = this.b; |
|
|
|
return array; |
|
|
|
} |
|
|
|
}; |
|
|
|
exports.ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF, |
|
'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2, |
|
'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50, |
|
'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B, |
|
'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B, |
|
'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F, |
|
'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3, |
|
'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222, |
|
'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700, |
|
'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4, |
|
'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00, |
|
'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3, |
|
'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA, |
|
'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32, |
|
'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3, |
|
'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC, |
|
'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD, |
|
'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6, |
|
'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9, |
|
'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F, |
|
'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE, |
|
'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA, |
|
'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0, |
|
'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 }; |
|
|
|
/** |
|
* Uniforms library for shared webgl shaders |
|
*/ |
|
|
|
exports.UniformsLib = { |
|
|
|
common: { |
|
|
|
"diffuse": { value: new Color( 0xeeeeee ) }, |
|
"opacity": { value: 1.0 }, |
|
|
|
"map": { value: null }, |
|
"offsetRepeat": { value: new Vector4( 0, 0, 1, 1 ) }, |
|
|
|
"specularMap": { value: null }, |
|
"alphaMap": { value: null }, |
|
|
|
"envMap": { value: null }, |
|
"flipEnvMap": { value: - 1 }, |
|
"reflectivity": { value: 1.0 }, |
|
"refractionRatio": { value: 0.98 } |
|
|
|
}, |
|
|
|
aomap: { |
|
|
|
"aoMap": { value: null }, |
|
"aoMapIntensity": { value: 1 } |
|
|
|
}, |
|
|
|
lightmap: { |
|
|
|
"lightMap": { value: null }, |
|
"lightMapIntensity": { value: 1 } |
|
|
|
}, |
|
|
|
emissivemap: { |
|
|
|
"emissiveMap": { value: null } |
|
|
|
}, |
|
|
|
bumpmap: { |
|
|
|
"bumpMap": { value: null }, |
|
"bumpScale": { value: 1 } |
|
|
|
}, |
|
|
|
normalmap: { |
|
|
|
"normalMap": { value: null }, |
|
"normalScale": { value: new Vector2( 1, 1 ) } |
|
|
|
}, |
|
|
|
displacementmap: { |
|
|
|
"displacementMap": { value: null }, |
|
"displacementScale": { value: 1 }, |
|
"displacementBias": { value: 0 } |
|
|
|
}, |
|
|
|
roughnessmap: { |
|
|
|
"roughnessMap": { value: null } |
|
|
|
}, |
|
|
|
metalnessmap: { |
|
|
|
"metalnessMap": { value: null } |
|
|
|
}, |
|
|
|
fog: { |
|
|
|
"fogDensity": { value: 0.00025 }, |
|
"fogNear": { value: 1 }, |
|
"fogFar": { value: 2000 }, |
|
"fogColor": { value: new Color( 0xffffff ) } |
|
|
|
}, |
|
|
|
lights: { |
|
|
|
"ambientLightColor": { value: [] }, |
|
|
|
"directionalLights": { value: [], properties: { |
|
"direction": {}, |
|
"color": {}, |
|
|
|
"shadow": {}, |
|
"shadowBias": {}, |
|
"shadowRadius": {}, |
|
"shadowMapSize": {} |
|
} }, |
|
|
|
"directionalShadowMap": { value: [] }, |
|
"directionalShadowMatrix": { value: [] }, |
|
|
|
"spotLights": { value: [], properties: { |
|
"color": {}, |
|
"position": {}, |
|
"direction": {}, |
|
"distance": {}, |
|
"coneCos": {}, |
|
"penumbraCos": {}, |
|
"decay": {}, |
|
|
|
"shadow": {}, |
|
"shadowBias": {}, |
|
"shadowRadius": {}, |
|
"shadowMapSize": {} |
|
} }, |
|
|
|
"spotShadowMap": { value: [] }, |
|
"spotShadowMatrix": { value: [] }, |
|
|
|
"pointLights": { value: [], properties: { |
|
"color": {}, |
|
"position": {}, |
|
"decay": {}, |
|
"distance": {}, |
|
|
|
"shadow": {}, |
|
"shadowBias": {}, |
|
"shadowRadius": {}, |
|
"shadowMapSize": {} |
|
} }, |
|
|
|
"pointShadowMap": { value: [] }, |
|
"pointShadowMatrix": { value: [] }, |
|
|
|
"hemisphereLights": { value: [], properties: { |
|
"direction": {}, |
|
"skyColor": {}, |
|
"groundColor": {} |
|
} } |
|
|
|
}, |
|
|
|
points: { |
|
|
|
"diffuse": { value: new Color( 0xeeeeee ) }, |
|
"opacity": { value: 1.0 }, |
|
"size": { value: 1.0 }, |
|
"scale": { value: 1.0 }, |
|
"map": { value: null }, |
|
"offsetRepeat": { value: new Vector4( 0, 0, 1, 1 ) } |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* Webgl Shader Library for three.js |
|
* |
|
* @author alteredq / http://alteredqualia.com/ |
|
* @author mrdoob / http://mrdoob.com/ |
|
* @author mikael emtinger / http://gomo.se/ |
|
*/ |
|
|
|
|
|
exports.ShaderLib = { |
|
|
|
'basic': { |
|
|
|
uniforms: exports.UniformsUtils.merge( [ |
|
|
|
exports.UniformsLib[ 'common' ], |
|
exports.UniformsLib[ 'aomap' ], |
|
exports.UniformsLib[ 'fog' ] |
|
|
|
] ), |
|
|
|
vertexShader: ShaderChunk[ 'meshbasic_vert' ], |
|
fragmentShader: ShaderChunk[ 'meshbasic_frag' ] |
|
|
|
}, |
|
|
|
'lambert': { |
|
|
|
uniforms: exports.UniformsUtils.merge( [ |
|
|
|
exports.UniformsLib[ 'common' ], |
|
exports.UniformsLib[ 'aomap' ], |
|
exports.UniformsLib[ 'lightmap' ], |
|
exports.UniformsLib[ 'emissivemap' ], |
|
exports.UniformsLib[ 'fog' ], |
|
exports.UniformsLib[ 'lights' ], |
|
|
|
{ |
|
"emissive" : { value: new Color( 0x000000 ) } |
|
} |
|
|
|
] ), |
|
|
|
vertexShader: ShaderChunk[ 'meshlambert_vert' ], |
|
fragmentShader: ShaderChunk[ 'meshlambert_frag' ] |
|
|
|
}, |
|
|
|
'phong': { |
|
|
|
uniforms: exports.UniformsUtils.merge( [ |
|
|
|
exports.UniformsLib[ 'common' ], |
|
exports.UniformsLib[ 'aomap' ], |
|
exports.UniformsLib[ 'lightmap' ], |
|
exports.UniformsLib[ 'emissivemap' ], |
|
exports.UniformsLib[ 'bumpmap' ], |
|
exports.UniformsLib[ 'normalmap' ], |
|
exports.UniformsLib[ 'displacementmap' ], |
|
exports.UniformsLib[ 'fog' ], |
|
exports.UniformsLib[ 'lights' ], |
|
|
|
{ |
|
"emissive" : { value: new Color( 0x000000 ) }, |
|
"specular" : { value: new Color( 0x111111 ) }, |
|
"shininess": { value: 30 } |
|
} |
|
|
|
] ), |
|
|
|
vertexShader: ShaderChunk[ 'meshphong_vert' ], |
|
fragmentShader: ShaderChunk[ 'meshphong_frag' ] |
|
|
|
}, |
|
|
|
'standard': { |
|
|
|
uniforms: exports.UniformsUtils.merge( [ |
|
|
|
exports.UniformsLib[ 'common' ], |
|
exports.UniformsLib[ 'aomap' ], |
|
exports.UniformsLib[ 'lightmap' ], |
|
exports.UniformsLib[ 'emissivemap' ], |
|
exports.UniformsLib[ 'bumpmap' ], |
|
exports.UniformsLib[ 'normalmap' ], |
|
exports.UniformsLib[ 'displacementmap' ], |
|
exports.UniformsLib[ 'roughnessmap' ], |
|
exports.UniformsLib[ 'metalnessmap' ], |
|
exports.UniformsLib[ 'fog' ], |
|
exports.UniformsLib[ 'lights' ], |
|
|
|
{ |
|
"emissive" : { value: new Color( 0x000000 ) }, |
|
"roughness": { value: 0.5 }, |
|
"metalness": { value: 0 }, |
|
"envMapIntensity" : { value: 1 }, // temporary |
|
} |
|
|
|
] ), |
|
|
|
vertexShader: ShaderChunk[ 'meshphysical_vert' ], |
|
fragmentShader: ShaderChunk[ 'meshphysical_frag' ] |
|
|
|
}, |
|
|
|
'points': { |
|
|
|
uniforms: exports.UniformsUtils.merge( [ |
|
|
|
exports.UniformsLib[ 'points' ], |
|
exports.UniformsLib[ 'fog' ] |
|
|
|
] ), |
|
|
|
vertexShader: ShaderChunk[ 'points_vert' ], |
|
fragmentShader: ShaderChunk[ 'points_frag' ] |
|
|
|
}, |
|
|
|
'dashed': { |
|
|
|
uniforms: exports.UniformsUtils.merge( [ |
|
|
|
exports.UniformsLib[ 'common' ], |
|
exports.UniformsLib[ 'fog' ], |
|
|
|
{ |
|
"scale" : { value: 1 }, |
|
"dashSize" : { value: 1 }, |
|
"totalSize": { value: 2 } |
|
} |
|
|
|
] ), |
|
|
|
vertexShader: ShaderChunk[ 'linedashed_vert' ], |
|
fragmentShader: ShaderChunk[ 'linedashed_frag' ] |
|
|
|
}, |
|
|
|
'depth': { |
|
|
|
uniforms: exports.UniformsUtils.merge( [ |
|
|
|
exports.UniformsLib[ 'common' ], |
|
exports.UniformsLib[ 'displacementmap' ] |
|
|
|
] ), |
|
|
|
vertexShader: ShaderChunk[ 'depth_vert' ], |
|
fragmentShader: ShaderChunk[ 'depth_frag' ] |
|
|
|
}, |
|
|
|
'normal': { |
|
|
|
uniforms: { |
|
|
|
"opacity" : { value: 1.0 } |
|
|
|
}, |
|
|
|
vertexShader: ShaderChunk[ 'normal_vert' ], |
|
fragmentShader: ShaderChunk[ 'normal_frag' ] |
|
|
|
}, |
|
|
|
/* ------------------------------------------------------------------------- |
|
// Cube map shader |
|
------------------------------------------------------------------------- */ |
|
|
|
'cube': { |
|
|
|
uniforms: { |
|
"tCube": { value: null }, |
|
"tFlip": { value: - 1 }, |
|
"opacity": { value: 1.0 } |
|
}, |
|
|
|
vertexShader: ShaderChunk[ 'cube_vert' ], |
|
fragmentShader: ShaderChunk[ 'cube_frag' ] |
|
|
|
}, |
|
|
|
/* ------------------------------------------------------------------------- |
|
// Cube map shader |
|
------------------------------------------------------------------------- */ |
|
|
|
'equirect': { |
|
|
|
uniforms: { |
|
"tEquirect": { value: null }, |
|
"tFlip": { value: - 1 } |
|
}, |
|
|
|
vertexShader: ShaderChunk[ 'equirect_vert' ], |
|
fragmentShader: ShaderChunk[ 'equirect_frag' ] |
|
|
|
}, |
|
|
|
'distanceRGBA': { |
|
|
|
uniforms: { |
|
|
|
"lightPos": { value: new Vector3() } |
|
|
|
}, |
|
|
|
vertexShader: ShaderChunk[ 'distanceRGBA_vert' ], |
|
fragmentShader: ShaderChunk[ 'distanceRGBA_frag' ] |
|
|
|
} |
|
|
|
}; |
|
|
|
exports.ShaderLib[ 'physical' ] = { |
|
|
|
uniforms: exports.UniformsUtils.merge( [ |
|
|
|
exports.ShaderLib[ 'standard' ].uniforms, |
|
|
|
{ |
|
"clearCoat": { value: 0 }, |
|
"clearCoatRoughness": { value: 0 } |
|
} |
|
|
|
] ), |
|
|
|
vertexShader: ShaderChunk[ 'meshphysical_vert' ], |
|
fragmentShader: ShaderChunk[ 'meshphysical_frag' ] |
|
|
|
}; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
* @author alteredq / http://alteredqualia.com/ |
|
* @author bhouston / https://clara.io |
|
* @author WestLangley / http://github.com/WestLangley |
|
* |
|
* parameters = { |
|
* |
|
* opacity: <float>, |
|
* |
|
* map: new THREE.Texture( <Image> ), |
|
* |
|
* alphaMap: new THREE.Texture( <Image> ), |
|
* |
|
* displacementMap: new THREE.Texture( <Image> ), |
|
* displacementScale: <float>, |
|
* displacementBias: <float>, |
|
* |
|
* wireframe: <boolean>, |
|
* wireframeLinewidth: <float> |
|
* } |
|
*/ |
|
|
|
function MeshDepthMaterial( parameters ) { |
|
|
|
Material.call( this ); |
|
|
|
this.type = 'MeshDepthMaterial'; |
|
|
|
this.depthPacking = BasicDepthPacking; |
|
|
|
this.skinning = false; |
|
this.morphTargets = false; |
|
|
|
this.map = null; |
|
|
|
this.alphaMap = null; |
|
|
|
this.displacementMap = null; |
|
this.displacementScale = 1; |
|
this.displacementBias = 0; |
|
|
|
this.wireframe = false; |
|
this.wireframeLinewidth = 1; |
|
|
|
this.fog = false; |
|
this.lights = false; |
|
|
|
this.setValues( parameters ); |
|
|
|
}; |
|
|
|
MeshDepthMaterial.prototype = Object.create( Material.prototype ); |
|
MeshDepthMaterial.prototype.constructor = MeshDepthMaterial; |
|
|
|
MeshDepthMaterial.prototype.isMeshDepthMaterial = true; |
|
|
|
MeshDepthMaterial.prototype.copy = function ( source ) { |
|
|
|
Material.prototype.copy.call( this, source ); |
|
|
|
this.depthPacking = source.depthPacking; |
|
|
|
this.skinning = source.skinning; |
|
this.morphTargets = source.morphTargets; |
|
|
|
this.map = source.map; |
|
|
|
this.alphaMap = source.alphaMap; |
|
|
|
this.displacementMap = source.displacementMap; |
|
this.displacementScale = source.displacementScale; |
|
this.displacementBias = source.displacementBias; |
|
|
|
this.wireframe = source.wireframe; |
|
this.wireframeLinewidth = source.wireframeLinewidth; |
|
|
|
return this; |
|
|
|
}; |
|
|
|
/** |
|
* @author bhouston / http://clara.io |
|
* @author WestLangley / http://github.com/WestLangley |
|
*/ |
|
|
|
function Box3( min, max ) { |
|
|
|
this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity ); |
|
this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity ); |
|
|
|
}; |
|
|
|
Box3.prototype = { |
|
|
|
constructor: Box3, |
|
|
|
isBox3: true, |
|
|
|
set: function ( min, max ) { |
|
|
|
this.min.copy( min ); |
|
this.max.copy( max ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setFromArray: function ( array ) { |
|
|
|
var minX = + Infinity; |
|
var minY = + Infinity; |
|
var minZ = + Infinity; |
|
|
|
var maxX = - Infinity; |
|
var maxY = - Infinity; |
|
var maxZ = - Infinity; |
|
|
|
for ( var i = 0, l = array.length; i < l; i += 3 ) { |
|
|
|
var x = array[ i ]; |
|
var y = array[ i + 1 ]; |
|
var z = array[ i + 2 ]; |
|
|
|
if ( x < minX ) minX = x; |
|
if ( y < minY ) minY = y; |
|
if ( z < minZ ) minZ = z; |
|
|
|
if ( x > maxX ) maxX = x; |
|
if ( y > maxY ) maxY = y; |
|
if ( z > maxZ ) maxZ = z; |
|
|
|
} |
|
|
|
this.min.set( minX, minY, minZ ); |
|
this.max.set( maxX, maxY, maxZ ); |
|
|
|
}, |
|
|
|
setFromPoints: function ( points ) { |
|
|
|
this.makeEmpty(); |
|
|
|
for ( var i = 0, il = points.length; i < il; i ++ ) { |
|
|
|
this.expandByPoint( points[ i ] ); |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setFromCenterAndSize: function () { |
|
|
|
var v1 = new Vector3(); |
|
|
|
return function setFromCenterAndSize( center, size ) { |
|
|
|
var halfSize = v1.copy( size ).multiplyScalar( 0.5 ); |
|
|
|
this.min.copy( center ).sub( halfSize ); |
|
this.max.copy( center ).add( halfSize ); |
|
|
|
return this; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
setFromObject: function () { |
|
|
|
// Computes the world-axis-aligned bounding box of an object (including its children), |
|
// accounting for both the object's, and children's, world transforms |
|
|
|
var v1 = new Vector3(); |
|
|
|
return function setFromObject( object ) { |
|
|
|
var scope = this; |
|
|
|
object.updateMatrixWorld( true ); |
|
|
|
this.makeEmpty(); |
|
|
|
object.traverse( function ( node ) { |
|
|
|
var geometry = node.geometry; |
|
|
|
if ( geometry !== undefined ) { |
|
|
|
if ( (geometry && geometry.isGeometry) ) { |
|
|
|
var vertices = geometry.vertices; |
|
|
|
for ( var i = 0, il = vertices.length; i < il; i ++ ) { |
|
|
|
v1.copy( vertices[ i ] ); |
|
v1.applyMatrix4( node.matrixWorld ); |
|
|
|
scope.expandByPoint( v1 ); |
|
|
|
} |
|
|
|
} else if ( (geometry && geometry.isBufferGeometry) ) { |
|
|
|
var attribute = geometry.attributes.position; |
|
|
|
if ( attribute !== undefined ) { |
|
|
|
var array, offset, stride; |
|
|
|
if ( (attribute && attribute.isInterleavedBufferAttribute) ) { |
|
|
|
array = attribute.data.array; |
|
offset = attribute.offset; |
|
stride = attribute.data.stride; |
|
|
|
} else { |
|
|
|
array = attribute.array; |
|
offset = 0; |
|
stride = 3; |
|
|
|
} |
|
|
|
for ( var i = offset, il = array.length; i < il; i += stride ) { |
|
|
|
v1.fromArray( array, i ); |
|
v1.applyMatrix4( node.matrixWorld ); |
|
|
|
scope.expandByPoint( v1 ); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
} ); |
|
|
|
return this; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
clone: function () { |
|
|
|
return new this.constructor().copy( this ); |
|
|
|
}, |
|
|
|
copy: function ( box ) { |
|
|
|
this.min.copy( box.min ); |
|
this.max.copy( box.max ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
makeEmpty: function () { |
|
|
|
this.min.x = this.min.y = this.min.z = + Infinity; |
|
this.max.x = this.max.y = this.max.z = - Infinity; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
isEmpty: function () { |
|
|
|
// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes |
|
|
|
return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z ); |
|
|
|
}, |
|
|
|
center: function ( optionalTarget ) { |
|
|
|
var result = optionalTarget || new Vector3(); |
|
return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); |
|
|
|
}, |
|
|
|
size: function ( optionalTarget ) { |
|
|
|
var result = optionalTarget || new Vector3(); |
|
return result.subVectors( this.max, this.min ); |
|
|
|
}, |
|
|
|
expandByPoint: function ( point ) { |
|
|
|
this.min.min( point ); |
|
this.max.max( point ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
expandByVector: function ( vector ) { |
|
|
|
this.min.sub( vector ); |
|
this.max.add( vector ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
expandByScalar: function ( scalar ) { |
|
|
|
this.min.addScalar( - scalar ); |
|
this.max.addScalar( scalar ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
containsPoint: function ( point ) { |
|
|
|
if ( point.x < this.min.x || point.x > this.max.x || |
|
point.y < this.min.y || point.y > this.max.y || |
|
point.z < this.min.z || point.z > this.max.z ) { |
|
|
|
return false; |
|
|
|
} |
|
|
|
return true; |
|
|
|
}, |
|
|
|
containsBox: function ( box ) { |
|
|
|
if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) && |
|
( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) && |
|
( this.min.z <= box.min.z ) && ( box.max.z <= this.max.z ) ) { |
|
|
|
return true; |
|
|
|
} |
|
|
|
return false; |
|
|
|
}, |
|
|
|
getParameter: function ( point, optionalTarget ) { |
|
|
|
// This can potentially have a divide by zero if the box |
|
// has a size dimension of 0. |
|
|
|
var result = optionalTarget || new Vector3(); |
|
|
|
return result.set( |
|
( point.x - this.min.x ) / ( this.max.x - this.min.x ), |
|
( point.y - this.min.y ) / ( this.max.y - this.min.y ), |
|
( point.z - this.min.z ) / ( this.max.z - this.min.z ) |
|
); |
|
|
|
}, |
|
|
|
intersectsBox: function ( box ) { |
|
|
|
// using 6 splitting planes to rule out intersections. |
|
|
|
if ( box.max.x < this.min.x || box.min.x > this.max.x || |
|
box.max.y < this.min.y || box.min.y > this.max.y || |
|
box.max.z < this.min.z || box.min.z > this.max.z ) { |
|
|
|
return false; |
|
|
|
} |
|
|
|
return true; |
|
|
|
}, |
|
|
|
intersectsSphere: ( function () { |
|
|
|
var closestPoint; |
|
|
|
return function intersectsSphere( sphere ) { |
|
|
|
if ( closestPoint === undefined ) closestPoint = new Vector3(); |
|
|
|
// Find the point on the AABB closest to the sphere center. |
|
this.clampPoint( sphere.center, closestPoint ); |
|
|
|
// If that point is inside the sphere, the AABB and sphere intersect. |
|
return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius ); |
|
|
|
}; |
|
|
|
} )(), |
|
|
|
intersectsPlane: function ( plane ) { |
|
|
|
// We compute the minimum and maximum dot product values. If those values |
|
// are on the same side (back or front) of the plane, then there is no intersection. |
|
|
|
var min, max; |
|
|
|
if ( plane.normal.x > 0 ) { |
|
|
|
min = plane.normal.x * this.min.x; |
|
max = plane.normal.x * this.max.x; |
|
|
|
} else { |
|
|
|
min = plane.normal.x * this.max.x; |
|
max = plane.normal.x * this.min.x; |
|
|
|
} |
|
|
|
if ( plane.normal.y > 0 ) { |
|
|
|
min += plane.normal.y * this.min.y; |
|
max += plane.normal.y * this.max.y; |
|
|
|
} else { |
|
|
|
min += plane.normal.y * this.max.y; |
|
max += plane.normal.y * this.min.y; |
|
|
|
} |
|
|
|
if ( plane.normal.z > 0 ) { |
|
|
|
min += plane.normal.z * this.min.z; |
|
max += plane.normal.z * this.max.z; |
|
|
|
} else { |
|
|
|
min += plane.normal.z * this.max.z; |
|
max += plane.normal.z * this.min.z; |
|
|
|
} |
|
|
|
return ( min <= plane.constant && max >= plane.constant ); |
|
|
|
}, |
|
|
|
clampPoint: function ( point, optionalTarget ) { |
|
|
|
var result = optionalTarget || new Vector3(); |
|
return result.copy( point ).clamp( this.min, this.max ); |
|
|
|
}, |
|
|
|
distanceToPoint: function () { |
|
|
|
var v1 = new Vector3(); |
|
|
|
return function distanceToPoint( point ) { |
|
|
|
var clampedPoint = v1.copy( point ).clamp( this.min, this.max ); |
|
return clampedPoint.sub( point ).length(); |
|
|
|
}; |
|
|
|
}(), |
|
|
|
getBoundingSphere: function () { |
|
|
|
var v1 = new Vector3(); |
|
|
|
return function getBoundingSphere( optionalTarget ) { |
|
|
|
var result = optionalTarget || new Sphere(); |
|
|
|
result.center = this.center(); |
|
result.radius = this.size( v1 ).length() * 0.5; |
|
|
|
return result; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
intersect: function ( box ) { |
|
|
|
this.min.max( box.min ); |
|
this.max.min( box.max ); |
|
|
|
// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values. |
|
if( this.isEmpty() ) this.makeEmpty(); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
union: function ( box ) { |
|
|
|
this.min.min( box.min ); |
|
this.max.max( box.max ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
applyMatrix4: function () { |
|
|
|
var points = [ |
|
new Vector3(), |
|
new Vector3(), |
|
new Vector3(), |
|
new Vector3(), |
|
new Vector3(), |
|
new Vector3(), |
|
new Vector3(), |
|
new Vector3() |
|
]; |
|
|
|
return function applyMatrix4( matrix ) { |
|
|
|
// transform of empty box is an empty box. |
|
if( this.isEmpty() ) return this; |
|
|
|
// NOTE: I am using a binary pattern to specify all 2^3 combinations below |
|
points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000 |
|
points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001 |
|
points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010 |
|
points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011 |
|
points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100 |
|
points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101 |
|
points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110 |
|
points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111 |
|
|
|
this.setFromPoints( points ); |
|
|
|
return this; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
translate: function ( offset ) { |
|
|
|
this.min.add( offset ); |
|
this.max.add( offset ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
equals: function ( box ) { |
|
|
|
return box.min.equals( this.min ) && box.max.equals( this.max ); |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* @author bhouston / http://clara.io |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function Sphere( center, radius ) { |
|
|
|
this.center = ( center !== undefined ) ? center : new Vector3(); |
|
this.radius = ( radius !== undefined ) ? radius : 0; |
|
|
|
}; |
|
|
|
Sphere.prototype = { |
|
|
|
constructor: Sphere, |
|
|
|
set: function ( center, radius ) { |
|
|
|
this.center.copy( center ); |
|
this.radius = radius; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setFromPoints: function () { |
|
|
|
var box = new Box3(); |
|
|
|
return function setFromPoints( points, optionalCenter ) { |
|
|
|
var center = this.center; |
|
|
|
if ( optionalCenter !== undefined ) { |
|
|
|
center.copy( optionalCenter ); |
|
|
|
} else { |
|
|
|
box.setFromPoints( points ).center( center ); |
|
|
|
} |
|
|
|
var maxRadiusSq = 0; |
|
|
|
for ( var i = 0, il = points.length; i < il; i ++ ) { |
|
|
|
maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) ); |
|
|
|
} |
|
|
|
this.radius = Math.sqrt( maxRadiusSq ); |
|
|
|
return this; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
clone: function () { |
|
|
|
return new this.constructor().copy( this ); |
|
|
|
}, |
|
|
|
copy: function ( sphere ) { |
|
|
|
this.center.copy( sphere.center ); |
|
this.radius = sphere.radius; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
empty: function () { |
|
|
|
return ( this.radius <= 0 ); |
|
|
|
}, |
|
|
|
containsPoint: function ( point ) { |
|
|
|
return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) ); |
|
|
|
}, |
|
|
|
distanceToPoint: function ( point ) { |
|
|
|
return ( point.distanceTo( this.center ) - this.radius ); |
|
|
|
}, |
|
|
|
intersectsSphere: function ( sphere ) { |
|
|
|
var radiusSum = this.radius + sphere.radius; |
|
|
|
return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum ); |
|
|
|
}, |
|
|
|
intersectsBox: function ( box ) { |
|
|
|
return box.intersectsSphere( this ); |
|
|
|
}, |
|
|
|
intersectsPlane: function ( plane ) { |
|
|
|
// We use the following equation to compute the signed distance from |
|
// the center of the sphere to the plane. |
|
// |
|
// distance = q * n - d |
|
// |
|
// If this distance is greater than the radius of the sphere, |
|
// then there is no intersection. |
|
|
|
return Math.abs( this.center.dot( plane.normal ) - plane.constant ) <= this.radius; |
|
|
|
}, |
|
|
|
clampPoint: function ( point, optionalTarget ) { |
|
|
|
var deltaLengthSq = this.center.distanceToSquared( point ); |
|
|
|
var result = optionalTarget || new Vector3(); |
|
|
|
result.copy( point ); |
|
|
|
if ( deltaLengthSq > ( this.radius * this.radius ) ) { |
|
|
|
result.sub( this.center ).normalize(); |
|
result.multiplyScalar( this.radius ).add( this.center ); |
|
|
|
} |
|
|
|
return result; |
|
|
|
}, |
|
|
|
getBoundingBox: function ( optionalTarget ) { |
|
|
|
var box = optionalTarget || new Box3(); |
|
|
|
box.set( this.center, this.center ); |
|
box.expandByScalar( this.radius ); |
|
|
|
return box; |
|
|
|
}, |
|
|
|
applyMatrix4: function ( matrix ) { |
|
|
|
this.center.applyMatrix4( matrix ); |
|
this.radius = this.radius * matrix.getMaxScaleOnAxis(); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
translate: function ( offset ) { |
|
|
|
this.center.add( offset ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
equals: function ( sphere ) { |
|
|
|
return sphere.center.equals( this.center ) && ( sphere.radius === this.radius ); |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* @author alteredq / http://alteredqualia.com/ |
|
* @author WestLangley / http://github.com/WestLangley |
|
* @author bhouston / http://clara.io |
|
* @author tschw |
|
*/ |
|
|
|
function Matrix3() { |
|
|
|
this.elements = new Float32Array( [ |
|
|
|
1, 0, 0, |
|
0, 1, 0, |
|
0, 0, 1 |
|
|
|
] ); |
|
|
|
if ( arguments.length > 0 ) { |
|
|
|
console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' ); |
|
|
|
} |
|
|
|
}; |
|
|
|
Matrix3.prototype = { |
|
|
|
constructor: Matrix3, |
|
|
|
isMatrix3: true, |
|
|
|
set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { |
|
|
|
var te = this.elements; |
|
|
|
te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31; |
|
te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32; |
|
te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
identity: function () { |
|
|
|
this.set( |
|
|
|
1, 0, 0, |
|
0, 1, 0, |
|
0, 0, 1 |
|
|
|
); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
clone: function () { |
|
|
|
return new this.constructor().fromArray( this.elements ); |
|
|
|
}, |
|
|
|
copy: function ( m ) { |
|
|
|
var me = m.elements; |
|
|
|
this.set( |
|
|
|
me[ 0 ], me[ 3 ], me[ 6 ], |
|
me[ 1 ], me[ 4 ], me[ 7 ], |
|
me[ 2 ], me[ 5 ], me[ 8 ] |
|
|
|
); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setFromMatrix4: function( m ) { |
|
|
|
var me = m.elements; |
|
|
|
this.set( |
|
|
|
me[ 0 ], me[ 4 ], me[ 8 ], |
|
me[ 1 ], me[ 5 ], me[ 9 ], |
|
me[ 2 ], me[ 6 ], me[ 10 ] |
|
|
|
); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
applyToVector3Array: function () { |
|
|
|
var v1; |
|
|
|
return function applyToVector3Array( array, offset, length ) { |
|
|
|
if ( v1 === undefined ) v1 = new Vector3(); |
|
if ( offset === undefined ) offset = 0; |
|
if ( length === undefined ) length = array.length; |
|
|
|
for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) { |
|
|
|
v1.fromArray( array, j ); |
|
v1.applyMatrix3( this ); |
|
v1.toArray( array, j ); |
|
|
|
} |
|
|
|
return array; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
applyToBuffer: function () { |
|
|
|
var v1; |
|
|
|
return function applyToBuffer( buffer, offset, length ) { |
|
|
|
if ( v1 === undefined ) v1 = new Vector3(); |
|
if ( offset === undefined ) offset = 0; |
|
if ( length === undefined ) length = buffer.length / buffer.itemSize; |
|
|
|
for ( var i = 0, j = offset; i < length; i ++, j ++ ) { |
|
|
|
v1.x = buffer.getX( j ); |
|
v1.y = buffer.getY( j ); |
|
v1.z = buffer.getZ( j ); |
|
|
|
v1.applyMatrix3( this ); |
|
|
|
buffer.setXYZ( v1.x, v1.y, v1.z ); |
|
|
|
} |
|
|
|
return buffer; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
multiplyScalar: function ( s ) { |
|
|
|
var te = this.elements; |
|
|
|
te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s; |
|
te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s; |
|
te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
determinant: function () { |
|
|
|
var te = this.elements; |
|
|
|
var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ], |
|
d = te[ 3 ], e = te[ 4 ], f = te[ 5 ], |
|
g = te[ 6 ], h = te[ 7 ], i = te[ 8 ]; |
|
|
|
return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g; |
|
|
|
}, |
|
|
|
getInverse: function ( matrix, throwOnDegenerate ) { |
|
|
|
if ( (matrix && matrix.isMatrix4) ) { |
|
|
|
console.error( "THREE.Matrix3.getInverse no longer takes a Matrix4 argument." ); |
|
|
|
} |
|
|
|
var me = matrix.elements, |
|
te = this.elements, |
|
|
|
n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], |
|
n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ], |
|
n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ], |
|
|
|
t11 = n33 * n22 - n32 * n23, |
|
t12 = n32 * n13 - n33 * n12, |
|
t13 = n23 * n12 - n22 * n13, |
|
|
|
det = n11 * t11 + n21 * t12 + n31 * t13; |
|
|
|
if ( det === 0 ) { |
|
|
|
var msg = "THREE.Matrix3.getInverse(): can't invert matrix, determinant is 0"; |
|
|
|
if ( throwOnDegenerate || false ) {} else { |
|
|
|
console.warn( msg ); |
|
|
|
} |
|
|
|
return this.identity(); |
|
} |
|
|
|
var detInv = 1 / det; |
|
|
|
te[ 0 ] = t11 * detInv; |
|
te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv; |
|
te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv; |
|
|
|
te[ 3 ] = t12 * detInv; |
|
te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv; |
|
te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv; |
|
|
|
te[ 6 ] = t13 * detInv; |
|
te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv; |
|
te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
transpose: function () { |
|
|
|
var tmp, m = this.elements; |
|
|
|
tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp; |
|
tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp; |
|
tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
flattenToArrayOffset: function ( array, offset ) { |
|
|
|
console.warn( "THREE.Matrix3: .flattenToArrayOffset is deprecated " + |
|
"- just use .toArray instead." ); |
|
|
|
return this.toArray( array, offset ); |
|
|
|
}, |
|
|
|
getNormalMatrix: function ( matrix4 ) { |
|
|
|
return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose(); |
|
|
|
}, |
|
|
|
transposeIntoArray: function ( r ) { |
|
|
|
var m = this.elements; |
|
|
|
r[ 0 ] = m[ 0 ]; |
|
r[ 1 ] = m[ 3 ]; |
|
r[ 2 ] = m[ 6 ]; |
|
r[ 3 ] = m[ 1 ]; |
|
r[ 4 ] = m[ 4 ]; |
|
r[ 5 ] = m[ 7 ]; |
|
r[ 6 ] = m[ 2 ]; |
|
r[ 7 ] = m[ 5 ]; |
|
r[ 8 ] = m[ 8 ]; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
fromArray: function ( array ) { |
|
|
|
this.elements.set( array ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
toArray: function ( array, offset ) { |
|
|
|
if ( array === undefined ) array = []; |
|
if ( offset === undefined ) offset = 0; |
|
|
|
var te = this.elements; |
|
|
|
array[ offset ] = te[ 0 ]; |
|
array[ offset + 1 ] = te[ 1 ]; |
|
array[ offset + 2 ] = te[ 2 ]; |
|
|
|
array[ offset + 3 ] = te[ 3 ]; |
|
array[ offset + 4 ] = te[ 4 ]; |
|
array[ offset + 5 ] = te[ 5 ]; |
|
|
|
array[ offset + 6 ] = te[ 6 ]; |
|
array[ offset + 7 ] = te[ 7 ]; |
|
array[ offset + 8 ] = te[ 8 ]; |
|
|
|
return array; |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* @author bhouston / http://clara.io |
|
*/ |
|
|
|
function Plane( normal, constant ) { |
|
|
|
this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 ); |
|
this.constant = ( constant !== undefined ) ? constant : 0; |
|
|
|
}; |
|
|
|
Plane.prototype = { |
|
|
|
constructor: Plane, |
|
|
|
set: function ( normal, constant ) { |
|
|
|
this.normal.copy( normal ); |
|
this.constant = constant; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setComponents: function ( x, y, z, w ) { |
|
|
|
this.normal.set( x, y, z ); |
|
this.constant = w; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setFromNormalAndCoplanarPoint: function ( normal, point ) { |
|
|
|
this.normal.copy( normal ); |
|
this.constant = - point.dot( this.normal ); // must be this.normal, not normal, as this.normal is normalized |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setFromCoplanarPoints: function () { |
|
|
|
var v1 = new Vector3(); |
|
var v2 = new Vector3(); |
|
|
|
return function setFromCoplanarPoints( a, b, c ) { |
|
|
|
var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize(); |
|
|
|
// Q: should an error be thrown if normal is zero (e.g. degenerate plane)? |
|
|
|
this.setFromNormalAndCoplanarPoint( normal, a ); |
|
|
|
return this; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
clone: function () { |
|
|
|
return new this.constructor().copy( this ); |
|
|
|
}, |
|
|
|
copy: function ( plane ) { |
|
|
|
this.normal.copy( plane.normal ); |
|
this.constant = plane.constant; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
normalize: function () { |
|
|
|
// Note: will lead to a divide by zero if the plane is invalid. |
|
|
|
var inverseNormalLength = 1.0 / this.normal.length(); |
|
this.normal.multiplyScalar( inverseNormalLength ); |
|
this.constant *= inverseNormalLength; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
negate: function () { |
|
|
|
this.constant *= - 1; |
|
this.normal.negate(); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
distanceToPoint: function ( point ) { |
|
|
|
return this.normal.dot( point ) + this.constant; |
|
|
|
}, |
|
|
|
distanceToSphere: function ( sphere ) { |
|
|
|
return this.distanceToPoint( sphere.center ) - sphere.radius; |
|
|
|
}, |
|
|
|
projectPoint: function ( point, optionalTarget ) { |
|
|
|
return this.orthoPoint( point, optionalTarget ).sub( point ).negate(); |
|
|
|
}, |
|
|
|
orthoPoint: function ( point, optionalTarget ) { |
|
|
|
var perpendicularMagnitude = this.distanceToPoint( point ); |
|
|
|
var result = optionalTarget || new Vector3(); |
|
return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude ); |
|
|
|
}, |
|
|
|
intersectLine: function () { |
|
|
|
var v1 = new Vector3(); |
|
|
|
return function intersectLine( line, optionalTarget ) { |
|
|
|
var result = optionalTarget || new Vector3(); |
|
|
|
var direction = line.delta( v1 ); |
|
|
|
var denominator = this.normal.dot( direction ); |
|
|
|
if ( denominator === 0 ) { |
|
|
|
// line is coplanar, return origin |
|
if ( this.distanceToPoint( line.start ) === 0 ) { |
|
|
|
return result.copy( line.start ); |
|
|
|
} |
|
|
|
// Unsure if this is the correct method to handle this case. |
|
return undefined; |
|
|
|
} |
|
|
|
var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator; |
|
|
|
if ( t < 0 || t > 1 ) { |
|
|
|
return undefined; |
|
|
|
} |
|
|
|
return result.copy( direction ).multiplyScalar( t ).add( line.start ); |
|
|
|
}; |
|
|
|
}(), |
|
|
|
intersectsLine: function ( line ) { |
|
|
|
// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it. |
|
|
|
var startSign = this.distanceToPoint( line.start ); |
|
var endSign = this.distanceToPoint( line.end ); |
|
|
|
return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 ); |
|
|
|
}, |
|
|
|
intersectsBox: function ( box ) { |
|
|
|
return box.intersectsPlane( this ); |
|
|
|
}, |
|
|
|
intersectsSphere: function ( sphere ) { |
|
|
|
return sphere.intersectsPlane( this ); |
|
|
|
}, |
|
|
|
coplanarPoint: function ( optionalTarget ) { |
|
|
|
var result = optionalTarget || new Vector3(); |
|
return result.copy( this.normal ).multiplyScalar( - this.constant ); |
|
|
|
}, |
|
|
|
applyMatrix4: function () { |
|
|
|
var v1 = new Vector3(); |
|
var m1 = new Matrix3(); |
|
|
|
return function applyMatrix4( matrix, optionalNormalMatrix ) { |
|
|
|
var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix ); |
|
|
|
// transform normal based on theory here: |
|
// http://www.songho.ca/opengl/gl_normaltransform.html |
|
var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix ); |
|
var normal = this.normal.applyMatrix3( normalMatrix ).normalize(); |
|
|
|
// recalculate constant (like in setFromNormalAndCoplanarPoint) |
|
this.constant = - referencePoint.dot( normal ); |
|
|
|
return this; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
translate: function ( offset ) { |
|
|
|
this.constant = this.constant - offset.dot( this.normal ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
equals: function ( plane ) { |
|
|
|
return plane.normal.equals( this.normal ) && ( plane.constant === this.constant ); |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
* @author alteredq / http://alteredqualia.com/ |
|
* @author bhouston / http://clara.io |
|
*/ |
|
|
|
function Frustum( p0, p1, p2, p3, p4, p5 ) { |
|
|
|
this.planes = [ |
|
|
|
( p0 !== undefined ) ? p0 : new Plane(), |
|
( p1 !== undefined ) ? p1 : new Plane(), |
|
( p2 !== undefined ) ? p2 : new Plane(), |
|
( p3 !== undefined ) ? p3 : new Plane(), |
|
( p4 !== undefined ) ? p4 : new Plane(), |
|
( p5 !== undefined ) ? p5 : new Plane() |
|
|
|
]; |
|
|
|
}; |
|
|
|
Frustum.prototype = { |
|
|
|
constructor: Frustum, |
|
|
|
set: function ( p0, p1, p2, p3, p4, p5 ) { |
|
|
|
var planes = this.planes; |
|
|
|
planes[ 0 ].copy( p0 ); |
|
planes[ 1 ].copy( p1 ); |
|
planes[ 2 ].copy( p2 ); |
|
planes[ 3 ].copy( p3 ); |
|
planes[ 4 ].copy( p4 ); |
|
planes[ 5 ].copy( p5 ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
clone: function () { |
|
|
|
return new this.constructor().copy( this ); |
|
|
|
}, |
|
|
|
copy: function ( frustum ) { |
|
|
|
var planes = this.planes; |
|
|
|
for ( var i = 0; i < 6; i ++ ) { |
|
|
|
planes[ i ].copy( frustum.planes[ i ] ); |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setFromMatrix: function ( m ) { |
|
|
|
var planes = this.planes; |
|
var me = m.elements; |
|
var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ]; |
|
var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ]; |
|
var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ]; |
|
var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ]; |
|
|
|
planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize(); |
|
planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize(); |
|
planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize(); |
|
planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize(); |
|
planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); |
|
planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
intersectsObject: function () { |
|
|
|
var sphere = new Sphere(); |
|
|
|
return function intersectsObject( object ) { |
|
|
|
var geometry = object.geometry; |
|
|
|
if ( geometry.boundingSphere === null ) |
|
geometry.computeBoundingSphere(); |
|
|
|
sphere.copy( geometry.boundingSphere ) |
|
.applyMatrix4( object.matrixWorld ); |
|
|
|
return this.intersectsSphere( sphere ); |
|
|
|
}; |
|
|
|
}(), |
|
|
|
intersectsSprite: function () { |
|
|
|
var sphere = new Sphere(); |
|
|
|
return function intersectsSprite( sprite ) { |
|
|
|
sphere.center.set( 0, 0, 0 ); |
|
sphere.radius = 0.7071067811865476; |
|
sphere.applyMatrix4( sprite.matrixWorld ); |
|
|
|
return this.intersectsSphere( sphere ); |
|
|
|
}; |
|
|
|
}(), |
|
|
|
intersectsSphere: function ( sphere ) { |
|
|
|
var planes = this.planes; |
|
var center = sphere.center; |
|
var negRadius = - sphere.radius; |
|
|
|
for ( var i = 0; i < 6; i ++ ) { |
|
|
|
var distance = planes[ i ].distanceToPoint( center ); |
|
|
|
if ( distance < negRadius ) { |
|
|
|
return false; |
|
|
|
} |
|
|
|
} |
|
|
|
return true; |
|
|
|
}, |
|
|
|
intersectsBox: function () { |
|
|
|
var p1 = new Vector3(), |
|
p2 = new Vector3(); |
|
|
|
return function intersectsBox( box ) { |
|
|
|
var planes = this.planes; |
|
|
|
for ( var i = 0; i < 6 ; i ++ ) { |
|
|
|
var plane = planes[ i ]; |
|
|
|
p1.x = plane.normal.x > 0 ? box.min.x : box.max.x; |
|
p2.x = plane.normal.x > 0 ? box.max.x : box.min.x; |
|
p1.y = plane.normal.y > 0 ? box.min.y : box.max.y; |
|
p2.y = plane.normal.y > 0 ? box.max.y : box.min.y; |
|
p1.z = plane.normal.z > 0 ? box.min.z : box.max.z; |
|
p2.z = plane.normal.z > 0 ? box.max.z : box.min.z; |
|
|
|
var d1 = plane.distanceToPoint( p1 ); |
|
var d2 = plane.distanceToPoint( p2 ); |
|
|
|
// if both outside plane, no intersection |
|
|
|
if ( d1 < 0 && d2 < 0 ) { |
|
|
|
return false; |
|
|
|
} |
|
|
|
} |
|
|
|
return true; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
|
|
containsPoint: function ( point ) { |
|
|
|
var planes = this.planes; |
|
|
|
for ( var i = 0; i < 6; i ++ ) { |
|
|
|
if ( planes[ i ].distanceToPoint( point ) < 0 ) { |
|
|
|
return false; |
|
|
|
} |
|
|
|
} |
|
|
|
return true; |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* @author alteredq / http://alteredqualia.com/ |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) { |
|
|
|
var _gl = _renderer.context, |
|
_state = _renderer.state, |
|
_frustum = new Frustum(), |
|
_projScreenMatrix = new Matrix4(), |
|
|
|
_lightShadows = _lights.shadows, |
|
|
|
_shadowMapSize = new Vector2(), |
|
_maxShadowMapSize = new Vector2( capabilities.maxTextureSize, capabilities.maxTextureSize ), |
|
|
|
_lookTarget = new Vector3(), |
|
_lightPositionWorld = new Vector3(), |
|
|
|
_renderList = [], |
|
|
|
_MorphingFlag = 1, |
|
_SkinningFlag = 2, |
|
|
|
_NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1, |
|
|
|
_depthMaterials = new Array( _NumberOfMaterialVariants ), |
|
_distanceMaterials = new Array( _NumberOfMaterialVariants ), |
|
|
|
_materialCache = {}; |
|
|
|
var cubeDirections = [ |
|
new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ), |
|
new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 ) |
|
]; |
|
|
|
var cubeUps = [ |
|
new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), |
|
new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 ) |
|
]; |
|
|
|
var cube2DViewPorts = [ |
|
new Vector4(), new Vector4(), new Vector4(), |
|
new Vector4(), new Vector4(), new Vector4() |
|
]; |
|
|
|
// init |
|
|
|
var depthMaterialTemplate = new MeshDepthMaterial(); |
|
depthMaterialTemplate.depthPacking = RGBADepthPacking; |
|
depthMaterialTemplate.clipping = true; |
|
|
|
var distanceShader = exports.ShaderLib[ "distanceRGBA" ]; |
|
var distanceUniforms = exports.UniformsUtils.clone( distanceShader.uniforms ); |
|
|
|
for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) { |
|
|
|
var useMorphing = ( i & _MorphingFlag ) !== 0; |
|
var useSkinning = ( i & _SkinningFlag ) !== 0; |
|
|
|
var depthMaterial = depthMaterialTemplate.clone(); |
|
depthMaterial.morphTargets = useMorphing; |
|
depthMaterial.skinning = useSkinning; |
|
|
|
_depthMaterials[ i ] = depthMaterial; |
|
|
|
var distanceMaterial = new ShaderMaterial( { |
|
defines: { |
|
'USE_SHADOWMAP': '' |
|
}, |
|
uniforms: distanceUniforms, |
|
vertexShader: distanceShader.vertexShader, |
|
fragmentShader: distanceShader.fragmentShader, |
|
morphTargets: useMorphing, |
|
skinning: useSkinning, |
|
clipping: true |
|
} ); |
|
|
|
_distanceMaterials[ i ] = distanceMaterial; |
|
|
|
} |
|
|
|
// |
|
|
|
var scope = this; |
|
|
|
this.enabled = false; |
|
|
|
this.autoUpdate = true; |
|
this.needsUpdate = false; |
|
|
|
this.type = PCFShadowMap; |
|
|
|
this.renderReverseSided = true; |
|
this.renderSingleSided = true; |
|
|
|
this.render = function ( scene, camera ) { |
|
|
|
if ( scope.enabled === false ) return; |
|
if ( scope.autoUpdate === false && scope.needsUpdate === false ) return; |
|
|
|
if ( _lightShadows.length === 0 ) return; |
|
|
|
// Set GL state for depth map. |
|
_state.clearColor( 1, 1, 1, 1 ); |
|
_state.disable( _gl.BLEND ); |
|
_state.setDepthTest( true ); |
|
_state.setScissorTest( false ); |
|
|
|
// render depth map |
|
|
|
var faceCount, isPointLight; |
|
|
|
for ( var i = 0, il = _lightShadows.length; i < il; i ++ ) { |
|
|
|
var light = _lightShadows[ i ]; |
|
var shadow = light.shadow; |
|
|
|
if ( shadow === undefined ) { |
|
|
|
console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' ); |
|
continue; |
|
|
|
} |
|
|
|
var shadowCamera = shadow.camera; |
|
|
|
_shadowMapSize.copy( shadow.mapSize ); |
|
_shadowMapSize.min( _maxShadowMapSize ); |
|
|
|
if ( (light && light.isPointLight) ) { |
|
|
|
faceCount = 6; |
|
isPointLight = true; |
|
|
|
var vpWidth = _shadowMapSize.x; |
|
var vpHeight = _shadowMapSize.y; |
|
|
|
// These viewports map a cube-map onto a 2D texture with the |
|
// following orientation: |
|
// |
|
// xzXZ |
|
// y Y |
|
// |
|
// X - Positive x direction |
|
// x - Negative x direction |
|
// Y - Positive y direction |
|
// y - Negative y direction |
|
// Z - Positive z direction |
|
// z - Negative z direction |
|
|
|
// positive X |
|
cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight ); |
|
// negative X |
|
cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight ); |
|
// positive Z |
|
cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight ); |
|
// negative Z |
|
cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight ); |
|
// positive Y |
|
cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight ); |
|
// negative Y |
|
cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight ); |
|
|
|
_shadowMapSize.x *= 4.0; |
|
_shadowMapSize.y *= 2.0; |
|
|
|
} else { |
|
|
|
faceCount = 1; |
|
isPointLight = false; |
|
|
|
} |
|
|
|
if ( shadow.map === null ) { |
|
|
|
var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat }; |
|
|
|
shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); |
|
|
|
shadowCamera.updateProjectionMatrix(); |
|
|
|
} |
|
|
|
if ( (shadow && shadow.isSpotLightShadow) ) { |
|
|
|
shadow.update( light ); |
|
|
|
} |
|
|
|
var shadowMap = shadow.map; |
|
var shadowMatrix = shadow.matrix; |
|
|
|
_lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); |
|
shadowCamera.position.copy( _lightPositionWorld ); |
|
|
|
_renderer.setRenderTarget( shadowMap ); |
|
_renderer.clear(); |
|
|
|
// render shadow map for each cube face (if omni-directional) or |
|
// run a single pass if not |
|
|
|
for ( var face = 0; face < faceCount; face ++ ) { |
|
|
|
if ( isPointLight ) { |
|
|
|
_lookTarget.copy( shadowCamera.position ); |
|
_lookTarget.add( cubeDirections[ face ] ); |
|
shadowCamera.up.copy( cubeUps[ face ] ); |
|
shadowCamera.lookAt( _lookTarget ); |
|
|
|
var vpDimensions = cube2DViewPorts[ face ]; |
|
_state.viewport( vpDimensions ); |
|
|
|
} else { |
|
|
|
_lookTarget.setFromMatrixPosition( light.target.matrixWorld ); |
|
shadowCamera.lookAt( _lookTarget ); |
|
|
|
} |
|
|
|
shadowCamera.updateMatrixWorld(); |
|
shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld ); |
|
|
|
// compute shadow matrix |
|
|
|
shadowMatrix.set( |
|
0.5, 0.0, 0.0, 0.5, |
|
0.0, 0.5, 0.0, 0.5, |
|
0.0, 0.0, 0.5, 0.5, |
|
0.0, 0.0, 0.0, 1.0 |
|
); |
|
|
|
shadowMatrix.multiply( shadowCamera.projectionMatrix ); |
|
shadowMatrix.multiply( shadowCamera.matrixWorldInverse ); |
|
|
|
// update camera matrices and frustum |
|
|
|
_projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse ); |
|
_frustum.setFromMatrix( _projScreenMatrix ); |
|
|
|
// set object matrices & frustum culling |
|
|
|
_renderList.length = 0; |
|
|
|
projectObject( scene, camera, shadowCamera ); |
|
|
|
// render shadow map |
|
// render regular objects |
|
|
|
for ( var j = 0, jl = _renderList.length; j < jl; j ++ ) { |
|
|
|
var object = _renderList[ j ]; |
|
var geometry = _objects.update( object ); |
|
var material = object.material; |
|
|
|
if ( (material && material.isMultiMaterial) ) { |
|
|
|
var groups = geometry.groups; |
|
var materials = material.materials; |
|
|
|
for ( var k = 0, kl = groups.length; k < kl; k ++ ) { |
|
|
|
var group = groups[ k ]; |
|
var groupMaterial = materials[ group.materialIndex ]; |
|
|
|
if ( groupMaterial.visible === true ) { |
|
|
|
var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld ); |
|
_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group ); |
|
|
|
} |
|
|
|
} |
|
|
|
} else { |
|
|
|
var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld ); |
|
_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null ); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
// Restore GL state. |
|
var clearColor = _renderer.getClearColor(), |
|
clearAlpha = _renderer.getClearAlpha(); |
|
_renderer.setClearColor( clearColor, clearAlpha ); |
|
|
|
scope.needsUpdate = false; |
|
|
|
}; |
|
|
|
function getDepthMaterial( object, material, isPointLight, lightPositionWorld ) { |
|
|
|
var geometry = object.geometry; |
|
|
|
var result = null; |
|
|
|
var materialVariants = _depthMaterials; |
|
var customMaterial = object.customDepthMaterial; |
|
|
|
if ( isPointLight ) { |
|
|
|
materialVariants = _distanceMaterials; |
|
customMaterial = object.customDistanceMaterial; |
|
|
|
} |
|
|
|
if ( ! customMaterial ) { |
|
|
|
var useMorphing = false; |
|
|
|
if ( material.morphTargets ) { |
|
|
|
if ( (geometry && geometry.isBufferGeometry) ) { |
|
|
|
useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0; |
|
|
|
} else if ( (geometry && geometry.isGeometry) ) { |
|
|
|
useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0; |
|
|
|
} |
|
|
|
} |
|
|
|
var useSkinning = (object && object.isSkinnedMesh) && material.skinning; |
|
|
|
var variantIndex = 0; |
|
|
|
if ( useMorphing ) variantIndex |= _MorphingFlag; |
|
if ( useSkinning ) variantIndex |= _SkinningFlag; |
|
|
|
result = materialVariants[ variantIndex ]; |
|
|
|
} else { |
|
|
|
result = customMaterial; |
|
|
|
} |
|
|
|
if ( _renderer.localClippingEnabled && |
|
material.clipShadows === true && |
|
material.clippingPlanes.length !== 0 ) { |
|
|
|
// in this case we need a unique material instance reflecting the |
|
// appropriate state |
|
|
|
var keyA = result.uuid, keyB = material.uuid; |
|
|
|
var materialsForVariant = _materialCache[ keyA ]; |
|
|
|
if ( materialsForVariant === undefined ) { |
|
|
|
materialsForVariant = {}; |
|
_materialCache[ keyA ] = materialsForVariant; |
|
|
|
} |
|
|
|
var cachedMaterial = materialsForVariant[ keyB ]; |
|
|
|
if ( cachedMaterial === undefined ) { |
|
|
|
cachedMaterial = result.clone(); |
|
materialsForVariant[ keyB ] = cachedMaterial; |
|
|
|
} |
|
|
|
result = cachedMaterial; |
|
|
|
} |
|
|
|
result.visible = material.visible; |
|
result.wireframe = material.wireframe; |
|
|
|
var side = material.side; |
|
|
|
if ( scope.renderSingleSided && side == DoubleSide ) { |
|
|
|
side = FrontSide; |
|
|
|
} |
|
|
|
if ( scope.renderReverseSided ) { |
|
|
|
if ( side === FrontSide ) side = BackSide; |
|
else if ( side === BackSide ) side = FrontSide; |
|
|
|
} |
|
|
|
result.side = side; |
|
|
|
result.clipShadows = material.clipShadows; |
|
result.clippingPlanes = material.clippingPlanes; |
|
|
|
result.wireframeLinewidth = material.wireframeLinewidth; |
|
result.linewidth = material.linewidth; |
|
|
|
if ( isPointLight && result.uniforms.lightPos !== undefined ) { |
|
|
|
result.uniforms.lightPos.value.copy( lightPositionWorld ); |
|
|
|
} |
|
|
|
return result; |
|
|
|
} |
|
|
|
function projectObject( object, camera, shadowCamera ) { |
|
|
|
if ( object.visible === false ) return; |
|
|
|
if ( object.layers.test( camera.layers ) && ( (object && object.isMesh) || (object && object.isLine) || (object && object.isPoints) ) ) { |
|
|
|
if ( object.castShadow && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) { |
|
|
|
var material = object.material; |
|
|
|
if ( material.visible === true ) { |
|
|
|
object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); |
|
_renderList.push( object ); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
var children = object.children; |
|
|
|
for ( var i = 0, l = children.length; i < l; i ++ ) { |
|
|
|
projectObject( children[ i ], camera, shadowCamera ); |
|
|
|
} |
|
|
|
} |
|
|
|
}; |
|
|
|
exports.WebGLShader = ( function () { |
|
|
|
function addLineNumbers( string ) { |
|
|
|
var lines = string.split( '\n' ); |
|
|
|
for ( var i = 0; i < lines.length; i ++ ) { |
|
|
|
lines[ i ] = ( i + 1 ) + ': ' + lines[ i ]; |
|
|
|
} |
|
|
|
return lines.join( '\n' ); |
|
|
|
} |
|
|
|
return function WebGLShader( gl, type, string ) { |
|
|
|
var shader = gl.createShader( type ); |
|
|
|
gl.shaderSource( shader, string ); |
|
gl.compileShader( shader ); |
|
|
|
if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) { |
|
|
|
console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' ); |
|
|
|
} |
|
|
|
if ( gl.getShaderInfoLog( shader ) !== '' ) { |
|
|
|
console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === gl.VERTEX_SHADER ? 'vertex' : 'fragment', gl.getShaderInfoLog( shader ), addLineNumbers( string ) ); |
|
|
|
} |
|
|
|
// --enable-privileged-webgl-extension |
|
// console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) ); |
|
|
|
return shader; |
|
|
|
}; |
|
|
|
} )(); |
|
|
|
/** |
|
* @author fordacious / fordacious.github.io |
|
*/ |
|
|
|
function WebGLProperties() { |
|
|
|
var properties = {}; |
|
|
|
this.get = function ( object ) { |
|
|
|
var uuid = object.uuid; |
|
var map = properties[ uuid ]; |
|
|
|
if ( map === undefined ) { |
|
|
|
map = {}; |
|
properties[ uuid ] = map; |
|
|
|
} |
|
|
|
return map; |
|
|
|
}; |
|
|
|
this.delete = function ( object ) { |
|
|
|
delete properties[ object.uuid ]; |
|
|
|
}; |
|
|
|
this.clear = function () { |
|
|
|
properties = {}; |
|
|
|
}; |
|
|
|
}; |
|
|
|
exports.WebGLProgram = ( function () { |
|
|
|
var programIdCount = 0; |
|
|
|
function getEncodingComponents( encoding ) { |
|
|
|
switch ( encoding ) { |
|
|
|
case LinearEncoding: |
|
return [ 'Linear','( value )' ]; |
|
case sRGBEncoding: |
|
return [ 'sRGB','( value )' ]; |
|
case RGBEEncoding: |
|
return [ 'RGBE','( value )' ]; |
|
case RGBM7Encoding: |
|
return [ 'RGBM','( value, 7.0 )' ]; |
|
case RGBM16Encoding: |
|
return [ 'RGBM','( value, 16.0 )' ]; |
|
case RGBDEncoding: |
|
return [ 'RGBD','( value, 256.0 )' ]; |
|
case GammaEncoding: |
|
return [ 'Gamma','( value, float( GAMMA_FACTOR ) )' ]; |
|
default: |
|
throw new Error( 'unsupported encoding: ' + encoding ); |
|
|
|
} |
|
|
|
} |
|
|
|
function getTexelDecodingFunction( functionName, encoding ) { |
|
|
|
var components = getEncodingComponents( encoding ); |
|
return "vec4 " + functionName + "( vec4 value ) { return " + components[ 0 ] + "ToLinear" + components[ 1 ] + "; }"; |
|
|
|
} |
|
|
|
function getTexelEncodingFunction( functionName, encoding ) { |
|
|
|
var components = getEncodingComponents( encoding ); |
|
return "vec4 " + functionName + "( vec4 value ) { return LinearTo" + components[ 0 ] + components[ 1 ] + "; }"; |
|
|
|
} |
|
|
|
function getToneMappingFunction( functionName, toneMapping ) { |
|
|
|
var toneMappingName; |
|
|
|
switch ( toneMapping ) { |
|
|
|
case LinearToneMapping: |
|
toneMappingName = "Linear"; |
|
break; |
|
|
|
case ReinhardToneMapping: |
|
toneMappingName = "Reinhard"; |
|
break; |
|
|
|
case Uncharted2ToneMapping: |
|
toneMappingName = "Uncharted2"; |
|
break; |
|
|
|
case CineonToneMapping: |
|
toneMappingName = "OptimizedCineon"; |
|
break; |
|
|
|
default: |
|
throw new Error( 'unsupported toneMapping: ' + toneMapping ); |
|
|
|
} |
|
|
|
return "vec3 " + functionName + "( vec3 color ) { return " + toneMappingName + "ToneMapping( color ); }"; |
|
|
|
} |
|
|
|
function generateExtensions( extensions, parameters, rendererExtensions ) { |
|
|
|
extensions = extensions || {}; |
|
|
|
var chunks = [ |
|
( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '', |
|
( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '', |
|
( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '', |
|
( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : '', |
|
]; |
|
|
|
return chunks.filter( filterEmptyLine ).join( '\n' ); |
|
|
|
} |
|
|
|
function generateDefines( defines ) { |
|
|
|
var chunks = []; |
|
|
|
for ( var name in defines ) { |
|
|
|
var value = defines[ name ]; |
|
|
|
if ( value === false ) continue; |
|
|
|
chunks.push( '#define ' + name + ' ' + value ); |
|
|
|
} |
|
|
|
return chunks.join( '\n' ); |
|
|
|
} |
|
|
|
function fetchAttributeLocations( gl, program, identifiers ) { |
|
|
|
var attributes = {}; |
|
|
|
var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES ); |
|
|
|
for ( var i = 0; i < n; i ++ ) { |
|
|
|
var info = gl.getActiveAttrib( program, i ); |
|
var name = info.name; |
|
|
|
// console.log("THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:", name, i ); |
|
|
|
attributes[ name ] = gl.getAttribLocation( program, name ); |
|
|
|
} |
|
|
|
return attributes; |
|
|
|
} |
|
|
|
function filterEmptyLine( string ) { |
|
|
|
return string !== ''; |
|
|
|
} |
|
|
|
function replaceLightNums( string, parameters ) { |
|
|
|
return string |
|
.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights ) |
|
.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights ) |
|
.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights ) |
|
.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights ); |
|
|
|
} |
|
|
|
function parseIncludes( string ) { |
|
|
|
var pattern = /#include +<([\w\d.]+)>/g; |
|
|
|
function replace( match, include ) { |
|
|
|
var replace = ShaderChunk[ include ]; |
|
|
|
if ( replace === undefined ) { |
|
|
|
throw new Error( 'Can not resolve #include <' + include + '>' ); |
|
|
|
} |
|
|
|
return parseIncludes( replace ); |
|
|
|
} |
|
|
|
return string.replace( pattern, replace ); |
|
|
|
} |
|
|
|
function unrollLoops( string ) { |
|
|
|
var pattern = /for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g; |
|
|
|
function replace( match, start, end, snippet ) { |
|
|
|
var unroll = ''; |
|
|
|
for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) { |
|
|
|
unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' ); |
|
|
|
} |
|
|
|
return unroll; |
|
|
|
} |
|
|
|
return string.replace( pattern, replace ); |
|
|
|
} |
|
|
|
return function WebGLProgram( renderer, code, material, parameters ) { |
|
|
|
var gl = renderer.context; |
|
|
|
var extensions = material.extensions; |
|
var defines = material.defines; |
|
|
|
var vertexShader = material.__webglShader.vertexShader; |
|
var fragmentShader = material.__webglShader.fragmentShader; |
|
|
|
var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC'; |
|
|
|
if ( parameters.shadowMapType === PCFShadowMap ) { |
|
|
|
shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF'; |
|
|
|
} else if ( parameters.shadowMapType === PCFSoftShadowMap ) { |
|
|
|
shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT'; |
|
|
|
} |
|
|
|
var envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; |
|
var envMapModeDefine = 'ENVMAP_MODE_REFLECTION'; |
|
var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; |
|
|
|
if ( parameters.envMap ) { |
|
|
|
switch ( material.envMap.mapping ) { |
|
|
|
case CubeReflectionMapping: |
|
case CubeRefractionMapping: |
|
envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; |
|
break; |
|
|
|
case CubeUVReflectionMapping: |
|
case CubeUVRefractionMapping: |
|
envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV'; |
|
break; |
|
|
|
case EquirectangularReflectionMapping: |
|
case EquirectangularRefractionMapping: |
|
envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC'; |
|
break; |
|
|
|
case SphericalReflectionMapping: |
|
envMapTypeDefine = 'ENVMAP_TYPE_SPHERE'; |
|
break; |
|
|
|
} |
|
|
|
switch ( material.envMap.mapping ) { |
|
|
|
case CubeRefractionMapping: |
|
case EquirectangularRefractionMapping: |
|
envMapModeDefine = 'ENVMAP_MODE_REFRACTION'; |
|
break; |
|
|
|
} |
|
|
|
switch ( material.combine ) { |
|
|
|
case MultiplyOperation: |
|
envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; |
|
break; |
|
|
|
case MixOperation: |
|
envMapBlendingDefine = 'ENVMAP_BLENDING_MIX'; |
|
break; |
|
|
|
case AddOperation: |
|
envMapBlendingDefine = 'ENVMAP_BLENDING_ADD'; |
|
break; |
|
|
|
} |
|
|
|
} |
|
|
|
var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0; |
|
|
|
// console.log( 'building new program ' ); |
|
|
|
// |
|
|
|
var customExtensions = generateExtensions( extensions, parameters, renderer.extensions ); |
|
|
|
var customDefines = generateDefines( defines ); |
|
|
|
// |
|
|
|
var program = gl.createProgram(); |
|
|
|
var prefixVertex, prefixFragment; |
|
|
|
if ( (material && material.isRawShaderMaterial) ) { |
|
|
|
prefixVertex = [ |
|
|
|
customDefines |
|
|
|
].filter( filterEmptyLine ).join( '\n' ); |
|
|
|
prefixFragment = [ |
|
|
|
customDefines |
|
|
|
].filter( filterEmptyLine ).join( '\n' ); |
|
|
|
} else { |
|
|
|
prefixVertex = [ |
|
|
|
'precision ' + parameters.precision + ' float;', |
|
'precision ' + parameters.precision + ' int;', |
|
|
|
'#define SHADER_NAME ' + material.__webglShader.name, |
|
|
|
customDefines, |
|
|
|
parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', |
|
|
|
'#define GAMMA_FACTOR ' + gammaFactorDefine, |
|
|
|
'#define MAX_BONES ' + parameters.maxBones, |
|
|
|
parameters.map ? '#define USE_MAP' : '', |
|
parameters.envMap ? '#define USE_ENVMAP' : '', |
|
parameters.envMap ? '#define ' + envMapModeDefine : '', |
|
parameters.lightMap ? '#define USE_LIGHTMAP' : '', |
|
parameters.aoMap ? '#define USE_AOMAP' : '', |
|
parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', |
|
parameters.bumpMap ? '#define USE_BUMPMAP' : '', |
|
parameters.normalMap ? '#define USE_NORMALMAP' : '', |
|
parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '', |
|
parameters.specularMap ? '#define USE_SPECULARMAP' : '', |
|
parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', |
|
parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', |
|
parameters.alphaMap ? '#define USE_ALPHAMAP' : '', |
|
parameters.vertexColors ? '#define USE_COLOR' : '', |
|
|
|
parameters.flatShading ? '#define FLAT_SHADED' : '', |
|
|
|
parameters.skinning ? '#define USE_SKINNING' : '', |
|
parameters.useVertexTexture ? '#define BONE_TEXTURE' : '', |
|
|
|
parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', |
|
parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', |
|
parameters.doubleSided ? '#define DOUBLE_SIDED' : '', |
|
parameters.flipSided ? '#define FLIP_SIDED' : '', |
|
|
|
'#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes, |
|
|
|
parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', |
|
parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', |
|
|
|
parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', |
|
|
|
parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', |
|
parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '', |
|
|
|
'uniform mat4 modelMatrix;', |
|
'uniform mat4 modelViewMatrix;', |
|
'uniform mat4 projectionMatrix;', |
|
'uniform mat4 viewMatrix;', |
|
'uniform mat3 normalMatrix;', |
|
'uniform vec3 cameraPosition;', |
|
|
|
'attribute vec3 position;', |
|
'attribute vec3 normal;', |
|
'attribute vec2 uv;', |
|
|
|
'#ifdef USE_COLOR', |
|
|
|
' attribute vec3 color;', |
|
|
|
'#endif', |
|
|
|
'#ifdef USE_MORPHTARGETS', |
|
|
|
' attribute vec3 morphTarget0;', |
|
' attribute vec3 morphTarget1;', |
|
' attribute vec3 morphTarget2;', |
|
' attribute vec3 morphTarget3;', |
|
|
|
' #ifdef USE_MORPHNORMALS', |
|
|
|
' attribute vec3 morphNormal0;', |
|
' attribute vec3 morphNormal1;', |
|
' attribute vec3 morphNormal2;', |
|
' attribute vec3 morphNormal3;', |
|
|
|
' #else', |
|
|
|
' attribute vec3 morphTarget4;', |
|
' attribute vec3 morphTarget5;', |
|
' attribute vec3 morphTarget6;', |
|
' attribute vec3 morphTarget7;', |
|
|
|
' #endif', |
|
|
|
'#endif', |
|
|
|
'#ifdef USE_SKINNING', |
|
|
|
' attribute vec4 skinIndex;', |
|
' attribute vec4 skinWeight;', |
|
|
|
'#endif', |
|
|
|
'\n' |
|
|
|
].filter( filterEmptyLine ).join( '\n' ); |
|
|
|
prefixFragment = [ |
|
|
|
customExtensions, |
|
|
|
'precision ' + parameters.precision + ' float;', |
|
'precision ' + parameters.precision + ' int;', |
|
|
|
'#define SHADER_NAME ' + material.__webglShader.name, |
|
|
|
customDefines, |
|
|
|
parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '', |
|
|
|
'#define GAMMA_FACTOR ' + gammaFactorDefine, |
|
|
|
( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '', |
|
( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '', |
|
|
|
parameters.map ? '#define USE_MAP' : '', |
|
parameters.envMap ? '#define USE_ENVMAP' : '', |
|
parameters.envMap ? '#define ' + envMapTypeDefine : '', |
|
parameters.envMap ? '#define ' + envMapModeDefine : '', |
|
parameters.envMap ? '#define ' + envMapBlendingDefine : '', |
|
parameters.lightMap ? '#define USE_LIGHTMAP' : '', |
|
parameters.aoMap ? '#define USE_AOMAP' : '', |
|
parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', |
|
parameters.bumpMap ? '#define USE_BUMPMAP' : '', |
|
parameters.normalMap ? '#define USE_NORMALMAP' : '', |
|
parameters.specularMap ? '#define USE_SPECULARMAP' : '', |
|
parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', |
|
parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', |
|
parameters.alphaMap ? '#define USE_ALPHAMAP' : '', |
|
parameters.vertexColors ? '#define USE_COLOR' : '', |
|
|
|
parameters.flatShading ? '#define FLAT_SHADED' : '', |
|
|
|
parameters.doubleSided ? '#define DOUBLE_SIDED' : '', |
|
parameters.flipSided ? '#define FLIP_SIDED' : '', |
|
|
|
'#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes, |
|
|
|
parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', |
|
parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', |
|
|
|
parameters.premultipliedAlpha ? "#define PREMULTIPLIED_ALPHA" : '', |
|
|
|
parameters.physicallyCorrectLights ? "#define PHYSICALLY_CORRECT_LIGHTS" : '', |
|
|
|
parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', |
|
parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '', |
|
|
|
parameters.envMap && renderer.extensions.get( 'EXT_shader_texture_lod' ) ? '#define TEXTURE_LOD_EXT' : '', |
|
|
|
'uniform mat4 viewMatrix;', |
|
'uniform vec3 cameraPosition;', |
|
|
|
( parameters.toneMapping !== NoToneMapping ) ? "#define TONE_MAPPING" : '', |
|
( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below |
|
( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( "toneMapping", parameters.toneMapping ) : '', |
|
|
|
( parameters.outputEncoding || parameters.mapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ? ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below |
|
parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '', |
|
parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '', |
|
parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '', |
|
parameters.outputEncoding ? getTexelEncodingFunction( "linearToOutputTexel", parameters.outputEncoding ) : '', |
|
|
|
parameters.depthPacking ? "#define DEPTH_PACKING " + material.depthPacking : '', |
|
|
|
'\n' |
|
|
|
].filter( filterEmptyLine ).join( '\n' ); |
|
|
|
} |
|
|
|
vertexShader = parseIncludes( vertexShader, parameters ); |
|
vertexShader = replaceLightNums( vertexShader, parameters ); |
|
|
|
fragmentShader = parseIncludes( fragmentShader, parameters ); |
|
fragmentShader = replaceLightNums( fragmentShader, parameters ); |
|
|
|
if ( (material && material.isShaderMaterial) === false ) { |
|
|
|
vertexShader = unrollLoops( vertexShader ); |
|
fragmentShader = unrollLoops( fragmentShader ); |
|
|
|
} |
|
|
|
var vertexGlsl = prefixVertex + vertexShader; |
|
var fragmentGlsl = prefixFragment + fragmentShader; |
|
|
|
// console.log( '*VERTEX*', vertexGlsl ); |
|
// console.log( '*FRAGMENT*', fragmentGlsl ); |
|
|
|
var glVertexShader = exports.WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl ); |
|
var glFragmentShader = exports.WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl ); |
|
|
|
gl.attachShader( program, glVertexShader ); |
|
gl.attachShader( program, glFragmentShader ); |
|
|
|
// Force a particular attribute to index 0. |
|
|
|
if ( material.index0AttributeName !== undefined ) { |
|
|
|
gl.bindAttribLocation( program, 0, material.index0AttributeName ); |
|
|
|
} else if ( parameters.morphTargets === true ) { |
|
|
|
// programs with morphTargets displace position out of attribute 0 |
|
gl.bindAttribLocation( program, 0, 'position' ); |
|
|
|
} |
|
|
|
gl.linkProgram( program ); |
|
|
|
var programLog = gl.getProgramInfoLog( program ); |
|
var vertexLog = gl.getShaderInfoLog( glVertexShader ); |
|
var fragmentLog = gl.getShaderInfoLog( glFragmentShader ); |
|
|
|
var runnable = true; |
|
var haveDiagnostics = true; |
|
|
|
// console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) ); |
|
// console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) ); |
|
|
|
if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) { |
|
|
|
runnable = false; |
|
|
|
console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog ); |
|
|
|
} else if ( programLog !== '' ) { |
|
|
|
console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog ); |
|
|
|
} else if ( vertexLog === '' || fragmentLog === '' ) { |
|
|
|
haveDiagnostics = false; |
|
|
|
} |
|
|
|
if ( haveDiagnostics ) { |
|
|
|
this.diagnostics = { |
|
|
|
runnable: runnable, |
|
material: material, |
|
|
|
programLog: programLog, |
|
|
|
vertexShader: { |
|
|
|
log: vertexLog, |
|
prefix: prefixVertex |
|
|
|
}, |
|
|
|
fragmentShader: { |
|
|
|
log: fragmentLog, |
|
prefix: prefixFragment |
|
|
|
} |
|
|
|
}; |
|
|
|
} |
|
|
|
// clean up |
|
|
|
gl.deleteShader( glVertexShader ); |
|
gl.deleteShader( glFragmentShader ); |
|
|
|
// set up caching for uniform locations |
|
|
|
var cachedUniforms; |
|
|
|
this.getUniforms = function() { |
|
|
|
if ( cachedUniforms === undefined ) { |
|
|
|
cachedUniforms = |
|
new exports.WebGLUniforms( gl, program, renderer ); |
|
|
|
} |
|
|
|
return cachedUniforms; |
|
|
|
}; |
|
|
|
// set up caching for attribute locations |
|
|
|
var cachedAttributes; |
|
|
|
this.getAttributes = function() { |
|
|
|
if ( cachedAttributes === undefined ) { |
|
|
|
cachedAttributes = fetchAttributeLocations( gl, program ); |
|
|
|
} |
|
|
|
return cachedAttributes; |
|
|
|
}; |
|
|
|
// free resource |
|
|
|
this.destroy = function() { |
|
|
|
gl.deleteProgram( program ); |
|
this.program = undefined; |
|
|
|
}; |
|
|
|
// DEPRECATED |
|
|
|
Object.defineProperties( this, { |
|
|
|
uniforms: { |
|
get: function() { |
|
|
|
console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' ); |
|
return this.getUniforms(); |
|
|
|
} |
|
}, |
|
|
|
attributes: { |
|
get: function() { |
|
|
|
console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' ); |
|
return this.getAttributes(); |
|
|
|
} |
|
} |
|
|
|
} ); |
|
|
|
|
|
// |
|
|
|
this.id = programIdCount ++; |
|
this.code = code; |
|
this.usedTimes = 1; |
|
this.program = program; |
|
this.vertexShader = glVertexShader; |
|
this.fragmentShader = glFragmentShader; |
|
|
|
return this; |
|
|
|
}; |
|
|
|
} )(); |
|
|
|
function WebGLPrograms( renderer, capabilities ) { |
|
|
|
var programs = []; |
|
|
|
var shaderIDs = { |
|
MeshDepthMaterial: 'depth', |
|
MeshNormalMaterial: 'normal', |
|
MeshBasicMaterial: 'basic', |
|
MeshLambertMaterial: 'lambert', |
|
MeshPhongMaterial: 'phong', |
|
MeshStandardMaterial: 'physical', |
|
MeshPhysicalMaterial: 'physical', |
|
LineBasicMaterial: 'basic', |
|
LineDashedMaterial: 'dashed', |
|
PointsMaterial: 'points' |
|
}; |
|
|
|
var parameterNames = [ |
|
"precision", "supportsVertexTextures", "map", "mapEncoding", "envMap", "envMapMode", "envMapEncoding", |
|
"lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "displacementMap", "specularMap", |
|
"roughnessMap", "metalnessMap", |
|
"alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp", |
|
"flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning", |
|
"maxBones", "useVertexTexture", "morphTargets", "morphNormals", |
|
"maxMorphTargets", "maxMorphNormals", "premultipliedAlpha", |
|
"numDirLights", "numPointLights", "numSpotLights", "numHemiLights", |
|
"shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights', |
|
"alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "depthPacking" |
|
]; |
|
|
|
|
|
function allocateBones( object ) { |
|
|
|
if ( capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture ) { |
|
|
|
return 1024; |
|
|
|
} else { |
|
|
|
// default for when object is not specified |
|
// ( for example when prebuilding shader to be used with multiple objects ) |
|
// |
|
// - leave some extra space for other uniforms |
|
// - limit here is ANGLE's 254 max uniform vectors |
|
// (up to 54 should be safe) |
|
|
|
var nVertexUniforms = capabilities.maxVertexUniforms; |
|
var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 ); |
|
|
|
var maxBones = nVertexMatrices; |
|
|
|
if ( object !== undefined && (object && object.isSkinnedMesh) ) { |
|
|
|
maxBones = Math.min( object.skeleton.bones.length, maxBones ); |
|
|
|
if ( maxBones < object.skeleton.bones.length ) { |
|
|
|
console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' ); |
|
|
|
} |
|
|
|
} |
|
|
|
return maxBones; |
|
|
|
} |
|
|
|
} |
|
|
|
function getTextureEncodingFromMap( map, gammaOverrideLinear ) { |
|
|
|
var encoding; |
|
|
|
if ( ! map ) { |
|
|
|
encoding = LinearEncoding; |
|
|
|
} else if ( (map && map.isTexture) ) { |
|
|
|
encoding = map.encoding; |
|
|
|
} else if ( (map && map.isWebGLRenderTarget) ) { |
|
|
|
console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." ); |
|
encoding = map.texture.encoding; |
|
|
|
} |
|
|
|
// add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point. |
|
if ( encoding === LinearEncoding && gammaOverrideLinear ) { |
|
|
|
encoding = GammaEncoding; |
|
|
|
} |
|
|
|
return encoding; |
|
|
|
} |
|
|
|
this.getParameters = function ( material, lights, fog, nClipPlanes, object ) { |
|
|
|
var shaderID = shaderIDs[ material.type ]; |
|
|
|
// heuristics to create shader parameters according to lights in the scene |
|
// (not to blow over maxLights budget) |
|
|
|
var maxBones = allocateBones( object ); |
|
var precision = renderer.getPrecision(); |
|
|
|
if ( material.precision !== null ) { |
|
|
|
precision = capabilities.getMaxPrecision( material.precision ); |
|
|
|
if ( precision !== material.precision ) { |
|
|
|
console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' ); |
|
|
|
} |
|
|
|
} |
|
|
|
var currentRenderTarget = renderer.getCurrentRenderTarget(); |
|
|
|
var parameters = { |
|
|
|
shaderID: shaderID, |
|
|
|
precision: precision, |
|
supportsVertexTextures: capabilities.vertexTextures, |
|
outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ), |
|
map: !! material.map, |
|
mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ), |
|
envMap: !! material.envMap, |
|
envMapMode: material.envMap && material.envMap.mapping, |
|
envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ), |
|
envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ), |
|
lightMap: !! material.lightMap, |
|
aoMap: !! material.aoMap, |
|
emissiveMap: !! material.emissiveMap, |
|
emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ), |
|
bumpMap: !! material.bumpMap, |
|
normalMap: !! material.normalMap, |
|
displacementMap: !! material.displacementMap, |
|
roughnessMap: !! material.roughnessMap, |
|
metalnessMap: !! material.metalnessMap, |
|
specularMap: !! material.specularMap, |
|
alphaMap: !! material.alphaMap, |
|
|
|
combine: material.combine, |
|
|
|
vertexColors: material.vertexColors, |
|
|
|
fog: !! fog, |
|
useFog: material.fog, |
|
fogExp: (fog && fog.isFogExp2), |
|
|
|
flatShading: material.shading === FlatShading, |
|
|
|
sizeAttenuation: material.sizeAttenuation, |
|
logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer, |
|
|
|
skinning: material.skinning, |
|
maxBones: maxBones, |
|
useVertexTexture: capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture, |
|
|
|
morphTargets: material.morphTargets, |
|
morphNormals: material.morphNormals, |
|
maxMorphTargets: renderer.maxMorphTargets, |
|
maxMorphNormals: renderer.maxMorphNormals, |
|
|
|
numDirLights: lights.directional.length, |
|
numPointLights: lights.point.length, |
|
numSpotLights: lights.spot.length, |
|
numHemiLights: lights.hemi.length, |
|
|
|
numClippingPlanes: nClipPlanes, |
|
|
|
shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && lights.shadows.length > 0, |
|
shadowMapType: renderer.shadowMap.type, |
|
|
|
toneMapping: renderer.toneMapping, |
|
physicallyCorrectLights: renderer.physicallyCorrectLights, |
|
|
|
premultipliedAlpha: material.premultipliedAlpha, |
|
|
|
alphaTest: material.alphaTest, |
|
doubleSided: material.side === DoubleSide, |
|
flipSided: material.side === BackSide, |
|
|
|
depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false |
|
|
|
}; |
|
|
|
return parameters; |
|
|
|
}; |
|
|
|
this.getProgramCode = function ( material, parameters ) { |
|
|
|
var array = []; |
|
|
|
if ( parameters.shaderID ) { |
|
|
|
array.push( parameters.shaderID ); |
|
|
|
} else { |
|
|
|
array.push( material.fragmentShader ); |
|
array.push( material.vertexShader ); |
|
|
|
} |
|
|
|
if ( material.defines !== undefined ) { |
|
|
|
for ( var name in material.defines ) { |
|
|
|
array.push( name ); |
|
array.push( material.defines[ name ] ); |
|
|
|
} |
|
|
|
} |
|
|
|
for ( var i = 0; i < parameterNames.length; i ++ ) { |
|
|
|
array.push( parameters[ parameterNames[ i ] ] ); |
|
|
|
} |
|
|
|
return array.join(); |
|
|
|
}; |
|
|
|
this.acquireProgram = function ( material, parameters, code ) { |
|
|
|
var program; |
|
|
|
// Check if code has been already compiled |
|
for ( var p = 0, pl = programs.length; p < pl; p ++ ) { |
|
|
|
var programInfo = programs[ p ]; |
|
|
|
if ( programInfo.code === code ) { |
|
|
|
program = programInfo; |
|
++ program.usedTimes; |
|
|
|
break; |
|
|
|
} |
|
|
|
} |
|
|
|
if ( program === undefined ) { |
|
|
|
program = new exports.WebGLProgram( renderer, code, material, parameters ); |
|
programs.push( program ); |
|
|
|
} |
|
|
|
return program; |
|
|
|
}; |
|
|
|
this.releaseProgram = function( program ) { |
|
|
|
if ( -- program.usedTimes === 0 ) { |
|
|
|
// Remove from unordered set |
|
var i = programs.indexOf( program ); |
|
programs[ i ] = programs[ programs.length - 1 ]; |
|
programs.pop(); |
|
|
|
// Free WebGL resources |
|
program.destroy(); |
|
|
|
} |
|
|
|
}; |
|
|
|
// Exposed for resource monitoring & error feedback via renderer.info: |
|
this.programs = programs; |
|
|
|
}; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function BufferAttribute( array, itemSize, normalized ) { |
|
|
|
this.uuid = exports.Math.generateUUID(); |
|
|
|
this.array = array; |
|
this.itemSize = itemSize; |
|
|
|
this.dynamic = false; |
|
this.updateRange = { offset: 0, count: - 1 }; |
|
|
|
this.version = 0; |
|
this.normalized = normalized === true; |
|
|
|
} |
|
|
|
BufferAttribute.prototype = { |
|
|
|
constructor: BufferAttribute, |
|
|
|
isBufferAttribute: true, |
|
|
|
get count() { |
|
|
|
return this.array.length / this.itemSize; |
|
|
|
}, |
|
|
|
set needsUpdate( value ) { |
|
|
|
if ( value === true ) this.version ++; |
|
|
|
}, |
|
|
|
setDynamic: function ( value ) { |
|
|
|
this.dynamic = value; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
copy: function ( source ) { |
|
|
|
this.array = new source.array.constructor( source.array ); |
|
this.itemSize = source.itemSize; |
|
|
|
this.dynamic = source.dynamic; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
copyAt: function ( index1, attribute, index2 ) { |
|
|
|
index1 *= this.itemSize; |
|
index2 *= attribute.itemSize; |
|
|
|
for ( var i = 0, l = this.itemSize; i < l; i ++ ) { |
|
|
|
this.array[ index1 + i ] = attribute.array[ index2 + i ]; |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
copyArray: function ( array ) { |
|
|
|
this.array.set( array ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
copyColorsArray: function ( colors ) { |
|
|
|
var array = this.array, offset = 0; |
|
|
|
for ( var i = 0, l = colors.length; i < l; i ++ ) { |
|
|
|
var color = colors[ i ]; |
|
|
|
if ( color === undefined ) { |
|
|
|
console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i ); |
|
color = new Color(); |
|
|
|
} |
|
|
|
array[ offset ++ ] = color.r; |
|
array[ offset ++ ] = color.g; |
|
array[ offset ++ ] = color.b; |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
copyIndicesArray: function ( indices ) { |
|
|
|
var array = this.array, offset = 0; |
|
|
|
for ( var i = 0, l = indices.length; i < l; i ++ ) { |
|
|
|
var index = indices[ i ]; |
|
|
|
array[ offset ++ ] = index.a; |
|
array[ offset ++ ] = index.b; |
|
array[ offset ++ ] = index.c; |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
copyVector2sArray: function ( vectors ) { |
|
|
|
var array = this.array, offset = 0; |
|
|
|
for ( var i = 0, l = vectors.length; i < l; i ++ ) { |
|
|
|
var vector = vectors[ i ]; |
|
|
|
if ( vector === undefined ) { |
|
|
|
console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i ); |
|
vector = new Vector2(); |
|
|
|
} |
|
|
|
array[ offset ++ ] = vector.x; |
|
array[ offset ++ ] = vector.y; |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
copyVector3sArray: function ( vectors ) { |
|
|
|
var array = this.array, offset = 0; |
|
|
|
for ( var i = 0, l = vectors.length; i < l; i ++ ) { |
|
|
|
var vector = vectors[ i ]; |
|
|
|
if ( vector === undefined ) { |
|
|
|
console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i ); |
|
vector = new Vector3(); |
|
|
|
} |
|
|
|
array[ offset ++ ] = vector.x; |
|
array[ offset ++ ] = vector.y; |
|
array[ offset ++ ] = vector.z; |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
copyVector4sArray: function ( vectors ) { |
|
|
|
var array = this.array, offset = 0; |
|
|
|
for ( var i = 0, l = vectors.length; i < l; i ++ ) { |
|
|
|
var vector = vectors[ i ]; |
|
|
|
if ( vector === undefined ) { |
|
|
|
console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i ); |
|
vector = new Vector4(); |
|
|
|
} |
|
|
|
array[ offset ++ ] = vector.x; |
|
array[ offset ++ ] = vector.y; |
|
array[ offset ++ ] = vector.z; |
|
array[ offset ++ ] = vector.w; |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
set: function ( value, offset ) { |
|
|
|
if ( offset === undefined ) offset = 0; |
|
|
|
this.array.set( value, offset ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
getX: function ( index ) { |
|
|
|
return this.array[ index * this.itemSize ]; |
|
|
|
}, |
|
|
|
setX: function ( index, x ) { |
|
|
|
this.array[ index * this.itemSize ] = x; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
getY: function ( index ) { |
|
|
|
return this.array[ index * this.itemSize + 1 ]; |
|
|
|
}, |
|
|
|
setY: function ( index, y ) { |
|
|
|
this.array[ index * this.itemSize + 1 ] = y; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
getZ: function ( index ) { |
|
|
|
return this.array[ index * this.itemSize + 2 ]; |
|
|
|
}, |
|
|
|
setZ: function ( index, z ) { |
|
|
|
this.array[ index * this.itemSize + 2 ] = z; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
getW: function ( index ) { |
|
|
|
return this.array[ index * this.itemSize + 3 ]; |
|
|
|
}, |
|
|
|
setW: function ( index, w ) { |
|
|
|
this.array[ index * this.itemSize + 3 ] = w; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setXY: function ( index, x, y ) { |
|
|
|
index *= this.itemSize; |
|
|
|
this.array[ index + 0 ] = x; |
|
this.array[ index + 1 ] = y; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setXYZ: function ( index, x, y, z ) { |
|
|
|
index *= this.itemSize; |
|
|
|
this.array[ index + 0 ] = x; |
|
this.array[ index + 1 ] = y; |
|
this.array[ index + 2 ] = z; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setXYZW: function ( index, x, y, z, w ) { |
|
|
|
index *= this.itemSize; |
|
|
|
this.array[ index + 0 ] = x; |
|
this.array[ index + 1 ] = y; |
|
this.array[ index + 2 ] = z; |
|
this.array[ index + 3 ] = w; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
clone: function () { |
|
|
|
return new this.constructor().copy( this ); |
|
|
|
} |
|
|
|
}; |
|
|
|
// |
|
|
|
function Int8Attribute( array, itemSize ) { |
|
|
|
return new BufferAttribute( new Int8Array( array ), itemSize ); |
|
|
|
} |
|
|
|
function Uint8Attribute( array, itemSize ) { |
|
|
|
return new BufferAttribute( new Uint8Array( array ), itemSize ); |
|
|
|
} |
|
|
|
function Uint8ClampedAttribute( array, itemSize ) { |
|
|
|
return new BufferAttribute( new Uint8ClampedArray( array ), itemSize ); |
|
|
|
} |
|
|
|
function Int16Attribute( array, itemSize ) { |
|
|
|
return new BufferAttribute( new Int16Array( array ), itemSize ); |
|
|
|
} |
|
|
|
function Uint16Attribute( array, itemSize ) { |
|
|
|
return new BufferAttribute( new Uint16Array( array ), itemSize ); |
|
|
|
} |
|
|
|
function Int32Attribute( array, itemSize ) { |
|
|
|
return new BufferAttribute( new Int32Array( array ), itemSize ); |
|
|
|
} |
|
|
|
function Uint32Attribute( array, itemSize ) { |
|
|
|
return new BufferAttribute( new Uint32Array( array ), itemSize ); |
|
|
|
} |
|
|
|
function Float32Attribute( array, itemSize ) { |
|
|
|
return new BufferAttribute( new Float32Array( array ), itemSize ); |
|
|
|
} |
|
|
|
function Float64Attribute( array, itemSize ) { |
|
|
|
return new BufferAttribute( new Float64Array( array ), itemSize ); |
|
|
|
} |
|
|
|
// Deprecated |
|
|
|
function DynamicBufferAttribute( array, itemSize ) { |
|
|
|
console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' ); |
|
return new BufferAttribute( array, itemSize ).setDynamic( true ); |
|
|
|
} |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
* @author alteredq / http://alteredqualia.com/ |
|
*/ |
|
|
|
function Face3( a, b, c, normal, color, materialIndex ) { |
|
|
|
this.a = a; |
|
this.b = b; |
|
this.c = c; |
|
|
|
this.normal = (normal && normal.isVector3) ? normal : new Vector3(); |
|
this.vertexNormals = Array.isArray( normal ) ? normal : []; |
|
|
|
this.color = (color && color.isColor) ? color : new Color(); |
|
this.vertexColors = Array.isArray( color ) ? color : []; |
|
|
|
this.materialIndex = materialIndex !== undefined ? materialIndex : 0; |
|
|
|
}; |
|
|
|
Face3.prototype = { |
|
|
|
constructor: Face3, |
|
|
|
clone: function () { |
|
|
|
return new this.constructor().copy( this ); |
|
|
|
}, |
|
|
|
copy: function ( source ) { |
|
|
|
this.a = source.a; |
|
this.b = source.b; |
|
this.c = source.c; |
|
|
|
this.normal.copy( source.normal ); |
|
this.color.copy( source.color ); |
|
|
|
this.materialIndex = source.materialIndex; |
|
|
|
for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) { |
|
|
|
this.vertexNormals[ i ] = source.vertexNormals[ i ].clone(); |
|
|
|
} |
|
|
|
for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) { |
|
|
|
this.vertexColors[ i ] = source.vertexColors[ i ].clone(); |
|
|
|
} |
|
|
|
return this; |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
* @author WestLangley / http://github.com/WestLangley |
|
* @author bhouston / http://clara.io |
|
*/ |
|
|
|
function Euler( x, y, z, order ) { |
|
|
|
this._x = x || 0; |
|
this._y = y || 0; |
|
this._z = z || 0; |
|
this._order = order || Euler.DefaultOrder; |
|
|
|
}; |
|
|
|
Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ]; |
|
|
|
Euler.DefaultOrder = 'XYZ'; |
|
|
|
Euler.prototype = { |
|
|
|
constructor: Euler, |
|
|
|
isEuler: true, |
|
|
|
get x () { |
|
|
|
return this._x; |
|
|
|
}, |
|
|
|
set x ( value ) { |
|
|
|
this._x = value; |
|
this.onChangeCallback(); |
|
|
|
}, |
|
|
|
get y () { |
|
|
|
return this._y; |
|
|
|
}, |
|
|
|
set y ( value ) { |
|
|
|
this._y = value; |
|
this.onChangeCallback(); |
|
|
|
}, |
|
|
|
get z () { |
|
|
|
return this._z; |
|
|
|
}, |
|
|
|
set z ( value ) { |
|
|
|
this._z = value; |
|
this.onChangeCallback(); |
|
|
|
}, |
|
|
|
get order () { |
|
|
|
return this._order; |
|
|
|
}, |
|
|
|
set order ( value ) { |
|
|
|
this._order = value; |
|
this.onChangeCallback(); |
|
|
|
}, |
|
|
|
set: function ( x, y, z, order ) { |
|
|
|
this._x = x; |
|
this._y = y; |
|
this._z = z; |
|
this._order = order || this._order; |
|
|
|
this.onChangeCallback(); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
clone: function () { |
|
|
|
return new this.constructor( this._x, this._y, this._z, this._order ); |
|
|
|
}, |
|
|
|
copy: function ( euler ) { |
|
|
|
this._x = euler._x; |
|
this._y = euler._y; |
|
this._z = euler._z; |
|
this._order = euler._order; |
|
|
|
this.onChangeCallback(); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setFromRotationMatrix: function ( m, order, update ) { |
|
|
|
var clamp = exports.Math.clamp; |
|
|
|
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) |
|
|
|
var te = m.elements; |
|
var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ]; |
|
var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ]; |
|
var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; |
|
|
|
order = order || this._order; |
|
|
|
if ( order === 'XYZ' ) { |
|
|
|
this._y = Math.asin( clamp( m13, - 1, 1 ) ); |
|
|
|
if ( Math.abs( m13 ) < 0.99999 ) { |
|
|
|
this._x = Math.atan2( - m23, m33 ); |
|
this._z = Math.atan2( - m12, m11 ); |
|
|
|
} else { |
|
|
|
this._x = Math.atan2( m32, m22 ); |
|
this._z = 0; |
|
|
|
} |
|
|
|
} else if ( order === 'YXZ' ) { |
|
|
|
this._x = Math.asin( - clamp( m23, - 1, 1 ) ); |
|
|
|
if ( Math.abs( m23 ) < 0.99999 ) { |
|
|
|
this._y = Math.atan2( m13, m33 ); |
|
this._z = Math.atan2( m21, m22 ); |
|
|
|
} else { |
|
|
|
this._y = Math.atan2( - m31, m11 ); |
|
this._z = 0; |
|
|
|
} |
|
|
|
} else if ( order === 'ZXY' ) { |
|
|
|
this._x = Math.asin( clamp( m32, - 1, 1 ) ); |
|
|
|
if ( Math.abs( m32 ) < 0.99999 ) { |
|
|
|
this._y = Math.atan2( - m31, m33 ); |
|
this._z = Math.atan2( - m12, m22 ); |
|
|
|
} else { |
|
|
|
this._y = 0; |
|
this._z = Math.atan2( m21, m11 ); |
|
|
|
} |
|
|
|
} else if ( order === 'ZYX' ) { |
|
|
|
this._y = Math.asin( - clamp( m31, - 1, 1 ) ); |
|
|
|
if ( Math.abs( m31 ) < 0.99999 ) { |
|
|
|
this._x = Math.atan2( m32, m33 ); |
|
this._z = Math.atan2( m21, m11 ); |
|
|
|
} else { |
|
|
|
this._x = 0; |
|
this._z = Math.atan2( - m12, m22 ); |
|
|
|
} |
|
|
|
} else if ( order === 'YZX' ) { |
|
|
|
this._z = Math.asin( clamp( m21, - 1, 1 ) ); |
|
|
|
if ( Math.abs( m21 ) < 0.99999 ) { |
|
|
|
this._x = Math.atan2( - m23, m22 ); |
|
this._y = Math.atan2( - m31, m11 ); |
|
|
|
} else { |
|
|
|
this._x = 0; |
|
this._y = Math.atan2( m13, m33 ); |
|
|
|
} |
|
|
|
} else if ( order === 'XZY' ) { |
|
|
|
this._z = Math.asin( - clamp( m12, - 1, 1 ) ); |
|
|
|
if ( Math.abs( m12 ) < 0.99999 ) { |
|
|
|
this._x = Math.atan2( m32, m22 ); |
|
this._y = Math.atan2( m13, m11 ); |
|
|
|
} else { |
|
|
|
this._x = Math.atan2( - m23, m33 ); |
|
this._y = 0; |
|
|
|
} |
|
|
|
} else { |
|
|
|
console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order ); |
|
|
|
} |
|
|
|
this._order = order; |
|
|
|
if ( update !== false ) this.onChangeCallback(); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setFromQuaternion: function () { |
|
|
|
var matrix; |
|
|
|
return function setFromQuaternion( q, order, update ) { |
|
|
|
if ( matrix === undefined ) matrix = new Matrix4(); |
|
|
|
matrix.makeRotationFromQuaternion( q ); |
|
|
|
return this.setFromRotationMatrix( matrix, order, update ); |
|
|
|
}; |
|
|
|
}(), |
|
|
|
setFromVector3: function ( v, order ) { |
|
|
|
return this.set( v.x, v.y, v.z, order || this._order ); |
|
|
|
}, |
|
|
|
reorder: function () { |
|
|
|
// WARNING: this discards revolution information -bhouston |
|
|
|
var q = new Quaternion(); |
|
|
|
return function reorder( newOrder ) { |
|
|
|
q.setFromEuler( this ); |
|
|
|
return this.setFromQuaternion( q, newOrder ); |
|
|
|
}; |
|
|
|
}(), |
|
|
|
equals: function ( euler ) { |
|
|
|
return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order ); |
|
|
|
}, |
|
|
|
fromArray: function ( array ) { |
|
|
|
this._x = array[ 0 ]; |
|
this._y = array[ 1 ]; |
|
this._z = array[ 2 ]; |
|
if ( array[ 3 ] !== undefined ) this._order = array[ 3 ]; |
|
|
|
this.onChangeCallback(); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
toArray: function ( array, offset ) { |
|
|
|
if ( array === undefined ) array = []; |
|
if ( offset === undefined ) offset = 0; |
|
|
|
array[ offset ] = this._x; |
|
array[ offset + 1 ] = this._y; |
|
array[ offset + 2 ] = this._z; |
|
array[ offset + 3 ] = this._order; |
|
|
|
return array; |
|
|
|
}, |
|
|
|
toVector3: function ( optionalResult ) { |
|
|
|
if ( optionalResult ) { |
|
|
|
return optionalResult.set( this._x, this._y, this._z ); |
|
|
|
} else { |
|
|
|
return new Vector3( this._x, this._y, this._z ); |
|
|
|
} |
|
|
|
}, |
|
|
|
onChange: function ( callback ) { |
|
|
|
this.onChangeCallback = callback; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
onChangeCallback: function () {} |
|
|
|
}; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function Layers() { |
|
|
|
this.mask = 1; |
|
|
|
}; |
|
|
|
Layers.prototype = { |
|
|
|
constructor: Layers, |
|
|
|
set: function ( channel ) { |
|
|
|
this.mask = 1 << channel; |
|
|
|
}, |
|
|
|
enable: function ( channel ) { |
|
|
|
this.mask |= 1 << channel; |
|
|
|
}, |
|
|
|
toggle: function ( channel ) { |
|
|
|
this.mask ^= 1 << channel; |
|
|
|
}, |
|
|
|
disable: function ( channel ) { |
|
|
|
this.mask &= ~ ( 1 << channel ); |
|
|
|
}, |
|
|
|
test: function ( layers ) { |
|
|
|
return ( this.mask & layers.mask ) !== 0; |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
* @author mikael emtinger / http://gomo.se/ |
|
* @author alteredq / http://alteredqualia.com/ |
|
* @author WestLangley / http://github.com/WestLangley |
|
* @author elephantatwork / www.elephantatwork.ch |
|
*/ |
|
|
|
function Object3D() { |
|
|
|
Object.defineProperty( this, 'id', { value: Object3DIdCount() } ); |
|
|
|
this.uuid = exports.Math.generateUUID(); |
|
|
|
this.name = ''; |
|
this.type = 'Object3D'; |
|
|
|
this.parent = null; |
|
this.children = []; |
|
|
|
this.up = Object3D.DefaultUp.clone(); |
|
|
|
var position = new Vector3(); |
|
var rotation = new Euler(); |
|
var quaternion = new Quaternion(); |
|
var scale = new Vector3( 1, 1, 1 ); |
|
|
|
function onRotationChange() { |
|
|
|
quaternion.setFromEuler( rotation, false ); |
|
|
|
} |
|
|
|
function onQuaternionChange() { |
|
|
|
rotation.setFromQuaternion( quaternion, undefined, false ); |
|
|
|
} |
|
|
|
rotation.onChange( onRotationChange ); |
|
quaternion.onChange( onQuaternionChange ); |
|
|
|
Object.defineProperties( this, { |
|
position: { |
|
enumerable: true, |
|
value: position |
|
}, |
|
rotation: { |
|
enumerable: true, |
|
value: rotation |
|
}, |
|
quaternion: { |
|
enumerable: true, |
|
value: quaternion |
|
}, |
|
scale: { |
|
enumerable: true, |
|
value: scale |
|
}, |
|
modelViewMatrix: { |
|
value: new Matrix4() |
|
}, |
|
normalMatrix: { |
|
value: new Matrix3() |
|
} |
|
} ); |
|
|
|
this.matrix = new Matrix4(); |
|
this.matrixWorld = new Matrix4(); |
|
|
|
this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate; |
|
this.matrixWorldNeedsUpdate = false; |
|
|
|
this.layers = new Layers(); |
|
this.visible = true; |
|
|
|
this.castShadow = false; |
|
this.receiveShadow = false; |
|
|
|
this.frustumCulled = true; |
|
this.renderOrder = 0; |
|
|
|
this.userData = {}; |
|
|
|
}; |
|
|
|
Object3D.DefaultUp = new Vector3( 0, 1, 0 ); |
|
Object3D.DefaultMatrixAutoUpdate = true; |
|
|
|
Object.assign( Object3D.prototype, EventDispatcher.prototype, { |
|
|
|
isObject3D: true, |
|
|
|
applyMatrix: function ( matrix ) { |
|
|
|
this.matrix.multiplyMatrices( matrix, this.matrix ); |
|
|
|
this.matrix.decompose( this.position, this.quaternion, this.scale ); |
|
|
|
}, |
|
|
|
setRotationFromAxisAngle: function ( axis, angle ) { |
|
|
|
// assumes axis is normalized |
|
|
|
this.quaternion.setFromAxisAngle( axis, angle ); |
|
|
|
}, |
|
|
|
setRotationFromEuler: function ( euler ) { |
|
|
|
this.quaternion.setFromEuler( euler, true ); |
|
|
|
}, |
|
|
|
setRotationFromMatrix: function ( m ) { |
|
|
|
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) |
|
|
|
this.quaternion.setFromRotationMatrix( m ); |
|
|
|
}, |
|
|
|
setRotationFromQuaternion: function ( q ) { |
|
|
|
// assumes q is normalized |
|
|
|
this.quaternion.copy( q ); |
|
|
|
}, |
|
|
|
rotateOnAxis: function () { |
|
|
|
// rotate object on axis in object space |
|
// axis is assumed to be normalized |
|
|
|
var q1 = new Quaternion(); |
|
|
|
return function rotateOnAxis( axis, angle ) { |
|
|
|
q1.setFromAxisAngle( axis, angle ); |
|
|
|
this.quaternion.multiply( q1 ); |
|
|
|
return this; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
rotateX: function () { |
|
|
|
var v1 = new Vector3( 1, 0, 0 ); |
|
|
|
return function rotateX( angle ) { |
|
|
|
return this.rotateOnAxis( v1, angle ); |
|
|
|
}; |
|
|
|
}(), |
|
|
|
rotateY: function () { |
|
|
|
var v1 = new Vector3( 0, 1, 0 ); |
|
|
|
return function rotateY( angle ) { |
|
|
|
return this.rotateOnAxis( v1, angle ); |
|
|
|
}; |
|
|
|
}(), |
|
|
|
rotateZ: function () { |
|
|
|
var v1 = new Vector3( 0, 0, 1 ); |
|
|
|
return function rotateZ( angle ) { |
|
|
|
return this.rotateOnAxis( v1, angle ); |
|
|
|
}; |
|
|
|
}(), |
|
|
|
translateOnAxis: function () { |
|
|
|
// translate object by distance along axis in object space |
|
// axis is assumed to be normalized |
|
|
|
var v1 = new Vector3(); |
|
|
|
return function translateOnAxis( axis, distance ) { |
|
|
|
v1.copy( axis ).applyQuaternion( this.quaternion ); |
|
|
|
this.position.add( v1.multiplyScalar( distance ) ); |
|
|
|
return this; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
translateX: function () { |
|
|
|
var v1 = new Vector3( 1, 0, 0 ); |
|
|
|
return function translateX( distance ) { |
|
|
|
return this.translateOnAxis( v1, distance ); |
|
|
|
}; |
|
|
|
}(), |
|
|
|
translateY: function () { |
|
|
|
var v1 = new Vector3( 0, 1, 0 ); |
|
|
|
return function translateY( distance ) { |
|
|
|
return this.translateOnAxis( v1, distance ); |
|
|
|
}; |
|
|
|
}(), |
|
|
|
translateZ: function () { |
|
|
|
var v1 = new Vector3( 0, 0, 1 ); |
|
|
|
return function translateZ( distance ) { |
|
|
|
return this.translateOnAxis( v1, distance ); |
|
|
|
}; |
|
|
|
}(), |
|
|
|
localToWorld: function ( vector ) { |
|
|
|
return vector.applyMatrix4( this.matrixWorld ); |
|
|
|
}, |
|
|
|
worldToLocal: function () { |
|
|
|
var m1 = new Matrix4(); |
|
|
|
return function worldToLocal( vector ) { |
|
|
|
return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) ); |
|
|
|
}; |
|
|
|
}(), |
|
|
|
lookAt: function () { |
|
|
|
// This routine does not support objects with rotated and/or translated parent(s) |
|
|
|
var m1 = new Matrix4(); |
|
|
|
return function lookAt( vector ) { |
|
|
|
m1.lookAt( vector, this.position, this.up ); |
|
|
|
this.quaternion.setFromRotationMatrix( m1 ); |
|
|
|
}; |
|
|
|
}(), |
|
|
|
add: function ( object ) { |
|
|
|
if ( arguments.length > 1 ) { |
|
|
|
for ( var i = 0; i < arguments.length; i ++ ) { |
|
|
|
this.add( arguments[ i ] ); |
|
|
|
} |
|
|
|
return this; |
|
|
|
} |
|
|
|
if ( object === this ) { |
|
|
|
console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object ); |
|
return this; |
|
|
|
} |
|
|
|
if ( (object && object.isObject3D) ) { |
|
|
|
if ( object.parent !== null ) { |
|
|
|
object.parent.remove( object ); |
|
|
|
} |
|
|
|
object.parent = this; |
|
object.dispatchEvent( { type: 'added' } ); |
|
|
|
this.children.push( object ); |
|
|
|
} else { |
|
|
|
console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object ); |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
remove: function ( object ) { |
|
|
|
if ( arguments.length > 1 ) { |
|
|
|
for ( var i = 0; i < arguments.length; i ++ ) { |
|
|
|
this.remove( arguments[ i ] ); |
|
|
|
} |
|
|
|
} |
|
|
|
var index = this.children.indexOf( object ); |
|
|
|
if ( index !== - 1 ) { |
|
|
|
object.parent = null; |
|
|
|
object.dispatchEvent( { type: 'removed' } ); |
|
|
|
this.children.splice( index, 1 ); |
|
|
|
} |
|
|
|
}, |
|
|
|
getObjectById: function ( id ) { |
|
|
|
return this.getObjectByProperty( 'id', id ); |
|
|
|
}, |
|
|
|
getObjectByName: function ( name ) { |
|
|
|
return this.getObjectByProperty( 'name', name ); |
|
|
|
}, |
|
|
|
getObjectByProperty: function ( name, value ) { |
|
|
|
if ( this[ name ] === value ) return this; |
|
|
|
for ( var i = 0, l = this.children.length; i < l; i ++ ) { |
|
|
|
var child = this.children[ i ]; |
|
var object = child.getObjectByProperty( name, value ); |
|
|
|
if ( object !== undefined ) { |
|
|
|
return object; |
|
|
|
} |
|
|
|
} |
|
|
|
return undefined; |
|
|
|
}, |
|
|
|
getWorldPosition: function ( optionalTarget ) { |
|
|
|
var result = optionalTarget || new Vector3(); |
|
|
|
this.updateMatrixWorld( true ); |
|
|
|
return result.setFromMatrixPosition( this.matrixWorld ); |
|
|
|
}, |
|
|
|
getWorldQuaternion: function () { |
|
|
|
var position = new Vector3(); |
|
var scale = new Vector3(); |
|
|
|
return function getWorldQuaternion( optionalTarget ) { |
|
|
|
var result = optionalTarget || new Quaternion(); |
|
|
|
this.updateMatrixWorld( true ); |
|
|
|
this.matrixWorld.decompose( position, result, scale ); |
|
|
|
return result; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
getWorldRotation: function () { |
|
|
|
var quaternion = new Quaternion(); |
|
|
|
return function getWorldRotation( optionalTarget ) { |
|
|
|
var result = optionalTarget || new Euler(); |
|
|
|
this.getWorldQuaternion( quaternion ); |
|
|
|
return result.setFromQuaternion( quaternion, this.rotation.order, false ); |
|
|
|
}; |
|
|
|
}(), |
|
|
|
getWorldScale: function () { |
|
|
|
var position = new Vector3(); |
|
var quaternion = new Quaternion(); |
|
|
|
return function getWorldScale( optionalTarget ) { |
|
|
|
var result = optionalTarget || new Vector3(); |
|
|
|
this.updateMatrixWorld( true ); |
|
|
|
this.matrixWorld.decompose( position, quaternion, result ); |
|
|
|
return result; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
getWorldDirection: function () { |
|
|
|
var quaternion = new Quaternion(); |
|
|
|
return function getWorldDirection( optionalTarget ) { |
|
|
|
var result = optionalTarget || new Vector3(); |
|
|
|
this.getWorldQuaternion( quaternion ); |
|
|
|
return result.set( 0, 0, 1 ).applyQuaternion( quaternion ); |
|
|
|
}; |
|
|
|
}(), |
|
|
|
raycast: function () {}, |
|
|
|
traverse: function ( callback ) { |
|
|
|
callback( this ); |
|
|
|
var children = this.children; |
|
|
|
for ( var i = 0, l = children.length; i < l; i ++ ) { |
|
|
|
children[ i ].traverse( callback ); |
|
|
|
} |
|
|
|
}, |
|
|
|
traverseVisible: function ( callback ) { |
|
|
|
if ( this.visible === false ) return; |
|
|
|
callback( this ); |
|
|
|
var children = this.children; |
|
|
|
for ( var i = 0, l = children.length; i < l; i ++ ) { |
|
|
|
children[ i ].traverseVisible( callback ); |
|
|
|
} |
|
|
|
}, |
|
|
|
traverseAncestors: function ( callback ) { |
|
|
|
var parent = this.parent; |
|
|
|
if ( parent !== null ) { |
|
|
|
callback( parent ); |
|
|
|
parent.traverseAncestors( callback ); |
|
|
|
} |
|
|
|
}, |
|
|
|
updateMatrix: function () { |
|
|
|
this.matrix.compose( this.position, this.quaternion, this.scale ); |
|
|
|
this.matrixWorldNeedsUpdate = true; |
|
|
|
}, |
|
|
|
updateMatrixWorld: function ( force ) { |
|
|
|
if ( this.matrixAutoUpdate === true ) this.updateMatrix(); |
|
|
|
if ( this.matrixWorldNeedsUpdate === true || force === true ) { |
|
|
|
if ( this.parent === null ) { |
|
|
|
this.matrixWorld.copy( this.matrix ); |
|
|
|
} else { |
|
|
|
this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); |
|
|
|
} |
|
|
|
this.matrixWorldNeedsUpdate = false; |
|
|
|
force = true; |
|
|
|
} |
|
|
|
// update children |
|
|
|
for ( var i = 0, l = this.children.length; i < l; i ++ ) { |
|
|
|
this.children[ i ].updateMatrixWorld( force ); |
|
|
|
} |
|
|
|
}, |
|
|
|
toJSON: function ( meta ) { |
|
|
|
// meta is '' when called from JSON.stringify |
|
var isRootObject = ( meta === undefined || meta === '' ); |
|
|
|
var output = {}; |
|
|
|
// meta is a hash used to collect geometries, materials. |
|
// not providing it implies that this is the root object |
|
// being serialized. |
|
if ( isRootObject ) { |
|
|
|
// initialize meta obj |
|
meta = { |
|
geometries: {}, |
|
materials: {}, |
|
textures: {}, |
|
images: {} |
|
}; |
|
|
|
output.metadata = { |
|
version: 4.4, |
|
type: 'Object', |
|
generator: 'Object3D.toJSON' |
|
}; |
|
|
|
} |
|
|
|
// standard Object3D serialization |
|
|
|
var object = {}; |
|
|
|
object.uuid = this.uuid; |
|
object.type = this.type; |
|
|
|
if ( this.name !== '' ) object.name = this.name; |
|
if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData; |
|
if ( this.castShadow === true ) object.castShadow = true; |
|
if ( this.receiveShadow === true ) object.receiveShadow = true; |
|
if ( this.visible === false ) object.visible = false; |
|
|
|
object.matrix = this.matrix.toArray(); |
|
|
|
// |
|
|
|
if ( this.geometry !== undefined ) { |
|
|
|
if ( meta.geometries[ this.geometry.uuid ] === undefined ) { |
|
|
|
meta.geometries[ this.geometry.uuid ] = this.geometry.toJSON( meta ); |
|
|
|
} |
|
|
|
object.geometry = this.geometry.uuid; |
|
|
|
} |
|
|
|
if ( this.material !== undefined ) { |
|
|
|
if ( meta.materials[ this.material.uuid ] === undefined ) { |
|
|
|
meta.materials[ this.material.uuid ] = this.material.toJSON( meta ); |
|
|
|
} |
|
|
|
object.material = this.material.uuid; |
|
|
|
} |
|
|
|
// |
|
|
|
if ( this.children.length > 0 ) { |
|
|
|
object.children = []; |
|
|
|
for ( var i = 0; i < this.children.length; i ++ ) { |
|
|
|
object.children.push( this.children[ i ].toJSON( meta ).object ); |
|
|
|
} |
|
|
|
} |
|
|
|
if ( isRootObject ) { |
|
|
|
var geometries = extractFromCache( meta.geometries ); |
|
var materials = extractFromCache( meta.materials ); |
|
var textures = extractFromCache( meta.textures ); |
|
var images = extractFromCache( meta.images ); |
|
|
|
if ( geometries.length > 0 ) output.geometries = geometries; |
|
if ( materials.length > 0 ) output.materials = materials; |
|
if ( textures.length > 0 ) output.textures = textures; |
|
if ( images.length > 0 ) output.images = images; |
|
|
|
} |
|
|
|
output.object = object; |
|
|
|
return output; |
|
|
|
// extract data from the cache hash |
|
// remove metadata on each item |
|
// and return as array |
|
function extractFromCache( cache ) { |
|
|
|
var values = []; |
|
for ( var key in cache ) { |
|
|
|
var data = cache[ key ]; |
|
delete data.metadata; |
|
values.push( data ); |
|
|
|
} |
|
return values; |
|
|
|
} |
|
|
|
}, |
|
|
|
clone: function ( recursive ) { |
|
|
|
return new this.constructor().copy( this, recursive ); |
|
|
|
}, |
|
|
|
copy: function ( source, recursive ) { |
|
|
|
if ( recursive === undefined ) recursive = true; |
|
|
|
this.name = source.name; |
|
|
|
this.up.copy( source.up ); |
|
|
|
this.position.copy( source.position ); |
|
this.quaternion.copy( source.quaternion ); |
|
this.scale.copy( source.scale ); |
|
|
|
this.matrix.copy( source.matrix ); |
|
this.matrixWorld.copy( source.matrixWorld ); |
|
|
|
this.matrixAutoUpdate = source.matrixAutoUpdate; |
|
this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate; |
|
|
|
this.visible = source.visible; |
|
|
|
this.castShadow = source.castShadow; |
|
this.receiveShadow = source.receiveShadow; |
|
|
|
this.frustumCulled = source.frustumCulled; |
|
this.renderOrder = source.renderOrder; |
|
|
|
this.userData = JSON.parse( JSON.stringify( source.userData ) ); |
|
|
|
if ( recursive === true ) { |
|
|
|
for ( var i = 0; i < source.children.length; i ++ ) { |
|
|
|
var child = source.children[ i ]; |
|
this.add( child.clone() ); |
|
|
|
} |
|
|
|
} |
|
|
|
return this; |
|
|
|
} |
|
|
|
} ); |
|
|
|
var count$3 = 0; |
|
function Object3DIdCount() { return count$3++; }; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
* @author kile / http://kile.stravaganza.org/ |
|
* @author alteredq / http://alteredqualia.com/ |
|
* @author mikael emtinger / http://gomo.se/ |
|
* @author zz85 / http://www.lab4games.net/zz85/blog |
|
* @author bhouston / http://clara.io |
|
*/ |
|
|
|
function Geometry() { |
|
|
|
Object.defineProperty( this, 'id', { value: GeometryIdCount() } ); |
|
|
|
this.uuid = exports.Math.generateUUID(); |
|
|
|
this.name = ''; |
|
this.type = 'Geometry'; |
|
|
|
this.vertices = []; |
|
this.colors = []; |
|
this.faces = []; |
|
this.faceVertexUvs = [ [] ]; |
|
|
|
this.morphTargets = []; |
|
this.morphNormals = []; |
|
|
|
this.skinWeights = []; |
|
this.skinIndices = []; |
|
|
|
this.lineDistances = []; |
|
|
|
this.boundingBox = null; |
|
this.boundingSphere = null; |
|
|
|
// update flags |
|
|
|
this.elementsNeedUpdate = false; |
|
this.verticesNeedUpdate = false; |
|
this.uvsNeedUpdate = false; |
|
this.normalsNeedUpdate = false; |
|
this.colorsNeedUpdate = false; |
|
this.lineDistancesNeedUpdate = false; |
|
this.groupsNeedUpdate = false; |
|
|
|
}; |
|
|
|
Object.assign( Geometry.prototype, EventDispatcher.prototype, { |
|
|
|
isGeometry: true, |
|
|
|
applyMatrix: function ( matrix ) { |
|
|
|
var normalMatrix = new Matrix3().getNormalMatrix( matrix ); |
|
|
|
for ( var i = 0, il = this.vertices.length; i < il; i ++ ) { |
|
|
|
var vertex = this.vertices[ i ]; |
|
vertex.applyMatrix4( matrix ); |
|
|
|
} |
|
|
|
for ( var i = 0, il = this.faces.length; i < il; i ++ ) { |
|
|
|
var face = this.faces[ i ]; |
|
face.normal.applyMatrix3( normalMatrix ).normalize(); |
|
|
|
for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { |
|
|
|
face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize(); |
|
|
|
} |
|
|
|
} |
|
|
|
if ( this.boundingBox !== null ) { |
|
|
|
this.computeBoundingBox(); |
|
|
|
} |
|
|
|
if ( this.boundingSphere !== null ) { |
|
|
|
this.computeBoundingSphere(); |
|
|
|
} |
|
|
|
this.verticesNeedUpdate = true; |
|
this.normalsNeedUpdate = true; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
rotateX: function () { |
|
|
|
// rotate geometry around world x-axis |
|
|
|
var m1; |
|
|
|
return function rotateX( angle ) { |
|
|
|
if ( m1 === undefined ) m1 = new Matrix4(); |
|
|
|
m1.makeRotationX( angle ); |
|
|
|
this.applyMatrix( m1 ); |
|
|
|
return this; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
rotateY: function () { |
|
|
|
// rotate geometry around world y-axis |
|
|
|
var m1; |
|
|
|
return function rotateY( angle ) { |
|
|
|
if ( m1 === undefined ) m1 = new Matrix4(); |
|
|
|
m1.makeRotationY( angle ); |
|
|
|
this.applyMatrix( m1 ); |
|
|
|
return this; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
rotateZ: function () { |
|
|
|
// rotate geometry around world z-axis |
|
|
|
var m1; |
|
|
|
return function rotateZ( angle ) { |
|
|
|
if ( m1 === undefined ) m1 = new Matrix4(); |
|
|
|
m1.makeRotationZ( angle ); |
|
|
|
this.applyMatrix( m1 ); |
|
|
|
return this; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
translate: function () { |
|
|
|
// translate geometry |
|
|
|
var m1; |
|
|
|
return function translate( x, y, z ) { |
|
|
|
if ( m1 === undefined ) m1 = new Matrix4(); |
|
|
|
m1.makeTranslation( x, y, z ); |
|
|
|
this.applyMatrix( m1 ); |
|
|
|
return this; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
scale: function () { |
|
|
|
// scale geometry |
|
|
|
var m1; |
|
|
|
return function scale( x, y, z ) { |
|
|
|
if ( m1 === undefined ) m1 = new Matrix4(); |
|
|
|
m1.makeScale( x, y, z ); |
|
|
|
this.applyMatrix( m1 ); |
|
|
|
return this; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
lookAt: function () { |
|
|
|
var obj; |
|
|
|
return function lookAt( vector ) { |
|
|
|
if ( obj === undefined ) obj = new Object3D(); |
|
|
|
obj.lookAt( vector ); |
|
|
|
obj.updateMatrix(); |
|
|
|
this.applyMatrix( obj.matrix ); |
|
|
|
}; |
|
|
|
}(), |
|
|
|
fromBufferGeometry: function ( geometry ) { |
|
|
|
var scope = this; |
|
|
|
var indices = geometry.index !== null ? geometry.index.array : undefined; |
|
var attributes = geometry.attributes; |
|
|
|
var positions = attributes.position.array; |
|
var normals = attributes.normal !== undefined ? attributes.normal.array : undefined; |
|
var colors = attributes.color !== undefined ? attributes.color.array : undefined; |
|
var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined; |
|
var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined; |
|
|
|
if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = []; |
|
|
|
var tempNormals = []; |
|
var tempUVs = []; |
|
var tempUVs2 = []; |
|
|
|
for ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) { |
|
|
|
scope.vertices.push( new Vector3( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ) ); |
|
|
|
if ( normals !== undefined ) { |
|
|
|
tempNormals.push( new Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) ); |
|
|
|
} |
|
|
|
if ( colors !== undefined ) { |
|
|
|
scope.colors.push( new Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) ); |
|
|
|
} |
|
|
|
if ( uvs !== undefined ) { |
|
|
|
tempUVs.push( new Vector2( uvs[ j ], uvs[ j + 1 ] ) ); |
|
|
|
} |
|
|
|
if ( uvs2 !== undefined ) { |
|
|
|
tempUVs2.push( new Vector2( uvs2[ j ], uvs2[ j + 1 ] ) ); |
|
|
|
} |
|
|
|
} |
|
|
|
function addFace( a, b, c, materialIndex ) { |
|
|
|
var vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : []; |
|
var vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : []; |
|
|
|
var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex ); |
|
|
|
scope.faces.push( face ); |
|
|
|
if ( uvs !== undefined ) { |
|
|
|
scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] ); |
|
|
|
} |
|
|
|
if ( uvs2 !== undefined ) { |
|
|
|
scope.faceVertexUvs[ 1 ].push( [ tempUVs2[ a ].clone(), tempUVs2[ b ].clone(), tempUVs2[ c ].clone() ] ); |
|
|
|
} |
|
|
|
} |
|
|
|
if ( indices !== undefined ) { |
|
|
|
var groups = geometry.groups; |
|
|
|
if ( groups.length > 0 ) { |
|
|
|
for ( var i = 0; i < groups.length; i ++ ) { |
|
|
|
var group = groups[ i ]; |
|
|
|
var start = group.start; |
|
var count = group.count; |
|
|
|
for ( var j = start, jl = start + count; j < jl; j += 3 ) { |
|
|
|
addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex ); |
|
|
|
} |
|
|
|
} |
|
|
|
} else { |
|
|
|
for ( var i = 0; i < indices.length; i += 3 ) { |
|
|
|
addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] ); |
|
|
|
} |
|
|
|
} |
|
|
|
} else { |
|
|
|
for ( var i = 0; i < positions.length / 3; i += 3 ) { |
|
|
|
addFace( i, i + 1, i + 2 ); |
|
|
|
} |
|
|
|
} |
|
|
|
this.computeFaceNormals(); |
|
|
|
if ( geometry.boundingBox !== null ) { |
|
|
|
this.boundingBox = geometry.boundingBox.clone(); |
|
|
|
} |
|
|
|
if ( geometry.boundingSphere !== null ) { |
|
|
|
this.boundingSphere = geometry.boundingSphere.clone(); |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
center: function () { |
|
|
|
this.computeBoundingBox(); |
|
|
|
var offset = this.boundingBox.center().negate(); |
|
|
|
this.translate( offset.x, offset.y, offset.z ); |
|
|
|
return offset; |
|
|
|
}, |
|
|
|
normalize: function () { |
|
|
|
this.computeBoundingSphere(); |
|
|
|
var center = this.boundingSphere.center; |
|
var radius = this.boundingSphere.radius; |
|
|
|
var s = radius === 0 ? 1 : 1.0 / radius; |
|
|
|
var matrix = new Matrix4(); |
|
matrix.set( |
|
s, 0, 0, - s * center.x, |
|
0, s, 0, - s * center.y, |
|
0, 0, s, - s * center.z, |
|
0, 0, 0, 1 |
|
); |
|
|
|
this.applyMatrix( matrix ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
computeFaceNormals: function () { |
|
|
|
var cb = new Vector3(), ab = new Vector3(); |
|
|
|
for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) { |
|
|
|
var face = this.faces[ f ]; |
|
|
|
var vA = this.vertices[ face.a ]; |
|
var vB = this.vertices[ face.b ]; |
|
var vC = this.vertices[ face.c ]; |
|
|
|
cb.subVectors( vC, vB ); |
|
ab.subVectors( vA, vB ); |
|
cb.cross( ab ); |
|
|
|
cb.normalize(); |
|
|
|
face.normal.copy( cb ); |
|
|
|
} |
|
|
|
}, |
|
|
|
computeVertexNormals: function ( areaWeighted ) { |
|
|
|
if ( areaWeighted === undefined ) areaWeighted = true; |
|
|
|
var v, vl, f, fl, face, vertices; |
|
|
|
vertices = new Array( this.vertices.length ); |
|
|
|
for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { |
|
|
|
vertices[ v ] = new Vector3(); |
|
|
|
} |
|
|
|
if ( areaWeighted ) { |
|
|
|
// vertex normals weighted by triangle areas |
|
// http://www.iquilezles.org/www/articles/normals/normals.htm |
|
|
|
var vA, vB, vC; |
|
var cb = new Vector3(), ab = new Vector3(); |
|
|
|
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { |
|
|
|
face = this.faces[ f ]; |
|
|
|
vA = this.vertices[ face.a ]; |
|
vB = this.vertices[ face.b ]; |
|
vC = this.vertices[ face.c ]; |
|
|
|
cb.subVectors( vC, vB ); |
|
ab.subVectors( vA, vB ); |
|
cb.cross( ab ); |
|
|
|
vertices[ face.a ].add( cb ); |
|
vertices[ face.b ].add( cb ); |
|
vertices[ face.c ].add( cb ); |
|
|
|
} |
|
|
|
} else { |
|
|
|
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { |
|
|
|
face = this.faces[ f ]; |
|
|
|
vertices[ face.a ].add( face.normal ); |
|
vertices[ face.b ].add( face.normal ); |
|
vertices[ face.c ].add( face.normal ); |
|
|
|
} |
|
|
|
} |
|
|
|
for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { |
|
|
|
vertices[ v ].normalize(); |
|
|
|
} |
|
|
|
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { |
|
|
|
face = this.faces[ f ]; |
|
|
|
var vertexNormals = face.vertexNormals; |
|
|
|
if ( vertexNormals.length === 3 ) { |
|
|
|
vertexNormals[ 0 ].copy( vertices[ face.a ] ); |
|
vertexNormals[ 1 ].copy( vertices[ face.b ] ); |
|
vertexNormals[ 2 ].copy( vertices[ face.c ] ); |
|
|
|
} else { |
|
|
|
vertexNormals[ 0 ] = vertices[ face.a ].clone(); |
|
vertexNormals[ 1 ] = vertices[ face.b ].clone(); |
|
vertexNormals[ 2 ] = vertices[ face.c ].clone(); |
|
|
|
} |
|
|
|
} |
|
|
|
if ( this.faces.length > 0 ) { |
|
|
|
this.normalsNeedUpdate = true; |
|
|
|
} |
|
|
|
}, |
|
|
|
computeMorphNormals: function () { |
|
|
|
var i, il, f, fl, face; |
|
|
|
// save original normals |
|
// - create temp variables on first access |
|
// otherwise just copy (for faster repeated calls) |
|
|
|
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { |
|
|
|
face = this.faces[ f ]; |
|
|
|
if ( ! face.__originalFaceNormal ) { |
|
|
|
face.__originalFaceNormal = face.normal.clone(); |
|
|
|
} else { |
|
|
|
face.__originalFaceNormal.copy( face.normal ); |
|
|
|
} |
|
|
|
if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = []; |
|
|
|
for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) { |
|
|
|
if ( ! face.__originalVertexNormals[ i ] ) { |
|
|
|
face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone(); |
|
|
|
} else { |
|
|
|
face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] ); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
// use temp geometry to compute face and vertex normals for each morph |
|
|
|
var tmpGeo = new Geometry(); |
|
tmpGeo.faces = this.faces; |
|
|
|
for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) { |
|
|
|
// create on first access |
|
|
|
if ( ! this.morphNormals[ i ] ) { |
|
|
|
this.morphNormals[ i ] = {}; |
|
this.morphNormals[ i ].faceNormals = []; |
|
this.morphNormals[ i ].vertexNormals = []; |
|
|
|
var dstNormalsFace = this.morphNormals[ i ].faceNormals; |
|
var dstNormalsVertex = this.morphNormals[ i ].vertexNormals; |
|
|
|
var faceNormal, vertexNormals; |
|
|
|
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { |
|
|
|
faceNormal = new Vector3(); |
|
vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() }; |
|
|
|
dstNormalsFace.push( faceNormal ); |
|
dstNormalsVertex.push( vertexNormals ); |
|
|
|
} |
|
|
|
} |
|
|
|
var morphNormals = this.morphNormals[ i ]; |
|
|
|
// set vertices to morph target |
|
|
|
tmpGeo.vertices = this.morphTargets[ i ].vertices; |
|
|
|
// compute morph normals |
|
|
|
tmpGeo.computeFaceNormals(); |
|
tmpGeo.computeVertexNormals(); |
|
|
|
// store morph normals |
|
|
|
var faceNormal, vertexNormals; |
|
|
|
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { |
|
|
|
face = this.faces[ f ]; |
|
|
|
faceNormal = morphNormals.faceNormals[ f ]; |
|
vertexNormals = morphNormals.vertexNormals[ f ]; |
|
|
|
faceNormal.copy( face.normal ); |
|
|
|
vertexNormals.a.copy( face.vertexNormals[ 0 ] ); |
|
vertexNormals.b.copy( face.vertexNormals[ 1 ] ); |
|
vertexNormals.c.copy( face.vertexNormals[ 2 ] ); |
|
|
|
} |
|
|
|
} |
|
|
|
// restore original normals |
|
|
|
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { |
|
|
|
face = this.faces[ f ]; |
|
|
|
face.normal = face.__originalFaceNormal; |
|
face.vertexNormals = face.__originalVertexNormals; |
|
|
|
} |
|
|
|
}, |
|
|
|
computeTangents: function () { |
|
|
|
console.warn( 'THREE.Geometry: .computeTangents() has been removed.' ); |
|
|
|
}, |
|
|
|
computeLineDistances: function () { |
|
|
|
var d = 0; |
|
var vertices = this.vertices; |
|
|
|
for ( var i = 0, il = vertices.length; i < il; i ++ ) { |
|
|
|
if ( i > 0 ) { |
|
|
|
d += vertices[ i ].distanceTo( vertices[ i - 1 ] ); |
|
|
|
} |
|
|
|
this.lineDistances[ i ] = d; |
|
|
|
} |
|
|
|
}, |
|
|
|
computeBoundingBox: function () { |
|
|
|
if ( this.boundingBox === null ) { |
|
|
|
this.boundingBox = new Box3(); |
|
|
|
} |
|
|
|
this.boundingBox.setFromPoints( this.vertices ); |
|
|
|
}, |
|
|
|
computeBoundingSphere: function () { |
|
|
|
if ( this.boundingSphere === null ) { |
|
|
|
this.boundingSphere = new Sphere(); |
|
|
|
} |
|
|
|
this.boundingSphere.setFromPoints( this.vertices ); |
|
|
|
}, |
|
|
|
merge: function ( geometry, matrix, materialIndexOffset ) { |
|
|
|
if ( (geometry && geometry.isGeometry) === false ) { |
|
|
|
console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry ); |
|
return; |
|
|
|
} |
|
|
|
var normalMatrix, |
|
vertexOffset = this.vertices.length, |
|
vertices1 = this.vertices, |
|
vertices2 = geometry.vertices, |
|
faces1 = this.faces, |
|
faces2 = geometry.faces, |
|
uvs1 = this.faceVertexUvs[ 0 ], |
|
uvs2 = geometry.faceVertexUvs[ 0 ]; |
|
|
|
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 ); |
|
|
|
} |
|
|
|
// faces |
|
|
|
for ( i = 0, il = faces2.length; i < il; i ++ ) { |
|
|
|
var face = faces2[ i ], faceCopy, normal, color, |
|
faceVertexNormals = face.vertexNormals, |
|
faceVertexColors = face.vertexColors; |
|
|
|
faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset ); |
|
faceCopy.normal.copy( face.normal ); |
|
|
|
if ( normalMatrix !== undefined ) { |
|
|
|
faceCopy.normal.applyMatrix3( normalMatrix ).normalize(); |
|
|
|
} |
|
|
|
for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) { |
|
|
|
normal = faceVertexNormals[ j ].clone(); |
|
|
|
if ( normalMatrix !== undefined ) { |
|
|
|
normal.applyMatrix3( normalMatrix ).normalize(); |
|
|
|
} |
|
|
|
faceCopy.vertexNormals.push( normal ); |
|
|
|
} |
|
|
|
faceCopy.color.copy( face.color ); |
|
|
|
for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) { |
|
|
|
color = faceVertexColors[ j ]; |
|
faceCopy.vertexColors.push( color.clone() ); |
|
|
|
} |
|
|
|
faceCopy.materialIndex = face.materialIndex + materialIndexOffset; |
|
|
|
faces1.push( faceCopy ); |
|
|
|
} |
|
|
|
// uvs |
|
|
|
for ( i = 0, il = uvs2.length; i < il; i ++ ) { |
|
|
|
var uv = uvs2[ i ], uvCopy = []; |
|
|
|
if ( uv === undefined ) { |
|
|
|
continue; |
|
|
|
} |
|
|
|
for ( var j = 0, jl = uv.length; j < jl; j ++ ) { |
|
|
|
uvCopy.push( uv[ j ].clone() ); |
|
|
|
} |
|
|
|
uvs1.push( uvCopy ); |
|
|
|
} |
|
|
|
}, |
|
|
|
mergeMesh: function ( mesh ) { |
|
|
|
if ( (mesh && mesh.isMesh) === false ) { |
|
|
|
console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh ); |
|
return; |
|
|
|
} |
|
|
|
mesh.matrixAutoUpdate && mesh.updateMatrix(); |
|
|
|
this.merge( mesh.geometry, mesh.matrix ); |
|
|
|
}, |
|
|
|
/* |
|
* Checks for duplicate vertices with hashmap. |
|
* Duplicated vertices are removed |
|
* and faces' vertices are updated. |
|
*/ |
|
|
|
mergeVertices: function () { |
|
|
|
var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique) |
|
var unique = [], changes = []; |
|
|
|
var v, key; |
|
var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001 |
|
var precision = Math.pow( 10, precisionPoints ); |
|
var i, il, face; |
|
var indices, j, jl; |
|
|
|
for ( i = 0, il = this.vertices.length; i < il; i ++ ) { |
|
|
|
v = this.vertices[ i ]; |
|
key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision ); |
|
|
|
if ( verticesMap[ key ] === undefined ) { |
|
|
|
verticesMap[ key ] = i; |
|
unique.push( this.vertices[ i ] ); |
|
changes[ i ] = unique.length - 1; |
|
|
|
} else { |
|
|
|
//console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]); |
|
changes[ i ] = changes[ verticesMap[ key ] ]; |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
// if faces are completely degenerate after merging vertices, we |
|
// have to remove them from the geometry. |
|
var faceIndicesToRemove = []; |
|
|
|
for ( i = 0, il = this.faces.length; i < il; i ++ ) { |
|
|
|
face = this.faces[ i ]; |
|
|
|
face.a = changes[ face.a ]; |
|
face.b = changes[ face.b ]; |
|
face.c = changes[ face.c ]; |
|
|
|
indices = [ face.a, face.b, face.c ]; |
|
|
|
var dupIndex = - 1; |
|
|
|
// if any duplicate vertices are found in a Face3 |
|
// we have to remove the face as nothing can be saved |
|
for ( var n = 0; n < 3; n ++ ) { |
|
|
|
if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) { |
|
|
|
dupIndex = n; |
|
faceIndicesToRemove.push( i ); |
|
break; |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) { |
|
|
|
var idx = faceIndicesToRemove[ i ]; |
|
|
|
this.faces.splice( idx, 1 ); |
|
|
|
for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) { |
|
|
|
this.faceVertexUvs[ j ].splice( idx, 1 ); |
|
|
|
} |
|
|
|
} |
|
|
|
// Use unique set of vertices |
|
|
|
var diff = this.vertices.length - unique.length; |
|
this.vertices = unique; |
|
return diff; |
|
|
|
}, |
|
|
|
sortFacesByMaterialIndex: function () { |
|
|
|
var faces = this.faces; |
|
var length = faces.length; |
|
|
|
// tag faces |
|
|
|
for ( var i = 0; i < length; i ++ ) { |
|
|
|
faces[ i ]._id = i; |
|
|
|
} |
|
|
|
// sort faces |
|
|
|
function materialIndexSort( a, b ) { |
|
|
|
return a.materialIndex - b.materialIndex; |
|
|
|
} |
|
|
|
faces.sort( materialIndexSort ); |
|
|
|
// sort uvs |
|
|
|
var uvs1 = this.faceVertexUvs[ 0 ]; |
|
var uvs2 = this.faceVertexUvs[ 1 ]; |
|
|
|
var newUvs1, newUvs2; |
|
|
|
if ( uvs1 && uvs1.length === length ) newUvs1 = []; |
|
if ( uvs2 && uvs2.length === length ) newUvs2 = []; |
|
|
|
for ( var i = 0; i < length; i ++ ) { |
|
|
|
var id = faces[ i ]._id; |
|
|
|
if ( newUvs1 ) newUvs1.push( uvs1[ id ] ); |
|
if ( newUvs2 ) newUvs2.push( uvs2[ id ] ); |
|
|
|
} |
|
|
|
if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1; |
|
if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2; |
|
|
|
}, |
|
|
|
toJSON: function () { |
|
|
|
var data = { |
|
metadata: { |
|
version: 4.4, |
|
type: 'Geometry', |
|
generator: 'Geometry.toJSON' |
|
} |
|
}; |
|
|
|
// standard Geometry serialization |
|
|
|
data.uuid = this.uuid; |
|
data.type = this.type; |
|
if ( this.name !== '' ) data.name = this.name; |
|
|
|
if ( this.parameters !== undefined ) { |
|
|
|
var parameters = this.parameters; |
|
|
|
for ( var key in parameters ) { |
|
|
|
if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; |
|
|
|
} |
|
|
|
return data; |
|
|
|
} |
|
|
|
var vertices = []; |
|
|
|
for ( var i = 0; i < this.vertices.length; i ++ ) { |
|
|
|
var vertex = this.vertices[ i ]; |
|
vertices.push( vertex.x, vertex.y, vertex.z ); |
|
|
|
} |
|
|
|
var faces = []; |
|
var normals = []; |
|
var normalsHash = {}; |
|
var colors = []; |
|
var colorsHash = {}; |
|
var uvs = []; |
|
var uvsHash = {}; |
|
|
|
for ( var i = 0; i < this.faces.length; i ++ ) { |
|
|
|
var face = this.faces[ i ]; |
|
|
|
var hasMaterial = true; |
|
var hasFaceUv = false; // deprecated |
|
var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined; |
|
var hasFaceNormal = face.normal.length() > 0; |
|
var hasFaceVertexNormal = face.vertexNormals.length > 0; |
|
var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1; |
|
var hasFaceVertexColor = face.vertexColors.length > 0; |
|
|
|
var faceType = 0; |
|
|
|
faceType = setBit( faceType, 0, 0 ); // isQuad |
|
faceType = setBit( faceType, 1, hasMaterial ); |
|
faceType = setBit( faceType, 2, hasFaceUv ); |
|
faceType = setBit( faceType, 3, hasFaceVertexUv ); |
|
faceType = setBit( faceType, 4, hasFaceNormal ); |
|
faceType = setBit( faceType, 5, hasFaceVertexNormal ); |
|
faceType = setBit( faceType, 6, hasFaceColor ); |
|
faceType = setBit( faceType, 7, hasFaceVertexColor ); |
|
|
|
faces.push( faceType ); |
|
faces.push( face.a, face.b, face.c ); |
|
faces.push( face.materialIndex ); |
|
|
|
if ( hasFaceVertexUv ) { |
|
|
|
var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ]; |
|
|
|
faces.push( |
|
getUvIndex( faceVertexUvs[ 0 ] ), |
|
getUvIndex( faceVertexUvs[ 1 ] ), |
|
getUvIndex( faceVertexUvs[ 2 ] ) |
|
); |
|
|
|
} |
|
|
|
if ( hasFaceNormal ) { |
|
|
|
faces.push( getNormalIndex( face.normal ) ); |
|
|
|
} |
|
|
|
if ( hasFaceVertexNormal ) { |
|
|
|
var vertexNormals = face.vertexNormals; |
|
|
|
faces.push( |
|
getNormalIndex( vertexNormals[ 0 ] ), |
|
getNormalIndex( vertexNormals[ 1 ] ), |
|
getNormalIndex( vertexNormals[ 2 ] ) |
|
); |
|
|
|
} |
|
|
|
if ( hasFaceColor ) { |
|
|
|
faces.push( getColorIndex( face.color ) ); |
|
|
|
} |
|
|
|
if ( hasFaceVertexColor ) { |
|
|
|
var vertexColors = face.vertexColors; |
|
|
|
faces.push( |
|
getColorIndex( vertexColors[ 0 ] ), |
|
getColorIndex( vertexColors[ 1 ] ), |
|
getColorIndex( vertexColors[ 2 ] ) |
|
); |
|
|
|
} |
|
|
|
} |
|
|
|
function setBit( value, position, enabled ) { |
|
|
|
return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) ); |
|
|
|
} |
|
|
|
function getNormalIndex( normal ) { |
|
|
|
var hash = normal.x.toString() + normal.y.toString() + normal.z.toString(); |
|
|
|
if ( normalsHash[ hash ] !== undefined ) { |
|
|
|
return normalsHash[ hash ]; |
|
|
|
} |
|
|
|
normalsHash[ hash ] = normals.length / 3; |
|
normals.push( normal.x, normal.y, normal.z ); |
|
|
|
return normalsHash[ hash ]; |
|
|
|
} |
|
|
|
function getColorIndex( color ) { |
|
|
|
var hash = color.r.toString() + color.g.toString() + color.b.toString(); |
|
|
|
if ( colorsHash[ hash ] !== undefined ) { |
|
|
|
return colorsHash[ hash ]; |
|
|
|
} |
|
|
|
colorsHash[ hash ] = colors.length; |
|
colors.push( color.getHex() ); |
|
|
|
return colorsHash[ hash ]; |
|
|
|
} |
|
|
|
function getUvIndex( uv ) { |
|
|
|
var hash = uv.x.toString() + uv.y.toString(); |
|
|
|
if ( uvsHash[ hash ] !== undefined ) { |
|
|
|
return uvsHash[ hash ]; |
|
|
|
} |
|
|
|
uvsHash[ hash ] = uvs.length / 2; |
|
uvs.push( uv.x, uv.y ); |
|
|
|
return uvsHash[ hash ]; |
|
|
|
} |
|
|
|
data.data = {}; |
|
|
|
data.data.vertices = vertices; |
|
data.data.normals = normals; |
|
if ( colors.length > 0 ) data.data.colors = colors; |
|
if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility |
|
data.data.faces = faces; |
|
|
|
return data; |
|
|
|
}, |
|
|
|
clone: function () { |
|
|
|
/* |
|
// Handle primitives |
|
|
|
var parameters = this.parameters; |
|
|
|
if ( parameters !== undefined ) { |
|
|
|
var values = []; |
|
|
|
for ( var key in parameters ) { |
|
|
|
values.push( parameters[ key ] ); |
|
|
|
} |
|
|
|
var geometry = Object.create( this.constructor.prototype ); |
|
this.constructor.apply( geometry, values ); |
|
return geometry; |
|
|
|
} |
|
|
|
return new this.constructor().copy( this ); |
|
*/ |
|
|
|
return new Geometry().copy( this ); |
|
|
|
}, |
|
|
|
copy: function ( source ) { |
|
|
|
this.vertices = []; |
|
this.faces = []; |
|
this.faceVertexUvs = [ [] ]; |
|
|
|
var vertices = source.vertices; |
|
|
|
for ( var i = 0, il = vertices.length; i < il; i ++ ) { |
|
|
|
this.vertices.push( vertices[ i ].clone() ); |
|
|
|
} |
|
|
|
var faces = source.faces; |
|
|
|
for ( var i = 0, il = faces.length; i < il; i ++ ) { |
|
|
|
this.faces.push( faces[ i ].clone() ); |
|
|
|
} |
|
|
|
for ( var i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) { |
|
|
|
var faceVertexUvs = source.faceVertexUvs[ i ]; |
|
|
|
if ( this.faceVertexUvs[ i ] === undefined ) { |
|
|
|
this.faceVertexUvs[ i ] = []; |
|
|
|
} |
|
|
|
for ( var j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) { |
|
|
|
var uvs = faceVertexUvs[ j ], uvsCopy = []; |
|
|
|
for ( var k = 0, kl = uvs.length; k < kl; k ++ ) { |
|
|
|
var uv = uvs[ k ]; |
|
|
|
uvsCopy.push( uv.clone() ); |
|
|
|
} |
|
|
|
this.faceVertexUvs[ i ].push( uvsCopy ); |
|
|
|
} |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
dispose: function () { |
|
|
|
this.dispatchEvent( { type: 'dispose' } ); |
|
|
|
} |
|
|
|
} ); |
|
|
|
var count$2 = 0; |
|
function GeometryIdCount() { return count$2++; }; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function DirectGeometry() { |
|
|
|
Object.defineProperty( this, 'id', { value: GeometryIdCount() } ); |
|
|
|
this.uuid = exports.Math.generateUUID(); |
|
|
|
this.name = ''; |
|
this.type = 'DirectGeometry'; |
|
|
|
this.indices = []; |
|
this.vertices = []; |
|
this.normals = []; |
|
this.colors = []; |
|
this.uvs = []; |
|
this.uvs2 = []; |
|
|
|
this.groups = []; |
|
|
|
this.morphTargets = {}; |
|
|
|
this.skinWeights = []; |
|
this.skinIndices = []; |
|
|
|
// this.lineDistances = []; |
|
|
|
this.boundingBox = null; |
|
this.boundingSphere = null; |
|
|
|
// update flags |
|
|
|
this.verticesNeedUpdate = false; |
|
this.normalsNeedUpdate = false; |
|
this.colorsNeedUpdate = false; |
|
this.uvsNeedUpdate = false; |
|
this.groupsNeedUpdate = false; |
|
|
|
}; |
|
|
|
Object.assign( DirectGeometry.prototype, EventDispatcher.prototype, { |
|
|
|
computeBoundingBox: Geometry.prototype.computeBoundingBox, |
|
computeBoundingSphere: Geometry.prototype.computeBoundingSphere, |
|
|
|
computeFaceNormals: function () { |
|
|
|
console.warn( 'THREE.DirectGeometry: computeFaceNormals() is not a method of this type of geometry.' ); |
|
|
|
}, |
|
|
|
computeVertexNormals: function () { |
|
|
|
console.warn( 'THREE.DirectGeometry: computeVertexNormals() is not a method of this type of geometry.' ); |
|
|
|
}, |
|
|
|
computeGroups: function ( geometry ) { |
|
|
|
var group; |
|
var groups = []; |
|
var materialIndex; |
|
|
|
var faces = geometry.faces; |
|
|
|
for ( var i = 0; i < faces.length; i ++ ) { |
|
|
|
var face = faces[ i ]; |
|
|
|
// materials |
|
|
|
if ( face.materialIndex !== materialIndex ) { |
|
|
|
materialIndex = face.materialIndex; |
|
|
|
if ( group !== undefined ) { |
|
|
|
group.count = ( i * 3 ) - group.start; |
|
groups.push( group ); |
|
|
|
} |
|
|
|
group = { |
|
start: i * 3, |
|
materialIndex: materialIndex |
|
}; |
|
|
|
} |
|
|
|
} |
|
|
|
if ( group !== undefined ) { |
|
|
|
group.count = ( i * 3 ) - group.start; |
|
groups.push( group ); |
|
|
|
} |
|
|
|
this.groups = groups; |
|
|
|
}, |
|
|
|
fromGeometry: function ( geometry ) { |
|
|
|
var faces = geometry.faces; |
|
var vertices = geometry.vertices; |
|
var faceVertexUvs = geometry.faceVertexUvs; |
|
|
|
var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0; |
|
var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0; |
|
|
|
// morphs |
|
|
|
var morphTargets = geometry.morphTargets; |
|
var morphTargetsLength = morphTargets.length; |
|
|
|
var morphTargetsPosition; |
|
|
|
if ( morphTargetsLength > 0 ) { |
|
|
|
morphTargetsPosition = []; |
|
|
|
for ( var i = 0; i < morphTargetsLength; i ++ ) { |
|
|
|
morphTargetsPosition[ i ] = []; |
|
|
|
} |
|
|
|
this.morphTargets.position = morphTargetsPosition; |
|
|
|
} |
|
|
|
var morphNormals = geometry.morphNormals; |
|
var morphNormalsLength = morphNormals.length; |
|
|
|
var morphTargetsNormal; |
|
|
|
if ( morphNormalsLength > 0 ) { |
|
|
|
morphTargetsNormal = []; |
|
|
|
for ( var i = 0; i < morphNormalsLength; i ++ ) { |
|
|
|
morphTargetsNormal[ i ] = []; |
|
|
|
} |
|
|
|
this.morphTargets.normal = morphTargetsNormal; |
|
|
|
} |
|
|
|
// skins |
|
|
|
var skinIndices = geometry.skinIndices; |
|
var skinWeights = geometry.skinWeights; |
|
|
|
var hasSkinIndices = skinIndices.length === vertices.length; |
|
var hasSkinWeights = skinWeights.length === vertices.length; |
|
|
|
// |
|
|
|
for ( var i = 0; i < faces.length; i ++ ) { |
|
|
|
var face = faces[ i ]; |
|
|
|
this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] ); |
|
|
|
var vertexNormals = face.vertexNormals; |
|
|
|
if ( vertexNormals.length === 3 ) { |
|
|
|
this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] ); |
|
|
|
} else { |
|
|
|
var normal = face.normal; |
|
|
|
this.normals.push( normal, normal, normal ); |
|
|
|
} |
|
|
|
var vertexColors = face.vertexColors; |
|
|
|
if ( vertexColors.length === 3 ) { |
|
|
|
this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] ); |
|
|
|
} else { |
|
|
|
var color = face.color; |
|
|
|
this.colors.push( color, color, color ); |
|
|
|
} |
|
|
|
if ( hasFaceVertexUv === true ) { |
|
|
|
var vertexUvs = faceVertexUvs[ 0 ][ i ]; |
|
|
|
if ( vertexUvs !== undefined ) { |
|
|
|
this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); |
|
|
|
} else { |
|
|
|
console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i ); |
|
|
|
this.uvs.push( new Vector2(), new Vector2(), new Vector2() ); |
|
|
|
} |
|
|
|
} |
|
|
|
if ( hasFaceVertexUv2 === true ) { |
|
|
|
var vertexUvs = faceVertexUvs[ 1 ][ i ]; |
|
|
|
if ( vertexUvs !== undefined ) { |
|
|
|
this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); |
|
|
|
} else { |
|
|
|
console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i ); |
|
|
|
this.uvs2.push( new Vector2(), new Vector2(), new Vector2() ); |
|
|
|
} |
|
|
|
} |
|
|
|
// morphs |
|
|
|
for ( var j = 0; j < morphTargetsLength; j ++ ) { |
|
|
|
var morphTarget = morphTargets[ j ].vertices; |
|
|
|
morphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] ); |
|
|
|
} |
|
|
|
for ( var j = 0; j < morphNormalsLength; j ++ ) { |
|
|
|
var morphNormal = morphNormals[ j ].vertexNormals[ i ]; |
|
|
|
morphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c ); |
|
|
|
} |
|
|
|
// skins |
|
|
|
if ( hasSkinIndices ) { |
|
|
|
this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] ); |
|
|
|
} |
|
|
|
if ( hasSkinWeights ) { |
|
|
|
this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] ); |
|
|
|
} |
|
|
|
} |
|
|
|
this.computeGroups( geometry ); |
|
|
|
this.verticesNeedUpdate = geometry.verticesNeedUpdate; |
|
this.normalsNeedUpdate = geometry.normalsNeedUpdate; |
|
this.colorsNeedUpdate = geometry.colorsNeedUpdate; |
|
this.uvsNeedUpdate = geometry.uvsNeedUpdate; |
|
this.groupsNeedUpdate = geometry.groupsNeedUpdate; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
dispose: function () { |
|
|
|
this.dispatchEvent( { type: 'dispose' } ); |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* @author alteredq / http://alteredqualia.com/ |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function BufferGeometry() { |
|
|
|
Object.defineProperty( this, 'id', { value: GeometryIdCount() } ); |
|
|
|
this.uuid = exports.Math.generateUUID(); |
|
|
|
this.name = ''; |
|
this.type = 'BufferGeometry'; |
|
|
|
this.index = null; |
|
this.attributes = {}; |
|
|
|
this.morphAttributes = {}; |
|
|
|
this.groups = []; |
|
|
|
this.boundingBox = null; |
|
this.boundingSphere = null; |
|
|
|
this.drawRange = { start: 0, count: Infinity }; |
|
|
|
}; |
|
|
|
Object.assign( BufferGeometry.prototype, EventDispatcher.prototype, { |
|
|
|
isBufferGeometry: true, |
|
|
|
getIndex: function () { |
|
|
|
return this.index; |
|
|
|
}, |
|
|
|
setIndex: function ( index ) { |
|
|
|
this.index = index; |
|
|
|
}, |
|
|
|
addAttribute: function ( name, attribute ) { |
|
|
|
if ( (attribute && attribute.isBufferAttribute) === false && (attribute && attribute.isInterleavedBufferAttribute) === false ) { |
|
|
|
console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' ); |
|
|
|
this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) ); |
|
|
|
return; |
|
|
|
} |
|
|
|
if ( name === 'index' ) { |
|
|
|
console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' ); |
|
this.setIndex( attribute ); |
|
|
|
return; |
|
|
|
} |
|
|
|
this.attributes[ name ] = attribute; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
getAttribute: function ( name ) { |
|
|
|
return this.attributes[ name ]; |
|
|
|
}, |
|
|
|
removeAttribute: function ( name ) { |
|
|
|
delete this.attributes[ name ]; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
addGroup: function ( start, count, materialIndex ) { |
|
|
|
this.groups.push( { |
|
|
|
start: start, |
|
count: count, |
|
materialIndex: materialIndex !== undefined ? materialIndex : 0 |
|
|
|
} ); |
|
|
|
}, |
|
|
|
clearGroups: function () { |
|
|
|
this.groups = []; |
|
|
|
}, |
|
|
|
setDrawRange: function ( start, count ) { |
|
|
|
this.drawRange.start = start; |
|
this.drawRange.count = count; |
|
|
|
}, |
|
|
|
applyMatrix: function ( matrix ) { |
|
|
|
var position = this.attributes.position; |
|
|
|
if ( position !== undefined ) { |
|
|
|
matrix.applyToVector3Array( position.array ); |
|
position.needsUpdate = true; |
|
|
|
} |
|
|
|
var normal = this.attributes.normal; |
|
|
|
if ( normal !== undefined ) { |
|
|
|
var normalMatrix = new Matrix3().getNormalMatrix( matrix ); |
|
|
|
normalMatrix.applyToVector3Array( normal.array ); |
|
normal.needsUpdate = true; |
|
|
|
} |
|
|
|
if ( this.boundingBox !== null ) { |
|
|
|
this.computeBoundingBox(); |
|
|
|
} |
|
|
|
if ( this.boundingSphere !== null ) { |
|
|
|
this.computeBoundingSphere(); |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
rotateX: function () { |
|
|
|
// rotate geometry around world x-axis |
|
|
|
var m1; |
|
|
|
return function rotateX( angle ) { |
|
|
|
if ( m1 === undefined ) m1 = new Matrix4(); |
|
|
|
m1.makeRotationX( angle ); |
|
|
|
this.applyMatrix( m1 ); |
|
|
|
return this; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
rotateY: function () { |
|
|
|
// rotate geometry around world y-axis |
|
|
|
var m1; |
|
|
|
return function rotateY( angle ) { |
|
|
|
if ( m1 === undefined ) m1 = new Matrix4(); |
|
|
|
m1.makeRotationY( angle ); |
|
|
|
this.applyMatrix( m1 ); |
|
|
|
return this; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
rotateZ: function () { |
|
|
|
// rotate geometry around world z-axis |
|
|
|
var m1; |
|
|
|
return function rotateZ( angle ) { |
|
|
|
if ( m1 === undefined ) m1 = new Matrix4(); |
|
|
|
m1.makeRotationZ( angle ); |
|
|
|
this.applyMatrix( m1 ); |
|
|
|
return this; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
translate: function () { |
|
|
|
// translate geometry |
|
|
|
var m1; |
|
|
|
return function translate( x, y, z ) { |
|
|
|
if ( m1 === undefined ) m1 = new Matrix4(); |
|
|
|
m1.makeTranslation( x, y, z ); |
|
|
|
this.applyMatrix( m1 ); |
|
|
|
return this; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
scale: function () { |
|
|
|
// scale geometry |
|
|
|
var m1; |
|
|
|
return function scale( x, y, z ) { |
|
|
|
if ( m1 === undefined ) m1 = new Matrix4(); |
|
|
|
m1.makeScale( x, y, z ); |
|
|
|
this.applyMatrix( m1 ); |
|
|
|
return this; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
lookAt: function () { |
|
|
|
var obj; |
|
|
|
return function lookAt( vector ) { |
|
|
|
if ( obj === undefined ) obj = new Object3D(); |
|
|
|
obj.lookAt( vector ); |
|
|
|
obj.updateMatrix(); |
|
|
|
this.applyMatrix( obj.matrix ); |
|
|
|
}; |
|
|
|
}(), |
|
|
|
center: function () { |
|
|
|
this.computeBoundingBox(); |
|
|
|
var offset = this.boundingBox.center().negate(); |
|
|
|
this.translate( offset.x, offset.y, offset.z ); |
|
|
|
return offset; |
|
|
|
}, |
|
|
|
setFromObject: function ( object ) { |
|
|
|
// console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this ); |
|
|
|
var geometry = object.geometry; |
|
|
|
if ( (object && object.isPoints) || (object && object.isLine) ) { |
|
|
|
var positions = new Float32Attribute( geometry.vertices.length * 3, 3 ); |
|
var colors = new Float32Attribute( geometry.colors.length * 3, 3 ); |
|
|
|
this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) ); |
|
this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) ); |
|
|
|
if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) { |
|
|
|
var lineDistances = new Float32Attribute( geometry.lineDistances.length, 1 ); |
|
|
|
this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) ); |
|
|
|
} |
|
|
|
if ( geometry.boundingSphere !== null ) { |
|
|
|
this.boundingSphere = geometry.boundingSphere.clone(); |
|
|
|
} |
|
|
|
if ( geometry.boundingBox !== null ) { |
|
|
|
this.boundingBox = geometry.boundingBox.clone(); |
|
|
|
} |
|
|
|
} else if ( (object && object.isMesh) ) { |
|
|
|
if ( (geometry && geometry.isGeometry) ) { |
|
|
|
this.fromGeometry( geometry ); |
|
|
|
} |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
updateFromObject: function ( object ) { |
|
|
|
var geometry = object.geometry; |
|
|
|
if ( (object && object.isMesh) ) { |
|
|
|
var direct = geometry.__directGeometry; |
|
|
|
if ( direct === undefined || geometry.elementsNeedUpdate === true ) { |
|
|
|
return this.fromGeometry( geometry ); |
|
|
|
} |
|
|
|
direct.verticesNeedUpdate = geometry.verticesNeedUpdate || geometry.elementsNeedUpdate; |
|
direct.normalsNeedUpdate = geometry.normalsNeedUpdate || geometry.elementsNeedUpdate; |
|
direct.colorsNeedUpdate = geometry.colorsNeedUpdate || geometry.elementsNeedUpdate; |
|
direct.uvsNeedUpdate = geometry.uvsNeedUpdate || geometry.elementsNeedUpdate; |
|
direct.groupsNeedUpdate = geometry.groupsNeedUpdate || geometry.elementsNeedUpdate; |
|
|
|
geometry.elementsNeedUpdate = false; |
|
geometry.verticesNeedUpdate = false; |
|
geometry.normalsNeedUpdate = false; |
|
geometry.colorsNeedUpdate = false; |
|
geometry.uvsNeedUpdate = false; |
|
geometry.groupsNeedUpdate = false; |
|
|
|
geometry = direct; |
|
|
|
} |
|
|
|
var attribute; |
|
|
|
if ( geometry.verticesNeedUpdate === true ) { |
|
|
|
attribute = this.attributes.position; |
|
|
|
if ( attribute !== undefined ) { |
|
|
|
attribute.copyVector3sArray( geometry.vertices ); |
|
attribute.needsUpdate = true; |
|
|
|
} |
|
|
|
geometry.verticesNeedUpdate = false; |
|
|
|
} |
|
|
|
if ( geometry.normalsNeedUpdate === true ) { |
|
|
|
attribute = this.attributes.normal; |
|
|
|
if ( attribute !== undefined ) { |
|
|
|
attribute.copyVector3sArray( geometry.normals ); |
|
attribute.needsUpdate = true; |
|
|
|
} |
|
|
|
geometry.normalsNeedUpdate = false; |
|
|
|
} |
|
|
|
if ( geometry.colorsNeedUpdate === true ) { |
|
|
|
attribute = this.attributes.color; |
|
|
|
if ( attribute !== undefined ) { |
|
|
|
attribute.copyColorsArray( geometry.colors ); |
|
attribute.needsUpdate = true; |
|
|
|
} |
|
|
|
geometry.colorsNeedUpdate = false; |
|
|
|
} |
|
|
|
if ( geometry.uvsNeedUpdate ) { |
|
|
|
attribute = this.attributes.uv; |
|
|
|
if ( attribute !== undefined ) { |
|
|
|
attribute.copyVector2sArray( geometry.uvs ); |
|
attribute.needsUpdate = true; |
|
|
|
} |
|
|
|
geometry.uvsNeedUpdate = false; |
|
|
|
} |
|
|
|
if ( geometry.lineDistancesNeedUpdate ) { |
|
|
|
attribute = this.attributes.lineDistance; |
|
|
|
if ( attribute !== undefined ) { |
|
|
|
attribute.copyArray( geometry.lineDistances ); |
|
attribute.needsUpdate = true; |
|
|
|
} |
|
|
|
geometry.lineDistancesNeedUpdate = false; |
|
|
|
} |
|
|
|
if ( geometry.groupsNeedUpdate ) { |
|
|
|
geometry.computeGroups( object.geometry ); |
|
this.groups = geometry.groups; |
|
|
|
geometry.groupsNeedUpdate = false; |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
fromGeometry: function ( geometry ) { |
|
|
|
geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry ); |
|
|
|
return this.fromDirectGeometry( geometry.__directGeometry ); |
|
|
|
}, |
|
|
|
fromDirectGeometry: function ( geometry ) { |
|
|
|
var positions = new Float32Array( geometry.vertices.length * 3 ); |
|
this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) ); |
|
|
|
if ( geometry.normals.length > 0 ) { |
|
|
|
var normals = new Float32Array( geometry.normals.length * 3 ); |
|
this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) ); |
|
|
|
} |
|
|
|
if ( geometry.colors.length > 0 ) { |
|
|
|
var colors = new Float32Array( geometry.colors.length * 3 ); |
|
this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) ); |
|
|
|
} |
|
|
|
if ( geometry.uvs.length > 0 ) { |
|
|
|
var uvs = new Float32Array( geometry.uvs.length * 2 ); |
|
this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) ); |
|
|
|
} |
|
|
|
if ( geometry.uvs2.length > 0 ) { |
|
|
|
var uvs2 = new Float32Array( geometry.uvs2.length * 2 ); |
|
this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) ); |
|
|
|
} |
|
|
|
if ( geometry.indices.length > 0 ) { |
|
|
|
var TypeArray = geometry.vertices.length > 65535 ? Uint32Array : Uint16Array; |
|
var indices = new TypeArray( geometry.indices.length * 3 ); |
|
this.setIndex( new BufferAttribute( indices, 1 ).copyIndicesArray( geometry.indices ) ); |
|
|
|
} |
|
|
|
// groups |
|
|
|
this.groups = geometry.groups; |
|
|
|
// morphs |
|
|
|
for ( var name in geometry.morphTargets ) { |
|
|
|
var array = []; |
|
var morphTargets = geometry.morphTargets[ name ]; |
|
|
|
for ( var i = 0, l = morphTargets.length; i < l; i ++ ) { |
|
|
|
var morphTarget = morphTargets[ i ]; |
|
|
|
var attribute = new Float32Attribute( morphTarget.length * 3, 3 ); |
|
|
|
array.push( attribute.copyVector3sArray( morphTarget ) ); |
|
|
|
} |
|
|
|
this.morphAttributes[ name ] = array; |
|
|
|
} |
|
|
|
// skinning |
|
|
|
if ( geometry.skinIndices.length > 0 ) { |
|
|
|
var skinIndices = new Float32Attribute( geometry.skinIndices.length * 4, 4 ); |
|
this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) ); |
|
|
|
} |
|
|
|
if ( geometry.skinWeights.length > 0 ) { |
|
|
|
var skinWeights = new Float32Attribute( geometry.skinWeights.length * 4, 4 ); |
|
this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) ); |
|
|
|
} |
|
|
|
// |
|
|
|
if ( geometry.boundingSphere !== null ) { |
|
|
|
this.boundingSphere = geometry.boundingSphere.clone(); |
|
|
|
} |
|
|
|
if ( geometry.boundingBox !== null ) { |
|
|
|
this.boundingBox = geometry.boundingBox.clone(); |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
computeBoundingBox: function () { |
|
|
|
if ( this.boundingBox === null ) { |
|
|
|
this.boundingBox = new Box3(); |
|
|
|
} |
|
|
|
var positions = this.attributes.position.array; |
|
|
|
if ( positions !== undefined ) { |
|
|
|
this.boundingBox.setFromArray( positions ); |
|
|
|
} else { |
|
|
|
this.boundingBox.makeEmpty(); |
|
|
|
} |
|
|
|
if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) { |
|
|
|
console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this ); |
|
|
|
} |
|
|
|
}, |
|
|
|
computeBoundingSphere: function () { |
|
|
|
var box = new Box3(); |
|
var vector = new Vector3(); |
|
|
|
return function computeBoundingSphere() { |
|
|
|
if ( this.boundingSphere === null ) { |
|
|
|
this.boundingSphere = new Sphere(); |
|
|
|
} |
|
|
|
var positions = this.attributes.position; |
|
|
|
if ( positions ) { |
|
|
|
var array = positions.array; |
|
var center = this.boundingSphere.center; |
|
|
|
box.setFromArray( array ); |
|
box.center( center ); |
|
|
|
// hoping to find a boundingSphere with a radius smaller than the |
|
// boundingSphere of the boundingBox: sqrt(3) smaller in the best case |
|
|
|
var maxRadiusSq = 0; |
|
|
|
for ( var i = 0, il = array.length; i < il; i += 3 ) { |
|
|
|
vector.fromArray( array, i ); |
|
maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) ); |
|
|
|
} |
|
|
|
this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); |
|
|
|
if ( isNaN( this.boundingSphere.radius ) ) { |
|
|
|
console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this ); |
|
|
|
} |
|
|
|
} |
|
|
|
}; |
|
|
|
}(), |
|
|
|
computeFaceNormals: function () { |
|
|
|
// backwards compatibility |
|
|
|
}, |
|
|
|
computeVertexNormals: function () { |
|
|
|
var index = this.index; |
|
var attributes = this.attributes; |
|
var groups = this.groups; |
|
|
|
if ( attributes.position ) { |
|
|
|
var positions = attributes.position.array; |
|
|
|
if ( attributes.normal === undefined ) { |
|
|
|
this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) ); |
|
|
|
} else { |
|
|
|
// reset existing normals to zero |
|
|
|
var array = attributes.normal.array; |
|
|
|
for ( var i = 0, il = array.length; i < il; i ++ ) { |
|
|
|
array[ i ] = 0; |
|
|
|
} |
|
|
|
} |
|
|
|
var normals = attributes.normal.array; |
|
|
|
var vA, vB, vC, |
|
|
|
pA = new Vector3(), |
|
pB = new Vector3(), |
|
pC = new Vector3(), |
|
|
|
cb = new Vector3(), |
|
ab = new Vector3(); |
|
|
|
// indexed elements |
|
|
|
if ( index ) { |
|
|
|
var indices = index.array; |
|
|
|
if ( groups.length === 0 ) { |
|
|
|
this.addGroup( 0, indices.length ); |
|
|
|
} |
|
|
|
for ( var j = 0, jl = groups.length; j < jl; ++ j ) { |
|
|
|
var group = groups[ j ]; |
|
|
|
var start = group.start; |
|
var count = group.count; |
|
|
|
for ( var i = start, il = start + count; i < il; i += 3 ) { |
|
|
|
vA = indices[ i + 0 ] * 3; |
|
vB = indices[ i + 1 ] * 3; |
|
vC = indices[ i + 2 ] * 3; |
|
|
|
pA.fromArray( positions, vA ); |
|
pB.fromArray( positions, vB ); |
|
pC.fromArray( positions, vC ); |
|
|
|
cb.subVectors( pC, pB ); |
|
ab.subVectors( pA, pB ); |
|
cb.cross( ab ); |
|
|
|
normals[ vA ] += cb.x; |
|
normals[ vA + 1 ] += cb.y; |
|
normals[ vA + 2 ] += cb.z; |
|
|
|
normals[ vB ] += cb.x; |
|
normals[ vB + 1 ] += cb.y; |
|
normals[ vB + 2 ] += cb.z; |
|
|
|
normals[ vC ] += cb.x; |
|
normals[ vC + 1 ] += cb.y; |
|
normals[ vC + 2 ] += cb.z; |
|
|
|
} |
|
|
|
} |
|
|
|
} else { |
|
|
|
// non-indexed elements (unconnected triangle soup) |
|
|
|
for ( var i = 0, il = positions.length; i < il; i += 9 ) { |
|
|
|
pA.fromArray( positions, i ); |
|
pB.fromArray( positions, i + 3 ); |
|
pC.fromArray( positions, i + 6 ); |
|
|
|
cb.subVectors( pC, pB ); |
|
ab.subVectors( pA, pB ); |
|
cb.cross( ab ); |
|
|
|
normals[ i ] = cb.x; |
|
normals[ i + 1 ] = cb.y; |
|
normals[ i + 2 ] = cb.z; |
|
|
|
normals[ i + 3 ] = cb.x; |
|
normals[ i + 4 ] = cb.y; |
|
normals[ i + 5 ] = cb.z; |
|
|
|
normals[ i + 6 ] = cb.x; |
|
normals[ i + 7 ] = cb.y; |
|
normals[ i + 8 ] = cb.z; |
|
|
|
} |
|
|
|
} |
|
|
|
this.normalizeNormals(); |
|
|
|
attributes.normal.needsUpdate = true; |
|
|
|
} |
|
|
|
}, |
|
|
|
merge: function ( geometry, offset ) { |
|
|
|
if ( (geometry && geometry.isBufferGeometry) === false ) { |
|
|
|
console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry ); |
|
return; |
|
|
|
} |
|
|
|
if ( offset === undefined ) offset = 0; |
|
|
|
var attributes = this.attributes; |
|
|
|
for ( var key in attributes ) { |
|
|
|
if ( geometry.attributes[ key ] === undefined ) continue; |
|
|
|
var attribute1 = attributes[ key ]; |
|
var attributeArray1 = attribute1.array; |
|
|
|
var attribute2 = geometry.attributes[ key ]; |
|
var attributeArray2 = attribute2.array; |
|
|
|
var attributeSize = attribute2.itemSize; |
|
|
|
for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) { |
|
|
|
attributeArray1[ j ] = attributeArray2[ i ]; |
|
|
|
} |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
normalizeNormals: function () { |
|
|
|
var normals = this.attributes.normal.array; |
|
|
|
var x, y, z, n; |
|
|
|
for ( var i = 0, il = normals.length; i < il; i += 3 ) { |
|
|
|
x = normals[ i ]; |
|
y = normals[ i + 1 ]; |
|
z = normals[ i + 2 ]; |
|
|
|
n = 1.0 / Math.sqrt( x * x + y * y + z * z ); |
|
|
|
normals[ i ] *= n; |
|
normals[ i + 1 ] *= n; |
|
normals[ i + 2 ] *= n; |
|
|
|
} |
|
|
|
}, |
|
|
|
toNonIndexed: function () { |
|
|
|
if ( this.index === null ) { |
|
|
|
console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' ); |
|
return this; |
|
|
|
} |
|
|
|
var geometry2 = new BufferGeometry(); |
|
|
|
var indices = this.index.array; |
|
var attributes = this.attributes; |
|
|
|
for ( var name in attributes ) { |
|
|
|
var attribute = attributes[ name ]; |
|
|
|
var array = attribute.array; |
|
var itemSize = attribute.itemSize; |
|
|
|
var array2 = new array.constructor( indices.length * itemSize ); |
|
|
|
var index = 0, index2 = 0; |
|
|
|
for ( var i = 0, l = indices.length; i < l; i ++ ) { |
|
|
|
index = indices[ i ] * itemSize; |
|
|
|
for ( var j = 0; j < itemSize; j ++ ) { |
|
|
|
array2[ index2 ++ ] = array[ index ++ ]; |
|
|
|
} |
|
|
|
} |
|
|
|
geometry2.addAttribute( name, new BufferAttribute( array2, itemSize ) ); |
|
|
|
} |
|
|
|
return geometry2; |
|
|
|
}, |
|
|
|
toJSON: function () { |
|
|
|
var data = { |
|
metadata: { |
|
version: 4.4, |
|
type: 'BufferGeometry', |
|
generator: 'BufferGeometry.toJSON' |
|
} |
|
}; |
|
|
|
// standard BufferGeometry serialization |
|
|
|
data.uuid = this.uuid; |
|
data.type = this.type; |
|
if ( this.name !== '' ) data.name = this.name; |
|
|
|
if ( this.parameters !== undefined ) { |
|
|
|
var parameters = this.parameters; |
|
|
|
for ( var key in parameters ) { |
|
|
|
if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; |
|
|
|
} |
|
|
|
return data; |
|
|
|
} |
|
|
|
data.data = { attributes: {} }; |
|
|
|
var index = this.index; |
|
|
|
if ( index !== null ) { |
|
|
|
var array = Array.prototype.slice.call( index.array ); |
|
|
|
data.data.index = { |
|
type: index.array.constructor.name, |
|
array: array |
|
}; |
|
|
|
} |
|
|
|
var attributes = this.attributes; |
|
|
|
for ( var key in attributes ) { |
|
|
|
var attribute = attributes[ key ]; |
|
|
|
var array = Array.prototype.slice.call( attribute.array ); |
|
|
|
data.data.attributes[ key ] = { |
|
itemSize: attribute.itemSize, |
|
type: attribute.array.constructor.name, |
|
array: array, |
|
normalized: attribute.normalized |
|
}; |
|
|
|
} |
|
|
|
var groups = this.groups; |
|
|
|
if ( groups.length > 0 ) { |
|
|
|
data.data.groups = JSON.parse( JSON.stringify( groups ) ); |
|
|
|
} |
|
|
|
var boundingSphere = this.boundingSphere; |
|
|
|
if ( boundingSphere !== null ) { |
|
|
|
data.data.boundingSphere = { |
|
center: boundingSphere.center.toArray(), |
|
radius: boundingSphere.radius |
|
}; |
|
|
|
} |
|
|
|
return data; |
|
|
|
}, |
|
|
|
clone: function () { |
|
|
|
/* |
|
// Handle primitives |
|
|
|
var parameters = this.parameters; |
|
|
|
if ( parameters !== undefined ) { |
|
|
|
var values = []; |
|
|
|
for ( var key in parameters ) { |
|
|
|
values.push( parameters[ key ] ); |
|
|
|
} |
|
|
|
var geometry = Object.create( this.constructor.prototype ); |
|
this.constructor.apply( geometry, values ); |
|
return geometry; |
|
|
|
} |
|
|
|
return new this.constructor().copy( this ); |
|
*/ |
|
|
|
return new BufferGeometry().copy( this ); |
|
|
|
}, |
|
|
|
copy: function ( source ) { |
|
|
|
var index = source.index; |
|
|
|
if ( index !== null ) { |
|
|
|
this.setIndex( index.clone() ); |
|
|
|
} |
|
|
|
var attributes = source.attributes; |
|
|
|
for ( var name in attributes ) { |
|
|
|
var attribute = attributes[ name ]; |
|
this.addAttribute( name, attribute.clone() ); |
|
|
|
} |
|
|
|
var groups = source.groups; |
|
|
|
for ( var i = 0, l = groups.length; i < l; i ++ ) { |
|
|
|
var group = groups[ i ]; |
|
this.addGroup( group.start, group.count, group.materialIndex ); |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
dispose: function () { |
|
|
|
this.dispatchEvent( { type: 'dispose' } ); |
|
|
|
} |
|
|
|
} ); |
|
|
|
BufferGeometry.MaxIndex = 65535; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function WebGLGeometries( gl, properties, info ) { |
|
|
|
var geometries = {}; |
|
|
|
function get( object ) { |
|
|
|
var geometry = object.geometry; |
|
|
|
if ( geometries[ geometry.id ] !== undefined ) { |
|
|
|
return geometries[ geometry.id ]; |
|
|
|
} |
|
|
|
geometry.addEventListener( 'dispose', onGeometryDispose ); |
|
|
|
var buffergeometry; |
|
|
|
if ( (geometry && geometry.isBufferGeometry) ) { |
|
|
|
buffergeometry = geometry; |
|
|
|
} else if ( (geometry && geometry.isGeometry) ) { |
|
|
|
if ( geometry._bufferGeometry === undefined ) { |
|
|
|
geometry._bufferGeometry = new BufferGeometry().setFromObject( object ); |
|
|
|
} |
|
|
|
buffergeometry = geometry._bufferGeometry; |
|
|
|
} |
|
|
|
geometries[ geometry.id ] = buffergeometry; |
|
|
|
info.memory.geometries ++; |
|
|
|
return buffergeometry; |
|
|
|
} |
|
|
|
function onGeometryDispose( event ) { |
|
|
|
var geometry = event.target; |
|
var buffergeometry = geometries[ geometry.id ]; |
|
|
|
if ( buffergeometry.index !== null ) { |
|
|
|
deleteAttribute( buffergeometry.index ); |
|
|
|
} |
|
|
|
deleteAttributes( buffergeometry.attributes ); |
|
|
|
geometry.removeEventListener( 'dispose', onGeometryDispose ); |
|
|
|
delete geometries[ geometry.id ]; |
|
|
|
// TODO |
|
|
|
var property = properties.get( geometry ); |
|
|
|
if ( property.wireframe ) { |
|
|
|
deleteAttribute( property.wireframe ); |
|
|
|
} |
|
|
|
properties.delete( geometry ); |
|
|
|
var bufferproperty = properties.get( buffergeometry ); |
|
|
|
if ( bufferproperty.wireframe ) { |
|
|
|
deleteAttribute( bufferproperty.wireframe ); |
|
|
|
} |
|
|
|
properties.delete( buffergeometry ); |
|
|
|
// |
|
|
|
info.memory.geometries --; |
|
|
|
} |
|
|
|
function getAttributeBuffer( attribute ) { |
|
|
|
if ( (attribute && attribute.isInterleavedBufferAttribute) ) { |
|
|
|
return properties.get( attribute.data ).__webglBuffer; |
|
|
|
} |
|
|
|
return properties.get( attribute ).__webglBuffer; |
|
|
|
} |
|
|
|
function deleteAttribute( attribute ) { |
|
|
|
var buffer = getAttributeBuffer( attribute ); |
|
|
|
if ( buffer !== undefined ) { |
|
|
|
gl.deleteBuffer( buffer ); |
|
removeAttributeBuffer( attribute ); |
|
|
|
} |
|
|
|
} |
|
|
|
function deleteAttributes( attributes ) { |
|
|
|
for ( var name in attributes ) { |
|
|
|
deleteAttribute( attributes[ name ] ); |
|
|
|
} |
|
|
|
} |
|
|
|
function removeAttributeBuffer( attribute ) { |
|
|
|
if ( (attribute && attribute.isInterleavedBufferAttribute) ) { |
|
|
|
properties.delete( attribute.data ); |
|
|
|
} else { |
|
|
|
properties.delete( attribute ); |
|
|
|
} |
|
|
|
} |
|
|
|
this.get = get; |
|
|
|
}; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function WebGLObjects( gl, properties, info ) { |
|
|
|
var geometries = new WebGLGeometries( gl, properties, info ); |
|
|
|
// |
|
|
|
function update( object ) { |
|
|
|
// TODO: Avoid updating twice (when using shadowMap). Maybe add frame counter. |
|
|
|
var geometry = geometries.get( object ); |
|
|
|
if ( (object.geometry && object.geometry.isGeometry) ) { |
|
|
|
geometry.updateFromObject( object ); |
|
|
|
} |
|
|
|
var index = geometry.index; |
|
var attributes = geometry.attributes; |
|
|
|
if ( index !== null ) { |
|
|
|
updateAttribute( index, gl.ELEMENT_ARRAY_BUFFER ); |
|
|
|
} |
|
|
|
for ( var name in attributes ) { |
|
|
|
updateAttribute( attributes[ name ], gl.ARRAY_BUFFER ); |
|
|
|
} |
|
|
|
// morph targets |
|
|
|
var morphAttributes = geometry.morphAttributes; |
|
|
|
for ( var name in morphAttributes ) { |
|
|
|
var array = morphAttributes[ name ]; |
|
|
|
for ( var i = 0, l = array.length; i < l; i ++ ) { |
|
|
|
updateAttribute( array[ i ], gl.ARRAY_BUFFER ); |
|
|
|
} |
|
|
|
} |
|
|
|
return geometry; |
|
|
|
} |
|
|
|
function updateAttribute( attribute, bufferType ) { |
|
|
|
var data = ( (attribute && attribute.isInterleavedBufferAttribute) ) ? attribute.data : attribute; |
|
|
|
var attributeProperties = properties.get( data ); |
|
|
|
if ( attributeProperties.__webglBuffer === undefined ) { |
|
|
|
createBuffer( attributeProperties, data, bufferType ); |
|
|
|
} else if ( attributeProperties.version !== data.version ) { |
|
|
|
updateBuffer( attributeProperties, data, bufferType ); |
|
|
|
} |
|
|
|
} |
|
|
|
function createBuffer( attributeProperties, data, bufferType ) { |
|
|
|
attributeProperties.__webglBuffer = gl.createBuffer(); |
|
gl.bindBuffer( bufferType, attributeProperties.__webglBuffer ); |
|
|
|
var usage = data.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW; |
|
|
|
gl.bufferData( bufferType, data.array, usage ); |
|
|
|
attributeProperties.version = data.version; |
|
|
|
} |
|
|
|
function updateBuffer( attributeProperties, data, bufferType ) { |
|
|
|
gl.bindBuffer( bufferType, attributeProperties.__webglBuffer ); |
|
|
|
if ( data.dynamic === false || data.updateRange.count === - 1 ) { |
|
|
|
// Not using update ranges |
|
|
|
gl.bufferSubData( bufferType, 0, data.array ); |
|
|
|
} else if ( data.updateRange.count === 0 ) { |
|
|
|
console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' ); |
|
|
|
} else { |
|
|
|
gl.bufferSubData( bufferType, data.updateRange.offset * data.array.BYTES_PER_ELEMENT, |
|
data.array.subarray( data.updateRange.offset, data.updateRange.offset + data.updateRange.count ) ); |
|
|
|
data.updateRange.count = 0; // reset range |
|
|
|
} |
|
|
|
attributeProperties.version = data.version; |
|
|
|
} |
|
|
|
function getAttributeBuffer( attribute ) { |
|
|
|
if ( (attribute && attribute.isInterleavedBufferAttribute) ) { |
|
|
|
return properties.get( attribute.data ).__webglBuffer; |
|
|
|
} |
|
|
|
return properties.get( attribute ).__webglBuffer; |
|
|
|
} |
|
|
|
function getWireframeAttribute( geometry ) { |
|
|
|
var property = properties.get( geometry ); |
|
|
|
if ( property.wireframe !== undefined ) { |
|
|
|
return property.wireframe; |
|
|
|
} |
|
|
|
var indices = []; |
|
|
|
var index = geometry.index; |
|
var attributes = geometry.attributes; |
|
var position = attributes.position; |
|
|
|
// console.time( 'wireframe' ); |
|
|
|
if ( index !== null ) { |
|
|
|
var edges = {}; |
|
var array = index.array; |
|
|
|
for ( var i = 0, l = array.length; i < l; i += 3 ) { |
|
|
|
var a = array[ i + 0 ]; |
|
var b = array[ i + 1 ]; |
|
var c = array[ i + 2 ]; |
|
|
|
if ( checkEdge( edges, a, b ) ) indices.push( a, b ); |
|
if ( checkEdge( edges, b, c ) ) indices.push( b, c ); |
|
if ( checkEdge( edges, c, a ) ) indices.push( c, a ); |
|
|
|
} |
|
|
|
} else { |
|
|
|
var array = attributes.position.array; |
|
|
|
for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) { |
|
|
|
var a = i + 0; |
|
var b = i + 1; |
|
var c = i + 2; |
|
|
|
indices.push( a, b, b, c, c, a ); |
|
|
|
} |
|
|
|
} |
|
|
|
// console.timeEnd( 'wireframe' ); |
|
|
|
var TypeArray = position.count > 65535 ? Uint32Array : Uint16Array; |
|
var attribute = new BufferAttribute( new TypeArray( indices ), 1 ); |
|
|
|
updateAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER ); |
|
|
|
property.wireframe = attribute; |
|
|
|
return attribute; |
|
|
|
} |
|
|
|
function checkEdge( edges, a, b ) { |
|
|
|
if ( a > b ) { |
|
|
|
var tmp = a; |
|
a = b; |
|
b = tmp; |
|
|
|
} |
|
|
|
var list = edges[ a ]; |
|
|
|
if ( list === undefined ) { |
|
|
|
edges[ a ] = [ b ]; |
|
return true; |
|
|
|
} else if ( list.indexOf( b ) === -1 ) { |
|
|
|
list.push( b ); |
|
return true; |
|
|
|
} |
|
|
|
return false; |
|
|
|
} |
|
|
|
this.getAttributeBuffer = getAttributeBuffer; |
|
this.getWireframeAttribute = getWireframeAttribute; |
|
|
|
this.update = update; |
|
|
|
}; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function WebGLLights() { |
|
|
|
var lights = {}; |
|
|
|
this.get = function ( light ) { |
|
|
|
if ( lights[ light.id ] !== undefined ) { |
|
|
|
return lights[ light.id ]; |
|
|
|
} |
|
|
|
var uniforms; |
|
|
|
switch ( light.type ) { |
|
|
|
case 'DirectionalLight': |
|
uniforms = { |
|
direction: new Vector3(), |
|
color: new Color(), |
|
|
|
shadow: false, |
|
shadowBias: 0, |
|
shadowRadius: 1, |
|
shadowMapSize: new Vector2() |
|
}; |
|
break; |
|
|
|
case 'SpotLight': |
|
uniforms = { |
|
position: new Vector3(), |
|
direction: new Vector3(), |
|
color: new Color(), |
|
distance: 0, |
|
coneCos: 0, |
|
penumbraCos: 0, |
|
decay: 0, |
|
|
|
shadow: false, |
|
shadowBias: 0, |
|
shadowRadius: 1, |
|
shadowMapSize: new Vector2() |
|
}; |
|
break; |
|
|
|
case 'PointLight': |
|
uniforms = { |
|
position: new Vector3(), |
|
color: new Color(), |
|
distance: 0, |
|
decay: 0, |
|
|
|
shadow: false, |
|
shadowBias: 0, |
|
shadowRadius: 1, |
|
shadowMapSize: new Vector2() |
|
}; |
|
break; |
|
|
|
case 'HemisphereLight': |
|
uniforms = { |
|
direction: new Vector3(), |
|
skyColor: new Color(), |
|
groundColor: new Color() |
|
}; |
|
break; |
|
|
|
} |
|
|
|
lights[ light.id ] = uniforms; |
|
|
|
return uniforms; |
|
|
|
}; |
|
|
|
}; |
|
|
|
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'; |
|
|
|
} |
|
|
|
this.getMaxAnisotropy = getMaxAnisotropy; |
|
this.getMaxPrecision = getMaxPrecision; |
|
|
|
this.precision = parameters.precision !== undefined ? parameters.precision : 'highp'; |
|
this.logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false; |
|
|
|
this.maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS ); |
|
this.maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ); |
|
this.maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE ); |
|
this.maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE ); |
|
|
|
this.maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); |
|
this.maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS ); |
|
this.maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS ); |
|
this.maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS ); |
|
|
|
this.vertexTextures = this.maxVertexTextures > 0; |
|
this.floatFragmentTextures = !! extensions.get( 'OES_texture_float' ); |
|
this.floatVertexTextures = this.vertexTextures && this.floatFragmentTextures; |
|
|
|
var _maxPrecision = getMaxPrecision( this.precision ); |
|
|
|
if ( _maxPrecision !== this.precision ) { |
|
|
|
console.warn( 'THREE.WebGLRenderer:', this.precision, 'not supported, using', _maxPrecision, 'instead.' ); |
|
this.precision = _maxPrecision; |
|
|
|
} |
|
|
|
if ( this.logarithmicDepthBuffer ) { |
|
|
|
this.logarithmicDepthBuffer = !! extensions.get( 'EXT_frag_depth' ); |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function WebGLExtensions( gl ) { |
|
|
|
var extensions = {}; |
|
|
|
this.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 mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function WebGLIndexedBufferRenderer( _gl, extensions, _infoRender ) { |
|
|
|
var mode; |
|
|
|
function setMode( value ) { |
|
|
|
mode = value; |
|
|
|
} |
|
|
|
var type, size; |
|
|
|
function setIndex( index ) { |
|
|
|
if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) { |
|
|
|
type = _gl.UNSIGNED_INT; |
|
size = 4; |
|
|
|
} else { |
|
|
|
type = _gl.UNSIGNED_SHORT; |
|
size = 2; |
|
|
|
} |
|
|
|
} |
|
|
|
function render( start, count ) { |
|
|
|
_gl.drawElements( mode, count, type, start * size ); |
|
|
|
_infoRender.calls ++; |
|
_infoRender.vertices += count; |
|
if ( mode === _gl.TRIANGLES ) _infoRender.faces += count / 3; |
|
|
|
} |
|
|
|
function renderInstances( geometry, start, count ) { |
|
|
|
var extension = extensions.get( 'ANGLE_instanced_arrays' ); |
|
|
|
if ( extension === null ) { |
|
|
|
console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); |
|
return; |
|
|
|
} |
|
|
|
extension.drawElementsInstancedANGLE( mode, count, type, start * size, geometry.maxInstancedCount ); |
|
|
|
_infoRender.calls ++; |
|
_infoRender.vertices += count * geometry.maxInstancedCount; |
|
if ( mode === _gl.TRIANGLES ) _infoRender.faces += geometry.maxInstancedCount * count / 3; |
|
} |
|
|
|
this.setMode = setMode; |
|
this.setIndex = setIndex; |
|
this.render = render; |
|
this.renderInstances = renderInstances; |
|
|
|
}; |
|
|
|
function WebGLClipping() { |
|
|
|
var scope = this, |
|
|
|
globalState = null, |
|
numGlobalPlanes = 0, |
|
localClippingEnabled = false, |
|
renderingShadows = false, |
|
|
|
plane = new Plane(), |
|
viewNormalMatrix = new Matrix3(), |
|
|
|
uniform = { value: null, needsUpdate: false }; |
|
|
|
this.uniform = uniform; |
|
this.numPlanes = 0; |
|
|
|
this.init = function( planes, enableLocalClipping, camera ) { |
|
|
|
var enabled = |
|
planes.length !== 0 || |
|
enableLocalClipping || |
|
// enable state of previous frame - the clipping code has to |
|
// run another frame in order to reset the state: |
|
numGlobalPlanes !== 0 || |
|
localClippingEnabled; |
|
|
|
localClippingEnabled = enableLocalClipping; |
|
|
|
globalState = projectPlanes( planes, camera, 0 ); |
|
numGlobalPlanes = planes.length; |
|
|
|
return enabled; |
|
|
|
}; |
|
|
|
this.beginShadows = function() { |
|
|
|
renderingShadows = true; |
|
projectPlanes( null ); |
|
|
|
}; |
|
|
|
this.endShadows = function() { |
|
|
|
renderingShadows = false; |
|
resetGlobalState(); |
|
|
|
}; |
|
|
|
this.setState = function( planes, clipShadows, camera, cache, fromCache ) { |
|
|
|
if ( ! localClippingEnabled || |
|
planes === null || planes.length === 0 || |
|
renderingShadows && ! clipShadows ) { |
|
// there's no local clipping |
|
|
|
if ( renderingShadows ) { |
|
// there's no global clipping |
|
|
|
projectPlanes( null ); |
|
|
|
} else { |
|
|
|
resetGlobalState(); |
|
} |
|
|
|
} else { |
|
|
|
var nGlobal = renderingShadows ? 0 : numGlobalPlanes, |
|
lGlobal = nGlobal * 4, |
|
|
|
dstArray = cache.clippingState || null; |
|
|
|
uniform.value = dstArray; // ensure unique state |
|
|
|
dstArray = projectPlanes( planes, camera, lGlobal, fromCache ); |
|
|
|
for ( var i = 0; i !== lGlobal; ++ i ) { |
|
|
|
dstArray[ i ] = globalState[ i ]; |
|
|
|
} |
|
|
|
cache.clippingState = dstArray; |
|
this.numPlanes += nGlobal; |
|
|
|
} |
|
|
|
|
|
}; |
|
|
|
function resetGlobalState() { |
|
|
|
if ( uniform.value !== globalState ) { |
|
|
|
uniform.value = globalState; |
|
uniform.needsUpdate = numGlobalPlanes > 0; |
|
|
|
} |
|
|
|
scope.numPlanes = numGlobalPlanes; |
|
|
|
} |
|
|
|
function projectPlanes( planes, camera, dstOffset, skipTransform ) { |
|
|
|
var nPlanes = planes !== null ? planes.length : 0, |
|
dstArray = null; |
|
|
|
if ( nPlanes !== 0 ) { |
|
|
|
dstArray = uniform.value; |
|
|
|
if ( skipTransform !== true || dstArray === null ) { |
|
|
|
var flatSize = dstOffset + nPlanes * 4, |
|
viewMatrix = camera.matrixWorldInverse; |
|
|
|
viewNormalMatrix.getNormalMatrix( viewMatrix ); |
|
|
|
if ( dstArray === null || dstArray.length < flatSize ) { |
|
|
|
dstArray = new Float32Array( flatSize ); |
|
|
|
} |
|
|
|
for ( var i = 0, i4 = dstOffset; |
|
i !== nPlanes; ++ i, i4 += 4 ) { |
|
|
|
plane.copy( planes[ i ] ). |
|
applyMatrix4( viewMatrix, viewNormalMatrix ); |
|
|
|
plane.normal.toArray( dstArray, i4 ); |
|
dstArray[ i4 + 3 ] = plane.constant; |
|
|
|
} |
|
|
|
} |
|
|
|
uniform.value = dstArray; |
|
uniform.needsUpdate = true; |
|
|
|
} |
|
|
|
scope.numPlanes = nPlanes; |
|
return dstArray; |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function WebGLBufferRenderer( _gl, extensions, _infoRender ) { |
|
|
|
var mode; |
|
|
|
function setMode( value ) { |
|
|
|
mode = value; |
|
|
|
} |
|
|
|
function render( start, count ) { |
|
|
|
_gl.drawArrays( mode, start, count ); |
|
|
|
_infoRender.calls ++; |
|
_infoRender.vertices += count; |
|
if ( mode === _gl.TRIANGLES ) _infoRender.faces += count / 3; |
|
|
|
} |
|
|
|
function renderInstances( geometry ) { |
|
|
|
var extension = extensions.get( 'ANGLE_instanced_arrays' ); |
|
|
|
if ( extension === null ) { |
|
|
|
console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); |
|
return; |
|
|
|
} |
|
|
|
var position = geometry.attributes.position; |
|
|
|
var count = 0; |
|
|
|
if ( (position && position.isInterleavedBufferAttribute) ) { |
|
|
|
count = position.data.count; |
|
|
|
extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount ); |
|
|
|
} else { |
|
|
|
count = position.count; |
|
|
|
extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount ); |
|
|
|
} |
|
|
|
_infoRender.calls ++; |
|
_infoRender.vertices += count * geometry.maxInstancedCount; |
|
if ( mode === _gl.TRIANGLES ) _infoRender.faces += geometry.maxInstancedCount * count / 3; |
|
|
|
} |
|
|
|
this.setMode = setMode; |
|
this.render = render; |
|
this.renderInstances = renderInstances; |
|
|
|
}; |
|
|
|
/** |
|
* @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 Mugen87 / https://github.com/Mugen87 |
|
*/ |
|
|
|
function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) { |
|
|
|
BufferGeometry.call( this ); |
|
|
|
this.type = 'BoxBufferGeometry'; |
|
|
|
this.parameters = { |
|
width: width, |
|
height: height, |
|
depth: depth, |
|
widthSegments: widthSegments, |
|
heightSegments: heightSegments, |
|
depthSegments: depthSegments |
|
}; |
|
|
|
var scope = this; |
|
|
|
// segments |
|
widthSegments = Math.floor( widthSegments ) || 1; |
|
heightSegments = Math.floor( heightSegments ) || 1; |
|
depthSegments = Math.floor( depthSegments ) || 1; |
|
|
|
// these are used to calculate buffer length |
|
var vertexCount = calculateVertexCount( widthSegments, heightSegments, depthSegments ); |
|
var indexCount = calculateIndexCount( widthSegments, heightSegments, depthSegments ); |
|
|
|
// buffers |
|
var indices = new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ); |
|
var vertices = new Float32Array( vertexCount * 3 ); |
|
var normals = new Float32Array( vertexCount * 3 ); |
|
var uvs = new Float32Array( vertexCount * 2 ); |
|
|
|
// offset variables |
|
var vertexBufferOffset = 0; |
|
var uvBufferOffset = 0; |
|
var indexBufferOffset = 0; |
|
var numberOfVertices = 0; |
|
|
|
// group variables |
|
var groupStart = 0; |
|
|
|
// build each side of the box geometry |
|
buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px |
|
buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx |
|
buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py |
|
buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny |
|
buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz |
|
buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz |
|
|
|
// build geometry |
|
this.setIndex( new BufferAttribute( indices, 1 ) ); |
|
this.addAttribute( 'position', new BufferAttribute( vertices, 3 ) ); |
|
this.addAttribute( 'normal', new BufferAttribute( normals, 3 ) ); |
|
this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ) ); |
|
|
|
// helper functions |
|
|
|
function calculateVertexCount( w, h, d ) { |
|
|
|
var vertices = 0; |
|
|
|
// calculate the amount of vertices for each side (plane) |
|
vertices += (w + 1) * (h + 1) * 2; // xy |
|
vertices += (w + 1) * (d + 1) * 2; // xz |
|
vertices += (d + 1) * (h + 1) * 2; // zy |
|
|
|
return vertices; |
|
|
|
} |
|
|
|
function calculateIndexCount( w, h, d ) { |
|
|
|
var index = 0; |
|
|
|
// calculate the amount of squares for each side |
|
index += w * h * 2; // xy |
|
index += w * d * 2; // xz |
|
index += d * h * 2; // zy |
|
|
|
return index * 6; // two triangles per square => six vertices per square |
|
|
|
} |
|
|
|
function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) { |
|
|
|
var segmentWidth = width / gridX; |
|
var segmentHeight = height / gridY; |
|
|
|
var widthHalf = width / 2; |
|
var heightHalf = height / 2; |
|
var depthHalf = depth / 2; |
|
|
|
var gridX1 = gridX + 1; |
|
var gridY1 = gridY + 1; |
|
|
|
var vertexCounter = 0; |
|
var groupCount = 0; |
|
|
|
var vector = new Vector3(); |
|
|
|
// generate vertices, normals and uvs |
|
|
|
for ( var iy = 0; iy < gridY1; iy ++ ) { |
|
|
|
var y = iy * segmentHeight - heightHalf; |
|
|
|
for ( var ix = 0; ix < gridX1; ix ++ ) { |
|
|
|
var x = ix * segmentWidth - widthHalf; |
|
|
|
// set values to correct vector component |
|
vector[ u ] = x * udir; |
|
vector[ v ] = y * vdir; |
|
vector[ w ] = depthHalf; |
|
|
|
// now apply vector to vertex buffer |
|
vertices[ vertexBufferOffset ] = vector.x; |
|
vertices[ vertexBufferOffset + 1 ] = vector.y; |
|
vertices[ vertexBufferOffset + 2 ] = vector.z; |
|
|
|
// set values to correct vector component |
|
vector[ u ] = 0; |
|
vector[ v ] = 0; |
|
vector[ w ] = depth > 0 ? 1 : - 1; |
|
|
|
// now apply vector to normal buffer |
|
normals[ vertexBufferOffset ] = vector.x; |
|
normals[ vertexBufferOffset + 1 ] = vector.y; |
|
normals[ vertexBufferOffset + 2 ] = vector.z; |
|
|
|
// uvs |
|
uvs[ uvBufferOffset ] = ix / gridX; |
|
uvs[ uvBufferOffset + 1 ] = 1 - ( iy / gridY ); |
|
|
|
// update offsets and counters |
|
vertexBufferOffset += 3; |
|
uvBufferOffset += 2; |
|
vertexCounter += 1; |
|
|
|
} |
|
|
|
} |
|
|
|
// 1. you need three indices to draw a single face |
|
// 2. a single segment consists of two faces |
|
// 3. so we need to generate six (2*3) indices per segment |
|
|
|
for ( iy = 0; iy < gridY; iy ++ ) { |
|
|
|
for ( ix = 0; ix < gridX; ix ++ ) { |
|
|
|
// indices |
|
var a = numberOfVertices + ix + gridX1 * iy; |
|
var b = numberOfVertices + ix + gridX1 * ( iy + 1 ); |
|
var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 ); |
|
var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy; |
|
|
|
// face one |
|
indices[ indexBufferOffset ] = a; |
|
indices[ indexBufferOffset + 1 ] = b; |
|
indices[ indexBufferOffset + 2 ] = d; |
|
|
|
// face two |
|
indices[ indexBufferOffset + 3 ] = b; |
|
indices[ indexBufferOffset + 4 ] = c; |
|
indices[ indexBufferOffset + 5 ] = d; |
|
|
|
// update offsets and counters |
|
indexBufferOffset += 6; |
|
groupCount += 6; |
|
|
|
} |
|
|
|
} |
|
|
|
// add a group to the geometry. this will ensure multi material support |
|
scope.addGroup( groupStart, groupCount, materialIndex ); |
|
|
|
// calculate new start value for groups |
|
groupStart += groupCount; |
|
|
|
// update total number of vertices |
|
numberOfVertices += vertexCounter; |
|
|
|
} |
|
|
|
}; |
|
|
|
BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); |
|
BoxBufferGeometry.prototype.constructor = BoxBufferGeometry; |
|
|
|
/** |
|
* @author bhouston / http://clara.io |
|
*/ |
|
|
|
function Ray( origin, direction ) { |
|
|
|
this.origin = ( origin !== undefined ) ? origin : new Vector3(); |
|
this.direction = ( direction !== undefined ) ? direction : new Vector3(); |
|
|
|
}; |
|
|
|
Ray.prototype = { |
|
|
|
constructor: Ray, |
|
|
|
set: function ( origin, direction ) { |
|
|
|
this.origin.copy( origin ); |
|
this.direction.copy( direction ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
clone: function () { |
|
|
|
return new this.constructor().copy( this ); |
|
|
|
}, |
|
|
|
copy: function ( ray ) { |
|
|
|
this.origin.copy( ray.origin ); |
|
this.direction.copy( ray.direction ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
at: function ( t, optionalTarget ) { |
|
|
|
var result = optionalTarget || new Vector3(); |
|
|
|
return result.copy( this.direction ).multiplyScalar( t ).add( this.origin ); |
|
|
|
}, |
|
|
|
lookAt: function ( v ) { |
|
|
|
this.direction.copy( v ).sub( this.origin ).normalize(); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
recast: function () { |
|
|
|
var v1 = new Vector3(); |
|
|
|
return function recast( t ) { |
|
|
|
this.origin.copy( this.at( t, v1 ) ); |
|
|
|
return this; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
closestPointToPoint: function ( point, optionalTarget ) { |
|
|
|
var result = optionalTarget || new Vector3(); |
|
result.subVectors( point, this.origin ); |
|
var directionDistance = result.dot( this.direction ); |
|
|
|
if ( directionDistance < 0 ) { |
|
|
|
return result.copy( this.origin ); |
|
|
|
} |
|
|
|
return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); |
|
|
|
}, |
|
|
|
distanceToPoint: function ( point ) { |
|
|
|
return Math.sqrt( this.distanceSqToPoint( point ) ); |
|
|
|
}, |
|
|
|
distanceSqToPoint: function () { |
|
|
|
var v1 = new Vector3(); |
|
|
|
return function distanceSqToPoint( point ) { |
|
|
|
var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction ); |
|
|
|
// point behind the ray |
|
|
|
if ( directionDistance < 0 ) { |
|
|
|
return this.origin.distanceToSquared( point ); |
|
|
|
} |
|
|
|
v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); |
|
|
|
return v1.distanceToSquared( point ); |
|
|
|
}; |
|
|
|
}(), |
|
|
|
distanceSqToSegment: function () { |
|
|
|
var segCenter = new Vector3(); |
|
var segDir = new Vector3(); |
|
var diff = new Vector3(); |
|
|
|
return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) { |
|
|
|
// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h |
|
// It returns the min distance between the ray and the segment |
|
// defined by v0 and v1 |
|
// It can also set two optional targets : |
|
// - The closest point on the ray |
|
// - The closest point on the segment |
|
|
|
segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 ); |
|
segDir.copy( v1 ).sub( v0 ).normalize(); |
|
diff.copy( this.origin ).sub( segCenter ); |
|
|
|
var segExtent = v0.distanceTo( v1 ) * 0.5; |
|
var a01 = - this.direction.dot( segDir ); |
|
var b0 = diff.dot( this.direction ); |
|
var b1 = - diff.dot( segDir ); |
|
var c = diff.lengthSq(); |
|
var det = Math.abs( 1 - a01 * a01 ); |
|
var s0, s1, sqrDist, extDet; |
|
|
|
if ( det > 0 ) { |
|
|
|
// The ray and segment are not parallel. |
|
|
|
s0 = a01 * b1 - b0; |
|
s1 = a01 * b0 - b1; |
|
extDet = segExtent * det; |
|
|
|
if ( s0 >= 0 ) { |
|
|
|
if ( s1 >= - extDet ) { |
|
|
|
if ( s1 <= extDet ) { |
|
|
|
// region 0 |
|
// Minimum at interior points of ray and segment. |
|
|
|
var invDet = 1 / det; |
|
s0 *= invDet; |
|
s1 *= invDet; |
|
sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c; |
|
|
|
} else { |
|
|
|
// region 1 |
|
|
|
s1 = segExtent; |
|
s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); |
|
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; |
|
|
|
} |
|
|
|
} else { |
|
|
|
// region 5 |
|
|
|
s1 = - segExtent; |
|
s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); |
|
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; |
|
|
|
} |
|
|
|
} else { |
|
|
|
if ( s1 <= - extDet ) { |
|
|
|
// region 4 |
|
|
|
s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) ); |
|
s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); |
|
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; |
|
|
|
} else if ( s1 <= extDet ) { |
|
|
|
// region 3 |
|
|
|
s0 = 0; |
|
s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent ); |
|
sqrDist = s1 * ( s1 + 2 * b1 ) + c; |
|
|
|
} else { |
|
|
|
// region 2 |
|
|
|
s0 = Math.max( 0, - ( a01 * segExtent + b0 ) ); |
|
s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); |
|
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; |
|
|
|
} |
|
|
|
} |
|
|
|
} else { |
|
|
|
// Ray and segment are parallel. |
|
|
|
s1 = ( a01 > 0 ) ? - segExtent : segExtent; |
|
s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); |
|
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; |
|
|
|
} |
|
|
|
if ( optionalPointOnRay ) { |
|
|
|
optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin ); |
|
|
|
} |
|
|
|
if ( optionalPointOnSegment ) { |
|
|
|
optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter ); |
|
|
|
} |
|
|
|
return sqrDist; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
intersectSphere: function () { |
|
|
|
var v1 = new Vector3(); |
|
|
|
return function intersectSphere( sphere, optionalTarget ) { |
|
|
|
v1.subVectors( sphere.center, this.origin ); |
|
var tca = v1.dot( this.direction ); |
|
var d2 = v1.dot( v1 ) - tca * tca; |
|
var radius2 = sphere.radius * sphere.radius; |
|
|
|
if ( d2 > radius2 ) return null; |
|
|
|
var thc = Math.sqrt( radius2 - d2 ); |
|
|
|
// t0 = first intersect point - entrance on front of sphere |
|
var t0 = tca - thc; |
|
|
|
// t1 = second intersect point - exit point on back of sphere |
|
var t1 = tca + thc; |
|
|
|
// test to see if both t0 and t1 are behind the ray - if so, return null |
|
if ( t0 < 0 && t1 < 0 ) return null; |
|
|
|
// test to see if t0 is behind the ray: |
|
// if it is, the ray is inside the sphere, so return the second exit point scaled by t1, |
|
// in order to always return an intersect point that is in front of the ray. |
|
if ( t0 < 0 ) return this.at( t1, optionalTarget ); |
|
|
|
// else t0 is in front of the ray, so return the first collision point scaled by t0 |
|
return this.at( t0, optionalTarget ); |
|
|
|
}; |
|
|
|
}(), |
|
|
|
intersectsSphere: function ( sphere ) { |
|
|
|
return this.distanceToPoint( sphere.center ) <= sphere.radius; |
|
|
|
}, |
|
|
|
distanceToPlane: function ( plane ) { |
|
|
|
var denominator = plane.normal.dot( this.direction ); |
|
|
|
if ( denominator === 0 ) { |
|
|
|
// line is coplanar, return origin |
|
if ( plane.distanceToPoint( this.origin ) === 0 ) { |
|
|
|
return 0; |
|
|
|
} |
|
|
|
// Null is preferable to undefined since undefined means.... it is undefined |
|
|
|
return null; |
|
|
|
} |
|
|
|
var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator; |
|
|
|
// Return if the ray never intersects the plane |
|
|
|
return t >= 0 ? t : null; |
|
|
|
}, |
|
|
|
intersectPlane: function ( plane, optionalTarget ) { |
|
|
|
var t = this.distanceToPlane( plane ); |
|
|
|
if ( t === null ) { |
|
|
|
return null; |
|
|
|
} |
|
|
|
return this.at( t, optionalTarget ); |
|
|
|
}, |
|
|
|
|
|
|
|
intersectsPlane: function ( plane ) { |
|
|
|
// check if the ray lies on the plane first |
|
|
|
var distToPoint = plane.distanceToPoint( this.origin ); |
|
|
|
if ( distToPoint === 0 ) { |
|
|
|
return true; |
|
|
|
} |
|
|
|
var denominator = plane.normal.dot( this.direction ); |
|
|
|
if ( denominator * distToPoint < 0 ) { |
|
|
|
return true; |
|
|
|
} |
|
|
|
// ray origin is behind the plane (and is pointing behind it) |
|
|
|
return false; |
|
|
|
}, |
|
|
|
intersectBox: function ( box, optionalTarget ) { |
|
|
|
var tmin, tmax, tymin, tymax, tzmin, tzmax; |
|
|
|
var invdirx = 1 / this.direction.x, |
|
invdiry = 1 / this.direction.y, |
|
invdirz = 1 / this.direction.z; |
|
|
|
var origin = this.origin; |
|
|
|
if ( invdirx >= 0 ) { |
|
|
|
tmin = ( box.min.x - origin.x ) * invdirx; |
|
tmax = ( box.max.x - origin.x ) * invdirx; |
|
|
|
} else { |
|
|
|
tmin = ( box.max.x - origin.x ) * invdirx; |
|
tmax = ( box.min.x - origin.x ) * invdirx; |
|
|
|
} |
|
|
|
if ( invdiry >= 0 ) { |
|
|
|
tymin = ( box.min.y - origin.y ) * invdiry; |
|
tymax = ( box.max.y - origin.y ) * invdiry; |
|
|
|
} else { |
|
|
|
tymin = ( box.max.y - origin.y ) * invdiry; |
|
tymax = ( box.min.y - origin.y ) * invdiry; |
|
|
|
} |
|
|
|
if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null; |
|
|
|
// These lines also handle the case where tmin or tmax is NaN |
|
// (result of 0 * Infinity). x !== x returns true if x is NaN |
|
|
|
if ( tymin > tmin || tmin !== tmin ) tmin = tymin; |
|
|
|
if ( tymax < tmax || tmax !== tmax ) tmax = tymax; |
|
|
|
if ( invdirz >= 0 ) { |
|
|
|
tzmin = ( box.min.z - origin.z ) * invdirz; |
|
tzmax = ( box.max.z - origin.z ) * invdirz; |
|
|
|
} else { |
|
|
|
tzmin = ( box.max.z - origin.z ) * invdirz; |
|
tzmax = ( box.min.z - origin.z ) * invdirz; |
|
|
|
} |
|
|
|
if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null; |
|
|
|
if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin; |
|
|
|
if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax; |
|
|
|
//return point closest to the ray (positive side) |
|
|
|
if ( tmax < 0 ) return null; |
|
|
|
return this.at( tmin >= 0 ? tmin : tmax, optionalTarget ); |
|
|
|
}, |
|
|
|
intersectsBox: ( function () { |
|
|
|
var v = new Vector3(); |
|
|
|
return function intersectsBox( box ) { |
|
|
|
return this.intersectBox( box, v ) !== null; |
|
|
|
}; |
|
|
|
} )(), |
|
|
|
intersectTriangle: function () { |
|
|
|
// Compute the offset origin, edges, and normal. |
|
var diff = new Vector3(); |
|
var edge1 = new Vector3(); |
|
var edge2 = new Vector3(); |
|
var normal = new Vector3(); |
|
|
|
return function intersectTriangle( a, b, c, backfaceCulling, optionalTarget ) { |
|
|
|
// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h |
|
|
|
edge1.subVectors( b, a ); |
|
edge2.subVectors( c, a ); |
|
normal.crossVectors( edge1, edge2 ); |
|
|
|
// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction, |
|
// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by |
|
// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2)) |
|
// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q)) |
|
// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N) |
|
var DdN = this.direction.dot( normal ); |
|
var sign; |
|
|
|
if ( DdN > 0 ) { |
|
|
|
if ( backfaceCulling ) return null; |
|
sign = 1; |
|
|
|
} else if ( DdN < 0 ) { |
|
|
|
sign = - 1; |
|
DdN = - DdN; |
|
|
|
} else { |
|
|
|
return null; |
|
|
|
} |
|
|
|
diff.subVectors( this.origin, a ); |
|
var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) ); |
|
|
|
// b1 < 0, no intersection |
|
if ( DdQxE2 < 0 ) { |
|
|
|
return null; |
|
|
|
} |
|
|
|
var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) ); |
|
|
|
// b2 < 0, no intersection |
|
if ( DdE1xQ < 0 ) { |
|
|
|
return null; |
|
|
|
} |
|
|
|
// b1+b2 > 1, no intersection |
|
if ( DdQxE2 + DdE1xQ > DdN ) { |
|
|
|
return null; |
|
|
|
} |
|
|
|
// Line intersects triangle, check if ray does. |
|
var QdN = - sign * diff.dot( normal ); |
|
|
|
// t < 0, no intersection |
|
if ( QdN < 0 ) { |
|
|
|
return null; |
|
|
|
} |
|
|
|
// Ray intersects triangle. |
|
return this.at( QdN / DdN, optionalTarget ); |
|
|
|
}; |
|
|
|
}(), |
|
|
|
applyMatrix4: function ( matrix4 ) { |
|
|
|
this.direction.add( this.origin ).applyMatrix4( matrix4 ); |
|
this.origin.applyMatrix4( matrix4 ); |
|
this.direction.sub( this.origin ); |
|
this.direction.normalize(); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
equals: function ( ray ) { |
|
|
|
return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction ); |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* @author bhouston / http://clara.io |
|
*/ |
|
|
|
function Line3( start, end ) { |
|
|
|
this.start = ( start !== undefined ) ? start : new Vector3(); |
|
this.end = ( end !== undefined ) ? end : new Vector3(); |
|
|
|
}; |
|
|
|
Line3.prototype = { |
|
|
|
constructor: Line3, |
|
|
|
set: function ( start, end ) { |
|
|
|
this.start.copy( start ); |
|
this.end.copy( end ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
clone: function () { |
|
|
|
return new this.constructor().copy( this ); |
|
|
|
}, |
|
|
|
copy: function ( line ) { |
|
|
|
this.start.copy( line.start ); |
|
this.end.copy( line.end ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
center: function ( optionalTarget ) { |
|
|
|
var result = optionalTarget || new Vector3(); |
|
return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 ); |
|
|
|
}, |
|
|
|
delta: function ( optionalTarget ) { |
|
|
|
var result = optionalTarget || new Vector3(); |
|
return result.subVectors( this.end, this.start ); |
|
|
|
}, |
|
|
|
distanceSq: function () { |
|
|
|
return this.start.distanceToSquared( this.end ); |
|
|
|
}, |
|
|
|
distance: function () { |
|
|
|
return this.start.distanceTo( this.end ); |
|
|
|
}, |
|
|
|
at: function ( t, optionalTarget ) { |
|
|
|
var result = optionalTarget || new Vector3(); |
|
|
|
return this.delta( result ).multiplyScalar( t ).add( this.start ); |
|
|
|
}, |
|
|
|
closestPointToPointParameter: function () { |
|
|
|
var startP = new Vector3(); |
|
var startEnd = new Vector3(); |
|
|
|
return function closestPointToPointParameter( point, clampToLine ) { |
|
|
|
startP.subVectors( point, this.start ); |
|
startEnd.subVectors( this.end, this.start ); |
|
|
|
var startEnd2 = startEnd.dot( startEnd ); |
|
var startEnd_startP = startEnd.dot( startP ); |
|
|
|
var t = startEnd_startP / startEnd2; |
|
|
|
if ( clampToLine ) { |
|
|
|
t = exports.Math.clamp( t, 0, 1 ); |
|
|
|
} |
|
|
|
return t; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
closestPointToPoint: function ( point, clampToLine, optionalTarget ) { |
|
|
|
var t = this.closestPointToPointParameter( point, clampToLine ); |
|
|
|
var result = optionalTarget || new Vector3(); |
|
|
|
return this.delta( result ).multiplyScalar( t ).add( this.start ); |
|
|
|
}, |
|
|
|
applyMatrix4: function ( matrix ) { |
|
|
|
this.start.applyMatrix4( matrix ); |
|
this.end.applyMatrix4( matrix ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
equals: function ( line ) { |
|
|
|
return line.start.equals( this.start ) && line.end.equals( this.end ); |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* @author bhouston / http://clara.io |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function Triangle( a, b, c ) { |
|
|
|
this.a = ( a !== undefined ) ? a : new Vector3(); |
|
this.b = ( b !== undefined ) ? b : new Vector3(); |
|
this.c = ( c !== undefined ) ? c : new Vector3(); |
|
|
|
}; |
|
|
|
Triangle.normal = function () { |
|
|
|
var v0 = new Vector3(); |
|
|
|
return function normal( a, b, c, optionalTarget ) { |
|
|
|
var result = optionalTarget || new Vector3(); |
|
|
|
result.subVectors( c, b ); |
|
v0.subVectors( a, b ); |
|
result.cross( v0 ); |
|
|
|
var resultLengthSq = result.lengthSq(); |
|
if ( resultLengthSq > 0 ) { |
|
|
|
return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) ); |
|
|
|
} |
|
|
|
return result.set( 0, 0, 0 ); |
|
|
|
}; |
|
|
|
}(); |
|
|
|
// static/instance method to calculate barycentric coordinates |
|
// based on: http://www.blackpawn.com/texts/pointinpoly/default.html |
|
Triangle.barycoordFromPoint = function () { |
|
|
|
var v0 = new Vector3(); |
|
var v1 = new Vector3(); |
|
var v2 = new Vector3(); |
|
|
|
return function barycoordFromPoint( point, a, b, c, optionalTarget ) { |
|
|
|
v0.subVectors( c, a ); |
|
v1.subVectors( b, a ); |
|
v2.subVectors( point, a ); |
|
|
|
var dot00 = v0.dot( v0 ); |
|
var dot01 = v0.dot( v1 ); |
|
var dot02 = v0.dot( v2 ); |
|
var dot11 = v1.dot( v1 ); |
|
var dot12 = v1.dot( v2 ); |
|
|
|
var denom = ( dot00 * dot11 - dot01 * dot01 ); |
|
|
|
var result = optionalTarget || new Vector3(); |
|
|
|
// collinear or singular triangle |
|
if ( denom === 0 ) { |
|
|
|
// arbitrary location outside of triangle? |
|
// not sure if this is the best idea, maybe should be returning undefined |
|
return result.set( - 2, - 1, - 1 ); |
|
|
|
} |
|
|
|
var invDenom = 1 / denom; |
|
var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; |
|
var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; |
|
|
|
// barycentric coordinates must always sum to 1 |
|
return result.set( 1 - u - v, v, u ); |
|
|
|
}; |
|
|
|
}(); |
|
|
|
Triangle.containsPoint = function () { |
|
|
|
var v1 = new Vector3(); |
|
|
|
return function containsPoint( point, a, b, c ) { |
|
|
|
var result = Triangle.barycoordFromPoint( point, a, b, c, v1 ); |
|
|
|
return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 ); |
|
|
|
}; |
|
|
|
}(); |
|
|
|
Triangle.prototype = { |
|
|
|
constructor: Triangle, |
|
|
|
set: function ( a, b, c ) { |
|
|
|
this.a.copy( a ); |
|
this.b.copy( b ); |
|
this.c.copy( c ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setFromPointsAndIndices: function ( points, i0, i1, i2 ) { |
|
|
|
this.a.copy( points[ i0 ] ); |
|
this.b.copy( points[ i1 ] ); |
|
this.c.copy( points[ i2 ] ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
clone: function () { |
|
|
|
return new this.constructor().copy( this ); |
|
|
|
}, |
|
|
|
copy: function ( triangle ) { |
|
|
|
this.a.copy( triangle.a ); |
|
this.b.copy( triangle.b ); |
|
this.c.copy( triangle.c ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
area: function () { |
|
|
|
var v0 = new Vector3(); |
|
var v1 = new Vector3(); |
|
|
|
return function area() { |
|
|
|
v0.subVectors( this.c, this.b ); |
|
v1.subVectors( this.a, this.b ); |
|
|
|
return v0.cross( v1 ).length() * 0.5; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
midpoint: function ( optionalTarget ) { |
|
|
|
var result = optionalTarget || new Vector3(); |
|
return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 ); |
|
|
|
}, |
|
|
|
normal: function ( optionalTarget ) { |
|
|
|
return Triangle.normal( this.a, this.b, this.c, optionalTarget ); |
|
|
|
}, |
|
|
|
plane: function ( optionalTarget ) { |
|
|
|
var result = optionalTarget || new Plane(); |
|
|
|
return result.setFromCoplanarPoints( this.a, this.b, this.c ); |
|
|
|
}, |
|
|
|
barycoordFromPoint: function ( point, optionalTarget ) { |
|
|
|
return Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget ); |
|
|
|
}, |
|
|
|
containsPoint: function ( point ) { |
|
|
|
return Triangle.containsPoint( point, this.a, this.b, this.c ); |
|
|
|
}, |
|
|
|
closestPointToPoint: function () { |
|
|
|
var plane, edgeList, projectedPoint, closestPoint; |
|
|
|
return function closestPointToPoint( point, optionalTarget ) { |
|
|
|
if ( plane === undefined ) { |
|
|
|
plane = new Plane(); |
|
edgeList = [ new Line3(), new Line3(), new Line3() ]; |
|
projectedPoint = new Vector3(); |
|
closestPoint = new Vector3(); |
|
|
|
} |
|
|
|
var result = optionalTarget || new Vector3(); |
|
var minDistance = Infinity; |
|
|
|
// project the point onto the plane of the triangle |
|
|
|
plane.setFromCoplanarPoints( this.a, this.b, this.c ); |
|
plane.projectPoint( point, projectedPoint ); |
|
|
|
// check if the projection lies within the triangle |
|
|
|
if( this.containsPoint( projectedPoint ) === true ) { |
|
|
|
// if so, this is the closest point |
|
|
|
result.copy( projectedPoint ); |
|
|
|
} else { |
|
|
|
// if not, the point falls outside the triangle. the result is the closest point to the triangle's edges or vertices |
|
|
|
edgeList[ 0 ].set( this.a, this.b ); |
|
edgeList[ 1 ].set( this.b, this.c ); |
|
edgeList[ 2 ].set( this.c, this.a ); |
|
|
|
for( var i = 0; i < edgeList.length; i ++ ) { |
|
|
|
edgeList[ i ].closestPointToPoint( projectedPoint, true, closestPoint ); |
|
|
|
var distance = projectedPoint.distanceToSquared( closestPoint ); |
|
|
|
if( distance < minDistance ) { |
|
|
|
minDistance = distance; |
|
|
|
result.copy( closestPoint ); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
return result; |
|
|
|
}; |
|
|
|
}(), |
|
|
|
equals: function ( triangle ) { |
|
|
|
return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c ); |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
* @author alteredq / http://alteredqualia.com/ |
|
* |
|
* parameters = { |
|
* color: <hex>, |
|
* opacity: <float>, |
|
* map: new THREE.Texture( <Image> ), |
|
* |
|
* aoMap: new THREE.Texture( <Image> ), |
|
* aoMapIntensity: <float> |
|
* |
|
* specularMap: new THREE.Texture( <Image> ), |
|
* |
|
* alphaMap: new THREE.Texture( <Image> ), |
|
* |
|
* envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), |
|
* combine: THREE.Multiply, |
|
* reflectivity: <float>, |
|
* refractionRatio: <float>, |
|
* |
|
* shading: THREE.SmoothShading, |
|
* depthTest: <bool>, |
|
* depthWrite: <bool>, |
|
* |
|
* wireframe: <boolean>, |
|
* wireframeLinewidth: <float>, |
|
* |
|
* skinning: <bool>, |
|
* morphTargets: <bool> |
|
* } |
|
*/ |
|
|
|
function MeshBasicMaterial( parameters ) { |
|
|
|
Material.call( this ); |
|
|
|
this.type = 'MeshBasicMaterial'; |
|
|
|
this.color = new Color( 0xffffff ); // emissive |
|
|
|
this.map = null; |
|
|
|
this.aoMap = null; |
|
this.aoMapIntensity = 1.0; |
|
|
|
this.specularMap = null; |
|
|
|
this.alphaMap = null; |
|
|
|
this.envMap = null; |
|
this.combine = MultiplyOperation; |
|
this.reflectivity = 1; |
|
this.refractionRatio = 0.98; |
|
|
|
this.wireframe = false; |
|
this.wireframeLinewidth = 1; |
|
this.wireframeLinecap = 'round'; |
|
this.wireframeLinejoin = 'round'; |
|
|
|
this.skinning = false; |
|
this.morphTargets = false; |
|
|
|
this.lights = false; |
|
|
|
this.setValues( parameters ); |
|
|
|
}; |
|
|
|
MeshBasicMaterial.prototype = Object.create( Material.prototype ); |
|
MeshBasicMaterial.prototype.constructor = MeshBasicMaterial; |
|
|
|
MeshBasicMaterial.prototype.isMeshBasicMaterial = true; |
|
|
|
MeshBasicMaterial.prototype.copy = function ( source ) { |
|
|
|
Material.prototype.copy.call( this, source ); |
|
|
|
this.color.copy( source.color ); |
|
|
|
this.map = source.map; |
|
|
|
this.aoMap = source.aoMap; |
|
this.aoMapIntensity = source.aoMapIntensity; |
|
|
|
this.specularMap = source.specularMap; |
|
|
|
this.alphaMap = source.alphaMap; |
|
|
|
this.envMap = source.envMap; |
|
this.combine = source.combine; |
|
this.reflectivity = source.reflectivity; |
|
this.refractionRatio = source.refractionRatio; |
|
|
|
this.wireframe = source.wireframe; |
|
this.wireframeLinewidth = source.wireframeLinewidth; |
|
this.wireframeLinecap = source.wireframeLinecap; |
|
this.wireframeLinejoin = source.wireframeLinejoin; |
|
|
|
this.skinning = source.skinning; |
|
this.morphTargets = source.morphTargets; |
|
|
|
return this; |
|
|
|
}; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
* @author alteredq / http://alteredqualia.com/ |
|
* @author mikael emtinger / http://gomo.se/ |
|
* @author jonobr1 / http://jonobr1.com/ |
|
*/ |
|
|
|
function Mesh( geometry, material ) { |
|
|
|
Object3D.call( this ); |
|
|
|
this.type = 'Mesh'; |
|
|
|
this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); |
|
this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } ); |
|
|
|
this.drawMode = TrianglesDrawMode; |
|
|
|
this.updateMorphTargets(); |
|
|
|
}; |
|
|
|
Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), { |
|
|
|
constructor: Mesh, |
|
|
|
isMesh: true, |
|
|
|
setDrawMode: function ( value ) { |
|
|
|
this.drawMode = value; |
|
|
|
}, |
|
|
|
copy: function ( source ) { |
|
|
|
Object3D.prototype.copy.call( this, source ); |
|
|
|
this.drawMode = source.drawMode; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
updateMorphTargets: function () { |
|
|
|
if ( this.geometry.morphTargets !== undefined && this.geometry.morphTargets.length > 0 ) { |
|
|
|
this.morphTargetBase = - 1; |
|
this.morphTargetInfluences = []; |
|
this.morphTargetDictionary = {}; |
|
|
|
for ( var m = 0, ml = this.geometry.morphTargets.length; m < ml; m ++ ) { |
|
|
|
this.morphTargetInfluences.push( 0 ); |
|
this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m; |
|
|
|
} |
|
|
|
} |
|
|
|
}, |
|
|
|
getMorphTargetIndexByName: function ( name ) { |
|
|
|
if ( this.morphTargetDictionary[ name ] !== undefined ) { |
|
|
|
return this.morphTargetDictionary[ name ]; |
|
|
|
} |
|
|
|
console.warn( 'THREE.Mesh.getMorphTargetIndexByName: morph target ' + name + ' does not exist. Returning 0.' ); |
|
|
|
return 0; |
|
|
|
}, |
|
|
|
raycast: ( function () { |
|
|
|
var inverseMatrix = new Matrix4(); |
|
var ray = new Ray(); |
|
var sphere = new Sphere(); |
|
|
|
var vA = new Vector3(); |
|
var vB = new Vector3(); |
|
var vC = new Vector3(); |
|
|
|
var tempA = new Vector3(); |
|
var tempB = new Vector3(); |
|
var tempC = new Vector3(); |
|
|
|
var uvA = new Vector2(); |
|
var uvB = new Vector2(); |
|
var uvC = new Vector2(); |
|
|
|
var barycoord = new Vector3(); |
|
|
|
var intersectionPoint = new Vector3(); |
|
var intersectionPointWorld = new Vector3(); |
|
|
|
function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) { |
|
|
|
Triangle.barycoordFromPoint( point, p1, p2, p3, barycoord ); |
|
|
|
uv1.multiplyScalar( barycoord.x ); |
|
uv2.multiplyScalar( barycoord.y ); |
|
uv3.multiplyScalar( barycoord.z ); |
|
|
|
uv1.add( uv2 ).add( uv3 ); |
|
|
|
return uv1.clone(); |
|
|
|
} |
|
|
|
function checkIntersection( object, raycaster, ray, pA, pB, pC, point ) { |
|
|
|
var intersect; |
|
var material = object.material; |
|
|
|
if ( material.side === BackSide ) { |
|
|
|
intersect = ray.intersectTriangle( pC, pB, pA, true, point ); |
|
|
|
} else { |
|
|
|
intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point ); |
|
|
|
} |
|
|
|
if ( intersect === null ) return null; |
|
|
|
intersectionPointWorld.copy( point ); |
|
intersectionPointWorld.applyMatrix4( object.matrixWorld ); |
|
|
|
var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld ); |
|
|
|
if ( distance < raycaster.near || distance > raycaster.far ) return null; |
|
|
|
return { |
|
distance: distance, |
|
point: intersectionPointWorld.clone(), |
|
object: object |
|
}; |
|
|
|
} |
|
|
|
function checkBufferGeometryIntersection( object, raycaster, ray, positions, uvs, a, b, c ) { |
|
|
|
vA.fromArray( positions, a * 3 ); |
|
vB.fromArray( positions, b * 3 ); |
|
vC.fromArray( positions, c * 3 ); |
|
|
|
var intersection = checkIntersection( object, raycaster, ray, vA, vB, vC, intersectionPoint ); |
|
|
|
if ( intersection ) { |
|
|
|
if ( uvs ) { |
|
|
|
uvA.fromArray( uvs, a * 2 ); |
|
uvB.fromArray( uvs, b * 2 ); |
|
uvC.fromArray( uvs, c * 2 ); |
|
|
|
intersection.uv = uvIntersection( intersectionPoint, vA, vB, vC, uvA, uvB, uvC ); |
|
|
|
} |
|
|
|
intersection.face = new Face3( a, b, c, Triangle.normal( vA, vB, vC ) ); |
|
intersection.faceIndex = a; |
|
|
|
} |
|
|
|
return intersection; |
|
|
|
} |
|
|
|
return function raycast( raycaster, intersects ) { |
|
|
|
var geometry = this.geometry; |
|
var material = this.material; |
|
var matrixWorld = this.matrixWorld; |
|
|
|
if ( material === undefined ) return; |
|
|
|
// Checking boundingSphere distance to ray |
|
|
|
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); |
|
|
|
sphere.copy( geometry.boundingSphere ); |
|
sphere.applyMatrix4( matrixWorld ); |
|
|
|
if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; |
|
|
|
// |
|
|
|
inverseMatrix.getInverse( matrixWorld ); |
|
ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); |
|
|
|
// Check boundingBox before continuing |
|
|
|
if ( geometry.boundingBox !== null ) { |
|
|
|
if ( ray.intersectsBox( geometry.boundingBox ) === false ) return; |
|
|
|
} |
|
|
|
var uvs, intersection; |
|
|
|
if ( (geometry && geometry.isBufferGeometry) ) { |
|
|
|
var a, b, c; |
|
var index = geometry.index; |
|
var attributes = geometry.attributes; |
|
var positions = attributes.position.array; |
|
|
|
if ( attributes.uv !== undefined ) { |
|
|
|
uvs = attributes.uv.array; |
|
|
|
} |
|
|
|
if ( index !== null ) { |
|
|
|
var indices = index.array; |
|
|
|
for ( var i = 0, l = indices.length; i < l; i += 3 ) { |
|
|
|
a = indices[ i ]; |
|
b = indices[ i + 1 ]; |
|
c = indices[ i + 2 ]; |
|
|
|
intersection = checkBufferGeometryIntersection( this, raycaster, ray, positions, uvs, a, b, c ); |
|
|
|
if ( intersection ) { |
|
|
|
intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indices buffer semantics |
|
intersects.push( intersection ); |
|
|
|
} |
|
|
|
} |
|
|
|
} else { |
|
|
|
|
|
for ( var i = 0, l = positions.length; i < l; i += 9 ) { |
|
|
|
a = i / 3; |
|
b = a + 1; |
|
c = a + 2; |
|
|
|
intersection = checkBufferGeometryIntersection( this, raycaster, ray, positions, uvs, a, b, c ); |
|
|
|
if ( intersection ) { |
|
|
|
intersection.index = a; // triangle number in positions buffer semantics |
|
intersects.push( intersection ); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
} else if ( (geometry && geometry.isGeometry) ) { |
|
|
|
var fvA, fvB, fvC; |
|
var isFaceMaterial = (material && material.isMultiMaterial); |
|
var materials = isFaceMaterial === true ? material.materials : null; |
|
|
|
var vertices = geometry.vertices; |
|
var faces = geometry.faces; |
|
var faceVertexUvs = geometry.faceVertexUvs[ 0 ]; |
|
if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs; |
|
|
|
for ( var f = 0, fl = faces.length; f < fl; f ++ ) { |
|
|
|
var face = faces[ f ]; |
|
var faceMaterial = isFaceMaterial === true ? materials[ face.materialIndex ] : material; |
|
|
|
if ( faceMaterial === undefined ) continue; |
|
|
|
fvA = vertices[ face.a ]; |
|
fvB = vertices[ face.b ]; |
|
fvC = vertices[ face.c ]; |
|
|
|
if ( faceMaterial.morphTargets === true ) { |
|
|
|
var morphTargets = geometry.morphTargets; |
|
var morphInfluences = this.morphTargetInfluences; |
|
|
|
vA.set( 0, 0, 0 ); |
|
vB.set( 0, 0, 0 ); |
|
vC.set( 0, 0, 0 ); |
|
|
|
for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) { |
|
|
|
var influence = morphInfluences[ t ]; |
|
|
|
if ( influence === 0 ) continue; |
|
|
|
var targets = morphTargets[ t ].vertices; |
|
|
|
vA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence ); |
|
vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence ); |
|
vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence ); |
|
|
|
} |
|
|
|
vA.add( fvA ); |
|
vB.add( fvB ); |
|
vC.add( fvC ); |
|
|
|
fvA = vA; |
|
fvB = vB; |
|
fvC = vC; |
|
|
|
} |
|
|
|
intersection = checkIntersection( this, raycaster, ray, fvA, fvB, fvC, intersectionPoint ); |
|
|
|
if ( intersection ) { |
|
|
|
if ( uvs ) { |
|
|
|
var uvs_f = uvs[ f ]; |
|
uvA.copy( uvs_f[ 0 ] ); |
|
uvB.copy( uvs_f[ 1 ] ); |
|
uvC.copy( uvs_f[ 2 ] ); |
|
|
|
intersection.uv = uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC ); |
|
|
|
} |
|
|
|
intersection.face = face; |
|
intersection.faceIndex = f; |
|
intersects.push( intersection ); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
}; |
|
|
|
}() ), |
|
|
|
clone: function () { |
|
|
|
return new this.constructor( this.geometry, this.material ).copy( this ); |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
* based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as |
|
*/ |
|
|
|
function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) { |
|
|
|
BufferGeometry.call( this ); |
|
|
|
this.type = 'PlaneBufferGeometry'; |
|
|
|
this.parameters = { |
|
width: width, |
|
height: height, |
|
widthSegments: widthSegments, |
|
heightSegments: heightSegments |
|
}; |
|
|
|
var width_half = width / 2; |
|
var height_half = height / 2; |
|
|
|
var gridX = Math.floor( widthSegments ) || 1; |
|
var gridY = Math.floor( heightSegments ) || 1; |
|
|
|
var gridX1 = gridX + 1; |
|
var gridY1 = gridY + 1; |
|
|
|
var segment_width = width / gridX; |
|
var segment_height = height / gridY; |
|
|
|
var vertices = new Float32Array( gridX1 * gridY1 * 3 ); |
|
var normals = new Float32Array( gridX1 * gridY1 * 3 ); |
|
var uvs = new Float32Array( gridX1 * gridY1 * 2 ); |
|
|
|
var offset = 0; |
|
var offset2 = 0; |
|
|
|
for ( var iy = 0; iy < gridY1; iy ++ ) { |
|
|
|
var y = iy * segment_height - height_half; |
|
|
|
for ( var ix = 0; ix < gridX1; ix ++ ) { |
|
|
|
var x = ix * segment_width - width_half; |
|
|
|
vertices[ offset ] = x; |
|
vertices[ offset + 1 ] = - y; |
|
|
|
normals[ offset + 2 ] = 1; |
|
|
|
uvs[ offset2 ] = ix / gridX; |
|
uvs[ offset2 + 1 ] = 1 - ( iy / gridY ); |
|
|
|
offset += 3; |
|
offset2 += 2; |
|
|
|
} |
|
|
|
} |
|
|
|
offset = 0; |
|
|
|
var indices = new ( ( vertices.length / 3 ) > 65535 ? Uint32Array : Uint16Array )( gridX * gridY * 6 ); |
|
|
|
for ( var iy = 0; iy < gridY; iy ++ ) { |
|
|
|
for ( var ix = 0; ix < gridX; ix ++ ) { |
|
|
|
var a = ix + gridX1 * iy; |
|
var b = ix + gridX1 * ( iy + 1 ); |
|
var c = ( ix + 1 ) + gridX1 * ( iy + 1 ); |
|
var d = ( ix + 1 ) + gridX1 * iy; |
|
|
|
indices[ offset ] = a; |
|
indices[ offset + 1 ] = b; |
|
indices[ offset + 2 ] = d; |
|
|
|
indices[ offset + 3 ] = b; |
|
indices[ offset + 4 ] = c; |
|
indices[ offset + 5 ] = d; |
|
|
|
offset += 6; |
|
|
|
} |
|
|
|
} |
|
|
|
this.setIndex( new BufferAttribute( indices, 1 ) ); |
|
this.addAttribute( 'position', new BufferAttribute( vertices, 3 ) ); |
|
this.addAttribute( 'normal', new BufferAttribute( normals, 3 ) ); |
|
this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ) ); |
|
|
|
}; |
|
|
|
PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); |
|
PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
* @author mikael emtinger / http://gomo.se/ |
|
* @author WestLangley / http://github.com/WestLangley |
|
*/ |
|
|
|
function Camera() { |
|
|
|
Object3D.call( this ); |
|
|
|
this.type = 'Camera'; |
|
|
|
this.matrixWorldInverse = new Matrix4(); |
|
this.projectionMatrix = new Matrix4(); |
|
|
|
}; |
|
|
|
Camera.prototype = Object.create( Object3D.prototype ); |
|
Camera.prototype.constructor = Camera; |
|
|
|
Camera.prototype.isCamera = true; |
|
|
|
Camera.prototype.getWorldDirection = function () { |
|
|
|
var quaternion = new Quaternion(); |
|
|
|
return function getWorldDirection( optionalTarget ) { |
|
|
|
var result = optionalTarget || new Vector3(); |
|
|
|
this.getWorldQuaternion( quaternion ); |
|
|
|
return result.set( 0, 0, - 1 ).applyQuaternion( quaternion ); |
|
|
|
}; |
|
|
|
}(); |
|
|
|
Camera.prototype.lookAt = function () { |
|
|
|
// This routine does not support cameras with rotated and/or translated parent(s) |
|
|
|
var m1 = new Matrix4(); |
|
|
|
return function lookAt( vector ) { |
|
|
|
m1.lookAt( this.position, vector, this.up ); |
|
|
|
this.quaternion.setFromRotationMatrix( m1 ); |
|
|
|
}; |
|
|
|
}(); |
|
|
|
Camera.prototype.clone = function () { |
|
|
|
return new this.constructor().copy( this ); |
|
|
|
}; |
|
|
|
Camera.prototype.copy = function ( source ) { |
|
|
|
Object3D.prototype.copy.call( this, source ); |
|
|
|
this.matrixWorldInverse.copy( source.matrixWorldInverse ); |
|
this.projectionMatrix.copy( source.projectionMatrix ); |
|
|
|
return this; |
|
|
|
}; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
* @author greggman / http://games.greggman.com/ |
|
* @author zz85 / http://www.lab4games.net/zz85/blog |
|
* @author tschw |
|
*/ |
|
|
|
function PerspectiveCamera( fov, aspect, near, far ) { |
|
|
|
Camera.call( this ); |
|
|
|
this.type = 'PerspectiveCamera'; |
|
|
|
this.fov = fov !== undefined ? fov : 50; |
|
this.zoom = 1; |
|
|
|
this.near = near !== undefined ? near : 0.1; |
|
this.far = far !== undefined ? far : 2000; |
|
this.focus = 10; |
|
|
|
this.aspect = aspect !== undefined ? aspect : 1; |
|
this.view = null; |
|
|
|
this.filmGauge = 35; // width of the film (default in millimeters) |
|
this.filmOffset = 0; // horizontal film offset (same unit as gauge) |
|
|
|
this.updateProjectionMatrix(); |
|
|
|
}; |
|
|
|
PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), { |
|
|
|
constructor: PerspectiveCamera, |
|
|
|
isPerspectiveCamera: true, |
|
|
|
copy: function ( source ) { |
|
|
|
Camera.prototype.copy.call( this, source ); |
|
|
|
this.fov = source.fov; |
|
this.zoom = source.zoom; |
|
|
|
this.near = source.near; |
|
this.far = source.far; |
|
this.focus = source.focus; |
|
|
|
this.aspect = source.aspect; |
|
this.view = source.view === null ? null : Object.assign( {}, source.view ); |
|
|
|
this.filmGauge = source.filmGauge; |
|
this.filmOffset = source.filmOffset; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
/** |
|
* Sets the FOV by focal length in respect to the current .filmGauge. |
|
* |
|
* The default film gauge is 35, so that the focal length can be specified for |
|
* a 35mm (full frame) camera. |
|
* |
|
* Values for focal length and film gauge must have the same unit. |
|
*/ |
|
setFocalLength: function ( focalLength ) { |
|
|
|
// see http://www.bobatkins.com/photography/technical/field_of_view.html |
|
var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength; |
|
|
|
this.fov = exports.Math.RAD2DEG * 2 * Math.atan( vExtentSlope ); |
|
this.updateProjectionMatrix(); |
|
|
|
}, |
|
|
|
/** |
|
* Calculates the focal length from the current .fov and .filmGauge. |
|
*/ |
|
getFocalLength: function () { |
|
|
|
var vExtentSlope = Math.tan( exports.Math.DEG2RAD * 0.5 * this.fov ); |
|
|
|
return 0.5 * this.getFilmHeight() / vExtentSlope; |
|
|
|
}, |
|
|
|
getEffectiveFOV: function () { |
|
|
|
return exports.Math.RAD2DEG * 2 * Math.atan( |
|
Math.tan( exports.Math.DEG2RAD * 0.5 * this.fov ) / this.zoom ); |
|
|
|
}, |
|
|
|
getFilmWidth: function () { |
|
|
|
// film not completely covered in portrait format (aspect < 1) |
|
return this.filmGauge * Math.min( this.aspect, 1 ); |
|
|
|
}, |
|
|
|
getFilmHeight: function () { |
|
|
|
// film not completely covered in landscape format (aspect > 1) |
|
return this.filmGauge / Math.max( this.aspect, 1 ); |
|
|
|
}, |
|
|
|
/** |
|
* Sets an offset in a larger frustum. This is useful for multi-window or |
|
* multi-monitor/multi-machine setups. |
|
* |
|
* For example, if you have 3x2 monitors and each monitor is 1920x1080 and |
|
* the monitors are in grid like this |
|
* |
|
* +---+---+---+ |
|
* | A | B | C | |
|
* +---+---+---+ |
|
* | D | E | F | |
|
* +---+---+---+ |
|
* |
|
* then for each monitor you would call it like this |
|
* |
|
* var w = 1920; |
|
* var h = 1080; |
|
* var fullWidth = w * 3; |
|
* var fullHeight = h * 2; |
|
* |
|
* --A-- |
|
* camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); |
|
* --B-- |
|
* camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); |
|
* --C-- |
|
* camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); |
|
* --D-- |
|
* camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); |
|
* --E-- |
|
* camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); |
|
* --F-- |
|
* camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); |
|
* |
|
* Note there is no reason monitors have to be the same size or in a grid. |
|
*/ |
|
setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) { |
|
|
|
this.aspect = fullWidth / fullHeight; |
|
|
|
this.view = { |
|
fullWidth: fullWidth, |
|
fullHeight: fullHeight, |
|
offsetX: x, |
|
offsetY: y, |
|
width: width, |
|
height: height |
|
}; |
|
|
|
this.updateProjectionMatrix(); |
|
|
|
}, |
|
|
|
clearViewOffset: function() { |
|
|
|
this.view = null; |
|
this.updateProjectionMatrix(); |
|
|
|
}, |
|
|
|
updateProjectionMatrix: function () { |
|
|
|
var near = this.near, |
|
top = near * Math.tan( |
|
exports.Math.DEG2RAD * 0.5 * this.fov ) / this.zoom, |
|
height = 2 * top, |
|
width = this.aspect * height, |
|
left = - 0.5 * width, |
|
view = this.view; |
|
|
|
if ( view !== null ) { |
|
|
|
var fullWidth = view.fullWidth, |
|
fullHeight = view.fullHeight; |
|
|
|
left += view.offsetX * width / fullWidth; |
|
top -= view.offsetY * height / fullHeight; |
|
width *= view.width / fullWidth; |
|
height *= view.height / fullHeight; |
|
|
|
} |
|
|
|
var skew = this.filmOffset; |
|
if ( skew !== 0 ) left += near * skew / this.getFilmWidth(); |
|
|
|
this.projectionMatrix.makeFrustum( |
|
left, left + width, top - height, top, near, this.far ); |
|
|
|
}, |
|
|
|
toJSON: function ( meta ) { |
|
|
|
var data = Object3D.prototype.toJSON.call( this, meta ); |
|
|
|
data.object.fov = this.fov; |
|
data.object.zoom = this.zoom; |
|
|
|
data.object.near = this.near; |
|
data.object.far = this.far; |
|
data.object.focus = this.focus; |
|
|
|
data.object.aspect = this.aspect; |
|
|
|
if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); |
|
|
|
data.object.filmGauge = this.filmGauge; |
|
data.object.filmOffset = this.filmOffset; |
|
|
|
return data; |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* @author alteredq / http://alteredqualia.com/ |
|
* @author arose / http://github.com/arose |
|
*/ |
|
|
|
function OrthographicCamera( left, right, top, bottom, near, far ) { |
|
|
|
Camera.call( this ); |
|
|
|
this.type = 'OrthographicCamera'; |
|
|
|
this.zoom = 1; |
|
this.view = null; |
|
|
|
this.left = left; |
|
this.right = right; |
|
this.top = top; |
|
this.bottom = bottom; |
|
|
|
this.near = ( near !== undefined ) ? near : 0.1; |
|
this.far = ( far !== undefined ) ? far : 2000; |
|
|
|
this.updateProjectionMatrix(); |
|
|
|
}; |
|
|
|
OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), { |
|
|
|
constructor: OrthographicCamera, |
|
|
|
isOrthographicCamera: true, |
|
|
|
copy: function ( source ) { |
|
|
|
Camera.prototype.copy.call( this, source ); |
|
|
|
this.left = source.left; |
|
this.right = source.right; |
|
this.top = source.top; |
|
this.bottom = source.bottom; |
|
this.near = source.near; |
|
this.far = source.far; |
|
|
|
this.zoom = source.zoom; |
|
this.view = source.view === null ? null : Object.assign( {}, source.view ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setViewOffset: function( fullWidth, fullHeight, x, y, width, height ) { |
|
|
|
this.view = { |
|
fullWidth: fullWidth, |
|
fullHeight: fullHeight, |
|
offsetX: x, |
|
offsetY: y, |
|
width: width, |
|
height: height |
|
}; |
|
|
|
this.updateProjectionMatrix(); |
|
|
|
}, |
|
|
|
clearViewOffset: function() { |
|
|
|
this.view = null; |
|
this.updateProjectionMatrix(); |
|
|
|
}, |
|
|
|
updateProjectionMatrix: function () { |
|
|
|
var dx = ( this.right - this.left ) / ( 2 * this.zoom ); |
|
var dy = ( this.top - this.bottom ) / ( 2 * this.zoom ); |
|
var cx = ( this.right + this.left ) / 2; |
|
var cy = ( this.top + this.bottom ) / 2; |
|
|
|
var left = cx - dx; |
|
var right = cx + dx; |
|
var top = cy + dy; |
|
var bottom = cy - dy; |
|
|
|
if ( this.view !== null ) { |
|
|
|
var zoomW = this.zoom / ( this.view.width / this.view.fullWidth ); |
|
var zoomH = this.zoom / ( this.view.height / this.view.fullHeight ); |
|
var scaleW = ( this.right - this.left ) / this.view.width; |
|
var scaleH = ( this.top - this.bottom ) / this.view.height; |
|
|
|
left += scaleW * ( this.view.offsetX / zoomW ); |
|
right = left + scaleW * ( this.view.width / zoomW ); |
|
top -= scaleH * ( this.view.offsetY / zoomH ); |
|
bottom = top - scaleH * ( this.view.height / zoomH ); |
|
|
|
} |
|
|
|
this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far ); |
|
|
|
}, |
|
|
|
toJSON: function ( meta ) { |
|
|
|
var data = Object3D.prototype.toJSON.call( this, meta ); |
|
|
|
data.object.zoom = this.zoom; |
|
data.object.left = this.left; |
|
data.object.right = this.right; |
|
data.object.top = this.top; |
|
data.object.bottom = this.bottom; |
|
data.object.near = this.near; |
|
data.object.far = this.far; |
|
|
|
if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); |
|
|
|
return data; |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* @author 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', "80dev" ); |
|
|
|
parameters = parameters || {}; |
|
|
|
var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ), |
|
_context = parameters.context !== undefined ? parameters.context : null, |
|
|
|
_alpha = parameters.alpha !== undefined ? parameters.alpha : false, |
|
_depth = parameters.depth !== undefined ? parameters.depth : true, |
|
_stencil = parameters.stencil !== undefined ? parameters.stencil : true, |
|
_antialias = parameters.antialias !== undefined ? parameters.antialias : false, |
|
_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true, |
|
_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false; |
|
|
|
var lights = []; |
|
|
|
var opaqueObjects = []; |
|
var opaqueObjectsLastIndex = - 1; |
|
var transparentObjects = []; |
|
var transparentObjectsLastIndex = - 1; |
|
|
|
var morphInfluences = new Float32Array( 8 ); |
|
|
|
var sprites = []; |
|
var lensFlares = []; |
|
|
|
// public properties |
|
|
|
this.domElement = _canvas; |
|
this.context = null; |
|
|
|
// clearing |
|
|
|
this.autoClear = true; |
|
this.autoClearColor = true; |
|
this.autoClearDepth = true; |
|
this.autoClearStencil = true; |
|
|
|
// scene graph |
|
|
|
this.sortObjects = true; |
|
|
|
// user-defined clipping |
|
|
|
this.clippingPlanes = []; |
|
this.localClippingEnabled = false; |
|
|
|
// physically based shading |
|
|
|
this.gammaFactor = 2.0; // for backwards compatibility |
|
this.gammaInput = false; |
|
this.gammaOutput = false; |
|
|
|
// physical lights |
|
|
|
this.physicallyCorrectLights = false; |
|
|
|
// tone mapping |
|
|
|
this.toneMapping = LinearToneMapping; |
|
this.toneMappingExposure = 1.0; |
|
this.toneMappingWhitePoint = 1.0; |
|
|
|
// morphs |
|
|
|
this.maxMorphTargets = 8; |
|
this.maxMorphNormals = 4; |
|
|
|
// internal properties |
|
|
|
var _this = this, |
|
|
|
// internal state cache |
|
|
|
_currentProgram = null, |
|
_currentRenderTarget = null, |
|
_currentFramebuffer = null, |
|
_currentMaterialId = - 1, |
|
_currentGeometryProgram = '', |
|
_currentCamera = null, |
|
|
|
_currentScissor = new Vector4(), |
|
_currentScissorTest = null, |
|
|
|
_currentViewport = new Vector4(), |
|
|
|
// |
|
|
|
_usedTextureUnits = 0, |
|
|
|
// |
|
|
|
_clearColor = new Color( 0x000000 ), |
|
_clearAlpha = 0, |
|
|
|
_width = _canvas.width, |
|
_height = _canvas.height, |
|
|
|
_pixelRatio = 1, |
|
|
|
_scissor = new Vector4( 0, 0, _width, _height ), |
|
_scissorTest = false, |
|
|
|
_viewport = new Vector4( 0, 0, _width, _height ), |
|
|
|
// frustum |
|
|
|
_frustum = new Frustum(), |
|
|
|
// clipping |
|
|
|
_clipping = new WebGLClipping(), |
|
_clippingEnabled = false, |
|
_localClippingEnabled = false, |
|
|
|
_sphere = new Sphere(), |
|
|
|
// camera matrices cache |
|
|
|
_projScreenMatrix = new Matrix4(), |
|
|
|
_vector3 = new Vector3(), |
|
|
|
// light arrays cache |
|
|
|
_lights = { |
|
|
|
hash: '', |
|
|
|
ambient: [ 0, 0, 0 ], |
|
directional: [], |
|
directionalShadowMap: [], |
|
directionalShadowMatrix: [], |
|
spot: [], |
|
spotShadowMap: [], |
|
spotShadowMatrix: [], |
|
point: [], |
|
pointShadowMap: [], |
|
pointShadowMatrix: [], |
|
hemi: [], |
|
|
|
shadows: [] |
|
|
|
}, |
|
|
|
// info |
|
|
|
_infoRender = { |
|
|
|
calls: 0, |
|
vertices: 0, |
|
faces: 0, |
|
points: 0 |
|
|
|
}; |
|
|
|
this.info = { |
|
|
|
render: _infoRender, |
|
memory: { |
|
|
|
geometries: 0, |
|
textures: 0 |
|
|
|
}, |
|
programs: null |
|
|
|
}; |
|
|
|
|
|
// initialize |
|
|
|
var _gl; |
|
|
|
try { |
|
|
|
var attributes = { |
|
alpha: _alpha, |
|
depth: _depth, |
|
stencil: _stencil, |
|
antialias: _antialias, |
|
premultipliedAlpha: _premultipliedAlpha, |
|
preserveDrawingBuffer: _preserveDrawingBuffer |
|
}; |
|
|
|
_gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes ); |
|
|
|
if ( _gl === null ) { |
|
|
|
if ( _canvas.getContext( 'webgl' ) !== null ) { |
|
|
|
throw 'Error creating WebGL context with your selected attributes.'; |
|
|
|
} else { |
|
|
|
throw 'Error creating WebGL context.'; |
|
|
|
} |
|
|
|
} |
|
|
|
// Some experimental-webgl implementations do not have getShaderPrecisionFormat |
|
|
|
if ( _gl.getShaderPrecisionFormat === undefined ) { |
|
|
|
_gl.getShaderPrecisionFormat = function () { |
|
|
|
return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 }; |
|
|
|
}; |
|
|
|
} |
|
|
|
_canvas.addEventListener( 'webglcontextlost', onContextLost, false ); |
|
|
|
} catch ( error ) { |
|
|
|
console.error( 'THREE.WebGLRenderer: ' + error ); |
|
|
|
} |
|
|
|
var extensions = new WebGLExtensions( _gl ); |
|
|
|
extensions.get( 'WEBGL_depth_texture' ); |
|
extensions.get( 'OES_texture_float' ); |
|
extensions.get( 'OES_texture_float_linear' ); |
|
extensions.get( 'OES_texture_half_float' ); |
|
extensions.get( 'OES_texture_half_float_linear' ); |
|
extensions.get( 'OES_standard_derivatives' ); |
|
extensions.get( 'ANGLE_instanced_arrays' ); |
|
|
|
if ( extensions.get( 'OES_element_index_uint' ) ) { |
|
|
|
BufferGeometry.MaxIndex = 4294967296; |
|
|
|
} |
|
|
|
var capabilities = new WebGLCapabilities( _gl, extensions, parameters ); |
|
|
|
var state = new WebGLState( _gl, extensions, paramThreeToGL ); |
|
var properties = new WebGLProperties(); |
|
var textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, this.info ); |
|
var objects = new WebGLObjects( _gl, properties, this.info ); |
|
var programCache = new WebGLPrograms( this, capabilities ); |
|
var lightCache = new WebGLLights(); |
|
|
|
this.info.programs = programCache.programs; |
|
|
|
var bufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender ); |
|
var indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender ); |
|
|
|
// |
|
|
|
var backgroundCamera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); |
|
var backgroundCamera2 = new PerspectiveCamera(); |
|
var backgroundPlaneMesh = new Mesh( |
|
new PlaneBufferGeometry( 2, 2 ), |
|
new MeshBasicMaterial( { depthTest: false, depthWrite: false, fog: false } ) |
|
); |
|
var backgroundBoxShader = exports.ShaderLib[ 'cube' ]; |
|
var backgroundBoxMesh = new Mesh( |
|
new BoxBufferGeometry( 5, 5, 5 ), |
|
new ShaderMaterial( { |
|
uniforms: backgroundBoxShader.uniforms, |
|
vertexShader: backgroundBoxShader.vertexShader, |
|
fragmentShader: backgroundBoxShader.fragmentShader, |
|
side: BackSide, |
|
depthTest: false, |
|
depthWrite: false, |
|
fog: false |
|
} ) |
|
); |
|
|
|
// |
|
|
|
function getTargetPixelRatio() { |
|
|
|
return _currentRenderTarget === null ? _pixelRatio : 1; |
|
|
|
} |
|
|
|
function glClearColor( r, g, b, a ) { |
|
|
|
if ( _premultipliedAlpha === true ) { |
|
|
|
r *= a; g *= a; b *= a; |
|
|
|
} |
|
|
|
state.clearColor( r, g, b, a ); |
|
|
|
} |
|
|
|
function setDefaultGLState() { |
|
|
|
state.init(); |
|
|
|
state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) ); |
|
state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) ); |
|
|
|
glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); |
|
|
|
} |
|
|
|
function resetGLState() { |
|
|
|
_currentProgram = null; |
|
_currentCamera = null; |
|
|
|
_currentGeometryProgram = ''; |
|
_currentMaterialId = - 1; |
|
|
|
state.reset(); |
|
|
|
} |
|
|
|
setDefaultGLState(); |
|
|
|
this.context = _gl; |
|
this.capabilities = capabilities; |
|
this.extensions = extensions; |
|
this.properties = properties; |
|
this.state = state; |
|
|
|
// shadow map |
|
|
|
var shadowMap = new WebGLShadowMap( this, _lights, objects, capabilities ); |
|
|
|
this.shadowMap = shadowMap; |
|
|
|
|
|
// Plugins |
|
|
|
var spritePlugin = new SpritePlugin( this, sprites ); |
|
var lensFlarePlugin = new LensFlarePlugin( this, lensFlares ); |
|
|
|
// API |
|
|
|
this.getContext = function () { |
|
|
|
return _gl; |
|
|
|
}; |
|
|
|
this.getContextAttributes = function () { |
|
|
|
return _gl.getContextAttributes(); |
|
|
|
}; |
|
|
|
this.forceContextLoss = function () { |
|
|
|
extensions.get( 'WEBGL_lose_context' ).loseContext(); |
|
|
|
}; |
|
|
|
this.getMaxAnisotropy = function () { |
|
|
|
return capabilities.getMaxAnisotropy(); |
|
|
|
}; |
|
|
|
this.getPrecision = function () { |
|
|
|
return capabilities.precision; |
|
|
|
}; |
|
|
|
this.getPixelRatio = function () { |
|
|
|
return _pixelRatio; |
|
|
|
}; |
|
|
|
this.setPixelRatio = function ( value ) { |
|
|
|
if ( value === undefined ) return; |
|
|
|
_pixelRatio = value; |
|
|
|
this.setSize( _viewport.z, _viewport.w, false ); |
|
|
|
}; |
|
|
|
this.getSize = function () { |
|
|
|
return { |
|
width: _width, |
|
height: _height |
|
}; |
|
|
|
}; |
|
|
|
this.setSize = function ( width, height, updateStyle ) { |
|
|
|
_width = width; |
|
_height = height; |
|
|
|
_canvas.width = width * _pixelRatio; |
|
_canvas.height = height * _pixelRatio; |
|
|
|
if ( updateStyle !== false ) { |
|
|
|
_canvas.style.width = width + 'px'; |
|
_canvas.style.height = height + 'px'; |
|
|
|
} |
|
|
|
this.setViewport( 0, 0, width, height ); |
|
|
|
}; |
|
|
|
this.setViewport = function ( x, y, width, height ) { |
|
|
|
state.viewport( _viewport.set( x, y, width, height ) ); |
|
|
|
}; |
|
|
|
this.setScissor = function ( x, y, width, height ) { |
|
|
|
state.scissor( _scissor.set( x, y, width, height ) ); |
|
|
|
}; |
|
|
|
this.setScissorTest = function ( boolean ) { |
|
|
|
state.setScissorTest( _scissorTest = boolean ); |
|
|
|
}; |
|
|
|
// Clearing |
|
|
|
this.getClearColor = function () { |
|
|
|
return _clearColor; |
|
|
|
}; |
|
|
|
this.setClearColor = function ( color, alpha ) { |
|
|
|
_clearColor.set( color ); |
|
|
|
_clearAlpha = alpha !== undefined ? alpha : 1; |
|
|
|
glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); |
|
|
|
}; |
|
|
|
this.getClearAlpha = function () { |
|
|
|
return _clearAlpha; |
|
|
|
}; |
|
|
|
this.setClearAlpha = function ( alpha ) { |
|
|
|
_clearAlpha = alpha; |
|
|
|
glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); |
|
|
|
}; |
|
|
|
this.clear = function ( color, depth, stencil ) { |
|
|
|
var bits = 0; |
|
|
|
if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT; |
|
if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT; |
|
if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT; |
|
|
|
_gl.clear( bits ); |
|
|
|
}; |
|
|
|
this.clearColor = function () { |
|
|
|
this.clear( true, false, false ); |
|
|
|
}; |
|
|
|
this.clearDepth = function () { |
|
|
|
this.clear( false, true, false ); |
|
|
|
}; |
|
|
|
this.clearStencil = function () { |
|
|
|
this.clear( false, false, true ); |
|
|
|
}; |
|
|
|
this.clearTarget = function ( renderTarget, color, depth, stencil ) { |
|
|
|
this.setRenderTarget( renderTarget ); |
|
this.clear( color, depth, stencil ); |
|
|
|
}; |
|
|
|
// Reset |
|
|
|
this.resetGLState = resetGLState; |
|
|
|
this.dispose = function() { |
|
|
|
transparentObjects = []; |
|
transparentObjectsLastIndex = -1; |
|
opaqueObjects = []; |
|
opaqueObjectsLastIndex = -1; |
|
|
|
_canvas.removeEventListener( 'webglcontextlost', onContextLost, false ); |
|
|
|
}; |
|
|
|
// Events |
|
|
|
function onContextLost( event ) { |
|
|
|
event.preventDefault(); |
|
|
|
resetGLState(); |
|
setDefaultGLState(); |
|
|
|
properties.clear(); |
|
|
|
} |
|
|
|
function onMaterialDispose( event ) { |
|
|
|
var material = event.target; |
|
|
|
material.removeEventListener( 'dispose', onMaterialDispose ); |
|
|
|
deallocateMaterial( material ); |
|
|
|
} |
|
|
|
// Buffer deallocation |
|
|
|
function deallocateMaterial( material ) { |
|
|
|
releaseMaterialProgramReference( material ); |
|
|
|
properties.delete( material ); |
|
|
|
} |
|
|
|
|
|
function releaseMaterialProgramReference( material ) { |
|
|
|
var programInfo = properties.get( material ).program; |
|
|
|
material.program = undefined; |
|
|
|
if ( programInfo !== undefined ) { |
|
|
|
programCache.releaseProgram( programInfo ); |
|
|
|
} |
|
|
|
} |
|
|
|
// Buffer rendering |
|
|
|
this.renderBufferImmediate = function ( object, program, material ) { |
|
|
|
state.initAttributes(); |
|
|
|
var buffers = properties.get( object ); |
|
|
|
if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer(); |
|
if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer(); |
|
if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer(); |
|
if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer(); |
|
|
|
var attributes = program.getAttributes(); |
|
|
|
if ( object.hasPositions ) { |
|
|
|
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position ); |
|
_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW ); |
|
|
|
state.enableAttribute( attributes.position ); |
|
_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 ); |
|
|
|
} |
|
|
|
if ( object.hasNormals ) { |
|
|
|
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal ); |
|
|
|
if ( material.type !== 'MeshPhongMaterial' && material.type !== 'MeshStandardMaterial' && material.type !== 'MeshPhysicalMaterial' && material.shading === FlatShading ) { |
|
|
|
for ( var i = 0, l = object.count * 3; i < l; i += 9 ) { |
|
|
|
var array = object.normalArray; |
|
|
|
var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3; |
|
var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3; |
|
var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3; |
|
|
|
array[ i + 0 ] = nx; |
|
array[ i + 1 ] = ny; |
|
array[ i + 2 ] = nz; |
|
|
|
array[ i + 3 ] = nx; |
|
array[ i + 4 ] = ny; |
|
array[ i + 5 ] = nz; |
|
|
|
array[ i + 6 ] = nx; |
|
array[ i + 7 ] = ny; |
|
array[ i + 8 ] = nz; |
|
|
|
} |
|
|
|
} |
|
|
|
_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW ); |
|
|
|
state.enableAttribute( attributes.normal ); |
|
|
|
_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 ); |
|
|
|
} |
|
|
|
if ( object.hasUvs && material.map ) { |
|
|
|
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv ); |
|
_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW ); |
|
|
|
state.enableAttribute( attributes.uv ); |
|
|
|
_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 ); |
|
|
|
} |
|
|
|
if ( object.hasColors && material.vertexColors !== NoColors ) { |
|
|
|
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color ); |
|
_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW ); |
|
|
|
state.enableAttribute( attributes.color ); |
|
|
|
_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 ); |
|
|
|
} |
|
|
|
state.disableUnusedAttributes(); |
|
|
|
_gl.drawArrays( _gl.TRIANGLES, 0, object.count ); |
|
|
|
object.count = 0; |
|
|
|
}; |
|
|
|
this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) { |
|
|
|
setMaterial( material ); |
|
|
|
var program = setProgram( camera, fog, material, object ); |
|
|
|
var updateBuffers = false; |
|
var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe; |
|
|
|
if ( geometryProgram !== _currentGeometryProgram ) { |
|
|
|
_currentGeometryProgram = geometryProgram; |
|
updateBuffers = true; |
|
|
|
} |
|
|
|
// morph targets |
|
|
|
var morphTargetInfluences = object.morphTargetInfluences; |
|
|
|
if ( morphTargetInfluences !== undefined ) { |
|
|
|
var activeInfluences = []; |
|
|
|
for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) { |
|
|
|
var influence = morphTargetInfluences[ i ]; |
|
activeInfluences.push( [ influence, i ] ); |
|
|
|
} |
|
|
|
activeInfluences.sort( absNumericalSort ); |
|
|
|
if ( activeInfluences.length > 8 ) { |
|
|
|
activeInfluences.length = 8; |
|
|
|
} |
|
|
|
var morphAttributes = geometry.morphAttributes; |
|
|
|
for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) { |
|
|
|
var influence = activeInfluences[ i ]; |
|
morphInfluences[ i ] = influence[ 0 ]; |
|
|
|
if ( influence[ 0 ] !== 0 ) { |
|
|
|
var index = influence[ 1 ]; |
|
|
|
if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] ); |
|
if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] ); |
|
|
|
} else { |
|
|
|
if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i ); |
|
if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i ); |
|
|
|
} |
|
|
|
} |
|
|
|
program.getUniforms().setValue( |
|
_gl, 'morphTargetInfluences', morphInfluences ); |
|
|
|
updateBuffers = true; |
|
|
|
} |
|
|
|
// |
|
|
|
var index = geometry.index; |
|
var position = geometry.attributes.position; |
|
|
|
if ( material.wireframe === true ) { |
|
|
|
index = objects.getWireframeAttribute( geometry ); |
|
|
|
} |
|
|
|
var renderer; |
|
|
|
if ( index !== null ) { |
|
|
|
renderer = indexedBufferRenderer; |
|
renderer.setIndex( index ); |
|
|
|
} else { |
|
|
|
renderer = bufferRenderer; |
|
|
|
} |
|
|
|
if ( updateBuffers ) { |
|
|
|
setupVertexAttributes( material, program, geometry ); |
|
|
|
if ( index !== null ) { |
|
|
|
_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) ); |
|
|
|
} |
|
|
|
} |
|
|
|
// |
|
|
|
var dataStart = 0; |
|
var dataCount = Infinity; |
|
|
|
if ( index !== null ) { |
|
|
|
dataCount = index.count; |
|
|
|
} else if ( position !== undefined ) { |
|
|
|
dataCount = position.count; |
|
|
|
} |
|
|
|
var rangeStart = geometry.drawRange.start; |
|
var rangeCount = geometry.drawRange.count; |
|
|
|
var groupStart = group !== null ? group.start : 0; |
|
var groupCount = group !== null ? group.count : Infinity; |
|
|
|
var drawStart = Math.max( dataStart, rangeStart, groupStart ); |
|
var drawEnd = Math.min( dataStart + dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1; |
|
|
|
var drawCount = Math.max( 0, drawEnd - drawStart + 1 ); |
|
|
|
// |
|
|
|
if ( object && 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 && object.isLine ) { |
|
|
|
var lineWidth = material.linewidth; |
|
|
|
if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material |
|
|
|
state.setLineWidth( lineWidth * getTargetPixelRatio() ); |
|
|
|
if ( object && object.isLineSegments ) { |
|
|
|
renderer.setMode( _gl.LINES ); |
|
|
|
} else { |
|
|
|
renderer.setMode( _gl.LINE_STRIP ); |
|
|
|
} |
|
|
|
} else if ( object && object.isPoints ) { |
|
|
|
renderer.setMode( _gl.POINTS ); |
|
|
|
} |
|
|
|
if ( geometry && geometry.isInstancedBufferGeometry ) { |
|
|
|
if ( geometry.maxInstancedCount > 0 ) { |
|
|
|
renderer.renderInstances( geometry, drawStart, drawCount ); |
|
|
|
} |
|
|
|
} else { |
|
|
|
renderer.render( drawStart, drawCount ); |
|
|
|
} |
|
|
|
}; |
|
|
|
function setupVertexAttributes( material, program, geometry, startIndex ) { |
|
|
|
var extension; |
|
|
|
if ( geometry && geometry.isInstancedBufferGeometry ) { |
|
|
|
extension = extensions.get( 'ANGLE_instanced_arrays' ); |
|
|
|
if ( extension === null ) { |
|
|
|
console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); |
|
return; |
|
|
|
} |
|
|
|
} |
|
|
|
if ( startIndex === undefined ) startIndex = 0; |
|
|
|
state.initAttributes(); |
|
|
|
var geometryAttributes = geometry.attributes; |
|
|
|
var programAttributes = program.getAttributes(); |
|
|
|
var materialDefaultAttributeValues = material.defaultAttributeValues; |
|
|
|
for ( var name in programAttributes ) { |
|
|
|
var programAttribute = programAttributes[ name ]; |
|
|
|
if ( programAttribute >= 0 ) { |
|
|
|
var geometryAttribute = geometryAttributes[ name ]; |
|
|
|
if ( geometryAttribute !== undefined ) { |
|
|
|
var type = _gl.FLOAT; |
|
var array = geometryAttribute.array; |
|
var normalized = geometryAttribute.normalized; |
|
|
|
if ( array instanceof Float32Array ) { |
|
|
|
type = _gl.FLOAT; |
|
|
|
} else if ( array instanceof Float64Array ) { |
|
|
|
console.warn( "Unsupported data buffer format: Float64Array" ); |
|
|
|
} else if ( array instanceof Uint16Array ) { |
|
|
|
type = _gl.UNSIGNED_SHORT; |
|
|
|
} else if ( array instanceof Int16Array ) { |
|
|
|
type = _gl.SHORT; |
|
|
|
} else if ( array instanceof Uint32Array ) { |
|
|
|
type = _gl.UNSIGNED_INT; |
|
|
|
} else if ( array instanceof Int32Array ) { |
|
|
|
type = _gl.INT; |
|
|
|
} else if ( array instanceof Int8Array ) { |
|
|
|
type = _gl.BYTE; |
|
|
|
} else if ( array instanceof Uint8Array ) { |
|
|
|
type = _gl.UNSIGNED_BYTE; |
|
|
|
} |
|
|
|
var size = geometryAttribute.itemSize; |
|
var buffer = objects.getAttributeBuffer( geometryAttribute ); |
|
|
|
if ( geometryAttribute && geometryAttribute.isInterleavedBufferAttribute ) { |
|
|
|
var data = geometryAttribute.data; |
|
var stride = data.stride; |
|
var offset = geometryAttribute.offset; |
|
|
|
if ( data && data.isInstancedInterleavedBuffer ) { |
|
|
|
state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension ); |
|
|
|
if ( geometry.maxInstancedCount === undefined ) { |
|
|
|
geometry.maxInstancedCount = data.meshPerAttribute * data.count; |
|
|
|
} |
|
|
|
} else { |
|
|
|
state.enableAttribute( programAttribute ); |
|
|
|
} |
|
|
|
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer ); |
|
_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT ); |
|
|
|
} else { |
|
|
|
if ( geometryAttribute && geometryAttribute.isInstancedBufferAttribute ) { |
|
|
|
state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension ); |
|
|
|
if ( geometry.maxInstancedCount === undefined ) { |
|
|
|
geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count; |
|
|
|
} |
|
|
|
} else { |
|
|
|
state.enableAttribute( programAttribute ); |
|
|
|
} |
|
|
|
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer ); |
|
_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * geometryAttribute.array.BYTES_PER_ELEMENT ); |
|
|
|
} |
|
|
|
} else if ( materialDefaultAttributeValues !== undefined ) { |
|
|
|
var value = materialDefaultAttributeValues[ name ]; |
|
|
|
if ( value !== undefined ) { |
|
|
|
switch ( value.length ) { |
|
|
|
case 2: |
|
_gl.vertexAttrib2fv( programAttribute, value ); |
|
break; |
|
|
|
case 3: |
|
_gl.vertexAttrib3fv( programAttribute, value ); |
|
break; |
|
|
|
case 4: |
|
_gl.vertexAttrib4fv( programAttribute, value ); |
|
break; |
|
|
|
default: |
|
_gl.vertexAttrib1fv( programAttribute, value ); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
state.disableUnusedAttributes(); |
|
|
|
} |
|
|
|
// Sorting |
|
|
|
function absNumericalSort( a, b ) { |
|
|
|
return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] ); |
|
|
|
} |
|
|
|
function painterSortStable( a, b ) { |
|
|
|
if ( a.object.renderOrder !== b.object.renderOrder ) { |
|
|
|
return a.object.renderOrder - b.object.renderOrder; |
|
|
|
} else if ( a.material.program && b.material.program && a.material.program !== b.material.program ) { |
|
|
|
return a.material.program.id - b.material.program.id; |
|
|
|
} else if ( a.material.id !== b.material.id ) { |
|
|
|
return a.material.id - b.material.id; |
|
|
|
} else if ( a.z !== b.z ) { |
|
|
|
return a.z - b.z; |
|
|
|
} else { |
|
|
|
return a.id - b.id; |
|
|
|
} |
|
|
|
} |
|
|
|
function reversePainterSortStable( a, b ) { |
|
|
|
if ( a.object.renderOrder !== b.object.renderOrder ) { |
|
|
|
return a.object.renderOrder - b.object.renderOrder; |
|
|
|
} if ( a.z !== b.z ) { |
|
|
|
return b.z - a.z; |
|
|
|
} else { |
|
|
|
return a.id - b.id; |
|
|
|
} |
|
|
|
} |
|
|
|
// Rendering |
|
|
|
this.render = function ( scene, camera, renderTarget, forceClear ) { |
|
|
|
if ( ( camera && camera.isCamera ) === false ) { |
|
|
|
console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' ); |
|
return; |
|
|
|
} |
|
|
|
var fog = scene.fog; |
|
|
|
// reset caching for this frame |
|
|
|
_currentGeometryProgram = ''; |
|
_currentMaterialId = - 1; |
|
_currentCamera = null; |
|
|
|
// update scene graph |
|
|
|
if ( scene.autoUpdate === true ) scene.updateMatrixWorld(); |
|
|
|
// update camera matrices and frustum |
|
|
|
if ( camera.parent === null ) camera.updateMatrixWorld(); |
|
|
|
camera.matrixWorldInverse.getInverse( camera.matrixWorld ); |
|
|
|
_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); |
|
_frustum.setFromMatrix( _projScreenMatrix ); |
|
|
|
lights.length = 0; |
|
|
|
opaqueObjectsLastIndex = - 1; |
|
transparentObjectsLastIndex = - 1; |
|
|
|
sprites.length = 0; |
|
lensFlares.length = 0; |
|
|
|
_localClippingEnabled = this.localClippingEnabled; |
|
_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera ); |
|
|
|
projectObject( scene, camera ); |
|
|
|
opaqueObjects.length = opaqueObjectsLastIndex + 1; |
|
transparentObjects.length = transparentObjectsLastIndex + 1; |
|
|
|
if ( _this.sortObjects === true ) { |
|
|
|
opaqueObjects.sort( painterSortStable ); |
|
transparentObjects.sort( reversePainterSortStable ); |
|
|
|
} |
|
|
|
// |
|
|
|
if ( _clippingEnabled ) _clipping.beginShadows(); |
|
|
|
setupShadows( lights ); |
|
|
|
shadowMap.render( scene, camera ); |
|
|
|
setupLights( lights, camera ); |
|
|
|
if ( _clippingEnabled ) _clipping.endShadows(); |
|
|
|
// |
|
|
|
_infoRender.calls = 0; |
|
_infoRender.vertices = 0; |
|
_infoRender.faces = 0; |
|
_infoRender.points = 0; |
|
|
|
if ( renderTarget === undefined ) { |
|
|
|
renderTarget = null; |
|
|
|
} |
|
|
|
this.setRenderTarget( renderTarget ); |
|
|
|
// |
|
|
|
var background = scene.background; |
|
|
|
if ( background === null ) { |
|
|
|
glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); |
|
|
|
} else if ( background && background.isColor ) { |
|
|
|
glClearColor( background.r, background.g, background.b, 1 ); |
|
|
|
} |
|
|
|
if ( this.autoClear || forceClear ) { |
|
|
|
this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil ); |
|
|
|
} |
|
|
|
if ( background && background.isCubeTexture ) { |
|
|
|
backgroundCamera2.projectionMatrix.copy( camera.projectionMatrix ); |
|
|
|
backgroundCamera2.matrixWorld.extractRotation( camera.matrixWorld ); |
|
backgroundCamera2.matrixWorldInverse.getInverse( backgroundCamera2.matrixWorld ); |
|
|
|
backgroundBoxMesh.material.uniforms[ "tCube" ].value = background; |
|
backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundCamera2.matrixWorldInverse, backgroundBoxMesh.matrixWorld ); |
|
|
|
objects.update( backgroundBoxMesh ); |
|
|
|
_this.renderBufferDirect( backgroundCamera2, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null ); |
|
|
|
} else if ( background && background.isTexture ) { |
|
|
|
backgroundPlaneMesh.material.map = background; |
|
|
|
objects.update( backgroundPlaneMesh ); |
|
|
|
_this.renderBufferDirect( backgroundCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null ); |
|
|
|
} |
|
|
|
// |
|
|
|
if ( scene.overrideMaterial ) { |
|
|
|
var overrideMaterial = scene.overrideMaterial; |
|
|
|
renderObjects( opaqueObjects, camera, fog, overrideMaterial ); |
|
renderObjects( transparentObjects, camera, fog, overrideMaterial ); |
|
|
|
} else { |
|
|
|
// opaque pass (front-to-back order) |
|
|
|
state.setBlending( NoBlending ); |
|
renderObjects( opaqueObjects, camera, fog ); |
|
|
|
// transparent pass (back-to-front order) |
|
|
|
renderObjects( transparentObjects, camera, fog ); |
|
|
|
} |
|
|
|
// custom render plugins (post pass) |
|
|
|
spritePlugin.render( scene, camera ); |
|
lensFlarePlugin.render( scene, camera, _currentViewport ); |
|
|
|
// Generate mipmap if we're using any kind of mipmap filtering |
|
|
|
if ( renderTarget ) { |
|
|
|
textures.updateRenderTargetMipmap( renderTarget ); |
|
|
|
} |
|
|
|
// Ensure depth buffer writing is enabled so it can be cleared on next render |
|
|
|
state.setDepthTest( true ); |
|
state.setDepthWrite( true ); |
|
state.setColorWrite( true ); |
|
|
|
// _gl.finish(); |
|
|
|
}; |
|
|
|
function pushRenderItem( object, geometry, material, z, group ) { |
|
|
|
var array, index; |
|
|
|
// allocate the next position in the appropriate array |
|
|
|
if ( material.transparent ) { |
|
|
|
array = transparentObjects; |
|
index = ++ transparentObjectsLastIndex; |
|
|
|
} else { |
|
|
|
array = opaqueObjects; |
|
index = ++ opaqueObjectsLastIndex; |
|
|
|
} |
|
|
|
// recycle existing render item or grow the array |
|
|
|
var renderItem = array[ index ]; |
|
|
|
if ( renderItem !== undefined ) { |
|
|
|
renderItem.id = object.id; |
|
renderItem.object = object; |
|
renderItem.geometry = geometry; |
|
renderItem.material = material; |
|
renderItem.z = _vector3.z; |
|
renderItem.group = group; |
|
|
|
} else { |
|
|
|
renderItem = { |
|
id: object.id, |
|
object: object, |
|
geometry: geometry, |
|
material: material, |
|
z: _vector3.z, |
|
group: group |
|
}; |
|
|
|
// assert( index === array.length ); |
|
array.push( renderItem ); |
|
|
|
} |
|
|
|
} |
|
|
|
// TODO Duplicated code (Frustum) |
|
|
|
function isObjectViewable( object ) { |
|
|
|
var geometry = object.geometry; |
|
|
|
if ( geometry.boundingSphere === null ) |
|
geometry.computeBoundingSphere(); |
|
|
|
_sphere.copy( geometry.boundingSphere ). |
|
applyMatrix4( object.matrixWorld ); |
|
|
|
return isSphereViewable( _sphere ); |
|
|
|
} |
|
|
|
function isSpriteViewable( sprite ) { |
|
|
|
_sphere.center.set( 0, 0, 0 ); |
|
_sphere.radius = 0.7071067811865476; |
|
_sphere.applyMatrix4( sprite.matrixWorld ); |
|
|
|
return isSphereViewable( _sphere ); |
|
|
|
} |
|
|
|
function isSphereViewable( sphere ) { |
|
|
|
if ( ! _frustum.intersectsSphere( sphere ) ) return false; |
|
|
|
var numPlanes = _clipping.numPlanes; |
|
|
|
if ( numPlanes === 0 ) return true; |
|
|
|
var planes = _this.clippingPlanes, |
|
|
|
center = sphere.center, |
|
negRad = - sphere.radius, |
|
i = 0; |
|
|
|
do { |
|
|
|
// out when deeper than radius in the negative halfspace |
|
if ( planes[ i ].distanceToPoint( center ) < negRad ) return false; |
|
|
|
} while ( ++ i !== numPlanes ); |
|
|
|
return true; |
|
|
|
} |
|
|
|
function projectObject( object, camera ) { |
|
|
|
if ( object.visible === false ) return; |
|
|
|
if ( object.layers.test( camera.layers ) ) { |
|
|
|
if ( object && object.isLight ) { |
|
|
|
lights.push( object ); |
|
|
|
} else if ( object && object.isSprite ) { |
|
|
|
if ( object.frustumCulled === false || isSpriteViewable( object ) === true ) { |
|
|
|
sprites.push( object ); |
|
|
|
} |
|
|
|
} else if ( object && object.isLensFlare ) { |
|
|
|
lensFlares.push( object ); |
|
|
|
} else if ( object && object.isImmediateRenderObject ) { |
|
|
|
if ( _this.sortObjects === true ) { |
|
|
|
_vector3.setFromMatrixPosition( object.matrixWorld ); |
|
_vector3.applyProjection( _projScreenMatrix ); |
|
|
|
} |
|
|
|
pushRenderItem( object, null, object.material, _vector3.z, null ); |
|
|
|
} else if ( ( object && object.isMesh ) || ( object && object.isLine ) || ( object && object.isPoints ) ) { |
|
|
|
if ( object && object.isSkinnedMesh ) { |
|
|
|
object.skeleton.update(); |
|
|
|
} |
|
|
|
if ( object.frustumCulled === false || isObjectViewable( object ) === true ) { |
|
|
|
var material = object.material; |
|
|
|
if ( material.visible === true ) { |
|
|
|
if ( _this.sortObjects === true ) { |
|
|
|
_vector3.setFromMatrixPosition( object.matrixWorld ); |
|
_vector3.applyProjection( _projScreenMatrix ); |
|
|
|
} |
|
|
|
var geometry = objects.update( object ); |
|
|
|
if ( material && material.isMultiMaterial ) { |
|
|
|
var groups = geometry.groups; |
|
var materials = material.materials; |
|
|
|
for ( var i = 0, l = groups.length; i < l; i ++ ) { |
|
|
|
var group = groups[ i ]; |
|
var groupMaterial = materials[ group.materialIndex ]; |
|
|
|
if ( groupMaterial.visible === true ) { |
|
|
|
pushRenderItem( object, geometry, groupMaterial, _vector3.z, group ); |
|
|
|
} |
|
|
|
} |
|
|
|
} else { |
|
|
|
pushRenderItem( object, geometry, material, _vector3.z, null ); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
var children = object.children; |
|
|
|
for ( var i = 0, l = children.length; i < l; i ++ ) { |
|
|
|
projectObject( children[ i ], camera ); |
|
|
|
} |
|
|
|
} |
|
|
|
function renderObjects( renderList, camera, fog, overrideMaterial ) { |
|
|
|
for ( var i = 0, l = renderList.length; i < l; i ++ ) { |
|
|
|
var renderItem = renderList[ i ]; |
|
|
|
var object = renderItem.object; |
|
var geometry = renderItem.geometry; |
|
var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial; |
|
var group = renderItem.group; |
|
|
|
object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); |
|
object.normalMatrix.getNormalMatrix( object.modelViewMatrix ); |
|
|
|
if ( object && object.isImmediateRenderObject ) { |
|
|
|
setMaterial( material ); |
|
|
|
var program = setProgram( camera, fog, material, object ); |
|
|
|
_currentGeometryProgram = ''; |
|
|
|
object.render( function ( object ) { |
|
|
|
_this.renderBufferImmediate( object, program, material ); |
|
|
|
} ); |
|
|
|
} else { |
|
|
|
_this.renderBufferDirect( camera, fog, geometry, material, object, group ); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
function initMaterial( material, fog, object ) { |
|
|
|
var materialProperties = properties.get( material ); |
|
|
|
var parameters = programCache.getParameters( |
|
material, _lights, fog, _clipping.numPlanes, object ); |
|
|
|
var code = programCache.getProgramCode( material, parameters ); |
|
|
|
var program = materialProperties.program; |
|
var programChange = true; |
|
|
|
if ( program === undefined ) { |
|
|
|
// new material |
|
material.addEventListener( 'dispose', onMaterialDispose ); |
|
|
|
} else if ( program.code !== code ) { |
|
|
|
// changed glsl or parameters |
|
releaseMaterialProgramReference( material ); |
|
|
|
} else if ( parameters.shaderID !== undefined ) { |
|
|
|
// same glsl and uniform list |
|
return; |
|
|
|
} else { |
|
|
|
// only rebuild uniform list |
|
programChange = false; |
|
|
|
} |
|
|
|
if ( programChange ) { |
|
|
|
if ( parameters.shaderID ) { |
|
|
|
var shader = exports.ShaderLib[ parameters.shaderID ]; |
|
|
|
materialProperties.__webglShader = { |
|
name: material.type, |
|
uniforms: exports.UniformsUtils.clone( shader.uniforms ), |
|
vertexShader: shader.vertexShader, |
|
fragmentShader: shader.fragmentShader |
|
}; |
|
|
|
} else { |
|
|
|
materialProperties.__webglShader = { |
|
name: material.type, |
|
uniforms: material.uniforms, |
|
vertexShader: material.vertexShader, |
|
fragmentShader: material.fragmentShader |
|
}; |
|
|
|
} |
|
|
|
material.__webglShader = materialProperties.__webglShader; |
|
|
|
program = programCache.acquireProgram( material, parameters, code ); |
|
|
|
materialProperties.program = program; |
|
material.program = program; |
|
|
|
} |
|
|
|
var attributes = program.getAttributes(); |
|
|
|
if ( material.morphTargets ) { |
|
|
|
material.numSupportedMorphTargets = 0; |
|
|
|
for ( var i = 0; i < _this.maxMorphTargets; i ++ ) { |
|
|
|
if ( attributes[ 'morphTarget' + i ] >= 0 ) { |
|
|
|
material.numSupportedMorphTargets ++; |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
if ( material.morphNormals ) { |
|
|
|
material.numSupportedMorphNormals = 0; |
|
|
|
for ( var i = 0; i < _this.maxMorphNormals; i ++ ) { |
|
|
|
if ( attributes[ 'morphNormal' + i ] >= 0 ) { |
|
|
|
material.numSupportedMorphNormals ++; |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
var uniforms = materialProperties.__webglShader.uniforms; |
|
|
|
if ( ! ( material && material.isShaderMaterial ) && |
|
! ( material && material.isRawShaderMaterial ) || |
|
material.clipping === true ) { |
|
|
|
materialProperties.numClippingPlanes = _clipping.numPlanes; |
|
uniforms.clippingPlanes = _clipping.uniform; |
|
|
|
} |
|
|
|
if ( material.lights ) { |
|
|
|
// store the light setup it was created for |
|
|
|
materialProperties.lightsHash = _lights.hash; |
|
|
|
// wire up the material to this renderer's lighting state |
|
|
|
uniforms.ambientLightColor.value = _lights.ambient; |
|
uniforms.directionalLights.value = _lights.directional; |
|
uniforms.spotLights.value = _lights.spot; |
|
uniforms.pointLights.value = _lights.point; |
|
uniforms.hemisphereLights.value = _lights.hemi; |
|
|
|
uniforms.directionalShadowMap.value = _lights.directionalShadowMap; |
|
uniforms.directionalShadowMatrix.value = _lights.directionalShadowMatrix; |
|
uniforms.spotShadowMap.value = _lights.spotShadowMap; |
|
uniforms.spotShadowMatrix.value = _lights.spotShadowMatrix; |
|
uniforms.pointShadowMap.value = _lights.pointShadowMap; |
|
uniforms.pointShadowMatrix.value = _lights.pointShadowMatrix; |
|
|
|
} |
|
|
|
var progUniforms = materialProperties.program.getUniforms(), |
|
uniformsList = |
|
exports.WebGLUniforms.seqWithValue( progUniforms.seq, uniforms ); |
|
|
|
materialProperties.uniformsList = uniformsList; |
|
materialProperties.dynamicUniforms = |
|
exports.WebGLUniforms.splitDynamic( uniformsList, uniforms ); |
|
|
|
} |
|
|
|
function setMaterial( material ) { |
|
|
|
if ( material.side !== DoubleSide ) |
|
state.enable( _gl.CULL_FACE ); |
|
else |
|
state.disable( _gl.CULL_FACE ); |
|
|
|
state.setFlipSided( material.side === BackSide ); |
|
|
|
if ( material.transparent === true ) { |
|
|
|
state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha ); |
|
|
|
} else { |
|
|
|
state.setBlending( NoBlending ); |
|
|
|
} |
|
|
|
state.setDepthFunc( material.depthFunc ); |
|
state.setDepthTest( material.depthTest ); |
|
state.setDepthWrite( material.depthWrite ); |
|
state.setColorWrite( material.colorWrite ); |
|
state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); |
|
|
|
} |
|
|
|
function setProgram( camera, fog, material, object ) { |
|
|
|
_usedTextureUnits = 0; |
|
|
|
var materialProperties = properties.get( material ); |
|
|
|
if ( _clippingEnabled ) { |
|
|
|
if ( _localClippingEnabled || camera !== _currentCamera ) { |
|
|
|
var useCache = |
|
camera === _currentCamera && |
|
material.id === _currentMaterialId; |
|
|
|
// we might want to call this function with some ClippingGroup |
|
// object instead of the material, once it becomes feasible |
|
// (#8465, #8379) |
|
_clipping.setState( |
|
material.clippingPlanes, material.clipShadows, |
|
camera, materialProperties, useCache ); |
|
|
|
} |
|
|
|
if ( materialProperties.numClippingPlanes !== undefined && |
|
materialProperties.numClippingPlanes !== _clipping.numPlanes ) { |
|
|
|
material.needsUpdate = true; |
|
|
|
} |
|
|
|
} |
|
|
|
if ( materialProperties.program === undefined ) { |
|
|
|
material.needsUpdate = true; |
|
|
|
} |
|
|
|
if ( materialProperties.lightsHash !== undefined && |
|
materialProperties.lightsHash !== _lights.hash ) { |
|
|
|
material.needsUpdate = true; |
|
|
|
} |
|
|
|
if ( material.needsUpdate ) { |
|
|
|
initMaterial( material, fog, object ); |
|
material.needsUpdate = false; |
|
|
|
} |
|
|
|
var refreshProgram = false; |
|
var refreshMaterial = false; |
|
var refreshLights = false; |
|
|
|
var program = materialProperties.program, |
|
p_uniforms = program.getUniforms(), |
|
m_uniforms = materialProperties.__webglShader.uniforms; |
|
|
|
if ( program.id !== _currentProgram ) { |
|
|
|
_gl.useProgram( program.program ); |
|
_currentProgram = program.id; |
|
|
|
refreshProgram = true; |
|
refreshMaterial = true; |
|
refreshLights = true; |
|
|
|
} |
|
|
|
if ( material.id !== _currentMaterialId ) { |
|
|
|
_currentMaterialId = material.id; |
|
|
|
refreshMaterial = true; |
|
|
|
} |
|
|
|
if ( refreshProgram || camera !== _currentCamera ) { |
|
|
|
p_uniforms.set( _gl, camera, 'projectionMatrix' ); |
|
|
|
if ( capabilities.logarithmicDepthBuffer ) { |
|
|
|
p_uniforms.setValue( _gl, 'logDepthBufFC', |
|
2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) ); |
|
|
|
} |
|
|
|
|
|
if ( camera !== _currentCamera ) { |
|
|
|
_currentCamera = camera; |
|
|
|
// lighting uniforms depend on the camera so enforce an update |
|
// now, in case this material supports lights - or later, when |
|
// the next material that does gets activated: |
|
|
|
refreshMaterial = true; // set to true on material change |
|
refreshLights = true; // remains set until update done |
|
|
|
} |
|
|
|
// load material specific uniforms |
|
// (shader material also gets them for the sake of genericity) |
|
|
|
if ( ( material && material.isShaderMaterial ) || |
|
( material && material.isMeshPhongMaterial ) || |
|
( material && material.isMeshStandardMaterial ) || |
|
material.envMap ) { |
|
|
|
var uCamPos = p_uniforms.map.cameraPosition; |
|
|
|
if ( uCamPos !== undefined ) { |
|
|
|
uCamPos.setValue( _gl, |
|
_vector3.setFromMatrixPosition( camera.matrixWorld ) ); |
|
|
|
} |
|
|
|
} |
|
|
|
if ( ( material && material.isMeshPhongMaterial ) || |
|
( material && material.isMeshLambertMaterial ) || |
|
( material && material.isMeshBasicMaterial ) || |
|
( material && material.isMeshStandardMaterial ) || |
|
( material && material.isShaderMaterial ) || |
|
material.skinning ) { |
|
|
|
p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse ); |
|
|
|
} |
|
|
|
p_uniforms.set( _gl, _this, 'toneMappingExposure' ); |
|
p_uniforms.set( _gl, _this, 'toneMappingWhitePoint' ); |
|
|
|
} |
|
|
|
// skinning uniforms must be set even if material didn't change |
|
// auto-setting of texture unit for bone texture must go before other textures |
|
// not sure why, but otherwise weird things happen |
|
|
|
if ( material.skinning ) { |
|
|
|
p_uniforms.setOptional( _gl, object, 'bindMatrix' ); |
|
p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' ); |
|
|
|
var skeleton = object.skeleton; |
|
|
|
if ( skeleton ) { |
|
|
|
if ( capabilities.floatVertexTextures && skeleton.useVertexTexture ) { |
|
|
|
p_uniforms.set( _gl, skeleton, 'boneTexture' ); |
|
p_uniforms.set( _gl, skeleton, 'boneTextureWidth' ); |
|
p_uniforms.set( _gl, skeleton, 'boneTextureHeight' ); |
|
|
|
} else { |
|
|
|
p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' ); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
if ( refreshMaterial ) { |
|
|
|
if ( material.lights ) { |
|
|
|
// the current material requires lighting info |
|
|
|
// note: all lighting uniforms are always set correctly |
|
// they simply reference the renderer's state for their |
|
// values |
|
// |
|
// use the current material's .needsUpdate flags to set |
|
// the GL state when required |
|
|
|
markUniformsLightsNeedsUpdate( m_uniforms, refreshLights ); |
|
|
|
} |
|
|
|
// refresh uniforms common to several materials |
|
|
|
if ( fog && material.fog ) { |
|
|
|
refreshUniformsFog( m_uniforms, fog ); |
|
|
|
} |
|
|
|
if ( ( material && material.isMeshBasicMaterial ) || |
|
( material && material.isMeshLambertMaterial ) || |
|
( material && material.isMeshPhongMaterial ) || |
|
( material && material.isMeshStandardMaterial ) || |
|
( material && material.isMeshDepthMaterial ) ) { |
|
|
|
refreshUniformsCommon( m_uniforms, material ); |
|
|
|
} |
|
|
|
// refresh single material specific uniforms |
|
|
|
if ( material && material.isLineBasicMaterial ) { |
|
|
|
refreshUniformsLine( m_uniforms, material ); |
|
|
|
} else if ( material && material.isLineDashedMaterial ) { |
|
|
|
refreshUniformsLine( m_uniforms, material ); |
|
refreshUniformsDash( m_uniforms, material ); |
|
|
|
} else if ( material && material.isPointsMaterial ) { |
|
|
|
refreshUniformsPoints( m_uniforms, material ); |
|
|
|
} else if ( material && material.isMeshLambertMaterial ) { |
|
|
|
refreshUniformsLambert( m_uniforms, material ); |
|
|
|
} else if ( material && material.isMeshPhongMaterial ) { |
|
|
|
refreshUniformsPhong( m_uniforms, material ); |
|
|
|
} else if ( material && material.isMeshPhysicalMaterial ) { |
|
|
|
refreshUniformsPhysical( m_uniforms, material ); |
|
|
|
} else if ( material && material.isMeshStandardMaterial ) { |
|
|
|
refreshUniformsStandard( m_uniforms, material ); |
|
|
|
} else if ( material && material.isMeshDepthMaterial ) { |
|
|
|
if ( material.displacementMap ) { |
|
|
|
m_uniforms.displacementMap.value = material.displacementMap; |
|
m_uniforms.displacementScale.value = material.displacementScale; |
|
m_uniforms.displacementBias.value = material.displacementBias; |
|
|
|
} |
|
|
|
} else if ( material && material.isMeshNormalMaterial ) { |
|
|
|
m_uniforms.opacity.value = material.opacity; |
|
|
|
} |
|
|
|
exports.WebGLUniforms.upload( |
|
_gl, materialProperties.uniformsList, m_uniforms, _this ); |
|
|
|
} |
|
|
|
|
|
// common matrices |
|
|
|
p_uniforms.set( _gl, object, 'modelViewMatrix' ); |
|
p_uniforms.set( _gl, object, 'normalMatrix' ); |
|
p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld ); |
|
|
|
|
|
// dynamic uniforms |
|
|
|
var dynUniforms = materialProperties.dynamicUniforms; |
|
|
|
if ( dynUniforms !== null ) { |
|
|
|
exports.WebGLUniforms.evalDynamic( |
|
dynUniforms, m_uniforms, object, camera ); |
|
|
|
exports.WebGLUniforms.upload( _gl, dynUniforms, m_uniforms, _this ); |
|
|
|
} |
|
|
|
return program; |
|
|
|
} |
|
|
|
// Uniforms (refresh uniforms objects) |
|
|
|
function refreshUniformsCommon( uniforms, material ) { |
|
|
|
uniforms.opacity.value = material.opacity; |
|
|
|
uniforms.diffuse.value = material.color; |
|
|
|
if ( material.emissive ) { |
|
|
|
uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity ); |
|
|
|
} |
|
|
|
uniforms.map.value = material.map; |
|
uniforms.specularMap.value = material.specularMap; |
|
uniforms.alphaMap.value = material.alphaMap; |
|
|
|
if ( material.aoMap ) { |
|
|
|
uniforms.aoMap.value = material.aoMap; |
|
uniforms.aoMapIntensity.value = material.aoMapIntensity; |
|
|
|
} |
|
|
|
// uv repeat and offset setting priorities |
|
// 1. color map |
|
// 2. specular map |
|
// 3. normal map |
|
// 4. bump map |
|
// 5. alpha map |
|
// 6. emissive map |
|
|
|
var uvScaleMap; |
|
|
|
if ( material.map ) { |
|
|
|
uvScaleMap = material.map; |
|
|
|
} else if ( material.specularMap ) { |
|
|
|
uvScaleMap = material.specularMap; |
|
|
|
} else if ( material.displacementMap ) { |
|
|
|
uvScaleMap = material.displacementMap; |
|
|
|
} else if ( material.normalMap ) { |
|
|
|
uvScaleMap = material.normalMap; |
|
|
|
} else if ( material.bumpMap ) { |
|
|
|
uvScaleMap = material.bumpMap; |
|
|
|
} else if ( material.roughnessMap ) { |
|
|
|
uvScaleMap = material.roughnessMap; |
|
|
|
} else if ( material.metalnessMap ) { |
|
|
|
uvScaleMap = material.metalnessMap; |
|
|
|
} else if ( material.alphaMap ) { |
|
|
|
uvScaleMap = material.alphaMap; |
|
|
|
} else if ( material.emissiveMap ) { |
|
|
|
uvScaleMap = material.emissiveMap; |
|
|
|
} |
|
|
|
if ( uvScaleMap !== undefined ) { |
|
|
|
// backwards compatibility |
|
if ( (uvScaleMap && uvScaleMap.isWebGLRenderTarget) ) { |
|
|
|
uvScaleMap = uvScaleMap.texture; |
|
|
|
} |
|
|
|
var offset = uvScaleMap.offset; |
|
var repeat = uvScaleMap.repeat; |
|
|
|
uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y ); |
|
|
|
} |
|
|
|
uniforms.envMap.value = material.envMap; |
|
|
|
// don't flip CubeTexture envMaps, flip everything else: |
|
// WebGLRenderTargetCube will be flipped for backwards compatibility |
|
// WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture |
|
// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future |
|
uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1; |
|
|
|
uniforms.reflectivity.value = material.reflectivity; |
|
uniforms.refractionRatio.value = material.refractionRatio; |
|
|
|
} |
|
|
|
function refreshUniformsLine( uniforms, material ) { |
|
|
|
uniforms.diffuse.value = material.color; |
|
uniforms.opacity.value = material.opacity; |
|
|
|
} |
|
|
|
function refreshUniformsDash( uniforms, material ) { |
|
|
|
uniforms.dashSize.value = material.dashSize; |
|
uniforms.totalSize.value = material.dashSize + material.gapSize; |
|
uniforms.scale.value = material.scale; |
|
|
|
} |
|
|
|
function refreshUniformsPoints( uniforms, material ) { |
|
|
|
uniforms.diffuse.value = material.color; |
|
uniforms.opacity.value = material.opacity; |
|
uniforms.size.value = material.size * _pixelRatio; |
|
uniforms.scale.value = _canvas.clientHeight * 0.5; |
|
|
|
uniforms.map.value = material.map; |
|
|
|
if ( material.map !== null ) { |
|
|
|
var offset = material.map.offset; |
|
var repeat = material.map.repeat; |
|
|
|
uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y ); |
|
|
|
} |
|
|
|
} |
|
|
|
function refreshUniformsFog( uniforms, fog ) { |
|
|
|
uniforms.fogColor.value = fog.color; |
|
|
|
if ( fog && fog.isFog ) { |
|
|
|
uniforms.fogNear.value = fog.near; |
|
uniforms.fogFar.value = fog.far; |
|
|
|
} else if ( fog && fog.isFogExp2 ) { |
|
|
|
uniforms.fogDensity.value = fog.density; |
|
|
|
} |
|
|
|
} |
|
|
|
function refreshUniformsLambert( uniforms, material ) { |
|
|
|
if ( material.lightMap ) { |
|
|
|
uniforms.lightMap.value = material.lightMap; |
|
uniforms.lightMapIntensity.value = material.lightMapIntensity; |
|
|
|
} |
|
|
|
if ( material.emissiveMap ) { |
|
|
|
uniforms.emissiveMap.value = material.emissiveMap; |
|
|
|
} |
|
|
|
} |
|
|
|
function refreshUniformsPhong( uniforms, material ) { |
|
|
|
uniforms.specular.value = material.specular; |
|
uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 ) |
|
|
|
if ( material.lightMap ) { |
|
|
|
uniforms.lightMap.value = material.lightMap; |
|
uniforms.lightMapIntensity.value = material.lightMapIntensity; |
|
|
|
} |
|
|
|
if ( material.emissiveMap ) { |
|
|
|
uniforms.emissiveMap.value = material.emissiveMap; |
|
|
|
} |
|
|
|
if ( material.bumpMap ) { |
|
|
|
uniforms.bumpMap.value = material.bumpMap; |
|
uniforms.bumpScale.value = material.bumpScale; |
|
|
|
} |
|
|
|
if ( material.normalMap ) { |
|
|
|
uniforms.normalMap.value = material.normalMap; |
|
uniforms.normalScale.value.copy( material.normalScale ); |
|
|
|
} |
|
|
|
if ( material.displacementMap ) { |
|
|
|
uniforms.displacementMap.value = material.displacementMap; |
|
uniforms.displacementScale.value = material.displacementScale; |
|
uniforms.displacementBias.value = material.displacementBias; |
|
|
|
} |
|
|
|
} |
|
|
|
function refreshUniformsStandard( uniforms, material ) { |
|
|
|
uniforms.roughness.value = material.roughness; |
|
uniforms.metalness.value = material.metalness; |
|
|
|
if ( material.roughnessMap ) { |
|
|
|
uniforms.roughnessMap.value = material.roughnessMap; |
|
|
|
} |
|
|
|
if ( material.metalnessMap ) { |
|
|
|
uniforms.metalnessMap.value = material.metalnessMap; |
|
|
|
} |
|
|
|
if ( material.lightMap ) { |
|
|
|
uniforms.lightMap.value = material.lightMap; |
|
uniforms.lightMapIntensity.value = material.lightMapIntensity; |
|
|
|
} |
|
|
|
if ( material.emissiveMap ) { |
|
|
|
uniforms.emissiveMap.value = material.emissiveMap; |
|
|
|
} |
|
|
|
if ( material.bumpMap ) { |
|
|
|
uniforms.bumpMap.value = material.bumpMap; |
|
uniforms.bumpScale.value = material.bumpScale; |
|
|
|
} |
|
|
|
if ( material.normalMap ) { |
|
|
|
uniforms.normalMap.value = material.normalMap; |
|
uniforms.normalScale.value.copy( material.normalScale ); |
|
|
|
} |
|
|
|
if ( material.displacementMap ) { |
|
|
|
uniforms.displacementMap.value = material.displacementMap; |
|
uniforms.displacementScale.value = material.displacementScale; |
|
uniforms.displacementBias.value = material.displacementBias; |
|
|
|
} |
|
|
|
if ( material.envMap ) { |
|
|
|
//uniforms.envMap.value = material.envMap; // part of uniforms common |
|
uniforms.envMapIntensity.value = material.envMapIntensity; |
|
|
|
} |
|
|
|
} |
|
|
|
function refreshUniformsPhysical( uniforms, material ) { |
|
|
|
uniforms.clearCoat.value = material.clearCoat; |
|
uniforms.clearCoatRoughness.value = material.clearCoatRoughness; |
|
|
|
refreshUniformsStandard( uniforms, material ); |
|
|
|
} |
|
|
|
// If uniforms are marked as clean, they don't need to be loaded to the GPU. |
|
|
|
function markUniformsLightsNeedsUpdate( uniforms, value ) { |
|
|
|
uniforms.ambientLightColor.needsUpdate = value; |
|
|
|
uniforms.directionalLights.needsUpdate = value; |
|
uniforms.pointLights.needsUpdate = value; |
|
uniforms.spotLights.needsUpdate = value; |
|
uniforms.hemisphereLights.needsUpdate = value; |
|
|
|
} |
|
|
|
// Lighting |
|
|
|
function setupShadows( lights ) { |
|
|
|
var lightShadowsLength = 0; |
|
|
|
for ( var i = 0, l = lights.length; i < l; i ++ ) { |
|
|
|
var light = lights[ i ]; |
|
|
|
if ( light.castShadow ) { |
|
|
|
_lights.shadows[ lightShadowsLength ++ ] = light; |
|
|
|
} |
|
|
|
} |
|
|
|
_lights.shadows.length = lightShadowsLength; |
|
|
|
} |
|
|
|
function setupLights( lights, camera ) { |
|
|
|
var l, ll, light, |
|
r = 0, g = 0, b = 0, |
|
color, |
|
intensity, |
|
distance, |
|
shadowMap, |
|
|
|
viewMatrix = camera.matrixWorldInverse, |
|
|
|
directionalLength = 0, |
|
pointLength = 0, |
|
spotLength = 0, |
|
hemiLength = 0; |
|
|
|
for ( l = 0, ll = lights.length; l < ll; l ++ ) { |
|
|
|
light = lights[ l ]; |
|
|
|
color = light.color; |
|
intensity = light.intensity; |
|
distance = light.distance; |
|
|
|
shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null; |
|
|
|
if ( light && light.isAmbientLight ) { |
|
|
|
r += color.r * intensity; |
|
g += color.g * intensity; |
|
b += color.b * intensity; |
|
|
|
} else if ( light && light.isDirectionalLight ) { |
|
|
|
var uniforms = lightCache.get( light ); |
|
|
|
uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); |
|
uniforms.direction.setFromMatrixPosition( light.matrixWorld ); |
|
_vector3.setFromMatrixPosition( light.target.matrixWorld ); |
|
uniforms.direction.sub( _vector3 ); |
|
uniforms.direction.transformDirection( viewMatrix ); |
|
|
|
uniforms.shadow = light.castShadow; |
|
|
|
if ( light.castShadow ) { |
|
|
|
uniforms.shadowBias = light.shadow.bias; |
|
uniforms.shadowRadius = light.shadow.radius; |
|
uniforms.shadowMapSize = light.shadow.mapSize; |
|
|
|
} |
|
|
|
_lights.directionalShadowMap[ directionalLength ] = shadowMap; |
|
_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix; |
|
_lights.directional[ directionalLength ++ ] = uniforms; |
|
|
|
} else if ( light && light.isSpotLight ) { |
|
|
|
var uniforms = lightCache.get( light ); |
|
|
|
uniforms.position.setFromMatrixPosition( light.matrixWorld ); |
|
uniforms.position.applyMatrix4( viewMatrix ); |
|
|
|
uniforms.color.copy( color ).multiplyScalar( intensity ); |
|
uniforms.distance = distance; |
|
|
|
uniforms.direction.setFromMatrixPosition( light.matrixWorld ); |
|
_vector3.setFromMatrixPosition( light.target.matrixWorld ); |
|
uniforms.direction.sub( _vector3 ); |
|
uniforms.direction.transformDirection( viewMatrix ); |
|
|
|
uniforms.coneCos = Math.cos( light.angle ); |
|
uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) ); |
|
uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay; |
|
|
|
uniforms.shadow = light.castShadow; |
|
|
|
if ( light.castShadow ) { |
|
|
|
uniforms.shadowBias = light.shadow.bias; |
|
uniforms.shadowRadius = light.shadow.radius; |
|
uniforms.shadowMapSize = light.shadow.mapSize; |
|
|
|
} |
|
|
|
_lights.spotShadowMap[ spotLength ] = shadowMap; |
|
_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix; |
|
_lights.spot[ spotLength ++ ] = uniforms; |
|
|
|
} else if ( light && light.isPointLight ) { |
|
|
|
var uniforms = lightCache.get( light ); |
|
|
|
uniforms.position.setFromMatrixPosition( light.matrixWorld ); |
|
uniforms.position.applyMatrix4( viewMatrix ); |
|
|
|
uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); |
|
uniforms.distance = light.distance; |
|
uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay; |
|
|
|
uniforms.shadow = light.castShadow; |
|
|
|
if ( light.castShadow ) { |
|
|
|
uniforms.shadowBias = light.shadow.bias; |
|
uniforms.shadowRadius = light.shadow.radius; |
|
uniforms.shadowMapSize = light.shadow.mapSize; |
|
|
|
} |
|
|
|
_lights.pointShadowMap[ pointLength ] = shadowMap; |
|
|
|
if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) { |
|
|
|
_lights.pointShadowMatrix[ pointLength ] = new Matrix4(); |
|
|
|
} |
|
|
|
// for point lights we set the shadow matrix to be a translation-only matrix |
|
// equal to inverse of the light's position |
|
_vector3.setFromMatrixPosition( light.matrixWorld ).negate(); |
|
_lights.pointShadowMatrix[ pointLength ].identity().setPosition( _vector3 ); |
|
|
|
_lights.point[ pointLength ++ ] = uniforms; |
|
|
|
} else if ( light && light.isHemisphereLight ) { |
|
|
|
var uniforms = lightCache.get( light ); |
|
|
|
uniforms.direction.setFromMatrixPosition( light.matrixWorld ); |
|
uniforms.direction.transformDirection( viewMatrix ); |
|
uniforms.direction.normalize(); |
|
|
|
uniforms.skyColor.copy( light.color ).multiplyScalar( intensity ); |
|
uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity ); |
|
|
|
_lights.hemi[ hemiLength ++ ] = uniforms; |
|
|
|
} |
|
|
|
} |
|
|
|
_lights.ambient[ 0 ] = r; |
|
_lights.ambient[ 1 ] = g; |
|
_lights.ambient[ 2 ] = b; |
|
|
|
_lights.directional.length = directionalLength; |
|
_lights.spot.length = spotLength; |
|
_lights.point.length = pointLength; |
|
_lights.hemi.length = hemiLength; |
|
|
|
_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + hemiLength + ',' + _lights.shadows.length; |
|
|
|
} |
|
|
|
// GL state setting |
|
|
|
this.setFaceCulling = function ( cullFace, frontFaceDirection ) { |
|
|
|
state.setCullFace( cullFace ); |
|
state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW ); |
|
|
|
}; |
|
|
|
// Textures |
|
|
|
function allocTextureUnit() { |
|
|
|
var textureUnit = _usedTextureUnits; |
|
|
|
if ( textureUnit >= capabilities.maxTextures ) { |
|
|
|
console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures ); |
|
|
|
} |
|
|
|
_usedTextureUnits += 1; |
|
|
|
return textureUnit; |
|
|
|
} |
|
|
|
this.allocTextureUnit = allocTextureUnit; |
|
|
|
// this.setTexture2D = setTexture2D; |
|
this.setTexture2D = ( function() { |
|
|
|
var warned = false; |
|
|
|
// backwards compatibility: peel texture.texture |
|
return function setTexture2D( texture, slot ) { |
|
|
|
if ( texture && texture.isWebGLRenderTarget ) { |
|
|
|
if ( ! warned ) { |
|
|
|
console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." ); |
|
warned = true; |
|
|
|
} |
|
|
|
texture = texture.texture; |
|
|
|
} |
|
|
|
textures.setTexture2D( texture, slot ); |
|
|
|
}; |
|
|
|
}() ); |
|
|
|
this.setTexture = ( function() { |
|
|
|
var warned = false; |
|
|
|
return function setTexture( texture, slot ) { |
|
|
|
if ( ! warned ) { |
|
|
|
console.warn( "THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead." ); |
|
warned = true; |
|
|
|
} |
|
|
|
textures.setTexture2D( texture, slot ); |
|
|
|
}; |
|
|
|
}() ); |
|
|
|
this.setTextureCube = ( function() { |
|
|
|
var warned = false; |
|
|
|
return function setTextureCube( texture, slot ) { |
|
|
|
// backwards compatibility: peel texture.texture |
|
if ( texture && texture.isWebGLRenderTargetCube ) { |
|
|
|
if ( ! warned ) { |
|
|
|
console.warn( "THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead." ); |
|
warned = true; |
|
|
|
} |
|
|
|
texture = texture.texture; |
|
|
|
} |
|
|
|
// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture |
|
// TODO: unify these code paths |
|
if ( ( texture && texture.isCubeTexture ) || |
|
( Array.isArray( texture.image ) && texture.image.length === 6 ) ) { |
|
|
|
// CompressedTexture can have Array in image :/ |
|
|
|
// this function alone should take care of cube textures |
|
textures.setTextureCube( texture, slot ); |
|
|
|
} else { |
|
|
|
// assumed: texture property of THREE.WebGLRenderTargetCube |
|
|
|
textures.setTextureCubeDynamic( texture, slot ); |
|
|
|
} |
|
|
|
}; |
|
|
|
}() ); |
|
|
|
this.getCurrentRenderTarget = function() { |
|
|
|
return _currentRenderTarget; |
|
|
|
}; |
|
|
|
this.setRenderTarget = function ( renderTarget ) { |
|
|
|
_currentRenderTarget = renderTarget; |
|
|
|
if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) { |
|
|
|
textures.setupRenderTarget( renderTarget ); |
|
|
|
} |
|
|
|
var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube ); |
|
var framebuffer; |
|
|
|
if ( renderTarget ) { |
|
|
|
var renderTargetProperties = properties.get( renderTarget ); |
|
|
|
if ( isCube ) { |
|
|
|
framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ]; |
|
|
|
} else { |
|
|
|
framebuffer = renderTargetProperties.__webglFramebuffer; |
|
|
|
} |
|
|
|
_currentScissor.copy( renderTarget.scissor ); |
|
_currentScissorTest = renderTarget.scissorTest; |
|
|
|
_currentViewport.copy( renderTarget.viewport ); |
|
|
|
} else { |
|
|
|
framebuffer = null; |
|
|
|
_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ); |
|
_currentScissorTest = _scissorTest; |
|
|
|
_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ); |
|
|
|
} |
|
|
|
if ( _currentFramebuffer !== framebuffer ) { |
|
|
|
_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); |
|
_currentFramebuffer = framebuffer; |
|
|
|
} |
|
|
|
state.scissor( _currentScissor ); |
|
state.setScissorTest( _currentScissorTest ); |
|
|
|
state.viewport( _currentViewport ); |
|
|
|
if ( isCube ) { |
|
|
|
var textureProperties = properties.get( renderTarget.texture ); |
|
_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel ); |
|
|
|
} |
|
|
|
}; |
|
|
|
this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) { |
|
|
|
if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) { |
|
|
|
console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' ); |
|
return; |
|
|
|
} |
|
|
|
var framebuffer = properties.get( renderTarget ).__webglFramebuffer; |
|
|
|
if ( framebuffer ) { |
|
|
|
var restore = false; |
|
|
|
if ( framebuffer !== _currentFramebuffer ) { |
|
|
|
_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); |
|
|
|
restore = true; |
|
|
|
} |
|
|
|
try { |
|
|
|
var texture = renderTarget.texture; |
|
|
|
if ( texture.format !== RGBAFormat && paramThreeToGL( texture.format ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) { |
|
|
|
console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' ); |
|
return; |
|
|
|
} |
|
|
|
if ( texture.type !== UnsignedByteType && |
|
paramThreeToGL( texture.type ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && |
|
! ( texture.type === FloatType && extensions.get( 'WEBGL_color_buffer_float' ) ) && |
|
! ( texture.type === HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) { |
|
|
|
console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' ); |
|
return; |
|
|
|
} |
|
|
|
if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) { |
|
|
|
// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604) |
|
|
|
if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) { |
|
|
|
_gl.readPixels( x, y, width, height, paramThreeToGL( texture.format ), paramThreeToGL( texture.type ), buffer ); |
|
|
|
} |
|
|
|
} else { |
|
|
|
console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' ); |
|
|
|
} |
|
|
|
} finally { |
|
|
|
if ( restore ) { |
|
|
|
_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer ); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
}; |
|
|
|
// Map three.js constants to WebGL constants |
|
|
|
function paramThreeToGL( p ) { |
|
|
|
var extension; |
|
|
|
if ( p === RepeatWrapping ) return _gl.REPEAT; |
|
if ( p === ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE; |
|
if ( p === MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT; |
|
|
|
if ( p === NearestFilter ) return _gl.NEAREST; |
|
if ( p === NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST; |
|
if ( p === NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR; |
|
|
|
if ( p === LinearFilter ) return _gl.LINEAR; |
|
if ( p === LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST; |
|
if ( p === LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR; |
|
|
|
if ( p === UnsignedByteType ) return _gl.UNSIGNED_BYTE; |
|
if ( p === UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4; |
|
if ( p === UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1; |
|
if ( p === UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5; |
|
|
|
if ( p === ByteType ) return _gl.BYTE; |
|
if ( p === ShortType ) return _gl.SHORT; |
|
if ( p === UnsignedShortType ) return _gl.UNSIGNED_SHORT; |
|
if ( p === IntType ) return _gl.INT; |
|
if ( p === UnsignedIntType ) return _gl.UNSIGNED_INT; |
|
if ( p === FloatType ) return _gl.FLOAT; |
|
|
|
extension = extensions.get( 'OES_texture_half_float' ); |
|
|
|
if ( extension !== null ) { |
|
|
|
if ( p === HalfFloatType ) return extension.HALF_FLOAT_OES; |
|
|
|
} |
|
|
|
if ( p === AlphaFormat ) return _gl.ALPHA; |
|
if ( p === RGBFormat ) return _gl.RGB; |
|
if ( p === RGBAFormat ) return _gl.RGBA; |
|
if ( p === LuminanceFormat ) return _gl.LUMINANCE; |
|
if ( p === LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA; |
|
if ( p === DepthFormat ) return _gl.DEPTH_COMPONENT; |
|
if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL; |
|
|
|
if ( p === AddEquation ) return _gl.FUNC_ADD; |
|
if ( p === SubtractEquation ) return _gl.FUNC_SUBTRACT; |
|
if ( p === ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT; |
|
|
|
if ( p === ZeroFactor ) return _gl.ZERO; |
|
if ( p === OneFactor ) return _gl.ONE; |
|
if ( p === SrcColorFactor ) return _gl.SRC_COLOR; |
|
if ( p === OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR; |
|
if ( p === SrcAlphaFactor ) return _gl.SRC_ALPHA; |
|
if ( p === OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA; |
|
if ( p === DstAlphaFactor ) return _gl.DST_ALPHA; |
|
if ( p === OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA; |
|
|
|
if ( p === DstColorFactor ) return _gl.DST_COLOR; |
|
if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR; |
|
if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE; |
|
|
|
extension = extensions.get( 'WEBGL_compressed_texture_s3tc' ); |
|
|
|
if ( extension !== null ) { |
|
|
|
if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; |
|
if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; |
|
if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; |
|
if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; |
|
|
|
} |
|
|
|
extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' ); |
|
|
|
if ( extension !== null ) { |
|
|
|
if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; |
|
if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; |
|
if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; |
|
if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; |
|
|
|
} |
|
|
|
extension = extensions.get( 'WEBGL_compressed_texture_etc1' ); |
|
|
|
if ( extension !== null ) { |
|
|
|
if ( p === RGB_ETC1_Format ) return extension.COMPRESSED_RGB_ETC1_WEBGL; |
|
|
|
} |
|
|
|
extension = extensions.get( 'EXT_blend_minmax' ); |
|
|
|
if ( extension !== null ) { |
|
|
|
if ( p === MinEquation ) return extension.MIN_EXT; |
|
if ( p === MaxEquation ) return extension.MAX_EXT; |
|
|
|
} |
|
|
|
extension = extensions.get( 'WEBGL_depth_texture' ); |
|
|
|
if ( extension !== null ){ |
|
|
|
if ( p === THREE.UnsignedInt248Type ) return extension.UNSIGNED_INT_24_8_WEBGL; |
|
|
|
} |
|
|
|
return 0; |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
* @author alteredq / http://alteredqualia.com/ |
|
*/ |
|
|
|
function FogExp2 ( color, density ) { |
|
|
|
this.name = ''; |
|
|
|
this.color = new Color( color ); |
|
this.density = ( density !== undefined ) ? density : 0.00025; |
|
|
|
} |
|
|
|
FogExp2.prototype.isFogExp2 = true; |
|
|
|
FogExp2.prototype.clone = function () { |
|
|
|
return new FogExp2( this.color.getHex(), this.density ); |
|
|
|
}; |
|
|
|
FogExp2.prototype.toJSON = function ( meta ) { |
|
|
|
return { |
|
type: 'FogExp2', |
|
color: this.color.getHex(), |
|
density: this.density |
|
}; |
|
|
|
}; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
* @author alteredq / http://alteredqualia.com/ |
|
*/ |
|
|
|
function Fog ( color, near, far ) { |
|
|
|
this.name = ''; |
|
|
|
this.color = new Color( color ); |
|
|
|
this.near = ( near !== undefined ) ? near : 1; |
|
this.far = ( far !== undefined ) ? far : 1000; |
|
|
|
} |
|
|
|
Fog.prototype.isFog = true; |
|
|
|
Fog.prototype.clone = function () { |
|
|
|
return new Fog( this.color.getHex(), this.near, this.far ); |
|
|
|
}; |
|
|
|
Fog.prototype.toJSON = function ( meta ) { |
|
|
|
return { |
|
type: 'Fog', |
|
color: this.color.getHex(), |
|
near: this.near, |
|
far: this.far |
|
}; |
|
|
|
}; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function Scene () { |
|
|
|
Object3D.call( this ); |
|
|
|
this.type = 'Scene'; |
|
|
|
this.background = null; |
|
this.fog = null; |
|
this.overrideMaterial = null; |
|
|
|
this.autoUpdate = true; // checked by the renderer |
|
|
|
} |
|
|
|
Scene.prototype = Object.create( Object3D.prototype ); |
|
|
|
Scene.prototype.constructor = Scene; |
|
|
|
Scene.prototype.copy = function ( source, recursive ) { |
|
|
|
Object3D.prototype.copy.call( this, source, recursive ); |
|
|
|
if ( source.background !== null ) this.background = source.background.clone(); |
|
if ( source.fog !== null ) this.fog = source.fog.clone(); |
|
if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone(); |
|
|
|
this.autoUpdate = source.autoUpdate; |
|
this.matrixAutoUpdate = source.matrixAutoUpdate; |
|
|
|
return this; |
|
|
|
}; |
|
|
|
Scene.prototype.toJSON = function ( meta ) { |
|
|
|
var data = Object3D.prototype.toJSON.call( this, meta ); |
|
|
|
if ( this.fog != null ) { |
|
|
|
data.object.fog = this.fog.toJSON(); |
|
|
|
} |
|
|
|
return data; |
|
|
|
}; |
|
|
|
/** |
|
* @author mikael emtinger / http://gomo.se/ |
|
* @author alteredq / http://alteredqualia.com/ |
|
*/ |
|
|
|
function LensFlare( texture, size, distance, blending, color ) { |
|
|
|
Object3D.call( this ); |
|
|
|
this.lensFlares = []; |
|
|
|
this.positionScreen = new Vector3(); |
|
this.customUpdateCallback = undefined; |
|
|
|
if ( texture !== undefined ) { |
|
|
|
this.add( texture, size, distance, blending, color ); |
|
|
|
} |
|
|
|
}; |
|
|
|
LensFlare.prototype = Object.assign( Object.create( Object3D.prototype ), { |
|
|
|
constructor: LensFlare, |
|
|
|
isLensFlare: true, |
|
|
|
copy: function ( source ) { |
|
|
|
Object3D.prototype.copy.call( this, source ); |
|
|
|
this.positionScreen.copy( source.positionScreen ); |
|
this.customUpdateCallback = source.customUpdateCallback; |
|
|
|
for ( var i = 0, l = source.lensFlares.length; i < l; i ++ ) { |
|
|
|
this.lensFlares.push( source.lensFlares[ i ] ); |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
add: function ( texture, size, distance, blending, color, opacity ) { |
|
|
|
if ( size === undefined ) size = - 1; |
|
if ( distance === undefined ) distance = 0; |
|
if ( opacity === undefined ) opacity = 1; |
|
if ( color === undefined ) color = new Color( 0xffffff ); |
|
if ( blending === undefined ) blending = NormalBlending; |
|
|
|
distance = Math.min( distance, Math.max( 0, distance ) ); |
|
|
|
this.lensFlares.push( { |
|
texture: texture, // THREE.Texture |
|
size: size, // size in pixels (-1 = use texture.width) |
|
distance: distance, // distance (0-1) from light source (0=at light source) |
|
x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is in front z = 1 is back |
|
scale: 1, // scale |
|
rotation: 0, // rotation |
|
opacity: opacity, // opacity |
|
color: color, // color |
|
blending: blending // blending |
|
} ); |
|
|
|
}, |
|
|
|
/* |
|
* Update lens flares update positions on all flares based on the screen position |
|
* Set myLensFlare.customUpdateCallback to alter the flares in your project specific way. |
|
*/ |
|
|
|
updateLensFlares: function () { |
|
|
|
var f, fl = this.lensFlares.length; |
|
var flare; |
|
var vecX = - this.positionScreen.x * 2; |
|
var vecY = - this.positionScreen.y * 2; |
|
|
|
for ( f = 0; f < fl; f ++ ) { |
|
|
|
flare = this.lensFlares[ f ]; |
|
|
|
flare.x = this.positionScreen.x + vecX * flare.distance; |
|
flare.y = this.positionScreen.y + vecY * flare.distance; |
|
|
|
flare.wantedRotation = flare.x * Math.PI * 0.25; |
|
flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25; |
|
|
|
} |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* @author alteredq / http://alteredqualia.com/ |
|
* |
|
* parameters = { |
|
* color: <hex>, |
|
* opacity: <float>, |
|
* map: new THREE.Texture( <Image> ), |
|
* |
|
* uvOffset: new THREE.Vector2(), |
|
* uvScale: new THREE.Vector2() |
|
* } |
|
*/ |
|
|
|
function SpriteMaterial( parameters ) { |
|
|
|
Material.call( this ); |
|
|
|
this.type = 'SpriteMaterial'; |
|
|
|
this.color = new Color( 0xffffff ); |
|
this.map = null; |
|
|
|
this.rotation = 0; |
|
|
|
this.fog = false; |
|
this.lights = false; |
|
|
|
this.setValues( parameters ); |
|
|
|
}; |
|
|
|
SpriteMaterial.prototype = Object.create( Material.prototype ); |
|
SpriteMaterial.prototype.constructor = SpriteMaterial; |
|
|
|
SpriteMaterial.prototype.copy = function ( source ) { |
|
|
|
Material.prototype.copy.call( this, source ); |
|
|
|
this.color.copy( source.color ); |
|
this.map = source.map; |
|
|
|
this.rotation = source.rotation; |
|
|
|
return this; |
|
|
|
}; |
|
|
|
/** |
|
* @author mikael emtinger / http://gomo.se/ |
|
* @author alteredq / http://alteredqualia.com/ |
|
*/ |
|
|
|
function Sprite( material ) { |
|
|
|
Object3D.call( this ); |
|
|
|
this.type = 'Sprite'; |
|
|
|
this.material = ( material !== undefined ) ? material : new SpriteMaterial(); |
|
|
|
}; |
|
|
|
Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), { |
|
|
|
constructor: Sprite, |
|
|
|
isSprite: true, |
|
|
|
raycast: ( function () { |
|
|
|
var matrixPosition = new Vector3(); |
|
|
|
return function raycast( raycaster, intersects ) { |
|
|
|
matrixPosition.setFromMatrixPosition( this.matrixWorld ); |
|
|
|
var distanceSq = raycaster.ray.distanceSqToPoint( matrixPosition ); |
|
var guessSizeSq = this.scale.x * this.scale.y / 4; |
|
|
|
if ( distanceSq > guessSizeSq ) { |
|
|
|
return; |
|
|
|
} |
|
|
|
intersects.push( { |
|
|
|
distance: Math.sqrt( distanceSq ), |
|
point: this.position, |
|
face: null, |
|
object: this |
|
|
|
} ); |
|
|
|
}; |
|
|
|
}() ), |
|
|
|
clone: function () { |
|
|
|
return new this.constructor( this.material ).copy( this ); |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* @author mikael emtinger / http://gomo.se/ |
|
* @author alteredq / http://alteredqualia.com/ |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function LOD() { |
|
|
|
Object3D.call( this ); |
|
|
|
this.type = 'LOD'; |
|
|
|
Object.defineProperties( this, { |
|
levels: { |
|
enumerable: true, |
|
value: [] |
|
} |
|
} ); |
|
|
|
}; |
|
|
|
|
|
LOD.prototype = Object.assign( Object.create( Object3D.prototype ), { |
|
|
|
constructor: LOD, |
|
|
|
copy: function ( source ) { |
|
|
|
Object3D.prototype.copy.call( this, source, false ); |
|
|
|
var levels = source.levels; |
|
|
|
for ( var i = 0, l = levels.length; i < l; i ++ ) { |
|
|
|
var level = levels[ i ]; |
|
|
|
this.addLevel( level.object.clone(), level.distance ); |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
addLevel: function ( object, distance ) { |
|
|
|
if ( distance === undefined ) distance = 0; |
|
|
|
distance = Math.abs( distance ); |
|
|
|
var levels = this.levels; |
|
|
|
for ( var l = 0; l < levels.length; l ++ ) { |
|
|
|
if ( distance < levels[ l ].distance ) { |
|
|
|
break; |
|
|
|
} |
|
|
|
} |
|
|
|
levels.splice( l, 0, { distance: distance, object: object } ); |
|
|
|
this.add( object ); |
|
|
|
}, |
|
|
|
getObjectForDistance: function ( distance ) { |
|
|
|
var levels = this.levels; |
|
|
|
for ( var i = 1, l = levels.length; i < l; i ++ ) { |
|
|
|
if ( distance < levels[ i ].distance ) { |
|
|
|
break; |
|
|
|
} |
|
|
|
} |
|
|
|
return levels[ i - 1 ].object; |
|
|
|
}, |
|
|
|
raycast: ( function () { |
|
|
|
var matrixPosition = new Vector3(); |
|
|
|
return function raycast( raycaster, intersects ) { |
|
|
|
matrixPosition.setFromMatrixPosition( this.matrixWorld ); |
|
|
|
var distance = raycaster.ray.origin.distanceTo( matrixPosition ); |
|
|
|
this.getObjectForDistance( distance ).raycast( raycaster, intersects ); |
|
|
|
}; |
|
|
|
}() ), |
|
|
|
update: function () { |
|
|
|
var v1 = new Vector3(); |
|
var v2 = new Vector3(); |
|
|
|
return function update( camera ) { |
|
|
|
var levels = this.levels; |
|
|
|
if ( levels.length > 1 ) { |
|
|
|
v1.setFromMatrixPosition( camera.matrixWorld ); |
|
v2.setFromMatrixPosition( this.matrixWorld ); |
|
|
|
var distance = v1.distanceTo( v2 ); |
|
|
|
levels[ 0 ].object.visible = true; |
|
|
|
for ( var i = 1, l = levels.length; i < l; i ++ ) { |
|
|
|
if ( distance >= levels[ i ].distance ) { |
|
|
|
levels[ i - 1 ].object.visible = false; |
|
levels[ i ].object.visible = true; |
|
|
|
} else { |
|
|
|
break; |
|
|
|
} |
|
|
|
} |
|
|
|
for ( ; i < l; i ++ ) { |
|
|
|
levels[ i ].object.visible = false; |
|
|
|
} |
|
|
|
} |
|
|
|
}; |
|
|
|
}(), |
|
|
|
toJSON: function ( meta ) { |
|
|
|
var data = Object3D.prototype.toJSON.call( this, meta ); |
|
|
|
data.object.levels = []; |
|
|
|
var levels = this.levels; |
|
|
|
for ( var i = 0, l = levels.length; i < l; i ++ ) { |
|
|
|
var level = levels[ i ]; |
|
|
|
data.object.levels.push( { |
|
object: level.object.uuid, |
|
distance: level.distance |
|
} ); |
|
|
|
} |
|
|
|
return data; |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* @author alteredq / http://alteredqualia.com/ |
|
*/ |
|
|
|
function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { |
|
|
|
Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); |
|
|
|
this.image = { data: data, width: width, height: height }; |
|
|
|
this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; |
|
this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; |
|
|
|
this.flipY = false; |
|
this.generateMipmaps = false; |
|
|
|
}; |
|
|
|
DataTexture.prototype = Object.create( Texture.prototype ); |
|
DataTexture.prototype.constructor = DataTexture; |
|
|
|
DataTexture.prototype.isDataTexture = true; |
|
|
|
/** |
|
* @author mikael emtinger / http://gomo.se/ |
|
* @author alteredq / http://alteredqualia.com/ |
|
* @author michael guerrero / http://realitymeltdown.com |
|
* @author ikerr / http://verold.com |
|
*/ |
|
|
|
function Skeleton( bones, boneInverses, useVertexTexture ) { |
|
|
|
this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true; |
|
|
|
this.identityMatrix = new Matrix4(); |
|
|
|
// copy the bone array |
|
|
|
bones = bones || []; |
|
|
|
this.bones = bones.slice( 0 ); |
|
|
|
// create a bone texture or an array of floats |
|
|
|
if ( this.useVertexTexture ) { |
|
|
|
// layout (1 matrix = 4 pixels) |
|
// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) |
|
// with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8) |
|
// 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16) |
|
// 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32) |
|
// 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64) |
|
|
|
|
|
var size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix |
|
size = exports.Math.nextPowerOfTwo( Math.ceil( size ) ); |
|
size = Math.max( size, 4 ); |
|
|
|
this.boneTextureWidth = size; |
|
this.boneTextureHeight = size; |
|
|
|
this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel |
|
this.boneTexture = new DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, RGBAFormat, FloatType ); |
|
|
|
} else { |
|
|
|
this.boneMatrices = new Float32Array( 16 * this.bones.length ); |
|
|
|
} |
|
|
|
// use the supplied bone inverses or calculate the inverses |
|
|
|
if ( boneInverses === undefined ) { |
|
|
|
this.calculateInverses(); |
|
|
|
} else { |
|
|
|
if ( this.bones.length === boneInverses.length ) { |
|
|
|
this.boneInverses = boneInverses.slice( 0 ); |
|
|
|
} else { |
|
|
|
console.warn( 'THREE.Skeleton bonInverses is the wrong length.' ); |
|
|
|
this.boneInverses = []; |
|
|
|
for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) { |
|
|
|
this.boneInverses.push( new Matrix4() ); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
}; |
|
|
|
Object.assign( Skeleton.prototype, { |
|
|
|
calculateInverses: function () { |
|
|
|
this.boneInverses = []; |
|
|
|
for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) { |
|
|
|
var inverse = new Matrix4(); |
|
|
|
if ( this.bones[ b ] ) { |
|
|
|
inverse.getInverse( this.bones[ b ].matrixWorld ); |
|
|
|
} |
|
|
|
this.boneInverses.push( inverse ); |
|
|
|
} |
|
|
|
}, |
|
|
|
pose: function () { |
|
|
|
var bone; |
|
|
|
// recover the bind-time world matrices |
|
|
|
for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) { |
|
|
|
bone = this.bones[ b ]; |
|
|
|
if ( bone ) { |
|
|
|
bone.matrixWorld.getInverse( this.boneInverses[ b ] ); |
|
|
|
} |
|
|
|
} |
|
|
|
// compute the local matrices, positions, rotations and scales |
|
|
|
for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) { |
|
|
|
bone = this.bones[ b ]; |
|
|
|
if ( bone ) { |
|
|
|
if ( (bone.parent && bone.parent.isBone) ) { |
|
|
|
bone.matrix.getInverse( bone.parent.matrixWorld ); |
|
bone.matrix.multiply( bone.matrixWorld ); |
|
|
|
} else { |
|
|
|
bone.matrix.copy( bone.matrixWorld ); |
|
|
|
} |
|
|
|
bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); |
|
|
|
} |
|
|
|
} |
|
|
|
}, |
|
|
|
update: ( function () { |
|
|
|
var offsetMatrix = new Matrix4(); |
|
|
|
return function update() { |
|
|
|
// flatten bone matrices to array |
|
|
|
for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) { |
|
|
|
// compute the offset between the current and the original transform |
|
|
|
var matrix = this.bones[ b ] ? this.bones[ b ].matrixWorld : this.identityMatrix; |
|
|
|
offsetMatrix.multiplyMatrices( matrix, this.boneInverses[ b ] ); |
|
offsetMatrix.toArray( this.boneMatrices, b * 16 ); |
|
|
|
} |
|
|
|
if ( this.useVertexTexture ) { |
|
|
|
this.boneTexture.needsUpdate = true; |
|
|
|
} |
|
|
|
}; |
|
|
|
} )(), |
|
|
|
clone: function () { |
|
|
|
return new Skeleton( this.bones, this.boneInverses, this.useVertexTexture ); |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* @author mikael emtinger / http://gomo.se/ |
|
* @author alteredq / http://alteredqualia.com/ |
|
* @author ikerr / http://verold.com |
|
*/ |
|
|
|
function Bone( skin ) { |
|
|
|
Object3D.call( this ); |
|
|
|
this.type = 'Bone'; |
|
|
|
this.skin = skin; |
|
|
|
}; |
|
|
|
Bone.prototype = Object.assign( Object.create( Object3D.prototype ), { |
|
|
|
constructor: Bone, |
|
|
|
isBone: true, |
|
|
|
copy: function ( source ) { |
|
|
|
Object3D.prototype.copy.call( this, source ); |
|
|
|
this.skin = source.skin; |
|
|
|
return this; |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* @author mikael emtinger / http://gomo.se/ |
|
* @author alteredq / http://alteredqualia.com/ |
|
* @author ikerr / http://verold.com |
|
*/ |
|
|
|
function SkinnedMesh( geometry, material, useVertexTexture ) { |
|
|
|
Mesh.call( this, geometry, material ); |
|
|
|
this.type = 'SkinnedMesh'; |
|
|
|
this.bindMode = "attached"; |
|
this.bindMatrix = new Matrix4(); |
|
this.bindMatrixInverse = new Matrix4(); |
|
|
|
// init bones |
|
|
|
// TODO: remove bone creation as there is no reason (other than |
|
// convenience) for THREE.SkinnedMesh to do this. |
|
|
|
var bones = []; |
|
|
|
if ( this.geometry && this.geometry.bones !== undefined ) { |
|
|
|
var bone, gbone; |
|
|
|
for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) { |
|
|
|
gbone = this.geometry.bones[ b ]; |
|
|
|
bone = new Bone( this ); |
|
bones.push( bone ); |
|
|
|
bone.name = gbone.name; |
|
bone.position.fromArray( gbone.pos ); |
|
bone.quaternion.fromArray( gbone.rotq ); |
|
if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl ); |
|
|
|
} |
|
|
|
for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) { |
|
|
|
gbone = this.geometry.bones[ b ]; |
|
|
|
if ( gbone.parent !== - 1 && gbone.parent !== null && |
|
bones[ gbone.parent ] !== undefined ) { |
|
|
|
bones[ gbone.parent ].add( bones[ b ] ); |
|
|
|
} else { |
|
|
|
this.add( bones[ b ] ); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
this.normalizeSkinWeights(); |
|
|
|
this.updateMatrixWorld( true ); |
|
this.bind( new Skeleton( bones, undefined, useVertexTexture ), this.matrixWorld ); |
|
|
|
}; |
|
|
|
|
|
SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), { |
|
|
|
constructor: SkinnedMesh, |
|
|
|
isSkinnedMesh: true, |
|
|
|
bind: function( skeleton, bindMatrix ) { |
|
|
|
this.skeleton = skeleton; |
|
|
|
if ( bindMatrix === undefined ) { |
|
|
|
this.updateMatrixWorld( true ); |
|
|
|
this.skeleton.calculateInverses(); |
|
|
|
bindMatrix = this.matrixWorld; |
|
|
|
} |
|
|
|
this.bindMatrix.copy( bindMatrix ); |
|
this.bindMatrixInverse.getInverse( bindMatrix ); |
|
|
|
}, |
|
|
|
pose: function () { |
|
|
|
this.skeleton.pose(); |
|
|
|
}, |
|
|
|
normalizeSkinWeights: function () { |
|
|
|
if ( (this.geometry && this.geometry.isGeometry) ) { |
|
|
|
for ( var i = 0; i < this.geometry.skinWeights.length; i ++ ) { |
|
|
|
var sw = this.geometry.skinWeights[ i ]; |
|
|
|
var scale = 1.0 / sw.lengthManhattan(); |
|
|
|
if ( scale !== Infinity ) { |
|
|
|
sw.multiplyScalar( scale ); |
|
|
|
} else { |
|
|
|
sw.set( 1, 0, 0, 0 ); // do something reasonable |
|
|
|
} |
|
|
|
} |
|
|
|
} else if ( (this.geometry && this.geometry.isBufferGeometry) ) { |
|
|
|
var vec = new Vector4(); |
|
|
|
var skinWeight = this.geometry.attributes.skinWeight; |
|
|
|
for ( var i = 0; i < skinWeight.count; i ++ ) { |
|
|
|
vec.x = skinWeight.getX( i ); |
|
vec.y = skinWeight.getY( i ); |
|
vec.z = skinWeight.getZ( i ); |
|
vec.w = skinWeight.getW( i ); |
|
|
|
var scale = 1.0 / vec.lengthManhattan(); |
|
|
|
if ( scale !== Infinity ) { |
|
|
|
vec.multiplyScalar( scale ); |
|
|
|
} else { |
|
|
|
vec.set( 1, 0, 0, 0 ); // do something reasonable |
|
|
|
} |
|
|
|
skinWeight.setXYZW( i, vec.x, vec.y, vec.z, vec.w ); |
|
|
|
} |
|
|
|
} |
|
|
|
}, |
|
|
|
updateMatrixWorld: function( force ) { |
|
|
|
Mesh.prototype.updateMatrixWorld.call( this, true ); |
|
|
|
if ( this.bindMode === "attached" ) { |
|
|
|
this.bindMatrixInverse.getInverse( this.matrixWorld ); |
|
|
|
} else if ( this.bindMode === "detached" ) { |
|
|
|
this.bindMatrixInverse.getInverse( this.bindMatrix ); |
|
|
|
} else { |
|
|
|
console.warn( 'THREE.SkinnedMesh unrecognized bindMode: ' + this.bindMode ); |
|
|
|
} |
|
|
|
}, |
|
|
|
clone: function() { |
|
|
|
return new this.constructor( this.geometry, this.material, this.skeleton.useVertexTexture ).copy( this ); |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
* @author alteredq / http://alteredqualia.com/ |
|
* |
|
* parameters = { |
|
* color: <hex>, |
|
* opacity: <float>, |
|
* |
|
* linewidth: <float>, |
|
* linecap: "round", |
|
* linejoin: "round" |
|
* } |
|
*/ |
|
|
|
function LineBasicMaterial( parameters ) { |
|
|
|
Material.call( this ); |
|
|
|
this.type = 'LineBasicMaterial'; |
|
|
|
this.color = new Color( 0xffffff ); |
|
|
|
this.linewidth = 1; |
|
this.linecap = 'round'; |
|
this.linejoin = 'round'; |
|
|
|
this.lights = false; |
|
|
|
this.setValues( parameters ); |
|
|
|
}; |
|
|
|
LineBasicMaterial.prototype = Object.create( Material.prototype ); |
|
LineBasicMaterial.prototype.constructor = LineBasicMaterial; |
|
|
|
LineBasicMaterial.prototype.isLineBasicMaterial = true; |
|
|
|
LineBasicMaterial.prototype.copy = function ( source ) { |
|
|
|
Material.prototype.copy.call( this, source ); |
|
|
|
this.color.copy( source.color ); |
|
|
|
this.linewidth = source.linewidth; |
|
this.linecap = source.linecap; |
|
this.linejoin = source.linejoin; |
|
|
|
return this; |
|
|
|
}; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function Line( geometry, material, mode ) { |
|
|
|
if ( mode === 1 ) { |
|
|
|
console.warn( 'THREE.Line: parameter THREE.LinePieces no longer supported. Created THREE.LineSegments instead.' ); |
|
return new LineSegments( geometry, material ); |
|
|
|
} |
|
|
|
Object3D.call( this ); |
|
|
|
this.type = 'Line'; |
|
|
|
this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); |
|
this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } ); |
|
|
|
}; |
|
|
|
Line.prototype = Object.assign( Object.create( Object3D.prototype ), { |
|
|
|
constructor: Line, |
|
|
|
isLine: true, |
|
|
|
raycast: ( function () { |
|
|
|
var inverseMatrix = new Matrix4(); |
|
var ray = new Ray(); |
|
var sphere = new Sphere(); |
|
|
|
return function raycast( raycaster, intersects ) { |
|
|
|
var precision = raycaster.linePrecision; |
|
var precisionSq = precision * precision; |
|
|
|
var geometry = this.geometry; |
|
var matrixWorld = this.matrixWorld; |
|
|
|
// Checking boundingSphere distance to ray |
|
|
|
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); |
|
|
|
sphere.copy( geometry.boundingSphere ); |
|
sphere.applyMatrix4( matrixWorld ); |
|
|
|
if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; |
|
|
|
// |
|
|
|
inverseMatrix.getInverse( matrixWorld ); |
|
ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); |
|
|
|
var vStart = new Vector3(); |
|
var vEnd = new Vector3(); |
|
var interSegment = new Vector3(); |
|
var interRay = new Vector3(); |
|
var step = (this && this.isLineSegments) ? 2 : 1; |
|
|
|
if ( (geometry && geometry.isBufferGeometry) ) { |
|
|
|
var index = geometry.index; |
|
var attributes = geometry.attributes; |
|
var positions = attributes.position.array; |
|
|
|
if ( index !== null ) { |
|
|
|
var indices = index.array; |
|
|
|
for ( var i = 0, l = indices.length - 1; i < l; i += step ) { |
|
|
|
var a = indices[ i ]; |
|
var b = indices[ i + 1 ]; |
|
|
|
vStart.fromArray( positions, a * 3 ); |
|
vEnd.fromArray( positions, b * 3 ); |
|
|
|
var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); |
|
|
|
if ( distSq > precisionSq ) continue; |
|
|
|
interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation |
|
|
|
var distance = raycaster.ray.origin.distanceTo( interRay ); |
|
|
|
if ( distance < raycaster.near || distance > raycaster.far ) continue; |
|
|
|
intersects.push( { |
|
|
|
distance: distance, |
|
// What do we want? intersection point on the ray or on the segment?? |
|
// point: raycaster.ray.at( distance ), |
|
point: interSegment.clone().applyMatrix4( this.matrixWorld ), |
|
index: i, |
|
face: null, |
|
faceIndex: null, |
|
object: this |
|
|
|
} ); |
|
|
|
} |
|
|
|
} else { |
|
|
|
for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) { |
|
|
|
vStart.fromArray( positions, 3 * i ); |
|
vEnd.fromArray( positions, 3 * i + 3 ); |
|
|
|
var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); |
|
|
|
if ( distSq > precisionSq ) continue; |
|
|
|
interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation |
|
|
|
var distance = raycaster.ray.origin.distanceTo( interRay ); |
|
|
|
if ( distance < raycaster.near || distance > raycaster.far ) continue; |
|
|
|
intersects.push( { |
|
|
|
distance: distance, |
|
// What do we want? intersection point on the ray or on the segment?? |
|
// point: raycaster.ray.at( distance ), |
|
point: interSegment.clone().applyMatrix4( this.matrixWorld ), |
|
index: i, |
|
face: null, |
|
faceIndex: null, |
|
object: this |
|
|
|
} ); |
|
|
|
} |
|
|
|
} |
|
|
|
} else if ( (geometry && geometry.isGeometry) ) { |
|
|
|
var vertices = geometry.vertices; |
|
var nbVertices = vertices.length; |
|
|
|
for ( var i = 0; i < nbVertices - 1; i += step ) { |
|
|
|
var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment ); |
|
|
|
if ( distSq > precisionSq ) continue; |
|
|
|
interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation |
|
|
|
var distance = raycaster.ray.origin.distanceTo( interRay ); |
|
|
|
if ( distance < raycaster.near || distance > raycaster.far ) continue; |
|
|
|
intersects.push( { |
|
|
|
distance: distance, |
|
// What do we want? intersection point on the ray or on the segment?? |
|
// point: raycaster.ray.at( distance ), |
|
point: interSegment.clone().applyMatrix4( this.matrixWorld ), |
|
index: i, |
|
face: null, |
|
faceIndex: null, |
|
object: this |
|
|
|
} ); |
|
|
|
} |
|
|
|
} |
|
|
|
}; |
|
|
|
}() ), |
|
|
|
clone: function () { |
|
|
|
return new this.constructor( this.geometry, this.material ).copy( this ); |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function LineSegments( geometry, material ) { |
|
|
|
Line.call( this, geometry, material ); |
|
|
|
this.type = 'LineSegments'; |
|
|
|
}; |
|
|
|
LineSegments.prototype = Object.assign( Object.create( Line.prototype ), { |
|
|
|
constructor: LineSegments, |
|
|
|
isLineSegments: true |
|
|
|
} ); |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
* @author alteredq / http://alteredqualia.com/ |
|
* |
|
* parameters = { |
|
* color: <hex>, |
|
* opacity: <float>, |
|
* map: new THREE.Texture( <Image> ), |
|
* |
|
* size: <float>, |
|
* sizeAttenuation: <bool> |
|
* } |
|
*/ |
|
|
|
function PointsMaterial( parameters ) { |
|
|
|
Material.call( this ); |
|
|
|
this.type = 'PointsMaterial'; |
|
|
|
this.color = new Color( 0xffffff ); |
|
|
|
this.map = null; |
|
|
|
this.size = 1; |
|
this.sizeAttenuation = true; |
|
|
|
this.lights = false; |
|
|
|
this.setValues( parameters ); |
|
|
|
}; |
|
|
|
PointsMaterial.prototype = Object.create( Material.prototype ); |
|
PointsMaterial.prototype.constructor = PointsMaterial; |
|
|
|
PointsMaterial.prototype.isPointsMaterial = true; |
|
|
|
PointsMaterial.prototype.copy = function ( source ) { |
|
|
|
Material.prototype.copy.call( this, source ); |
|
|
|
this.color.copy( source.color ); |
|
|
|
this.map = source.map; |
|
|
|
this.size = source.size; |
|
this.sizeAttenuation = source.sizeAttenuation; |
|
|
|
return this; |
|
|
|
}; |
|
|
|
/** |
|
* @author alteredq / http://alteredqualia.com/ |
|
*/ |
|
|
|
function Points( geometry, material ) { |
|
|
|
Object3D.call( this ); |
|
|
|
this.type = 'Points'; |
|
|
|
this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); |
|
this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } ); |
|
|
|
}; |
|
|
|
Points.prototype = Object.assign( Object.create( Object3D.prototype ), { |
|
|
|
constructor: Points, |
|
|
|
isPoints: true, |
|
|
|
raycast: ( function () { |
|
|
|
var inverseMatrix = new Matrix4(); |
|
var ray = new Ray(); |
|
var sphere = new Sphere(); |
|
|
|
return function raycast( raycaster, intersects ) { |
|
|
|
var object = this; |
|
var geometry = this.geometry; |
|
var matrixWorld = this.matrixWorld; |
|
var threshold = raycaster.params.Points.threshold; |
|
|
|
// Checking boundingSphere distance to ray |
|
|
|
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); |
|
|
|
sphere.copy( geometry.boundingSphere ); |
|
sphere.applyMatrix4( matrixWorld ); |
|
|
|
if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; |
|
|
|
// |
|
|
|
inverseMatrix.getInverse( matrixWorld ); |
|
ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); |
|
|
|
var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); |
|
var localThresholdSq = localThreshold * localThreshold; |
|
var position = new Vector3(); |
|
|
|
function testPoint( point, index ) { |
|
|
|
var rayPointDistanceSq = ray.distanceSqToPoint( point ); |
|
|
|
if ( rayPointDistanceSq < localThresholdSq ) { |
|
|
|
var intersectPoint = ray.closestPointToPoint( point ); |
|
intersectPoint.applyMatrix4( matrixWorld ); |
|
|
|
var distance = raycaster.ray.origin.distanceTo( intersectPoint ); |
|
|
|
if ( distance < raycaster.near || distance > raycaster.far ) return; |
|
|
|
intersects.push( { |
|
|
|
distance: distance, |
|
distanceToRay: Math.sqrt( rayPointDistanceSq ), |
|
point: intersectPoint.clone(), |
|
index: index, |
|
face: null, |
|
object: object |
|
|
|
} ); |
|
|
|
} |
|
|
|
} |
|
|
|
if ( (geometry && geometry.isBufferGeometry) ) { |
|
|
|
var index = geometry.index; |
|
var attributes = geometry.attributes; |
|
var positions = attributes.position.array; |
|
|
|
if ( index !== null ) { |
|
|
|
var indices = index.array; |
|
|
|
for ( var i = 0, il = indices.length; i < il; i ++ ) { |
|
|
|
var a = indices[ i ]; |
|
|
|
position.fromArray( positions, a * 3 ); |
|
|
|
testPoint( position, a ); |
|
|
|
} |
|
|
|
} else { |
|
|
|
for ( var i = 0, l = positions.length / 3; i < l; i ++ ) { |
|
|
|
position.fromArray( positions, i * 3 ); |
|
|
|
testPoint( position, i ); |
|
|
|
} |
|
|
|
} |
|
|
|
} else { |
|
|
|
var vertices = geometry.vertices; |
|
|
|
for ( var i = 0, l = vertices.length; i < l; i ++ ) { |
|
|
|
testPoint( vertices[ i ], i ); |
|
|
|
} |
|
|
|
} |
|
|
|
}; |
|
|
|
}() ), |
|
|
|
clone: function () { |
|
|
|
return new this.constructor( this.geometry, this.material ).copy( this ); |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function Group() { |
|
|
|
Object3D.call( this ); |
|
|
|
this.type = 'Group'; |
|
|
|
}; |
|
|
|
Group.prototype = Object.assign( Object.create( Object3D.prototype ), { |
|
|
|
constructor: Group |
|
|
|
} ); |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { |
|
|
|
Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); |
|
|
|
this.generateMipmaps = false; |
|
|
|
var scope = this; |
|
|
|
function update() { |
|
|
|
requestAnimationFrame( update ); |
|
|
|
if ( video.readyState >= video.HAVE_CURRENT_DATA ) { |
|
|
|
scope.needsUpdate = true; |
|
|
|
} |
|
|
|
} |
|
|
|
update(); |
|
|
|
}; |
|
|
|
VideoTexture.prototype = Object.create( Texture.prototype ); |
|
VideoTexture.prototype.constructor = VideoTexture; |
|
|
|
/** |
|
* @author alteredq / http://alteredqualia.com/ |
|
*/ |
|
|
|
function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { |
|
|
|
Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); |
|
|
|
this.image = { width: width, height: height }; |
|
this.mipmaps = mipmaps; |
|
|
|
// no flipping for cube textures |
|
// (also flipping doesn't work for compressed textures ) |
|
|
|
this.flipY = false; |
|
|
|
// can't generate mipmaps for compressed textures |
|
// mips must be embedded in DDS files |
|
|
|
this.generateMipmaps = false; |
|
|
|
}; |
|
|
|
CompressedTexture.prototype = Object.create( Texture.prototype ); |
|
CompressedTexture.prototype.constructor = CompressedTexture; |
|
|
|
CompressedTexture.prototype.isCompressedTexture = true; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { |
|
|
|
Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); |
|
|
|
this.needsUpdate = true; |
|
|
|
}; |
|
|
|
CanvasTexture.prototype = Object.create( Texture.prototype ); |
|
CanvasTexture.prototype.constructor = CanvasTexture; |
|
|
|
/** |
|
* @author Matt DesLauriers / @mattdesl |
|
* @author atix / arthursilber.de |
|
*/ |
|
|
|
function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) { |
|
|
|
format = format !== undefined ? format : DepthFormat; |
|
|
|
if ( format !== DepthFormat && format !== DepthStencilFormat ) { |
|
|
|
throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' ) |
|
|
|
} |
|
|
|
Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); |
|
|
|
this.image = { width: width, height: height }; |
|
|
|
this.type = type !== undefined ? type : UnsignedShortType; |
|
|
|
this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; |
|
this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; |
|
|
|
this.flipY = false; |
|
this.generateMipmaps = false; |
|
|
|
}; |
|
|
|
DepthTexture.prototype = Object.create( Texture.prototype ); |
|
DepthTexture.prototype.constructor = DepthTexture; |
|
DepthTexture.prototype.isDepthTexture = true; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function ShadowMaterial() { |
|
|
|
ShaderMaterial.call( this, { |
|
uniforms: exports.UniformsUtils.merge( [ |
|
exports.UniformsLib[ "lights" ], |
|
{ |
|
opacity: { value: 1.0 } |
|
} |
|
] ), |
|
vertexShader: ShaderChunk[ 'shadow_vert' ], |
|
fragmentShader: ShaderChunk[ 'shadow_frag' ] |
|
} ); |
|
|
|
this.lights = true; |
|
this.transparent = true; |
|
|
|
Object.defineProperties( this, { |
|
opacity: { |
|
enumerable: true, |
|
get: function () { |
|
return this.uniforms.opacity.value; |
|
}, |
|
set: function ( value ) { |
|
this.uniforms.opacity.value = value; |
|
} |
|
} |
|
} ); |
|
|
|
}; |
|
|
|
ShadowMaterial.prototype = Object.create( ShaderMaterial.prototype ); |
|
ShadowMaterial.prototype.constructor = ShadowMaterial; |
|
|
|
ShadowMaterial.prototype.isShadowMaterial = true; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function RawShaderMaterial( parameters ) { |
|
|
|
ShaderMaterial.call( this, parameters ); |
|
|
|
this.type = 'RawShaderMaterial'; |
|
|
|
}; |
|
|
|
RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype ); |
|
RawShaderMaterial.prototype.constructor = RawShaderMaterial; |
|
|
|
RawShaderMaterial.prototype.isRawShaderMaterial = true; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function MultiMaterial( materials ) { |
|
|
|
this.uuid = exports.Math.generateUUID(); |
|
|
|
this.type = 'MultiMaterial'; |
|
|
|
this.materials = materials instanceof Array ? materials : []; |
|
|
|
this.visible = true; |
|
|
|
}; |
|
|
|
MultiMaterial.prototype = { |
|
|
|
constructor: MultiMaterial, |
|
|
|
isMultiMaterial: true, |
|
|
|
toJSON: function ( meta ) { |
|
|
|
var output = { |
|
metadata: { |
|
version: 4.2, |
|
type: 'material', |
|
generator: 'MaterialExporter' |
|
}, |
|
uuid: this.uuid, |
|
type: this.type, |
|
materials: [] |
|
}; |
|
|
|
var materials = this.materials; |
|
|
|
for ( var i = 0, l = materials.length; i < l; i ++ ) { |
|
|
|
var material = materials[ i ].toJSON( meta ); |
|
delete material.metadata; |
|
|
|
output.materials.push( material ); |
|
|
|
} |
|
|
|
output.visible = this.visible; |
|
|
|
return output; |
|
|
|
}, |
|
|
|
clone: function () { |
|
|
|
var material = new this.constructor(); |
|
|
|
for ( var i = 0; i < this.materials.length; i ++ ) { |
|
|
|
material.materials.push( this.materials[ i ].clone() ); |
|
|
|
} |
|
|
|
material.visible = this.visible; |
|
|
|
return material; |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* @author WestLangley / http://github.com/WestLangley |
|
* |
|
* parameters = { |
|
* color: <hex>, |
|
* roughness: <float>, |
|
* metalness: <float>, |
|
* opacity: <float>, |
|
* |
|
* map: new THREE.Texture( <Image> ), |
|
* |
|
* lightMap: new THREE.Texture( <Image> ), |
|
* lightMapIntensity: <float> |
|
* |
|
* aoMap: new THREE.Texture( <Image> ), |
|
* aoMapIntensity: <float> |
|
* |
|
* emissive: <hex>, |
|
* emissiveIntensity: <float> |
|
* emissiveMap: new THREE.Texture( <Image> ), |
|
* |
|
* bumpMap: new THREE.Texture( <Image> ), |
|
* bumpScale: <float>, |
|
* |
|
* normalMap: new THREE.Texture( <Image> ), |
|
* normalScale: <Vector2>, |
|
* |
|
* displacementMap: new THREE.Texture( <Image> ), |
|
* displacementScale: <float>, |
|
* displacementBias: <float>, |
|
* |
|
* roughnessMap: new THREE.Texture( <Image> ), |
|
* |
|
* metalnessMap: new THREE.Texture( <Image> ), |
|
* |
|
* alphaMap: new THREE.Texture( <Image> ), |
|
* |
|
* envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), |
|
* envMapIntensity: <float> |
|
* |
|
* refractionRatio: <float>, |
|
* |
|
* wireframe: <boolean>, |
|
* wireframeLinewidth: <float>, |
|
* |
|
* skinning: <bool>, |
|
* morphTargets: <bool>, |
|
* morphNormals: <bool> |
|
* } |
|
*/ |
|
|
|
function MeshStandardMaterial( parameters ) { |
|
|
|
Material.call( this ); |
|
|
|
this.defines = { 'STANDARD': '' }; |
|
|
|
this.type = 'MeshStandardMaterial'; |
|
|
|
this.color = new Color( 0xffffff ); // diffuse |
|
this.roughness = 0.5; |
|
this.metalness = 0.5; |
|
|
|
this.map = null; |
|
|
|
this.lightMap = null; |
|
this.lightMapIntensity = 1.0; |
|
|
|
this.aoMap = null; |
|
this.aoMapIntensity = 1.0; |
|
|
|
this.emissive = new Color( 0x000000 ); |
|
this.emissiveIntensity = 1.0; |
|
this.emissiveMap = null; |
|
|
|
this.bumpMap = null; |
|
this.bumpScale = 1; |
|
|
|
this.normalMap = null; |
|
this.normalScale = new Vector2( 1, 1 ); |
|
|
|
this.displacementMap = null; |
|
this.displacementScale = 1; |
|
this.displacementBias = 0; |
|
|
|
this.roughnessMap = null; |
|
|
|
this.metalnessMap = null; |
|
|
|
this.alphaMap = null; |
|
|
|
this.envMap = null; |
|
this.envMapIntensity = 1.0; |
|
|
|
this.refractionRatio = 0.98; |
|
|
|
this.wireframe = false; |
|
this.wireframeLinewidth = 1; |
|
this.wireframeLinecap = 'round'; |
|
this.wireframeLinejoin = 'round'; |
|
|
|
this.skinning = false; |
|
this.morphTargets = false; |
|
this.morphNormals = false; |
|
|
|
this.setValues( parameters ); |
|
|
|
}; |
|
|
|
MeshStandardMaterial.prototype = Object.create( Material.prototype ); |
|
MeshStandardMaterial.prototype.constructor = MeshStandardMaterial; |
|
|
|
MeshStandardMaterial.prototype.isMeshStandardMaterial = true; |
|
|
|
MeshStandardMaterial.prototype.copy = function ( source ) { |
|
|
|
Material.prototype.copy.call( this, source ); |
|
|
|
this.defines = { 'STANDARD': '' }; |
|
|
|
this.color.copy( source.color ); |
|
this.roughness = source.roughness; |
|
this.metalness = source.metalness; |
|
|
|
this.map = source.map; |
|
|
|
this.lightMap = source.lightMap; |
|
this.lightMapIntensity = source.lightMapIntensity; |
|
|
|
this.aoMap = source.aoMap; |
|
this.aoMapIntensity = source.aoMapIntensity; |
|
|
|
this.emissive.copy( source.emissive ); |
|
this.emissiveMap = source.emissiveMap; |
|
this.emissiveIntensity = source.emissiveIntensity; |
|
|
|
this.bumpMap = source.bumpMap; |
|
this.bumpScale = source.bumpScale; |
|
|
|
this.normalMap = source.normalMap; |
|
this.normalScale.copy( source.normalScale ); |
|
|
|
this.displacementMap = source.displacementMap; |
|
this.displacementScale = source.displacementScale; |
|
this.displacementBias = source.displacementBias; |
|
|
|
this.roughnessMap = source.roughnessMap; |
|
|
|
this.metalnessMap = source.metalnessMap; |
|
|
|
this.alphaMap = source.alphaMap; |
|
|
|
this.envMap = source.envMap; |
|
this.envMapIntensity = source.envMapIntensity; |
|
|
|
this.refractionRatio = source.refractionRatio; |
|
|
|
this.wireframe = source.wireframe; |
|
this.wireframeLinewidth = source.wireframeLinewidth; |
|
this.wireframeLinecap = source.wireframeLinecap; |
|
this.wireframeLinejoin = source.wireframeLinejoin; |
|
|
|
this.skinning = source.skinning; |
|
this.morphTargets = source.morphTargets; |
|
this.morphNormals = source.morphNormals; |
|
|
|
return this; |
|
|
|
}; |
|
|
|
/** |
|
* @author WestLangley / http://github.com/WestLangley |
|
* |
|
* parameters = { |
|
* reflectivity: <float> |
|
* } |
|
*/ |
|
|
|
function MeshPhysicalMaterial( parameters ) { |
|
|
|
MeshStandardMaterial.call( this ); |
|
|
|
this.defines = { 'PHYSICAL': '' }; |
|
|
|
this.type = 'MeshPhysicalMaterial'; |
|
|
|
this.reflectivity = 0.5; // maps to F0 = 0.04 |
|
|
|
this.clearCoat = 0.0; |
|
this.clearCoatRoughness = 0.0; |
|
|
|
this.setValues( parameters ); |
|
|
|
}; |
|
|
|
MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype ); |
|
MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial; |
|
|
|
MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true; |
|
|
|
MeshPhysicalMaterial.prototype.copy = function ( source ) { |
|
|
|
MeshStandardMaterial.prototype.copy.call( this, source ); |
|
|
|
this.defines = { 'PHYSICAL': '' }; |
|
|
|
this.reflectivity = source.reflectivity; |
|
|
|
this.clearCoat = source.clearCoat; |
|
this.clearCoatRoughness = source.clearCoatRoughness; |
|
|
|
return this; |
|
|
|
}; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
* @author alteredq / http://alteredqualia.com/ |
|
* |
|
* parameters = { |
|
* color: <hex>, |
|
* specular: <hex>, |
|
* shininess: <float>, |
|
* opacity: <float>, |
|
* |
|
* map: new THREE.Texture( <Image> ), |
|
* |
|
* lightMap: new THREE.Texture( <Image> ), |
|
* lightMapIntensity: <float> |
|
* |
|
* aoMap: new THREE.Texture( <Image> ), |
|
* aoMapIntensity: <float> |
|
* |
|
* emissive: <hex>, |
|
* emissiveIntensity: <float> |
|
* emissiveMap: new THREE.Texture( <Image> ), |
|
* |
|
* bumpMap: new THREE.Texture( <Image> ), |
|
* bumpScale: <float>, |
|
* |
|
* normalMap: new THREE.Texture( <Image> ), |
|
* normalScale: <Vector2>, |
|
* |
|
* displacementMap: new THREE.Texture( <Image> ), |
|
* displacementScale: <float>, |
|
* displacementBias: <float>, |
|
* |
|
* specularMap: new THREE.Texture( <Image> ), |
|
* |
|
* alphaMap: new THREE.Texture( <Image> ), |
|
* |
|
* envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), |
|
* combine: THREE.Multiply, |
|
* reflectivity: <float>, |
|
* refractionRatio: <float>, |
|
* |
|
* wireframe: <boolean>, |
|
* wireframeLinewidth: <float>, |
|
* |
|
* skinning: <bool>, |
|
* morphTargets: <bool>, |
|
* morphNormals: <bool> |
|
* } |
|
*/ |
|
|
|
function MeshPhongMaterial( parameters ) { |
|
|
|
Material.call( this ); |
|
|
|
this.type = 'MeshPhongMaterial'; |
|
|
|
this.color = new Color( 0xffffff ); // diffuse |
|
this.specular = new Color( 0x111111 ); |
|
this.shininess = 30; |
|
|
|
this.map = null; |
|
|
|
this.lightMap = null; |
|
this.lightMapIntensity = 1.0; |
|
|
|
this.aoMap = null; |
|
this.aoMapIntensity = 1.0; |
|
|
|
this.emissive = new Color( 0x000000 ); |
|
this.emissiveIntensity = 1.0; |
|
this.emissiveMap = null; |
|
|
|
this.bumpMap = null; |
|
this.bumpScale = 1; |
|
|
|
this.normalMap = null; |
|
this.normalScale = new Vector2( 1, 1 ); |
|
|
|
this.displacementMap = null; |
|
this.displacementScale = 1; |
|
this.displacementBias = 0; |
|
|
|
this.specularMap = null; |
|
|
|
this.alphaMap = null; |
|
|
|
this.envMap = null; |
|
this.combine = MultiplyOperation; |
|
this.reflectivity = 1; |
|
this.refractionRatio = 0.98; |
|
|
|
this.wireframe = false; |
|
this.wireframeLinewidth = 1; |
|
this.wireframeLinecap = 'round'; |
|
this.wireframeLinejoin = 'round'; |
|
|
|
this.skinning = false; |
|
this.morphTargets = false; |
|
this.morphNormals = false; |
|
|
|
this.setValues( parameters ); |
|
|
|
}; |
|
|
|
MeshPhongMaterial.prototype = Object.create( Material.prototype ); |
|
MeshPhongMaterial.prototype.constructor = MeshPhongMaterial; |
|
|
|
MeshPhongMaterial.prototype.isMeshPhongMaterial = true; |
|
|
|
MeshPhongMaterial.prototype.copy = function ( source ) { |
|
|
|
Material.prototype.copy.call( this, source ); |
|
|
|
this.color.copy( source.color ); |
|
this.specular.copy( source.specular ); |
|
this.shininess = source.shininess; |
|
|
|
this.map = source.map; |
|
|
|
this.lightMap = source.lightMap; |
|
this.lightMapIntensity = source.lightMapIntensity; |
|
|
|
this.aoMap = source.aoMap; |
|
this.aoMapIntensity = source.aoMapIntensity; |
|
|
|
this.emissive.copy( source.emissive ); |
|
this.emissiveMap = source.emissiveMap; |
|
this.emissiveIntensity = source.emissiveIntensity; |
|
|
|
this.bumpMap = source.bumpMap; |
|
this.bumpScale = source.bumpScale; |
|
|
|
this.normalMap = source.normalMap; |
|
this.normalScale.copy( source.normalScale ); |
|
|
|
this.displacementMap = source.displacementMap; |
|
this.displacementScale = source.displacementScale; |
|
this.displacementBias = source.displacementBias; |
|
|
|
this.specularMap = source.specularMap; |
|
|
|
this.alphaMap = source.alphaMap; |
|
|
|
this.envMap = source.envMap; |
|
this.combine = source.combine; |
|
this.reflectivity = source.reflectivity; |
|
this.refractionRatio = source.refractionRatio; |
|
|
|
this.wireframe = source.wireframe; |
|
this.wireframeLinewidth = source.wireframeLinewidth; |
|
this.wireframeLinecap = source.wireframeLinecap; |
|
this.wireframeLinejoin = source.wireframeLinejoin; |
|
|
|
this.skinning = source.skinning; |
|
this.morphTargets = source.morphTargets; |
|
this.morphNormals = source.morphNormals; |
|
|
|
return this; |
|
|
|
}; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
* |
|
* parameters = { |
|
* opacity: <float>, |
|
* |
|
* wireframe: <boolean>, |
|
* wireframeLinewidth: <float> |
|
* } |
|
*/ |
|
|
|
function MeshNormalMaterial( parameters ) { |
|
|
|
Material.call( this, parameters ); |
|
|
|
this.type = 'MeshNormalMaterial'; |
|
|
|
this.wireframe = false; |
|
this.wireframeLinewidth = 1; |
|
|
|
this.fog = false; |
|
this.lights = false; |
|
this.morphTargets = false; |
|
|
|
this.setValues( parameters ); |
|
|
|
}; |
|
|
|
MeshNormalMaterial.prototype = Object.create( Material.prototype ); |
|
MeshNormalMaterial.prototype.constructor = MeshNormalMaterial; |
|
|
|
MeshNormalMaterial.prototype.isMeshNormalMaterial = true; |
|
|
|
MeshNormalMaterial.prototype.copy = function ( source ) { |
|
|
|
Material.prototype.copy.call( this, source ); |
|
|
|
this.wireframe = source.wireframe; |
|
this.wireframeLinewidth = source.wireframeLinewidth; |
|
|
|
return this; |
|
|
|
}; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
* @author alteredq / http://alteredqualia.com/ |
|
* |
|
* parameters = { |
|
* color: <hex>, |
|
* opacity: <float>, |
|
* |
|
* map: new THREE.Texture( <Image> ), |
|
* |
|
* lightMap: new THREE.Texture( <Image> ), |
|
* lightMapIntensity: <float> |
|
* |
|
* aoMap: new THREE.Texture( <Image> ), |
|
* aoMapIntensity: <float> |
|
* |
|
* emissive: <hex>, |
|
* emissiveIntensity: <float> |
|
* emissiveMap: new THREE.Texture( <Image> ), |
|
* |
|
* specularMap: new THREE.Texture( <Image> ), |
|
* |
|
* alphaMap: new THREE.Texture( <Image> ), |
|
* |
|
* envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), |
|
* combine: THREE.Multiply, |
|
* reflectivity: <float>, |
|
* refractionRatio: <float>, |
|
* |
|
* wireframe: <boolean>, |
|
* wireframeLinewidth: <float>, |
|
* |
|
* skinning: <bool>, |
|
* morphTargets: <bool>, |
|
* morphNormals: <bool> |
|
* } |
|
*/ |
|
|
|
function MeshLambertMaterial( parameters ) { |
|
|
|
Material.call( this ); |
|
|
|
this.type = 'MeshLambertMaterial'; |
|
|
|
this.color = new Color( 0xffffff ); // diffuse |
|
|
|
this.map = null; |
|
|
|
this.lightMap = null; |
|
this.lightMapIntensity = 1.0; |
|
|
|
this.aoMap = null; |
|
this.aoMapIntensity = 1.0; |
|
|
|
this.emissive = new Color( 0x000000 ); |
|
this.emissiveIntensity = 1.0; |
|
this.emissiveMap = null; |
|
|
|
this.specularMap = null; |
|
|
|
this.alphaMap = null; |
|
|
|
this.envMap = null; |
|
this.combine = MultiplyOperation; |
|
this.reflectivity = 1; |
|
this.refractionRatio = 0.98; |
|
|
|
this.wireframe = false; |
|
this.wireframeLinewidth = 1; |
|
this.wireframeLinecap = 'round'; |
|
this.wireframeLinejoin = 'round'; |
|
|
|
this.skinning = false; |
|
this.morphTargets = false; |
|
this.morphNormals = false; |
|
|
|
this.setValues( parameters ); |
|
|
|
}; |
|
|
|
MeshLambertMaterial.prototype = Object.create( Material.prototype ); |
|
MeshLambertMaterial.prototype.constructor = MeshLambertMaterial; |
|
|
|
MeshLambertMaterial.prototype.isMeshLambertMaterial = true; |
|
|
|
MeshLambertMaterial.prototype.copy = function ( source ) { |
|
|
|
Material.prototype.copy.call( this, source ); |
|
|
|
this.color.copy( source.color ); |
|
|
|
this.map = source.map; |
|
|
|
this.lightMap = source.lightMap; |
|
this.lightMapIntensity = source.lightMapIntensity; |
|
|
|
this.aoMap = source.aoMap; |
|
this.aoMapIntensity = source.aoMapIntensity; |
|
|
|
this.emissive.copy( source.emissive ); |
|
this.emissiveMap = source.emissiveMap; |
|
this.emissiveIntensity = source.emissiveIntensity; |
|
|
|
this.specularMap = source.specularMap; |
|
|
|
this.alphaMap = source.alphaMap; |
|
|
|
this.envMap = source.envMap; |
|
this.combine = source.combine; |
|
this.reflectivity = source.reflectivity; |
|
this.refractionRatio = source.refractionRatio; |
|
|
|
this.wireframe = source.wireframe; |
|
this.wireframeLinewidth = source.wireframeLinewidth; |
|
this.wireframeLinecap = source.wireframeLinecap; |
|
this.wireframeLinejoin = source.wireframeLinejoin; |
|
|
|
this.skinning = source.skinning; |
|
this.morphTargets = source.morphTargets; |
|
this.morphNormals = source.morphNormals; |
|
|
|
return this; |
|
|
|
}; |
|
|
|
/** |
|
* @author alteredq / http://alteredqualia.com/ |
|
* |
|
* parameters = { |
|
* color: <hex>, |
|
* opacity: <float>, |
|
* |
|
* linewidth: <float>, |
|
* |
|
* scale: <float>, |
|
* dashSize: <float>, |
|
* gapSize: <float> |
|
* } |
|
*/ |
|
|
|
function LineDashedMaterial( parameters ) { |
|
|
|
Material.call( this ); |
|
|
|
this.type = 'LineDashedMaterial'; |
|
|
|
this.color = new Color( 0xffffff ); |
|
|
|
this.linewidth = 1; |
|
|
|
this.scale = 1; |
|
this.dashSize = 3; |
|
this.gapSize = 1; |
|
|
|
this.lights = false; |
|
|
|
this.setValues( parameters ); |
|
|
|
}; |
|
|
|
LineDashedMaterial.prototype = Object.create( Material.prototype ); |
|
LineDashedMaterial.prototype.constructor = LineDashedMaterial; |
|
|
|
LineDashedMaterial.prototype.isLineDashedMaterial = true; |
|
|
|
LineDashedMaterial.prototype.copy = function ( source ) { |
|
|
|
Material.prototype.copy.call( this, source ); |
|
|
|
this.color.copy( source.color ); |
|
|
|
this.linewidth = source.linewidth; |
|
|
|
this.scale = source.scale; |
|
this.dashSize = source.dashSize; |
|
this.gapSize = source.gapSize; |
|
|
|
return this; |
|
|
|
}; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
exports.Cache = { |
|
|
|
enabled: false, |
|
|
|
files: {}, |
|
|
|
add: function ( key, file ) { |
|
|
|
if ( this.enabled === false ) return; |
|
|
|
// console.log( 'THREE.Cache', 'Adding key:', key ); |
|
|
|
this.files[ key ] = file; |
|
|
|
}, |
|
|
|
get: function ( key ) { |
|
|
|
if ( this.enabled === false ) return; |
|
|
|
// console.log( 'THREE.Cache', 'Checking key:', key ); |
|
|
|
return this.files[ key ]; |
|
|
|
}, |
|
|
|
remove: function ( key ) { |
|
|
|
delete this.files[ key ]; |
|
|
|
}, |
|
|
|
clear: function () { |
|
|
|
this.files = {}; |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function LoadingManager( onLoad, onProgress, onError ) { |
|
|
|
var scope = this; |
|
|
|
var isLoading = false, itemsLoaded = 0, itemsTotal = 0; |
|
|
|
this.onStart = undefined; |
|
this.onLoad = onLoad; |
|
this.onProgress = onProgress; |
|
this.onError = onError; |
|
|
|
this.itemStart = function ( url ) { |
|
|
|
itemsTotal ++; |
|
|
|
if ( isLoading === false ) { |
|
|
|
if ( scope.onStart !== undefined ) { |
|
|
|
scope.onStart( url, itemsLoaded, itemsTotal ); |
|
|
|
} |
|
|
|
} |
|
|
|
isLoading = true; |
|
|
|
}; |
|
|
|
this.itemEnd = function ( url ) { |
|
|
|
itemsLoaded ++; |
|
|
|
if ( scope.onProgress !== undefined ) { |
|
|
|
scope.onProgress( url, itemsLoaded, itemsTotal ); |
|
|
|
} |
|
|
|
if ( itemsLoaded === itemsTotal ) { |
|
|
|
isLoading = false; |
|
|
|
if ( scope.onLoad !== undefined ) { |
|
|
|
scope.onLoad(); |
|
|
|
} |
|
|
|
} |
|
|
|
}; |
|
|
|
this.itemError = function ( url ) { |
|
|
|
if ( scope.onError !== undefined ) { |
|
|
|
scope.onError( url ); |
|
|
|
} |
|
|
|
}; |
|
|
|
}; |
|
|
|
exports.DefaultLoadingManager = new LoadingManager(); |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function XHRLoader( manager ) { |
|
|
|
this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; |
|
|
|
}; |
|
|
|
Object.assign( XHRLoader.prototype, { |
|
|
|
load: function ( url, onLoad, onProgress, onError ) { |
|
|
|
if ( this.path !== undefined ) url = this.path + url; |
|
|
|
var scope = this; |
|
|
|
var cached = exports.Cache.get( url ); |
|
|
|
if ( cached !== undefined ) { |
|
|
|
scope.manager.itemStart( url ); |
|
|
|
setTimeout( function () { |
|
|
|
if ( onLoad ) onLoad( cached ); |
|
|
|
scope.manager.itemEnd( url ); |
|
|
|
}, 0 ); |
|
|
|
return cached; |
|
|
|
} |
|
|
|
var request = new XMLHttpRequest(); |
|
request.overrideMimeType( 'text/plain' ); |
|
request.open( 'GET', url, true ); |
|
|
|
request.addEventListener( 'load', function ( event ) { |
|
|
|
var response = event.target.response; |
|
|
|
exports.Cache.add( url, response ); |
|
|
|
if ( this.status === 200 ) { |
|
|
|
if ( onLoad ) onLoad( response ); |
|
|
|
scope.manager.itemEnd( url ); |
|
|
|
} else if ( this.status === 0 ) { |
|
|
|
// Some browsers return HTTP Status 0 when using non-http protocol |
|
// e.g. 'file://' or 'data://'. Handle as success. |
|
|
|
console.warn( 'THREE.XHRLoader: HTTP Status 0 received.' ); |
|
|
|
if ( onLoad ) onLoad( response ); |
|
|
|
scope.manager.itemEnd( url ); |
|
|
|
} else { |
|
|
|
if ( onError ) onError( event ); |
|
|
|
scope.manager.itemError( url ); |
|
|
|
} |
|
|
|
}, false ); |
|
|
|
if ( onProgress !== undefined ) { |
|
|
|
request.addEventListener( 'progress', function ( event ) { |
|
|
|
onProgress( event ); |
|
|
|
}, false ); |
|
|
|
} |
|
|
|
request.addEventListener( 'error', function ( event ) { |
|
|
|
if ( onError ) onError( event ); |
|
|
|
scope.manager.itemError( url ); |
|
|
|
}, false ); |
|
|
|
if ( this.responseType !== undefined ) request.responseType = this.responseType; |
|
if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials; |
|
|
|
request.send( null ); |
|
|
|
scope.manager.itemStart( url ); |
|
|
|
return request; |
|
|
|
}, |
|
|
|
setPath: function ( value ) { |
|
|
|
this.path = value; |
|
return this; |
|
|
|
}, |
|
|
|
setResponseType: function ( value ) { |
|
|
|
this.responseType = value; |
|
return this; |
|
|
|
}, |
|
|
|
setWithCredentials: function ( value ) { |
|
|
|
this.withCredentials = value; |
|
return this; |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
* |
|
* Abstract Base class to block based textures loader (dds, pvr, ...) |
|
*/ |
|
|
|
function CompressedTextureLoader( manager ) { |
|
|
|
this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; |
|
|
|
// override in sub classes |
|
this._parser = null; |
|
|
|
}; |
|
|
|
Object.assign( CompressedTextureLoader.prototype, { |
|
|
|
load: function ( url, onLoad, onProgress, onError ) { |
|
|
|
var scope = this; |
|
|
|
var images = []; |
|
|
|
var texture = new CompressedTexture(); |
|
texture.image = images; |
|
|
|
var loader = new XHRLoader( this.manager ); |
|
loader.setPath( this.path ); |
|
loader.setResponseType( 'arraybuffer' ); |
|
|
|
function loadTexture( i ) { |
|
|
|
loader.load( url[ i ], function ( buffer ) { |
|
|
|
var texDatas = scope._parser( buffer, true ); |
|
|
|
images[ i ] = { |
|
width: texDatas.width, |
|
height: texDatas.height, |
|
format: texDatas.format, |
|
mipmaps: texDatas.mipmaps |
|
}; |
|
|
|
loaded += 1; |
|
|
|
if ( loaded === 6 ) { |
|
|
|
if ( texDatas.mipmapCount === 1 ) |
|
texture.minFilter = LinearFilter; |
|
|
|
texture.format = texDatas.format; |
|
texture.needsUpdate = true; |
|
|
|
if ( onLoad ) onLoad( texture ); |
|
|
|
} |
|
|
|
}, onProgress, onError ); |
|
|
|
} |
|
|
|
if ( Array.isArray( url ) ) { |
|
|
|
var loaded = 0; |
|
|
|
for ( var i = 0, il = url.length; i < il; ++ i ) { |
|
|
|
loadTexture( i ); |
|
|
|
} |
|
|
|
} else { |
|
|
|
// compressed cubemap texture stored in a single DDS file |
|
|
|
loader.load( url, function ( buffer ) { |
|
|
|
var texDatas = scope._parser( buffer, true ); |
|
|
|
if ( texDatas.isCubemap ) { |
|
|
|
var faces = texDatas.mipmaps.length / texDatas.mipmapCount; |
|
|
|
for ( var f = 0; f < faces; f ++ ) { |
|
|
|
images[ f ] = { mipmaps : [] }; |
|
|
|
for ( var i = 0; i < texDatas.mipmapCount; i ++ ) { |
|
|
|
images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] ); |
|
images[ f ].format = texDatas.format; |
|
images[ f ].width = texDatas.width; |
|
images[ f ].height = texDatas.height; |
|
|
|
} |
|
|
|
} |
|
|
|
} else { |
|
|
|
texture.image.width = texDatas.width; |
|
texture.image.height = texDatas.height; |
|
texture.mipmaps = texDatas.mipmaps; |
|
|
|
} |
|
|
|
if ( texDatas.mipmapCount === 1 ) { |
|
|
|
texture.minFilter = LinearFilter; |
|
|
|
} |
|
|
|
texture.format = texDatas.format; |
|
texture.needsUpdate = true; |
|
|
|
if ( onLoad ) onLoad( texture ); |
|
|
|
}, onProgress, onError ); |
|
|
|
} |
|
|
|
return texture; |
|
|
|
}, |
|
|
|
setPath: function ( value ) { |
|
|
|
this.path = value; |
|
return this; |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* @author Nikos M. / https://github.com/foo123/ |
|
* |
|
* Abstract Base class to load generic binary textures formats (rgbe, hdr, ...) |
|
*/ |
|
|
|
var DataTextureLoader = BinaryTextureLoader; |
|
function BinaryTextureLoader( manager ) { |
|
|
|
this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; |
|
|
|
// override in sub classes |
|
this._parser = null; |
|
|
|
}; |
|
|
|
Object.assign( BinaryTextureLoader.prototype, { |
|
|
|
load: function ( url, onLoad, onProgress, onError ) { |
|
|
|
var scope = this; |
|
|
|
var texture = new DataTexture(); |
|
|
|
var loader = new XHRLoader( this.manager ); |
|
loader.setResponseType( 'arraybuffer' ); |
|
|
|
loader.load( url, function ( buffer ) { |
|
|
|
var texData = scope._parser( buffer ); |
|
|
|
if ( ! texData ) return; |
|
|
|
if ( undefined !== texData.image ) { |
|
|
|
texture.image = texData.image; |
|
|
|
} else if ( undefined !== texData.data ) { |
|
|
|
texture.image.width = texData.width; |
|
texture.image.height = texData.height; |
|
texture.image.data = texData.data; |
|
|
|
} |
|
|
|
texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : ClampToEdgeWrapping; |
|
texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : ClampToEdgeWrapping; |
|
|
|
texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : LinearFilter; |
|
texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : LinearMipMapLinearFilter; |
|
|
|
texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1; |
|
|
|
if ( undefined !== texData.format ) { |
|
|
|
texture.format = texData.format; |
|
|
|
} |
|
if ( undefined !== texData.type ) { |
|
|
|
texture.type = texData.type; |
|
|
|
} |
|
|
|
if ( undefined !== texData.mipmaps ) { |
|
|
|
texture.mipmaps = texData.mipmaps; |
|
|
|
} |
|
|
|
if ( 1 === texData.mipmapCount ) { |
|
|
|
texture.minFilter = LinearFilter; |
|
|
|
} |
|
|
|
texture.needsUpdate = true; |
|
|
|
if ( onLoad ) onLoad( texture, texData ); |
|
|
|
}, onProgress, onError ); |
|
|
|
|
|
return texture; |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function ImageLoader( manager ) { |
|
|
|
this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; |
|
|
|
}; |
|
|
|
Object.assign( ImageLoader.prototype, { |
|
|
|
load: function ( url, onLoad, onProgress, onError ) { |
|
|
|
var scope = this; |
|
|
|
var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' ); |
|
image.onload = function () { |
|
|
|
URL.revokeObjectURL( image.src ); |
|
|
|
if ( onLoad ) onLoad( image ); |
|
|
|
scope.manager.itemEnd( url ); |
|
|
|
}; |
|
|
|
if ( url.indexOf( 'data:' ) === 0 ) { |
|
|
|
image.src = url; |
|
|
|
} else { |
|
|
|
var loader = new XHRLoader(); |
|
loader.setPath( this.path ); |
|
loader.setResponseType( 'blob' ); |
|
loader.setWithCredentials( this.withCredentials ); |
|
loader.load( url, function ( blob ) { |
|
|
|
image.src = URL.createObjectURL( blob ); |
|
|
|
}, onProgress, onError ); |
|
|
|
} |
|
|
|
scope.manager.itemStart( url ); |
|
|
|
return image; |
|
|
|
}, |
|
|
|
setCrossOrigin: function ( value ) { |
|
|
|
this.crossOrigin = value; |
|
return this; |
|
|
|
}, |
|
|
|
setWithCredentials: function ( value ) { |
|
|
|
this.withCredentials = value; |
|
return this; |
|
|
|
}, |
|
|
|
setPath: function ( value ) { |
|
|
|
this.path = value; |
|
return this; |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function CubeTextureLoader( manager ) { |
|
|
|
this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; |
|
|
|
}; |
|
|
|
Object.assign( CubeTextureLoader.prototype, { |
|
|
|
load: function ( urls, onLoad, onProgress, onError ) { |
|
|
|
var texture = new CubeTexture(); |
|
|
|
var loader = new ImageLoader( this.manager ); |
|
loader.setCrossOrigin( this.crossOrigin ); |
|
loader.setPath( this.path ); |
|
|
|
var loaded = 0; |
|
|
|
function loadTexture( i ) { |
|
|
|
loader.load( urls[ i ], function ( image ) { |
|
|
|
texture.images[ i ] = image; |
|
|
|
loaded ++; |
|
|
|
if ( loaded === 6 ) { |
|
|
|
texture.needsUpdate = true; |
|
|
|
if ( onLoad ) onLoad( texture ); |
|
|
|
} |
|
|
|
}, undefined, onError ); |
|
|
|
} |
|
|
|
for ( var i = 0; i < urls.length; ++ i ) { |
|
|
|
loadTexture( i ); |
|
|
|
} |
|
|
|
return texture; |
|
|
|
}, |
|
|
|
setCrossOrigin: function ( value ) { |
|
|
|
this.crossOrigin = value; |
|
return this; |
|
|
|
}, |
|
|
|
setPath: function ( value ) { |
|
|
|
this.path = value; |
|
return this; |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function TextureLoader( manager ) { |
|
|
|
this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; |
|
|
|
}; |
|
|
|
Object.assign( TextureLoader.prototype, { |
|
|
|
load: function ( url, onLoad, onProgress, onError ) { |
|
|
|
var texture = new Texture(); |
|
|
|
var loader = new ImageLoader( this.manager ); |
|
loader.setCrossOrigin( this.crossOrigin ); |
|
loader.setWithCredentials( this.withCredentials ); |
|
loader.setPath( this.path ); |
|
loader.load( url, function ( image ) { |
|
|
|
// JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB. |
|
var isJPEG = url.search( /\.(jpg|jpeg)$/ ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0; |
|
|
|
texture.format = isJPEG ? RGBFormat : RGBAFormat; |
|
texture.image = image; |
|
texture.needsUpdate = true; |
|
|
|
if ( onLoad !== undefined ) { |
|
|
|
onLoad( texture ); |
|
|
|
} |
|
|
|
}, onProgress, onError ); |
|
|
|
return texture; |
|
|
|
}, |
|
|
|
setCrossOrigin: function ( value ) { |
|
|
|
this.crossOrigin = value; |
|
return this; |
|
|
|
}, |
|
|
|
setWithCredentials: function ( value ) { |
|
|
|
this.withCredentials = value; |
|
return this; |
|
|
|
}, |
|
|
|
setPath: function ( value ) { |
|
|
|
this.path = value; |
|
return this; |
|
|
|
} |
|
|
|
|
|
|
|
} ); |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
* @author alteredq / http://alteredqualia.com/ |
|
*/ |
|
|
|
function Light( color, intensity ) { |
|
|
|
Object3D.call( this ); |
|
|
|
this.type = 'Light'; |
|
|
|
this.color = new Color( color ); |
|
this.intensity = intensity !== undefined ? intensity : 1; |
|
|
|
this.receiveShadow = undefined; |
|
|
|
}; |
|
|
|
Light.prototype = Object.assign( Object.create( Object3D.prototype ), { |
|
|
|
constructor: Light, |
|
|
|
isLight: true, |
|
|
|
copy: function ( source ) { |
|
|
|
Object3D.prototype.copy.call( this, source ); |
|
|
|
this.color.copy( source.color ); |
|
this.intensity = source.intensity; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
toJSON: function ( meta ) { |
|
|
|
var data = Object3D.prototype.toJSON.call( this, meta ); |
|
|
|
data.object.color = this.color.getHex(); |
|
data.object.intensity = this.intensity; |
|
|
|
if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex(); |
|
|
|
if ( this.distance !== undefined ) data.object.distance = this.distance; |
|
if ( this.angle !== undefined ) data.object.angle = this.angle; |
|
if ( this.decay !== undefined ) data.object.decay = this.decay; |
|
if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra; |
|
|
|
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 ); |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function SpotLightShadow() { |
|
|
|
LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) ); |
|
|
|
}; |
|
|
|
SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), { |
|
|
|
constructor: SpotLightShadow, |
|
|
|
isSpotLightShadow: true, |
|
|
|
update: function ( light ) { |
|
|
|
var fov = exports.Math.RAD2DEG * 2 * light.angle; |
|
var aspect = this.mapSize.width / this.mapSize.height; |
|
var far = light.distance || 500; |
|
|
|
var camera = this.camera; |
|
|
|
if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) { |
|
|
|
camera.fov = fov; |
|
camera.aspect = aspect; |
|
camera.far = far; |
|
camera.updateProjectionMatrix(); |
|
|
|
} |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* @author alteredq / http://alteredqualia.com/ |
|
*/ |
|
|
|
function SpotLight( color, intensity, distance, angle, penumbra, decay ) { |
|
|
|
Light.call( this, color, intensity ); |
|
|
|
this.type = 'SpotLight'; |
|
|
|
this.position.copy( Object3D.DefaultUp ); |
|
this.updateMatrix(); |
|
|
|
this.target = new Object3D(); |
|
|
|
Object.defineProperty( this, 'power', { |
|
get: function () { |
|
// intensity = power per solid angle. |
|
// ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf |
|
return this.intensity * Math.PI; |
|
}, |
|
set: function ( power ) { |
|
// intensity = power per solid angle. |
|
// ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf |
|
this.intensity = power / Math.PI; |
|
} |
|
} ); |
|
|
|
this.distance = ( distance !== undefined ) ? distance : 0; |
|
this.angle = ( angle !== undefined ) ? angle : Math.PI / 3; |
|
this.penumbra = ( penumbra !== undefined ) ? penumbra : 0; |
|
this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. |
|
|
|
this.shadow = new SpotLightShadow(); |
|
|
|
}; |
|
|
|
SpotLight.prototype = Object.assign( Object.create( Light.prototype ), { |
|
|
|
constructor: SpotLight, |
|
|
|
isSpotLight: true, |
|
|
|
copy: function ( source ) { |
|
|
|
Light.prototype.copy.call( this, source ); |
|
|
|
this.distance = source.distance; |
|
this.angle = source.angle; |
|
this.penumbra = source.penumbra; |
|
this.decay = source.decay; |
|
|
|
this.target = source.target.clone(); |
|
|
|
this.shadow = source.shadow.clone(); |
|
|
|
return this; |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
|
|
function PointLight( color, intensity, distance, decay ) { |
|
|
|
Light.call( this, color, intensity ); |
|
|
|
this.type = 'PointLight'; |
|
|
|
Object.defineProperty( this, 'power', { |
|
get: function () { |
|
// intensity = power per solid angle. |
|
// ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf |
|
return this.intensity * 4 * Math.PI; |
|
|
|
}, |
|
set: function ( power ) { |
|
// intensity = power per solid angle. |
|
// ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf |
|
this.intensity = power / ( 4 * Math.PI ); |
|
} |
|
} ); |
|
|
|
this.distance = ( distance !== undefined ) ? distance : 0; |
|
this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. |
|
|
|
this.shadow = new LightShadow( new PerspectiveCamera( 90, 1, 0.5, 500 ) ); |
|
|
|
}; |
|
|
|
PointLight.prototype = Object.assign( Object.create( Light.prototype ), { |
|
|
|
constructor: PointLight, |
|
|
|
isPointLight: true, |
|
|
|
copy: function ( source ) { |
|
|
|
Light.prototype.copy.call( this, source ); |
|
|
|
this.distance = source.distance; |
|
this.decay = source.decay; |
|
|
|
this.shadow = source.shadow.clone(); |
|
|
|
return this; |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function DirectionalLightShadow( light ) { |
|
|
|
LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) ); |
|
|
|
}; |
|
|
|
DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), { |
|
|
|
constructor: DirectionalLightShadow |
|
|
|
} ); |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
* @author alteredq / http://alteredqualia.com/ |
|
*/ |
|
|
|
function DirectionalLight( color, intensity ) { |
|
|
|
Light.call( this, color, intensity ); |
|
|
|
this.type = 'DirectionalLight'; |
|
|
|
this.position.copy( Object3D.DefaultUp ); |
|
this.updateMatrix(); |
|
|
|
this.target = new Object3D(); |
|
|
|
this.shadow = new DirectionalLightShadow(); |
|
|
|
}; |
|
|
|
DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), { |
|
|
|
constructor: DirectionalLight, |
|
|
|
isDirectionalLight: true, |
|
|
|
copy: function ( source ) { |
|
|
|
Light.prototype.copy.call( this, source ); |
|
|
|
this.target = source.target.clone(); |
|
|
|
this.shadow = source.shadow.clone(); |
|
|
|
return this; |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function AmbientLight( color, intensity ) { |
|
|
|
Light.call( this, color, intensity ); |
|
|
|
this.type = 'AmbientLight'; |
|
|
|
this.castShadow = undefined; |
|
|
|
}; |
|
|
|
AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), { |
|
|
|
constructor: AmbientLight, |
|
|
|
isAmbientLight: true, |
|
|
|
} ); |
|
|
|
/** |
|
* @author tschw |
|
* @author Ben Houston / http://clara.io/ |
|
* @author David Sarno / http://lighthaus.us/ |
|
*/ |
|
|
|
exports.AnimationUtils = { |
|
|
|
// same as Array.prototype.slice, but also works on typed arrays |
|
arraySlice: function( array, from, to ) { |
|
|
|
if ( exports.AnimationUtils.isTypedArray( array ) ) { |
|
|
|
return new array.constructor( array.subarray( from, to ) ); |
|
|
|
} |
|
|
|
return array.slice( from, to ); |
|
|
|
}, |
|
|
|
// converts an array to a specific type |
|
convertArray: function( array, type, forceClone ) { |
|
|
|
if ( ! array || // let 'undefined' and 'null' pass |
|
! forceClone && array.constructor === type ) return array; |
|
|
|
if ( typeof type.BYTES_PER_ELEMENT === 'number' ) { |
|
|
|
return new type( array ); // create typed array |
|
|
|
} |
|
|
|
return Array.prototype.slice.call( array ); // create Array |
|
|
|
}, |
|
|
|
isTypedArray: function( object ) { |
|
|
|
return ArrayBuffer.isView( object ) && |
|
! ( object instanceof DataView ); |
|
|
|
}, |
|
|
|
// returns an array by which times and values can be sorted |
|
getKeyframeOrder: function( times ) { |
|
|
|
function compareTime( i, j ) { |
|
|
|
return times[ i ] - times[ j ]; |
|
|
|
} |
|
|
|
var n = times.length; |
|
var result = new Array( n ); |
|
for ( var i = 0; i !== n; ++ i ) result[ i ] = i; |
|
|
|
result.sort( compareTime ); |
|
|
|
return result; |
|
|
|
}, |
|
|
|
// uses the array previously returned by 'getKeyframeOrder' to sort data |
|
sortedArray: function( values, stride, order ) { |
|
|
|
var nValues = values.length; |
|
var result = new values.constructor( nValues ); |
|
|
|
for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) { |
|
|
|
var srcOffset = order[ i ] * stride; |
|
|
|
for ( var j = 0; j !== stride; ++ j ) { |
|
|
|
result[ dstOffset ++ ] = values[ srcOffset + j ]; |
|
|
|
} |
|
|
|
} |
|
|
|
return result; |
|
|
|
}, |
|
|
|
// function for parsing AOS keyframe formats |
|
flattenJSON: function( jsonKeys, times, values, valuePropertyName ) { |
|
|
|
var i = 1, key = jsonKeys[ 0 ]; |
|
|
|
while ( key !== undefined && key[ valuePropertyName ] === undefined ) { |
|
|
|
key = jsonKeys[ i ++ ]; |
|
|
|
} |
|
|
|
if ( key === undefined ) return; // no data |
|
|
|
var value = key[ valuePropertyName ]; |
|
if ( value === undefined ) return; // no data |
|
|
|
if ( Array.isArray( value ) ) { |
|
|
|
do { |
|
|
|
value = key[ valuePropertyName ]; |
|
|
|
if ( value !== undefined ) { |
|
|
|
times.push( key.time ); |
|
values.push.apply( values, value ); // push all elements |
|
|
|
} |
|
|
|
key = jsonKeys[ i ++ ]; |
|
|
|
} while ( key !== undefined ); |
|
|
|
} else if ( value.toArray !== undefined ) { |
|
// ...assume THREE.Math-ish |
|
|
|
do { |
|
|
|
value = key[ valuePropertyName ]; |
|
|
|
if ( value !== undefined ) { |
|
|
|
times.push( key.time ); |
|
value.toArray( values, values.length ); |
|
|
|
} |
|
|
|
key = jsonKeys[ i ++ ]; |
|
|
|
} while ( key !== undefined ); |
|
|
|
} else { |
|
// otherwise push as-is |
|
|
|
do { |
|
|
|
value = key[ valuePropertyName ]; |
|
|
|
if ( value !== undefined ) { |
|
|
|
times.push( key.time ); |
|
values.push( value ); |
|
|
|
} |
|
|
|
key = jsonKeys[ i ++ ]; |
|
|
|
} while ( key !== undefined ); |
|
|
|
} |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* Abstract base class of interpolants over parametric samples. |
|
* |
|
* The parameter domain is one dimensional, typically the time or a path |
|
* along a curve defined by the data. |
|
* |
|
* The sample values can have any dimensionality and derived classes may |
|
* apply special interpretations to the data. |
|
* |
|
* This class provides the interval seek in a Template Method, deferring |
|
* the actual interpolation to derived classes. |
|
* |
|
* Time complexity is O(1) for linear access crossing at most two points |
|
* and O(log N) for random access, where N is the number of positions. |
|
* |
|
* References: |
|
* |
|
* http://www.oodesign.com/template-method-pattern.html |
|
* |
|
* @author tschw |
|
*/ |
|
|
|
function Interpolant( |
|
parameterPositions, sampleValues, sampleSize, resultBuffer ) { |
|
|
|
this.parameterPositions = parameterPositions; |
|
this._cachedIndex = 0; |
|
|
|
this.resultBuffer = resultBuffer !== undefined ? |
|
resultBuffer : new sampleValues.constructor( sampleSize ); |
|
this.sampleValues = sampleValues; |
|
this.valueSize = sampleSize; |
|
|
|
}; |
|
|
|
Interpolant.prototype = { |
|
|
|
constructor: Interpolant, |
|
|
|
evaluate: function( t ) { |
|
|
|
var pp = this.parameterPositions, |
|
i1 = this._cachedIndex, |
|
|
|
t1 = pp[ i1 ], |
|
t0 = pp[ i1 - 1 ]; |
|
|
|
validate_interval: { |
|
|
|
seek: { |
|
|
|
var right; |
|
|
|
linear_scan: { |
|
//- See http://jsperf.com/comparison-to-undefined/3 |
|
//- slower code: |
|
//- |
|
//- if ( t >= t1 || t1 === undefined ) { |
|
forward_scan: if ( ! ( t < t1 ) ) { |
|
|
|
for ( var giveUpAt = i1 + 2; ;) { |
|
|
|
if ( t1 === undefined ) { |
|
|
|
if ( t < t0 ) break forward_scan; |
|
|
|
// after end |
|
|
|
i1 = pp.length; |
|
this._cachedIndex = i1; |
|
return this.afterEnd_( i1 - 1, t, t0 ); |
|
|
|
} |
|
|
|
if ( i1 === giveUpAt ) break; // this loop |
|
|
|
t0 = t1; |
|
t1 = pp[ ++ i1 ]; |
|
|
|
if ( t < t1 ) { |
|
|
|
// we have arrived at the sought interval |
|
break seek; |
|
|
|
} |
|
|
|
} |
|
|
|
// prepare binary search on the right side of the index |
|
right = pp.length; |
|
break linear_scan; |
|
|
|
} |
|
|
|
//- slower code: |
|
//- if ( t < t0 || t0 === undefined ) { |
|
if ( ! ( t >= t0 ) ) { |
|
|
|
// looping? |
|
|
|
var t1global = pp[ 1 ]; |
|
|
|
if ( t < t1global ) { |
|
|
|
i1 = 2; // + 1, using the scan for the details |
|
t0 = t1global; |
|
|
|
} |
|
|
|
// linear reverse scan |
|
|
|
for ( var giveUpAt = i1 - 2; ;) { |
|
|
|
if ( t0 === undefined ) { |
|
|
|
// before start |
|
|
|
this._cachedIndex = 0; |
|
return this.beforeStart_( 0, t, t1 ); |
|
|
|
} |
|
|
|
if ( i1 === giveUpAt ) break; // this loop |
|
|
|
t1 = t0; |
|
t0 = pp[ -- i1 - 1 ]; |
|
|
|
if ( t >= t0 ) { |
|
|
|
// we have arrived at the sought interval |
|
break seek; |
|
|
|
} |
|
|
|
} |
|
|
|
// prepare binary search on the left side of the index |
|
right = i1; |
|
i1 = 0; |
|
break linear_scan; |
|
|
|
} |
|
|
|
// the interval is valid |
|
|
|
break validate_interval; |
|
|
|
} // linear scan |
|
|
|
// binary search |
|
|
|
while ( i1 < right ) { |
|
|
|
var mid = ( i1 + right ) >>> 1; |
|
|
|
if ( t < pp[ mid ] ) { |
|
|
|
right = mid; |
|
|
|
} else { |
|
|
|
i1 = mid + 1; |
|
|
|
} |
|
|
|
} |
|
|
|
t1 = pp[ i1 ]; |
|
t0 = pp[ i1 - 1 ]; |
|
|
|
// check boundary cases, again |
|
|
|
if ( t0 === undefined ) { |
|
|
|
this._cachedIndex = 0; |
|
return this.beforeStart_( 0, t, t1 ); |
|
|
|
} |
|
|
|
if ( t1 === undefined ) { |
|
|
|
i1 = pp.length; |
|
this._cachedIndex = i1; |
|
return this.afterEnd_( i1 - 1, t0, t ); |
|
|
|
} |
|
|
|
} // seek |
|
|
|
this._cachedIndex = i1; |
|
|
|
this.intervalChanged_( i1, t0, t1 ); |
|
|
|
} // validate_interval |
|
|
|
return this.interpolate_( i1, t0, t, t1 ); |
|
|
|
}, |
|
|
|
settings: null, // optional, subclass-specific settings structure |
|
// Note: The indirection allows central control of many interpolants. |
|
|
|
// --- Protected interface |
|
|
|
DefaultSettings_: {}, |
|
|
|
getSettings_: function() { |
|
|
|
return this.settings || this.DefaultSettings_; |
|
|
|
}, |
|
|
|
copySampleValue_: function( index ) { |
|
|
|
// copies a sample value to the result buffer |
|
|
|
var result = this.resultBuffer, |
|
values = this.sampleValues, |
|
stride = this.valueSize, |
|
offset = index * stride; |
|
|
|
for ( var i = 0; i !== stride; ++ i ) { |
|
|
|
result[ i ] = values[ offset + i ]; |
|
|
|
} |
|
|
|
return result; |
|
|
|
}, |
|
|
|
// Template methods for derived classes: |
|
|
|
interpolate_: function( i1, t0, t, t1 ) { |
|
|
|
throw new Error( "call to abstract method" ); |
|
// implementations shall return this.resultBuffer |
|
|
|
}, |
|
|
|
intervalChanged_: function( i1, t0, t1 ) { |
|
|
|
// empty |
|
|
|
} |
|
|
|
}; |
|
|
|
Object.assign( Interpolant.prototype, { |
|
|
|
beforeStart_: //( 0, t, t0 ), returns this.resultBuffer |
|
Interpolant.prototype.copySampleValue_, |
|
|
|
afterEnd_: //( N-1, tN-1, t ), returns this.resultBuffer |
|
Interpolant.prototype.copySampleValue_ |
|
|
|
} ); |
|
|
|
/** |
|
* Fast and simple cubic spline interpolant. |
|
* |
|
* It was derived from a Hermitian construction setting the first derivative |
|
* at each sample position to the linear slope between neighboring positions |
|
* over their parameter interval. |
|
* |
|
* @author tschw |
|
*/ |
|
|
|
function CubicInterpolant( |
|
parameterPositions, sampleValues, sampleSize, resultBuffer ) { |
|
|
|
Interpolant.call( |
|
this, parameterPositions, sampleValues, sampleSize, resultBuffer ); |
|
|
|
this._weightPrev = -0; |
|
this._offsetPrev = -0; |
|
this._weightNext = -0; |
|
this._offsetNext = -0; |
|
|
|
}; |
|
|
|
CubicInterpolant.prototype = |
|
Object.assign( Object.create( Interpolant.prototype ), { |
|
|
|
constructor: CubicInterpolant, |
|
|
|
DefaultSettings_: { |
|
|
|
endingStart: ZeroCurvatureEnding, |
|
endingEnd: ZeroCurvatureEnding |
|
|
|
}, |
|
|
|
intervalChanged_: function( i1, t0, t1 ) { |
|
|
|
var pp = this.parameterPositions, |
|
iPrev = i1 - 2, |
|
iNext = i1 + 1, |
|
|
|
tPrev = pp[ iPrev ], |
|
tNext = pp[ iNext ]; |
|
|
|
if ( tPrev === undefined ) { |
|
|
|
switch ( this.getSettings_().endingStart ) { |
|
|
|
case ZeroSlopeEnding: |
|
|
|
// f'(t0) = 0 |
|
iPrev = i1; |
|
tPrev = 2 * t0 - t1; |
|
|
|
break; |
|
|
|
case WrapAroundEnding: |
|
|
|
// use the other end of the curve |
|
iPrev = pp.length - 2; |
|
tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ]; |
|
|
|
break; |
|
|
|
default: // ZeroCurvatureEnding |
|
|
|
// f''(t0) = 0 a.k.a. Natural Spline |
|
iPrev = i1; |
|
tPrev = t1; |
|
|
|
} |
|
|
|
} |
|
|
|
if ( tNext === undefined ) { |
|
|
|
switch ( this.getSettings_().endingEnd ) { |
|
|
|
case ZeroSlopeEnding: |
|
|
|
// f'(tN) = 0 |
|
iNext = i1; |
|
tNext = 2 * t1 - t0; |
|
|
|
break; |
|
|
|
case WrapAroundEnding: |
|
|
|
// use the other end of the curve |
|
iNext = 1; |
|
tNext = t1 + pp[ 1 ] - pp[ 0 ]; |
|
|
|
break; |
|
|
|
default: // ZeroCurvatureEnding |
|
|
|
// f''(tN) = 0, a.k.a. Natural Spline |
|
iNext = i1 - 1; |
|
tNext = t0; |
|
|
|
} |
|
|
|
} |
|
|
|
var halfDt = ( t1 - t0 ) * 0.5, |
|
stride = this.valueSize; |
|
|
|
this._weightPrev = halfDt / ( t0 - tPrev ); |
|
this._weightNext = halfDt / ( tNext - t1 ); |
|
this._offsetPrev = iPrev * stride; |
|
this._offsetNext = iNext * stride; |
|
|
|
}, |
|
|
|
interpolate_: function( i1, t0, t, t1 ) { |
|
|
|
var result = this.resultBuffer, |
|
values = this.sampleValues, |
|
stride = this.valueSize, |
|
|
|
o1 = i1 * stride, o0 = o1 - stride, |
|
oP = this._offsetPrev, oN = this._offsetNext, |
|
wP = this._weightPrev, wN = this._weightNext, |
|
|
|
p = ( t - t0 ) / ( t1 - t0 ), |
|
pp = p * p, |
|
ppp = pp * p; |
|
|
|
// evaluate polynomials |
|
|
|
var sP = - wP * ppp + 2 * wP * pp - wP * p; |
|
var s0 = ( 1 + wP ) * ppp + (-1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1; |
|
var s1 = (-1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p; |
|
var sN = wN * ppp - wN * pp; |
|
|
|
// combine data linearly |
|
|
|
for ( var i = 0; i !== stride; ++ i ) { |
|
|
|
result[ i ] = |
|
sP * values[ oP + i ] + |
|
s0 * values[ o0 + i ] + |
|
s1 * values[ o1 + i ] + |
|
sN * values[ oN + i ]; |
|
|
|
} |
|
|
|
return result; |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* @author tschw |
|
*/ |
|
|
|
function LinearInterpolant( |
|
parameterPositions, sampleValues, sampleSize, resultBuffer ) { |
|
|
|
Interpolant.call( |
|
this, parameterPositions, sampleValues, sampleSize, resultBuffer ); |
|
|
|
}; |
|
|
|
LinearInterpolant.prototype = |
|
Object.assign( Object.create( Interpolant.prototype ), { |
|
|
|
constructor: LinearInterpolant, |
|
|
|
interpolate_: function( i1, t0, t, t1 ) { |
|
|
|
var result = this.resultBuffer, |
|
values = this.sampleValues, |
|
stride = this.valueSize, |
|
|
|
offset1 = i1 * stride, |
|
offset0 = offset1 - stride, |
|
|
|
weight1 = ( t - t0 ) / ( t1 - t0 ), |
|
weight0 = 1 - weight1; |
|
|
|
for ( var i = 0; i !== stride; ++ i ) { |
|
|
|
result[ i ] = |
|
values[ offset0 + i ] * weight0 + |
|
values[ offset1 + i ] * weight1; |
|
|
|
} |
|
|
|
return result; |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* |
|
* Interpolant that evaluates to the sample value at the position preceeding |
|
* the parameter. |
|
* |
|
* @author tschw |
|
*/ |
|
|
|
function DiscreteInterpolant( |
|
parameterPositions, sampleValues, sampleSize, resultBuffer ) { |
|
|
|
Interpolant.call( |
|
this, parameterPositions, sampleValues, sampleSize, resultBuffer ); |
|
|
|
}; |
|
|
|
DiscreteInterpolant.prototype = |
|
Object.assign( Object.create( Interpolant.prototype ), { |
|
|
|
constructor: DiscreteInterpolant, |
|
|
|
interpolate_: function( i1, t0, t, t1 ) { |
|
|
|
return this.copySampleValue_( i1 - 1 ); |
|
|
|
} |
|
|
|
} ); |
|
|
|
var KeyframeTrackPrototype; |
|
|
|
KeyframeTrackPrototype = { |
|
|
|
TimeBufferType: Float32Array, |
|
ValueBufferType: Float32Array, |
|
|
|
DefaultInterpolation: InterpolateLinear, |
|
|
|
InterpolantFactoryMethodDiscrete: function( result ) { |
|
|
|
return new DiscreteInterpolant( |
|
this.times, this.values, this.getValueSize(), result ); |
|
|
|
}, |
|
|
|
InterpolantFactoryMethodLinear: function( result ) { |
|
|
|
return new LinearInterpolant( |
|
this.times, this.values, this.getValueSize(), result ); |
|
|
|
}, |
|
|
|
InterpolantFactoryMethodSmooth: function( result ) { |
|
|
|
return new CubicInterpolant( |
|
this.times, this.values, this.getValueSize(), result ); |
|
|
|
}, |
|
|
|
setInterpolation: function( interpolation ) { |
|
|
|
var factoryMethod; |
|
|
|
switch ( interpolation ) { |
|
|
|
case InterpolateDiscrete: |
|
|
|
factoryMethod = this.InterpolantFactoryMethodDiscrete; |
|
|
|
break; |
|
|
|
case InterpolateLinear: |
|
|
|
factoryMethod = this.InterpolantFactoryMethodLinear; |
|
|
|
break; |
|
|
|
case InterpolateSmooth: |
|
|
|
factoryMethod = this.InterpolantFactoryMethodSmooth; |
|
|
|
break; |
|
|
|
} |
|
|
|
if ( factoryMethod === undefined ) { |
|
|
|
var message = "unsupported interpolation for " + |
|
this.ValueTypeName + " keyframe track named " + this.name; |
|
|
|
if ( this.createInterpolant === undefined ) { |
|
|
|
// fall back to default, unless the default itself is messed up |
|
if ( interpolation !== this.DefaultInterpolation ) { |
|
|
|
this.setInterpolation( this.DefaultInterpolation ); |
|
|
|
} else { |
|
|
|
throw new Error( message ); // fatal, in this case |
|
|
|
} |
|
|
|
} |
|
|
|
console.warn( message ); |
|
return; |
|
|
|
} |
|
|
|
this.createInterpolant = factoryMethod; |
|
|
|
}, |
|
|
|
getInterpolation: function() { |
|
|
|
switch ( this.createInterpolant ) { |
|
|
|
case this.InterpolantFactoryMethodDiscrete: |
|
|
|
return InterpolateDiscrete; |
|
|
|
case this.InterpolantFactoryMethodLinear: |
|
|
|
return InterpolateLinear; |
|
|
|
case this.InterpolantFactoryMethodSmooth: |
|
|
|
return InterpolateSmooth; |
|
|
|
} |
|
|
|
}, |
|
|
|
getValueSize: function() { |
|
|
|
return this.values.length / this.times.length; |
|
|
|
}, |
|
|
|
// move all keyframes either forwards or backwards in time |
|
shift: function( timeOffset ) { |
|
|
|
if( timeOffset !== 0.0 ) { |
|
|
|
var times = this.times; |
|
|
|
for( var i = 0, n = times.length; i !== n; ++ i ) { |
|
|
|
times[ i ] += timeOffset; |
|
|
|
} |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
// scale all keyframe times by a factor (useful for frame <-> seconds conversions) |
|
scale: function( timeScale ) { |
|
|
|
if( timeScale !== 1.0 ) { |
|
|
|
var times = this.times; |
|
|
|
for( var i = 0, n = times.length; i !== n; ++ i ) { |
|
|
|
times[ i ] *= timeScale; |
|
|
|
} |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
// removes keyframes before and after animation without changing any values within the range [startTime, endTime]. |
|
// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values |
|
trim: function( startTime, endTime ) { |
|
|
|
var times = this.times, |
|
nKeys = times.length, |
|
from = 0, |
|
to = nKeys - 1; |
|
|
|
while ( from !== nKeys && times[ from ] < startTime ) ++ from; |
|
while ( to !== -1 && times[ to ] > endTime ) -- to; |
|
|
|
++ to; // inclusive -> exclusive bound |
|
|
|
if( from !== 0 || to !== nKeys ) { |
|
|
|
// empty tracks are forbidden, so keep at least one keyframe |
|
if ( from >= to ) to = Math.max( to , 1 ), from = to - 1; |
|
|
|
var stride = this.getValueSize(); |
|
this.times = exports.AnimationUtils.arraySlice( times, from, to ); |
|
this.values = exports.AnimationUtils. |
|
arraySlice( this.values, from * stride, to * stride ); |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable |
|
validate: function() { |
|
|
|
var valid = true; |
|
|
|
var valueSize = this.getValueSize(); |
|
if ( valueSize - Math.floor( valueSize ) !== 0 ) { |
|
|
|
console.error( "invalid value size in track", this ); |
|
valid = false; |
|
|
|
} |
|
|
|
var times = this.times, |
|
values = this.values, |
|
|
|
nKeys = times.length; |
|
|
|
if( nKeys === 0 ) { |
|
|
|
console.error( "track is empty", this ); |
|
valid = false; |
|
|
|
} |
|
|
|
var prevTime = null; |
|
|
|
for( var i = 0; i !== nKeys; i ++ ) { |
|
|
|
var currTime = times[ i ]; |
|
|
|
if ( typeof currTime === 'number' && isNaN( currTime ) ) { |
|
|
|
console.error( "time is not a valid number", this, i, currTime ); |
|
valid = false; |
|
break; |
|
|
|
} |
|
|
|
if( prevTime !== null && prevTime > currTime ) { |
|
|
|
console.error( "out of order keys", this, i, currTime, prevTime ); |
|
valid = false; |
|
break; |
|
|
|
} |
|
|
|
prevTime = currTime; |
|
|
|
} |
|
|
|
if ( values !== undefined ) { |
|
|
|
if ( exports.AnimationUtils.isTypedArray( values ) ) { |
|
|
|
for ( var i = 0, n = values.length; i !== n; ++ i ) { |
|
|
|
var value = values[ i ]; |
|
|
|
if ( isNaN( value ) ) { |
|
|
|
console.error( "value is not a valid number", this, i, value ); |
|
valid = false; |
|
break; |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
return valid; |
|
|
|
}, |
|
|
|
// removes equivalent sequential keys as common in morph target sequences |
|
// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0) |
|
optimize: function() { |
|
|
|
var times = this.times, |
|
values = this.values, |
|
stride = this.getValueSize(), |
|
|
|
writeIndex = 1; |
|
|
|
for( var i = 1, n = times.length - 1; i <= n; ++ i ) { |
|
|
|
var keep = false; |
|
|
|
var time = times[ i ]; |
|
var timeNext = times[ i + 1 ]; |
|
|
|
// remove adjacent keyframes scheduled at the same time |
|
|
|
if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) { |
|
|
|
// remove unnecessary keyframes same as their neighbors |
|
var offset = i * stride, |
|
offsetP = offset - stride, |
|
offsetN = offset + stride; |
|
|
|
for ( var j = 0; j !== stride; ++ j ) { |
|
|
|
var value = values[ offset + j ]; |
|
|
|
if ( value !== values[ offsetP + j ] || |
|
value !== values[ offsetN + j ] ) { |
|
|
|
keep = true; |
|
break; |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
// in-place compaction |
|
|
|
if ( keep ) { |
|
|
|
if ( i !== writeIndex ) { |
|
|
|
times[ writeIndex ] = times[ i ]; |
|
|
|
var readOffset = i * stride, |
|
writeOffset = writeIndex * stride; |
|
|
|
for ( var j = 0; j !== stride; ++ j ) { |
|
|
|
values[ writeOffset + j ] = values[ readOffset + j ]; |
|
|
|
} |
|
|
|
|
|
} |
|
|
|
++ writeIndex; |
|
|
|
} |
|
|
|
} |
|
|
|
if ( writeIndex !== times.length ) { |
|
|
|
this.times = exports.AnimationUtils.arraySlice( times, 0, writeIndex ); |
|
this.values = exports.AnimationUtils.arraySlice( values, 0, writeIndex * stride ); |
|
|
|
} |
|
|
|
return this; |
|
|
|
} |
|
|
|
} |
|
|
|
function KeyframeTrackConstructor( name, times, values, interpolation ) { |
|
|
|
if( name === undefined ) throw new Error( "track name is undefined" ); |
|
|
|
if( times === undefined || times.length === 0 ) { |
|
|
|
throw new Error( "no keyframes in track named " + name ); |
|
|
|
} |
|
|
|
this.name = name; |
|
|
|
this.times = exports.AnimationUtils.convertArray( times, this.TimeBufferType ); |
|
this.values = exports.AnimationUtils.convertArray( values, this.ValueBufferType ); |
|
|
|
this.setInterpolation( interpolation || this.DefaultInterpolation ); |
|
|
|
this.validate(); |
|
this.optimize(); |
|
|
|
} |
|
|
|
/** |
|
* |
|
* A Track of vectored keyframe values. |
|
* |
|
* |
|
* @author Ben Houston / http://clara.io/ |
|
* @author David Sarno / http://lighthaus.us/ |
|
* @author tschw |
|
*/ |
|
|
|
function VectorKeyframeTrack( name, times, values, interpolation ) { |
|
|
|
KeyframeTrackConstructor.call( this, name, times, values, interpolation ); |
|
|
|
}; |
|
|
|
VectorKeyframeTrack.prototype = |
|
Object.assign( Object.create( KeyframeTrackPrototype ), { |
|
|
|
constructor: VectorKeyframeTrack, |
|
|
|
ValueTypeName: 'vector' |
|
|
|
// ValueBufferType is inherited |
|
|
|
// DefaultInterpolation is inherited |
|
|
|
} ); |
|
|
|
/** |
|
* Spherical linear unit quaternion interpolant. |
|
* |
|
* @author tschw |
|
*/ |
|
|
|
function QuaternionLinearInterpolant( |
|
parameterPositions, sampleValues, sampleSize, resultBuffer ) { |
|
|
|
Interpolant.call( |
|
this, parameterPositions, sampleValues, sampleSize, resultBuffer ); |
|
|
|
}; |
|
|
|
QuaternionLinearInterpolant.prototype = |
|
Object.assign( Object.create( Interpolant.prototype ), { |
|
|
|
constructor: QuaternionLinearInterpolant, |
|
|
|
interpolate_: function( i1, t0, t, t1 ) { |
|
|
|
var result = this.resultBuffer, |
|
values = this.sampleValues, |
|
stride = this.valueSize, |
|
|
|
offset = i1 * stride, |
|
|
|
alpha = ( t - t0 ) / ( t1 - t0 ); |
|
|
|
for ( var end = offset + stride; offset !== end; offset += 4 ) { |
|
|
|
Quaternion.slerpFlat( result, 0, |
|
values, offset - stride, values, offset, alpha ); |
|
|
|
} |
|
|
|
return result; |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* |
|
* A Track of quaternion keyframe values. |
|
* |
|
* @author Ben Houston / http://clara.io/ |
|
* @author David Sarno / http://lighthaus.us/ |
|
* @author tschw |
|
*/ |
|
|
|
function QuaternionKeyframeTrack( name, times, values, interpolation ) { |
|
|
|
KeyframeTrackConstructor.call( this, name, times, values, interpolation ); |
|
|
|
}; |
|
|
|
QuaternionKeyframeTrack.prototype = |
|
Object.assign( Object.create( KeyframeTrackPrototype ), { |
|
|
|
constructor: QuaternionKeyframeTrack, |
|
|
|
ValueTypeName: 'quaternion', |
|
|
|
// ValueBufferType is inherited |
|
|
|
DefaultInterpolation: InterpolateLinear, |
|
|
|
InterpolantFactoryMethodLinear: function( result ) { |
|
|
|
return new QuaternionLinearInterpolant( |
|
this.times, this.values, this.getValueSize(), result ); |
|
|
|
}, |
|
|
|
InterpolantFactoryMethodSmooth: undefined // not yet implemented |
|
|
|
} ); |
|
|
|
/** |
|
* |
|
* A Track of numeric keyframe values. |
|
* |
|
* @author Ben Houston / http://clara.io/ |
|
* @author David Sarno / http://lighthaus.us/ |
|
* @author tschw |
|
*/ |
|
|
|
function NumberKeyframeTrack( name, times, values, interpolation ) { |
|
|
|
KeyframeTrackConstructor.call( this, name, times, values, interpolation ); |
|
|
|
}; |
|
|
|
NumberKeyframeTrack.prototype = |
|
Object.assign( Object.create( KeyframeTrackPrototype ), { |
|
|
|
constructor: NumberKeyframeTrack, |
|
|
|
ValueTypeName: 'number', |
|
|
|
// ValueBufferType is inherited |
|
|
|
// DefaultInterpolation is inherited |
|
|
|
} ); |
|
|
|
/** |
|
* |
|
* A Track that interpolates Strings |
|
* |
|
* |
|
* @author Ben Houston / http://clara.io/ |
|
* @author David Sarno / http://lighthaus.us/ |
|
* @author tschw |
|
*/ |
|
|
|
function StringKeyframeTrack( name, times, values, interpolation ) { |
|
|
|
KeyframeTrackConstructor.call( this, name, times, values, interpolation ); |
|
|
|
}; |
|
|
|
StringKeyframeTrack.prototype = |
|
Object.assign( Object.create( KeyframeTrackPrototype ), { |
|
|
|
constructor: StringKeyframeTrack, |
|
|
|
ValueTypeName: 'string', |
|
ValueBufferType: Array, |
|
|
|
DefaultInterpolation: InterpolateDiscrete, |
|
|
|
InterpolantFactoryMethodLinear: undefined, |
|
|
|
InterpolantFactoryMethodSmooth: undefined |
|
|
|
} ); |
|
|
|
/** |
|
* |
|
* A Track of Boolean keyframe values. |
|
* |
|
* |
|
* @author Ben Houston / http://clara.io/ |
|
* @author David Sarno / http://lighthaus.us/ |
|
* @author tschw |
|
*/ |
|
|
|
function BooleanKeyframeTrack( name, times, values ) { |
|
|
|
KeyframeTrackConstructor.call( this, name, times, values ); |
|
|
|
}; |
|
|
|
BooleanKeyframeTrack.prototype = |
|
Object.assign( Object.create( KeyframeTrackPrototype ), { |
|
|
|
constructor: BooleanKeyframeTrack, |
|
|
|
ValueTypeName: 'bool', |
|
ValueBufferType: Array, |
|
|
|
DefaultInterpolation: InterpolateDiscrete, |
|
|
|
InterpolantFactoryMethodLinear: undefined, |
|
InterpolantFactoryMethodSmooth: undefined |
|
|
|
// Note: Actually this track could have a optimized / compressed |
|
// representation of a single value and a custom interpolant that |
|
// computes "firstValue ^ isOdd( index )". |
|
|
|
} ); |
|
|
|
/** |
|
* |
|
* A Track of keyframe values that represent color. |
|
* |
|
* |
|
* @author Ben Houston / http://clara.io/ |
|
* @author David Sarno / http://lighthaus.us/ |
|
* @author tschw |
|
*/ |
|
|
|
function ColorKeyframeTrack( name, times, values, interpolation ) { |
|
|
|
KeyframeTrackConstructor.call( this, name, times, values, interpolation ); |
|
|
|
}; |
|
|
|
ColorKeyframeTrack.prototype = |
|
Object.assign( Object.create( KeyframeTrackPrototype ), { |
|
|
|
constructor: ColorKeyframeTrack, |
|
|
|
ValueTypeName: 'color' |
|
|
|
// ValueBufferType is inherited |
|
|
|
// DefaultInterpolation is inherited |
|
|
|
|
|
// Note: Very basic implementation and nothing special yet. |
|
// However, this is the place for color space parameterization. |
|
|
|
} ); |
|
|
|
/** |
|
* |
|
* A timed sequence of keyframes for a specific property. |
|
* |
|
* |
|
* @author Ben Houston / http://clara.io/ |
|
* @author David Sarno / http://lighthaus.us/ |
|
* @author tschw |
|
*/ |
|
|
|
function KeyframeTrack( name, times, values, interpolation ) { |
|
KeyframeTrackConstructor.apply( this, arguments ); |
|
}; |
|
|
|
KeyframeTrack.prototype = KeyframeTrackPrototype; |
|
KeyframeTrackPrototype.constructor = KeyframeTrack; |
|
|
|
// Static methods: |
|
|
|
Object.assign( KeyframeTrack, { |
|
|
|
// Serialization (in static context, because of constructor invocation |
|
// and automatic invocation of .toJSON): |
|
|
|
parse: function( json ) { |
|
|
|
if( json.type === undefined ) { |
|
|
|
throw new Error( "track type undefined, can not parse" ); |
|
|
|
} |
|
|
|
var trackType = KeyframeTrack._getTrackTypeForValueTypeName( json.type ); |
|
|
|
if ( json.times === undefined ) { |
|
|
|
var times = [], values = []; |
|
|
|
exports.AnimationUtils.flattenJSON( json.keys, times, values, 'value' ); |
|
|
|
json.times = times; |
|
json.values = values; |
|
|
|
} |
|
|
|
// derived classes can define a static parse method |
|
if ( trackType.parse !== undefined ) { |
|
|
|
return trackType.parse( json ); |
|
|
|
} else { |
|
|
|
// by default, we asssume a constructor compatible with the base |
|
return new trackType( |
|
json.name, json.times, json.values, json.interpolation ); |
|
|
|
} |
|
|
|
}, |
|
|
|
toJSON: function( track ) { |
|
|
|
var trackType = track.constructor; |
|
|
|
var json; |
|
|
|
// derived classes can define a static toJSON method |
|
if ( trackType.toJSON !== undefined ) { |
|
|
|
json = trackType.toJSON( track ); |
|
|
|
} else { |
|
|
|
// by default, we assume the data can be serialized as-is |
|
json = { |
|
|
|
'name': track.name, |
|
'times': exports.AnimationUtils.convertArray( track.times, Array ), |
|
'values': exports.AnimationUtils.convertArray( track.values, Array ) |
|
|
|
}; |
|
|
|
var interpolation = track.getInterpolation(); |
|
|
|
if ( interpolation !== track.DefaultInterpolation ) { |
|
|
|
json.interpolation = interpolation; |
|
|
|
} |
|
|
|
} |
|
|
|
json.type = track.ValueTypeName; // mandatory |
|
|
|
return json; |
|
|
|
}, |
|
|
|
_getTrackTypeForValueTypeName: function( typeName ) { |
|
|
|
switch( typeName.toLowerCase() ) { |
|
|
|
case "scalar": |
|
case "double": |
|
case "float": |
|
case "number": |
|
case "integer": |
|
|
|
return NumberKeyframeTrack; |
|
|
|
case "vector": |
|
case "vector2": |
|
case "vector3": |
|
case "vector4": |
|
|
|
return VectorKeyframeTrack; |
|
|
|
case "color": |
|
|
|
return ColorKeyframeTrack; |
|
|
|
case "quaternion": |
|
|
|
return QuaternionKeyframeTrack; |
|
|
|
case "bool": |
|
case "boolean": |
|
|
|
return BooleanKeyframeTrack; |
|
|
|
case "string": |
|
|
|
return StringKeyframeTrack; |
|
|
|
} |
|
|
|
throw new Error( "Unsupported typeName: " + typeName ); |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* |
|
* Reusable set of Tracks that represent an animation. |
|
* |
|
* @author Ben Houston / http://clara.io/ |
|
* @author David Sarno / http://lighthaus.us/ |
|
*/ |
|
|
|
function AnimationClip( name, duration, tracks ) { |
|
|
|
this.name = name; |
|
this.tracks = tracks; |
|
this.duration = ( duration !== undefined ) ? duration : -1; |
|
|
|
this.uuid = exports.Math.generateUUID(); |
|
|
|
// this means it should figure out its duration by scanning the tracks |
|
if ( this.duration < 0 ) { |
|
|
|
this.resetDuration(); |
|
|
|
} |
|
|
|
// maybe only do these on demand, as doing them here could potentially slow down loading |
|
// but leaving these here during development as this ensures a lot of testing of these functions |
|
this.trim(); |
|
this.optimize(); |
|
|
|
}; |
|
|
|
AnimationClip.prototype = { |
|
|
|
constructor: AnimationClip, |
|
|
|
resetDuration: function() { |
|
|
|
var tracks = this.tracks, |
|
duration = 0; |
|
|
|
for ( var i = 0, n = tracks.length; i !== n; ++ i ) { |
|
|
|
var track = this.tracks[ i ]; |
|
|
|
duration = Math.max( |
|
duration, track.times[ track.times.length - 1 ] ); |
|
|
|
} |
|
|
|
this.duration = duration; |
|
|
|
}, |
|
|
|
trim: function() { |
|
|
|
for ( var i = 0; i < this.tracks.length; i ++ ) { |
|
|
|
this.tracks[ i ].trim( 0, this.duration ); |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
optimize: function() { |
|
|
|
for ( var i = 0; i < this.tracks.length; i ++ ) { |
|
|
|
this.tracks[ i ].optimize(); |
|
|
|
} |
|
|
|
return this; |
|
|
|
} |
|
|
|
}; |
|
|
|
// Static methods: |
|
|
|
Object.assign( AnimationClip, { |
|
|
|
parse: function( json ) { |
|
|
|
var tracks = [], |
|
jsonTracks = json.tracks, |
|
frameTime = 1.0 / ( json.fps || 1.0 ); |
|
|
|
for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) { |
|
|
|
tracks.push( KeyframeTrack.parse( jsonTracks[ i ] ).scale( frameTime ) ); |
|
|
|
} |
|
|
|
return new AnimationClip( json.name, json.duration, tracks ); |
|
|
|
}, |
|
|
|
|
|
toJSON: function( clip ) { |
|
|
|
var tracks = [], |
|
clipTracks = clip.tracks; |
|
|
|
var json = { |
|
|
|
'name': clip.name, |
|
'duration': clip.duration, |
|
'tracks': tracks |
|
|
|
}; |
|
|
|
for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) { |
|
|
|
tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) ); |
|
|
|
} |
|
|
|
return json; |
|
|
|
}, |
|
|
|
|
|
CreateFromMorphTargetSequence: function( name, morphTargetSequence, fps, noLoop ) { |
|
|
|
var numMorphTargets = morphTargetSequence.length; |
|
var tracks = []; |
|
|
|
for ( var i = 0; i < numMorphTargets; i ++ ) { |
|
|
|
var times = []; |
|
var values = []; |
|
|
|
times.push( |
|
( i + numMorphTargets - 1 ) % numMorphTargets, |
|
i, |
|
( i + 1 ) % numMorphTargets ); |
|
|
|
values.push( 0, 1, 0 ); |
|
|
|
var order = exports.AnimationUtils.getKeyframeOrder( times ); |
|
times = exports.AnimationUtils.sortedArray( times, 1, order ); |
|
values = exports.AnimationUtils.sortedArray( values, 1, order ); |
|
|
|
// if there is a key at the first frame, duplicate it as the |
|
// last frame as well for perfect loop. |
|
if ( ! noLoop && times[ 0 ] === 0 ) { |
|
|
|
times.push( numMorphTargets ); |
|
values.push( values[ 0 ] ); |
|
|
|
} |
|
|
|
tracks.push( |
|
new NumberKeyframeTrack( |
|
'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']', |
|
times, values |
|
).scale( 1.0 / fps ) ); |
|
} |
|
|
|
return new AnimationClip( name, -1, tracks ); |
|
|
|
}, |
|
|
|
findByName: function( objectOrClipArray, name ) { |
|
|
|
var clipArray = objectOrClipArray; |
|
|
|
if ( ! Array.isArray( objectOrClipArray ) ) { |
|
|
|
var o = objectOrClipArray; |
|
clipArray = o.geometry && o.geometry.animations || o.animations; |
|
|
|
} |
|
|
|
for ( var i = 0; i < clipArray.length; i ++ ) { |
|
|
|
if ( clipArray[ i ].name === name ) { |
|
|
|
return clipArray[ i ]; |
|
|
|
} |
|
} |
|
|
|
return null; |
|
|
|
}, |
|
|
|
CreateClipsFromMorphTargetSequences: function( morphTargets, fps, noLoop ) { |
|
|
|
var animationToMorphTargets = {}; |
|
|
|
// tested with https://regex101.com/ on trick sequences |
|
// such flamingo_flyA_003, flamingo_run1_003, crdeath0059 |
|
var pattern = /^([\w-]*?)([\d]+)$/; |
|
|
|
// sort morph target names into animation groups based |
|
// patterns like Walk_001, Walk_002, Run_001, Run_002 |
|
for ( var i = 0, il = morphTargets.length; i < il; i ++ ) { |
|
|
|
var morphTarget = morphTargets[ i ]; |
|
var parts = morphTarget.name.match( pattern ); |
|
|
|
if ( parts && parts.length > 1 ) { |
|
|
|
var name = parts[ 1 ]; |
|
|
|
var animationMorphTargets = animationToMorphTargets[ name ]; |
|
if ( ! animationMorphTargets ) { |
|
|
|
animationToMorphTargets[ name ] = animationMorphTargets = []; |
|
|
|
} |
|
|
|
animationMorphTargets.push( morphTarget ); |
|
|
|
} |
|
|
|
} |
|
|
|
var clips = []; |
|
|
|
for ( var name in animationToMorphTargets ) { |
|
|
|
clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) ); |
|
|
|
} |
|
|
|
return clips; |
|
|
|
}, |
|
|
|
// parse the animation.hierarchy format |
|
parseAnimation: function( animation, bones, nodeName ) { |
|
|
|
if ( ! animation ) { |
|
|
|
console.error( " no animation in JSONLoader data" ); |
|
return null; |
|
|
|
} |
|
|
|
var addNonemptyTrack = function( |
|
trackType, trackName, animationKeys, propertyName, destTracks ) { |
|
|
|
// only return track if there are actually keys. |
|
if ( animationKeys.length !== 0 ) { |
|
|
|
var times = []; |
|
var values = []; |
|
|
|
exports.AnimationUtils.flattenJSON( |
|
animationKeys, times, values, propertyName ); |
|
|
|
// empty keys are filtered out, so check again |
|
if ( times.length !== 0 ) { |
|
|
|
destTracks.push( new trackType( trackName, times, values ) ); |
|
|
|
} |
|
|
|
} |
|
|
|
}; |
|
|
|
var tracks = []; |
|
|
|
var clipName = animation.name || 'default'; |
|
// automatic length determination in AnimationClip. |
|
var duration = animation.length || -1; |
|
var fps = animation.fps || 30; |
|
|
|
var hierarchyTracks = animation.hierarchy || []; |
|
|
|
for ( var h = 0; h < hierarchyTracks.length; h ++ ) { |
|
|
|
var animationKeys = hierarchyTracks[ h ].keys; |
|
|
|
// skip empty tracks |
|
if ( ! animationKeys || animationKeys.length === 0 ) continue; |
|
|
|
// process morph targets in a way exactly compatible |
|
// with AnimationHandler.init( animation ) |
|
if ( animationKeys[0].morphTargets ) { |
|
|
|
// figure out all morph targets used in this track |
|
var morphTargetNames = {}; |
|
for ( var k = 0; k < animationKeys.length; k ++ ) { |
|
|
|
if ( animationKeys[k].morphTargets ) { |
|
|
|
for ( var m = 0; m < animationKeys[k].morphTargets.length; m ++ ) { |
|
|
|
morphTargetNames[ animationKeys[k].morphTargets[m] ] = -1; |
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
// create a track for each morph target with all zero |
|
// morphTargetInfluences except for the keys in which |
|
// the morphTarget is named. |
|
for ( var morphTargetName in morphTargetNames ) { |
|
|
|
var times = []; |
|
var values = []; |
|
|
|
for ( var m = 0; |
|
m !== animationKeys[k].morphTargets.length; ++ m ) { |
|
|
|
var animationKey = animationKeys[k]; |
|
|
|
times.push( animationKey.time ); |
|
values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 ); |
|
|
|
} |
|
|
|
tracks.push( new NumberKeyframeTrack( |
|
'.morphTargetInfluence[' + morphTargetName + ']', times, values ) ); |
|
|
|
} |
|
|
|
duration = morphTargetNames.length * ( fps || 1.0 ); |
|
|
|
} else { |
|
// ...assume skeletal animation |
|
|
|
var boneName = '.bones[' + bones[ h ].name + ']'; |
|
|
|
addNonemptyTrack( |
|
VectorKeyframeTrack, boneName + '.position', |
|
animationKeys, 'pos', tracks ); |
|
|
|
addNonemptyTrack( |
|
QuaternionKeyframeTrack, boneName + '.quaternion', |
|
animationKeys, 'rot', tracks ); |
|
|
|
addNonemptyTrack( |
|
VectorKeyframeTrack, boneName + '.scale', |
|
animationKeys, 'scl', tracks ); |
|
|
|
} |
|
|
|
} |
|
|
|
if ( tracks.length === 0 ) { |
|
|
|
return null; |
|
|
|
} |
|
|
|
var clip = new AnimationClip( clipName, duration, tracks ); |
|
|
|
return clip; |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function MaterialLoader( manager ) { |
|
|
|
this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; |
|
this.textures = {}; |
|
|
|
}; |
|
|
|
Object.assign( MaterialLoader.prototype, { |
|
|
|
load: function ( url, onLoad, onProgress, onError ) { |
|
|
|
var scope = this; |
|
|
|
var loader = new XHRLoader( scope.manager ); |
|
loader.load( url, function ( text ) { |
|
|
|
onLoad( scope.parse( JSON.parse( text ) ) ); |
|
|
|
}, onProgress, onError ); |
|
|
|
}, |
|
|
|
setTextures: function ( value ) { |
|
|
|
this.textures = value; |
|
|
|
}, |
|
|
|
getTexture: function ( name ) { |
|
|
|
var textures = this.textures; |
|
|
|
if ( textures[ name ] === undefined ) { |
|
|
|
console.warn( 'THREE.MaterialLoader: Undefined texture', name ); |
|
|
|
} |
|
|
|
return textures[ name ]; |
|
|
|
}, |
|
|
|
parse: function ( json ) { |
|
|
|
var material = new THREE[ json.type ]; |
|
|
|
if ( json.uuid !== undefined ) material.uuid = json.uuid; |
|
if ( json.name !== undefined ) material.name = json.name; |
|
if ( json.color !== undefined ) material.color.setHex( json.color ); |
|
if ( json.roughness !== undefined ) material.roughness = json.roughness; |
|
if ( json.metalness !== undefined ) material.metalness = json.metalness; |
|
if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive ); |
|
if ( json.specular !== undefined ) material.specular.setHex( json.specular ); |
|
if ( json.shininess !== undefined ) material.shininess = json.shininess; |
|
if ( json.uniforms !== undefined ) material.uniforms = json.uniforms; |
|
if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader; |
|
if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader; |
|
if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors; |
|
if ( json.fog !== undefined ) material.fog = json.fog; |
|
if ( json.shading !== undefined ) material.shading = json.shading; |
|
if ( json.blending !== undefined ) material.blending = json.blending; |
|
if ( json.side !== undefined ) material.side = json.side; |
|
if ( json.opacity !== undefined ) material.opacity = json.opacity; |
|
if ( json.transparent !== undefined ) material.transparent = json.transparent; |
|
if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest; |
|
if ( json.depthTest !== undefined ) material.depthTest = json.depthTest; |
|
if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite; |
|
if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite; |
|
if ( json.wireframe !== undefined ) material.wireframe = json.wireframe; |
|
if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth; |
|
|
|
// for PointsMaterial |
|
if ( json.size !== undefined ) material.size = json.size; |
|
if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation; |
|
|
|
// maps |
|
|
|
if ( json.map !== undefined ) material.map = this.getTexture( json.map ); |
|
|
|
if ( json.alphaMap !== undefined ) { |
|
|
|
material.alphaMap = this.getTexture( json.alphaMap ); |
|
material.transparent = true; |
|
|
|
} |
|
|
|
if ( json.bumpMap !== undefined ) material.bumpMap = this.getTexture( json.bumpMap ); |
|
if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale; |
|
|
|
if ( json.normalMap !== undefined ) material.normalMap = this.getTexture( json.normalMap ); |
|
if ( json.normalScale !== undefined ) { |
|
|
|
var normalScale = json.normalScale; |
|
|
|
if ( Array.isArray( normalScale ) === false ) { |
|
|
|
// Blender exporter used to export a scalar. See #7459 |
|
|
|
normalScale = [ normalScale, normalScale ]; |
|
|
|
} |
|
|
|
material.normalScale = new Vector2().fromArray( normalScale ); |
|
|
|
} |
|
|
|
if ( json.displacementMap !== undefined ) material.displacementMap = this.getTexture( json.displacementMap ); |
|
if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale; |
|
if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias; |
|
|
|
if ( json.roughnessMap !== undefined ) material.roughnessMap = this.getTexture( json.roughnessMap ); |
|
if ( json.metalnessMap !== undefined ) material.metalnessMap = this.getTexture( json.metalnessMap ); |
|
|
|
if ( json.emissiveMap !== undefined ) material.emissiveMap = this.getTexture( json.emissiveMap ); |
|
if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity; |
|
|
|
if ( json.specularMap !== undefined ) material.specularMap = this.getTexture( json.specularMap ); |
|
|
|
if ( json.envMap !== undefined ) { |
|
|
|
material.envMap = this.getTexture( json.envMap ); |
|
material.combine = MultiplyOperation; |
|
|
|
} |
|
|
|
if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity; |
|
|
|
if ( json.lightMap !== undefined ) material.lightMap = this.getTexture( json.lightMap ); |
|
if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity; |
|
|
|
if ( json.aoMap !== undefined ) material.aoMap = this.getTexture( json.aoMap ); |
|
if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity; |
|
|
|
// MultiMaterial |
|
|
|
if ( json.materials !== undefined ) { |
|
|
|
for ( var i = 0, l = json.materials.length; i < l; i ++ ) { |
|
|
|
material.materials.push( this.parse( json.materials[ i ] ) ); |
|
|
|
} |
|
|
|
} |
|
|
|
return material; |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function BufferGeometryLoader( manager ) { |
|
|
|
this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; |
|
|
|
}; |
|
|
|
Object.assign( BufferGeometryLoader.prototype, { |
|
|
|
load: function ( url, onLoad, onProgress, onError ) { |
|
|
|
var scope = this; |
|
|
|
var loader = new XHRLoader( scope.manager ); |
|
loader.load( url, function ( text ) { |
|
|
|
onLoad( scope.parse( JSON.parse( text ) ) ); |
|
|
|
}, onProgress, onError ); |
|
|
|
}, |
|
|
|
parse: function ( json ) { |
|
|
|
var geometry = new BufferGeometry(); |
|
|
|
var index = json.data.index; |
|
|
|
var TYPED_ARRAYS = { |
|
'Int8Array': Int8Array, |
|
'Uint8Array': Uint8Array, |
|
'Uint8ClampedArray': Uint8ClampedArray, |
|
'Int16Array': Int16Array, |
|
'Uint16Array': Uint16Array, |
|
'Int32Array': Int32Array, |
|
'Uint32Array': Uint32Array, |
|
'Float32Array': Float32Array, |
|
'Float64Array': Float64Array |
|
}; |
|
|
|
if ( index !== undefined ) { |
|
|
|
var typedArray = new TYPED_ARRAYS[ index.type ]( index.array ); |
|
geometry.setIndex( new BufferAttribute( typedArray, 1 ) ); |
|
|
|
} |
|
|
|
var attributes = json.data.attributes; |
|
|
|
for ( var key in attributes ) { |
|
|
|
var attribute = attributes[ key ]; |
|
var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array ); |
|
|
|
geometry.addAttribute( key, new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ) ); |
|
|
|
} |
|
|
|
var groups = json.data.groups || json.data.drawcalls || json.data.offsets; |
|
|
|
if ( groups !== undefined ) { |
|
|
|
for ( var i = 0, n = groups.length; i !== n; ++ i ) { |
|
|
|
var group = groups[ i ]; |
|
|
|
geometry.addGroup( group.start, group.count, group.materialIndex ); |
|
|
|
} |
|
|
|
} |
|
|
|
var boundingSphere = json.data.boundingSphere; |
|
|
|
if ( boundingSphere !== undefined ) { |
|
|
|
var center = new Vector3(); |
|
|
|
if ( boundingSphere.center !== undefined ) { |
|
|
|
center.fromArray( boundingSphere.center ); |
|
|
|
} |
|
|
|
geometry.boundingSphere = new Sphere( center, boundingSphere.radius ); |
|
|
|
} |
|
|
|
return geometry; |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* @author alteredq / http://alteredqualia.com/ |
|
*/ |
|
|
|
function Loader() { |
|
|
|
this.onLoadStart = function () {}; |
|
this.onLoadProgress = function () {}; |
|
this.onLoadComplete = function () {}; |
|
|
|
}; |
|
|
|
Loader.prototype = { |
|
|
|
constructor: Loader, |
|
|
|
crossOrigin: undefined, |
|
|
|
extractUrlBase: function ( url ) { |
|
|
|
var parts = url.split( '/' ); |
|
|
|
if ( parts.length === 1 ) return './'; |
|
|
|
parts.pop(); |
|
|
|
return parts.join( '/' ) + '/'; |
|
|
|
}, |
|
|
|
initMaterials: function ( materials, texturePath, crossOrigin ) { |
|
|
|
var array = []; |
|
|
|
for ( var i = 0; i < materials.length; ++ i ) { |
|
|
|
array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin ); |
|
|
|
} |
|
|
|
return array; |
|
|
|
}, |
|
|
|
createMaterial: ( function () { |
|
|
|
var color, textureLoader, materialLoader; |
|
|
|
return function createMaterial( m, texturePath, crossOrigin ) { |
|
|
|
if ( color === undefined ) color = new Color(); |
|
if ( textureLoader === undefined ) textureLoader = new TextureLoader(); |
|
if ( materialLoader === undefined ) materialLoader = new MaterialLoader(); |
|
|
|
// convert from old material format |
|
|
|
var textures = {}; |
|
|
|
function loadTexture( path, repeat, offset, wrap, anisotropy ) { |
|
|
|
var fullPath = texturePath + path; |
|
var loader = Loader.Handlers.get( fullPath ); |
|
|
|
var texture; |
|
|
|
if ( loader !== null ) { |
|
|
|
texture = loader.load( fullPath ); |
|
|
|
} else { |
|
|
|
textureLoader.setCrossOrigin( crossOrigin ); |
|
texture = textureLoader.load( fullPath ); |
|
|
|
} |
|
|
|
if ( repeat !== undefined ) { |
|
|
|
texture.repeat.fromArray( repeat ); |
|
|
|
if ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping; |
|
if ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping; |
|
|
|
} |
|
|
|
if ( offset !== undefined ) { |
|
|
|
texture.offset.fromArray( offset ); |
|
|
|
} |
|
|
|
if ( wrap !== undefined ) { |
|
|
|
if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping; |
|
if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping; |
|
|
|
if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping; |
|
if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping; |
|
|
|
} |
|
|
|
if ( anisotropy !== undefined ) { |
|
|
|
texture.anisotropy = anisotropy; |
|
|
|
} |
|
|
|
var uuid = exports.Math.generateUUID(); |
|
|
|
textures[ uuid ] = texture; |
|
|
|
return uuid; |
|
|
|
} |
|
|
|
// |
|
|
|
var json = { |
|
uuid: exports.Math.generateUUID(), |
|
type: 'MeshLambertMaterial' |
|
}; |
|
|
|
for ( var name in m ) { |
|
|
|
var value = m[ name ]; |
|
|
|
switch ( name ) { |
|
case 'DbgColor': |
|
case 'DbgIndex': |
|
case 'opticalDensity': |
|
case 'illumination': |
|
break; |
|
case 'DbgName': |
|
json.name = value; |
|
break; |
|
case 'blending': |
|
json.blending = THREE[ value ]; |
|
break; |
|
case 'colorAmbient': |
|
case 'mapAmbient': |
|
console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' ); |
|
break; |
|
case 'colorDiffuse': |
|
json.color = color.fromArray( value ).getHex(); |
|
break; |
|
case 'colorSpecular': |
|
json.specular = color.fromArray( value ).getHex(); |
|
break; |
|
case 'colorEmissive': |
|
json.emissive = color.fromArray( value ).getHex(); |
|
break; |
|
case 'specularCoef': |
|
json.shininess = value; |
|
break; |
|
case 'shading': |
|
if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial'; |
|
if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial'; |
|
if ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial'; |
|
break; |
|
case 'mapDiffuse': |
|
json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy ); |
|
break; |
|
case 'mapDiffuseRepeat': |
|
case 'mapDiffuseOffset': |
|
case 'mapDiffuseWrap': |
|
case 'mapDiffuseAnisotropy': |
|
break; |
|
case 'mapEmissive': |
|
json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy ); |
|
break; |
|
case 'mapEmissiveRepeat': |
|
case 'mapEmissiveOffset': |
|
case 'mapEmissiveWrap': |
|
case 'mapEmissiveAnisotropy': |
|
break; |
|
case 'mapLight': |
|
json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy ); |
|
break; |
|
case 'mapLightRepeat': |
|
case 'mapLightOffset': |
|
case 'mapLightWrap': |
|
case 'mapLightAnisotropy': |
|
break; |
|
case 'mapAO': |
|
json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy ); |
|
break; |
|
case 'mapAORepeat': |
|
case 'mapAOOffset': |
|
case 'mapAOWrap': |
|
case 'mapAOAnisotropy': |
|
break; |
|
case 'mapBump': |
|
json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy ); |
|
break; |
|
case 'mapBumpScale': |
|
json.bumpScale = value; |
|
break; |
|
case 'mapBumpRepeat': |
|
case 'mapBumpOffset': |
|
case 'mapBumpWrap': |
|
case 'mapBumpAnisotropy': |
|
break; |
|
case 'mapNormal': |
|
json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy ); |
|
break; |
|
case 'mapNormalFactor': |
|
json.normalScale = [ value, value ]; |
|
break; |
|
case 'mapNormalRepeat': |
|
case 'mapNormalOffset': |
|
case 'mapNormalWrap': |
|
case 'mapNormalAnisotropy': |
|
break; |
|
case 'mapSpecular': |
|
json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy ); |
|
break; |
|
case 'mapSpecularRepeat': |
|
case 'mapSpecularOffset': |
|
case 'mapSpecularWrap': |
|
case 'mapSpecularAnisotropy': |
|
break; |
|
case 'mapMetalness': |
|
json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy ); |
|
break; |
|
case 'mapMetalnessRepeat': |
|
case 'mapMetalnessOffset': |
|
case 'mapMetalnessWrap': |
|
case 'mapMetalnessAnisotropy': |
|
break; |
|
case 'mapRoughness': |
|
json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy ); |
|
break; |
|
case 'mapRoughnessRepeat': |
|
case 'mapRoughnessOffset': |
|
case 'mapRoughnessWrap': |
|
case 'mapRoughnessAnisotropy': |
|
break; |
|
case 'mapAlpha': |
|
json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy ); |
|
break; |
|
case 'mapAlphaRepeat': |
|
case 'mapAlphaOffset': |
|
case 'mapAlphaWrap': |
|
case 'mapAlphaAnisotropy': |
|
break; |
|
case 'flipSided': |
|
json.side = BackSide; |
|
break; |
|
case 'doubleSided': |
|
json.side = DoubleSide; |
|
break; |
|
case 'transparency': |
|
console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' ); |
|
json.opacity = value; |
|
break; |
|
case 'depthTest': |
|
case 'depthWrite': |
|
case 'colorWrite': |
|
case 'opacity': |
|
case 'reflectivity': |
|
case 'transparent': |
|
case 'visible': |
|
case 'wireframe': |
|
json[ name ] = value; |
|
break; |
|
case 'vertexColors': |
|
if ( value === true ) json.vertexColors = VertexColors; |
|
if ( value === 'face' ) json.vertexColors = FaceColors; |
|
break; |
|
default: |
|
console.error( 'THREE.Loader.createMaterial: Unsupported', name, value ); |
|
break; |
|
} |
|
|
|
} |
|
|
|
if ( json.type === 'MeshBasicMaterial' ) delete json.emissive; |
|
if ( json.type !== 'MeshPhongMaterial' ) delete json.specular; |
|
|
|
if ( json.opacity < 1 ) json.transparent = true; |
|
|
|
materialLoader.setTextures( textures ); |
|
|
|
return materialLoader.parse( json ); |
|
|
|
}; |
|
|
|
} )() |
|
|
|
}; |
|
|
|
Loader.Handlers = { |
|
|
|
handlers: [], |
|
|
|
add: function ( regex, loader ) { |
|
|
|
this.handlers.push( regex, loader ); |
|
|
|
}, |
|
|
|
get: function ( file ) { |
|
|
|
var handlers = this.handlers; |
|
|
|
for ( var i = 0, l = handlers.length; i < l; i += 2 ) { |
|
|
|
var regex = handlers[ i ]; |
|
var loader = handlers[ i + 1 ]; |
|
|
|
if ( regex.test( file ) ) { |
|
|
|
return loader; |
|
|
|
} |
|
|
|
} |
|
|
|
return null; |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
* @author alteredq / http://alteredqualia.com/ |
|
*/ |
|
|
|
function JSONLoader( manager ) { |
|
|
|
if ( typeof manager === 'boolean' ) { |
|
|
|
console.warn( 'THREE.JSONLoader: showStatus parameter has been removed from constructor.' ); |
|
manager = undefined; |
|
|
|
} |
|
|
|
this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; |
|
|
|
this.withCredentials = false; |
|
|
|
}; |
|
|
|
Object.assign( JSONLoader.prototype, { |
|
|
|
load: function( url, onLoad, onProgress, onError ) { |
|
|
|
var scope = this; |
|
|
|
var texturePath = this.texturePath && ( typeof this.texturePath === "string" ) ? this.texturePath : Loader.prototype.extractUrlBase( url ); |
|
|
|
var loader = new XHRLoader( this.manager ); |
|
loader.setWithCredentials( this.withCredentials ); |
|
loader.load( url, function ( text ) { |
|
|
|
var json = JSON.parse( text ); |
|
var metadata = json.metadata; |
|
|
|
if ( metadata !== undefined ) { |
|
|
|
var type = metadata.type; |
|
|
|
if ( type !== undefined ) { |
|
|
|
if ( type.toLowerCase() === 'object' ) { |
|
|
|
console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' ); |
|
return; |
|
|
|
} |
|
|
|
if ( type.toLowerCase() === 'scene' ) { |
|
|
|
console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.SceneLoader instead.' ); |
|
return; |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
var object = scope.parse( json, texturePath ); |
|
onLoad( object.geometry, object.materials ); |
|
|
|
}, onProgress, onError ); |
|
|
|
}, |
|
|
|
setTexturePath: function ( value ) { |
|
|
|
this.texturePath = value; |
|
|
|
}, |
|
|
|
parse: function ( json, texturePath ) { |
|
|
|
var geometry = new Geometry(), |
|
scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0; |
|
|
|
parseModel( scale ); |
|
|
|
parseSkin(); |
|
parseMorphing( scale ); |
|
parseAnimations(); |
|
|
|
geometry.computeFaceNormals(); |
|
geometry.computeBoundingSphere(); |
|
|
|
function parseModel( scale ) { |
|
|
|
function isBitSet( value, position ) { |
|
|
|
return value & ( 1 << position ); |
|
|
|
} |
|
|
|
var i, j, fi, |
|
|
|
offset, zLength, |
|
|
|
colorIndex, normalIndex, uvIndex, materialIndex, |
|
|
|
type, |
|
isQuad, |
|
hasMaterial, |
|
hasFaceVertexUv, |
|
hasFaceNormal, hasFaceVertexNormal, |
|
hasFaceColor, hasFaceVertexColor, |
|
|
|
vertex, face, faceA, faceB, hex, normal, |
|
|
|
uvLayer, uv, u, v, |
|
|
|
faces = json.faces, |
|
vertices = json.vertices, |
|
normals = json.normals, |
|
colors = json.colors, |
|
|
|
nUvLayers = 0; |
|
|
|
if ( json.uvs !== undefined ) { |
|
|
|
// disregard empty arrays |
|
|
|
for ( i = 0; i < json.uvs.length; i ++ ) { |
|
|
|
if ( json.uvs[ i ].length ) nUvLayers ++; |
|
|
|
} |
|
|
|
for ( i = 0; i < nUvLayers; i ++ ) { |
|
|
|
geometry.faceVertexUvs[ i ] = []; |
|
|
|
} |
|
|
|
} |
|
|
|
offset = 0; |
|
zLength = vertices.length; |
|
|
|
while ( offset < zLength ) { |
|
|
|
vertex = new Vector3(); |
|
|
|
vertex.x = vertices[ offset ++ ] * scale; |
|
vertex.y = vertices[ offset ++ ] * scale; |
|
vertex.z = vertices[ offset ++ ] * scale; |
|
|
|
geometry.vertices.push( vertex ); |
|
|
|
} |
|
|
|
offset = 0; |
|
zLength = faces.length; |
|
|
|
while ( offset < zLength ) { |
|
|
|
type = faces[ offset ++ ]; |
|
|
|
|
|
isQuad = isBitSet( type, 0 ); |
|
hasMaterial = isBitSet( type, 1 ); |
|
hasFaceVertexUv = isBitSet( type, 3 ); |
|
hasFaceNormal = isBitSet( type, 4 ); |
|
hasFaceVertexNormal = isBitSet( type, 5 ); |
|
hasFaceColor = isBitSet( type, 6 ); |
|
hasFaceVertexColor = isBitSet( type, 7 ); |
|
|
|
// console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor); |
|
|
|
if ( isQuad ) { |
|
|
|
faceA = new Face3(); |
|
faceA.a = faces[ offset ]; |
|
faceA.b = faces[ offset + 1 ]; |
|
faceA.c = faces[ offset + 3 ]; |
|
|
|
faceB = new Face3(); |
|
faceB.a = faces[ offset + 1 ]; |
|
faceB.b = faces[ offset + 2 ]; |
|
faceB.c = faces[ offset + 3 ]; |
|
|
|
offset += 4; |
|
|
|
if ( hasMaterial ) { |
|
|
|
materialIndex = faces[ offset ++ ]; |
|
faceA.materialIndex = materialIndex; |
|
faceB.materialIndex = materialIndex; |
|
|
|
} |
|
|
|
// to get face <=> uv index correspondence |
|
|
|
fi = geometry.faces.length; |
|
|
|
if ( hasFaceVertexUv ) { |
|
|
|
for ( i = 0; i < nUvLayers; i ++ ) { |
|
|
|
uvLayer = json.uvs[ i ]; |
|
|
|
geometry.faceVertexUvs[ i ][ fi ] = []; |
|
geometry.faceVertexUvs[ i ][ fi + 1 ] = []; |
|
|
|
for ( j = 0; j < 4; j ++ ) { |
|
|
|
uvIndex = faces[ offset ++ ]; |
|
|
|
u = uvLayer[ uvIndex * 2 ]; |
|
v = uvLayer[ uvIndex * 2 + 1 ]; |
|
|
|
uv = new Vector2( u, v ); |
|
|
|
if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv ); |
|
if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv ); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
if ( hasFaceNormal ) { |
|
|
|
normalIndex = faces[ offset ++ ] * 3; |
|
|
|
faceA.normal.set( |
|
normals[ normalIndex ++ ], |
|
normals[ normalIndex ++ ], |
|
normals[ normalIndex ] |
|
); |
|
|
|
faceB.normal.copy( faceA.normal ); |
|
|
|
} |
|
|
|
if ( hasFaceVertexNormal ) { |
|
|
|
for ( i = 0; i < 4; i ++ ) { |
|
|
|
normalIndex = faces[ offset ++ ] * 3; |
|
|
|
normal = new Vector3( |
|
normals[ normalIndex ++ ], |
|
normals[ normalIndex ++ ], |
|
normals[ normalIndex ] |
|
); |
|
|
|
|
|
if ( i !== 2 ) faceA.vertexNormals.push( normal ); |
|
if ( i !== 0 ) faceB.vertexNormals.push( normal ); |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
if ( hasFaceColor ) { |
|
|
|
colorIndex = faces[ offset ++ ]; |
|
hex = colors[ colorIndex ]; |
|
|
|
faceA.color.setHex( hex ); |
|
faceB.color.setHex( hex ); |
|
|
|
} |
|
|
|
|
|
if ( hasFaceVertexColor ) { |
|
|
|
for ( i = 0; i < 4; i ++ ) { |
|
|
|
colorIndex = faces[ offset ++ ]; |
|
hex = colors[ colorIndex ]; |
|
|
|
if ( i !== 2 ) faceA.vertexColors.push( new Color( hex ) ); |
|
if ( i !== 0 ) faceB.vertexColors.push( new Color( hex ) ); |
|
|
|
} |
|
|
|
} |
|
|
|
geometry.faces.push( faceA ); |
|
geometry.faces.push( faceB ); |
|
|
|
} else { |
|
|
|
face = new Face3(); |
|
face.a = faces[ offset ++ ]; |
|
face.b = faces[ offset ++ ]; |
|
face.c = faces[ offset ++ ]; |
|
|
|
if ( hasMaterial ) { |
|
|
|
materialIndex = faces[ offset ++ ]; |
|
face.materialIndex = materialIndex; |
|
|
|
} |
|
|
|
// to get face <=> uv index correspondence |
|
|
|
fi = geometry.faces.length; |
|
|
|
if ( hasFaceVertexUv ) { |
|
|
|
for ( i = 0; i < nUvLayers; i ++ ) { |
|
|
|
uvLayer = json.uvs[ i ]; |
|
|
|
geometry.faceVertexUvs[ i ][ fi ] = []; |
|
|
|
for ( j = 0; j < 3; j ++ ) { |
|
|
|
uvIndex = faces[ offset ++ ]; |
|
|
|
u = uvLayer[ uvIndex * 2 ]; |
|
v = uvLayer[ uvIndex * 2 + 1 ]; |
|
|
|
uv = new Vector2( u, v ); |
|
|
|
geometry.faceVertexUvs[ i ][ fi ].push( uv ); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
if ( hasFaceNormal ) { |
|
|
|
normalIndex = faces[ offset ++ ] * 3; |
|
|
|
face.normal.set( |
|
normals[ normalIndex ++ ], |
|
normals[ normalIndex ++ ], |
|
normals[ normalIndex ] |
|
); |
|
|
|
} |
|
|
|
if ( hasFaceVertexNormal ) { |
|
|
|
for ( i = 0; i < 3; i ++ ) { |
|
|
|
normalIndex = faces[ offset ++ ] * 3; |
|
|
|
normal = new Vector3( |
|
normals[ normalIndex ++ ], |
|
normals[ normalIndex ++ ], |
|
normals[ normalIndex ] |
|
); |
|
|
|
face.vertexNormals.push( normal ); |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
if ( hasFaceColor ) { |
|
|
|
colorIndex = faces[ offset ++ ]; |
|
face.color.setHex( colors[ colorIndex ] ); |
|
|
|
} |
|
|
|
|
|
if ( hasFaceVertexColor ) { |
|
|
|
for ( i = 0; i < 3; i ++ ) { |
|
|
|
colorIndex = faces[ offset ++ ]; |
|
face.vertexColors.push( new Color( colors[ colorIndex ] ) ); |
|
|
|
} |
|
|
|
} |
|
|
|
geometry.faces.push( face ); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
function parseSkin() { |
|
|
|
var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2; |
|
|
|
if ( json.skinWeights ) { |
|
|
|
for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) { |
|
|
|
var x = json.skinWeights[ i ]; |
|
var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0; |
|
var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0; |
|
var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0; |
|
|
|
geometry.skinWeights.push( new Vector4( x, y, z, w ) ); |
|
|
|
} |
|
|
|
} |
|
|
|
if ( json.skinIndices ) { |
|
|
|
for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) { |
|
|
|
var a = json.skinIndices[ i ]; |
|
var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0; |
|
var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0; |
|
var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0; |
|
|
|
geometry.skinIndices.push( new Vector4( a, b, c, d ) ); |
|
|
|
} |
|
|
|
} |
|
|
|
geometry.bones = json.bones; |
|
|
|
if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) { |
|
|
|
console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' + |
|
geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' ); |
|
|
|
} |
|
|
|
} |
|
|
|
function parseMorphing( scale ) { |
|
|
|
if ( json.morphTargets !== undefined ) { |
|
|
|
for ( var i = 0, l = json.morphTargets.length; i < l; i ++ ) { |
|
|
|
geometry.morphTargets[ i ] = {}; |
|
geometry.morphTargets[ i ].name = json.morphTargets[ i ].name; |
|
geometry.morphTargets[ i ].vertices = []; |
|
|
|
var dstVertices = geometry.morphTargets[ i ].vertices; |
|
var srcVertices = json.morphTargets[ i ].vertices; |
|
|
|
for ( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) { |
|
|
|
var vertex = new Vector3(); |
|
vertex.x = srcVertices[ v ] * scale; |
|
vertex.y = srcVertices[ v + 1 ] * scale; |
|
vertex.z = srcVertices[ v + 2 ] * scale; |
|
|
|
dstVertices.push( vertex ); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
if ( json.morphColors !== undefined && json.morphColors.length > 0 ) { |
|
|
|
console.warn( 'THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.' ); |
|
|
|
var faces = geometry.faces; |
|
var morphColors = json.morphColors[ 0 ].colors; |
|
|
|
for ( var i = 0, l = faces.length; i < l; i ++ ) { |
|
|
|
faces[ i ].color.fromArray( morphColors, i * 3 ); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
function parseAnimations() { |
|
|
|
var outputAnimations = []; |
|
|
|
// parse old style Bone/Hierarchy animations |
|
var animations = []; |
|
|
|
if ( json.animation !== undefined ) { |
|
|
|
animations.push( json.animation ); |
|
|
|
} |
|
|
|
if ( json.animations !== undefined ) { |
|
|
|
if ( json.animations.length ) { |
|
|
|
animations = animations.concat( json.animations ); |
|
|
|
} else { |
|
|
|
animations.push( json.animations ); |
|
|
|
} |
|
|
|
} |
|
|
|
for ( var i = 0; i < animations.length; i ++ ) { |
|
|
|
var clip = AnimationClip.parseAnimation( animations[ i ], geometry.bones ); |
|
if ( clip ) outputAnimations.push( clip ); |
|
|
|
} |
|
|
|
// parse implicit morph animations |
|
if ( geometry.morphTargets ) { |
|
|
|
// TODO: Figure out what an appropraite FPS is for morph target animations -- defaulting to 10, but really it is completely arbitrary. |
|
var morphAnimationClips = AnimationClip.CreateClipsFromMorphTargetSequences( geometry.morphTargets, 10 ); |
|
outputAnimations = outputAnimations.concat( morphAnimationClips ); |
|
|
|
} |
|
|
|
if ( outputAnimations.length > 0 ) geometry.animations = outputAnimations; |
|
|
|
} |
|
|
|
if ( json.materials === undefined || json.materials.length === 0 ) { |
|
|
|
return { geometry: geometry }; |
|
|
|
} else { |
|
|
|
var materials = Loader.prototype.initMaterials( json.materials, texturePath, this.crossOrigin ); |
|
|
|
return { geometry: geometry, materials: materials }; |
|
|
|
} |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function ObjectLoader ( manager ) { |
|
|
|
this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; |
|
this.texturePath = ''; |
|
|
|
} |
|
|
|
Object.assign( ObjectLoader.prototype, { |
|
|
|
load: function ( url, onLoad, onProgress, onError ) { |
|
|
|
if ( this.texturePath === '' ) { |
|
|
|
this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 ); |
|
|
|
} |
|
|
|
var scope = this; |
|
|
|
var loader = new XHRLoader( scope.manager ); |
|
loader.load( url, function ( text ) { |
|
|
|
scope.parse( JSON.parse( text ), onLoad ); |
|
|
|
}, onProgress, onError ); |
|
|
|
}, |
|
|
|
setTexturePath: function ( value ) { |
|
|
|
this.texturePath = value; |
|
|
|
}, |
|
|
|
setCrossOrigin: function ( value ) { |
|
|
|
this.crossOrigin = value; |
|
|
|
}, |
|
|
|
parse: function ( json, onLoad ) { |
|
|
|
var geometries = this.parseGeometries( json.geometries ); |
|
|
|
var images = this.parseImages( json.images, function () { |
|
|
|
if ( onLoad !== undefined ) onLoad( object ); |
|
|
|
} ); |
|
|
|
var textures = this.parseTextures( json.textures, images ); |
|
var materials = this.parseMaterials( json.materials, textures ); |
|
|
|
var object = this.parseObject( json.object, geometries, materials ); |
|
|
|
if ( json.animations ) { |
|
|
|
object.animations = this.parseAnimations( json.animations ); |
|
|
|
} |
|
|
|
if ( json.images === undefined || json.images.length === 0 ) { |
|
|
|
if ( onLoad !== undefined ) onLoad( object ); |
|
|
|
} |
|
|
|
return object; |
|
|
|
}, |
|
|
|
parseGeometries: function ( json ) { |
|
|
|
var geometries = {}; |
|
|
|
if ( json !== undefined ) { |
|
|
|
var geometryLoader = new JSONLoader(); |
|
var bufferGeometryLoader = new BufferGeometryLoader(); |
|
|
|
for ( var i = 0, l = json.length; i < l; i ++ ) { |
|
|
|
var geometry; |
|
var data = json[ i ]; |
|
|
|
switch ( data.type ) { |
|
|
|
case 'PlaneGeometry': |
|
case 'PlaneBufferGeometry': |
|
|
|
geometry = new THREE[ data.type ]( |
|
data.width, |
|
data.height, |
|
data.widthSegments, |
|
data.heightSegments |
|
); |
|
|
|
break; |
|
|
|
case 'BoxGeometry': |
|
case 'BoxBufferGeometry': |
|
case 'CubeGeometry': // backwards compatible |
|
|
|
geometry = new THREE[ data.type ]( |
|
data.width, |
|
data.height, |
|
data.depth, |
|
data.widthSegments, |
|
data.heightSegments, |
|
data.depthSegments |
|
); |
|
|
|
break; |
|
|
|
case 'CircleGeometry': |
|
case 'CircleBufferGeometry': |
|
|
|
geometry = new THREE[ data.type ]( |
|
data.radius, |
|
data.segments, |
|
data.thetaStart, |
|
data.thetaLength |
|
); |
|
|
|
break; |
|
|
|
case 'CylinderGeometry': |
|
case 'CylinderBufferGeometry': |
|
|
|
geometry = new THREE[ 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 THREE [ data.type ]( |
|
data.radius, |
|
data.height, |
|
data.radialSegments, |
|
data.heightSegments, |
|
data.openEnded, |
|
data.thetaStart, |
|
data.thetaLength |
|
); |
|
|
|
break; |
|
|
|
case 'SphereGeometry': |
|
case 'SphereBufferGeometry': |
|
|
|
geometry = new THREE[ data.type ]( |
|
data.radius, |
|
data.widthSegments, |
|
data.heightSegments, |
|
data.phiStart, |
|
data.phiLength, |
|
data.thetaStart, |
|
data.thetaLength |
|
); |
|
|
|
break; |
|
|
|
case 'DodecahedronGeometry': |
|
case 'IcosahedronGeometry': |
|
case 'OctahedronGeometry': |
|
case 'TetrahedronGeometry': |
|
|
|
geometry = new THREE[ data.type ]( |
|
data.radius, |
|
data.detail |
|
); |
|
|
|
break; |
|
|
|
case 'RingGeometry': |
|
case 'RingBufferGeometry': |
|
|
|
geometry = new THREE[ data.type ]( |
|
data.innerRadius, |
|
data.outerRadius, |
|
data.thetaSegments, |
|
data.phiSegments, |
|
data.thetaStart, |
|
data.thetaLength |
|
); |
|
|
|
break; |
|
|
|
case 'TorusGeometry': |
|
case 'TorusBufferGeometry': |
|
|
|
geometry = new THREE[ data.type ]( |
|
data.radius, |
|
data.tube, |
|
data.radialSegments, |
|
data.tubularSegments, |
|
data.arc |
|
); |
|
|
|
break; |
|
|
|
case 'TorusKnotGeometry': |
|
case 'TorusKnotBufferGeometry': |
|
|
|
geometry = new THREE[ data.type ]( |
|
data.radius, |
|
data.tube, |
|
data.tubularSegments, |
|
data.radialSegments, |
|
data.p, |
|
data.q |
|
); |
|
|
|
break; |
|
|
|
case 'LatheGeometry': |
|
case 'LatheBufferGeometry': |
|
|
|
geometry = new THREE[ data.type ]( |
|
data.points, |
|
data.segments, |
|
data.phiStart, |
|
data.phiLength |
|
); |
|
|
|
break; |
|
|
|
case 'BufferGeometry': |
|
|
|
geometry = bufferGeometryLoader.parse( data ); |
|
|
|
break; |
|
|
|
case 'Geometry': |
|
|
|
geometry = geometryLoader.parse( data.data, this.texturePath ).geometry; |
|
|
|
break; |
|
|
|
default: |
|
|
|
console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' ); |
|
|
|
continue; |
|
|
|
} |
|
|
|
geometry.uuid = data.uuid; |
|
|
|
if ( data.name !== undefined ) geometry.name = data.name; |
|
|
|
geometries[ data.uuid ] = geometry; |
|
|
|
} |
|
|
|
} |
|
|
|
return geometries; |
|
|
|
}, |
|
|
|
parseMaterials: function ( json, textures ) { |
|
|
|
var materials = {}; |
|
|
|
if ( json !== undefined ) { |
|
|
|
var loader = new MaterialLoader(); |
|
loader.setTextures( textures ); |
|
|
|
for ( var i = 0, l = json.length; i < l; i ++ ) { |
|
|
|
var material = loader.parse( json[ i ] ); |
|
materials[ material.uuid ] = material; |
|
|
|
} |
|
|
|
} |
|
|
|
return materials; |
|
|
|
}, |
|
|
|
parseAnimations: function ( json ) { |
|
|
|
var animations = []; |
|
|
|
for ( var i = 0; i < json.length; i ++ ) { |
|
|
|
var clip = AnimationClip.parse( json[ i ] ); |
|
|
|
animations.push( clip ); |
|
|
|
} |
|
|
|
return animations; |
|
|
|
}, |
|
|
|
parseImages: function ( json, onLoad ) { |
|
|
|
var scope = this; |
|
var images = {}; |
|
|
|
function loadImage( url ) { |
|
|
|
scope.manager.itemStart( url ); |
|
|
|
return loader.load( url, function () { |
|
|
|
scope.manager.itemEnd( url ); |
|
|
|
} ); |
|
|
|
} |
|
|
|
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 ) { |
|
|
|
if ( typeof( value ) === 'number' ) return value; |
|
|
|
console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value ); |
|
|
|
return THREE[ value ]; |
|
|
|
} |
|
|
|
var textures = {}; |
|
|
|
if ( json !== undefined ) { |
|
|
|
for ( var i = 0, l = json.length; i < l; i ++ ) { |
|
|
|
var data = json[ i ]; |
|
|
|
if ( data.image === undefined ) { |
|
|
|
console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid ); |
|
|
|
} |
|
|
|
if ( images[ data.image ] === undefined ) { |
|
|
|
console.warn( 'THREE.ObjectLoader: Undefined image', data.image ); |
|
|
|
} |
|
|
|
var texture = new Texture( images[ data.image ] ); |
|
texture.needsUpdate = true; |
|
|
|
texture.uuid = data.uuid; |
|
|
|
if ( data.name !== undefined ) texture.name = data.name; |
|
|
|
if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping ); |
|
|
|
if ( data.offset !== undefined ) texture.offset.fromArray( data.offset ); |
|
if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat ); |
|
if ( data.wrap !== undefined ) { |
|
|
|
texture.wrapS = parseConstant( data.wrap[ 0 ] ); |
|
texture.wrapT = parseConstant( data.wrap[ 1 ] ); |
|
|
|
} |
|
|
|
if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter ); |
|
if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter ); |
|
if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy; |
|
|
|
if ( data.flipY !== undefined ) texture.flipY = data.flipY; |
|
|
|
textures[ data.uuid ] = texture; |
|
|
|
} |
|
|
|
} |
|
|
|
return textures; |
|
|
|
}, |
|
|
|
parseObject: function () { |
|
|
|
var matrix = new Matrix4(); |
|
|
|
return function parseObject( data, geometries, materials ) { |
|
|
|
var object; |
|
|
|
function getGeometry( name ) { |
|
|
|
if ( geometries[ name ] === undefined ) { |
|
|
|
console.warn( 'THREE.ObjectLoader: Undefined geometry', name ); |
|
|
|
} |
|
|
|
return geometries[ name ]; |
|
|
|
} |
|
|
|
function getMaterial( name ) { |
|
|
|
if ( name === undefined ) return undefined; |
|
|
|
if ( materials[ name ] === undefined ) { |
|
|
|
console.warn( 'THREE.ObjectLoader: Undefined material', name ); |
|
|
|
} |
|
|
|
return materials[ name ]; |
|
|
|
} |
|
|
|
switch ( data.type ) { |
|
|
|
case 'Scene': |
|
|
|
object = new Scene(); |
|
|
|
|
|
if ( data.fog !== undefined ) { |
|
|
|
if ( data.fog.type === 'FogExp2' ) { |
|
|
|
object.fog = new FogExp2(data.fog.color, data.fog.density); |
|
|
|
} else if ( data.fog.type === 'Fog' ) { |
|
|
|
object.fog = new Fog(data.fog.color, data.fog.near, data.fog.far); |
|
|
|
} |
|
} |
|
|
|
break; |
|
|
|
case 'PerspectiveCamera': |
|
|
|
object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far ); |
|
|
|
if ( data.focus !== undefined ) object.focus = data.focus; |
|
if ( data.zoom !== undefined ) object.zoom = data.zoom; |
|
if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge; |
|
if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset; |
|
if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); |
|
|
|
break; |
|
|
|
case 'OrthographicCamera': |
|
|
|
object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far ); |
|
|
|
break; |
|
|
|
case 'AmbientLight': |
|
|
|
object = new AmbientLight( data.color, data.intensity ); |
|
|
|
break; |
|
|
|
case 'DirectionalLight': |
|
|
|
object = new DirectionalLight( data.color, data.intensity ); |
|
|
|
break; |
|
|
|
case 'PointLight': |
|
|
|
object = new PointLight( data.color, data.intensity, data.distance, data.decay ); |
|
|
|
break; |
|
|
|
case 'SpotLight': |
|
|
|
object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay ); |
|
|
|
break; |
|
|
|
case 'HemisphereLight': |
|
|
|
object = new HemisphereLight( data.color, data.groundColor, data.intensity ); |
|
|
|
break; |
|
|
|
case 'Mesh': |
|
|
|
var geometry = getGeometry( data.geometry ); |
|
var material = getMaterial( data.material ); |
|
|
|
if ( geometry.bones && geometry.bones.length > 0 ) { |
|
|
|
object = new SkinnedMesh( geometry, material ); |
|
|
|
} else { |
|
|
|
object = new Mesh( geometry, material ); |
|
|
|
} |
|
|
|
break; |
|
|
|
case 'LOD': |
|
|
|
object = new LOD(); |
|
|
|
break; |
|
|
|
case 'Line': |
|
|
|
object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode ); |
|
|
|
break; |
|
|
|
case 'LineSegments': |
|
|
|
object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) ); |
|
|
|
break; |
|
|
|
case 'PointCloud': |
|
case 'Points': |
|
|
|
object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) ); |
|
|
|
break; |
|
|
|
case 'Sprite': |
|
|
|
object = new Sprite( getMaterial( data.material ) ); |
|
|
|
break; |
|
|
|
case 'Group': |
|
|
|
object = new Group(); |
|
|
|
break; |
|
|
|
default: |
|
|
|
object = new Object3D(); |
|
|
|
} |
|
|
|
object.uuid = data.uuid; |
|
|
|
if ( data.name !== undefined ) object.name = data.name; |
|
if ( data.matrix !== undefined ) { |
|
|
|
matrix.fromArray( data.matrix ); |
|
matrix.decompose( object.position, object.quaternion, object.scale ); |
|
|
|
} else { |
|
|
|
if ( data.position !== undefined ) object.position.fromArray( data.position ); |
|
if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation ); |
|
if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion ); |
|
if ( data.scale !== undefined ) object.scale.fromArray( data.scale ); |
|
|
|
} |
|
|
|
if ( data.castShadow !== undefined ) object.castShadow = data.castShadow; |
|
if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow; |
|
|
|
if ( data.visible !== undefined ) object.visible = data.visible; |
|
if ( data.userData !== undefined ) object.userData = data.userData; |
|
|
|
if ( data.children !== undefined ) { |
|
|
|
for ( var child in data.children ) { |
|
|
|
object.add( this.parseObject( data.children[ child ], geometries, materials ) ); |
|
|
|
} |
|
|
|
} |
|
|
|
if ( data.type === 'LOD' ) { |
|
|
|
var levels = data.levels; |
|
|
|
for ( var l = 0; l < levels.length; l ++ ) { |
|
|
|
var level = levels[ l ]; |
|
var child = object.getObjectByProperty( 'uuid', level.object ); |
|
|
|
if ( child !== undefined ) { |
|
|
|
object.addLevel( child, level.distance ); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
return object; |
|
|
|
}; |
|
|
|
}() |
|
|
|
} ); |
|
|
|
/** |
|
* @author zz85 / http://www.lab4games.net/zz85/blog |
|
*/ |
|
|
|
exports.ShapeUtils = { |
|
|
|
// calculate area of the contour polygon |
|
|
|
area: function ( contour ) { |
|
|
|
var n = contour.length; |
|
var a = 0.0; |
|
|
|
for ( var p = n - 1, q = 0; q < n; p = q ++ ) { |
|
|
|
a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y; |
|
|
|
} |
|
|
|
return a * 0.5; |
|
|
|
}, |
|
|
|
triangulate: ( function () { |
|
|
|
/** |
|
* This code is a quick port of code written in C++ which was submitted to |
|
* flipcode.com by John W. Ratcliff // July 22, 2000 |
|
* See original code and more information here: |
|
* http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml |
|
* |
|
* ported to actionscript by Zevan Rosser |
|
* www.actionsnippet.com |
|
* |
|
* ported to javascript by Joshua Koo |
|
* http://www.lab4games.net/zz85/blog |
|
* |
|
*/ |
|
|
|
function snip( contour, u, v, w, n, verts ) { |
|
|
|
var p; |
|
var ax, ay, bx, by; |
|
var cx, cy, px, py; |
|
|
|
ax = contour[ verts[ u ] ].x; |
|
ay = contour[ verts[ u ] ].y; |
|
|
|
bx = contour[ verts[ v ] ].x; |
|
by = contour[ verts[ v ] ].y; |
|
|
|
cx = contour[ verts[ w ] ].x; |
|
cy = contour[ verts[ w ] ].y; |
|
|
|
if ( Number.EPSILON > ( ( ( bx - ax ) * ( cy - ay ) ) - ( ( by - ay ) * ( cx - ax ) ) ) ) return false; |
|
|
|
var aX, aY, bX, bY, cX, cY; |
|
var apx, apy, bpx, bpy, cpx, cpy; |
|
var cCROSSap, bCROSScp, aCROSSbp; |
|
|
|
aX = cx - bx; aY = cy - by; |
|
bX = ax - cx; bY = ay - cy; |
|
cX = bx - ax; cY = by - ay; |
|
|
|
for ( p = 0; p < n; p ++ ) { |
|
|
|
px = contour[ verts[ p ] ].x; |
|
py = contour[ verts[ p ] ].y; |
|
|
|
if ( ( ( px === ax ) && ( py === ay ) ) || |
|
( ( px === bx ) && ( py === by ) ) || |
|
( ( px === cx ) && ( py === cy ) ) ) continue; |
|
|
|
apx = px - ax; apy = py - ay; |
|
bpx = px - bx; bpy = py - by; |
|
cpx = px - cx; cpy = py - cy; |
|
|
|
// see if p is inside triangle abc |
|
|
|
aCROSSbp = aX * bpy - aY * bpx; |
|
cCROSSap = cX * apy - cY * apx; |
|
bCROSScp = bX * cpy - bY * cpx; |
|
|
|
if ( ( aCROSSbp >= - Number.EPSILON ) && ( bCROSScp >= - Number.EPSILON ) && ( cCROSSap >= - Number.EPSILON ) ) return false; |
|
|
|
} |
|
|
|
return true; |
|
|
|
} |
|
|
|
// takes in an contour array and returns |
|
|
|
return function triangulate( contour, indices ) { |
|
|
|
var n = contour.length; |
|
|
|
if ( n < 3 ) return null; |
|
|
|
var result = [], |
|
verts = [], |
|
vertIndices = []; |
|
|
|
/* we want a counter-clockwise polygon in verts */ |
|
|
|
var u, v, w; |
|
|
|
if ( exports.ShapeUtils.area( contour ) > 0.0 ) { |
|
|
|
for ( v = 0; v < n; v ++ ) verts[ v ] = v; |
|
|
|
} else { |
|
|
|
for ( v = 0; v < n; v ++ ) verts[ v ] = ( n - 1 ) - v; |
|
|
|
} |
|
|
|
var nv = n; |
|
|
|
/* remove nv - 2 vertices, creating 1 triangle every time */ |
|
|
|
var count = 2 * nv; /* error detection */ |
|
|
|
for ( v = nv - 1; nv > 2; ) { |
|
|
|
/* if we loop, it is probably a non-simple polygon */ |
|
|
|
if ( ( count -- ) <= 0 ) { |
|
|
|
//** Triangulate: ERROR - probable bad polygon! |
|
|
|
//throw ( "Warning, unable to triangulate polygon!" ); |
|
//return null; |
|
// Sometimes warning is fine, especially polygons are triangulated in reverse. |
|
console.warn( 'THREE.ShapeUtils: Unable to triangulate polygon! in triangulate()' ); |
|
|
|
if ( indices ) return vertIndices; |
|
return result; |
|
|
|
} |
|
|
|
/* three consecutive vertices in current polygon, <u,v,w> */ |
|
|
|
u = v; if ( nv <= u ) u = 0; /* previous */ |
|
v = u + 1; if ( nv <= v ) v = 0; /* new v */ |
|
w = v + 1; if ( nv <= w ) w = 0; /* next */ |
|
|
|
if ( snip( contour, u, v, w, nv, verts ) ) { |
|
|
|
var a, b, c, s, t; |
|
|
|
/* true names of the vertices */ |
|
|
|
a = verts[ u ]; |
|
b = verts[ v ]; |
|
c = verts[ w ]; |
|
|
|
/* output Triangle */ |
|
|
|
result.push( [ contour[ a ], |
|
contour[ b ], |
|
contour[ c ] ] ); |
|
|
|
|
|
vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] ); |
|
|
|
/* remove v from the remaining polygon */ |
|
|
|
for ( s = v, t = v + 1; t < nv; s ++, t ++ ) { |
|
|
|
verts[ s ] = verts[ t ]; |
|
|
|
} |
|
|
|
nv --; |
|
|
|
/* reset error detection counter */ |
|
|
|
count = 2 * nv; |
|
|
|
} |
|
|
|
} |
|
|
|
if ( indices ) return vertIndices; |
|
return result; |
|
|
|
} |
|
|
|
} )(), |
|
|
|
triangulateShape: function ( contour, holes ) { |
|
|
|
function removeDupEndPts(points) { |
|
|
|
var l = points.length; |
|
|
|
if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) { |
|
|
|
points.pop(); |
|
|
|
} |
|
|
|
} |
|
|
|
removeDupEndPts( contour ); |
|
holes.forEach( removeDupEndPts ); |
|
|
|
function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) { |
|
|
|
// inOtherPt needs to be collinear to the inSegment |
|
if ( inSegPt1.x !== inSegPt2.x ) { |
|
|
|
if ( inSegPt1.x < inSegPt2.x ) { |
|
|
|
return ( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) ); |
|
|
|
} else { |
|
|
|
return ( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) ); |
|
|
|
} |
|
|
|
} else { |
|
|
|
if ( inSegPt1.y < inSegPt2.y ) { |
|
|
|
return ( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) ); |
|
|
|
} else { |
|
|
|
return ( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) ); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) { |
|
|
|
var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x, seg1dy = inSeg1Pt2.y - inSeg1Pt1.y; |
|
var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x, seg2dy = inSeg2Pt2.y - inSeg2Pt1.y; |
|
|
|
var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x; |
|
var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y; |
|
|
|
var limit = seg1dy * seg2dx - seg1dx * seg2dy; |
|
var perpSeg1 = seg1dy * seg1seg2dx - seg1dx * seg1seg2dy; |
|
|
|
if ( Math.abs( limit ) > Number.EPSILON ) { |
|
|
|
// not parallel |
|
|
|
var perpSeg2; |
|
if ( limit > 0 ) { |
|
|
|
if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) return []; |
|
perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy; |
|
if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) return []; |
|
|
|
} else { |
|
|
|
if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) return []; |
|
perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy; |
|
if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) return []; |
|
|
|
} |
|
|
|
// i.e. to reduce rounding errors |
|
// intersection at endpoint of segment#1? |
|
if ( perpSeg2 === 0 ) { |
|
|
|
if ( ( inExcludeAdjacentSegs ) && |
|
( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) ) return []; |
|
return [ inSeg1Pt1 ]; |
|
|
|
} |
|
if ( perpSeg2 === limit ) { |
|
|
|
if ( ( inExcludeAdjacentSegs ) && |
|
( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) ) return []; |
|
return [ inSeg1Pt2 ]; |
|
|
|
} |
|
// intersection at endpoint of segment#2? |
|
if ( perpSeg1 === 0 ) return [ inSeg2Pt1 ]; |
|
if ( perpSeg1 === limit ) return [ inSeg2Pt2 ]; |
|
|
|
// return real intersection point |
|
var factorSeg1 = perpSeg2 / limit; |
|
return [ { x: inSeg1Pt1.x + factorSeg1 * seg1dx, |
|
y: inSeg1Pt1.y + factorSeg1 * seg1dy } ]; |
|
|
|
} else { |
|
|
|
// parallel or collinear |
|
if ( ( perpSeg1 !== 0 ) || |
|
( seg2dy * seg1seg2dx !== seg2dx * seg1seg2dy ) ) return []; |
|
|
|
// they are collinear or degenerate |
|
var seg1Pt = ( ( seg1dx === 0 ) && ( seg1dy === 0 ) ); // segment1 is just a point? |
|
var seg2Pt = ( ( seg2dx === 0 ) && ( seg2dy === 0 ) ); // segment2 is just a point? |
|
// both segments are points |
|
if ( seg1Pt && seg2Pt ) { |
|
|
|
if ( ( inSeg1Pt1.x !== inSeg2Pt1.x ) || |
|
( inSeg1Pt1.y !== inSeg2Pt1.y ) ) return []; // they are distinct points |
|
return [ inSeg1Pt1 ]; // they are the same point |
|
|
|
} |
|
// segment#1 is a single point |
|
if ( seg1Pt ) { |
|
|
|
if ( ! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) ) return []; // but not in segment#2 |
|
return [ inSeg1Pt1 ]; |
|
|
|
} |
|
// segment#2 is a single point |
|
if ( seg2Pt ) { |
|
|
|
if ( ! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) ) return []; // but not in segment#1 |
|
return [ inSeg2Pt1 ]; |
|
|
|
} |
|
|
|
// they are collinear segments, which might overlap |
|
var seg1min, seg1max, seg1minVal, seg1maxVal; |
|
var seg2min, seg2max, seg2minVal, seg2maxVal; |
|
if ( seg1dx !== 0 ) { |
|
|
|
// the segments are NOT on a vertical line |
|
if ( inSeg1Pt1.x < inSeg1Pt2.x ) { |
|
|
|
seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x; |
|
seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x; |
|
|
|
} else { |
|
|
|
seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x; |
|
seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x; |
|
|
|
} |
|
if ( inSeg2Pt1.x < inSeg2Pt2.x ) { |
|
|
|
seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x; |
|
seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x; |
|
|
|
} else { |
|
|
|
seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x; |
|
seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x; |
|
|
|
} |
|
|
|
} else { |
|
|
|
// the segments are on a vertical line |
|
if ( inSeg1Pt1.y < inSeg1Pt2.y ) { |
|
|
|
seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y; |
|
seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y; |
|
|
|
} else { |
|
|
|
seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y; |
|
seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y; |
|
|
|
} |
|
if ( inSeg2Pt1.y < inSeg2Pt2.y ) { |
|
|
|
seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y; |
|
seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y; |
|
|
|
} else { |
|
|
|
seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y; |
|
seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y; |
|
|
|
} |
|
|
|
} |
|
if ( seg1minVal <= seg2minVal ) { |
|
|
|
if ( seg1maxVal < seg2minVal ) return []; |
|
if ( seg1maxVal === seg2minVal ) { |
|
|
|
if ( inExcludeAdjacentSegs ) return []; |
|
return [ seg2min ]; |
|
|
|
} |
|
if ( seg1maxVal <= seg2maxVal ) return [ seg2min, seg1max ]; |
|
return [ seg2min, seg2max ]; |
|
|
|
} else { |
|
|
|
if ( seg1minVal > seg2maxVal ) return []; |
|
if ( seg1minVal === seg2maxVal ) { |
|
|
|
if ( inExcludeAdjacentSegs ) return []; |
|
return [ seg1min ]; |
|
|
|
} |
|
if ( seg1maxVal <= seg2maxVal ) return [ seg1min, seg1max ]; |
|
return [ seg1min, seg2max ]; |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) { |
|
|
|
// The order of legs is important |
|
|
|
// translation of all points, so that Vertex is at (0,0) |
|
var legFromPtX = inLegFromPt.x - inVertex.x, legFromPtY = inLegFromPt.y - inVertex.y; |
|
var legToPtX = inLegToPt.x - inVertex.x, legToPtY = inLegToPt.y - inVertex.y; |
|
var otherPtX = inOtherPt.x - inVertex.x, otherPtY = inOtherPt.y - inVertex.y; |
|
|
|
// main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg. |
|
var from2toAngle = legFromPtX * legToPtY - legFromPtY * legToPtX; |
|
var from2otherAngle = legFromPtX * otherPtY - legFromPtY * otherPtX; |
|
|
|
if ( Math.abs( from2toAngle ) > Number.EPSILON ) { |
|
|
|
// angle != 180 deg. |
|
|
|
var other2toAngle = otherPtX * legToPtY - otherPtY * legToPtX; |
|
// console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle ); |
|
|
|
if ( from2toAngle > 0 ) { |
|
|
|
// main angle < 180 deg. |
|
return ( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) ); |
|
|
|
} else { |
|
|
|
// main angle > 180 deg. |
|
return ( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) ); |
|
|
|
} |
|
|
|
} else { |
|
|
|
// angle == 180 deg. |
|
// console.log( "from2to: 180 deg., from2other: " + from2otherAngle ); |
|
return ( from2otherAngle > 0 ); |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
function removeHoles( contour, holes ) { |
|
|
|
var shape = contour.concat(); // work on this shape |
|
var hole; |
|
|
|
function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) { |
|
|
|
// Check if hole point lies within angle around shape point |
|
var lastShapeIdx = shape.length - 1; |
|
|
|
var prevShapeIdx = inShapeIdx - 1; |
|
if ( prevShapeIdx < 0 ) prevShapeIdx = lastShapeIdx; |
|
|
|
var nextShapeIdx = inShapeIdx + 1; |
|
if ( nextShapeIdx > lastShapeIdx ) nextShapeIdx = 0; |
|
|
|
var insideAngle = isPointInsideAngle( shape[ inShapeIdx ], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[ inHoleIdx ] ); |
|
if ( ! insideAngle ) { |
|
|
|
// console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y ); |
|
return false; |
|
|
|
} |
|
|
|
// Check if shape point lies within angle around hole point |
|
var lastHoleIdx = hole.length - 1; |
|
|
|
var prevHoleIdx = inHoleIdx - 1; |
|
if ( prevHoleIdx < 0 ) prevHoleIdx = lastHoleIdx; |
|
|
|
var nextHoleIdx = inHoleIdx + 1; |
|
if ( nextHoleIdx > lastHoleIdx ) nextHoleIdx = 0; |
|
|
|
insideAngle = isPointInsideAngle( hole[ inHoleIdx ], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[ inShapeIdx ] ); |
|
if ( ! insideAngle ) { |
|
|
|
// console.log( "Vertex (Hole): " + inHoleIdx + ", Point: " + shape[inShapeIdx].x + "/" + shape[inShapeIdx].y ); |
|
return false; |
|
|
|
} |
|
|
|
return true; |
|
|
|
} |
|
|
|
function intersectsShapeEdge( inShapePt, inHolePt ) { |
|
|
|
// checks for intersections with shape edges |
|
var sIdx, nextIdx, intersection; |
|
for ( sIdx = 0; sIdx < shape.length; sIdx ++ ) { |
|
|
|
nextIdx = sIdx + 1; nextIdx %= shape.length; |
|
intersection = intersect_segments_2D( inShapePt, inHolePt, shape[ sIdx ], shape[ nextIdx ], true ); |
|
if ( intersection.length > 0 ) return true; |
|
|
|
} |
|
|
|
return false; |
|
|
|
} |
|
|
|
var indepHoles = []; |
|
|
|
function intersectsHoleEdge( inShapePt, inHolePt ) { |
|
|
|
// checks for intersections with hole edges |
|
var ihIdx, chkHole, |
|
hIdx, nextIdx, intersection; |
|
for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx ++ ) { |
|
|
|
chkHole = holes[ indepHoles[ ihIdx ]]; |
|
for ( hIdx = 0; hIdx < chkHole.length; hIdx ++ ) { |
|
|
|
nextIdx = hIdx + 1; nextIdx %= chkHole.length; |
|
intersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[ hIdx ], chkHole[ nextIdx ], true ); |
|
if ( intersection.length > 0 ) return true; |
|
|
|
} |
|
|
|
} |
|
return false; |
|
|
|
} |
|
|
|
var holeIndex, shapeIndex, |
|
shapePt, holePt, |
|
holeIdx, cutKey, failedCuts = [], |
|
tmpShape1, tmpShape2, |
|
tmpHole1, tmpHole2; |
|
|
|
for ( var h = 0, hl = holes.length; h < hl; h ++ ) { |
|
|
|
indepHoles.push( h ); |
|
|
|
} |
|
|
|
var minShapeIndex = 0; |
|
var counter = indepHoles.length * 2; |
|
while ( indepHoles.length > 0 ) { |
|
|
|
counter --; |
|
if ( counter < 0 ) { |
|
|
|
console.log( "Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!" ); |
|
break; |
|
|
|
} |
|
|
|
// search for shape-vertex and hole-vertex, |
|
// which can be connected without intersections |
|
for ( shapeIndex = minShapeIndex; shapeIndex < shape.length; shapeIndex ++ ) { |
|
|
|
shapePt = shape[ shapeIndex ]; |
|
holeIndex = - 1; |
|
|
|
// search for hole which can be reached without intersections |
|
for ( var h = 0; h < indepHoles.length; h ++ ) { |
|
|
|
holeIdx = indepHoles[ h ]; |
|
|
|
// prevent multiple checks |
|
cutKey = shapePt.x + ":" + shapePt.y + ":" + holeIdx; |
|
if ( failedCuts[ cutKey ] !== undefined ) continue; |
|
|
|
hole = holes[ holeIdx ]; |
|
for ( var h2 = 0; h2 < hole.length; h2 ++ ) { |
|
|
|
holePt = hole[ h2 ]; |
|
if ( ! isCutLineInsideAngles( shapeIndex, h2 ) ) continue; |
|
if ( intersectsShapeEdge( shapePt, holePt ) ) continue; |
|
if ( intersectsHoleEdge( shapePt, holePt ) ) continue; |
|
|
|
holeIndex = h2; |
|
indepHoles.splice( h, 1 ); |
|
|
|
tmpShape1 = shape.slice( 0, shapeIndex + 1 ); |
|
tmpShape2 = shape.slice( shapeIndex ); |
|
tmpHole1 = hole.slice( holeIndex ); |
|
tmpHole2 = hole.slice( 0, holeIndex + 1 ); |
|
|
|
shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 ); |
|
|
|
minShapeIndex = shapeIndex; |
|
|
|
// Debug only, to show the selected cuts |
|
// glob_CutLines.push( [ shapePt, holePt ] ); |
|
|
|
break; |
|
|
|
} |
|
if ( holeIndex >= 0 ) break; // hole-vertex found |
|
|
|
failedCuts[ cutKey ] = true; // remember failure |
|
|
|
} |
|
if ( holeIndex >= 0 ) break; // hole-vertex found |
|
|
|
} |
|
|
|
} |
|
|
|
return shape; /* shape with no holes */ |
|
|
|
} |
|
|
|
|
|
var i, il, f, face, |
|
key, index, |
|
allPointsMap = {}; |
|
|
|
// To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first. |
|
|
|
var allpoints = contour.concat(); |
|
|
|
for ( var h = 0, hl = holes.length; h < hl; h ++ ) { |
|
|
|
Array.prototype.push.apply( allpoints, holes[ h ] ); |
|
|
|
} |
|
|
|
//console.log( "allpoints",allpoints, allpoints.length ); |
|
|
|
// prepare all points map |
|
|
|
for ( i = 0, il = allpoints.length; i < il; i ++ ) { |
|
|
|
key = allpoints[ i ].x + ":" + allpoints[ i ].y; |
|
|
|
if ( allPointsMap[ key ] !== undefined ) { |
|
|
|
console.warn( "THREE.ShapeUtils: Duplicate point", key, i ); |
|
|
|
} |
|
|
|
allPointsMap[ key ] = i; |
|
|
|
} |
|
|
|
// remove holes by cutting paths to holes and adding them to the shape |
|
var shapeWithoutHoles = removeHoles( contour, holes ); |
|
|
|
var triangles = exports.ShapeUtils.triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape |
|
//console.log( "triangles",triangles, triangles.length ); |
|
|
|
// check all face vertices against all points map |
|
|
|
for ( i = 0, il = triangles.length; i < il; i ++ ) { |
|
|
|
face = triangles[ i ]; |
|
|
|
for ( f = 0; f < 3; f ++ ) { |
|
|
|
key = face[ f ].x + ":" + face[ f ].y; |
|
|
|
index = allPointsMap[ key ]; |
|
|
|
if ( index !== undefined ) { |
|
|
|
face[ f ] = index; |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
return triangles.concat(); |
|
|
|
}, |
|
|
|
isClockWise: function ( pts ) { |
|
|
|
return exports.ShapeUtils.area( pts ) < 0; |
|
|
|
}, |
|
|
|
// Bezier Curves formulas obtained from |
|
// http://en.wikipedia.org/wiki/B%C3%A9zier_curve |
|
|
|
// Quad Bezier Functions |
|
|
|
b2: ( function () { |
|
|
|
function b2p0( t, p ) { |
|
|
|
var k = 1 - t; |
|
return k * k * p; |
|
|
|
} |
|
|
|
function b2p1( t, p ) { |
|
|
|
return 2 * ( 1 - t ) * t * p; |
|
|
|
} |
|
|
|
function b2p2( t, p ) { |
|
|
|
return t * t * p; |
|
|
|
} |
|
|
|
return function b2( t, p0, p1, p2 ) { |
|
|
|
return b2p0( t, p0 ) + b2p1( t, p1 ) + b2p2( t, p2 ); |
|
|
|
}; |
|
|
|
} )(), |
|
|
|
// Cubic Bezier Functions |
|
|
|
b3: ( function () { |
|
|
|
function b3p0( t, p ) { |
|
|
|
var k = 1 - t; |
|
return k * k * k * p; |
|
|
|
} |
|
|
|
function b3p1( t, p ) { |
|
|
|
var k = 1 - t; |
|
return 3 * k * k * t * p; |
|
|
|
} |
|
|
|
function b3p2( t, p ) { |
|
|
|
var k = 1 - t; |
|
return 3 * k * t * t * p; |
|
|
|
} |
|
|
|
function b3p3( t, p ) { |
|
|
|
return t * t * t * p; |
|
|
|
} |
|
|
|
return function b3( t, p0, p1, p2, p3 ) { |
|
|
|
return b3p0( t, p0 ) + b3p1( t, p1 ) + b3p2( t, p2 ) + b3p3( t, p3 ); |
|
|
|
}; |
|
|
|
} )() |
|
|
|
}; |
|
|
|
/** |
|
* @author zz85 / http://www.lab4games.net/zz85/blog |
|
* Extensible curve object |
|
* |
|
* Some common of Curve methods |
|
* .getPoint(t), getTangent(t) |
|
* .getPointAt(u), getTangentAt(u) |
|
* .getPoints(), .getSpacedPoints() |
|
* .getLength() |
|
* .updateArcLengths() |
|
* |
|
* This following classes subclasses THREE.Curve: |
|
* |
|
* -- 2d classes -- |
|
* THREE.LineCurve |
|
* THREE.QuadraticBezierCurve |
|
* THREE.CubicBezierCurve |
|
* THREE.SplineCurve |
|
* THREE.ArcCurve |
|
* THREE.EllipseCurve |
|
* |
|
* -- 3d classes -- |
|
* THREE.LineCurve3 |
|
* THREE.QuadraticBezierCurve3 |
|
* THREE.CubicBezierCurve3 |
|
* THREE.SplineCurve3 |
|
* |
|
* A series of curves can be represented as a THREE.CurvePath |
|
* |
|
**/ |
|
|
|
/************************************************************** |
|
* Abstract Curve base class |
|
**************************************************************/ |
|
|
|
function Curve() {} |
|
|
|
Curve.prototype = { |
|
|
|
constructor: Curve, |
|
|
|
// Virtual base class method to overwrite and implement in subclasses |
|
// - t [0 .. 1] |
|
|
|
getPoint: function ( t ) { |
|
|
|
console.warn( "THREE.Curve: Warning, getPoint() not implemented!" ); |
|
return null; |
|
|
|
}, |
|
|
|
// Get point at relative position in curve according to arc length |
|
// - u [0 .. 1] |
|
|
|
getPointAt: function ( u ) { |
|
|
|
var t = this.getUtoTmapping( u ); |
|
return this.getPoint( t ); |
|
|
|
}, |
|
|
|
// Get sequence of points using getPoint( t ) |
|
|
|
getPoints: function ( divisions ) { |
|
|
|
if ( ! divisions ) divisions = 5; |
|
|
|
var points = []; |
|
|
|
for ( var d = 0; d <= divisions; d ++ ) { |
|
|
|
points.push( this.getPoint( d / divisions ) ); |
|
|
|
} |
|
|
|
return points; |
|
|
|
}, |
|
|
|
// Get sequence of points using getPointAt( u ) |
|
|
|
getSpacedPoints: function ( divisions ) { |
|
|
|
if ( ! divisions ) divisions = 5; |
|
|
|
var points = []; |
|
|
|
for ( var d = 0; d <= divisions; d ++ ) { |
|
|
|
points.push( this.getPointAt( d / divisions ) ); |
|
|
|
} |
|
|
|
return points; |
|
|
|
}, |
|
|
|
// Get total curve arc length |
|
|
|
getLength: function () { |
|
|
|
var lengths = this.getLengths(); |
|
return lengths[ lengths.length - 1 ]; |
|
|
|
}, |
|
|
|
// Get list of cumulative segment lengths |
|
|
|
getLengths: function ( divisions ) { |
|
|
|
if ( ! divisions ) divisions = ( this.__arcLengthDivisions ) ? ( this.__arcLengthDivisions ) : 200; |
|
|
|
if ( this.cacheArcLengths |
|
&& ( this.cacheArcLengths.length === divisions + 1 ) |
|
&& ! this.needsUpdate ) { |
|
|
|
//console.log( "cached", this.cacheArcLengths ); |
|
return this.cacheArcLengths; |
|
|
|
} |
|
|
|
this.needsUpdate = false; |
|
|
|
var cache = []; |
|
var current, last = this.getPoint( 0 ); |
|
var p, sum = 0; |
|
|
|
cache.push( 0 ); |
|
|
|
for ( p = 1; p <= divisions; p ++ ) { |
|
|
|
current = this.getPoint ( p / divisions ); |
|
sum += current.distanceTo( last ); |
|
cache.push( sum ); |
|
last = current; |
|
|
|
} |
|
|
|
this.cacheArcLengths = cache; |
|
|
|
return cache; // { sums: cache, sum:sum }; Sum is in the last element. |
|
|
|
}, |
|
|
|
updateArcLengths: function() { |
|
|
|
this.needsUpdate = true; |
|
this.getLengths(); |
|
|
|
}, |
|
|
|
// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant |
|
|
|
getUtoTmapping: function ( u, distance ) { |
|
|
|
var arcLengths = this.getLengths(); |
|
|
|
var i = 0, il = arcLengths.length; |
|
|
|
var targetArcLength; // The targeted u distance value to get |
|
|
|
if ( distance ) { |
|
|
|
targetArcLength = distance; |
|
|
|
} else { |
|
|
|
targetArcLength = u * arcLengths[ il - 1 ]; |
|
|
|
} |
|
|
|
//var time = Date.now(); |
|
|
|
// binary search for the index with largest value smaller than target u distance |
|
|
|
var low = 0, high = il - 1, comparison; |
|
|
|
while ( low <= high ) { |
|
|
|
i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats |
|
|
|
comparison = arcLengths[ i ] - targetArcLength; |
|
|
|
if ( comparison < 0 ) { |
|
|
|
low = i + 1; |
|
|
|
} else if ( comparison > 0 ) { |
|
|
|
high = i - 1; |
|
|
|
} else { |
|
|
|
high = i; |
|
break; |
|
|
|
// DONE |
|
|
|
} |
|
|
|
} |
|
|
|
i = high; |
|
|
|
//console.log('b' , i, low, high, Date.now()- time); |
|
|
|
if ( arcLengths[ i ] === targetArcLength ) { |
|
|
|
var t = i / ( il - 1 ); |
|
return t; |
|
|
|
} |
|
|
|
// we could get finer grain at lengths, or use simple interpolation between two points |
|
|
|
var lengthBefore = arcLengths[ i ]; |
|
var lengthAfter = arcLengths[ i + 1 ]; |
|
|
|
var segmentLength = lengthAfter - lengthBefore; |
|
|
|
// determine where we are between the 'before' and 'after' points |
|
|
|
var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength; |
|
|
|
// add that fractional amount to t |
|
|
|
var t = ( i + segmentFraction ) / ( il - 1 ); |
|
|
|
return t; |
|
|
|
}, |
|
|
|
// Returns a unit vector tangent at t |
|
// In case any sub curve does not implement its tangent derivation, |
|
// 2 points a small delta apart will be used to find its gradient |
|
// which seems to give a reasonable approximation |
|
|
|
getTangent: function( t ) { |
|
|
|
var delta = 0.0001; |
|
var t1 = t - delta; |
|
var t2 = t + delta; |
|
|
|
// Capping in case of danger |
|
|
|
if ( t1 < 0 ) t1 = 0; |
|
if ( t2 > 1 ) t2 = 1; |
|
|
|
var pt1 = this.getPoint( t1 ); |
|
var pt2 = this.getPoint( t2 ); |
|
|
|
var vec = pt2.clone().sub( pt1 ); |
|
return vec.normalize(); |
|
|
|
}, |
|
|
|
getTangentAt: function ( u ) { |
|
|
|
var t = this.getUtoTmapping( u ); |
|
return this.getTangent( t ); |
|
|
|
} |
|
|
|
}; |
|
|
|
// TODO: Transformation for Curves? |
|
|
|
/************************************************************** |
|
* 3D Curves |
|
**************************************************************/ |
|
|
|
// A Factory method for creating new curve subclasses |
|
|
|
Curve.create = function ( constructor, getPointFunc ) { |
|
|
|
constructor.prototype = Object.create( Curve.prototype ); |
|
constructor.prototype.constructor = constructor; |
|
constructor.prototype.getPoint = getPointFunc; |
|
|
|
return constructor; |
|
|
|
}; |
|
|
|
/************************************************************** |
|
* Line |
|
**************************************************************/ |
|
|
|
function LineCurve( v1, v2 ) { |
|
|
|
this.v1 = v1; |
|
this.v2 = v2; |
|
|
|
}; |
|
|
|
LineCurve.prototype = Object.create( Curve.prototype ); |
|
LineCurve.prototype.constructor = LineCurve; |
|
|
|
LineCurve.prototype.isLineCurve = true; |
|
|
|
LineCurve.prototype.getPoint = function ( t ) { |
|
|
|
if ( t === 1 ) { |
|
|
|
return this.v2.clone(); |
|
|
|
} |
|
|
|
var point = this.v2.clone().sub( this.v1 ); |
|
point.multiplyScalar( t ).add( this.v1 ); |
|
|
|
return point; |
|
|
|
}; |
|
|
|
// Line curve is linear, so we can overwrite default getPointAt |
|
|
|
LineCurve.prototype.getPointAt = function ( u ) { |
|
|
|
return this.getPoint( u ); |
|
|
|
}; |
|
|
|
LineCurve.prototype.getTangent = function( t ) { |
|
|
|
var tangent = this.v2.clone().sub( this.v1 ); |
|
|
|
return tangent.normalize(); |
|
|
|
}; |
|
|
|
/** |
|
* @author zz85 / http://www.lab4games.net/zz85/blog |
|
* |
|
**/ |
|
|
|
/************************************************************** |
|
* Curved Path - a curve path is simply a array of connected |
|
* curves, but retains the api of a curve |
|
**************************************************************/ |
|
|
|
function CurvePath() { |
|
|
|
this.curves = []; |
|
|
|
this.autoClose = false; // Automatically closes the path |
|
|
|
}; |
|
|
|
CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), { |
|
|
|
constructor: CurvePath, |
|
|
|
add: function ( curve ) { |
|
|
|
this.curves.push( curve ); |
|
|
|
}, |
|
|
|
closePath: function () { |
|
|
|
// Add a line curve if start and end of lines are not connected |
|
var startPoint = this.curves[ 0 ].getPoint( 0 ); |
|
var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 ); |
|
|
|
if ( ! startPoint.equals( endPoint ) ) { |
|
|
|
this.curves.push( new LineCurve( endPoint, startPoint ) ); |
|
|
|
} |
|
|
|
}, |
|
|
|
// To get accurate point with reference to |
|
// entire path distance at time t, |
|
// following has to be done: |
|
|
|
// 1. Length of each sub path have to be known |
|
// 2. Locate and identify type of curve |
|
// 3. Get t for the curve |
|
// 4. Return curve.getPointAt(t') |
|
|
|
getPoint: function ( t ) { |
|
|
|
var d = t * this.getLength(); |
|
var curveLengths = this.getCurveLengths(); |
|
var i = 0; |
|
|
|
// To think about boundaries points. |
|
|
|
while ( i < curveLengths.length ) { |
|
|
|
if ( curveLengths[ i ] >= d ) { |
|
|
|
var diff = curveLengths[ i ] - d; |
|
var curve = this.curves[ i ]; |
|
|
|
var segmentLength = curve.getLength(); |
|
var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength; |
|
|
|
return curve.getPointAt( u ); |
|
|
|
} |
|
|
|
i ++; |
|
|
|
} |
|
|
|
return null; |
|
|
|
// loop where sum != 0, sum > d , sum+1 <d |
|
|
|
}, |
|
|
|
// We cannot use the default THREE.Curve getPoint() with getLength() because in |
|
// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath |
|
// getPoint() depends on getLength |
|
|
|
getLength: function () { |
|
|
|
var lens = this.getCurveLengths(); |
|
return lens[ lens.length - 1 ]; |
|
|
|
}, |
|
|
|
// cacheLengths must be recalculated. |
|
updateArcLengths: function () { |
|
|
|
this.needsUpdate = true; |
|
this.cacheLengths = null; |
|
this.getLengths(); |
|
|
|
}, |
|
|
|
// Compute lengths and cache them |
|
// We cannot overwrite getLengths() because UtoT mapping uses it. |
|
|
|
getCurveLengths: function () { |
|
|
|
// We use cache values if curves and cache array are same length |
|
|
|
if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) { |
|
|
|
return this.cacheLengths; |
|
|
|
} |
|
|
|
// Get length of sub-curve |
|
// Push sums into cached array |
|
|
|
var lengths = [], sums = 0; |
|
|
|
for ( var i = 0, l = this.curves.length; i < l; i ++ ) { |
|
|
|
sums += this.curves[ i ].getLength(); |
|
lengths.push( sums ); |
|
|
|
} |
|
|
|
this.cacheLengths = lengths; |
|
|
|
return lengths; |
|
|
|
}, |
|
|
|
getSpacedPoints: function ( divisions ) { |
|
|
|
if ( ! divisions ) divisions = 40; |
|
|
|
var points = []; |
|
|
|
for ( var i = 0; i <= divisions; i ++ ) { |
|
|
|
points.push( this.getPoint( i / divisions ) ); |
|
|
|
} |
|
|
|
if ( this.autoClose ) { |
|
|
|
points.push( points[ 0 ] ); |
|
|
|
} |
|
|
|
return points; |
|
|
|
}, |
|
|
|
getPoints: function ( divisions ) { |
|
|
|
divisions = divisions || 12; |
|
|
|
var points = [], last; |
|
|
|
for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) { |
|
|
|
var curve = curves[ i ]; |
|
var resolution = (curve && curve.isEllipseCurve) ? divisions * 2 |
|
: (curve && curve.isLineCurve) ? 1 |
|
: (curve && curve.isSplineCurve) ? divisions * curve.points.length |
|
: divisions; |
|
|
|
var pts = curve.getPoints( resolution ); |
|
|
|
for ( var j = 0; j < pts.length; j++ ) { |
|
|
|
var point = pts[ j ]; |
|
|
|
if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates |
|
|
|
points.push( point ); |
|
last = point; |
|
|
|
} |
|
|
|
} |
|
|
|
if ( this.autoClose && points.length > 1 && !points[ points.length - 1 ].equals( points[ 0 ] ) ) { |
|
|
|
points.push( points[ 0 ] ); |
|
|
|
} |
|
|
|
return points; |
|
|
|
}, |
|
|
|
/************************************************************** |
|
* Create Geometries Helpers |
|
**************************************************************/ |
|
|
|
/// Generate geometry from path points (for Line or Points objects) |
|
|
|
createPointsGeometry: function ( divisions ) { |
|
|
|
var pts = this.getPoints( divisions ); |
|
return this.createGeometry( pts ); |
|
|
|
}, |
|
|
|
// Generate geometry from equidistant sampling along the path |
|
|
|
createSpacedPointsGeometry: function ( divisions ) { |
|
|
|
var pts = this.getSpacedPoints( divisions ); |
|
return this.createGeometry( pts ); |
|
|
|
}, |
|
|
|
createGeometry: function ( points ) { |
|
|
|
var geometry = new Geometry(); |
|
|
|
for ( var i = 0, l = points.length; i < l; i ++ ) { |
|
|
|
var point = points[ i ]; |
|
geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) ); |
|
|
|
} |
|
|
|
return geometry; |
|
|
|
} |
|
|
|
} ); |
|
|
|
/************************************************************** |
|
* Ellipse curve |
|
**************************************************************/ |
|
|
|
function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { |
|
|
|
this.aX = aX; |
|
this.aY = aY; |
|
|
|
this.xRadius = xRadius; |
|
this.yRadius = yRadius; |
|
|
|
this.aStartAngle = aStartAngle; |
|
this.aEndAngle = aEndAngle; |
|
|
|
this.aClockwise = aClockwise; |
|
|
|
this.aRotation = aRotation || 0; |
|
|
|
}; |
|
|
|
EllipseCurve.prototype = Object.create( Curve.prototype ); |
|
EllipseCurve.prototype.constructor = EllipseCurve; |
|
|
|
EllipseCurve.prototype.isEllipseCurve = true; |
|
|
|
EllipseCurve.prototype.getPoint = function( t ) { |
|
|
|
var twoPi = Math.PI * 2; |
|
var deltaAngle = this.aEndAngle - this.aStartAngle; |
|
var samePoints = Math.abs( deltaAngle ) < Number.EPSILON; |
|
|
|
// ensures that deltaAngle is 0 .. 2 PI |
|
while ( deltaAngle < 0 ) deltaAngle += twoPi; |
|
while ( deltaAngle > twoPi ) deltaAngle -= twoPi; |
|
|
|
if ( deltaAngle < Number.EPSILON ) { |
|
|
|
if ( samePoints ) { |
|
|
|
deltaAngle = 0; |
|
|
|
} else { |
|
|
|
deltaAngle = twoPi; |
|
|
|
} |
|
|
|
} |
|
|
|
if ( this.aClockwise === true && ! samePoints ) { |
|
|
|
if ( deltaAngle === twoPi ) { |
|
|
|
deltaAngle = - twoPi; |
|
|
|
} else { |
|
|
|
deltaAngle = deltaAngle - twoPi; |
|
|
|
} |
|
|
|
} |
|
|
|
var angle = this.aStartAngle + t * deltaAngle; |
|
var x = this.aX + this.xRadius * Math.cos( angle ); |
|
var y = this.aY + this.yRadius * Math.sin( angle ); |
|
|
|
if ( this.aRotation !== 0 ) { |
|
|
|
var cos = Math.cos( this.aRotation ); |
|
var sin = Math.sin( this.aRotation ); |
|
|
|
var tx = x - this.aX; |
|
var ty = y - this.aY; |
|
|
|
// Rotate the point about the center of the ellipse. |
|
x = tx * cos - ty * sin + this.aX; |
|
y = tx * sin + ty * cos + this.aY; |
|
|
|
} |
|
|
|
return new Vector2( x, y ); |
|
|
|
}; |
|
|
|
/** |
|
* @author zz85 / http://www.lab4games.net/zz85/blog |
|
*/ |
|
|
|
exports.CurveUtils = { |
|
|
|
tangentQuadraticBezier: function ( t, p0, p1, p2 ) { |
|
|
|
return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 ); |
|
|
|
}, |
|
|
|
// Puay Bing, thanks for helping with this derivative! |
|
|
|
tangentCubicBezier: function ( t, p0, p1, p2, p3 ) { |
|
|
|
return - 3 * p0 * ( 1 - t ) * ( 1 - t ) + |
|
3 * p1 * ( 1 - t ) * ( 1 - t ) - 6 * t * p1 * ( 1 - t ) + |
|
6 * t * p2 * ( 1 - t ) - 3 * t * t * p2 + |
|
3 * t * t * p3; |
|
|
|
}, |
|
|
|
tangentSpline: function ( t, p0, p1, p2, p3 ) { |
|
|
|
// To check if my formulas are correct |
|
|
|
var h00 = 6 * t * t - 6 * t; // derived from 2t^3 − 3t^2 + 1 |
|
var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t |
|
var h01 = - 6 * t * t + 6 * t; // − 2t3 + 3t2 |
|
var h11 = 3 * t * t - 2 * t; // t3 − t2 |
|
|
|
return h00 + h10 + h01 + h11; |
|
|
|
}, |
|
|
|
// Catmull-Rom |
|
|
|
interpolate: function( p0, p1, p2, p3, t ) { |
|
|
|
var v0 = ( p2 - p0 ) * 0.5; |
|
var v1 = ( p3 - p1 ) * 0.5; |
|
var t2 = t * t; |
|
var t3 = t * t2; |
|
return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1; |
|
|
|
} |
|
|
|
}; |
|
|
|
/************************************************************** |
|
* Spline curve |
|
**************************************************************/ |
|
|
|
function SplineCurve( points /* array of Vector2 */ ) { |
|
|
|
this.points = ( points == undefined ) ? [] : points; |
|
|
|
}; |
|
|
|
SplineCurve.prototype = Object.create( Curve.prototype ); |
|
SplineCurve.prototype.constructor = SplineCurve; |
|
|
|
SplineCurve.prototype.isSplineCurve = true; |
|
|
|
SplineCurve.prototype.getPoint = function ( t ) { |
|
|
|
var points = this.points; |
|
var point = ( points.length - 1 ) * t; |
|
|
|
var intPoint = Math.floor( point ); |
|
var weight = point - intPoint; |
|
|
|
var point0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ]; |
|
var point1 = points[ intPoint ]; |
|
var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ]; |
|
var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ]; |
|
|
|
var interpolate = exports.CurveUtils.interpolate; |
|
|
|
return new Vector2( |
|
interpolate( point0.x, point1.x, point2.x, point3.x, weight ), |
|
interpolate( point0.y, point1.y, point2.y, point3.y, weight ) |
|
); |
|
|
|
}; |
|
|
|
/************************************************************** |
|
* Cubic Bezier curve |
|
**************************************************************/ |
|
|
|
function CubicBezierCurve( v0, v1, v2, v3 ) { |
|
|
|
this.v0 = v0; |
|
this.v1 = v1; |
|
this.v2 = v2; |
|
this.v3 = v3; |
|
|
|
}; |
|
|
|
CubicBezierCurve.prototype = Object.create( Curve.prototype ); |
|
CubicBezierCurve.prototype.constructor = CubicBezierCurve; |
|
|
|
CubicBezierCurve.prototype.getPoint = function ( t ) { |
|
|
|
var b3 = exports.ShapeUtils.b3; |
|
|
|
return new Vector2( |
|
b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ), |
|
b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ) |
|
); |
|
|
|
}; |
|
|
|
CubicBezierCurve.prototype.getTangent = function( t ) { |
|
|
|
var tangentCubicBezier = exports.CurveUtils.tangentCubicBezier; |
|
|
|
return new Vector2( |
|
tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ), |
|
tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ) |
|
).normalize(); |
|
|
|
}; |
|
|
|
/************************************************************** |
|
* Quadratic Bezier curve |
|
**************************************************************/ |
|
|
|
|
|
function QuadraticBezierCurve( v0, v1, v2 ) { |
|
|
|
this.v0 = v0; |
|
this.v1 = v1; |
|
this.v2 = v2; |
|
|
|
}; |
|
|
|
QuadraticBezierCurve.prototype = Object.create( Curve.prototype ); |
|
QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve; |
|
|
|
|
|
QuadraticBezierCurve.prototype.getPoint = function ( t ) { |
|
|
|
var b2 = exports.ShapeUtils.b2; |
|
|
|
return new Vector2( |
|
b2( t, this.v0.x, this.v1.x, this.v2.x ), |
|
b2( t, this.v0.y, this.v1.y, this.v2.y ) |
|
); |
|
|
|
}; |
|
|
|
|
|
QuadraticBezierCurve.prototype.getTangent = function( t ) { |
|
|
|
var tangentQuadraticBezier = exports.CurveUtils.tangentQuadraticBezier; |
|
|
|
return new Vector2( |
|
tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x ), |
|
tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y ) |
|
).normalize(); |
|
|
|
}; |
|
|
|
var PathPrototype = Object.assign( Object.create( CurvePath.prototype ), { |
|
|
|
fromPoints: function ( vectors ) { |
|
|
|
this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y ); |
|
|
|
for ( var i = 1, l = vectors.length; i < l; i ++ ) { |
|
|
|
this.lineTo( vectors[ i ].x, vectors[ i ].y ); |
|
|
|
} |
|
|
|
}, |
|
|
|
moveTo: function ( x, y ) { |
|
|
|
this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying? |
|
|
|
}, |
|
|
|
lineTo: function ( x, y ) { |
|
|
|
var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) ); |
|
this.curves.push( curve ); |
|
|
|
this.currentPoint.set( x, y ); |
|
|
|
}, |
|
|
|
quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) { |
|
|
|
var curve = new QuadraticBezierCurve( |
|
this.currentPoint.clone(), |
|
new Vector2( aCPx, aCPy ), |
|
new Vector2( aX, aY ) |
|
); |
|
|
|
this.curves.push( curve ); |
|
|
|
this.currentPoint.set( aX, aY ); |
|
|
|
}, |
|
|
|
bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { |
|
|
|
var curve = new CubicBezierCurve( |
|
this.currentPoint.clone(), |
|
new Vector2( aCP1x, aCP1y ), |
|
new Vector2( aCP2x, aCP2y ), |
|
new Vector2( aX, aY ) |
|
); |
|
|
|
this.curves.push( curve ); |
|
|
|
this.currentPoint.set( aX, aY ); |
|
|
|
}, |
|
|
|
splineThru: function ( pts /*Array of Vector*/ ) { |
|
|
|
var npts = [ this.currentPoint.clone() ].concat( pts ); |
|
|
|
var curve = new SplineCurve( npts ); |
|
this.curves.push( curve ); |
|
|
|
this.currentPoint.copy( pts[ pts.length - 1 ] ); |
|
|
|
}, |
|
|
|
arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { |
|
|
|
var x0 = this.currentPoint.x; |
|
var y0 = this.currentPoint.y; |
|
|
|
this.absarc( aX + x0, aY + y0, aRadius, |
|
aStartAngle, aEndAngle, aClockwise ); |
|
|
|
}, |
|
|
|
absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { |
|
|
|
this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); |
|
|
|
}, |
|
|
|
ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { |
|
|
|
var x0 = this.currentPoint.x; |
|
var y0 = this.currentPoint.y; |
|
|
|
this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); |
|
|
|
}, |
|
|
|
absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { |
|
|
|
var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); |
|
|
|
if ( this.curves.length > 0 ) { |
|
|
|
// if a previous curve is present, attempt to join |
|
var firstPoint = curve.getPoint( 0 ); |
|
|
|
if ( ! firstPoint.equals( this.currentPoint ) ) { |
|
|
|
this.lineTo( firstPoint.x, firstPoint.y ); |
|
|
|
} |
|
|
|
} |
|
|
|
this.curves.push( curve ); |
|
|
|
var lastPoint = curve.getPoint( 1 ); |
|
this.currentPoint.copy( lastPoint ); |
|
|
|
} |
|
|
|
} ) |
|
|
|
/** |
|
* @author WestLangley / https://github.com/WestLangley |
|
* @author zz85 / https://github.com/zz85 |
|
* @author miningold / https://github.com/miningold |
|
* @author jonobr1 / https://github.com/jonobr1 |
|
* |
|
* Modified from the TorusKnotGeometry by @oosmoxiecode |
|
* |
|
* Creates a tube which extrudes along a 3d spline |
|
* |
|
* Uses parallel transport frames as described in |
|
* http://www.cs.indiana.edu/pub/techreports/TR425.pdf |
|
*/ |
|
|
|
function TubeGeometry( path, segments, radius, radialSegments, closed, taper ) { |
|
|
|
Geometry.call( this ); |
|
|
|
this.type = 'TubeGeometry'; |
|
|
|
this.parameters = { |
|
path: path, |
|
segments: segments, |
|
radius: radius, |
|
radialSegments: radialSegments, |
|
closed: closed, |
|
taper: taper |
|
}; |
|
|
|
segments = segments || 64; |
|
radius = radius || 1; |
|
radialSegments = radialSegments || 8; |
|
closed = closed || false; |
|
taper = taper || TubeGeometry.NoTaper; |
|
|
|
var grid = []; |
|
|
|
var scope = this, |
|
|
|
tangent, |
|
normal, |
|
binormal, |
|
|
|
numpoints = segments + 1, |
|
|
|
u, v, r, |
|
|
|
cx, cy, |
|
pos, pos2 = new Vector3(), |
|
i, j, |
|
ip, jp, |
|
a, b, c, d, |
|
uva, uvb, uvc, uvd; |
|
|
|
var frames = new TubeGeometry.FrenetFrames( path, segments, closed ), |
|
tangents = frames.tangents, |
|
normals = frames.normals, |
|
binormals = frames.binormals; |
|
|
|
// proxy internals |
|
this.tangents = tangents; |
|
this.normals = normals; |
|
this.binormals = binormals; |
|
|
|
function vert( x, y, z ) { |
|
|
|
return scope.vertices.push( new Vector3( x, y, z ) ) - 1; |
|
|
|
} |
|
|
|
// construct the grid |
|
|
|
for ( i = 0; i < numpoints; i ++ ) { |
|
|
|
grid[ i ] = []; |
|
|
|
u = i / ( numpoints - 1 ); |
|
|
|
pos = path.getPointAt( u ); |
|
|
|
tangent = tangents[ i ]; |
|
normal = normals[ i ]; |
|
binormal = binormals[ i ]; |
|
|
|
r = radius * taper( u ); |
|
|
|
for ( j = 0; j < radialSegments; j ++ ) { |
|
|
|
v = j / radialSegments * 2 * Math.PI; |
|
|
|
cx = - r * Math.cos( v ); // TODO: Hack: Negating it so it faces outside. |
|
cy = r * Math.sin( v ); |
|
|
|
pos2.copy( pos ); |
|
pos2.x += cx * normal.x + cy * binormal.x; |
|
pos2.y += cx * normal.y + cy * binormal.y; |
|
pos2.z += cx * normal.z + cy * binormal.z; |
|
|
|
grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z ); |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
// construct the mesh |
|
|
|
for ( i = 0; i < segments; i ++ ) { |
|
|
|
for ( j = 0; j < radialSegments; j ++ ) { |
|
|
|
ip = ( closed ) ? ( i + 1 ) % segments : i + 1; |
|
jp = ( j + 1 ) % radialSegments; |
|
|
|
a = grid[ i ][ j ]; // *** NOT NECESSARILY PLANAR ! *** |
|
b = grid[ ip ][ j ]; |
|
c = grid[ ip ][ jp ]; |
|
d = grid[ i ][ jp ]; |
|
|
|
uva = new Vector2( i / segments, j / radialSegments ); |
|
uvb = new Vector2( ( i + 1 ) / segments, j / radialSegments ); |
|
uvc = new Vector2( ( i + 1 ) / segments, ( j + 1 ) / radialSegments ); |
|
uvd = new Vector2( i / segments, ( j + 1 ) / radialSegments ); |
|
|
|
this.faces.push( new Face3( a, b, d ) ); |
|
this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] ); |
|
|
|
this.faces.push( new Face3( b, c, d ) ); |
|
this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] ); |
|
|
|
} |
|
|
|
} |
|
|
|
this.computeFaceNormals(); |
|
this.computeVertexNormals(); |
|
|
|
}; |
|
|
|
TubeGeometry.prototype = Object.create( Geometry.prototype ); |
|
TubeGeometry.prototype.constructor = TubeGeometry; |
|
|
|
TubeGeometry.NoTaper = function ( u ) { |
|
|
|
return 1; |
|
|
|
}; |
|
|
|
TubeGeometry.SinusoidalTaper = function ( u ) { |
|
|
|
return Math.sin( Math.PI * u ); |
|
|
|
}; |
|
|
|
// For computing of Frenet frames, exposing the tangents, normals and binormals the spline |
|
TubeGeometry.FrenetFrames = function ( path, segments, closed ) { |
|
|
|
var normal = new Vector3(), |
|
|
|
tangents = [], |
|
normals = [], |
|
binormals = [], |
|
|
|
vec = new Vector3(), |
|
mat = new Matrix4(), |
|
|
|
numpoints = segments + 1, |
|
theta, |
|
smallest, |
|
|
|
tx, ty, tz, |
|
i, u; |
|
|
|
|
|
// expose internals |
|
this.tangents = tangents; |
|
this.normals = normals; |
|
this.binormals = binormals; |
|
|
|
// compute the tangent vectors for each segment on the path |
|
|
|
for ( i = 0; i < numpoints; i ++ ) { |
|
|
|
u = i / ( numpoints - 1 ); |
|
|
|
tangents[ i ] = path.getTangentAt( u ); |
|
tangents[ i ].normalize(); |
|
|
|
} |
|
|
|
initialNormal3(); |
|
|
|
/* |
|
function initialNormal1(lastBinormal) { |
|
// fixed start binormal. Has dangers of 0 vectors |
|
normals[ 0 ] = new THREE.Vector3(); |
|
binormals[ 0 ] = new THREE.Vector3(); |
|
if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 ); |
|
normals[ 0 ].crossVectors( lastBinormal, tangents[ 0 ] ).normalize(); |
|
binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize(); |
|
} |
|
|
|
function initialNormal2() { |
|
|
|
// This uses the Frenet-Serret formula for deriving binormal |
|
var t2 = path.getTangentAt( epsilon ); |
|
|
|
normals[ 0 ] = new THREE.Vector3().subVectors( t2, tangents[ 0 ] ).normalize(); |
|
binormals[ 0 ] = new THREE.Vector3().crossVectors( tangents[ 0 ], normals[ 0 ] ); |
|
|
|
normals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent |
|
binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize(); |
|
|
|
} |
|
*/ |
|
|
|
function initialNormal3() { |
|
|
|
// select an initial normal vector perpendicular to the first tangent vector, |
|
// and in the direction of the smallest tangent xyz component |
|
|
|
normals[ 0 ] = new Vector3(); |
|
binormals[ 0 ] = new Vector3(); |
|
smallest = Number.MAX_VALUE; |
|
tx = Math.abs( tangents[ 0 ].x ); |
|
ty = Math.abs( tangents[ 0 ].y ); |
|
tz = Math.abs( tangents[ 0 ].z ); |
|
|
|
if ( tx <= smallest ) { |
|
|
|
smallest = tx; |
|
normal.set( 1, 0, 0 ); |
|
|
|
} |
|
|
|
if ( ty <= smallest ) { |
|
|
|
smallest = ty; |
|
normal.set( 0, 1, 0 ); |
|
|
|
} |
|
|
|
if ( tz <= smallest ) { |
|
|
|
normal.set( 0, 0, 1 ); |
|
|
|
} |
|
|
|
vec.crossVectors( tangents[ 0 ], normal ).normalize(); |
|
|
|
normals[ 0 ].crossVectors( tangents[ 0 ], vec ); |
|
binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ); |
|
|
|
} |
|
|
|
|
|
// compute the slowly-varying normal and binormal vectors for each segment on the path |
|
|
|
for ( i = 1; i < numpoints; i ++ ) { |
|
|
|
normals[ i ] = normals[ i - 1 ].clone(); |
|
|
|
binormals[ i ] = binormals[ i - 1 ].clone(); |
|
|
|
vec.crossVectors( tangents[ i - 1 ], tangents[ i ] ); |
|
|
|
if ( vec.length() > Number.EPSILON ) { |
|
|
|
vec.normalize(); |
|
|
|
theta = Math.acos( exports.Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors |
|
|
|
normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) ); |
|
|
|
} |
|
|
|
binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); |
|
|
|
} |
|
|
|
|
|
// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same |
|
|
|
if ( closed ) { |
|
|
|
theta = Math.acos( exports.Math.clamp( normals[ 0 ].dot( normals[ numpoints - 1 ] ), - 1, 1 ) ); |
|
theta /= ( numpoints - 1 ); |
|
|
|
if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ numpoints - 1 ] ) ) > 0 ) { |
|
|
|
theta = - theta; |
|
|
|
} |
|
|
|
for ( i = 1; i < numpoints; i ++ ) { |
|
|
|
// twist a little... |
|
normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) ); |
|
binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); |
|
|
|
} |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* @author zz85 / http://www.lab4games.net/zz85/blog |
|
* |
|
* Creates extruded geometry from a path shape. |
|
* |
|
* parameters = { |
|
* |
|
* curveSegments: <int>, // number of points on the curves |
|
* steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too |
|
* amount: <int>, // Depth to extrude the shape |
|
* |
|
* bevelEnabled: <bool>, // turn on bevel |
|
* bevelThickness: <float>, // how deep into the original shape bevel goes |
|
* bevelSize: <float>, // how far from shape outline is bevel |
|
* bevelSegments: <int>, // number of bevel layers |
|
* |
|
* extrudePath: <THREE.CurvePath> // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined) |
|
* frames: <THREE.TubeGeometry.FrenetFrames> // containing arrays of tangents, normals, binormals |
|
* |
|
* uvGenerator: <Object> // object that provides UV generator functions |
|
* |
|
* } |
|
**/ |
|
|
|
function ExtrudeGeometry( shapes, options ) { |
|
|
|
if ( typeof( shapes ) === "undefined" ) { |
|
|
|
shapes = []; |
|
return; |
|
|
|
} |
|
|
|
Geometry.call( this ); |
|
|
|
this.type = 'ExtrudeGeometry'; |
|
|
|
shapes = Array.isArray( shapes ) ? shapes : [ shapes ]; |
|
|
|
this.addShapeList( shapes, options ); |
|
|
|
this.computeFaceNormals(); |
|
|
|
// can't really use automatic vertex normals |
|
// as then front and back sides get smoothed too |
|
// should do separate smoothing just for sides |
|
|
|
//this.computeVertexNormals(); |
|
|
|
//console.log( "took", ( Date.now() - startTime ) ); |
|
|
|
}; |
|
|
|
ExtrudeGeometry.prototype = Object.create( Geometry.prototype ); |
|
ExtrudeGeometry.prototype.constructor = ExtrudeGeometry; |
|
|
|
ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) { |
|
|
|
var sl = shapes.length; |
|
|
|
for ( var s = 0; s < sl; s ++ ) { |
|
|
|
var shape = shapes[ s ]; |
|
this.addShape( shape, options ); |
|
|
|
} |
|
|
|
}; |
|
|
|
ExtrudeGeometry.prototype.addShape = function ( shape, options ) { |
|
|
|
var amount = options.amount !== undefined ? options.amount : 100; |
|
|
|
var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10 |
|
var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8 |
|
var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3; |
|
|
|
var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false |
|
|
|
var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; |
|
|
|
var steps = options.steps !== undefined ? options.steps : 1; |
|
|
|
var extrudePath = options.extrudePath; |
|
var extrudePts, extrudeByPath = false; |
|
|
|
// Use default WorldUVGenerator if no UV generators are specified. |
|
var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : ExtrudeGeometry.WorldUVGenerator; |
|
|
|
var splineTube, binormal, normal, position2; |
|
if ( extrudePath ) { |
|
|
|
extrudePts = extrudePath.getSpacedPoints( steps ); |
|
|
|
extrudeByPath = true; |
|
bevelEnabled = false; // bevels not supported for path extrusion |
|
|
|
// SETUP TNB variables |
|
|
|
// Reuse TNB from TubeGeomtry for now. |
|
// TODO1 - have a .isClosed in spline? |
|
|
|
splineTube = options.frames !== undefined ? options.frames : new TubeGeometry.FrenetFrames( extrudePath, steps, false ); |
|
|
|
// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); |
|
|
|
binormal = new Vector3(); |
|
normal = new Vector3(); |
|
position2 = new Vector3(); |
|
|
|
} |
|
|
|
// Safeguards if bevels are not enabled |
|
|
|
if ( ! bevelEnabled ) { |
|
|
|
bevelSegments = 0; |
|
bevelThickness = 0; |
|
bevelSize = 0; |
|
|
|
} |
|
|
|
// Variables initialization |
|
|
|
var ahole, h, hl; // looping of holes |
|
var scope = this; |
|
|
|
var shapesOffset = this.vertices.length; |
|
|
|
var shapePoints = shape.extractPoints( curveSegments ); |
|
|
|
var vertices = shapePoints.shape; |
|
var holes = shapePoints.holes; |
|
|
|
var reverse = ! exports.ShapeUtils.isClockWise( vertices ); |
|
|
|
if ( reverse ) { |
|
|
|
vertices = vertices.reverse(); |
|
|
|
// Maybe we should also check if holes are in the opposite direction, just to be safe ... |
|
|
|
for ( h = 0, hl = holes.length; h < hl; h ++ ) { |
|
|
|
ahole = holes[ h ]; |
|
|
|
if ( exports.ShapeUtils.isClockWise( ahole ) ) { |
|
|
|
holes[ h ] = ahole.reverse(); |
|
|
|
} |
|
|
|
} |
|
|
|
reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)! |
|
|
|
} |
|
|
|
|
|
var faces = exports.ShapeUtils.triangulateShape( vertices, holes ); |
|
|
|
/* Vertices */ |
|
|
|
var contour = vertices; // vertices has all points but contour has only points of circumference |
|
|
|
for ( h = 0, hl = holes.length; h < hl; h ++ ) { |
|
|
|
ahole = holes[ h ]; |
|
|
|
vertices = vertices.concat( ahole ); |
|
|
|
} |
|
|
|
|
|
function scalePt2( pt, vec, size ) { |
|
|
|
if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" ); |
|
|
|
return vec.clone().multiplyScalar( size ).add( pt ); |
|
|
|
} |
|
|
|
var b, bs, t, z, |
|
vert, vlen = vertices.length, |
|
face, flen = faces.length; |
|
|
|
|
|
// Find directions for point movement |
|
|
|
|
|
function getBevelVec( inPt, inPrev, inNext ) { |
|
|
|
// computes for inPt the corresponding point inPt' on a new contour |
|
// shifted by 1 unit (length of normalized vector) to the left |
|
// if we walk along contour clockwise, this new contour is outside the old one |
|
// |
|
// inPt' is the intersection of the two lines parallel to the two |
|
// adjacent edges of inPt at a distance of 1 unit on the left side. |
|
|
|
var v_trans_x, v_trans_y, shrink_by = 1; // resulting translation vector for inPt |
|
|
|
// good reading for geometry algorithms (here: line-line intersection) |
|
// http://geomalgorithms.com/a05-_intersect-1.html |
|
|
|
var v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y; |
|
var v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y; |
|
|
|
var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y ); |
|
|
|
// check for collinear edges |
|
var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x ); |
|
|
|
if ( Math.abs( collinear0 ) > Number.EPSILON ) { |
|
|
|
// not collinear |
|
|
|
// length of vectors for normalizing |
|
|
|
var v_prev_len = Math.sqrt( v_prev_lensq ); |
|
var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y ); |
|
|
|
// shift adjacent points by unit vectors to the left |
|
|
|
var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len ); |
|
var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len ); |
|
|
|
var ptNextShift_x = ( inNext.x - v_next_y / v_next_len ); |
|
var ptNextShift_y = ( inNext.y + v_next_x / v_next_len ); |
|
|
|
// scaling factor for v_prev to intersection point |
|
|
|
var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y - |
|
( ptNextShift_y - ptPrevShift_y ) * v_next_x ) / |
|
( v_prev_x * v_next_y - v_prev_y * v_next_x ); |
|
|
|
// vector from inPt to intersection point |
|
|
|
v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x ); |
|
v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y ); |
|
|
|
// Don't normalize!, otherwise sharp corners become ugly |
|
// but prevent crazy spikes |
|
var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y ); |
|
if ( v_trans_lensq <= 2 ) { |
|
|
|
return new Vector2( v_trans_x, v_trans_y ); |
|
|
|
} else { |
|
|
|
shrink_by = Math.sqrt( v_trans_lensq / 2 ); |
|
|
|
} |
|
|
|
} else { |
|
|
|
// handle special case of collinear edges |
|
|
|
var direction_eq = false; // assumes: opposite |
|
if ( v_prev_x > Number.EPSILON ) { |
|
|
|
if ( v_next_x > Number.EPSILON ) { |
|
|
|
direction_eq = true; |
|
|
|
} |
|
|
|
} else { |
|
|
|
if ( v_prev_x < - Number.EPSILON ) { |
|
|
|
if ( v_next_x < - Number.EPSILON ) { |
|
|
|
direction_eq = true; |
|
|
|
} |
|
|
|
} else { |
|
|
|
if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) { |
|
|
|
direction_eq = true; |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
if ( direction_eq ) { |
|
|
|
// console.log("Warning: lines are a straight sequence"); |
|
v_trans_x = - v_prev_y; |
|
v_trans_y = v_prev_x; |
|
shrink_by = Math.sqrt( v_prev_lensq ); |
|
|
|
} else { |
|
|
|
// console.log("Warning: lines are a straight spike"); |
|
v_trans_x = v_prev_x; |
|
v_trans_y = v_prev_y; |
|
shrink_by = Math.sqrt( v_prev_lensq / 2 ); |
|
|
|
} |
|
|
|
} |
|
|
|
return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by ); |
|
|
|
} |
|
|
|
|
|
var contourMovements = []; |
|
|
|
for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { |
|
|
|
if ( j === il ) j = 0; |
|
if ( k === il ) k = 0; |
|
|
|
// (j)---(i)---(k) |
|
// console.log('i,j,k', i, j , k) |
|
|
|
contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); |
|
|
|
} |
|
|
|
var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat(); |
|
|
|
for ( h = 0, hl = holes.length; h < hl; h ++ ) { |
|
|
|
ahole = holes[ h ]; |
|
|
|
oneHoleMovements = []; |
|
|
|
for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { |
|
|
|
if ( j === il ) j = 0; |
|
if ( k === il ) k = 0; |
|
|
|
// (j)---(i)---(k) |
|
oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); |
|
|
|
} |
|
|
|
holesMovements.push( oneHoleMovements ); |
|
verticesMovements = verticesMovements.concat( oneHoleMovements ); |
|
|
|
} |
|
|
|
|
|
// Loop bevelSegments, 1 for the front, 1 for the back |
|
|
|
for ( b = 0; b < bevelSegments; b ++ ) { |
|
|
|
//for ( b = bevelSegments; b > 0; b -- ) { |
|
|
|
t = b / bevelSegments; |
|
z = bevelThickness * Math.cos( t * Math.PI / 2 ); |
|
bs = bevelSize * Math.sin( t * Math.PI / 2 ); |
|
|
|
// contract shape |
|
|
|
for ( i = 0, il = contour.length; i < il; i ++ ) { |
|
|
|
vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); |
|
|
|
v( vert.x, vert.y, - z ); |
|
|
|
} |
|
|
|
// expand holes |
|
|
|
for ( h = 0, hl = holes.length; h < hl; h ++ ) { |
|
|
|
ahole = holes[ h ]; |
|
oneHoleMovements = holesMovements[ h ]; |
|
|
|
for ( i = 0, il = ahole.length; i < il; i ++ ) { |
|
|
|
vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); |
|
|
|
v( vert.x, vert.y, - z ); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
bs = bevelSize; |
|
|
|
// Back facing vertices |
|
|
|
for ( i = 0; i < vlen; i ++ ) { |
|
|
|
vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; |
|
|
|
if ( ! extrudeByPath ) { |
|
|
|
v( vert.x, vert.y, 0 ); |
|
|
|
} else { |
|
|
|
// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); |
|
|
|
normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x ); |
|
binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y ); |
|
|
|
position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal ); |
|
|
|
v( position2.x, position2.y, position2.z ); |
|
|
|
} |
|
|
|
} |
|
|
|
// Add stepped vertices... |
|
// Including front facing vertices |
|
|
|
var s; |
|
|
|
for ( s = 1; s <= steps; s ++ ) { |
|
|
|
for ( i = 0; i < vlen; i ++ ) { |
|
|
|
vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; |
|
|
|
if ( ! extrudeByPath ) { |
|
|
|
v( vert.x, vert.y, amount / steps * s ); |
|
|
|
} else { |
|
|
|
// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); |
|
|
|
normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x ); |
|
binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y ); |
|
|
|
position2.copy( extrudePts[ s ] ).add( normal ).add( binormal ); |
|
|
|
v( position2.x, position2.y, position2.z ); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
// Add bevel segments planes |
|
|
|
//for ( b = 1; b <= bevelSegments; b ++ ) { |
|
for ( b = bevelSegments - 1; b >= 0; b -- ) { |
|
|
|
t = b / bevelSegments; |
|
z = bevelThickness * Math.cos ( t * Math.PI / 2 ); |
|
bs = bevelSize * Math.sin( t * Math.PI / 2 ); |
|
|
|
// contract shape |
|
|
|
for ( i = 0, il = contour.length; i < il; i ++ ) { |
|
|
|
vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); |
|
v( vert.x, vert.y, amount + z ); |
|
|
|
} |
|
|
|
// expand holes |
|
|
|
for ( h = 0, hl = holes.length; h < hl; h ++ ) { |
|
|
|
ahole = holes[ h ]; |
|
oneHoleMovements = holesMovements[ h ]; |
|
|
|
for ( i = 0, il = ahole.length; i < il; i ++ ) { |
|
|
|
vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); |
|
|
|
if ( ! extrudeByPath ) { |
|
|
|
v( vert.x, vert.y, amount + z ); |
|
|
|
} else { |
|
|
|
v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
/* Faces */ |
|
|
|
// Top and bottom faces |
|
|
|
buildLidFaces(); |
|
|
|
// Sides faces |
|
|
|
buildSideFaces(); |
|
|
|
|
|
///// Internal functions |
|
|
|
function buildLidFaces() { |
|
|
|
if ( bevelEnabled ) { |
|
|
|
var layer = 0; // steps + 1 |
|
var offset = vlen * layer; |
|
|
|
// Bottom faces |
|
|
|
for ( i = 0; i < flen; i ++ ) { |
|
|
|
face = faces[ i ]; |
|
f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset ); |
|
|
|
} |
|
|
|
layer = steps + bevelSegments * 2; |
|
offset = vlen * layer; |
|
|
|
// Top faces |
|
|
|
for ( i = 0; i < flen; i ++ ) { |
|
|
|
face = faces[ i ]; |
|
f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset ); |
|
|
|
} |
|
|
|
} else { |
|
|
|
// Bottom faces |
|
|
|
for ( i = 0; i < flen; i ++ ) { |
|
|
|
face = faces[ i ]; |
|
f3( face[ 2 ], face[ 1 ], face[ 0 ] ); |
|
|
|
} |
|
|
|
// Top faces |
|
|
|
for ( i = 0; i < flen; i ++ ) { |
|
|
|
face = faces[ i ]; |
|
f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps ); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
// Create faces for the z-sides of the shape |
|
|
|
function buildSideFaces() { |
|
|
|
var layeroffset = 0; |
|
sidewalls( contour, layeroffset ); |
|
layeroffset += contour.length; |
|
|
|
for ( h = 0, hl = holes.length; h < hl; h ++ ) { |
|
|
|
ahole = holes[ h ]; |
|
sidewalls( ahole, layeroffset ); |
|
|
|
//, true |
|
layeroffset += ahole.length; |
|
|
|
} |
|
|
|
} |
|
|
|
function sidewalls( contour, layeroffset ) { |
|
|
|
var j, k; |
|
i = contour.length; |
|
|
|
while ( -- i >= 0 ) { |
|
|
|
j = i; |
|
k = i - 1; |
|
if ( k < 0 ) k = contour.length - 1; |
|
|
|
//console.log('b', i,j, i-1, k,vertices.length); |
|
|
|
var s = 0, sl = steps + bevelSegments * 2; |
|
|
|
for ( s = 0; s < sl; s ++ ) { |
|
|
|
var slen1 = vlen * s; |
|
var slen2 = vlen * ( s + 1 ); |
|
|
|
var a = layeroffset + j + slen1, |
|
b = layeroffset + k + slen1, |
|
c = layeroffset + k + slen2, |
|
d = layeroffset + j + slen2; |
|
|
|
f4( a, b, c, d, contour, s, sl, j, k ); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
function v( x, y, z ) { |
|
|
|
scope.vertices.push( new Vector3( x, y, z ) ); |
|
|
|
} |
|
|
|
function f3( a, b, c ) { |
|
|
|
a += shapesOffset; |
|
b += shapesOffset; |
|
c += shapesOffset; |
|
|
|
scope.faces.push( new Face3( a, b, c, null, null, 0 ) ); |
|
|
|
var uvs = uvgen.generateTopUV( scope, a, b, c ); |
|
|
|
scope.faceVertexUvs[ 0 ].push( uvs ); |
|
|
|
} |
|
|
|
function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) { |
|
|
|
a += shapesOffset; |
|
b += shapesOffset; |
|
c += shapesOffset; |
|
d += shapesOffset; |
|
|
|
scope.faces.push( new Face3( a, b, d, null, null, 1 ) ); |
|
scope.faces.push( new Face3( b, c, d, null, null, 1 ) ); |
|
|
|
var uvs = uvgen.generateSideWallUV( scope, a, b, c, d ); |
|
|
|
scope.faceVertexUvs[ 0 ].push( [ uvs[ 0 ], uvs[ 1 ], uvs[ 3 ] ] ); |
|
scope.faceVertexUvs[ 0 ].push( [ uvs[ 1 ], uvs[ 2 ], uvs[ 3 ] ] ); |
|
|
|
} |
|
|
|
}; |
|
|
|
ExtrudeGeometry.WorldUVGenerator = { |
|
|
|
generateTopUV: function ( geometry, indexA, indexB, indexC ) { |
|
|
|
var vertices = geometry.vertices; |
|
|
|
var a = vertices[ indexA ]; |
|
var b = vertices[ indexB ]; |
|
var c = vertices[ indexC ]; |
|
|
|
return [ |
|
new Vector2( a.x, a.y ), |
|
new Vector2( b.x, b.y ), |
|
new Vector2( c.x, c.y ) |
|
]; |
|
|
|
}, |
|
|
|
generateSideWallUV: function ( geometry, indexA, indexB, indexC, indexD ) { |
|
|
|
var vertices = geometry.vertices; |
|
|
|
var a = vertices[ indexA ]; |
|
var b = vertices[ indexB ]; |
|
var c = vertices[ indexC ]; |
|
var d = vertices[ indexD ]; |
|
|
|
if ( Math.abs( a.y - b.y ) < 0.01 ) { |
|
|
|
return [ |
|
new Vector2( a.x, 1 - a.z ), |
|
new Vector2( b.x, 1 - b.z ), |
|
new Vector2( c.x, 1 - c.z ), |
|
new Vector2( d.x, 1 - d.z ) |
|
]; |
|
|
|
} else { |
|
|
|
return [ |
|
new Vector2( a.y, 1 - a.z ), |
|
new Vector2( b.y, 1 - b.z ), |
|
new Vector2( c.y, 1 - c.z ), |
|
new Vector2( d.y, 1 - d.z ) |
|
]; |
|
|
|
} |
|
|
|
} |
|
}; |
|
|
|
/** |
|
* @author jonobr1 / http://jonobr1.com |
|
* |
|
* Creates a one-sided polygonal geometry from a path shape. Similar to |
|
* ExtrudeGeometry. |
|
* |
|
* parameters = { |
|
* |
|
* curveSegments: <int>, // number of points on the curves. NOT USED AT THE MOMENT. |
|
* |
|
* material: <int> // material index for front and back faces |
|
* uvGenerator: <Object> // object that provides UV generator functions |
|
* |
|
* } |
|
**/ |
|
|
|
function ShapeGeometry( shapes, options ) { |
|
|
|
Geometry.call( this ); |
|
|
|
this.type = 'ShapeGeometry'; |
|
|
|
if ( Array.isArray( shapes ) === false ) shapes = [ shapes ]; |
|
|
|
this.addShapeList( shapes, options ); |
|
|
|
this.computeFaceNormals(); |
|
|
|
}; |
|
|
|
ShapeGeometry.prototype = Object.create( Geometry.prototype ); |
|
ShapeGeometry.prototype.constructor = ShapeGeometry; |
|
|
|
/** |
|
* Add an array of shapes to THREE.ShapeGeometry. |
|
*/ |
|
ShapeGeometry.prototype.addShapeList = function ( shapes, options ) { |
|
|
|
for ( var i = 0, l = shapes.length; i < l; i ++ ) { |
|
|
|
this.addShape( shapes[ i ], options ); |
|
|
|
} |
|
|
|
return this; |
|
|
|
}; |
|
|
|
/** |
|
* Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry. |
|
*/ |
|
ShapeGeometry.prototype.addShape = function ( shape, options ) { |
|
|
|
if ( options === undefined ) options = {}; |
|
var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; |
|
|
|
var material = options.material; |
|
var uvgen = options.UVGenerator === undefined ? ExtrudeGeometry.WorldUVGenerator : options.UVGenerator; |
|
|
|
// |
|
|
|
var i, l, hole; |
|
|
|
var shapesOffset = this.vertices.length; |
|
var shapePoints = shape.extractPoints( curveSegments ); |
|
|
|
var vertices = shapePoints.shape; |
|
var holes = shapePoints.holes; |
|
|
|
var reverse = ! exports.ShapeUtils.isClockWise( vertices ); |
|
|
|
if ( reverse ) { |
|
|
|
vertices = vertices.reverse(); |
|
|
|
// Maybe we should also check if holes are in the opposite direction, just to be safe... |
|
|
|
for ( i = 0, l = holes.length; i < l; i ++ ) { |
|
|
|
hole = holes[ i ]; |
|
|
|
if ( exports.ShapeUtils.isClockWise( hole ) ) { |
|
|
|
holes[ i ] = hole.reverse(); |
|
|
|
} |
|
|
|
} |
|
|
|
reverse = false; |
|
|
|
} |
|
|
|
var faces = exports.ShapeUtils.triangulateShape( vertices, holes ); |
|
|
|
// Vertices |
|
|
|
for ( i = 0, l = holes.length; i < l; i ++ ) { |
|
|
|
hole = holes[ i ]; |
|
vertices = vertices.concat( hole ); |
|
|
|
} |
|
|
|
// |
|
|
|
var vert, vlen = vertices.length; |
|
var face, flen = faces.length; |
|
|
|
for ( i = 0; i < vlen; i ++ ) { |
|
|
|
vert = vertices[ i ]; |
|
|
|
this.vertices.push( new Vector3( vert.x, vert.y, 0 ) ); |
|
|
|
} |
|
|
|
for ( i = 0; i < flen; i ++ ) { |
|
|
|
face = faces[ i ]; |
|
|
|
var a = face[ 0 ] + shapesOffset; |
|
var b = face[ 1 ] + shapesOffset; |
|
var c = face[ 2 ] + shapesOffset; |
|
|
|
this.faces.push( new Face3( a, b, c, null, null, material ) ); |
|
this.faceVertexUvs[ 0 ].push( uvgen.generateTopUV( this, a, b, c ) ); |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* @author zz85 / http://www.lab4games.net/zz85/blog |
|
* Defines a 2d shape plane using paths. |
|
**/ |
|
|
|
// STEP 1 Create a path. |
|
// STEP 2 Turn path into shape. |
|
// STEP 3 ExtrudeGeometry takes in Shape/Shapes |
|
// STEP 3a - Extract points from each shape, turn to vertices |
|
// STEP 3b - Triangulate each shape, add faces. |
|
|
|
function Shape() { |
|
|
|
Path.apply( this, arguments ); |
|
|
|
this.holes = []; |
|
|
|
}; |
|
|
|
Shape.prototype = Object.assign( Object.create( PathPrototype ), { |
|
|
|
constructor: Shape, |
|
|
|
// Convenience method to return ExtrudeGeometry |
|
|
|
extrude: function ( options ) { |
|
|
|
return new ExtrudeGeometry( this, options ); |
|
|
|
}, |
|
|
|
// Convenience method to return ShapeGeometry |
|
|
|
makeGeometry: function ( options ) { |
|
|
|
return new ShapeGeometry( this, options ); |
|
|
|
}, |
|
|
|
getPointsHoles: function ( divisions ) { |
|
|
|
var holesPts = []; |
|
|
|
for ( var i = 0, l = this.holes.length; i < l; i ++ ) { |
|
|
|
holesPts[ i ] = this.holes[ i ].getPoints( divisions ); |
|
|
|
} |
|
|
|
return holesPts; |
|
|
|
}, |
|
|
|
// Get points of shape and holes (keypoints based on segments parameter) |
|
|
|
extractAllPoints: function ( divisions ) { |
|
|
|
return { |
|
|
|
shape: this.getPoints( divisions ), |
|
holes: this.getPointsHoles( divisions ) |
|
|
|
}; |
|
|
|
}, |
|
|
|
extractPoints: function ( divisions ) { |
|
|
|
return this.extractAllPoints( divisions ); |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* @author zz85 / http://www.lab4games.net/zz85/blog |
|
* Creates free form 2d path using series of points, lines or curves. |
|
* |
|
**/ |
|
|
|
function Path( points ) { |
|
|
|
CurvePath.call( this ); |
|
this.currentPoint = new Vector2(); |
|
|
|
if ( points ) { |
|
|
|
this.fromPoints( points ); |
|
|
|
} |
|
|
|
}; |
|
|
|
Path.prototype = PathPrototype; |
|
PathPrototype.constructor = Path; |
|
|
|
|
|
// minimal class for proxing functions to Path. Replaces old "extractSubpaths()" |
|
function ShapePath() { |
|
this.subPaths = []; |
|
this.currentPath = null; |
|
} |
|
|
|
ShapePath.prototype = { |
|
moveTo: function ( x, y ) { |
|
this.currentPath = new Path(); |
|
this.subPaths.push(this.currentPath); |
|
this.currentPath.moveTo( x, y ); |
|
}, |
|
lineTo: function ( x, y ) { |
|
this.currentPath.lineTo( x, y ); |
|
}, |
|
quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) { |
|
this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY ); |
|
}, |
|
bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { |
|
this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ); |
|
}, |
|
splineThru: function ( pts ) { |
|
this.currentPath.splineThru( pts ); |
|
}, |
|
|
|
toShapes: function ( isCCW, noHoles ) { |
|
|
|
function toShapesNoHoles( inSubpaths ) { |
|
|
|
var shapes = []; |
|
|
|
for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) { |
|
|
|
var tmpPath = inSubpaths[ i ]; |
|
|
|
var tmpShape = new Shape(); |
|
tmpShape.curves = tmpPath.curves; |
|
|
|
shapes.push( tmpShape ); |
|
|
|
} |
|
|
|
return shapes; |
|
|
|
} |
|
|
|
function isPointInsidePolygon( inPt, inPolygon ) { |
|
|
|
var polyLen = inPolygon.length; |
|
|
|
// inPt on polygon contour => immediate success or |
|
// toggling of inside/outside at every single! intersection point of an edge |
|
// with the horizontal line through inPt, left of inPt |
|
// not counting lowerY endpoints of edges and whole edges on that line |
|
var inside = false; |
|
for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) { |
|
|
|
var edgeLowPt = inPolygon[ p ]; |
|
var edgeHighPt = inPolygon[ q ]; |
|
|
|
var edgeDx = edgeHighPt.x - edgeLowPt.x; |
|
var edgeDy = edgeHighPt.y - edgeLowPt.y; |
|
|
|
if ( Math.abs( edgeDy ) > Number.EPSILON ) { |
|
|
|
// not parallel |
|
if ( edgeDy < 0 ) { |
|
|
|
edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx; |
|
edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy; |
|
|
|
} |
|
if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue; |
|
|
|
if ( inPt.y === edgeLowPt.y ) { |
|
|
|
if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ? |
|
// continue; // no intersection or edgeLowPt => doesn't count !!! |
|
|
|
} else { |
|
|
|
var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y ); |
|
if ( perpEdge === 0 ) return true; // inPt is on contour ? |
|
if ( perpEdge < 0 ) continue; |
|
inside = ! inside; // true intersection left of inPt |
|
|
|
} |
|
|
|
} else { |
|
|
|
// parallel or collinear |
|
if ( inPt.y !== edgeLowPt.y ) continue; // parallel |
|
// edge lies on the same horizontal line as inPt |
|
if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) || |
|
( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour ! |
|
// continue; |
|
|
|
} |
|
|
|
} |
|
|
|
return inside; |
|
|
|
} |
|
|
|
var isClockWise = exports.ShapeUtils.isClockWise; |
|
|
|
var subPaths = this.subPaths; |
|
if ( subPaths.length === 0 ) return []; |
|
|
|
if ( noHoles === true ) return toShapesNoHoles( subPaths ); |
|
|
|
|
|
var solid, tmpPath, tmpShape, shapes = []; |
|
|
|
if ( subPaths.length === 1 ) { |
|
|
|
tmpPath = subPaths[ 0 ]; |
|
tmpShape = new Shape(); |
|
tmpShape.curves = tmpPath.curves; |
|
shapes.push( tmpShape ); |
|
return shapes; |
|
|
|
} |
|
|
|
var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() ); |
|
holesFirst = isCCW ? ! holesFirst : holesFirst; |
|
|
|
// console.log("Holes first", holesFirst); |
|
|
|
var betterShapeHoles = []; |
|
var newShapes = []; |
|
var newShapeHoles = []; |
|
var mainIdx = 0; |
|
var tmpPoints; |
|
|
|
newShapes[ mainIdx ] = undefined; |
|
newShapeHoles[ mainIdx ] = []; |
|
|
|
for ( var i = 0, l = subPaths.length; i < l; i ++ ) { |
|
|
|
tmpPath = subPaths[ i ]; |
|
tmpPoints = tmpPath.getPoints(); |
|
solid = isClockWise( tmpPoints ); |
|
solid = isCCW ? ! solid : solid; |
|
|
|
if ( solid ) { |
|
|
|
if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++; |
|
|
|
newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints }; |
|
newShapes[ mainIdx ].s.curves = tmpPath.curves; |
|
|
|
if ( holesFirst ) mainIdx ++; |
|
newShapeHoles[ mainIdx ] = []; |
|
|
|
//console.log('cw', i); |
|
|
|
} else { |
|
|
|
newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } ); |
|
|
|
//console.log('ccw', i); |
|
|
|
} |
|
|
|
} |
|
|
|
// only Holes? -> probably all Shapes with wrong orientation |
|
if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths ); |
|
|
|
|
|
if ( newShapes.length > 1 ) { |
|
|
|
var ambiguous = false; |
|
var toChange = []; |
|
|
|
for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { |
|
|
|
betterShapeHoles[ sIdx ] = []; |
|
|
|
} |
|
|
|
for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { |
|
|
|
var sho = newShapeHoles[ sIdx ]; |
|
|
|
for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) { |
|
|
|
var ho = sho[ hIdx ]; |
|
var hole_unassigned = true; |
|
|
|
for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) { |
|
|
|
if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) { |
|
|
|
if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); |
|
if ( hole_unassigned ) { |
|
|
|
hole_unassigned = false; |
|
betterShapeHoles[ s2Idx ].push( ho ); |
|
|
|
} else { |
|
|
|
ambiguous = true; |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
if ( hole_unassigned ) { |
|
|
|
betterShapeHoles[ sIdx ].push( ho ); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
// console.log("ambiguous: ", ambiguous); |
|
if ( toChange.length > 0 ) { |
|
|
|
// console.log("to change: ", toChange); |
|
if ( ! ambiguous ) newShapeHoles = betterShapeHoles; |
|
|
|
} |
|
|
|
} |
|
|
|
var tmpHoles; |
|
|
|
for ( var i = 0, il = newShapes.length; i < il; i ++ ) { |
|
|
|
tmpShape = newShapes[ i ].s; |
|
shapes.push( tmpShape ); |
|
tmpHoles = newShapeHoles[ i ]; |
|
|
|
for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) { |
|
|
|
tmpShape.holes.push( tmpHoles[ j ].h ); |
|
|
|
} |
|
|
|
} |
|
|
|
//console.log("shape", shapes); |
|
|
|
return shapes; |
|
|
|
} |
|
} |
|
|
|
/** |
|
* @author zz85 / http://www.lab4games.net/zz85/blog |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function Font( data ) { |
|
|
|
this.data = data; |
|
|
|
}; |
|
|
|
Object.assign( Font.prototype, { |
|
|
|
isFont: true, |
|
|
|
generateShapes: function ( text, size, divisions ) { |
|
|
|
function createPaths( text ) { |
|
|
|
var chars = String( text ).split( '' ); |
|
var scale = size / data.resolution; |
|
var offset = 0; |
|
|
|
var paths = []; |
|
|
|
for ( var i = 0; i < chars.length; i ++ ) { |
|
|
|
var ret = createPath( chars[ i ], scale, offset ); |
|
offset += ret.offset; |
|
|
|
paths.push( ret.path ); |
|
|
|
} |
|
|
|
return paths; |
|
|
|
} |
|
|
|
function createPath( c, scale, offset ) { |
|
|
|
var glyph = data.glyphs[ c ] || data.glyphs[ '?' ]; |
|
|
|
if ( ! glyph ) return; |
|
|
|
var path = new ShapePath(); |
|
|
|
var pts = [], b2 = exports.ShapeUtils.b2, b3 = exports.ShapeUtils.b3; |
|
var x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2, laste; |
|
|
|
if ( glyph.o ) { |
|
|
|
var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) ); |
|
|
|
for ( var i = 0, l = outline.length; i < l; ) { |
|
|
|
var action = outline[ i ++ ]; |
|
|
|
switch ( action ) { |
|
|
|
case 'm': // moveTo |
|
|
|
x = outline[ i ++ ] * scale + offset; |
|
y = outline[ i ++ ] * scale; |
|
|
|
path.moveTo( x, y ); |
|
|
|
break; |
|
|
|
case 'l': // lineTo |
|
|
|
x = outline[ i ++ ] * scale + offset; |
|
y = outline[ i ++ ] * scale; |
|
|
|
path.lineTo( x, y ); |
|
|
|
break; |
|
|
|
case 'q': // quadraticCurveTo |
|
|
|
cpx = outline[ i ++ ] * scale + offset; |
|
cpy = outline[ i ++ ] * scale; |
|
cpx1 = outline[ i ++ ] * scale + offset; |
|
cpy1 = outline[ i ++ ] * scale; |
|
|
|
path.quadraticCurveTo( cpx1, cpy1, cpx, cpy ); |
|
|
|
laste = pts[ pts.length - 1 ]; |
|
|
|
if ( laste ) { |
|
|
|
cpx0 = laste.x; |
|
cpy0 = laste.y; |
|
|
|
for ( var i2 = 1; i2 <= divisions; i2 ++ ) { |
|
|
|
var t = i2 / divisions; |
|
b2( t, cpx0, cpx1, cpx ); |
|
b2( t, cpy0, cpy1, cpy ); |
|
|
|
} |
|
|
|
} |
|
|
|
break; |
|
|
|
case 'b': // bezierCurveTo |
|
|
|
cpx = outline[ i ++ ] * scale + offset; |
|
cpy = outline[ i ++ ] * scale; |
|
cpx1 = outline[ i ++ ] * scale + offset; |
|
cpy1 = outline[ i ++ ] * scale; |
|
cpx2 = outline[ i ++ ] * scale + offset; |
|
cpy2 = outline[ i ++ ] * scale; |
|
|
|
path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy ); |
|
|
|
laste = pts[ pts.length - 1 ]; |
|
|
|
if ( laste ) { |
|
|
|
cpx0 = laste.x; |
|
cpy0 = laste.y; |
|
|
|
for ( var i2 = 1; i2 <= divisions; i2 ++ ) { |
|
|
|
var t = i2 / divisions; |
|
b3( t, cpx0, cpx1, cpx2, cpx ); |
|
b3( t, cpy0, cpy1, cpy2, cpy ); |
|
|
|
} |
|
|
|
} |
|
|
|
break; |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
return { offset: glyph.ha * scale, path: path }; |
|
|
|
} |
|
|
|
// |
|
|
|
if ( size === undefined ) size = 100; |
|
if ( divisions === undefined ) divisions = 4; |
|
|
|
var data = this.data; |
|
|
|
var paths = createPaths( text ); |
|
var shapes = []; |
|
|
|
for ( var p = 0, pl = paths.length; p < pl; p ++ ) { |
|
|
|
Array.prototype.push.apply( shapes, paths[ p ].toShapes() ); |
|
|
|
} |
|
|
|
return shapes; |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function FontLoader( manager ) { |
|
|
|
this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; |
|
|
|
}; |
|
|
|
Object.assign( FontLoader.prototype, { |
|
|
|
load: function ( url, onLoad, onProgress, onError ) { |
|
|
|
var scope = this; |
|
|
|
var loader = new XHRLoader( this.manager ); |
|
loader.load( url, function ( text ) { |
|
|
|
var json; |
|
|
|
try { |
|
|
|
json = JSON.parse( text ); |
|
|
|
} catch ( e ) { |
|
|
|
console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' ); |
|
json = JSON.parse( text.substring( 65, text.length - 2 ) ); |
|
|
|
} |
|
|
|
var font = scope.parse( json ); |
|
|
|
if ( onLoad ) onLoad( font ); |
|
|
|
}, onProgress, onError ); |
|
|
|
}, |
|
|
|
parse: function ( json ) { |
|
|
|
return new Font( json ); |
|
|
|
} |
|
|
|
} ); |
|
|
|
var context; |
|
|
|
function getAudioContext() { |
|
|
|
if ( context === undefined ) { |
|
|
|
context = new ( window.AudioContext || window.webkitAudioContext )(); |
|
|
|
} |
|
|
|
return context; |
|
|
|
} |
|
|
|
/** |
|
* @author Reece Aaron Lecrivain / http://reecenotes.com/ |
|
*/ |
|
|
|
function AudioLoader( manager ) { |
|
|
|
this.manager = ( manager !== undefined ) ? manager : exports.DefaultLoadingManager; |
|
|
|
}; |
|
|
|
Object.assign( AudioLoader.prototype, { |
|
|
|
load: function ( url, onLoad, onProgress, onError ) { |
|
|
|
var loader = new XHRLoader( this.manager ); |
|
loader.setResponseType( 'arraybuffer' ); |
|
loader.load( url, function ( buffer ) { |
|
|
|
var context = getAudioContext(); |
|
|
|
context.decodeAudioData( buffer, function ( audioBuffer ) { |
|
|
|
onLoad( audioBuffer ); |
|
|
|
} ); |
|
|
|
}, onProgress, onError ); |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function StereoCamera() { |
|
|
|
this.type = 'StereoCamera'; |
|
|
|
this.aspect = 1; |
|
|
|
this.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 focus, fov, aspect, near, far; |
|
|
|
var eyeRight = new Matrix4(); |
|
var eyeLeft = new Matrix4(); |
|
|
|
return function update( camera ) { |
|
|
|
var needsUpdate = focus !== camera.focus || fov !== camera.fov || |
|
aspect !== camera.aspect * this.aspect || near !== camera.near || |
|
far !== camera.far; |
|
|
|
if ( needsUpdate ) { |
|
|
|
focus = camera.focus; |
|
fov = camera.fov; |
|
aspect = camera.aspect * this.aspect; |
|
near = camera.near; |
|
far = camera.far; |
|
|
|
// Off-axis stereoscopic effect based on |
|
// http://paulbourke.net/stereographics/stereorender/ |
|
|
|
var projectionMatrix = camera.projectionMatrix.clone(); |
|
var eyeSep = 0.064 / 2; |
|
var eyeSepOnProjection = eyeSep * near / focus; |
|
var ymax = near * Math.tan( exports.Math.DEG2RAD * fov * 0.5 ); |
|
var xmin, xmax; |
|
|
|
// translate xOffset |
|
|
|
eyeLeft.elements[ 12 ] = - eyeSep; |
|
eyeRight.elements[ 12 ] = eyeSep; |
|
|
|
// for left eye |
|
|
|
xmin = - ymax * aspect + eyeSepOnProjection; |
|
xmax = ymax * aspect + eyeSepOnProjection; |
|
|
|
projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); |
|
projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); |
|
|
|
this.cameraL.projectionMatrix.copy( projectionMatrix ); |
|
|
|
// for right eye |
|
|
|
xmin = - ymax * aspect - eyeSepOnProjection; |
|
xmax = ymax * aspect - eyeSepOnProjection; |
|
|
|
projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); |
|
projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); |
|
|
|
this.cameraR.projectionMatrix.copy( projectionMatrix ); |
|
|
|
} |
|
|
|
this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft ); |
|
this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight ); |
|
|
|
}; |
|
|
|
} )() |
|
|
|
} ); |
|
|
|
/** |
|
* Camera for rendering cube maps |
|
* - renders scene into axis-aligned cube |
|
* |
|
* @author alteredq / http://alteredqualia.com/ |
|
*/ |
|
|
|
function CubeCamera( near, far, cubeResolution ) { |
|
|
|
Object3D.call( this ); |
|
|
|
this.type = 'CubeCamera'; |
|
|
|
var fov = 90, aspect = 1; |
|
|
|
var cameraPX = new PerspectiveCamera( fov, aspect, near, far ); |
|
cameraPX.up.set( 0, - 1, 0 ); |
|
cameraPX.lookAt( new Vector3( 1, 0, 0 ) ); |
|
this.add( cameraPX ); |
|
|
|
var cameraNX = new PerspectiveCamera( fov, aspect, near, far ); |
|
cameraNX.up.set( 0, - 1, 0 ); |
|
cameraNX.lookAt( new Vector3( - 1, 0, 0 ) ); |
|
this.add( cameraNX ); |
|
|
|
var cameraPY = new PerspectiveCamera( fov, aspect, near, far ); |
|
cameraPY.up.set( 0, 0, 1 ); |
|
cameraPY.lookAt( new Vector3( 0, 1, 0 ) ); |
|
this.add( cameraPY ); |
|
|
|
var cameraNY = new PerspectiveCamera( fov, aspect, near, far ); |
|
cameraNY.up.set( 0, 0, - 1 ); |
|
cameraNY.lookAt( new Vector3( 0, - 1, 0 ) ); |
|
this.add( cameraNY ); |
|
|
|
var cameraPZ = new PerspectiveCamera( fov, aspect, near, far ); |
|
cameraPZ.up.set( 0, - 1, 0 ); |
|
cameraPZ.lookAt( new Vector3( 0, 0, 1 ) ); |
|
this.add( cameraPZ ); |
|
|
|
var cameraNZ = new PerspectiveCamera( fov, aspect, near, far ); |
|
cameraNZ.up.set( 0, - 1, 0 ); |
|
cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) ); |
|
this.add( cameraNZ ); |
|
|
|
var options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter }; |
|
|
|
this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options ); |
|
|
|
this.updateCubeMap = function ( renderer, scene ) { |
|
|
|
if ( this.parent === null ) this.updateMatrixWorld(); |
|
|
|
var renderTarget = this.renderTarget; |
|
var generateMipmaps = renderTarget.texture.generateMipmaps; |
|
|
|
renderTarget.texture.generateMipmaps = false; |
|
|
|
renderTarget.activeCubeFace = 0; |
|
renderer.render( scene, cameraPX, renderTarget ); |
|
|
|
renderTarget.activeCubeFace = 1; |
|
renderer.render( scene, cameraNX, renderTarget ); |
|
|
|
renderTarget.activeCubeFace = 2; |
|
renderer.render( scene, cameraPY, renderTarget ); |
|
|
|
renderTarget.activeCubeFace = 3; |
|
renderer.render( scene, cameraNY, renderTarget ); |
|
|
|
renderTarget.activeCubeFace = 4; |
|
renderer.render( scene, cameraPZ, renderTarget ); |
|
|
|
renderTarget.texture.generateMipmaps = generateMipmaps; |
|
|
|
renderTarget.activeCubeFace = 5; |
|
renderer.render( scene, cameraNZ, renderTarget ); |
|
|
|
renderer.setRenderTarget( null ); |
|
|
|
}; |
|
|
|
}; |
|
|
|
CubeCamera.prototype = Object.create( Object3D.prototype ); |
|
CubeCamera.prototype.constructor = CubeCamera; |
|
|
|
function AudioListener() { |
|
|
|
Object3D.call( this ); |
|
|
|
this.type = 'AudioListener'; |
|
|
|
this.context = getAudioContext(); |
|
|
|
this.gain = this.context.createGain(); |
|
this.gain.connect( this.context.destination ); |
|
|
|
this.filter = null; |
|
|
|
} |
|
|
|
AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), { |
|
|
|
constructor: AudioListener, |
|
|
|
getInput: function () { |
|
|
|
return this.gain; |
|
|
|
}, |
|
|
|
removeFilter: function ( ) { |
|
|
|
if ( this.filter !== null ) { |
|
|
|
this.gain.disconnect( this.filter ); |
|
this.filter.disconnect( this.context.destination ); |
|
this.gain.connect( this.context.destination ); |
|
this.filter = null; |
|
|
|
} |
|
|
|
}, |
|
|
|
getFilter: function () { |
|
|
|
return this.filter; |
|
|
|
}, |
|
|
|
setFilter: function ( value ) { |
|
|
|
if ( this.filter !== null ) { |
|
|
|
this.gain.disconnect( this.filter ); |
|
this.filter.disconnect( this.context.destination ); |
|
|
|
} else { |
|
|
|
this.gain.disconnect( this.context.destination ); |
|
|
|
} |
|
|
|
this.filter = value; |
|
this.gain.connect( this.filter ); |
|
this.filter.connect( this.context.destination ); |
|
|
|
}, |
|
|
|
getMasterVolume: function () { |
|
|
|
return this.gain.gain.value; |
|
|
|
}, |
|
|
|
setMasterVolume: function ( value ) { |
|
|
|
this.gain.gain.value = value; |
|
|
|
}, |
|
|
|
updateMatrixWorld: ( function () { |
|
|
|
var position = new Vector3(); |
|
var quaternion = new Quaternion(); |
|
var scale = new Vector3(); |
|
|
|
var orientation = new Vector3(); |
|
|
|
return function updateMatrixWorld( force ) { |
|
|
|
Object3D.prototype.updateMatrixWorld.call( this, force ); |
|
|
|
var listener = this.context.listener; |
|
var up = this.up; |
|
|
|
this.matrixWorld.decompose( position, quaternion, scale ); |
|
|
|
orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion ); |
|
|
|
listener.setPosition( position.x, position.y, position.z ); |
|
listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z ); |
|
|
|
}; |
|
|
|
} )() |
|
|
|
} ); |
|
|
|
function Audio( listener ) { |
|
|
|
Object3D.call( this ); |
|
|
|
this.type = 'Audio'; |
|
|
|
this.context = listener.context; |
|
this.source = this.context.createBufferSource(); |
|
this.source.onended = this.onEnded.bind( this ); |
|
|
|
this.gain = this.context.createGain(); |
|
this.gain.connect( listener.getInput() ); |
|
|
|
this.autoplay = false; |
|
|
|
this.startTime = 0; |
|
this.playbackRate = 1; |
|
this.isPlaying = false; |
|
this.hasPlaybackControl = true; |
|
this.sourceType = 'empty'; |
|
|
|
this.filters = []; |
|
|
|
} |
|
|
|
Audio.prototype = Object.assign( Object.create( Object3D.prototype ), { |
|
|
|
constructor: Audio, |
|
|
|
getOutput: function () { |
|
|
|
return this.gain; |
|
|
|
}, |
|
|
|
setNodeSource: function ( audioNode ) { |
|
|
|
this.hasPlaybackControl = false; |
|
this.sourceType = 'audioNode'; |
|
this.source = audioNode; |
|
this.connect(); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setBuffer: function ( audioBuffer ) { |
|
|
|
this.source.buffer = audioBuffer; |
|
this.sourceType = 'buffer'; |
|
|
|
if ( this.autoplay ) this.play(); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
play: function () { |
|
|
|
if ( this.isPlaying === true ) { |
|
|
|
console.warn( 'THREE.Audio: Audio is already playing.' ); |
|
return; |
|
|
|
} |
|
|
|
if ( this.hasPlaybackControl === false ) { |
|
|
|
console.warn( 'THREE.Audio: this Audio has no playback control.' ); |
|
return; |
|
|
|
} |
|
|
|
var source = this.context.createBufferSource(); |
|
|
|
source.buffer = this.source.buffer; |
|
source.loop = this.source.loop; |
|
source.onended = this.source.onended; |
|
source.start( 0, this.startTime ); |
|
source.playbackRate.value = this.playbackRate; |
|
|
|
this.isPlaying = true; |
|
|
|
this.source = source; |
|
|
|
return this.connect(); |
|
|
|
}, |
|
|
|
pause: function () { |
|
|
|
if ( this.hasPlaybackControl === false ) { |
|
|
|
console.warn( 'THREE.Audio: this Audio has no playback control.' ); |
|
return; |
|
|
|
} |
|
|
|
this.source.stop(); |
|
this.startTime = this.context.currentTime; |
|
this.isPlaying = false; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
stop: function () { |
|
|
|
if ( this.hasPlaybackControl === false ) { |
|
|
|
console.warn( 'THREE.Audio: this Audio has no playback control.' ); |
|
return; |
|
|
|
} |
|
|
|
this.source.stop(); |
|
this.startTime = 0; |
|
this.isPlaying = false; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
connect: function () { |
|
|
|
if ( this.filters.length > 0 ) { |
|
|
|
this.source.connect( this.filters[ 0 ] ); |
|
|
|
for ( var i = 1, l = this.filters.length; i < l; i ++ ) { |
|
|
|
this.filters[ i - 1 ].connect( this.filters[ i ] ); |
|
|
|
} |
|
|
|
this.filters[ this.filters.length - 1 ].connect( this.getOutput() ); |
|
|
|
} else { |
|
|
|
this.source.connect( this.getOutput() ); |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
disconnect: function () { |
|
|
|
if ( this.filters.length > 0 ) { |
|
|
|
this.source.disconnect( this.filters[ 0 ] ); |
|
|
|
for ( var i = 1, l = this.filters.length; i < l; i ++ ) { |
|
|
|
this.filters[ i - 1 ].disconnect( this.filters[ i ] ); |
|
|
|
} |
|
|
|
this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() ); |
|
|
|
} else { |
|
|
|
this.source.disconnect( this.getOutput() ); |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
getFilters: function () { |
|
|
|
return this.filters; |
|
|
|
}, |
|
|
|
setFilters: function ( value ) { |
|
|
|
if ( ! value ) value = []; |
|
|
|
if ( this.isPlaying === true ) { |
|
|
|
this.disconnect(); |
|
this.filters = value; |
|
this.connect(); |
|
|
|
} else { |
|
|
|
this.filters = value; |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
getFilter: function () { |
|
|
|
return this.getFilters()[ 0 ]; |
|
|
|
}, |
|
|
|
setFilter: function ( filter ) { |
|
|
|
return this.setFilters( filter ? [ filter ] : [] ); |
|
|
|
}, |
|
|
|
setPlaybackRate: function ( value ) { |
|
|
|
if ( this.hasPlaybackControl === false ) { |
|
|
|
console.warn( 'THREE.Audio: this Audio has no playback control.' ); |
|
return; |
|
|
|
} |
|
|
|
this.playbackRate = value; |
|
|
|
if ( this.isPlaying === true ) { |
|
|
|
this.source.playbackRate.value = this.playbackRate; |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
getPlaybackRate: function () { |
|
|
|
return this.playbackRate; |
|
|
|
}, |
|
|
|
onEnded: function () { |
|
|
|
this.isPlaying = false; |
|
|
|
}, |
|
|
|
getLoop: function () { |
|
|
|
if ( this.hasPlaybackControl === false ) { |
|
|
|
console.warn( 'THREE.Audio: this Audio has no playback control.' ); |
|
return false; |
|
|
|
} |
|
|
|
return this.source.loop; |
|
|
|
}, |
|
|
|
setLoop: function ( value ) { |
|
|
|
if ( this.hasPlaybackControl === false ) { |
|
|
|
console.warn( 'THREE.Audio: this Audio has no playback control.' ); |
|
return; |
|
|
|
} |
|
|
|
this.source.loop = value; |
|
|
|
}, |
|
|
|
getVolume: function () { |
|
|
|
return this.gain.gain.value; |
|
|
|
}, |
|
|
|
|
|
setVolume: function ( value ) { |
|
|
|
this.gain.gain.value = value; |
|
|
|
return this; |
|
|
|
} |
|
|
|
} ); |
|
|
|
function PositionalAudio( listener ) { |
|
|
|
Audio.call( this, listener ); |
|
|
|
this.panner = this.context.createPanner(); |
|
this.panner.connect( this.gain ); |
|
|
|
} |
|
|
|
PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), { |
|
|
|
constructor: PositionalAudio, |
|
|
|
getOutput: function () { |
|
|
|
return this.panner; |
|
|
|
}, |
|
|
|
getRefDistance: function () { |
|
|
|
return this.panner.refDistance; |
|
|
|
}, |
|
|
|
setRefDistance: function ( value ) { |
|
|
|
this.panner.refDistance = value; |
|
|
|
}, |
|
|
|
getRolloffFactor: function () { |
|
|
|
return this.panner.rolloffFactor; |
|
|
|
}, |
|
|
|
setRolloffFactor: function ( value ) { |
|
|
|
this.panner.rolloffFactor = value; |
|
|
|
}, |
|
|
|
getDistanceModel: function () { |
|
|
|
return this.panner.distanceModel; |
|
|
|
}, |
|
|
|
setDistanceModel: function ( value ) { |
|
|
|
this.panner.distanceModel = value; |
|
|
|
}, |
|
|
|
getMaxDistance: function () { |
|
|
|
return this.panner.maxDistance; |
|
|
|
}, |
|
|
|
setMaxDistance: function ( value ) { |
|
|
|
this.panner.maxDistance = value; |
|
|
|
}, |
|
|
|
updateMatrixWorld: ( function () { |
|
|
|
var position = new Vector3(); |
|
|
|
return function updateMatrixWorld( force ) { |
|
|
|
Object3D.prototype.updateMatrixWorld.call( this, force ); |
|
|
|
position.setFromMatrixPosition( this.matrixWorld ); |
|
|
|
this.panner.setPosition( position.x, position.y, position.z ); |
|
|
|
}; |
|
|
|
} )() |
|
|
|
|
|
} ); |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function AudioAnalyser( audio, fftSize ) { |
|
|
|
this.analyser = audio.context.createAnalyser(); |
|
this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048; |
|
|
|
this.data = new Uint8Array( this.analyser.frequencyBinCount ); |
|
|
|
audio.getOutput().connect( this.analyser ); |
|
|
|
} |
|
|
|
Object.assign( AudioAnalyser.prototype, { |
|
|
|
getFrequencyData: function () { |
|
|
|
this.analyser.getByteFrequencyData( this.data ); |
|
|
|
return this.data; |
|
|
|
}, |
|
|
|
getAverageFrequency: function () { |
|
|
|
var value = 0, data = this.getFrequencyData(); |
|
|
|
for ( var i = 0; i < data.length; i ++ ) { |
|
|
|
value += data[ i ]; |
|
|
|
} |
|
|
|
return value / data.length; |
|
|
|
} |
|
|
|
} ); |
|
|
|
/** |
|
* |
|
* Buffered scene graph property that allows weighted accumulation. |
|
* |
|
* |
|
* @author Ben Houston / http://clara.io/ |
|
* @author David Sarno / http://lighthaus.us/ |
|
* @author tschw |
|
*/ |
|
|
|
function PropertyMixer( binding, typeName, valueSize ) { |
|
|
|
this.binding = binding; |
|
this.valueSize = valueSize; |
|
|
|
var bufferType = Float64Array, |
|
mixFunction; |
|
|
|
switch ( typeName ) { |
|
|
|
case 'quaternion': mixFunction = this._slerp; break; |
|
|
|
case 'string': |
|
case 'bool': |
|
|
|
bufferType = Array, mixFunction = this._select; break; |
|
|
|
default: mixFunction = this._lerp; |
|
|
|
} |
|
|
|
this.buffer = new bufferType( valueSize * 4 ); |
|
// layout: [ incoming | accu0 | accu1 | orig ] |
|
// |
|
// interpolators can use .buffer as their .result |
|
// the data then goes to 'incoming' |
|
// |
|
// 'accu0' and 'accu1' are used frame-interleaved for |
|
// the cumulative result and are compared to detect |
|
// changes |
|
// |
|
// 'orig' stores the original state of the property |
|
|
|
this._mixBufferRegion = mixFunction; |
|
|
|
this.cumulativeWeight = 0; |
|
|
|
this.useCount = 0; |
|
this.referenceCount = 0; |
|
|
|
}; |
|
|
|
PropertyMixer.prototype = { |
|
|
|
constructor: PropertyMixer, |
|
|
|
// accumulate data in the 'incoming' region into 'accu<i>' |
|
accumulate: function( accuIndex, weight ) { |
|
|
|
// note: happily accumulating nothing when weight = 0, the caller knows |
|
// the weight and shouldn't have made the call in the first place |
|
|
|
var buffer = this.buffer, |
|
stride = this.valueSize, |
|
offset = accuIndex * stride + stride, |
|
|
|
currentWeight = this.cumulativeWeight; |
|
|
|
if ( currentWeight === 0 ) { |
|
|
|
// accuN := incoming * weight |
|
|
|
for ( var i = 0; i !== stride; ++ i ) { |
|
|
|
buffer[ offset + i ] = buffer[ i ]; |
|
|
|
} |
|
|
|
currentWeight = weight; |
|
|
|
} else { |
|
|
|
// accuN := accuN + incoming * weight |
|
|
|
currentWeight += weight; |
|
var mix = weight / currentWeight; |
|
this._mixBufferRegion( buffer, offset, 0, mix, stride ); |
|
|
|
} |
|
|
|
this.cumulativeWeight = currentWeight; |
|
|
|
}, |
|
|
|
// apply the state of 'accu<i>' to the binding when accus differ |
|
apply: function( accuIndex ) { |
|
|
|
var stride = this.valueSize, |
|
buffer = this.buffer, |
|
offset = accuIndex * stride + stride, |
|
|
|
weight = this.cumulativeWeight, |
|
|
|
binding = this.binding; |
|
|
|
this.cumulativeWeight = 0; |
|
|
|
if ( weight < 1 ) { |
|
|
|
// accuN := accuN + original * ( 1 - cumulativeWeight ) |
|
|
|
var originalValueOffset = stride * 3; |
|
|
|
this._mixBufferRegion( |
|
buffer, offset, originalValueOffset, 1 - weight, stride ); |
|
|
|
} |
|
|
|
for ( var i = stride, e = stride + stride; i !== e; ++ i ) { |
|
|
|
if ( buffer[ i ] !== buffer[ i + stride ] ) { |
|
|
|
// value has changed -> update scene graph |
|
|
|
binding.setValue( buffer, offset ); |
|
break; |
|
|
|
} |
|
|
|
} |
|
|
|
}, |
|
|
|
// remember the state of the bound property and copy it to both accus |
|
saveOriginalState: function() { |
|
|
|
var binding = this.binding; |
|
|
|
var buffer = this.buffer, |
|
stride = this.valueSize, |
|
|
|
originalValueOffset = stride * 3; |
|
|
|
binding.getValue( buffer, originalValueOffset ); |
|
|
|
// accu[0..1] := orig -- initially detect changes against the original |
|
for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) { |
|
|
|
buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ]; |
|
|
|
} |
|
|
|
this.cumulativeWeight = 0; |
|
|
|
}, |
|
|
|
// apply the state previously taken via 'saveOriginalState' to the binding |
|
restoreOriginalState: function() { |
|
|
|
var originalValueOffset = this.valueSize * 3; |
|
this.binding.setValue( this.buffer, originalValueOffset ); |
|
|
|
}, |
|
|
|
|
|
// mix functions |
|
|
|
_select: function( buffer, dstOffset, srcOffset, t, stride ) { |
|
|
|
if ( t >= 0.5 ) { |
|
|
|
for ( var i = 0; i !== stride; ++ i ) { |
|
|
|
buffer[ dstOffset + i ] = buffer[ srcOffset + i ]; |
|
|
|
} |
|
|
|
} |
|
|
|
}, |
|
|
|
_slerp: function( buffer, dstOffset, srcOffset, t, stride ) { |
|
|
|
Quaternion.slerpFlat( buffer, dstOffset, |
|
buffer, dstOffset, buffer, srcOffset, t ); |
|
|
|
}, |
|
|
|
_lerp: function( buffer, dstOffset, srcOffset, t, stride ) { |
|
|
|
var s = 1 - t; |
|
|
|
for ( var i = 0; i !== stride; ++ i ) { |
|
|
|
var j = dstOffset + i; |
|
|
|
buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t; |
|
|
|
} |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* |
|
* A reference to a real property in the scene graph. |
|
* |
|
* |
|
* @author Ben Houston / http://clara.io/ |
|
* @author David Sarno / http://lighthaus.us/ |
|
* @author tschw |
|
*/ |
|
|
|
function PropertyBinding( rootNode, path, parsedPath ) { |
|
|
|
this.path = path; |
|
this.parsedPath = parsedPath || |
|
PropertyBinding.parseTrackName( path ); |
|
|
|
this.node = PropertyBinding.findNode( |
|
rootNode, this.parsedPath.nodeName ) || rootNode; |
|
|
|
this.rootNode = rootNode; |
|
|
|
}; |
|
|
|
PropertyBinding.prototype = { |
|
|
|
constructor: PropertyBinding, |
|
|
|
getValue: function getValue_unbound( targetArray, offset ) { |
|
|
|
this.bind(); |
|
this.getValue( targetArray, offset ); |
|
|
|
// Note: This class uses a State pattern on a per-method basis: |
|
// 'bind' sets 'this.getValue' / 'setValue' and shadows the |
|
// prototype version of these methods with one that represents |
|
// the bound state. When the property is not found, the methods |
|
// become no-ops. |
|
|
|
}, |
|
|
|
setValue: function getValue_unbound( sourceArray, offset ) { |
|
|
|
this.bind(); |
|
this.setValue( sourceArray, offset ); |
|
|
|
}, |
|
|
|
// create getter / setter pair for a property in the scene graph |
|
bind: function() { |
|
|
|
var targetObject = this.node, |
|
parsedPath = this.parsedPath, |
|
|
|
objectName = parsedPath.objectName, |
|
propertyName = parsedPath.propertyName, |
|
propertyIndex = parsedPath.propertyIndex; |
|
|
|
if ( ! targetObject ) { |
|
|
|
targetObject = PropertyBinding.findNode( |
|
this.rootNode, parsedPath.nodeName ) || this.rootNode; |
|
|
|
this.node = targetObject; |
|
|
|
} |
|
|
|
// set fail state so we can just 'return' on error |
|
this.getValue = this._getValue_unavailable; |
|
this.setValue = this._setValue_unavailable; |
|
|
|
// ensure there is a value node |
|
if ( ! targetObject ) { |
|
|
|
console.error( " trying to update node for track: " + this.path + " but it wasn't found." ); |
|
return; |
|
|
|
} |
|
|
|
if ( objectName ) { |
|
|
|
var objectIndex = parsedPath.objectIndex; |
|
|
|
// special cases were we need to reach deeper into the hierarchy to get the face materials.... |
|
switch ( objectName ) { |
|
|
|
case 'materials': |
|
|
|
if ( ! targetObject.material ) { |
|
|
|
console.error( ' can not bind to material as node does not have a material', this ); |
|
return; |
|
|
|
} |
|
|
|
if ( ! targetObject.material.materials ) { |
|
|
|
console.error( ' can not bind to material.materials as node.material does not have a materials array', this ); |
|
return; |
|
|
|
} |
|
|
|
targetObject = targetObject.material.materials; |
|
|
|
break; |
|
|
|
case 'bones': |
|
|
|
if ( ! targetObject.skeleton ) { |
|
|
|
console.error( ' can not bind to bones as node does not have a skeleton', this ); |
|
return; |
|
|
|
} |
|
|
|
// potential future optimization: skip this if propertyIndex is already an integer |
|
// and convert the integer string to a true integer. |
|
|
|
targetObject = targetObject.skeleton.bones; |
|
|
|
// support resolving morphTarget names into indices. |
|
for ( var i = 0; i < targetObject.length; i ++ ) { |
|
|
|
if ( targetObject[ i ].name === objectIndex ) { |
|
|
|
objectIndex = i; |
|
break; |
|
|
|
} |
|
|
|
} |
|
|
|
break; |
|
|
|
default: |
|
|
|
if ( targetObject[ objectName ] === undefined ) { |
|
|
|
console.error( ' can not bind to objectName of node, undefined', this ); |
|
return; |
|
|
|
} |
|
|
|
targetObject = targetObject[ objectName ]; |
|
|
|
} |
|
|
|
|
|
if ( objectIndex !== undefined ) { |
|
|
|
if ( targetObject[ objectIndex ] === undefined ) { |
|
|
|
console.error( " trying to bind to objectIndex of objectName, but is undefined:", this, targetObject ); |
|
return; |
|
|
|
} |
|
|
|
targetObject = targetObject[ objectIndex ]; |
|
|
|
} |
|
|
|
} |
|
|
|
// resolve property |
|
var nodeProperty = targetObject[ propertyName ]; |
|
|
|
if ( nodeProperty === undefined ) { |
|
|
|
var nodeName = parsedPath.nodeName; |
|
|
|
console.error( " trying to update property for track: " + nodeName + |
|
'.' + propertyName + " but it wasn't found.", targetObject ); |
|
return; |
|
|
|
} |
|
|
|
// determine versioning scheme |
|
var versioning = this.Versioning.None; |
|
|
|
if ( targetObject.needsUpdate !== undefined ) { // material |
|
|
|
versioning = this.Versioning.NeedsUpdate; |
|
this.targetObject = targetObject; |
|
|
|
} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform |
|
|
|
versioning = this.Versioning.MatrixWorldNeedsUpdate; |
|
this.targetObject = targetObject; |
|
|
|
} |
|
|
|
// determine how the property gets bound |
|
var bindingType = this.BindingType.Direct; |
|
|
|
if ( propertyIndex !== undefined ) { |
|
// access a sub element of the property array (only primitives are supported right now) |
|
|
|
if ( propertyName === "morphTargetInfluences" ) { |
|
// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer. |
|
|
|
// support resolving morphTarget names into indices. |
|
if ( ! targetObject.geometry ) { |
|
|
|
console.error( ' can not bind to morphTargetInfluences becasuse node does not have a geometry', this ); |
|
return; |
|
|
|
} |
|
|
|
if ( ! targetObject.geometry.morphTargets ) { |
|
|
|
console.error( ' can not bind to morphTargetInfluences becasuse node does not have a geometry.morphTargets', this ); |
|
return; |
|
|
|
} |
|
|
|
for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) { |
|
|
|
if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) { |
|
|
|
propertyIndex = i; |
|
break; |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
bindingType = this.BindingType.ArrayElement; |
|
|
|
this.resolvedProperty = nodeProperty; |
|
this.propertyIndex = propertyIndex; |
|
|
|
} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) { |
|
// must use copy for Object3D.Euler/Quaternion |
|
|
|
bindingType = this.BindingType.HasFromToArray; |
|
|
|
this.resolvedProperty = nodeProperty; |
|
|
|
} else if ( nodeProperty.length !== undefined ) { |
|
|
|
bindingType = this.BindingType.EntireArray; |
|
|
|
this.resolvedProperty = nodeProperty; |
|
|
|
} else { |
|
|
|
this.propertyName = propertyName; |
|
|
|
} |
|
|
|
// select getter / setter |
|
this.getValue = this.GetterByBindingType[ bindingType ]; |
|
this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ]; |
|
|
|
}, |
|
|
|
unbind: function() { |
|
|
|
this.node = null; |
|
|
|
// back to the prototype version of getValue / setValue |
|
// note: avoiding to mutate the shape of 'this' via 'delete' |
|
this.getValue = this._getValue_unbound; |
|
this.setValue = this._setValue_unbound; |
|
|
|
} |
|
|
|
}; |
|
|
|
Object.assign( PropertyBinding.prototype, { // prototype, continued |
|
|
|
// these are used to "bind" a nonexistent property |
|
_getValue_unavailable: function() {}, |
|
_setValue_unavailable: function() {}, |
|
|
|
// initial state of these methods that calls 'bind' |
|
_getValue_unbound: PropertyBinding.prototype.getValue, |
|
_setValue_unbound: PropertyBinding.prototype.setValue, |
|
|
|
BindingType: { |
|
Direct: 0, |
|
EntireArray: 1, |
|
ArrayElement: 2, |
|
HasFromToArray: 3 |
|
}, |
|
|
|
Versioning: { |
|
None: 0, |
|
NeedsUpdate: 1, |
|
MatrixWorldNeedsUpdate: 2 |
|
}, |
|
|
|
GetterByBindingType: [ |
|
|
|
function getValue_direct( buffer, offset ) { |
|
|
|
buffer[ offset ] = this.node[ this.propertyName ]; |
|
|
|
}, |
|
|
|
function getValue_array( buffer, offset ) { |
|
|
|
var source = this.resolvedProperty; |
|
|
|
for ( var i = 0, n = source.length; i !== n; ++ i ) { |
|
|
|
buffer[ offset ++ ] = source[ i ]; |
|
|
|
} |
|
|
|
}, |
|
|
|
function getValue_arrayElement( buffer, offset ) { |
|
|
|
buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ]; |
|
|
|
}, |
|
|
|
function getValue_toArray( buffer, offset ) { |
|
|
|
this.resolvedProperty.toArray( buffer, offset ); |
|
|
|
} |
|
|
|
], |
|
|
|
SetterByBindingTypeAndVersioning: [ |
|
|
|
[ |
|
// Direct |
|
|
|
function setValue_direct( buffer, offset ) { |
|
|
|
this.node[ this.propertyName ] = buffer[ offset ]; |
|
|
|
}, |
|
|
|
function setValue_direct_setNeedsUpdate( buffer, offset ) { |
|
|
|
this.node[ this.propertyName ] = buffer[ offset ]; |
|
this.targetObject.needsUpdate = true; |
|
|
|
}, |
|
|
|
function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) { |
|
|
|
this.node[ this.propertyName ] = buffer[ offset ]; |
|
this.targetObject.matrixWorldNeedsUpdate = true; |
|
|
|
} |
|
|
|
], [ |
|
|
|
// EntireArray |
|
|
|
function setValue_array( buffer, offset ) { |
|
|
|
var dest = this.resolvedProperty; |
|
|
|
for ( var i = 0, n = dest.length; i !== n; ++ i ) { |
|
|
|
dest[ i ] = buffer[ offset ++ ]; |
|
|
|
} |
|
|
|
}, |
|
|
|
function setValue_array_setNeedsUpdate( buffer, offset ) { |
|
|
|
var dest = this.resolvedProperty; |
|
|
|
for ( var i = 0, n = dest.length; i !== n; ++ i ) { |
|
|
|
dest[ i ] = buffer[ offset ++ ]; |
|
|
|
} |
|
|
|
this.targetObject.needsUpdate = true; |
|
|
|
}, |
|
|
|
function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) { |
|
|
|
var dest = this.resolvedProperty; |
|
|
|
for ( var i = 0, n = dest.length; i !== n; ++ i ) { |
|
|
|
dest[ i ] = buffer[ offset ++ ]; |
|
|
|
} |
|
|
|
this.targetObject.matrixWorldNeedsUpdate = true; |
|
|
|
} |
|
|
|
], [ |
|
|
|
// ArrayElement |
|
|
|
function setValue_arrayElement( buffer, offset ) { |
|
|
|
this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; |
|
|
|
}, |
|
|
|
function setValue_arrayElement_setNeedsUpdate( buffer, offset ) { |
|
|
|
this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; |
|
this.targetObject.needsUpdate = true; |
|
|
|
}, |
|
|
|
function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) { |
|
|
|
this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; |
|
this.targetObject.matrixWorldNeedsUpdate = true; |
|
|
|
} |
|
|
|
], [ |
|
|
|
// HasToFromArray |
|
|
|
function setValue_fromArray( buffer, offset ) { |
|
|
|
this.resolvedProperty.fromArray( buffer, offset ); |
|
|
|
}, |
|
|
|
function setValue_fromArray_setNeedsUpdate( buffer, offset ) { |
|
|
|
this.resolvedProperty.fromArray( buffer, offset ); |
|
this.targetObject.needsUpdate = true; |
|
|
|
}, |
|
|
|
function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) { |
|
|
|
this.resolvedProperty.fromArray( buffer, offset ); |
|
this.targetObject.matrixWorldNeedsUpdate = true; |
|
|
|
} |
|
|
|
] |
|
|
|
] |
|
|
|
} ); |
|
|
|
PropertyBinding.Composite = |
|
function( targetGroup, path, optionalParsedPath ) { |
|
|
|
var parsedPath = optionalParsedPath || |
|
PropertyBinding.parseTrackName( path ); |
|
|
|
this._targetGroup = targetGroup; |
|
this._bindings = targetGroup.subscribe_( path, parsedPath ); |
|
|
|
}; |
|
|
|
PropertyBinding.Composite.prototype = { |
|
|
|
constructor: PropertyBinding.Composite, |
|
|
|
getValue: function( array, offset ) { |
|
|
|
this.bind(); // bind all binding |
|
|
|
var firstValidIndex = this._targetGroup.nCachedObjects_, |
|
binding = this._bindings[ firstValidIndex ]; |
|
|
|
// and only call .getValue on the first |
|
if ( binding !== undefined ) binding.getValue( array, offset ); |
|
|
|
}, |
|
|
|
setValue: function( array, offset ) { |
|
|
|
var bindings = this._bindings; |
|
|
|
for ( var i = this._targetGroup.nCachedObjects_, |
|
n = bindings.length; i !== n; ++ i ) { |
|
|
|
bindings[ i ].setValue( array, offset ); |
|
|
|
} |
|
|
|
}, |
|
|
|
bind: function() { |
|
|
|
var bindings = this._bindings; |
|
|
|
for ( var i = this._targetGroup.nCachedObjects_, |
|
n = bindings.length; i !== n; ++ i ) { |
|
|
|
bindings[ i ].bind(); |
|
|
|
} |
|
|
|
}, |
|
|
|
unbind: function() { |
|
|
|
var bindings = this._bindings; |
|
|
|
for ( var i = this._targetGroup.nCachedObjects_, |
|
n = bindings.length; i !== n; ++ i ) { |
|
|
|
bindings[ i ].unbind(); |
|
|
|
} |
|
|
|
} |
|
|
|
}; |
|
|
|
PropertyBinding.create = function( root, path, parsedPath ) { |
|
|
|
if ( ! ( (root && root.isAnimationObjectGroup) ) ) { |
|
|
|
return new PropertyBinding( root, path, parsedPath ); |
|
|
|
} else { |
|
|
|
return new PropertyBinding.Composite( root, path, parsedPath ); |
|
|
|
} |
|
|
|
}; |
|
|
|
PropertyBinding.parseTrackName = function( trackName ) { |
|
|
|
// matches strings in the form of: |
|
// nodeName.property |
|
// nodeName.property[accessor] |
|
// nodeName.material.property[accessor] |
|
// uuid.property[accessor] |
|
// uuid.objectName[objectIndex].propertyName[propertyIndex] |
|
// parentName/nodeName.property |
|
// parentName/parentName/nodeName.property[index] |
|
// .bone[Armature.DEF_cog].position |
|
// created and tested via https://regex101.com/#javascript |
|
|
|
var re = /^(([\w]+\/)*)([\w-\d]+)?(\.([\w]+)(\[([\w\d\[\]\_.:\- ]+)\])?)?(\.([\w.]+)(\[([\w\d\[\]\_. ]+)\])?)$/; |
|
var matches = re.exec( trackName ); |
|
|
|
if ( ! matches ) { |
|
|
|
throw new Error( "cannot parse trackName at all: " + trackName ); |
|
|
|
} |
|
|
|
if ( matches.index === re.lastIndex ) { |
|
|
|
re.lastIndex++; |
|
|
|
} |
|
|
|
var results = { |
|
// directoryName: matches[ 1 ], // (tschw) currently unused |
|
nodeName: matches[ 3 ], // allowed to be null, specified root node. |
|
objectName: matches[ 5 ], |
|
objectIndex: matches[ 7 ], |
|
propertyName: matches[ 9 ], |
|
propertyIndex: matches[ 11 ] // allowed to be null, specifies that the whole property is set. |
|
}; |
|
|
|
if ( results.propertyName === null || results.propertyName.length === 0 ) { |
|
|
|
throw new Error( "can not parse propertyName from trackName: " + trackName ); |
|
|
|
} |
|
|
|
return results; |
|
|
|
}; |
|
|
|
PropertyBinding.findNode = function( root, nodeName ) { |
|
|
|
if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) { |
|
|
|
return root; |
|
|
|
} |
|
|
|
// search into skeleton bones. |
|
if ( root.skeleton ) { |
|
|
|
var searchSkeleton = function( skeleton ) { |
|
|
|
for( var i = 0; i < skeleton.bones.length; i ++ ) { |
|
|
|
var bone = skeleton.bones[ i ]; |
|
|
|
if ( bone.name === nodeName ) { |
|
|
|
return bone; |
|
|
|
} |
|
} |
|
|
|
return null; |
|
|
|
}; |
|
|
|
var bone = searchSkeleton( root.skeleton ); |
|
|
|
if ( bone ) { |
|
|
|
return bone; |
|
|
|
} |
|
} |
|
|
|
// search into node subtree. |
|
if ( root.children ) { |
|
|
|
var searchNodeSubtree = function( children ) { |
|
|
|
for( var i = 0; i < children.length; i ++ ) { |
|
|
|
var childNode = children[ i ]; |
|
|
|
if ( childNode.name === nodeName || childNode.uuid === nodeName ) { |
|
|
|
return childNode; |
|
|
|
} |
|
|
|
var result = searchNodeSubtree( childNode.children ); |
|
|
|
if ( result ) return result; |
|
|
|
} |
|
|
|
return null; |
|
|
|
}; |
|
|
|
var subTreeNode = searchNodeSubtree( root.children ); |
|
|
|
if ( subTreeNode ) { |
|
|
|
return subTreeNode; |
|
|
|
} |
|
|
|
} |
|
|
|
return null; |
|
|
|
}; |
|
|
|
/** |
|
* |
|
* A group of objects that receives a shared animation state. |
|
* |
|
* Usage: |
|
* |
|
* - Add objects you would otherwise pass as 'root' to the |
|
* constructor or the .clipAction method of AnimationMixer. |
|
* |
|
* - Instead pass this object as 'root'. |
|
* |
|
* - You can also add and remove objects later when the mixer |
|
* is running. |
|
* |
|
* Note: |
|
* |
|
* Objects of this class appear as one object to the mixer, |
|
* so cache control of the individual objects must be done |
|
* on the group. |
|
* |
|
* Limitation: |
|
* |
|
* - The animated properties must be compatible among the |
|
* all objects in the group. |
|
* |
|
* - A single property can either be controlled through a |
|
* target group or directly, but not both. |
|
* |
|
* @author tschw |
|
*/ |
|
|
|
function AnimationObjectGroup( var_args ) { |
|
|
|
this.uuid = exports.Math.generateUUID(); |
|
|
|
// cached objects followed by the active ones |
|
this._objects = Array.prototype.slice.call( arguments ); |
|
|
|
this.nCachedObjects_ = 0; // threshold |
|
// note: read by PropertyBinding.Composite |
|
|
|
var indices = {}; |
|
this._indicesByUUID = indices; // for bookkeeping |
|
|
|
for ( var i = 0, n = arguments.length; i !== n; ++ i ) { |
|
|
|
indices[ arguments[ i ].uuid ] = i; |
|
|
|
} |
|
|
|
this._paths = []; // inside: string |
|
this._parsedPaths = []; // inside: { we don't care, here } |
|
this._bindings = []; // inside: Array< PropertyBinding > |
|
this._bindingsIndicesByPath = {}; // inside: indices in these arrays |
|
|
|
var scope = this; |
|
|
|
this.stats = { |
|
|
|
objects: { |
|
get total() { return scope._objects.length; }, |
|
get inUse() { return this.total - scope.nCachedObjects_; } |
|
}, |
|
|
|
get bindingsPerObject() { return scope._bindings.length; } |
|
|
|
}; |
|
|
|
}; |
|
|
|
AnimationObjectGroup.prototype = { |
|
|
|
constructor: AnimationObjectGroup, |
|
|
|
isAnimationObjectGroup: true, |
|
|
|
add: function( var_args ) { |
|
|
|
var objects = this._objects, |
|
nObjects = objects.length, |
|
nCachedObjects = this.nCachedObjects_, |
|
indicesByUUID = this._indicesByUUID, |
|
paths = this._paths, |
|
parsedPaths = this._parsedPaths, |
|
bindings = this._bindings, |
|
nBindings = bindings.length; |
|
|
|
for ( var i = 0, n = arguments.length; i !== n; ++ i ) { |
|
|
|
var object = arguments[ i ], |
|
uuid = object.uuid, |
|
index = indicesByUUID[ uuid ]; |
|
|
|
if ( index === undefined ) { |
|
|
|
// unknown object -> add it to the ACTIVE region |
|
|
|
index = nObjects ++; |
|
indicesByUUID[ uuid ] = index; |
|
objects.push( object ); |
|
|
|
// accounting is done, now do the same for all bindings |
|
|
|
for ( var j = 0, m = nBindings; j !== m; ++ j ) { |
|
|
|
bindings[ j ].push( |
|
new PropertyBinding( |
|
object, paths[ j ], parsedPaths[ j ] ) ); |
|
|
|
} |
|
|
|
} else if ( index < nCachedObjects ) { |
|
|
|
var knownObject = objects[ index ]; |
|
|
|
// move existing object to the ACTIVE region |
|
|
|
var firstActiveIndex = -- nCachedObjects, |
|
lastCachedObject = objects[ firstActiveIndex ]; |
|
|
|
indicesByUUID[ lastCachedObject.uuid ] = index; |
|
objects[ index ] = lastCachedObject; |
|
|
|
indicesByUUID[ uuid ] = firstActiveIndex; |
|
objects[ firstActiveIndex ] = object; |
|
|
|
// accounting is done, now do the same for all bindings |
|
|
|
for ( var j = 0, m = nBindings; j !== m; ++ j ) { |
|
|
|
var bindingsForPath = bindings[ j ], |
|
lastCached = bindingsForPath[ firstActiveIndex ], |
|
binding = bindingsForPath[ index ]; |
|
|
|
bindingsForPath[ index ] = lastCached; |
|
|
|
if ( binding === undefined ) { |
|
|
|
// since we do not bother to create new bindings |
|
// for objects that are cached, the binding may |
|
// or may not exist |
|
|
|
binding = new PropertyBinding( |
|
object, paths[ j ], parsedPaths[ j ] ); |
|
|
|
} |
|
|
|
bindingsForPath[ firstActiveIndex ] = binding; |
|
|
|
} |
|
|
|
} else if ( objects[ index ] !== knownObject) { |
|
|
|
console.error( "Different objects with the same UUID " + |
|
"detected. Clean the caches or recreate your " + |
|
"infrastructure when reloading scenes..." ); |
|
|
|
} // else the object is already where we want it to be |
|
|
|
} // for arguments |
|
|
|
this.nCachedObjects_ = nCachedObjects; |
|
|
|
}, |
|
|
|
remove: function( var_args ) { |
|
|
|
var objects = this._objects, |
|
nCachedObjects = this.nCachedObjects_, |
|
indicesByUUID = this._indicesByUUID, |
|
bindings = this._bindings, |
|
nBindings = bindings.length; |
|
|
|
for ( var i = 0, n = arguments.length; i !== n; ++ i ) { |
|
|
|
var object = arguments[ i ], |
|
uuid = object.uuid, |
|
index = indicesByUUID[ uuid ]; |
|
|
|
if ( index !== undefined && index >= nCachedObjects ) { |
|
|
|
// move existing object into the CACHED region |
|
|
|
var lastCachedIndex = nCachedObjects ++, |
|
firstActiveObject = objects[ lastCachedIndex ]; |
|
|
|
indicesByUUID[ firstActiveObject.uuid ] = index; |
|
objects[ index ] = firstActiveObject; |
|
|
|
indicesByUUID[ uuid ] = lastCachedIndex; |
|
objects[ lastCachedIndex ] = object; |
|
|
|
// accounting is done, now do the same for all bindings |
|
|
|
for ( var j = 0, m = nBindings; j !== m; ++ j ) { |
|
|
|
var bindingsForPath = bindings[ j ], |
|
firstActive = bindingsForPath[ lastCachedIndex ], |
|
binding = bindingsForPath[ index ]; |
|
|
|
bindingsForPath[ index ] = firstActive; |
|
bindingsForPath[ lastCachedIndex ] = binding; |
|
|
|
} |
|
|
|
} |
|
|
|
} // for arguments |
|
|
|
this.nCachedObjects_ = nCachedObjects; |
|
|
|
}, |
|
|
|
// remove & forget |
|
uncache: function( var_args ) { |
|
|
|
var objects = this._objects, |
|
nObjects = objects.length, |
|
nCachedObjects = this.nCachedObjects_, |
|
indicesByUUID = this._indicesByUUID, |
|
bindings = this._bindings, |
|
nBindings = bindings.length; |
|
|
|
for ( var i = 0, n = arguments.length; i !== n; ++ i ) { |
|
|
|
var object = arguments[ i ], |
|
uuid = object.uuid, |
|
index = indicesByUUID[ uuid ]; |
|
|
|
if ( index !== undefined ) { |
|
|
|
delete indicesByUUID[ uuid ]; |
|
|
|
if ( index < nCachedObjects ) { |
|
|
|
// object is cached, shrink the CACHED region |
|
|
|
var firstActiveIndex = -- nCachedObjects, |
|
lastCachedObject = objects[ firstActiveIndex ], |
|
lastIndex = -- nObjects, |
|
lastObject = objects[ lastIndex ]; |
|
|
|
// last cached object takes this object's place |
|
indicesByUUID[ lastCachedObject.uuid ] = index; |
|
objects[ index ] = lastCachedObject; |
|
|
|
// last object goes to the activated slot and pop |
|
indicesByUUID[ lastObject.uuid ] = firstActiveIndex; |
|
objects[ firstActiveIndex ] = lastObject; |
|
objects.pop(); |
|
|
|
// accounting is done, now do the same for all bindings |
|
|
|
for ( var j = 0, m = nBindings; j !== m; ++ j ) { |
|
|
|
var bindingsForPath = bindings[ j ], |
|
lastCached = bindingsForPath[ firstActiveIndex ], |
|
last = bindingsForPath[ lastIndex ]; |
|
|
|
bindingsForPath[ index ] = lastCached; |
|
bindingsForPath[ firstActiveIndex ] = last; |
|
bindingsForPath.pop(); |
|
|
|
} |
|
|
|
} else { |
|
|
|
// object is active, just swap with the last and pop |
|
|
|
var lastIndex = -- nObjects, |
|
lastObject = objects[ lastIndex ]; |
|
|
|
indicesByUUID[ lastObject.uuid ] = index; |
|
objects[ index ] = lastObject; |
|
objects.pop(); |
|
|
|
// accounting is done, now do the same for all bindings |
|
|
|
for ( var j = 0, m = nBindings; j !== m; ++ j ) { |
|
|
|
var bindingsForPath = bindings[ j ]; |
|
|
|
bindingsForPath[ index ] = bindingsForPath[ lastIndex ]; |
|
bindingsForPath.pop(); |
|
|
|
} |
|
|
|
} // cached or active |
|
|
|
} // if object is known |
|
|
|
} // for arguments |
|
|
|
this.nCachedObjects_ = nCachedObjects; |
|
|
|
}, |
|
|
|
// Internal interface used by befriended PropertyBinding.Composite: |
|
|
|
subscribe_: function( path, parsedPath ) { |
|
// returns an array of bindings for the given path that is changed |
|
// according to the contained objects in the group |
|
|
|
var indicesByPath = this._bindingsIndicesByPath, |
|
index = indicesByPath[ path ], |
|
bindings = this._bindings; |
|
|
|
if ( index !== undefined ) return bindings[ index ]; |
|
|
|
var paths = this._paths, |
|
parsedPaths = this._parsedPaths, |
|
objects = this._objects, |
|
nObjects = objects.length, |
|
nCachedObjects = this.nCachedObjects_, |
|
bindingsForPath = new Array( nObjects ); |
|
|
|
index = bindings.length; |
|
|
|
indicesByPath[ path ] = index; |
|
|
|
paths.push( path ); |
|
parsedPaths.push( parsedPath ); |
|
bindings.push( bindingsForPath ); |
|
|
|
for ( var i = nCachedObjects, |
|
n = objects.length; i !== n; ++ i ) { |
|
|
|
var object = objects[ i ]; |
|
|
|
bindingsForPath[ i ] = |
|
new PropertyBinding( object, path, parsedPath ); |
|
|
|
} |
|
|
|
return bindingsForPath; |
|
|
|
}, |
|
|
|
unsubscribe_: function( path ) { |
|
// tells the group to forget about a property path and no longer |
|
// update the array previously obtained with 'subscribe_' |
|
|
|
var indicesByPath = this._bindingsIndicesByPath, |
|
index = indicesByPath[ path ]; |
|
|
|
if ( index !== undefined ) { |
|
|
|
var paths = this._paths, |
|
parsedPaths = this._parsedPaths, |
|
bindings = this._bindings, |
|
lastBindingsIndex = bindings.length - 1, |
|
lastBindings = bindings[ lastBindingsIndex ], |
|
lastBindingsPath = path[ lastBindingsIndex ]; |
|
|
|
indicesByPath[ lastBindingsPath ] = index; |
|
|
|
bindings[ index ] = lastBindings; |
|
bindings.pop(); |
|
|
|
parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ]; |
|
parsedPaths.pop(); |
|
|
|
paths[ index ] = paths[ lastBindingsIndex ]; |
|
paths.pop(); |
|
|
|
} |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* |
|
* Action provided by AnimationMixer for scheduling clip playback on specific |
|
* objects. |
|
* |
|
* @author Ben Houston / http://clara.io/ |
|
* @author David Sarno / http://lighthaus.us/ |
|
* @author tschw |
|
* |
|
*/ |
|
|
|
function AnimationAction() { |
|
|
|
throw new Error( "THREE.AnimationAction: " + |
|
"Use mixer.clipAction for construction." ); |
|
|
|
}; |
|
|
|
AnimationAction._new = |
|
function AnimationAction( mixer, clip, localRoot ) { |
|
|
|
this._mixer = mixer; |
|
this._clip = clip; |
|
this._localRoot = localRoot || null; |
|
|
|
var tracks = clip.tracks, |
|
nTracks = tracks.length, |
|
interpolants = new Array( nTracks ); |
|
|
|
var interpolantSettings = { |
|
endingStart: ZeroCurvatureEnding, |
|
endingEnd: ZeroCurvatureEnding |
|
}; |
|
|
|
for ( var i = 0; i !== nTracks; ++ i ) { |
|
|
|
var interpolant = tracks[ i ].createInterpolant( null ); |
|
interpolants[ i ] = interpolant; |
|
interpolant.settings = interpolantSettings; |
|
|
|
} |
|
|
|
this._interpolantSettings = interpolantSettings; |
|
|
|
this._interpolants = interpolants; // bound by the mixer |
|
|
|
// inside: PropertyMixer (managed by the mixer) |
|
this._propertyBindings = new Array( nTracks ); |
|
|
|
this._cacheIndex = null; // for the memory manager |
|
this._byClipCacheIndex = null; // for the memory manager |
|
|
|
this._timeScaleInterpolant = null; |
|
this._weightInterpolant = null; |
|
|
|
this.loop = LoopRepeat; |
|
this._loopCount = -1; |
|
|
|
// global mixer time when the action is to be started |
|
// it's set back to 'null' upon start of the action |
|
this._startTime = null; |
|
|
|
// scaled local time of the action |
|
// gets clamped or wrapped to 0..clip.duration according to loop |
|
this.time = 0; |
|
|
|
this.timeScale = 1; |
|
this._effectiveTimeScale = 1; |
|
|
|
this.weight = 1; |
|
this._effectiveWeight = 1; |
|
|
|
this.repetitions = Infinity; // no. of repetitions when looping |
|
|
|
this.paused = false; // false -> zero effective time scale |
|
this.enabled = true; // true -> zero effective weight |
|
|
|
this.clampWhenFinished = false; // keep feeding the last frame? |
|
|
|
this.zeroSlopeAtStart = true; // for smooth interpolation w/o separate |
|
this.zeroSlopeAtEnd = true; // clips for start, loop and end |
|
|
|
}; |
|
|
|
AnimationAction._new.prototype = { |
|
|
|
constructor: AnimationAction._new, |
|
|
|
// State & Scheduling |
|
|
|
play: function() { |
|
|
|
this._mixer._activateAction( this ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
stop: function() { |
|
|
|
this._mixer._deactivateAction( this ); |
|
|
|
return this.reset(); |
|
|
|
}, |
|
|
|
reset: function() { |
|
|
|
this.paused = false; |
|
this.enabled = true; |
|
|
|
this.time = 0; // restart clip |
|
this._loopCount = -1; // forget previous loops |
|
this._startTime = null; // forget scheduling |
|
|
|
return this.stopFading().stopWarping(); |
|
|
|
}, |
|
|
|
isRunning: function() { |
|
|
|
return this.enabled && ! this.paused && this.timeScale !== 0 && |
|
this._startTime === null && this._mixer._isActiveAction( this ); |
|
|
|
}, |
|
|
|
// return true when play has been called |
|
isScheduled: function() { |
|
|
|
return this._mixer._isActiveAction( this ); |
|
|
|
}, |
|
|
|
startAt: function( time ) { |
|
|
|
this._startTime = time; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setLoop: function( mode, repetitions ) { |
|
|
|
this.loop = mode; |
|
this.repetitions = repetitions; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
// Weight |
|
|
|
// set the weight stopping any scheduled fading |
|
// although .enabled = false yields an effective weight of zero, this |
|
// method does *not* change .enabled, because it would be confusing |
|
setEffectiveWeight: function( weight ) { |
|
|
|
this.weight = weight; |
|
|
|
// note: same logic as when updated at runtime |
|
this._effectiveWeight = this.enabled ? weight : 0; |
|
|
|
return this.stopFading(); |
|
|
|
}, |
|
|
|
// return the weight considering fading and .enabled |
|
getEffectiveWeight: function() { |
|
|
|
return this._effectiveWeight; |
|
|
|
}, |
|
|
|
fadeIn: function( duration ) { |
|
|
|
return this._scheduleFading( duration, 0, 1 ); |
|
|
|
}, |
|
|
|
fadeOut: function( duration ) { |
|
|
|
return this._scheduleFading( duration, 1, 0 ); |
|
|
|
}, |
|
|
|
crossFadeFrom: function( fadeOutAction, duration, warp ) { |
|
|
|
fadeOutAction.fadeOut( duration ); |
|
this.fadeIn( duration ); |
|
|
|
if( warp ) { |
|
|
|
var fadeInDuration = this._clip.duration, |
|
fadeOutDuration = fadeOutAction._clip.duration, |
|
|
|
startEndRatio = fadeOutDuration / fadeInDuration, |
|
endStartRatio = fadeInDuration / fadeOutDuration; |
|
|
|
fadeOutAction.warp( 1.0, startEndRatio, duration ); |
|
this.warp( endStartRatio, 1.0, duration ); |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
crossFadeTo: function( fadeInAction, duration, warp ) { |
|
|
|
return fadeInAction.crossFadeFrom( this, duration, warp ); |
|
|
|
}, |
|
|
|
stopFading: function() { |
|
|
|
var weightInterpolant = this._weightInterpolant; |
|
|
|
if ( weightInterpolant !== null ) { |
|
|
|
this._weightInterpolant = null; |
|
this._mixer._takeBackControlInterpolant( weightInterpolant ); |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
// Time Scale Control |
|
|
|
// set the weight stopping any scheduled warping |
|
// although .paused = true yields an effective time scale of zero, this |
|
// method does *not* change .paused, because it would be confusing |
|
setEffectiveTimeScale: function( timeScale ) { |
|
|
|
this.timeScale = timeScale; |
|
this._effectiveTimeScale = this.paused ? 0 :timeScale; |
|
|
|
return this.stopWarping(); |
|
|
|
}, |
|
|
|
// return the time scale considering warping and .paused |
|
getEffectiveTimeScale: function() { |
|
|
|
return this._effectiveTimeScale; |
|
|
|
}, |
|
|
|
setDuration: function( duration ) { |
|
|
|
this.timeScale = this._clip.duration / duration; |
|
|
|
return this.stopWarping(); |
|
|
|
}, |
|
|
|
syncWith: function( action ) { |
|
|
|
this.time = action.time; |
|
this.timeScale = action.timeScale; |
|
|
|
return this.stopWarping(); |
|
|
|
}, |
|
|
|
halt: function( duration ) { |
|
|
|
return this.warp( this._effectiveTimeScale, 0, duration ); |
|
|
|
}, |
|
|
|
warp: function( startTimeScale, endTimeScale, duration ) { |
|
|
|
var mixer = this._mixer, now = mixer.time, |
|
interpolant = this._timeScaleInterpolant, |
|
|
|
timeScale = this.timeScale; |
|
|
|
if ( interpolant === null ) { |
|
|
|
interpolant = mixer._lendControlInterpolant(), |
|
this._timeScaleInterpolant = interpolant; |
|
|
|
} |
|
|
|
var times = interpolant.parameterPositions, |
|
values = interpolant.sampleValues; |
|
|
|
times[ 0 ] = now; |
|
times[ 1 ] = now + duration; |
|
|
|
values[ 0 ] = startTimeScale / timeScale; |
|
values[ 1 ] = endTimeScale / timeScale; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
stopWarping: function() { |
|
|
|
var timeScaleInterpolant = this._timeScaleInterpolant; |
|
|
|
if ( timeScaleInterpolant !== null ) { |
|
|
|
this._timeScaleInterpolant = null; |
|
this._mixer._takeBackControlInterpolant( timeScaleInterpolant ); |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
// Object Accessors |
|
|
|
getMixer: function() { |
|
|
|
return this._mixer; |
|
|
|
}, |
|
|
|
getClip: function() { |
|
|
|
return this._clip; |
|
|
|
}, |
|
|
|
getRoot: function() { |
|
|
|
return this._localRoot || this._mixer._root; |
|
|
|
}, |
|
|
|
// Interna |
|
|
|
_update: function( time, deltaTime, timeDirection, accuIndex ) { |
|
// called by the mixer |
|
|
|
var startTime = this._startTime; |
|
|
|
if ( startTime !== null ) { |
|
|
|
// check for scheduled start of action |
|
|
|
var timeRunning = ( time - startTime ) * timeDirection; |
|
if ( timeRunning < 0 || timeDirection === 0 ) { |
|
|
|
return; // yet to come / don't decide when delta = 0 |
|
|
|
} |
|
|
|
// start |
|
|
|
this._startTime = null; // unschedule |
|
deltaTime = timeDirection * timeRunning; |
|
|
|
} |
|
|
|
// apply time scale and advance time |
|
|
|
deltaTime *= this._updateTimeScale( time ); |
|
var clipTime = this._updateTime( deltaTime ); |
|
|
|
// note: _updateTime may disable the action resulting in |
|
// an effective weight of 0 |
|
|
|
var weight = this._updateWeight( time ); |
|
|
|
if ( weight > 0 ) { |
|
|
|
var interpolants = this._interpolants; |
|
var propertyMixers = this._propertyBindings; |
|
|
|
for ( var j = 0, m = interpolants.length; j !== m; ++ j ) { |
|
|
|
interpolants[ j ].evaluate( clipTime ); |
|
propertyMixers[ j ].accumulate( accuIndex, weight ); |
|
|
|
} |
|
|
|
} |
|
|
|
}, |
|
|
|
_updateWeight: function( time ) { |
|
|
|
var weight = 0; |
|
|
|
if ( this.enabled ) { |
|
|
|
weight = this.weight; |
|
var interpolant = this._weightInterpolant; |
|
|
|
if ( interpolant !== null ) { |
|
|
|
var interpolantValue = interpolant.evaluate( time )[ 0 ]; |
|
|
|
weight *= interpolantValue; |
|
|
|
if ( time > interpolant.parameterPositions[ 1 ] ) { |
|
|
|
this.stopFading(); |
|
|
|
if ( interpolantValue === 0 ) { |
|
|
|
// faded out, disable |
|
this.enabled = false; |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
this._effectiveWeight = weight; |
|
return weight; |
|
|
|
}, |
|
|
|
_updateTimeScale: function( time ) { |
|
|
|
var timeScale = 0; |
|
|
|
if ( ! this.paused ) { |
|
|
|
timeScale = this.timeScale; |
|
|
|
var interpolant = this._timeScaleInterpolant; |
|
|
|
if ( interpolant !== null ) { |
|
|
|
var interpolantValue = interpolant.evaluate( time )[ 0 ]; |
|
|
|
timeScale *= interpolantValue; |
|
|
|
if ( time > interpolant.parameterPositions[ 1 ] ) { |
|
|
|
this.stopWarping(); |
|
|
|
if ( timeScale === 0 ) { |
|
|
|
// motion has halted, pause |
|
this.paused = true; |
|
|
|
} else { |
|
|
|
// warp done - apply final time scale |
|
this.timeScale = timeScale; |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
this._effectiveTimeScale = timeScale; |
|
return timeScale; |
|
|
|
}, |
|
|
|
_updateTime: function( deltaTime ) { |
|
|
|
var time = this.time + deltaTime; |
|
|
|
if ( deltaTime === 0 ) return time; |
|
|
|
var duration = this._clip.duration, |
|
|
|
loop = this.loop, |
|
loopCount = this._loopCount; |
|
|
|
if ( loop === LoopOnce ) { |
|
|
|
if ( loopCount === -1 ) { |
|
// just started |
|
|
|
this.loopCount = 0; |
|
this._setEndings( true, true, false ); |
|
|
|
} |
|
|
|
handle_stop: { |
|
|
|
if ( time >= duration ) { |
|
|
|
time = duration; |
|
|
|
} else if ( time < 0 ) { |
|
|
|
time = 0; |
|
|
|
} else break handle_stop; |
|
|
|
if ( this.clampWhenFinished ) this.paused = true; |
|
else this.enabled = false; |
|
|
|
this._mixer.dispatchEvent( { |
|
type: 'finished', action: this, |
|
direction: deltaTime < 0 ? -1 : 1 |
|
} ); |
|
|
|
} |
|
|
|
} else { // repetitive Repeat or PingPong |
|
|
|
var pingPong = ( loop === LoopPingPong ); |
|
|
|
if ( loopCount === -1 ) { |
|
// just started |
|
|
|
if ( deltaTime >= 0 ) { |
|
|
|
loopCount = 0; |
|
|
|
this._setEndings( |
|
true, this.repetitions === 0, pingPong ); |
|
|
|
} else { |
|
|
|
// when looping in reverse direction, the initial |
|
// transition through zero counts as a repetition, |
|
// so leave loopCount at -1 |
|
|
|
this._setEndings( |
|
this.repetitions === 0, true, pingPong ); |
|
|
|
} |
|
|
|
} |
|
|
|
if ( time >= duration || time < 0 ) { |
|
// wrap around |
|
|
|
var loopDelta = Math.floor( time / duration ); // signed |
|
time -= duration * loopDelta; |
|
|
|
loopCount += Math.abs( loopDelta ); |
|
|
|
var pending = this.repetitions - loopCount; |
|
|
|
if ( pending < 0 ) { |
|
// have to stop (switch state, clamp time, fire event) |
|
|
|
if ( this.clampWhenFinished ) this.paused = true; |
|
else this.enabled = false; |
|
|
|
time = deltaTime > 0 ? duration : 0; |
|
|
|
this._mixer.dispatchEvent( { |
|
type: 'finished', action: this, |
|
direction: deltaTime > 0 ? 1 : -1 |
|
} ); |
|
|
|
} else { |
|
// keep running |
|
|
|
if ( pending === 0 ) { |
|
// entering the last round |
|
|
|
var atStart = deltaTime < 0; |
|
this._setEndings( atStart, ! atStart, pingPong ); |
|
|
|
} else { |
|
|
|
this._setEndings( false, false, pingPong ); |
|
|
|
} |
|
|
|
this._loopCount = loopCount; |
|
|
|
this._mixer.dispatchEvent( { |
|
type: 'loop', action: this, loopDelta: loopDelta |
|
} ); |
|
|
|
} |
|
|
|
} |
|
|
|
if ( pingPong && ( loopCount & 1 ) === 1 ) { |
|
// invert time for the "pong round" |
|
|
|
this.time = time; |
|
return duration - time; |
|
|
|
} |
|
|
|
} |
|
|
|
this.time = time; |
|
return time; |
|
|
|
}, |
|
|
|
_setEndings: function( atStart, atEnd, pingPong ) { |
|
|
|
var settings = this._interpolantSettings; |
|
|
|
if ( pingPong ) { |
|
|
|
settings.endingStart = ZeroSlopeEnding; |
|
settings.endingEnd = ZeroSlopeEnding; |
|
|
|
} else { |
|
|
|
// assuming for LoopOnce atStart == atEnd == true |
|
|
|
if ( atStart ) { |
|
|
|
settings.endingStart = this.zeroSlopeAtStart ? |
|
ZeroSlopeEnding : ZeroCurvatureEnding; |
|
|
|
} else { |
|
|
|
settings.endingStart = WrapAroundEnding; |
|
|
|
} |
|
|
|
if ( atEnd ) { |
|
|
|
settings.endingEnd = this.zeroSlopeAtEnd ? |
|
ZeroSlopeEnding : ZeroCurvatureEnding; |
|
|
|
} else { |
|
|
|
settings.endingEnd = WrapAroundEnding; |
|
|
|
} |
|
|
|
} |
|
|
|
}, |
|
|
|
_scheduleFading: function( duration, weightNow, weightThen ) { |
|
|
|
var mixer = this._mixer, now = mixer.time, |
|
interpolant = this._weightInterpolant; |
|
|
|
if ( interpolant === null ) { |
|
|
|
interpolant = mixer._lendControlInterpolant(), |
|
this._weightInterpolant = interpolant; |
|
|
|
} |
|
|
|
var times = interpolant.parameterPositions, |
|
values = interpolant.sampleValues; |
|
|
|
times[ 0 ] = now; values[ 0 ] = weightNow; |
|
times[ 1 ] = now + duration; values[ 1 ] = weightThen; |
|
|
|
return this; |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* |
|
* Player for AnimationClips. |
|
* |
|
* |
|
* @author Ben Houston / http://clara.io/ |
|
* @author David Sarno / http://lighthaus.us/ |
|
* @author tschw |
|
*/ |
|
|
|
function AnimationMixer( root ) { |
|
|
|
this._root = root; |
|
this._initMemoryManager(); |
|
this._accuIndex = 0; |
|
|
|
this.time = 0; |
|
|
|
this.timeScale = 1.0; |
|
|
|
}; |
|
|
|
Object.assign( AnimationMixer.prototype, EventDispatcher.prototype, { |
|
|
|
// return an action for a clip optionally using a custom root target |
|
// object (this method allocates a lot of dynamic memory in case a |
|
// previously unknown clip/root combination is specified) |
|
clipAction: function( clip, optionalRoot ) { |
|
|
|
var root = optionalRoot || this._root, |
|
rootUuid = root.uuid, |
|
|
|
clipObject = typeof clip === 'string' ? |
|
AnimationClip.findByName( root, clip ) : clip, |
|
|
|
clipUuid = clipObject !== null ? clipObject.uuid : clip, |
|
|
|
actionsForClip = this._actionsByClip[ clipUuid ], |
|
prototypeAction = null; |
|
|
|
if ( actionsForClip !== undefined ) { |
|
|
|
var existingAction = |
|
actionsForClip.actionByRoot[ rootUuid ]; |
|
|
|
if ( existingAction !== undefined ) { |
|
|
|
return existingAction; |
|
|
|
} |
|
|
|
// we know the clip, so we don't have to parse all |
|
// the bindings again but can just copy |
|
prototypeAction = actionsForClip.knownActions[ 0 ]; |
|
|
|
// also, take the clip from the prototype action |
|
if ( clipObject === null ) |
|
clipObject = prototypeAction._clip; |
|
|
|
} |
|
|
|
// clip must be known when specified via string |
|
if ( clipObject === null ) return null; |
|
|
|
// allocate all resources required to run it |
|
var newAction = new AnimationMixer._Action( this, clipObject, optionalRoot ); |
|
|
|
this._bindAction( newAction, prototypeAction ); |
|
|
|
// and make the action known to the memory manager |
|
this._addInactiveAction( newAction, clipUuid, rootUuid ); |
|
|
|
return newAction; |
|
|
|
}, |
|
|
|
// get an existing action |
|
existingAction: function( clip, optionalRoot ) { |
|
|
|
var root = optionalRoot || this._root, |
|
rootUuid = root.uuid, |
|
|
|
clipObject = typeof clip === 'string' ? |
|
AnimationClip.findByName( root, clip ) : clip, |
|
|
|
clipUuid = clipObject ? clipObject.uuid : clip, |
|
|
|
actionsForClip = this._actionsByClip[ clipUuid ]; |
|
|
|
if ( actionsForClip !== undefined ) { |
|
|
|
return actionsForClip.actionByRoot[ rootUuid ] || null; |
|
|
|
} |
|
|
|
return null; |
|
|
|
}, |
|
|
|
// deactivates all previously scheduled actions |
|
stopAllAction: function() { |
|
|
|
var actions = this._actions, |
|
nActions = this._nActiveActions, |
|
bindings = this._bindings, |
|
nBindings = this._nActiveBindings; |
|
|
|
this._nActiveActions = 0; |
|
this._nActiveBindings = 0; |
|
|
|
for ( var i = 0; i !== nActions; ++ i ) { |
|
|
|
actions[ i ].reset(); |
|
|
|
} |
|
|
|
for ( var i = 0; i !== nBindings; ++ i ) { |
|
|
|
bindings[ i ].useCount = 0; |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
// advance the time and update apply the animation |
|
update: function( deltaTime ) { |
|
|
|
deltaTime *= this.timeScale; |
|
|
|
var actions = this._actions, |
|
nActions = this._nActiveActions, |
|
|
|
time = this.time += deltaTime, |
|
timeDirection = Math.sign( deltaTime ), |
|
|
|
accuIndex = this._accuIndex ^= 1; |
|
|
|
// run active actions |
|
|
|
for ( var i = 0; i !== nActions; ++ i ) { |
|
|
|
var action = actions[ i ]; |
|
|
|
if ( action.enabled ) { |
|
|
|
action._update( time, deltaTime, timeDirection, accuIndex ); |
|
|
|
} |
|
|
|
} |
|
|
|
// update scene graph |
|
|
|
var bindings = this._bindings, |
|
nBindings = this._nActiveBindings; |
|
|
|
for ( var i = 0; i !== nBindings; ++ i ) { |
|
|
|
bindings[ i ].apply( accuIndex ); |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
// return this mixer's root target object |
|
getRoot: function() { |
|
|
|
return this._root; |
|
|
|
}, |
|
|
|
// free all resources specific to a particular clip |
|
uncacheClip: function( clip ) { |
|
|
|
var actions = this._actions, |
|
clipUuid = clip.uuid, |
|
actionsByClip = this._actionsByClip, |
|
actionsForClip = actionsByClip[ clipUuid ]; |
|
|
|
if ( actionsForClip !== undefined ) { |
|
|
|
// note: just calling _removeInactiveAction would mess up the |
|
// iteration state and also require updating the state we can |
|
// just throw away |
|
|
|
var actionsToRemove = actionsForClip.knownActions; |
|
|
|
for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) { |
|
|
|
var action = actionsToRemove[ i ]; |
|
|
|
this._deactivateAction( action ); |
|
|
|
var cacheIndex = action._cacheIndex, |
|
lastInactiveAction = actions[ actions.length - 1 ]; |
|
|
|
action._cacheIndex = null; |
|
action._byClipCacheIndex = null; |
|
|
|
lastInactiveAction._cacheIndex = cacheIndex; |
|
actions[ cacheIndex ] = lastInactiveAction; |
|
actions.pop(); |
|
|
|
this._removeInactiveBindingsForAction( action ); |
|
|
|
} |
|
|
|
delete actionsByClip[ clipUuid ]; |
|
|
|
} |
|
|
|
}, |
|
|
|
// free all resources specific to a particular root target object |
|
uncacheRoot: function( root ) { |
|
|
|
var rootUuid = root.uuid, |
|
actionsByClip = this._actionsByClip; |
|
|
|
for ( var clipUuid in actionsByClip ) { |
|
|
|
var actionByRoot = actionsByClip[ clipUuid ].actionByRoot, |
|
action = actionByRoot[ rootUuid ]; |
|
|
|
if ( action !== undefined ) { |
|
|
|
this._deactivateAction( action ); |
|
this._removeInactiveAction( action ); |
|
|
|
} |
|
|
|
} |
|
|
|
var bindingsByRoot = this._bindingsByRootAndName, |
|
bindingByName = bindingsByRoot[ rootUuid ]; |
|
|
|
if ( bindingByName !== undefined ) { |
|
|
|
for ( var trackName in bindingByName ) { |
|
|
|
var binding = bindingByName[ trackName ]; |
|
binding.restoreOriginalState(); |
|
this._removeInactiveBinding( binding ); |
|
|
|
} |
|
|
|
} |
|
|
|
}, |
|
|
|
// remove a targeted clip from the cache |
|
uncacheAction: function( clip, optionalRoot ) { |
|
|
|
var action = this.existingAction( clip, optionalRoot ); |
|
|
|
if ( action !== null ) { |
|
|
|
this._deactivateAction( action ); |
|
this._removeInactiveAction( action ); |
|
|
|
} |
|
|
|
} |
|
|
|
} ); |
|
|
|
AnimationMixer._Action = AnimationAction._new; |
|
|
|
// Implementation details: |
|
|
|
Object.assign( AnimationMixer.prototype, { |
|
|
|
_bindAction: function( action, prototypeAction ) { |
|
|
|
var root = action._localRoot || this._root, |
|
tracks = action._clip.tracks, |
|
nTracks = tracks.length, |
|
bindings = action._propertyBindings, |
|
interpolants = action._interpolants, |
|
rootUuid = root.uuid, |
|
bindingsByRoot = this._bindingsByRootAndName, |
|
bindingsByName = bindingsByRoot[ rootUuid ]; |
|
|
|
if ( bindingsByName === undefined ) { |
|
|
|
bindingsByName = {}; |
|
bindingsByRoot[ rootUuid ] = bindingsByName; |
|
|
|
} |
|
|
|
for ( var i = 0; i !== nTracks; ++ i ) { |
|
|
|
var track = tracks[ i ], |
|
trackName = track.name, |
|
binding = bindingsByName[ trackName ]; |
|
|
|
if ( binding !== undefined ) { |
|
|
|
bindings[ i ] = binding; |
|
|
|
} else { |
|
|
|
binding = bindings[ i ]; |
|
|
|
if ( binding !== undefined ) { |
|
|
|
// existing binding, make sure the cache knows |
|
|
|
if ( binding._cacheIndex === null ) { |
|
|
|
++ binding.referenceCount; |
|
this._addInactiveBinding( binding, rootUuid, trackName ); |
|
|
|
} |
|
|
|
continue; |
|
|
|
} |
|
|
|
var path = prototypeAction && prototypeAction. |
|
_propertyBindings[ i ].binding.parsedPath; |
|
|
|
binding = new PropertyMixer( |
|
PropertyBinding.create( root, trackName, path ), |
|
track.ValueTypeName, track.getValueSize() ); |
|
|
|
++ binding.referenceCount; |
|
this._addInactiveBinding( binding, rootUuid, trackName ); |
|
|
|
bindings[ i ] = binding; |
|
|
|
} |
|
|
|
interpolants[ i ].resultBuffer = binding.buffer; |
|
|
|
} |
|
|
|
}, |
|
|
|
_activateAction: function( action ) { |
|
|
|
if ( ! this._isActiveAction( action ) ) { |
|
|
|
if ( action._cacheIndex === null ) { |
|
|
|
// this action has been forgotten by the cache, but the user |
|
// appears to be still using it -> rebind |
|
|
|
var rootUuid = ( action._localRoot || this._root ).uuid, |
|
clipUuid = action._clip.uuid, |
|
actionsForClip = this._actionsByClip[ clipUuid ]; |
|
|
|
this._bindAction( action, |
|
actionsForClip && actionsForClip.knownActions[ 0 ] ); |
|
|
|
this._addInactiveAction( action, clipUuid, rootUuid ); |
|
|
|
} |
|
|
|
var bindings = action._propertyBindings; |
|
|
|
// increment reference counts / sort out state |
|
for ( var i = 0, n = bindings.length; i !== n; ++ i ) { |
|
|
|
var binding = bindings[ i ]; |
|
|
|
if ( binding.useCount ++ === 0 ) { |
|
|
|
this._lendBinding( binding ); |
|
binding.saveOriginalState(); |
|
|
|
} |
|
|
|
} |
|
|
|
this._lendAction( action ); |
|
|
|
} |
|
|
|
}, |
|
|
|
_deactivateAction: function( action ) { |
|
|
|
if ( this._isActiveAction( action ) ) { |
|
|
|
var bindings = action._propertyBindings; |
|
|
|
// decrement reference counts / sort out state |
|
for ( var i = 0, n = bindings.length; i !== n; ++ i ) { |
|
|
|
var binding = bindings[ i ]; |
|
|
|
if ( -- binding.useCount === 0 ) { |
|
|
|
binding.restoreOriginalState(); |
|
this._takeBackBinding( binding ); |
|
|
|
} |
|
|
|
} |
|
|
|
this._takeBackAction( action ); |
|
|
|
} |
|
|
|
}, |
|
|
|
// Memory manager |
|
|
|
_initMemoryManager: function() { |
|
|
|
this._actions = []; // 'nActiveActions' followed by inactive ones |
|
this._nActiveActions = 0; |
|
|
|
this._actionsByClip = {}; |
|
// inside: |
|
// { |
|
// knownActions: Array< _Action > - used as prototypes |
|
// actionByRoot: _Action - lookup |
|
// } |
|
|
|
|
|
this._bindings = []; // 'nActiveBindings' followed by inactive ones |
|
this._nActiveBindings = 0; |
|
|
|
this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer > |
|
|
|
|
|
this._controlInterpolants = []; // same game as above |
|
this._nActiveControlInterpolants = 0; |
|
|
|
var scope = this; |
|
|
|
this.stats = { |
|
|
|
actions: { |
|
get total() { return scope._actions.length; }, |
|
get inUse() { return scope._nActiveActions; } |
|
}, |
|
bindings: { |
|
get total() { return scope._bindings.length; }, |
|
get inUse() { return scope._nActiveBindings; } |
|
}, |
|
controlInterpolants: { |
|
get total() { return scope._controlInterpolants.length; }, |
|
get inUse() { return scope._nActiveControlInterpolants; } |
|
} |
|
|
|
}; |
|
|
|
}, |
|
|
|
// Memory management for _Action objects |
|
|
|
_isActiveAction: function( action ) { |
|
|
|
var index = action._cacheIndex; |
|
return index !== null && index < this._nActiveActions; |
|
|
|
}, |
|
|
|
_addInactiveAction: function( action, clipUuid, rootUuid ) { |
|
|
|
var actions = this._actions, |
|
actionsByClip = this._actionsByClip, |
|
actionsForClip = actionsByClip[ clipUuid ]; |
|
|
|
if ( actionsForClip === undefined ) { |
|
|
|
actionsForClip = { |
|
|
|
knownActions: [ action ], |
|
actionByRoot: {} |
|
|
|
}; |
|
|
|
action._byClipCacheIndex = 0; |
|
|
|
actionsByClip[ clipUuid ] = actionsForClip; |
|
|
|
} else { |
|
|
|
var knownActions = actionsForClip.knownActions; |
|
|
|
action._byClipCacheIndex = knownActions.length; |
|
knownActions.push( action ); |
|
|
|
} |
|
|
|
action._cacheIndex = actions.length; |
|
actions.push( action ); |
|
|
|
actionsForClip.actionByRoot[ rootUuid ] = action; |
|
|
|
}, |
|
|
|
_removeInactiveAction: function( action ) { |
|
|
|
var actions = this._actions, |
|
lastInactiveAction = actions[ actions.length - 1 ], |
|
cacheIndex = action._cacheIndex; |
|
|
|
lastInactiveAction._cacheIndex = cacheIndex; |
|
actions[ cacheIndex ] = lastInactiveAction; |
|
actions.pop(); |
|
|
|
action._cacheIndex = null; |
|
|
|
|
|
var clipUuid = action._clip.uuid, |
|
actionsByClip = this._actionsByClip, |
|
actionsForClip = actionsByClip[ clipUuid ], |
|
knownActionsForClip = actionsForClip.knownActions, |
|
|
|
lastKnownAction = |
|
knownActionsForClip[ knownActionsForClip.length - 1 ], |
|
|
|
byClipCacheIndex = action._byClipCacheIndex; |
|
|
|
lastKnownAction._byClipCacheIndex = byClipCacheIndex; |
|
knownActionsForClip[ byClipCacheIndex ] = lastKnownAction; |
|
knownActionsForClip.pop(); |
|
|
|
action._byClipCacheIndex = null; |
|
|
|
|
|
var actionByRoot = actionsForClip.actionByRoot, |
|
rootUuid = ( actions._localRoot || this._root ).uuid; |
|
|
|
delete actionByRoot[ rootUuid ]; |
|
|
|
if ( knownActionsForClip.length === 0 ) { |
|
|
|
delete actionsByClip[ clipUuid ]; |
|
|
|
} |
|
|
|
this._removeInactiveBindingsForAction( action ); |
|
|
|
}, |
|
|
|
_removeInactiveBindingsForAction: function( action ) { |
|
|
|
var bindings = action._propertyBindings; |
|
for ( var i = 0, n = bindings.length; i !== n; ++ i ) { |
|
|
|
var binding = bindings[ i ]; |
|
|
|
if ( -- binding.referenceCount === 0 ) { |
|
|
|
this._removeInactiveBinding( binding ); |
|
|
|
} |
|
|
|
} |
|
|
|
}, |
|
|
|
_lendAction: function( action ) { |
|
|
|
// [ active actions | inactive actions ] |
|
// [ active actions >| inactive actions ] |
|
// s a |
|
// <-swap-> |
|
// a s |
|
|
|
var actions = this._actions, |
|
prevIndex = action._cacheIndex, |
|
|
|
lastActiveIndex = this._nActiveActions ++, |
|
|
|
firstInactiveAction = actions[ lastActiveIndex ]; |
|
|
|
action._cacheIndex = lastActiveIndex; |
|
actions[ lastActiveIndex ] = action; |
|
|
|
firstInactiveAction._cacheIndex = prevIndex; |
|
actions[ prevIndex ] = firstInactiveAction; |
|
|
|
}, |
|
|
|
_takeBackAction: function( action ) { |
|
|
|
// [ active actions | inactive actions ] |
|
// [ active actions |< inactive actions ] |
|
// a s |
|
// <-swap-> |
|
// s a |
|
|
|
var actions = this._actions, |
|
prevIndex = action._cacheIndex, |
|
|
|
firstInactiveIndex = -- this._nActiveActions, |
|
|
|
lastActiveAction = actions[ firstInactiveIndex ]; |
|
|
|
action._cacheIndex = firstInactiveIndex; |
|
actions[ firstInactiveIndex ] = action; |
|
|
|
lastActiveAction._cacheIndex = prevIndex; |
|
actions[ prevIndex ] = lastActiveAction; |
|
|
|
}, |
|
|
|
// Memory management for PropertyMixer objects |
|
|
|
_addInactiveBinding: function( binding, rootUuid, trackName ) { |
|
|
|
var bindingsByRoot = this._bindingsByRootAndName, |
|
bindingByName = bindingsByRoot[ rootUuid ], |
|
|
|
bindings = this._bindings; |
|
|
|
if ( bindingByName === undefined ) { |
|
|
|
bindingByName = {}; |
|
bindingsByRoot[ rootUuid ] = bindingByName; |
|
|
|
} |
|
|
|
bindingByName[ trackName ] = binding; |
|
|
|
binding._cacheIndex = bindings.length; |
|
bindings.push( binding ); |
|
|
|
}, |
|
|
|
_removeInactiveBinding: function( binding ) { |
|
|
|
var bindings = this._bindings, |
|
propBinding = binding.binding, |
|
rootUuid = propBinding.rootNode.uuid, |
|
trackName = propBinding.path, |
|
bindingsByRoot = this._bindingsByRootAndName, |
|
bindingByName = bindingsByRoot[ rootUuid ], |
|
|
|
lastInactiveBinding = bindings[ bindings.length - 1 ], |
|
cacheIndex = binding._cacheIndex; |
|
|
|
lastInactiveBinding._cacheIndex = cacheIndex; |
|
bindings[ cacheIndex ] = lastInactiveBinding; |
|
bindings.pop(); |
|
|
|
delete bindingByName[ trackName ]; |
|
|
|
remove_empty_map: { |
|
|
|
for ( var _ in bindingByName ) break remove_empty_map; |
|
|
|
delete bindingsByRoot[ rootUuid ]; |
|
|
|
} |
|
|
|
}, |
|
|
|
_lendBinding: function( binding ) { |
|
|
|
var bindings = this._bindings, |
|
prevIndex = binding._cacheIndex, |
|
|
|
lastActiveIndex = this._nActiveBindings ++, |
|
|
|
firstInactiveBinding = bindings[ lastActiveIndex ]; |
|
|
|
binding._cacheIndex = lastActiveIndex; |
|
bindings[ lastActiveIndex ] = binding; |
|
|
|
firstInactiveBinding._cacheIndex = prevIndex; |
|
bindings[ prevIndex ] = firstInactiveBinding; |
|
|
|
}, |
|
|
|
_takeBackBinding: function( binding ) { |
|
|
|
var bindings = this._bindings, |
|
prevIndex = binding._cacheIndex, |
|
|
|
firstInactiveIndex = -- this._nActiveBindings, |
|
|
|
lastActiveBinding = bindings[ firstInactiveIndex ]; |
|
|
|
binding._cacheIndex = firstInactiveIndex; |
|
bindings[ firstInactiveIndex ] = binding; |
|
|
|
lastActiveBinding._cacheIndex = prevIndex; |
|
bindings[ prevIndex ] = lastActiveBinding; |
|
|
|
}, |
|
|
|
|
|
// Memory management of Interpolants for weight and time scale |
|
|
|
_lendControlInterpolant: function() { |
|
|
|
var interpolants = this._controlInterpolants, |
|
lastActiveIndex = this._nActiveControlInterpolants ++, |
|
interpolant = interpolants[ lastActiveIndex ]; |
|
|
|
if ( interpolant === undefined ) { |
|
|
|
interpolant = new LinearInterpolant( |
|
new Float32Array( 2 ), new Float32Array( 2 ), |
|
1, this._controlInterpolantsResultBuffer ); |
|
|
|
interpolant.__cacheIndex = lastActiveIndex; |
|
interpolants[ lastActiveIndex ] = interpolant; |
|
|
|
} |
|
|
|
return interpolant; |
|
|
|
}, |
|
|
|
_takeBackControlInterpolant: function( interpolant ) { |
|
|
|
var interpolants = this._controlInterpolants, |
|
prevIndex = interpolant.__cacheIndex, |
|
|
|
firstInactiveIndex = -- this._nActiveControlInterpolants, |
|
|
|
lastActiveInterpolant = interpolants[ firstInactiveIndex ]; |
|
|
|
interpolant.__cacheIndex = firstInactiveIndex; |
|
interpolants[ firstInactiveIndex ] = interpolant; |
|
|
|
lastActiveInterpolant.__cacheIndex = prevIndex; |
|
interpolants[ prevIndex ] = lastActiveInterpolant; |
|
|
|
}, |
|
|
|
_controlInterpolantsResultBuffer: new Float32Array( 1 ) |
|
|
|
} ); |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function Uniform( value ) { |
|
|
|
if ( typeof value === 'string' ) { |
|
|
|
console.warn( 'THREE.Uniform: Type parameter is no longer needed.' ); |
|
value = arguments[ 1 ]; |
|
|
|
} |
|
|
|
this.value = value; |
|
|
|
this.dynamic = false; |
|
|
|
}; |
|
|
|
Uniform.prototype = { |
|
|
|
constructor: Uniform, |
|
|
|
onUpdate: function ( callback ) { |
|
|
|
this.dynamic = true; |
|
this.onUpdateCallback = callback; |
|
|
|
return this; |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* @author benaadams / https://twitter.com/ben_a_adams |
|
*/ |
|
|
|
function InstancedBufferGeometry() { |
|
|
|
BufferGeometry.call( this ); |
|
|
|
this.type = 'InstancedBufferGeometry'; |
|
this.maxInstancedCount = undefined; |
|
|
|
}; |
|
|
|
InstancedBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); |
|
InstancedBufferGeometry.prototype.constructor = InstancedBufferGeometry; |
|
|
|
InstancedBufferGeometry.prototype.isBufferGeometry = true; |
|
|
|
InstancedBufferGeometry.prototype.addGroup = function ( start, count, instances ) { |
|
|
|
this.groups.push( { |
|
|
|
start: start, |
|
count: count, |
|
instances: instances |
|
|
|
} ); |
|
|
|
}; |
|
|
|
InstancedBufferGeometry.prototype.copy = function ( source ) { |
|
|
|
var index = source.index; |
|
|
|
if ( index !== null ) { |
|
|
|
this.setIndex( index.clone() ); |
|
|
|
} |
|
|
|
var attributes = source.attributes; |
|
|
|
for ( var name in attributes ) { |
|
|
|
var attribute = attributes[ name ]; |
|
this.addAttribute( name, attribute.clone() ); |
|
|
|
} |
|
|
|
var groups = source.groups; |
|
|
|
for ( var i = 0, l = groups.length; i < l; i ++ ) { |
|
|
|
var group = groups[ i ]; |
|
this.addGroup( group.start, group.count, group.instances ); |
|
|
|
} |
|
|
|
return this; |
|
|
|
}; |
|
|
|
/** |
|
* @author benaadams / https://twitter.com/ben_a_adams |
|
*/ |
|
|
|
function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) { |
|
|
|
this.uuid = exports.Math.generateUUID(); |
|
|
|
this.data = interleavedBuffer; |
|
this.itemSize = itemSize; |
|
this.offset = offset; |
|
|
|
this.normalized = normalized === true; |
|
|
|
}; |
|
|
|
|
|
InterleavedBufferAttribute.prototype = { |
|
|
|
constructor: InterleavedBufferAttribute, |
|
|
|
isInterleavedBufferAttribute: true, |
|
|
|
get length() { |
|
|
|
console.warn( 'THREE.BufferAttribute: .length has been deprecated. Please use .count.' ); |
|
return this.array.length; |
|
|
|
}, |
|
|
|
get count() { |
|
|
|
return this.data.count; |
|
|
|
}, |
|
|
|
get array() { |
|
|
|
return this.data.array; |
|
|
|
}, |
|
|
|
setX: function ( index, x ) { |
|
|
|
this.data.array[ index * this.data.stride + this.offset ] = x; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setY: function ( index, y ) { |
|
|
|
this.data.array[ index * this.data.stride + this.offset + 1 ] = y; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setZ: function ( index, z ) { |
|
|
|
this.data.array[ index * this.data.stride + this.offset + 2 ] = z; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setW: function ( index, w ) { |
|
|
|
this.data.array[ index * this.data.stride + this.offset + 3 ] = w; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
getX: function ( index ) { |
|
|
|
return this.data.array[ index * this.data.stride + this.offset ]; |
|
|
|
}, |
|
|
|
getY: function ( index ) { |
|
|
|
return this.data.array[ index * this.data.stride + this.offset + 1 ]; |
|
|
|
}, |
|
|
|
getZ: function ( index ) { |
|
|
|
return this.data.array[ index * this.data.stride + this.offset + 2 ]; |
|
|
|
}, |
|
|
|
getW: function ( index ) { |
|
|
|
return this.data.array[ index * this.data.stride + this.offset + 3 ]; |
|
|
|
}, |
|
|
|
setXY: function ( index, x, y ) { |
|
|
|
index = index * this.data.stride + this.offset; |
|
|
|
this.data.array[ index + 0 ] = x; |
|
this.data.array[ index + 1 ] = y; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setXYZ: function ( index, x, y, z ) { |
|
|
|
index = index * this.data.stride + this.offset; |
|
|
|
this.data.array[ index + 0 ] = x; |
|
this.data.array[ index + 1 ] = y; |
|
this.data.array[ index + 2 ] = z; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setXYZW: function ( index, x, y, z, w ) { |
|
|
|
index = index * this.data.stride + this.offset; |
|
|
|
this.data.array[ index + 0 ] = x; |
|
this.data.array[ index + 1 ] = y; |
|
this.data.array[ index + 2 ] = z; |
|
this.data.array[ index + 3 ] = w; |
|
|
|
return this; |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* @author benaadams / https://twitter.com/ben_a_adams |
|
*/ |
|
|
|
function InterleavedBuffer( array, stride ) { |
|
|
|
this.uuid = exports.Math.generateUUID(); |
|
|
|
this.array = array; |
|
this.stride = stride; |
|
|
|
this.dynamic = false; |
|
this.updateRange = { offset: 0, count: - 1 }; |
|
|
|
this.version = 0; |
|
|
|
}; |
|
|
|
InterleavedBuffer.prototype = { |
|
|
|
constructor: InterleavedBuffer, |
|
|
|
isInterleavedBuffer: true, |
|
|
|
get length () { |
|
|
|
return this.array.length; |
|
|
|
}, |
|
|
|
get count () { |
|
|
|
return this.array.length / this.stride; |
|
|
|
}, |
|
|
|
set needsUpdate( value ) { |
|
|
|
if ( value === true ) this.version ++; |
|
|
|
}, |
|
|
|
setDynamic: function ( value ) { |
|
|
|
this.dynamic = value; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
copy: function ( source ) { |
|
|
|
this.array = new source.array.constructor( source.array ); |
|
this.stride = source.stride; |
|
this.dynamic = source.dynamic; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
copyAt: function ( index1, attribute, index2 ) { |
|
|
|
index1 *= this.stride; |
|
index2 *= attribute.stride; |
|
|
|
for ( var i = 0, l = this.stride; i < l; i ++ ) { |
|
|
|
this.array[ index1 + i ] = attribute.array[ index2 + i ]; |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
set: function ( value, offset ) { |
|
|
|
if ( offset === undefined ) offset = 0; |
|
|
|
this.array.set( value, offset ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
clone: function () { |
|
|
|
return new this.constructor().copy( this ); |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* @author benaadams / https://twitter.com/ben_a_adams |
|
*/ |
|
|
|
function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) { |
|
|
|
InterleavedBuffer.call( this, array, stride ); |
|
|
|
this.meshPerAttribute = meshPerAttribute || 1; |
|
|
|
}; |
|
|
|
InstancedInterleavedBuffer.prototype = Object.create( InterleavedBuffer.prototype ); |
|
InstancedInterleavedBuffer.prototype.constructor = InstancedInterleavedBuffer; |
|
|
|
InstancedInterleavedBuffer.prototype.isInstancedInterleavedBuffer = true; |
|
|
|
InstancedInterleavedBuffer.prototype.copy = function ( source ) { |
|
|
|
InterleavedBuffer.prototype.copy.call( this, source ); |
|
|
|
this.meshPerAttribute = source.meshPerAttribute; |
|
|
|
return this; |
|
|
|
}; |
|
|
|
/** |
|
* @author benaadams / https://twitter.com/ben_a_adams |
|
*/ |
|
|
|
function InstancedBufferAttribute( array, itemSize, meshPerAttribute ) { |
|
|
|
BufferAttribute.call( this, array, itemSize ); |
|
|
|
this.meshPerAttribute = meshPerAttribute || 1; |
|
|
|
}; |
|
|
|
InstancedBufferAttribute.prototype = Object.create( BufferAttribute.prototype ); |
|
InstancedBufferAttribute.prototype.constructor = InstancedBufferAttribute; |
|
|
|
InstancedBufferAttribute.prototype.isInstancedBufferAttribute = true; |
|
|
|
InstancedBufferAttribute.prototype.copy = function ( source ) { |
|
|
|
BufferAttribute.prototype.copy.call( this, source ); |
|
|
|
this.meshPerAttribute = source.meshPerAttribute; |
|
|
|
return this; |
|
|
|
}; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
* @author bhouston / http://clara.io/ |
|
* @author stephomi / http://stephaneginier.com/ |
|
*/ |
|
|
|
function Raycaster( origin, direction, near, far ) { |
|
|
|
this.ray = new Ray( origin, direction ); |
|
// direction is assumed to be normalized (for accurate distance calculations) |
|
|
|
this.near = near || 0; |
|
this.far = far || Infinity; |
|
|
|
this.params = { |
|
Mesh: {}, |
|
Line: {}, |
|
LOD: {}, |
|
Points: { threshold: 1 }, |
|
Sprite: {} |
|
}; |
|
|
|
Object.defineProperties( this.params, { |
|
PointCloud: { |
|
get: function () { |
|
console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' ); |
|
return this.Points; |
|
} |
|
} |
|
} ); |
|
|
|
}; |
|
|
|
function ascSort( a, b ) { |
|
|
|
return a.distance - b.distance; |
|
|
|
} |
|
|
|
function intersectObject( object, raycaster, intersects, recursive ) { |
|
|
|
if ( object.visible === false ) return; |
|
|
|
object.raycast( raycaster, intersects ); |
|
|
|
if ( recursive === true ) { |
|
|
|
var children = object.children; |
|
|
|
for ( var i = 0, l = children.length; i < l; i ++ ) { |
|
|
|
intersectObject( children[ i ], raycaster, intersects, true ); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
// |
|
|
|
Raycaster.prototype = { |
|
|
|
constructor: Raycaster, |
|
|
|
linePrecision: 1, |
|
|
|
set: function ( origin, direction ) { |
|
|
|
// direction is assumed to be normalized (for accurate distance calculations) |
|
|
|
this.ray.set( origin, direction ); |
|
|
|
}, |
|
|
|
setFromCamera: function ( coords, camera ) { |
|
|
|
if ( (camera && camera.isPerspectiveCamera) ) { |
|
|
|
this.ray.origin.setFromMatrixPosition( camera.matrixWorld ); |
|
this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize(); |
|
|
|
} else if ( (camera && camera.isOrthographicCamera) ) { |
|
|
|
this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera |
|
this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld ); |
|
|
|
} else { |
|
|
|
console.error( 'THREE.Raycaster: Unsupported camera type.' ); |
|
|
|
} |
|
|
|
}, |
|
|
|
intersectObject: function ( object, recursive ) { |
|
|
|
var intersects = []; |
|
|
|
intersectObject( object, this, intersects, recursive ); |
|
|
|
intersects.sort( ascSort ); |
|
|
|
return intersects; |
|
|
|
}, |
|
|
|
intersectObjects: function ( objects, recursive ) { |
|
|
|
var intersects = []; |
|
|
|
if ( Array.isArray( objects ) === false ) { |
|
|
|
console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' ); |
|
return intersects; |
|
|
|
} |
|
|
|
for ( var i = 0, l = objects.length; i < l; i ++ ) { |
|
|
|
intersectObject( objects[ i ], this, intersects, recursive ); |
|
|
|
} |
|
|
|
intersects.sort( ascSort ); |
|
|
|
return intersects; |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* @author alteredq / http://alteredqualia.com/ |
|
*/ |
|
|
|
function Clock( autoStart ) { |
|
|
|
this.autoStart = ( autoStart !== undefined ) ? autoStart : true; |
|
|
|
this.startTime = 0; |
|
this.oldTime = 0; |
|
this.elapsedTime = 0; |
|
|
|
this.running = false; |
|
|
|
}; |
|
|
|
Clock.prototype = { |
|
|
|
constructor: Clock, |
|
|
|
start: function () { |
|
|
|
this.startTime = ( performance || Date ).now(); |
|
|
|
this.oldTime = this.startTime; |
|
this.running = true; |
|
|
|
}, |
|
|
|
stop: function () { |
|
|
|
this.getElapsedTime(); |
|
this.running = false; |
|
|
|
}, |
|
|
|
getElapsedTime: function () { |
|
|
|
this.getDelta(); |
|
return this.elapsedTime; |
|
|
|
}, |
|
|
|
getDelta: function () { |
|
|
|
var diff = 0; |
|
|
|
if ( this.autoStart && ! this.running ) { |
|
|
|
this.start(); |
|
|
|
} |
|
|
|
if ( this.running ) { |
|
|
|
var newTime = ( performance || Date ).now(); |
|
|
|
diff = ( newTime - this.oldTime ) / 1000; |
|
this.oldTime = newTime; |
|
|
|
this.elapsedTime += diff; |
|
|
|
} |
|
|
|
return diff; |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* Spline from Tween.js, slightly optimized (and trashed) |
|
* http://sole.github.com/tween.js/examples/05_spline.html |
|
* |
|
* @author mrdoob / http://mrdoob.com/ |
|
* @author alteredq / http://alteredqualia.com/ |
|
*/ |
|
|
|
function Spline( points ) { |
|
|
|
this.points = points; |
|
|
|
var c = [], v3 = { x: 0, y: 0, z: 0 }, |
|
point, intPoint, weight, w2, w3, |
|
pa, pb, pc, pd; |
|
|
|
this.initFromArray = function ( a ) { |
|
|
|
this.points = []; |
|
|
|
for ( var i = 0; i < a.length; i ++ ) { |
|
|
|
this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] }; |
|
|
|
} |
|
|
|
}; |
|
|
|
this.getPoint = function ( k ) { |
|
|
|
point = ( this.points.length - 1 ) * k; |
|
intPoint = Math.floor( point ); |
|
weight = point - intPoint; |
|
|
|
c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1; |
|
c[ 1 ] = intPoint; |
|
c[ 2 ] = intPoint > this.points.length - 2 ? this.points.length - 1 : intPoint + 1; |
|
c[ 3 ] = intPoint > this.points.length - 3 ? this.points.length - 1 : intPoint + 2; |
|
|
|
pa = this.points[ c[ 0 ] ]; |
|
pb = this.points[ c[ 1 ] ]; |
|
pc = this.points[ c[ 2 ] ]; |
|
pd = this.points[ c[ 3 ] ]; |
|
|
|
w2 = weight * weight; |
|
w3 = weight * w2; |
|
|
|
v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 ); |
|
v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 ); |
|
v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 ); |
|
|
|
return v3; |
|
|
|
}; |
|
|
|
this.getControlPointsArray = function () { |
|
|
|
var i, p, l = this.points.length, |
|
coords = []; |
|
|
|
for ( i = 0; i < l; i ++ ) { |
|
|
|
p = this.points[ i ]; |
|
coords[ i ] = [ p.x, p.y, p.z ]; |
|
|
|
} |
|
|
|
return coords; |
|
|
|
}; |
|
|
|
// approximate length by summing linear segments |
|
|
|
this.getLength = function ( nSubDivisions ) { |
|
|
|
var i, index, nSamples, position, |
|
point = 0, intPoint = 0, oldIntPoint = 0, |
|
oldPosition = new Vector3(), |
|
tmpVec = new Vector3(), |
|
chunkLengths = [], |
|
totalLength = 0; |
|
|
|
// first point has 0 length |
|
|
|
chunkLengths[ 0 ] = 0; |
|
|
|
if ( ! nSubDivisions ) nSubDivisions = 100; |
|
|
|
nSamples = this.points.length * nSubDivisions; |
|
|
|
oldPosition.copy( this.points[ 0 ] ); |
|
|
|
for ( i = 1; i < nSamples; i ++ ) { |
|
|
|
index = i / nSamples; |
|
|
|
position = this.getPoint( index ); |
|
tmpVec.copy( position ); |
|
|
|
totalLength += tmpVec.distanceTo( oldPosition ); |
|
|
|
oldPosition.copy( position ); |
|
|
|
point = ( this.points.length - 1 ) * index; |
|
intPoint = Math.floor( point ); |
|
|
|
if ( intPoint !== oldIntPoint ) { |
|
|
|
chunkLengths[ intPoint ] = totalLength; |
|
oldIntPoint = intPoint; |
|
|
|
} |
|
|
|
} |
|
|
|
// last point ends with total length |
|
|
|
chunkLengths[ chunkLengths.length ] = totalLength; |
|
|
|
return { chunks: chunkLengths, total: totalLength }; |
|
|
|
}; |
|
|
|
this.reparametrizeByArcLength = function ( samplingCoef ) { |
|
|
|
var i, j, |
|
index, indexCurrent, indexNext, |
|
realDistance, |
|
sampling, position, |
|
newpoints = [], |
|
tmpVec = new Vector3(), |
|
sl = this.getLength(); |
|
|
|
newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() ); |
|
|
|
for ( i = 1; i < this.points.length; i ++ ) { |
|
|
|
//tmpVec.copy( this.points[ i - 1 ] ); |
|
//linearDistance = tmpVec.distanceTo( this.points[ i ] ); |
|
|
|
realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ]; |
|
|
|
sampling = Math.ceil( samplingCoef * realDistance / sl.total ); |
|
|
|
indexCurrent = ( i - 1 ) / ( this.points.length - 1 ); |
|
indexNext = i / ( this.points.length - 1 ); |
|
|
|
for ( j = 1; j < sampling - 1; j ++ ) { |
|
|
|
index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent ); |
|
|
|
position = this.getPoint( index ); |
|
newpoints.push( tmpVec.copy( position ).clone() ); |
|
|
|
} |
|
|
|
newpoints.push( tmpVec.copy( this.points[ i ] ).clone() ); |
|
|
|
} |
|
|
|
this.points = newpoints; |
|
|
|
}; |
|
|
|
// Catmull-Rom |
|
|
|
function interpolate( p0, p1, p2, p3, t, t2, t3 ) { |
|
|
|
var v0 = ( p2 - p0 ) * 0.5, |
|
v1 = ( p3 - p1 ) * 0.5; |
|
|
|
return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1; |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* @author bhouston / http://clara.io |
|
* @author WestLangley / http://github.com/WestLangley |
|
* |
|
* Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system |
|
* |
|
* The poles (phi) are at the positive and negative y axis. |
|
* The equator starts at positive z. |
|
*/ |
|
|
|
function Spherical( radius, phi, theta ) { |
|
|
|
this.radius = ( radius !== undefined ) ? radius : 1.0; |
|
this.phi = ( phi !== undefined ) ? phi : 0; // up / down towards top and bottom pole |
|
this.theta = ( theta !== undefined ) ? theta : 0; // around the equator of the sphere |
|
|
|
return this; |
|
|
|
}; |
|
|
|
Spherical.prototype = { |
|
|
|
constructor: Spherical, |
|
|
|
set: function ( radius, phi, theta ) { |
|
|
|
this.radius = radius; |
|
this.phi = phi; |
|
this.theta = theta; |
|
|
|
return this; |
|
|
|
}, |
|
|
|
clone: function () { |
|
|
|
return new this.constructor().copy( this ); |
|
|
|
}, |
|
|
|
copy: function ( other ) { |
|
|
|
this.radius.copy( other.radius ); |
|
this.phi.copy( other.phi ); |
|
this.theta.copy( other.theta ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
// restrict phi to be betwee EPS and PI-EPS |
|
makeSafe: function() { |
|
|
|
var EPS = 0.000001; |
|
this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) ); |
|
|
|
return this; |
|
|
|
}, |
|
|
|
setFromVector3: function( vec3 ) { |
|
|
|
this.radius = vec3.length(); |
|
|
|
if ( this.radius === 0 ) { |
|
|
|
this.theta = 0; |
|
this.phi = 0; |
|
|
|
} else { |
|
|
|
this.theta = Math.atan2( vec3.x, vec3.z ); // equator angle around y-up axis |
|
this.phi = Math.acos( exports.Math.clamp( vec3.y / this.radius, - 1, 1 ) ); // polar angle |
|
|
|
} |
|
|
|
return this; |
|
|
|
}, |
|
|
|
}; |
|
|
|
/** |
|
* @author alteredq / http://alteredqualia.com/ |
|
*/ |
|
|
|
function MorphBlendMesh( geometry, material ) { |
|
|
|
Mesh.call( this, geometry, material ); |
|
|
|
this.animationsMap = {}; |
|
this.animationsList = []; |
|
|
|
// prepare default animation |
|
// (all frames played together in 1 second) |
|
|
|
var numFrames = this.geometry.morphTargets.length; |
|
|
|
var name = "__default"; |
|
|
|
var startFrame = 0; |
|
var endFrame = numFrames - 1; |
|
|
|
var fps = numFrames / 1; |
|
|
|
this.createAnimation( name, startFrame, endFrame, fps ); |
|
this.setAnimationWeight( name, 1 ); |
|
|
|
}; |
|
|
|
MorphBlendMesh.prototype = Object.create( Mesh.prototype ); |
|
MorphBlendMesh.prototype.constructor = MorphBlendMesh; |
|
|
|
MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) { |
|
|
|
var animation = { |
|
|
|
start: start, |
|
end: end, |
|
|
|
length: end - start + 1, |
|
|
|
fps: fps, |
|
duration: ( end - start ) / fps, |
|
|
|
lastFrame: 0, |
|
currentFrame: 0, |
|
|
|
active: false, |
|
|
|
time: 0, |
|
direction: 1, |
|
weight: 1, |
|
|
|
directionBackwards: false, |
|
mirroredLoop: false |
|
|
|
}; |
|
|
|
this.animationsMap[ name ] = animation; |
|
this.animationsList.push( animation ); |
|
|
|
}; |
|
|
|
MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) { |
|
|
|
var pattern = /([a-z]+)_?(\d+)/i; |
|
|
|
var firstAnimation, frameRanges = {}; |
|
|
|
var geometry = this.geometry; |
|
|
|
for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) { |
|
|
|
var morph = geometry.morphTargets[ i ]; |
|
var chunks = morph.name.match( pattern ); |
|
|
|
if ( chunks && chunks.length > 1 ) { |
|
|
|
var name = chunks[ 1 ]; |
|
|
|
if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: - Infinity }; |
|
|
|
var range = frameRanges[ name ]; |
|
|
|
if ( i < range.start ) range.start = i; |
|
if ( i > range.end ) range.end = i; |
|
|
|
if ( ! firstAnimation ) firstAnimation = name; |
|
|
|
} |
|
|
|
} |
|
|
|
for ( var name in frameRanges ) { |
|
|
|
var range = frameRanges[ name ]; |
|
this.createAnimation( name, range.start, range.end, fps ); |
|
|
|
} |
|
|
|
this.firstAnimation = firstAnimation; |
|
|
|
}; |
|
|
|
MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) { |
|
|
|
var animation = this.animationsMap[ name ]; |
|
|
|
if ( animation ) { |
|
|
|
animation.direction = 1; |
|
animation.directionBackwards = false; |
|
|
|
} |
|
|
|
}; |
|
|
|
MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) { |
|
|
|
var animation = this.animationsMap[ name ]; |
|
|
|
if ( animation ) { |
|
|
|
animation.direction = - 1; |
|
animation.directionBackwards = true; |
|
|
|
} |
|
|
|
}; |
|
|
|
MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) { |
|
|
|
var animation = this.animationsMap[ name ]; |
|
|
|
if ( animation ) { |
|
|
|
animation.fps = fps; |
|
animation.duration = ( animation.end - animation.start ) / animation.fps; |
|
|
|
} |
|
|
|
}; |
|
|
|
MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) { |
|
|
|
var animation = this.animationsMap[ name ]; |
|
|
|
if ( animation ) { |
|
|
|
animation.duration = duration; |
|
animation.fps = ( animation.end - animation.start ) / animation.duration; |
|
|
|
} |
|
|
|
}; |
|
|
|
MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) { |
|
|
|
var animation = this.animationsMap[ name ]; |
|
|
|
if ( animation ) { |
|
|
|
animation.weight = weight; |
|
|
|
} |
|
|
|
}; |
|
|
|
MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) { |
|
|
|
var animation = this.animationsMap[ name ]; |
|
|
|
if ( animation ) { |
|
|
|
animation.time = time; |
|
|
|
} |
|
|
|
}; |
|
|
|
MorphBlendMesh.prototype.getAnimationTime = function ( name ) { |
|
|
|
var time = 0; |
|
|
|
var animation = this.animationsMap[ name ]; |
|
|
|
if ( animation ) { |
|
|
|
time = animation.time; |
|
|
|
} |
|
|
|
return time; |
|
|
|
}; |
|
|
|
MorphBlendMesh.prototype.getAnimationDuration = function ( name ) { |
|
|
|
var duration = - 1; |
|
|
|
var animation = this.animationsMap[ name ]; |
|
|
|
if ( animation ) { |
|
|
|
duration = animation.duration; |
|
|
|
} |
|
|
|
return duration; |
|
|
|
}; |
|
|
|
MorphBlendMesh.prototype.playAnimation = function ( name ) { |
|
|
|
var animation = this.animationsMap[ name ]; |
|
|
|
if ( animation ) { |
|
|
|
animation.time = 0; |
|
animation.active = true; |
|
|
|
} else { |
|
|
|
console.warn( "THREE.MorphBlendMesh: animation[" + name + "] undefined in .playAnimation()" ); |
|
|
|
} |
|
|
|
}; |
|
|
|
MorphBlendMesh.prototype.stopAnimation = function ( name ) { |
|
|
|
var animation = this.animationsMap[ name ]; |
|
|
|
if ( animation ) { |
|
|
|
animation.active = false; |
|
|
|
} |
|
|
|
}; |
|
|
|
MorphBlendMesh.prototype.update = function ( delta ) { |
|
|
|
for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) { |
|
|
|
var animation = this.animationsList[ i ]; |
|
|
|
if ( ! animation.active ) continue; |
|
|
|
var frameTime = animation.duration / animation.length; |
|
|
|
animation.time += animation.direction * delta; |
|
|
|
if ( animation.mirroredLoop ) { |
|
|
|
if ( animation.time > animation.duration || animation.time < 0 ) { |
|
|
|
animation.direction *= - 1; |
|
|
|
if ( animation.time > animation.duration ) { |
|
|
|
animation.time = animation.duration; |
|
animation.directionBackwards = true; |
|
|
|
} |
|
|
|
if ( animation.time < 0 ) { |
|
|
|
animation.time = 0; |
|
animation.directionBackwards = false; |
|
|
|
} |
|
|
|
} |
|
|
|
} else { |
|
|
|
animation.time = animation.time % animation.duration; |
|
|
|
if ( animation.time < 0 ) animation.time += animation.duration; |
|
|
|
} |
|
|
|
var keyframe = animation.start + exports.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 ); |
|
var weight = animation.weight; |
|
|
|
if ( keyframe !== animation.currentFrame ) { |
|
|
|
this.morphTargetInfluences[ animation.lastFrame ] = 0; |
|
this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight; |
|
|
|
this.morphTargetInfluences[ keyframe ] = 0; |
|
|
|
animation.lastFrame = animation.currentFrame; |
|
animation.currentFrame = keyframe; |
|
|
|
} |
|
|
|
var mix = ( animation.time % frameTime ) / frameTime; |
|
|
|
if ( animation.directionBackwards ) mix = 1 - mix; |
|
|
|
if ( animation.currentFrame !== animation.lastFrame ) { |
|
|
|
this.morphTargetInfluences[ animation.currentFrame ] = mix * weight; |
|
this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight; |
|
|
|
} else { |
|
|
|
this.morphTargetInfluences[ animation.currentFrame ] = weight; |
|
|
|
} |
|
|
|
} |
|
|
|
}; |
|
|
|
/** |
|
* @author alteredq / http://alteredqualia.com/ |
|
*/ |
|
|
|
function ImmediateRenderObject( material ) { |
|
|
|
Object3D.call( this ); |
|
|
|
this.material = material; |
|
this.render = function ( renderCallback ) {}; |
|
|
|
}; |
|
|
|
ImmediateRenderObject.prototype = Object.create( Object3D.prototype ); |
|
ImmediateRenderObject.prototype.constructor = ImmediateRenderObject; |
|
|
|
ImmediateRenderObject.prototype.isImmediateRenderObject = true; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function WireframeGeometry( geometry ) { |
|
|
|
BufferGeometry.call( this ); |
|
|
|
var edge = [ 0, 0 ], hash = {}; |
|
|
|
function sortFunction( a, b ) { |
|
|
|
return a - b; |
|
|
|
} |
|
|
|
var keys = [ 'a', 'b', 'c' ]; |
|
|
|
if ( (geometry && geometry.isGeometry) ) { |
|
|
|
var vertices = geometry.vertices; |
|
var faces = geometry.faces; |
|
var numEdges = 0; |
|
|
|
// allocate maximal size |
|
var edges = new Uint32Array( 6 * faces.length ); |
|
|
|
for ( var i = 0, l = faces.length; i < l; i ++ ) { |
|
|
|
var face = faces[ i ]; |
|
|
|
for ( var j = 0; j < 3; j ++ ) { |
|
|
|
edge[ 0 ] = face[ keys[ j ] ]; |
|
edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ]; |
|
edge.sort( sortFunction ); |
|
|
|
var key = edge.toString(); |
|
|
|
if ( hash[ key ] === undefined ) { |
|
|
|
edges[ 2 * numEdges ] = edge[ 0 ]; |
|
edges[ 2 * numEdges + 1 ] = edge[ 1 ]; |
|
hash[ key ] = true; |
|
numEdges ++; |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
var coords = new Float32Array( numEdges * 2 * 3 ); |
|
|
|
for ( var i = 0, l = numEdges; i < l; i ++ ) { |
|
|
|
for ( var j = 0; j < 2; j ++ ) { |
|
|
|
var vertex = vertices[ edges [ 2 * i + j ] ]; |
|
|
|
var index = 6 * i + 3 * j; |
|
coords[ index + 0 ] = vertex.x; |
|
coords[ index + 1 ] = vertex.y; |
|
coords[ index + 2 ] = vertex.z; |
|
|
|
} |
|
|
|
} |
|
|
|
this.addAttribute( 'position', new BufferAttribute( coords, 3 ) ); |
|
|
|
} else if ( (geometry && geometry.isBufferGeometry) ) { |
|
|
|
if ( geometry.index !== null ) { |
|
|
|
// Indexed BufferGeometry |
|
|
|
var indices = geometry.index.array; |
|
var vertices = geometry.attributes.position; |
|
var groups = geometry.groups; |
|
var numEdges = 0; |
|
|
|
if ( groups.length === 0 ) { |
|
|
|
geometry.addGroup( 0, indices.length ); |
|
|
|
} |
|
|
|
// allocate maximal size |
|
var edges = new Uint32Array( 2 * indices.length ); |
|
|
|
for ( var o = 0, ol = groups.length; o < ol; ++ o ) { |
|
|
|
var group = groups[ o ]; |
|
|
|
var start = group.start; |
|
var count = group.count; |
|
|
|
for ( var i = start, il = start + count; i < il; i += 3 ) { |
|
|
|
for ( var j = 0; j < 3; j ++ ) { |
|
|
|
edge[ 0 ] = indices[ i + j ]; |
|
edge[ 1 ] = indices[ i + ( j + 1 ) % 3 ]; |
|
edge.sort( sortFunction ); |
|
|
|
var key = edge.toString(); |
|
|
|
if ( hash[ key ] === undefined ) { |
|
|
|
edges[ 2 * numEdges ] = edge[ 0 ]; |
|
edges[ 2 * numEdges + 1 ] = edge[ 1 ]; |
|
hash[ key ] = true; |
|
numEdges ++; |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
var coords = new Float32Array( numEdges * 2 * 3 ); |
|
|
|
for ( var i = 0, l = numEdges; i < l; i ++ ) { |
|
|
|
for ( var j = 0; j < 2; j ++ ) { |
|
|
|
var index = 6 * i + 3 * j; |
|
var index2 = edges[ 2 * i + j ]; |
|
|
|
coords[ index + 0 ] = vertices.getX( index2 ); |
|
coords[ index + 1 ] = vertices.getY( index2 ); |
|
coords[ index + 2 ] = vertices.getZ( index2 ); |
|
|
|
} |
|
|
|
} |
|
|
|
this.addAttribute( 'position', new BufferAttribute( coords, 3 ) ); |
|
|
|
} else { |
|
|
|
// non-indexed BufferGeometry |
|
|
|
var vertices = geometry.attributes.position.array; |
|
var numEdges = vertices.length / 3; |
|
var numTris = numEdges / 3; |
|
|
|
var coords = new Float32Array( numEdges * 2 * 3 ); |
|
|
|
for ( var i = 0, l = numTris; i < l; i ++ ) { |
|
|
|
for ( var j = 0; j < 3; j ++ ) { |
|
|
|
var index = 18 * i + 6 * j; |
|
|
|
var index1 = 9 * i + 3 * j; |
|
coords[ index + 0 ] = vertices[ index1 ]; |
|
coords[ index + 1 ] = vertices[ index1 + 1 ]; |
|
coords[ index + 2 ] = vertices[ index1 + 2 ]; |
|
|
|
var index2 = 9 * i + 3 * ( ( j + 1 ) % 3 ); |
|
coords[ index + 3 ] = vertices[ index2 ]; |
|
coords[ index + 4 ] = vertices[ index2 + 1 ]; |
|
coords[ index + 5 ] = vertices[ index2 + 2 ]; |
|
|
|
} |
|
|
|
} |
|
|
|
this.addAttribute( 'position', new BufferAttribute( coords, 3 ) ); |
|
|
|
} |
|
|
|
} |
|
|
|
}; |
|
|
|
WireframeGeometry.prototype = Object.create( BufferGeometry.prototype ); |
|
WireframeGeometry.prototype.constructor = WireframeGeometry; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function WireframeHelper( object, hex ) { |
|
|
|
var color = ( hex !== undefined ) ? hex : 0xffffff; |
|
|
|
LineSegments.call( this, new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: color } ) ); |
|
|
|
this.matrix = object.matrixWorld; |
|
this.matrixAutoUpdate = false; |
|
|
|
}; |
|
|
|
WireframeHelper.prototype = Object.create( LineSegments.prototype ); |
|
WireframeHelper.prototype.constructor = WireframeHelper; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
* @author WestLangley / http://github.com/WestLangley |
|
*/ |
|
|
|
function VertexNormalsHelper( object, size, hex, linewidth ) { |
|
|
|
this.object = object; |
|
|
|
this.size = ( size !== undefined ) ? size : 1; |
|
|
|
var color = ( hex !== undefined ) ? hex : 0xff0000; |
|
|
|
var width = ( linewidth !== undefined ) ? linewidth : 1; |
|
|
|
// |
|
|
|
var nNormals = 0; |
|
|
|
var objGeometry = this.object.geometry; |
|
|
|
if ( (objGeometry && objGeometry.isGeometry) ) { |
|
|
|
nNormals = objGeometry.faces.length * 3; |
|
|
|
} else if ( (objGeometry && objGeometry.isBufferGeometry) ) { |
|
|
|
nNormals = objGeometry.attributes.normal.count; |
|
|
|
} |
|
|
|
// |
|
|
|
var geometry = new BufferGeometry(); |
|
|
|
var positions = new Float32Attribute( nNormals * 2 * 3, 3 ); |
|
|
|
geometry.addAttribute( 'position', positions ); |
|
|
|
LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) ); |
|
|
|
// |
|
|
|
this.matrixAutoUpdate = false; |
|
|
|
this.update(); |
|
|
|
}; |
|
|
|
VertexNormalsHelper.prototype = Object.create( LineSegments.prototype ); |
|
VertexNormalsHelper.prototype.constructor = VertexNormalsHelper; |
|
|
|
VertexNormalsHelper.prototype.update = ( function () { |
|
|
|
var v1 = new Vector3(); |
|
var v2 = new Vector3(); |
|
var normalMatrix = new Matrix3(); |
|
|
|
return function update() { |
|
|
|
var keys = [ 'a', 'b', 'c' ]; |
|
|
|
this.object.updateMatrixWorld( true ); |
|
|
|
normalMatrix.getNormalMatrix( this.object.matrixWorld ); |
|
|
|
var matrixWorld = this.object.matrixWorld; |
|
|
|
var position = this.geometry.attributes.position; |
|
|
|
// |
|
|
|
var objGeometry = this.object.geometry; |
|
|
|
if ( (objGeometry && objGeometry.isGeometry) ) { |
|
|
|
var vertices = objGeometry.vertices; |
|
|
|
var faces = objGeometry.faces; |
|
|
|
var idx = 0; |
|
|
|
for ( var i = 0, l = faces.length; i < l; i ++ ) { |
|
|
|
var face = faces[ i ]; |
|
|
|
for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { |
|
|
|
var vertex = vertices[ face[ keys[ j ] ] ]; |
|
|
|
var normal = face.vertexNormals[ j ]; |
|
|
|
v1.copy( vertex ).applyMatrix4( matrixWorld ); |
|
|
|
v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); |
|
|
|
position.setXYZ( idx, v1.x, v1.y, v1.z ); |
|
|
|
idx = idx + 1; |
|
|
|
position.setXYZ( idx, v2.x, v2.y, v2.z ); |
|
|
|
idx = idx + 1; |
|
|
|
} |
|
|
|
} |
|
|
|
} else if ( (objGeometry && objGeometry.isBufferGeometry) ) { |
|
|
|
var objPos = objGeometry.attributes.position; |
|
|
|
var objNorm = objGeometry.attributes.normal; |
|
|
|
var idx = 0; |
|
|
|
// for simplicity, ignore index and drawcalls, and render every normal |
|
|
|
for ( var j = 0, jl = objPos.count; j < jl; j ++ ) { |
|
|
|
v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld ); |
|
|
|
v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) ); |
|
|
|
v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); |
|
|
|
position.setXYZ( idx, v1.x, v1.y, v1.z ); |
|
|
|
idx = idx + 1; |
|
|
|
position.setXYZ( idx, v2.x, v2.y, v2.z ); |
|
|
|
idx = idx + 1; |
|
|
|
} |
|
|
|
} |
|
|
|
position.needsUpdate = true; |
|
|
|
return this; |
|
|
|
}; |
|
|
|
}() ); |
|
|
|
/** |
|
* @author alteredq / http://alteredqualia.com/ |
|
* @author mrdoob / http://mrdoob.com/ |
|
* @author WestLangley / http://github.com/WestLangley |
|
*/ |
|
|
|
function SpotLightHelper( light ) { |
|
|
|
Object3D.call( this ); |
|
|
|
this.light = light; |
|
this.light.updateMatrixWorld(); |
|
|
|
this.matrix = light.matrixWorld; |
|
this.matrixAutoUpdate = false; |
|
|
|
var geometry = new BufferGeometry(); |
|
|
|
var positions = [ |
|
0, 0, 0, 0, 0, 1, |
|
0, 0, 0, 1, 0, 1, |
|
0, 0, 0, - 1, 0, 1, |
|
0, 0, 0, 0, 1, 1, |
|
0, 0, 0, 0, - 1, 1 |
|
]; |
|
|
|
for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) { |
|
|
|
var p1 = ( i / l ) * Math.PI * 2; |
|
var p2 = ( j / l ) * Math.PI * 2; |
|
|
|
positions.push( |
|
Math.cos( p1 ), Math.sin( p1 ), 1, |
|
Math.cos( p2 ), Math.sin( p2 ), 1 |
|
); |
|
|
|
} |
|
|
|
geometry.addAttribute( 'position', new Float32Attribute( positions, 3 ) ); |
|
|
|
var material = new LineBasicMaterial( { fog: false } ); |
|
|
|
this.cone = new LineSegments( geometry, material ); |
|
this.add( this.cone ); |
|
|
|
this.update(); |
|
|
|
}; |
|
|
|
SpotLightHelper.prototype = Object.create( Object3D.prototype ); |
|
SpotLightHelper.prototype.constructor = SpotLightHelper; |
|
|
|
SpotLightHelper.prototype.dispose = function () { |
|
|
|
this.cone.geometry.dispose(); |
|
this.cone.material.dispose(); |
|
|
|
}; |
|
|
|
SpotLightHelper.prototype.update = function () { |
|
|
|
var vector = new Vector3(); |
|
var vector2 = new Vector3(); |
|
|
|
return function update() { |
|
|
|
var coneLength = this.light.distance ? this.light.distance : 1000; |
|
var coneWidth = coneLength * Math.tan( this.light.angle ); |
|
|
|
this.cone.scale.set( coneWidth, coneWidth, coneLength ); |
|
|
|
vector.setFromMatrixPosition( this.light.matrixWorld ); |
|
vector2.setFromMatrixPosition( this.light.target.matrixWorld ); |
|
|
|
this.cone.lookAt( vector2.sub( vector ) ); |
|
|
|
this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); |
|
|
|
}; |
|
|
|
}(); |
|
|
|
/** |
|
* @author Sean Griffin / http://twitter.com/sgrif |
|
* @author Michael Guerrero / http://realitymeltdown.com |
|
* @author mrdoob / http://mrdoob.com/ |
|
* @author ikerr / http://verold.com |
|
*/ |
|
|
|
function SkeletonHelper( object ) { |
|
|
|
this.bones = this.getBoneList( object ); |
|
|
|
var geometry = new Geometry(); |
|
|
|
for ( var i = 0; i < this.bones.length; i ++ ) { |
|
|
|
var bone = this.bones[ i ]; |
|
|
|
if ( (bone.parent && bone.parent.isBone) ) { |
|
|
|
geometry.vertices.push( new Vector3() ); |
|
geometry.vertices.push( new Vector3() ); |
|
geometry.colors.push( new Color( 0, 0, 1 ) ); |
|
geometry.colors.push( new Color( 0, 1, 0 ) ); |
|
|
|
} |
|
|
|
} |
|
|
|
geometry.dynamic = true; |
|
|
|
var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } ); |
|
|
|
LineSegments.call( this, geometry, material ); |
|
|
|
this.root = object; |
|
|
|
this.matrix = object.matrixWorld; |
|
this.matrixAutoUpdate = false; |
|
|
|
this.update(); |
|
|
|
}; |
|
|
|
|
|
SkeletonHelper.prototype = Object.create( LineSegments.prototype ); |
|
SkeletonHelper.prototype.constructor = SkeletonHelper; |
|
|
|
SkeletonHelper.prototype.getBoneList = function( object ) { |
|
|
|
var boneList = []; |
|
|
|
if ( (object && object.isBone) ) { |
|
|
|
boneList.push( object ); |
|
|
|
} |
|
|
|
for ( var i = 0; i < object.children.length; i ++ ) { |
|
|
|
boneList.push.apply( boneList, this.getBoneList( object.children[ i ] ) ); |
|
|
|
} |
|
|
|
return boneList; |
|
|
|
}; |
|
|
|
SkeletonHelper.prototype.update = function () { |
|
|
|
var geometry = this.geometry; |
|
|
|
var matrixWorldInv = new Matrix4().getInverse( this.root.matrixWorld ); |
|
|
|
var boneMatrix = new Matrix4(); |
|
|
|
var j = 0; |
|
|
|
for ( var i = 0; i < this.bones.length; i ++ ) { |
|
|
|
var bone = this.bones[ i ]; |
|
|
|
if ( (bone.parent && bone.parent.isBone) ) { |
|
|
|
boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld ); |
|
geometry.vertices[ j ].setFromMatrixPosition( boneMatrix ); |
|
|
|
boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld ); |
|
geometry.vertices[ j + 1 ].setFromMatrixPosition( boneMatrix ); |
|
|
|
j += 2; |
|
|
|
} |
|
|
|
} |
|
|
|
geometry.verticesNeedUpdate = true; |
|
|
|
geometry.computeBoundingSphere(); |
|
|
|
}; |
|
|
|
/** |
|
* @author benaadams / https://twitter.com/ben_a_adams |
|
* based on THREE.SphereGeometry |
|
*/ |
|
|
|
function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { |
|
|
|
BufferGeometry.call( this ); |
|
|
|
this.type = 'SphereBufferGeometry'; |
|
|
|
this.parameters = { |
|
radius: radius, |
|
widthSegments: widthSegments, |
|
heightSegments: heightSegments, |
|
phiStart: phiStart, |
|
phiLength: phiLength, |
|
thetaStart: thetaStart, |
|
thetaLength: thetaLength |
|
}; |
|
|
|
radius = radius || 50; |
|
|
|
widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 ); |
|
heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 ); |
|
|
|
phiStart = phiStart !== undefined ? phiStart : 0; |
|
phiLength = phiLength !== undefined ? phiLength : Math.PI * 2; |
|
|
|
thetaStart = thetaStart !== undefined ? thetaStart : 0; |
|
thetaLength = thetaLength !== undefined ? thetaLength : Math.PI; |
|
|
|
var thetaEnd = thetaStart + thetaLength; |
|
|
|
var vertexCount = ( ( widthSegments + 1 ) * ( heightSegments + 1 ) ); |
|
|
|
var positions = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); |
|
var normals = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); |
|
var uvs = new BufferAttribute( new Float32Array( vertexCount * 2 ), 2 ); |
|
|
|
var index = 0, vertices = [], normal = new Vector3(); |
|
|
|
for ( var y = 0; y <= heightSegments; y ++ ) { |
|
|
|
var verticesRow = []; |
|
|
|
var v = y / heightSegments; |
|
|
|
for ( var x = 0; x <= widthSegments; x ++ ) { |
|
|
|
var u = x / widthSegments; |
|
|
|
var px = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); |
|
var py = radius * Math.cos( thetaStart + v * thetaLength ); |
|
var pz = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); |
|
|
|
normal.set( px, py, pz ).normalize(); |
|
|
|
positions.setXYZ( index, px, py, pz ); |
|
normals.setXYZ( index, normal.x, normal.y, normal.z ); |
|
uvs.setXY( index, u, 1 - v ); |
|
|
|
verticesRow.push( index ); |
|
|
|
index ++; |
|
|
|
} |
|
|
|
vertices.push( verticesRow ); |
|
|
|
} |
|
|
|
var indices = []; |
|
|
|
for ( var y = 0; y < heightSegments; y ++ ) { |
|
|
|
for ( var x = 0; x < widthSegments; x ++ ) { |
|
|
|
var v1 = vertices[ y ][ x + 1 ]; |
|
var v2 = vertices[ y ][ x ]; |
|
var v3 = vertices[ y + 1 ][ x ]; |
|
var v4 = vertices[ y + 1 ][ x + 1 ]; |
|
|
|
if ( y !== 0 || thetaStart > 0 ) indices.push( v1, v2, v4 ); |
|
if ( y !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( v2, v3, v4 ); |
|
|
|
} |
|
|
|
} |
|
|
|
this.setIndex( new ( positions.count > 65535 ? Uint32Attribute : Uint16Attribute )( indices, 1 ) ); |
|
this.addAttribute( 'position', positions ); |
|
this.addAttribute( 'normal', normals ); |
|
this.addAttribute( 'uv', uvs ); |
|
|
|
this.boundingSphere = new Sphere( new Vector3(), radius ); |
|
|
|
}; |
|
|
|
SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); |
|
SphereBufferGeometry.prototype.constructor = SphereBufferGeometry; |
|
|
|
/** |
|
* @author alteredq / http://alteredqualia.com/ |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function PointLightHelper( light, sphereSize ) { |
|
|
|
this.light = light; |
|
this.light.updateMatrixWorld(); |
|
|
|
var geometry = new SphereBufferGeometry( sphereSize, 4, 2 ); |
|
var material = new MeshBasicMaterial( { wireframe: true, fog: false } ); |
|
material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); |
|
|
|
Mesh.call( this, geometry, material ); |
|
|
|
this.matrix = this.light.matrixWorld; |
|
this.matrixAutoUpdate = false; |
|
|
|
/* |
|
var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 ); |
|
var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } ); |
|
|
|
this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial ); |
|
this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial ); |
|
|
|
var d = light.distance; |
|
|
|
if ( d === 0.0 ) { |
|
|
|
this.lightDistance.visible = false; |
|
|
|
} else { |
|
|
|
this.lightDistance.scale.set( d, d, d ); |
|
|
|
} |
|
|
|
this.add( this.lightDistance ); |
|
*/ |
|
|
|
}; |
|
|
|
PointLightHelper.prototype = Object.create( Mesh.prototype ); |
|
PointLightHelper.prototype.constructor = PointLightHelper; |
|
|
|
PointLightHelper.prototype.dispose = function () { |
|
|
|
this.geometry.dispose(); |
|
this.material.dispose(); |
|
|
|
}; |
|
|
|
PointLightHelper.prototype.update = function () { |
|
|
|
this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); |
|
|
|
/* |
|
var d = this.light.distance; |
|
|
|
if ( d === 0.0 ) { |
|
|
|
this.lightDistance.visible = false; |
|
|
|
} else { |
|
|
|
this.lightDistance.visible = true; |
|
this.lightDistance.scale.set( d, d, d ); |
|
|
|
} |
|
*/ |
|
|
|
}; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { |
|
|
|
Geometry.call( this ); |
|
|
|
this.type = 'SphereGeometry'; |
|
|
|
this.parameters = { |
|
radius: radius, |
|
widthSegments: widthSegments, |
|
heightSegments: heightSegments, |
|
phiStart: phiStart, |
|
phiLength: phiLength, |
|
thetaStart: thetaStart, |
|
thetaLength: thetaLength |
|
}; |
|
|
|
this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) ); |
|
|
|
}; |
|
|
|
SphereGeometry.prototype = Object.create( Geometry.prototype ); |
|
SphereGeometry.prototype.constructor = SphereGeometry; |
|
|
|
/** |
|
* @author alteredq / http://alteredqualia.com/ |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function HemisphereLightHelper( light, sphereSize ) { |
|
|
|
Object3D.call( this ); |
|
|
|
this.light = light; |
|
this.light.updateMatrixWorld(); |
|
|
|
this.matrix = light.matrixWorld; |
|
this.matrixAutoUpdate = false; |
|
|
|
this.colors = [ new Color(), new Color() ]; |
|
|
|
var geometry = new SphereGeometry( sphereSize, 4, 2 ); |
|
geometry.rotateX( - Math.PI / 2 ); |
|
|
|
for ( var i = 0, il = 8; i < il; i ++ ) { |
|
|
|
geometry.faces[ i ].color = this.colors[ i < 4 ? 0 : 1 ]; |
|
|
|
} |
|
|
|
var material = new MeshBasicMaterial( { vertexColors: FaceColors, wireframe: true } ); |
|
|
|
this.lightSphere = new Mesh( geometry, material ); |
|
this.add( this.lightSphere ); |
|
|
|
this.update(); |
|
|
|
}; |
|
|
|
HemisphereLightHelper.prototype = Object.create( Object3D.prototype ); |
|
HemisphereLightHelper.prototype.constructor = HemisphereLightHelper; |
|
|
|
HemisphereLightHelper.prototype.dispose = function () { |
|
|
|
this.lightSphere.geometry.dispose(); |
|
this.lightSphere.material.dispose(); |
|
|
|
}; |
|
|
|
HemisphereLightHelper.prototype.update = function () { |
|
|
|
var vector = new Vector3(); |
|
|
|
return function update() { |
|
|
|
this.colors[ 0 ].copy( this.light.color ).multiplyScalar( this.light.intensity ); |
|
this.colors[ 1 ].copy( this.light.groundColor ).multiplyScalar( this.light.intensity ); |
|
|
|
this.lightSphere.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() ); |
|
this.lightSphere.geometry.colorsNeedUpdate = true; |
|
|
|
}; |
|
|
|
}(); |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function GridHelper( size, divisions, color1, color2 ) { |
|
|
|
divisions = divisions || 1; |
|
color1 = new Color( color1 !== undefined ? color1 : 0x444444 ); |
|
color2 = new Color( color2 !== undefined ? color2 : 0x888888 ); |
|
|
|
var center = divisions / 2; |
|
var step = ( size * 2 ) / divisions; |
|
var vertices = [], colors = []; |
|
|
|
for ( var i = 0, j = 0, k = - size; i <= divisions; i ++, k += step ) { |
|
|
|
vertices.push( - size, 0, k, size, 0, k ); |
|
vertices.push( k, 0, - size, k, 0, size ); |
|
|
|
var color = i === center ? color1 : color2; |
|
|
|
color.toArray( colors, j ); j += 3; |
|
color.toArray( colors, j ); j += 3; |
|
color.toArray( colors, j ); j += 3; |
|
color.toArray( colors, j ); j += 3; |
|
|
|
} |
|
|
|
var geometry = new BufferGeometry(); |
|
geometry.addAttribute( 'position', new Float32Attribute( vertices, 3 ) ); |
|
geometry.addAttribute( 'color', new Float32Attribute( colors, 3 ) ); |
|
|
|
var material = new LineBasicMaterial( { vertexColors: VertexColors } ); |
|
|
|
LineSegments.call( this, geometry, material ); |
|
|
|
}; |
|
|
|
GridHelper.prototype = Object.create( LineSegments.prototype ); |
|
GridHelper.prototype.constructor = GridHelper; |
|
|
|
GridHelper.prototype.setColors = function () { |
|
|
|
console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' ); |
|
|
|
}; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
* @author WestLangley / http://github.com/WestLangley |
|
*/ |
|
|
|
function FaceNormalsHelper( object, size, hex, linewidth ) { |
|
|
|
// FaceNormalsHelper only supports THREE.Geometry |
|
|
|
this.object = object; |
|
|
|
this.size = ( size !== undefined ) ? size : 1; |
|
|
|
var color = ( hex !== undefined ) ? hex : 0xffff00; |
|
|
|
var width = ( linewidth !== undefined ) ? linewidth : 1; |
|
|
|
// |
|
|
|
var nNormals = 0; |
|
|
|
var objGeometry = this.object.geometry; |
|
|
|
if ( (objGeometry && objGeometry.isGeometry) ) { |
|
|
|
nNormals = objGeometry.faces.length; |
|
|
|
} else { |
|
|
|
console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' ); |
|
|
|
} |
|
|
|
// |
|
|
|
var geometry = new BufferGeometry(); |
|
|
|
var positions = new Float32Attribute( nNormals * 2 * 3, 3 ); |
|
|
|
geometry.addAttribute( 'position', positions ); |
|
|
|
LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) ); |
|
|
|
// |
|
|
|
this.matrixAutoUpdate = false; |
|
this.update(); |
|
|
|
}; |
|
|
|
FaceNormalsHelper.prototype = Object.create( LineSegments.prototype ); |
|
FaceNormalsHelper.prototype.constructor = FaceNormalsHelper; |
|
|
|
FaceNormalsHelper.prototype.update = ( function () { |
|
|
|
var v1 = new Vector3(); |
|
var v2 = new Vector3(); |
|
var normalMatrix = new Matrix3(); |
|
|
|
return function update() { |
|
|
|
this.object.updateMatrixWorld( true ); |
|
|
|
normalMatrix.getNormalMatrix( this.object.matrixWorld ); |
|
|
|
var matrixWorld = this.object.matrixWorld; |
|
|
|
var position = this.geometry.attributes.position; |
|
|
|
// |
|
|
|
var objGeometry = this.object.geometry; |
|
|
|
var vertices = objGeometry.vertices; |
|
|
|
var faces = objGeometry.faces; |
|
|
|
var idx = 0; |
|
|
|
for ( var i = 0, l = faces.length; i < l; i ++ ) { |
|
|
|
var face = faces[ i ]; |
|
|
|
var normal = face.normal; |
|
|
|
v1.copy( vertices[ face.a ] ) |
|
.add( vertices[ face.b ] ) |
|
.add( vertices[ face.c ] ) |
|
.divideScalar( 3 ) |
|
.applyMatrix4( matrixWorld ); |
|
|
|
v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); |
|
|
|
position.setXYZ( idx, v1.x, v1.y, v1.z ); |
|
|
|
idx = idx + 1; |
|
|
|
position.setXYZ( idx, v2.x, v2.y, v2.z ); |
|
|
|
idx = idx + 1; |
|
|
|
} |
|
|
|
position.needsUpdate = true; |
|
|
|
return this; |
|
|
|
}; |
|
|
|
}() ); |
|
|
|
/** |
|
* @author WestLangley / http://github.com/WestLangley |
|
*/ |
|
|
|
function EdgesGeometry( geometry, thresholdAngle ) { |
|
|
|
BufferGeometry.call( this ); |
|
|
|
thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1; |
|
|
|
var thresholdDot = Math.cos( exports.Math.DEG2RAD * thresholdAngle ); |
|
|
|
var edge = [ 0, 0 ], hash = {}; |
|
|
|
function sortFunction( a, b ) { |
|
|
|
return a - b; |
|
|
|
} |
|
|
|
var keys = [ 'a', 'b', 'c' ]; |
|
|
|
var geometry2; |
|
|
|
if ( (geometry && geometry.isBufferGeometry) ) { |
|
|
|
geometry2 = new Geometry(); |
|
geometry2.fromBufferGeometry( geometry ); |
|
|
|
} else { |
|
|
|
geometry2 = geometry.clone(); |
|
|
|
} |
|
|
|
geometry2.mergeVertices(); |
|
geometry2.computeFaceNormals(); |
|
|
|
var vertices = geometry2.vertices; |
|
var faces = geometry2.faces; |
|
|
|
for ( var i = 0, l = faces.length; i < l; i ++ ) { |
|
|
|
var face = faces[ i ]; |
|
|
|
for ( var j = 0; j < 3; j ++ ) { |
|
|
|
edge[ 0 ] = face[ keys[ j ] ]; |
|
edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ]; |
|
edge.sort( sortFunction ); |
|
|
|
var key = edge.toString(); |
|
|
|
if ( hash[ key ] === undefined ) { |
|
|
|
hash[ key ] = { vert1: edge[ 0 ], vert2: edge[ 1 ], face1: i, face2: undefined }; |
|
|
|
} else { |
|
|
|
hash[ key ].face2 = i; |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
var coords = []; |
|
|
|
for ( var key in hash ) { |
|
|
|
var h = hash[ key ]; |
|
|
|
if ( h.face2 === undefined || faces[ h.face1 ].normal.dot( faces[ h.face2 ].normal ) <= thresholdDot ) { |
|
|
|
var vertex = vertices[ h.vert1 ]; |
|
coords.push( vertex.x ); |
|
coords.push( vertex.y ); |
|
coords.push( vertex.z ); |
|
|
|
vertex = vertices[ h.vert2 ]; |
|
coords.push( vertex.x ); |
|
coords.push( vertex.y ); |
|
coords.push( vertex.z ); |
|
|
|
} |
|
|
|
} |
|
|
|
this.addAttribute( 'position', new BufferAttribute( new Float32Array( coords ), 3 ) ); |
|
|
|
}; |
|
|
|
EdgesGeometry.prototype = Object.create( BufferGeometry.prototype ); |
|
EdgesGeometry.prototype.constructor = EdgesGeometry; |
|
|
|
/** |
|
* @author WestLangley / http://github.com/WestLangley |
|
* @param object THREE.Mesh whose geometry will be used |
|
* @param hex line color |
|
* @param thresholdAngle the minimum angle (in degrees), |
|
* between the face normals of adjacent faces, |
|
* that is required to render an edge. A value of 10 means |
|
* an edge is only rendered if the angle is at least 10 degrees. |
|
*/ |
|
|
|
function EdgesHelper( object, hex, thresholdAngle ) { |
|
|
|
var color = ( hex !== undefined ) ? hex : 0xffffff; |
|
|
|
LineSegments.call( this, new EdgesGeometry( object.geometry, thresholdAngle ), new LineBasicMaterial( { color: color } ) ); |
|
|
|
this.matrix = object.matrixWorld; |
|
this.matrixAutoUpdate = false; |
|
|
|
}; |
|
|
|
EdgesHelper.prototype = Object.create( LineSegments.prototype ); |
|
EdgesHelper.prototype.constructor = EdgesHelper; |
|
|
|
/** |
|
* @author alteredq / http://alteredqualia.com/ |
|
* @author mrdoob / http://mrdoob.com/ |
|
* @author WestLangley / http://github.com/WestLangley |
|
*/ |
|
|
|
function DirectionalLightHelper( light, size ) { |
|
|
|
Object3D.call( this ); |
|
|
|
this.light = light; |
|
this.light.updateMatrixWorld(); |
|
|
|
this.matrix = light.matrixWorld; |
|
this.matrixAutoUpdate = false; |
|
|
|
if ( size === undefined ) size = 1; |
|
|
|
var geometry = new BufferGeometry(); |
|
geometry.addAttribute( 'position', new Float32Attribute( [ |
|
- size, size, 0, |
|
size, size, 0, |
|
size, - size, 0, |
|
- size, - size, 0, |
|
- size, size, 0 |
|
], 3 ) ); |
|
|
|
var material = new LineBasicMaterial( { fog: false } ); |
|
|
|
this.add( new Line( geometry, material ) ); |
|
|
|
geometry = new BufferGeometry(); |
|
geometry.addAttribute( 'position', new Float32Attribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) ); |
|
|
|
this.add( new Line( geometry, material )); |
|
|
|
this.update(); |
|
|
|
}; |
|
|
|
DirectionalLightHelper.prototype = Object.create( Object3D.prototype ); |
|
DirectionalLightHelper.prototype.constructor = DirectionalLightHelper; |
|
|
|
DirectionalLightHelper.prototype.dispose = function () { |
|
|
|
var lightPlane = this.children[ 0 ]; |
|
var targetLine = this.children[ 1 ]; |
|
|
|
lightPlane.geometry.dispose(); |
|
lightPlane.material.dispose(); |
|
targetLine.geometry.dispose(); |
|
targetLine.material.dispose(); |
|
|
|
}; |
|
|
|
DirectionalLightHelper.prototype.update = function () { |
|
|
|
var v1 = new Vector3(); |
|
var v2 = new Vector3(); |
|
var v3 = new Vector3(); |
|
|
|
return function update() { |
|
|
|
v1.setFromMatrixPosition( this.light.matrixWorld ); |
|
v2.setFromMatrixPosition( this.light.target.matrixWorld ); |
|
v3.subVectors( v2, v1 ); |
|
|
|
var lightPlane = this.children[ 0 ]; |
|
var targetLine = this.children[ 1 ]; |
|
|
|
lightPlane.lookAt( v3 ); |
|
lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); |
|
|
|
targetLine.lookAt( v3 ); |
|
targetLine.scale.z = v3.length(); |
|
|
|
}; |
|
|
|
}(); |
|
|
|
/** |
|
* @author alteredq / http://alteredqualia.com/ |
|
* |
|
* - shows frustum, line of sight and up of the camera |
|
* - suitable for fast updates |
|
* - based on frustum visualization in lightgl.js shadowmap example |
|
* http://evanw.github.com/lightgl.js/tests/shadowmap.html |
|
*/ |
|
|
|
function CameraHelper( camera ) { |
|
|
|
var geometry = new Geometry(); |
|
var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } ); |
|
|
|
var pointMap = {}; |
|
|
|
// colors |
|
|
|
var hexFrustum = 0xffaa00; |
|
var hexCone = 0xff0000; |
|
var hexUp = 0x00aaff; |
|
var hexTarget = 0xffffff; |
|
var hexCross = 0x333333; |
|
|
|
// near |
|
|
|
addLine( "n1", "n2", hexFrustum ); |
|
addLine( "n2", "n4", hexFrustum ); |
|
addLine( "n4", "n3", hexFrustum ); |
|
addLine( "n3", "n1", hexFrustum ); |
|
|
|
// far |
|
|
|
addLine( "f1", "f2", hexFrustum ); |
|
addLine( "f2", "f4", hexFrustum ); |
|
addLine( "f4", "f3", hexFrustum ); |
|
addLine( "f3", "f1", hexFrustum ); |
|
|
|
// sides |
|
|
|
addLine( "n1", "f1", hexFrustum ); |
|
addLine( "n2", "f2", hexFrustum ); |
|
addLine( "n3", "f3", hexFrustum ); |
|
addLine( "n4", "f4", hexFrustum ); |
|
|
|
// cone |
|
|
|
addLine( "p", "n1", hexCone ); |
|
addLine( "p", "n2", hexCone ); |
|
addLine( "p", "n3", hexCone ); |
|
addLine( "p", "n4", hexCone ); |
|
|
|
// up |
|
|
|
addLine( "u1", "u2", hexUp ); |
|
addLine( "u2", "u3", hexUp ); |
|
addLine( "u3", "u1", hexUp ); |
|
|
|
// target |
|
|
|
addLine( "c", "t", hexTarget ); |
|
addLine( "p", "c", hexCross ); |
|
|
|
// cross |
|
|
|
addLine( "cn1", "cn2", hexCross ); |
|
addLine( "cn3", "cn4", hexCross ); |
|
|
|
addLine( "cf1", "cf2", hexCross ); |
|
addLine( "cf3", "cf4", hexCross ); |
|
|
|
function addLine( a, b, hex ) { |
|
|
|
addPoint( a, hex ); |
|
addPoint( b, hex ); |
|
|
|
} |
|
|
|
function addPoint( id, hex ) { |
|
|
|
geometry.vertices.push( new Vector3() ); |
|
geometry.colors.push( new Color( hex ) ); |
|
|
|
if ( pointMap[ id ] === undefined ) { |
|
|
|
pointMap[ id ] = []; |
|
|
|
} |
|
|
|
pointMap[ id ].push( geometry.vertices.length - 1 ); |
|
|
|
} |
|
|
|
LineSegments.call( this, geometry, material ); |
|
|
|
this.camera = camera; |
|
if( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix(); |
|
|
|
this.matrix = camera.matrixWorld; |
|
this.matrixAutoUpdate = false; |
|
|
|
this.pointMap = pointMap; |
|
|
|
this.update(); |
|
|
|
}; |
|
|
|
CameraHelper.prototype = Object.create( LineSegments.prototype ); |
|
CameraHelper.prototype.constructor = CameraHelper; |
|
|
|
CameraHelper.prototype.update = function () { |
|
|
|
var geometry, pointMap; |
|
|
|
var vector = new Vector3(); |
|
var camera = new Camera(); |
|
|
|
function setPoint( point, x, y, z ) { |
|
|
|
vector.set( x, y, z ).unproject( camera ); |
|
|
|
var points = pointMap[ point ]; |
|
|
|
if ( points !== undefined ) { |
|
|
|
for ( var i = 0, il = points.length; i < il; i ++ ) { |
|
|
|
geometry.vertices[ points[ i ] ].copy( vector ); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
return function update() { |
|
|
|
geometry = this.geometry; |
|
pointMap = this.pointMap; |
|
|
|
var w = 1, h = 1; |
|
|
|
// we need just camera projection matrix |
|
// world matrix must be identity |
|
|
|
camera.projectionMatrix.copy( this.camera.projectionMatrix ); |
|
|
|
// center / target |
|
|
|
setPoint( "c", 0, 0, - 1 ); |
|
setPoint( "t", 0, 0, 1 ); |
|
|
|
// near |
|
|
|
setPoint( "n1", - w, - h, - 1 ); |
|
setPoint( "n2", w, - h, - 1 ); |
|
setPoint( "n3", - w, h, - 1 ); |
|
setPoint( "n4", w, h, - 1 ); |
|
|
|
// far |
|
|
|
setPoint( "f1", - w, - h, 1 ); |
|
setPoint( "f2", w, - h, 1 ); |
|
setPoint( "f3", - w, h, 1 ); |
|
setPoint( "f4", w, h, 1 ); |
|
|
|
// up |
|
|
|
setPoint( "u1", w * 0.7, h * 1.1, - 1 ); |
|
setPoint( "u2", - w * 0.7, h * 1.1, - 1 ); |
|
setPoint( "u3", 0, h * 2, - 1 ); |
|
|
|
// cross |
|
|
|
setPoint( "cf1", - w, 0, 1 ); |
|
setPoint( "cf2", w, 0, 1 ); |
|
setPoint( "cf3", 0, - h, 1 ); |
|
setPoint( "cf4", 0, h, 1 ); |
|
|
|
setPoint( "cn1", - w, 0, - 1 ); |
|
setPoint( "cn2", w, 0, - 1 ); |
|
setPoint( "cn3", 0, - h, - 1 ); |
|
setPoint( "cn4", 0, h, - 1 ); |
|
|
|
geometry.verticesNeedUpdate = true; |
|
|
|
}; |
|
|
|
}(); |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
* based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as |
|
*/ |
|
|
|
function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) { |
|
|
|
Geometry.call( this ); |
|
|
|
this.type = 'BoxGeometry'; |
|
|
|
this.parameters = { |
|
width: width, |
|
height: height, |
|
depth: depth, |
|
widthSegments: widthSegments, |
|
heightSegments: heightSegments, |
|
depthSegments: depthSegments |
|
}; |
|
|
|
this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) ); |
|
this.mergeVertices(); |
|
|
|
}; |
|
|
|
BoxGeometry.prototype = Object.create( Geometry.prototype ); |
|
BoxGeometry.prototype.constructor = BoxGeometry; |
|
|
|
exports.CubeGeometry = BoxGeometry; |
|
|
|
/** |
|
* @author WestLangley / http://github.com/WestLangley |
|
*/ |
|
|
|
// a helper to show the world-axis-aligned bounding box for an object |
|
|
|
function BoundingBoxHelper( object, hex ) { |
|
|
|
var color = ( hex !== undefined ) ? hex : 0x888888; |
|
|
|
this.object = object; |
|
|
|
this.box = new Box3(); |
|
|
|
Mesh.call( this, new BoxGeometry( 1, 1, 1 ), new MeshBasicMaterial( { color: color, wireframe: true } ) ); |
|
|
|
}; |
|
|
|
BoundingBoxHelper.prototype = Object.create( Mesh.prototype ); |
|
BoundingBoxHelper.prototype.constructor = BoundingBoxHelper; |
|
|
|
BoundingBoxHelper.prototype.update = function () { |
|
|
|
this.box.setFromObject( this.object ); |
|
|
|
this.box.size( this.scale ); |
|
|
|
this.box.center( this.position ); |
|
|
|
}; |
|
|
|
/** |
|
* @author mrdoob / http://mrdoob.com/ |
|
*/ |
|
|
|
function BoxHelper( object, color ) { |
|
|
|
if ( color === undefined ) color = 0xffff00; |
|
|
|
var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); |
|
var positions = new Float32Array( 8 * 3 ); |
|
|
|
var geometry = new BufferGeometry(); |
|
geometry.setIndex( new BufferAttribute( indices, 1 ) ); |
|
geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) ); |
|
|
|
LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) ); |
|
|
|
if ( object !== undefined ) { |
|
|
|
this.update( object ); |
|
|
|
} |
|
|
|
}; |
|
|
|
BoxHelper.prototype = Object.create( LineSegments.prototype ); |
|
BoxHelper.prototype.constructor = BoxHelper; |
|
|
|
BoxHelper.prototype.update = ( function () { |
|
|
|
var box = new Box3(); |
|
|
|
return function update( object ) { |
|
|
|
if ( (object && object.isBox3) ) { |
|
|
|
box.copy( object ); |
|
|
|
} else { |
|
|
|
box.setFromObject( object ); |
|
|
|
} |
|
|
|
if ( box.isEmpty() ) return; |
|
|
|
var min = box.min; |
|
var max = box.max; |
|
|
|
/* |
|
5____4 |
|
1/___0/| |
|
| 6__|_7 |
|
2/___3/ |
|
|
|
0: max.x, max.y, max.z |
|
1: min.x, max.y, max.z |
|
2: min.x, min.y, max.z |
|
3: max.x, min.y, max.z |
|
4: max.x, max.y, min.z |
|
5: min.x, max.y, min.z |
|
6: min.x, min.y, min.z |
|
7: max.x, min.y, min.z |
|
*/ |
|
|
|
var position = this.geometry.attributes.position; |
|
var array = position.array; |
|
|
|
array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z; |
|
array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z; |
|
array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z; |
|
array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z; |
|
array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z; |
|
array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z; |
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array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z; |
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array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z; |
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position.needsUpdate = true; |
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this.geometry.computeBoundingSphere(); |
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}; |
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} )(); |
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/** |
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* @author Mugen87 / https://github.com/Mugen87 |
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*/ |
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function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { |
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BufferGeometry.call( this ); |
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this.type = 'CylinderBufferGeometry'; |
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this.parameters = { |
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radiusTop: radiusTop, |
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radiusBottom: radiusBottom, |
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height: height, |
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radialSegments: radialSegments, |
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heightSegments: heightSegments, |
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openEnded: openEnded, |
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thetaStart: thetaStart, |
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thetaLength: thetaLength |
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}; |
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var scope = this; |
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radiusTop = radiusTop !== undefined ? radiusTop : 20; |
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radiusBottom = radiusBottom !== undefined ? radiusBottom : 20; |
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height = height !== undefined ? height : 100; |
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radialSegments = Math.floor( radialSegments ) || 8; |
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heightSegments = Math.floor( heightSegments ) || 1; |
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openEnded = openEnded !== undefined ? openEnded : false; |
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thetaStart = thetaStart !== undefined ? thetaStart : 0.0; |
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thetaLength = thetaLength !== undefined ? thetaLength : 2.0 * Math.PI; |
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// used to calculate buffer length |
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var nbCap = 0; |
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if ( openEnded === false ) { |
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if ( radiusTop > 0 ) nbCap ++; |
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if ( radiusBottom > 0 ) nbCap ++; |
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} |
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var vertexCount = calculateVertexCount(); |
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var indexCount = calculateIndexCount(); |
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// buffers |
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var indices = new BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ), 1 ); |
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var vertices = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); |
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var normals = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); |
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var uvs = new BufferAttribute( new Float32Array( vertexCount * 2 ), 2 ); |
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// helper variables |
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var index = 0, |
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indexOffset = 0, |
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indexArray = [], |
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halfHeight = height / 2; |
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// group variables |
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var groupStart = 0; |
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// generate geometry |
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generateTorso(); |
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if ( openEnded === false ) { |
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if ( radiusTop > 0 ) generateCap( true ); |
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if ( radiusBottom > 0 ) generateCap( false ); |
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} |
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// build geometry |
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this.setIndex( indices ); |
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this.addAttribute( 'position', vertices ); |
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this.addAttribute( 'normal', normals ); |
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this.addAttribute( 'uv', uvs ); |
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// helper functions |
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function calculateVertexCount() { |
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var count = ( radialSegments + 1 ) * ( heightSegments + 1 ); |
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if ( openEnded === false ) { |
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count += ( ( radialSegments + 1 ) * nbCap ) + ( radialSegments * nbCap ); |
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} |
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return count; |
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} |
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function calculateIndexCount() { |
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var count = radialSegments * heightSegments * 2 * 3; |
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if ( openEnded === false ) { |
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count += radialSegments * nbCap * 3; |
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} |
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return count; |
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} |
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function generateTorso() { |
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var x, y; |
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var normal = new Vector3(); |
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var vertex = new Vector3(); |
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var groupCount = 0; |
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// this will be used to calculate the normal |
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var tanTheta = ( radiusBottom - radiusTop ) / height; |
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// generate vertices, normals and uvs |
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for ( y = 0; y <= heightSegments; y ++ ) { |
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var indexRow = []; |
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var v = y / heightSegments; |
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// calculate the radius of the current row |
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var radius = v * ( radiusBottom - radiusTop ) + radiusTop; |
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for ( x = 0; x <= radialSegments; x ++ ) { |
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var u = x / radialSegments; |
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// vertex |
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vertex.x = radius * Math.sin( u * thetaLength + thetaStart ); |
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vertex.y = - v * height + halfHeight; |
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vertex.z = radius * Math.cos( u * thetaLength + thetaStart ); |
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vertices.setXYZ( index, vertex.x, vertex.y, vertex.z ); |
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// normal |
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normal.copy( vertex ); |
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|
// handle special case if radiusTop/radiusBottom is zero |
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|
if ( ( radiusTop === 0 && y === 0 ) || ( radiusBottom === 0 && y === heightSegments ) ) { |
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|
normal.x = Math.sin( u * thetaLength + thetaStart ); |
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normal.z = Math.cos( u * thetaLength + thetaStart ); |
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|
} |
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|
normal.setY( Math.sqrt( normal.x * normal.x + normal.z * normal.z ) * tanTheta ).normalize(); |
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normals.setXYZ( index, normal.x, normal.y, normal.z ); |
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|
// uv |
|
uvs.setXY( index, u, 1 - v ); |
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|
// save index of vertex in respective row |
|
indexRow.push( index ); |
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|
// increase index |
|
index ++; |
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|
} |
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|
// now save vertices of the row in our index array |
|
indexArray.push( indexRow ); |
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|
|
} |
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|
|
// generate indices |
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|
|
for ( x = 0; x < radialSegments; x ++ ) { |
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|
for ( y = 0; y < heightSegments; y ++ ) { |
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|
|
// we use the index array to access the correct indices |
|
var i1 = indexArray[ y ][ x ]; |
|
var i2 = indexArray[ y + 1 ][ x ]; |
|
var i3 = indexArray[ y + 1 ][ x + 1 ]; |
|
var i4 = indexArray[ y ][ x + 1 ]; |
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|
|
// face one |
|
indices.setX( indexOffset, i1 ); indexOffset ++; |
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|