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April 8, 2018 09:34
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小游戏版threes
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(function (global, factory) { | |
typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) : | |
typeof define === 'function' && define.amd ? define(['exports'], factory) : | |
(factory((global.THREE = {}))); | |
}(this, (function (exports) { 'use strict'; | |
// Polyfills | |
if ( Number.EPSILON === undefined ) { | |
Number.EPSILON = Math.pow( 2, - 52 ); | |
} | |
if ( Number.isInteger === undefined ) { | |
// Missing in IE | |
// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger | |
Number.isInteger = function ( value ) { | |
return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value; | |
}; | |
} | |
// | |
if ( Math.sign === undefined ) { | |
// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign | |
Math.sign = function ( x ) { | |
return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x; | |
}; | |
} | |
if ( 'name' in Function.prototype === false ) { | |
// Missing in IE | |
// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name | |
Object.defineProperty( Function.prototype, 'name', { | |
get: function () { | |
return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ]; | |
} | |
} ); | |
} | |
if ( Object.assign === undefined ) { | |
// Missing in IE | |
// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign | |
( function () { | |
Object.assign = function ( target ) { | |
if ( target === undefined || target === null ) { | |
throw new TypeError( 'Cannot convert undefined or null to object' ); | |
} | |
var output = Object( target ); | |
for ( var index = 1; index < arguments.length; index ++ ) { | |
var source = arguments[ index ]; | |
if ( source !== undefined && source !== null ) { | |
for ( var nextKey in source ) { | |
if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) { | |
output[ nextKey ] = source[ nextKey ]; | |
} | |
} | |
} | |
} | |
return output; | |
}; | |
} )(); | |
} | |
/** | |
* https://github.com/mrdoob/eventdispatcher.js/ | |
*/ | |
function EventDispatcher() {} | |
Object.assign( EventDispatcher.prototype, { | |
addEventListener: function ( type, listener ) { | |
if ( this._listeners === undefined ) this._listeners = {}; | |
var listeners = this._listeners; | |
if ( listeners[ type ] === undefined ) { | |
listeners[ type ] = []; | |
} | |
if ( listeners[ type ].indexOf( listener ) === - 1 ) { | |
listeners[ type ].push( listener ); | |
} | |
}, | |
hasEventListener: function ( type, listener ) { | |
if ( this._listeners === undefined ) return false; | |
var listeners = this._listeners; | |
return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1; | |
}, | |
removeEventListener: function ( type, listener ) { | |
if ( this._listeners === undefined ) return; | |
var listeners = this._listeners; | |
var listenerArray = listeners[ type ]; | |
if ( listenerArray !== undefined ) { | |
var index = listenerArray.indexOf( listener ); | |
if ( index !== - 1 ) { | |
listenerArray.splice( index, 1 ); | |
} | |
} | |
}, | |
dispatchEvent: function ( event ) { | |
if ( this._listeners === undefined ) return; | |
var listeners = this._listeners; | |
var listenerArray = listeners[ event.type ]; | |
if ( listenerArray !== undefined ) { | |
event.target = this; | |
var array = listenerArray.slice( 0 ); | |
for ( var i = 0, l = array.length; i < l; i ++ ) { | |
array[ i ].call( this, event ); | |
} | |
} | |
} | |
} ); | |
var REVISION = '90'; | |
var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 }; | |
var CullFaceNone = 0; | |
var CullFaceBack = 1; | |
var CullFaceFront = 2; | |
var CullFaceFrontBack = 3; | |
var FrontFaceDirectionCW = 0; | |
var FrontFaceDirectionCCW = 1; | |
var BasicShadowMap = 0; | |
var PCFShadowMap = 1; | |
var PCFSoftShadowMap = 2; | |
var FrontSide = 0; | |
var BackSide = 1; | |
var DoubleSide = 2; | |
var FlatShading = 1; | |
var SmoothShading = 2; | |
var NoColors = 0; | |
var FaceColors = 1; | |
var VertexColors = 2; | |
var NoBlending = 0; | |
var NormalBlending = 1; | |
var AdditiveBlending = 2; | |
var SubtractiveBlending = 3; | |
var MultiplyBlending = 4; | |
var CustomBlending = 5; | |
var AddEquation = 100; | |
var SubtractEquation = 101; | |
var ReverseSubtractEquation = 102; | |
var MinEquation = 103; | |
var MaxEquation = 104; | |
var ZeroFactor = 200; | |
var OneFactor = 201; | |
var SrcColorFactor = 202; | |
var OneMinusSrcColorFactor = 203; | |
var SrcAlphaFactor = 204; | |
var OneMinusSrcAlphaFactor = 205; | |
var DstAlphaFactor = 206; | |
var OneMinusDstAlphaFactor = 207; | |
var DstColorFactor = 208; | |
var OneMinusDstColorFactor = 209; | |
var SrcAlphaSaturateFactor = 210; | |
var NeverDepth = 0; | |
var AlwaysDepth = 1; | |
var LessDepth = 2; | |
var LessEqualDepth = 3; | |
var EqualDepth = 4; | |
var GreaterEqualDepth = 5; | |
var GreaterDepth = 6; | |
var NotEqualDepth = 7; | |
var MultiplyOperation = 0; | |
var MixOperation = 1; | |
var AddOperation = 2; | |
var NoToneMapping = 0; | |
var LinearToneMapping = 1; | |
var ReinhardToneMapping = 2; | |
var Uncharted2ToneMapping = 3; | |
var CineonToneMapping = 4; | |
var UVMapping = 300; | |
var CubeReflectionMapping = 301; | |
var CubeRefractionMapping = 302; | |
var EquirectangularReflectionMapping = 303; | |
var EquirectangularRefractionMapping = 304; | |
var SphericalReflectionMapping = 305; | |
var CubeUVReflectionMapping = 306; | |
var CubeUVRefractionMapping = 307; | |
var RepeatWrapping = 1000; | |
var ClampToEdgeWrapping = 1001; | |
var MirroredRepeatWrapping = 1002; | |
var NearestFilter = 1003; | |
var NearestMipMapNearestFilter = 1004; | |
var NearestMipMapLinearFilter = 1005; | |
var LinearFilter = 1006; | |
var LinearMipMapNearestFilter = 1007; | |
var LinearMipMapLinearFilter = 1008; | |
var UnsignedByteType = 1009; | |
var ByteType = 1010; | |
var ShortType = 1011; | |
var UnsignedShortType = 1012; | |
var IntType = 1013; | |
var UnsignedIntType = 1014; | |
var FloatType = 1015; | |
var HalfFloatType = 1016; | |
var UnsignedShort4444Type = 1017; | |
var UnsignedShort5551Type = 1018; | |
var UnsignedShort565Type = 1019; | |
var UnsignedInt248Type = 1020; | |
var AlphaFormat = 1021; | |
var RGBFormat = 1022; | |
var RGBAFormat = 1023; | |
var LuminanceFormat = 1024; | |
var LuminanceAlphaFormat = 1025; | |
var RGBEFormat = RGBAFormat; | |
var DepthFormat = 1026; | |
var DepthStencilFormat = 1027; | |
var RGB_S3TC_DXT1_Format = 33776; | |
var RGBA_S3TC_DXT1_Format = 33777; | |
var RGBA_S3TC_DXT3_Format = 33778; | |
var RGBA_S3TC_DXT5_Format = 33779; | |
var RGB_PVRTC_4BPPV1_Format = 35840; | |
var RGB_PVRTC_2BPPV1_Format = 35841; | |
var RGBA_PVRTC_4BPPV1_Format = 35842; | |
var RGBA_PVRTC_2BPPV1_Format = 35843; | |
var RGB_ETC1_Format = 36196; | |
var RGBA_ASTC_4x4_Format = 37808; | |
var RGBA_ASTC_5x4_Format = 37809; | |
var RGBA_ASTC_5x5_Format = 37810; | |
var RGBA_ASTC_6x5_Format = 37811; | |
var RGBA_ASTC_6x6_Format = 37812; | |
var RGBA_ASTC_8x5_Format = 37813; | |
var RGBA_ASTC_8x6_Format = 37814; | |
var RGBA_ASTC_8x8_Format = 37815; | |
var RGBA_ASTC_10x5_Format = 37816; | |
var RGBA_ASTC_10x6_Format = 37817; | |
var RGBA_ASTC_10x8_Format = 37818; | |
var RGBA_ASTC_10x10_Format = 37819; | |
var RGBA_ASTC_12x10_Format = 37820; | |
var RGBA_ASTC_12x12_Format = 37821; | |
var LoopOnce = 2200; | |
var LoopRepeat = 2201; | |
var LoopPingPong = 2202; | |
var InterpolateDiscrete = 2300; | |
var InterpolateLinear = 2301; | |
var InterpolateSmooth = 2302; | |
var ZeroCurvatureEnding = 2400; | |
var ZeroSlopeEnding = 2401; | |
var WrapAroundEnding = 2402; | |
var TrianglesDrawMode = 0; | |
var TriangleStripDrawMode = 1; | |
var TriangleFanDrawMode = 2; | |
var LinearEncoding = 3000; | |
var sRGBEncoding = 3001; | |
var GammaEncoding = 3007; | |
var RGBEEncoding = 3002; | |
var LogLuvEncoding = 3003; | |
var RGBM7Encoding = 3004; | |
var RGBM16Encoding = 3005; | |
var RGBDEncoding = 3006; | |
var BasicDepthPacking = 3200; | |
var RGBADepthPacking = 3201; | |
/** | |
* @author alteredq / http://alteredqualia.com/ | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
var _Math = { | |
DEG2RAD: Math.PI / 180, | |
RAD2DEG: 180 / Math.PI, | |
generateUUID: ( function () { | |
// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136 | |
var lut = []; | |
for ( var i = 0; i < 256; i ++ ) { | |
lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 ).toUpperCase(); | |
} | |
return function generateUUID() { | |
var d0 = Math.random() * 0xffffffff | 0; | |
var d1 = Math.random() * 0xffffffff | 0; | |
var d2 = Math.random() * 0xffffffff | 0; | |
var d3 = Math.random() * 0xffffffff | 0; | |
return lut[ d0 & 0xff ] + lut[ d0 >> 8 & 0xff ] + lut[ d0 >> 16 & 0xff ] + lut[ d0 >> 24 & 0xff ] + '-' + | |
lut[ d1 & 0xff ] + lut[ d1 >> 8 & 0xff ] + '-' + lut[ d1 >> 16 & 0x0f | 0x40 ] + lut[ d1 >> 24 & 0xff ] + '-' + | |
lut[ d2 & 0x3f | 0x80 ] + lut[ d2 >> 8 & 0xff ] + '-' + lut[ d2 >> 16 & 0xff ] + lut[ d2 >> 24 & 0xff ] + | |
lut[ d3 & 0xff ] + lut[ d3 >> 8 & 0xff ] + lut[ d3 >> 16 & 0xff ] + lut[ d3 >> 24 & 0xff ]; | |
}; | |
} )(), | |
clamp: function ( value, min, max ) { | |
return Math.max( min, Math.min( max, value ) ); | |
}, | |
// compute euclidian modulo of m % n | |
// https://en.wikipedia.org/wiki/Modulo_operation | |
euclideanModulo: function ( n, m ) { | |
return ( ( n % m ) + m ) % m; | |
}, | |
// Linear mapping from range <a1, a2> to range <b1, b2> | |
mapLinear: function ( x, a1, a2, b1, b2 ) { | |
return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 ); | |
}, | |
// https://en.wikipedia.org/wiki/Linear_interpolation | |
lerp: function ( x, y, t ) { | |
return ( 1 - t ) * x + t * y; | |
}, | |
// http://en.wikipedia.org/wiki/Smoothstep | |
smoothstep: function ( x, min, max ) { | |
if ( x <= min ) return 0; | |
if ( x >= max ) return 1; | |
x = ( x - min ) / ( max - min ); | |
return x * x * ( 3 - 2 * x ); | |
}, | |
smootherstep: function ( x, min, max ) { | |
if ( x <= min ) return 0; | |
if ( x >= max ) return 1; | |
x = ( x - min ) / ( max - min ); | |
return x * x * x * ( x * ( x * 6 - 15 ) + 10 ); | |
}, | |
// Random integer from <low, high> interval | |
randInt: function ( low, high ) { | |
return low + Math.floor( Math.random() * ( high - low + 1 ) ); | |
}, | |
// Random float from <low, high> interval | |
randFloat: function ( low, high ) { | |
return low + Math.random() * ( high - low ); | |
}, | |
// Random float from <-range/2, range/2> interval | |
randFloatSpread: function ( range ) { | |
return range * ( 0.5 - Math.random() ); | |
}, | |
degToRad: function ( degrees ) { | |
return degrees * _Math.DEG2RAD; | |
}, | |
radToDeg: function ( radians ) { | |
return radians * _Math.RAD2DEG; | |
}, | |
isPowerOfTwo: function ( value ) { | |
return ( value & ( value - 1 ) ) === 0 && value !== 0; | |
}, | |
ceilPowerOfTwo: function ( value ) { | |
return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) ); | |
}, | |
floorPowerOfTwo: function ( value ) { | |
return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) ); | |
} | |
}; | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
* @author philogb / http://blog.thejit.org/ | |
* @author egraether / http://egraether.com/ | |
* @author zz85 / http://www.lab4games.net/zz85/blog | |
*/ | |
function Vector2( x, y ) { | |
this.x = x || 0; | |
this.y = y || 0; | |
} | |
Object.defineProperties( Vector2.prototype, { | |
"width": { | |
get: function () { | |
return this.x; | |
}, | |
set: function ( value ) { | |
this.x = value; | |
} | |
}, | |
"height": { | |
get: function () { | |
return this.y; | |
}, | |
set: function ( value ) { | |
this.y = value; | |
} | |
} | |
} ); | |
Object.assign( Vector2.prototype, { | |
isVector2: true, | |
set: function ( x, y ) { | |
this.x = x; | |
this.y = y; | |
return this; | |
}, | |
setScalar: function ( scalar ) { | |
this.x = scalar; | |
this.y = scalar; | |
return this; | |
}, | |
setX: function ( x ) { | |
this.x = x; | |
return this; | |
}, | |
setY: function ( y ) { | |
this.y = y; | |
return this; | |
}, | |
setComponent: function ( index, value ) { | |
switch ( index ) { | |
case 0: this.x = value; break; | |
case 1: this.y = value; break; | |
default: throw new Error( 'index is out of range: ' + index ); | |
} | |
return this; | |
}, | |
getComponent: function ( index ) { | |
switch ( index ) { | |
case 0: return this.x; | |
case 1: return this.y; | |
default: throw new Error( 'index is out of range: ' + index ); | |
} | |
}, | |
clone: function () { | |
return new this.constructor( this.x, this.y ); | |
}, | |
copy: function ( v ) { | |
this.x = v.x; | |
this.y = v.y; | |
return this; | |
}, | |
add: function ( v, w ) { | |
if ( w !== undefined ) { | |
console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); | |
return this.addVectors( v, w ); | |
} | |
this.x += v.x; | |
this.y += v.y; | |
return this; | |
}, | |
addScalar: function ( s ) { | |
this.x += s; | |
this.y += s; | |
return this; | |
}, | |
addVectors: function ( a, b ) { | |
this.x = a.x + b.x; | |
this.y = a.y + b.y; | |
return this; | |
}, | |
addScaledVector: function ( v, s ) { | |
this.x += v.x * s; | |
this.y += v.y * s; | |
return this; | |
}, | |
sub: function ( v, w ) { | |
if ( w !== undefined ) { | |
console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); | |
return this.subVectors( v, w ); | |
} | |
this.x -= v.x; | |
this.y -= v.y; | |
return this; | |
}, | |
subScalar: function ( s ) { | |
this.x -= s; | |
this.y -= s; | |
return this; | |
}, | |
subVectors: function ( a, b ) { | |
this.x = a.x - b.x; | |
this.y = a.y - b.y; | |
return this; | |
}, | |
multiply: function ( v ) { | |
this.x *= v.x; | |
this.y *= v.y; | |
return this; | |
}, | |
multiplyScalar: function ( scalar ) { | |
this.x *= scalar; | |
this.y *= scalar; | |
return this; | |
}, | |
divide: function ( v ) { | |
this.x /= v.x; | |
this.y /= v.y; | |
return this; | |
}, | |
divideScalar: function ( scalar ) { | |
return this.multiplyScalar( 1 / scalar ); | |
}, | |
applyMatrix3: function ( m ) { | |
var x = this.x, y = this.y; | |
var e = m.elements; | |
this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ]; | |
this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ]; | |
return this; | |
}, | |
min: function ( v ) { | |
this.x = Math.min( this.x, v.x ); | |
this.y = Math.min( this.y, v.y ); | |
return this; | |
}, | |
max: function ( v ) { | |
this.x = Math.max( this.x, v.x ); | |
this.y = Math.max( this.y, v.y ); | |
return this; | |
}, | |
clamp: function ( min, max ) { | |
// assumes min < max, componentwise | |
this.x = Math.max( min.x, Math.min( max.x, this.x ) ); | |
this.y = Math.max( min.y, Math.min( max.y, this.y ) ); | |
return this; | |
}, | |
clampScalar: function () { | |
var min = new Vector2(); | |
var max = new Vector2(); | |
return function clampScalar( minVal, maxVal ) { | |
min.set( minVal, minVal ); | |
max.set( maxVal, maxVal ); | |
return this.clamp( min, max ); | |
}; | |
}(), | |
clampLength: function ( min, max ) { | |
var length = this.length(); | |
return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); | |
}, | |
floor: function () { | |
this.x = Math.floor( this.x ); | |
this.y = Math.floor( this.y ); | |
return this; | |
}, | |
ceil: function () { | |
this.x = Math.ceil( this.x ); | |
this.y = Math.ceil( this.y ); | |
return this; | |
}, | |
round: function () { | |
this.x = Math.round( this.x ); | |
this.y = Math.round( this.y ); | |
return this; | |
}, | |
roundToZero: function () { | |
this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); | |
this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); | |
return this; | |
}, | |
negate: function () { | |
this.x = - this.x; | |
this.y = - this.y; | |
return this; | |
}, | |
dot: function ( v ) { | |
return this.x * v.x + this.y * v.y; | |
}, | |
lengthSq: function () { | |
return this.x * this.x + this.y * this.y; | |
}, | |
length: function () { | |
return Math.sqrt( this.x * this.x + this.y * this.y ); | |
}, | |
manhattanLength: function () { | |
return Math.abs( this.x ) + Math.abs( this.y ); | |
}, | |
normalize: function () { | |
return this.divideScalar( this.length() || 1 ); | |
}, | |
angle: function () { | |
// computes the angle in radians with respect to the positive x-axis | |
var angle = Math.atan2( this.y, this.x ); | |
if ( angle < 0 ) angle += 2 * Math.PI; | |
return angle; | |
}, | |
distanceTo: function ( v ) { | |
return Math.sqrt( this.distanceToSquared( v ) ); | |
}, | |
distanceToSquared: function ( v ) { | |
var dx = this.x - v.x, dy = this.y - v.y; | |
return dx * dx + dy * dy; | |
}, | |
manhattanDistanceTo: function ( v ) { | |
return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ); | |
}, | |
setLength: function ( length ) { | |
return this.normalize().multiplyScalar( length ); | |
}, | |
lerp: function ( v, alpha ) { | |
this.x += ( v.x - this.x ) * alpha; | |
this.y += ( v.y - this.y ) * alpha; | |
return this; | |
}, | |
lerpVectors: function ( v1, v2, alpha ) { | |
return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); | |
}, | |
equals: function ( v ) { | |
return ( ( v.x === this.x ) && ( v.y === this.y ) ); | |
}, | |
fromArray: function ( array, offset ) { | |
if ( offset === undefined ) offset = 0; | |
this.x = array[ offset ]; | |
this.y = array[ offset + 1 ]; | |
return this; | |
}, | |
toArray: function ( array, offset ) { | |
if ( array === undefined ) array = []; | |
if ( offset === undefined ) offset = 0; | |
array[ offset ] = this.x; | |
array[ offset + 1 ] = this.y; | |
return array; | |
}, | |
fromBufferAttribute: function ( attribute, index, offset ) { | |
if ( offset !== undefined ) { | |
console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' ); | |
} | |
this.x = attribute.getX( index ); | |
this.y = attribute.getY( index ); | |
return this; | |
}, | |
rotateAround: function ( center, angle ) { | |
var c = Math.cos( angle ), s = Math.sin( angle ); | |
var x = this.x - center.x; | |
var y = this.y - center.y; | |
this.x = x * c - y * s + center.x; | |
this.y = x * s + y * c + center.y; | |
return this; | |
} | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
* @author supereggbert / http://www.paulbrunt.co.uk/ | |
* @author philogb / http://blog.thejit.org/ | |
* @author jordi_ros / http://plattsoft.com | |
* @author D1plo1d / http://github.com/D1plo1d | |
* @author alteredq / http://alteredqualia.com/ | |
* @author mikael emtinger / http://gomo.se/ | |
* @author timknip / http://www.floorplanner.com/ | |
* @author bhouston / http://clara.io | |
* @author WestLangley / http://github.com/WestLangley | |
*/ | |
function Matrix4() { | |
this.elements = [ | |
1, 0, 0, 0, | |
0, 1, 0, 0, | |
0, 0, 1, 0, | |
0, 0, 0, 1 | |
]; | |
if ( arguments.length > 0 ) { | |
console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' ); | |
} | |
} | |
Object.assign( Matrix4.prototype, { | |
isMatrix4: true, | |
set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { | |
var te = this.elements; | |
te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14; | |
te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24; | |
te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34; | |
te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44; | |
return this; | |
}, | |
identity: function () { | |
this.set( | |
1, 0, 0, 0, | |
0, 1, 0, 0, | |
0, 0, 1, 0, | |
0, 0, 0, 1 | |
); | |
return this; | |
}, | |
clone: function () { | |
return new Matrix4().fromArray( this.elements ); | |
}, | |
copy: function ( m ) { | |
var te = this.elements; | |
var me = m.elements; | |
te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ]; | |
te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; | |
te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ]; | |
te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ]; | |
return this; | |
}, | |
copyPosition: function ( m ) { | |
var te = this.elements, me = m.elements; | |
te[ 12 ] = me[ 12 ]; | |
te[ 13 ] = me[ 13 ]; | |
te[ 14 ] = me[ 14 ]; | |
return this; | |
}, | |
extractBasis: function ( xAxis, yAxis, zAxis ) { | |
xAxis.setFromMatrixColumn( this, 0 ); | |
yAxis.setFromMatrixColumn( this, 1 ); | |
zAxis.setFromMatrixColumn( this, 2 ); | |
return this; | |
}, | |
makeBasis: function ( xAxis, yAxis, zAxis ) { | |
this.set( | |
xAxis.x, yAxis.x, zAxis.x, 0, | |
xAxis.y, yAxis.y, zAxis.y, 0, | |
xAxis.z, yAxis.z, zAxis.z, 0, | |
0, 0, 0, 1 | |
); | |
return this; | |
}, | |
extractRotation: function () { | |
var v1 = new Vector3(); | |
return function extractRotation( m ) { | |
var te = this.elements; | |
var me = m.elements; | |
var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length(); | |
var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length(); | |
var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length(); | |
te[ 0 ] = me[ 0 ] * scaleX; | |
te[ 1 ] = me[ 1 ] * scaleX; | |
te[ 2 ] = me[ 2 ] * scaleX; | |
te[ 4 ] = me[ 4 ] * scaleY; | |
te[ 5 ] = me[ 5 ] * scaleY; | |
te[ 6 ] = me[ 6 ] * scaleY; | |
te[ 8 ] = me[ 8 ] * scaleZ; | |
te[ 9 ] = me[ 9 ] * scaleZ; | |
te[ 10 ] = me[ 10 ] * scaleZ; | |
return this; | |
}; | |
}(), | |
makeRotationFromEuler: function ( euler ) { | |
if ( ! ( euler && euler.isEuler ) ) { | |
console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' ); | |
} | |
var te = this.elements; | |
var x = euler.x, y = euler.y, z = euler.z; | |
var a = Math.cos( x ), b = Math.sin( x ); | |
var c = Math.cos( y ), d = Math.sin( y ); | |
var e = Math.cos( z ), f = Math.sin( z ); | |
if ( euler.order === 'XYZ' ) { | |
var ae = a * e, af = a * f, be = b * e, bf = b * f; | |
te[ 0 ] = c * e; | |
te[ 4 ] = - c * f; | |
te[ 8 ] = d; | |
te[ 1 ] = af + be * d; | |
te[ 5 ] = ae - bf * d; | |
te[ 9 ] = - b * c; | |
te[ 2 ] = bf - ae * d; | |
te[ 6 ] = be + af * d; | |
te[ 10 ] = a * c; | |
} else if ( euler.order === 'YXZ' ) { | |
var ce = c * e, cf = c * f, de = d * e, df = d * f; | |
te[ 0 ] = ce + df * b; | |
te[ 4 ] = de * b - cf; | |
te[ 8 ] = a * d; | |
te[ 1 ] = a * f; | |
te[ 5 ] = a * e; | |
te[ 9 ] = - b; | |
te[ 2 ] = cf * b - de; | |
te[ 6 ] = df + ce * b; | |
te[ 10 ] = a * c; | |
} else if ( euler.order === 'ZXY' ) { | |
var ce = c * e, cf = c * f, de = d * e, df = d * f; | |
te[ 0 ] = ce - df * b; | |
te[ 4 ] = - a * f; | |
te[ 8 ] = de + cf * b; | |
te[ 1 ] = cf + de * b; | |
te[ 5 ] = a * e; | |
te[ 9 ] = df - ce * b; | |
te[ 2 ] = - a * d; | |
te[ 6 ] = b; | |
te[ 10 ] = a * c; | |
} else if ( euler.order === 'ZYX' ) { | |
var ae = a * e, af = a * f, be = b * e, bf = b * f; | |
te[ 0 ] = c * e; | |
te[ 4 ] = be * d - af; | |
te[ 8 ] = ae * d + bf; | |
te[ 1 ] = c * f; | |
te[ 5 ] = bf * d + ae; | |
te[ 9 ] = af * d - be; | |
te[ 2 ] = - d; | |
te[ 6 ] = b * c; | |
te[ 10 ] = a * c; | |
} else if ( euler.order === 'YZX' ) { | |
var ac = a * c, ad = a * d, bc = b * c, bd = b * d; | |
te[ 0 ] = c * e; | |
te[ 4 ] = bd - ac * f; | |
te[ 8 ] = bc * f + ad; | |
te[ 1 ] = f; | |
te[ 5 ] = a * e; | |
te[ 9 ] = - b * e; | |
te[ 2 ] = - d * e; | |
te[ 6 ] = ad * f + bc; | |
te[ 10 ] = ac - bd * f; | |
} else if ( euler.order === 'XZY' ) { | |
var ac = a * c, ad = a * d, bc = b * c, bd = b * d; | |
te[ 0 ] = c * e; | |
te[ 4 ] = - f; | |
te[ 8 ] = d * e; | |
te[ 1 ] = ac * f + bd; | |
te[ 5 ] = a * e; | |
te[ 9 ] = ad * f - bc; | |
te[ 2 ] = bc * f - ad; | |
te[ 6 ] = b * e; | |
te[ 10 ] = bd * f + ac; | |
} | |
// last column | |
te[ 3 ] = 0; | |
te[ 7 ] = 0; | |
te[ 11 ] = 0; | |
// bottom row | |
te[ 12 ] = 0; | |
te[ 13 ] = 0; | |
te[ 14 ] = 0; | |
te[ 15 ] = 1; | |
return this; | |
}, | |
makeRotationFromQuaternion: function ( q ) { | |
var te = this.elements; | |
var x = q._x, y = q._y, z = q._z, w = q._w; | |
var x2 = x + x, y2 = y + y, z2 = z + z; | |
var xx = x * x2, xy = x * y2, xz = x * z2; | |
var yy = y * y2, yz = y * z2, zz = z * z2; | |
var wx = w * x2, wy = w * y2, wz = w * z2; | |
te[ 0 ] = 1 - ( yy + zz ); | |
te[ 4 ] = xy - wz; | |
te[ 8 ] = xz + wy; | |
te[ 1 ] = xy + wz; | |
te[ 5 ] = 1 - ( xx + zz ); | |
te[ 9 ] = yz - wx; | |
te[ 2 ] = xz - wy; | |
te[ 6 ] = yz + wx; | |
te[ 10 ] = 1 - ( xx + yy ); | |
// last column | |
te[ 3 ] = 0; | |
te[ 7 ] = 0; | |
te[ 11 ] = 0; | |
// bottom row | |
te[ 12 ] = 0; | |
te[ 13 ] = 0; | |
te[ 14 ] = 0; | |
te[ 15 ] = 1; | |
return this; | |
}, | |
lookAt: function () { | |
var x = new Vector3(); | |
var y = new Vector3(); | |
var z = new Vector3(); | |
return function lookAt( eye, target, up ) { | |
var te = this.elements; | |
z.subVectors( eye, target ); | |
if ( z.lengthSq() === 0 ) { | |
// eye and target are in the same position | |
z.z = 1; | |
} | |
z.normalize(); | |
x.crossVectors( up, z ); | |
if ( x.lengthSq() === 0 ) { | |
// up and z are parallel | |
if ( Math.abs( up.z ) === 1 ) { | |
z.x += 0.0001; | |
} else { | |
z.z += 0.0001; | |
} | |
z.normalize(); | |
x.crossVectors( up, z ); | |
} | |
x.normalize(); | |
y.crossVectors( z, x ); | |
te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x; | |
te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y; | |
te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z; | |
return this; | |
}; | |
}(), | |
multiply: function ( m, n ) { | |
if ( n !== undefined ) { | |
console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' ); | |
return this.multiplyMatrices( m, n ); | |
} | |
return this.multiplyMatrices( this, m ); | |
}, | |
premultiply: function ( m ) { | |
return this.multiplyMatrices( m, this ); | |
}, | |
multiplyMatrices: function ( a, b ) { | |
var ae = a.elements; | |
var be = b.elements; | |
var te = this.elements; | |
var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ]; | |
var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ]; | |
var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ]; | |
var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ]; | |
var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ]; | |
var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ]; | |
var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ]; | |
var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ]; | |
te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; | |
te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; | |
te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; | |
te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; | |
te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; | |
te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; | |
te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; | |
te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; | |
te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; | |
te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; | |
te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; | |
te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; | |
te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; | |
te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; | |
te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; | |
te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; | |
return this; | |
}, | |
multiplyScalar: function ( s ) { | |
var te = this.elements; | |
te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s; | |
te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s; | |
te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s; | |
te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s; | |
return this; | |
}, | |
applyToBufferAttribute: function () { | |
var v1 = new Vector3(); | |
return function applyToBufferAttribute( attribute ) { | |
for ( var i = 0, l = attribute.count; i < l; i ++ ) { | |
v1.x = attribute.getX( i ); | |
v1.y = attribute.getY( i ); | |
v1.z = attribute.getZ( i ); | |
v1.applyMatrix4( this ); | |
attribute.setXYZ( i, v1.x, v1.y, v1.z ); | |
} | |
return attribute; | |
}; | |
}(), | |
determinant: function () { | |
var te = this.elements; | |
var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ]; | |
var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ]; | |
var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ]; | |
var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ]; | |
//TODO: make this more efficient | |
//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) | |
return ( | |
n41 * ( | |
+ n14 * n23 * n32 | |
- n13 * n24 * n32 | |
- n14 * n22 * n33 | |
+ n12 * n24 * n33 | |
+ n13 * n22 * n34 | |
- n12 * n23 * n34 | |
) + | |
n42 * ( | |
+ n11 * n23 * n34 | |
- n11 * n24 * n33 | |
+ n14 * n21 * n33 | |
- n13 * n21 * n34 | |
+ n13 * n24 * n31 | |
- n14 * n23 * n31 | |
) + | |
n43 * ( | |
+ n11 * n24 * n32 | |
- n11 * n22 * n34 | |
- n14 * n21 * n32 | |
+ n12 * n21 * n34 | |
+ n14 * n22 * n31 | |
- n12 * n24 * n31 | |
) + | |
n44 * ( | |
- n13 * n22 * n31 | |
- n11 * n23 * n32 | |
+ n11 * n22 * n33 | |
+ n13 * n21 * n32 | |
- n12 * n21 * n33 | |
+ n12 * n23 * n31 | |
) | |
); | |
}, | |
transpose: function () { | |
var te = this.elements; | |
var tmp; | |
tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp; | |
tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp; | |
tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp; | |
tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp; | |
tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp; | |
tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp; | |
return this; | |
}, | |
setPosition: function ( v ) { | |
var te = this.elements; | |
te[ 12 ] = v.x; | |
te[ 13 ] = v.y; | |
te[ 14 ] = v.z; | |
return this; | |
}, | |
getInverse: function ( m, throwOnDegenerate ) { | |
// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm | |
var te = this.elements, | |
me = m.elements, | |
n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ], | |
n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ], | |
n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ], | |
n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ], | |
t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, | |
t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, | |
t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, | |
t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34; | |
var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14; | |
if ( det === 0 ) { | |
var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0"; | |
if ( throwOnDegenerate === true ) { | |
throw new Error( msg ); | |
} else { | |
console.warn( msg ); | |
} | |
return this.identity(); | |
} | |
var detInv = 1 / det; | |
te[ 0 ] = t11 * detInv; | |
te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv; | |
te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv; | |
te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv; | |
te[ 4 ] = t12 * detInv; | |
te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv; | |
te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv; | |
te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv; | |
te[ 8 ] = t13 * detInv; | |
te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv; | |
te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv; | |
te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv; | |
te[ 12 ] = t14 * detInv; | |
te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv; | |
te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv; | |
te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv; | |
return this; | |
}, | |
scale: function ( v ) { | |
var te = this.elements; | |
var x = v.x, y = v.y, z = v.z; | |
te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z; | |
te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z; | |
te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z; | |
te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z; | |
return this; | |
}, | |
getMaxScaleOnAxis: function () { | |
var te = this.elements; | |
var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ]; | |
var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ]; | |
var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ]; | |
return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) ); | |
}, | |
makeTranslation: function ( x, y, z ) { | |
this.set( | |
1, 0, 0, x, | |
0, 1, 0, y, | |
0, 0, 1, z, | |
0, 0, 0, 1 | |
); | |
return this; | |
}, | |
makeRotationX: function ( theta ) { | |
var c = Math.cos( theta ), s = Math.sin( theta ); | |
this.set( | |
1, 0, 0, 0, | |
0, c, - s, 0, | |
0, s, c, 0, | |
0, 0, 0, 1 | |
); | |
return this; | |
}, | |
makeRotationY: function ( theta ) { | |
var c = Math.cos( theta ), s = Math.sin( theta ); | |
this.set( | |
c, 0, s, 0, | |
0, 1, 0, 0, | |
- s, 0, c, 0, | |
0, 0, 0, 1 | |
); | |
return this; | |
}, | |
makeRotationZ: function ( theta ) { | |
var c = Math.cos( theta ), s = Math.sin( theta ); | |
this.set( | |
c, - s, 0, 0, | |
s, c, 0, 0, | |
0, 0, 1, 0, | |
0, 0, 0, 1 | |
); | |
return this; | |
}, | |
makeRotationAxis: function ( axis, angle ) { | |
// Based on http://www.gamedev.net/reference/articles/article1199.asp | |
var c = Math.cos( angle ); | |
var s = Math.sin( angle ); | |
var t = 1 - c; | |
var x = axis.x, y = axis.y, z = axis.z; | |
var tx = t * x, ty = t * y; | |
this.set( | |
tx * x + c, tx * y - s * z, tx * z + s * y, 0, | |
tx * y + s * z, ty * y + c, ty * z - s * x, 0, | |
tx * z - s * y, ty * z + s * x, t * z * z + c, 0, | |
0, 0, 0, 1 | |
); | |
return this; | |
}, | |
makeScale: function ( x, y, z ) { | |
this.set( | |
x, 0, 0, 0, | |
0, y, 0, 0, | |
0, 0, z, 0, | |
0, 0, 0, 1 | |
); | |
return this; | |
}, | |
makeShear: function ( x, y, z ) { | |
this.set( | |
1, y, z, 0, | |
x, 1, z, 0, | |
x, y, 1, 0, | |
0, 0, 0, 1 | |
); | |
return this; | |
}, | |
compose: function ( position, quaternion, scale ) { | |
this.makeRotationFromQuaternion( quaternion ); | |
this.scale( scale ); | |
this.setPosition( position ); | |
return this; | |
}, | |
decompose: function () { | |
var vector = new Vector3(); | |
var matrix = new Matrix4(); | |
return function decompose( position, quaternion, scale ) { | |
var te = this.elements; | |
var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length(); | |
var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length(); | |
var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length(); | |
// if determine is negative, we need to invert one scale | |
var det = this.determinant(); | |
if ( det < 0 ) sx = - sx; | |
position.x = te[ 12 ]; | |
position.y = te[ 13 ]; | |
position.z = te[ 14 ]; | |
// scale the rotation part | |
matrix.copy( this ); | |
var invSX = 1 / sx; | |
var invSY = 1 / sy; | |
var invSZ = 1 / sz; | |
matrix.elements[ 0 ] *= invSX; | |
matrix.elements[ 1 ] *= invSX; | |
matrix.elements[ 2 ] *= invSX; | |
matrix.elements[ 4 ] *= invSY; | |
matrix.elements[ 5 ] *= invSY; | |
matrix.elements[ 6 ] *= invSY; | |
matrix.elements[ 8 ] *= invSZ; | |
matrix.elements[ 9 ] *= invSZ; | |
matrix.elements[ 10 ] *= invSZ; | |
quaternion.setFromRotationMatrix( matrix ); | |
scale.x = sx; | |
scale.y = sy; | |
scale.z = sz; | |
return this; | |
}; | |
}(), | |
makePerspective: function ( left, right, top, bottom, near, far ) { | |
if ( far === undefined ) { | |
console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' ); | |
} | |
var te = this.elements; | |
var x = 2 * near / ( right - left ); | |
var y = 2 * near / ( top - bottom ); | |
var a = ( right + left ) / ( right - left ); | |
var b = ( top + bottom ) / ( top - bottom ); | |
var c = - ( far + near ) / ( far - near ); | |
var d = - 2 * far * near / ( far - near ); | |
te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0; | |
te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0; | |
te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d; | |
te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0; | |
return this; | |
}, | |
makeOrthographic: function ( left, right, top, bottom, near, far ) { | |
var te = this.elements; | |
var w = 1.0 / ( right - left ); | |
var h = 1.0 / ( top - bottom ); | |
var p = 1.0 / ( far - near ); | |
var x = ( right + left ) * w; | |
var y = ( top + bottom ) * h; | |
var z = ( far + near ) * p; | |
te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x; | |
te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y; | |
te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z; | |
te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1; | |
return this; | |
}, | |
equals: function ( matrix ) { | |
var te = this.elements; | |
var me = matrix.elements; | |
for ( var i = 0; i < 16; i ++ ) { | |
if ( te[ i ] !== me[ i ] ) return false; | |
} | |
return true; | |
}, | |
fromArray: function ( array, offset ) { | |
if ( offset === undefined ) offset = 0; | |
for ( var i = 0; i < 16; i ++ ) { | |
this.elements[ i ] = array[ i + offset ]; | |
} | |
return this; | |
}, | |
toArray: function ( array, offset ) { | |
if ( array === undefined ) array = []; | |
if ( offset === undefined ) offset = 0; | |
var te = this.elements; | |
array[ offset ] = te[ 0 ]; | |
array[ offset + 1 ] = te[ 1 ]; | |
array[ offset + 2 ] = te[ 2 ]; | |
array[ offset + 3 ] = te[ 3 ]; | |
array[ offset + 4 ] = te[ 4 ]; | |
array[ offset + 5 ] = te[ 5 ]; | |
array[ offset + 6 ] = te[ 6 ]; | |
array[ offset + 7 ] = te[ 7 ]; | |
array[ offset + 8 ] = te[ 8 ]; | |
array[ offset + 9 ] = te[ 9 ]; | |
array[ offset + 10 ] = te[ 10 ]; | |
array[ offset + 11 ] = te[ 11 ]; | |
array[ offset + 12 ] = te[ 12 ]; | |
array[ offset + 13 ] = te[ 13 ]; | |
array[ offset + 14 ] = te[ 14 ]; | |
array[ offset + 15 ] = te[ 15 ]; | |
return array; | |
} | |
} ); | |
/** | |
* @author mikael emtinger / http://gomo.se/ | |
* @author alteredq / http://alteredqualia.com/ | |
* @author WestLangley / http://github.com/WestLangley | |
* @author bhouston / http://clara.io | |
*/ | |
function Quaternion( x, y, z, w ) { | |
this._x = x || 0; | |
this._y = y || 0; | |
this._z = z || 0; | |
this._w = ( w !== undefined ) ? w : 1; | |
} | |
Object.assign( Quaternion, { | |
slerp: function ( qa, qb, qm, t ) { | |
return qm.copy( qa ).slerp( qb, t ); | |
}, | |
slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) { | |
// fuzz-free, array-based Quaternion SLERP operation | |
var x0 = src0[ srcOffset0 + 0 ], | |
y0 = src0[ srcOffset0 + 1 ], | |
z0 = src0[ srcOffset0 + 2 ], | |
w0 = src0[ srcOffset0 + 3 ], | |
x1 = src1[ srcOffset1 + 0 ], | |
y1 = src1[ srcOffset1 + 1 ], | |
z1 = src1[ srcOffset1 + 2 ], | |
w1 = src1[ srcOffset1 + 3 ]; | |
if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) { | |
var s = 1 - t, | |
cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1, | |
dir = ( cos >= 0 ? 1 : - 1 ), | |
sqrSin = 1 - cos * cos; | |
// Skip the Slerp for tiny steps to avoid numeric problems: | |
if ( sqrSin > Number.EPSILON ) { | |
var sin = Math.sqrt( sqrSin ), | |
len = Math.atan2( sin, cos * dir ); | |
s = Math.sin( s * len ) / sin; | |
t = Math.sin( t * len ) / sin; | |
} | |
var tDir = t * dir; | |
x0 = x0 * s + x1 * tDir; | |
y0 = y0 * s + y1 * tDir; | |
z0 = z0 * s + z1 * tDir; | |
w0 = w0 * s + w1 * tDir; | |
// Normalize in case we just did a lerp: | |
if ( s === 1 - t ) { | |
var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 ); | |
x0 *= f; | |
y0 *= f; | |
z0 *= f; | |
w0 *= f; | |
} | |
} | |
dst[ dstOffset ] = x0; | |
dst[ dstOffset + 1 ] = y0; | |
dst[ dstOffset + 2 ] = z0; | |
dst[ dstOffset + 3 ] = w0; | |
} | |
} ); | |
Object.defineProperties( Quaternion.prototype, { | |
x: { | |
get: function () { | |
return this._x; | |
}, | |
set: function ( value ) { | |
this._x = value; | |
this.onChangeCallback(); | |
} | |
}, | |
y: { | |
get: function () { | |
return this._y; | |
}, | |
set: function ( value ) { | |
this._y = value; | |
this.onChangeCallback(); | |
} | |
}, | |
z: { | |
get: function () { | |
return this._z; | |
}, | |
set: function ( value ) { | |
this._z = value; | |
this.onChangeCallback(); | |
} | |
}, | |
w: { | |
get: function () { | |
return this._w; | |
}, | |
set: function ( value ) { | |
this._w = value; | |
this.onChangeCallback(); | |
} | |
} | |
} ); | |
Object.assign( Quaternion.prototype, { | |
set: function ( x, y, z, w ) { | |
this._x = x; | |
this._y = y; | |
this._z = z; | |
this._w = w; | |
this.onChangeCallback(); | |
return this; | |
}, | |
clone: function () { | |
return new this.constructor( this._x, this._y, this._z, this._w ); | |
}, | |
copy: function ( quaternion ) { | |
this._x = quaternion.x; | |
this._y = quaternion.y; | |
this._z = quaternion.z; | |
this._w = quaternion.w; | |
this.onChangeCallback(); | |
return this; | |
}, | |
setFromEuler: function ( euler, update ) { | |
if ( ! ( euler && euler.isEuler ) ) { | |
throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' ); | |
} | |
var x = euler._x, y = euler._y, z = euler._z, order = euler.order; | |
// http://www.mathworks.com/matlabcentral/fileexchange/ | |
// 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/ | |
// content/SpinCalc.m | |
var cos = Math.cos; | |
var sin = Math.sin; | |
var c1 = cos( x / 2 ); | |
var c2 = cos( y / 2 ); | |
var c3 = cos( z / 2 ); | |
var s1 = sin( x / 2 ); | |
var s2 = sin( y / 2 ); | |
var s3 = sin( z / 2 ); | |
if ( order === 'XYZ' ) { | |
this._x = s1 * c2 * c3 + c1 * s2 * s3; | |
this._y = c1 * s2 * c3 - s1 * c2 * s3; | |
this._z = c1 * c2 * s3 + s1 * s2 * c3; | |
this._w = c1 * c2 * c3 - s1 * s2 * s3; | |
} else if ( order === 'YXZ' ) { | |
this._x = s1 * c2 * c3 + c1 * s2 * s3; | |
this._y = c1 * s2 * c3 - s1 * c2 * s3; | |
this._z = c1 * c2 * s3 - s1 * s2 * c3; | |
this._w = c1 * c2 * c3 + s1 * s2 * s3; | |
} else if ( order === 'ZXY' ) { | |
this._x = s1 * c2 * c3 - c1 * s2 * s3; | |
this._y = c1 * s2 * c3 + s1 * c2 * s3; | |
this._z = c1 * c2 * s3 + s1 * s2 * c3; | |
this._w = c1 * c2 * c3 - s1 * s2 * s3; | |
} else if ( order === 'ZYX' ) { | |
this._x = s1 * c2 * c3 - c1 * s2 * s3; | |
this._y = c1 * s2 * c3 + s1 * c2 * s3; | |
this._z = c1 * c2 * s3 - s1 * s2 * c3; | |
this._w = c1 * c2 * c3 + s1 * s2 * s3; | |
} else if ( order === 'YZX' ) { | |
this._x = s1 * c2 * c3 + c1 * s2 * s3; | |
this._y = c1 * s2 * c3 + s1 * c2 * s3; | |
this._z = c1 * c2 * s3 - s1 * s2 * c3; | |
this._w = c1 * c2 * c3 - s1 * s2 * s3; | |
} else if ( order === 'XZY' ) { | |
this._x = s1 * c2 * c3 - c1 * s2 * s3; | |
this._y = c1 * s2 * c3 - s1 * c2 * s3; | |
this._z = c1 * c2 * s3 + s1 * s2 * c3; | |
this._w = c1 * c2 * c3 + s1 * s2 * s3; | |
} | |
if ( update !== false ) this.onChangeCallback(); | |
return this; | |
}, | |
setFromAxisAngle: function ( axis, angle ) { | |
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm | |
// assumes axis is normalized | |
var halfAngle = angle / 2, s = Math.sin( halfAngle ); | |
this._x = axis.x * s; | |
this._y = axis.y * s; | |
this._z = axis.z * s; | |
this._w = Math.cos( halfAngle ); | |
this.onChangeCallback(); | |
return this; | |
}, | |
setFromRotationMatrix: function ( m ) { | |
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm | |
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) | |
var te = m.elements, | |
m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], | |
m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], | |
m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ], | |
trace = m11 + m22 + m33, | |
s; | |
if ( trace > 0 ) { | |
s = 0.5 / Math.sqrt( trace + 1.0 ); | |
this._w = 0.25 / s; | |
this._x = ( m32 - m23 ) * s; | |
this._y = ( m13 - m31 ) * s; | |
this._z = ( m21 - m12 ) * s; | |
} else if ( m11 > m22 && m11 > m33 ) { | |
s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 ); | |
this._w = ( m32 - m23 ) / s; | |
this._x = 0.25 * s; | |
this._y = ( m12 + m21 ) / s; | |
this._z = ( m13 + m31 ) / s; | |
} else if ( m22 > m33 ) { | |
s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 ); | |
this._w = ( m13 - m31 ) / s; | |
this._x = ( m12 + m21 ) / s; | |
this._y = 0.25 * s; | |
this._z = ( m23 + m32 ) / s; | |
} else { | |
s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 ); | |
this._w = ( m21 - m12 ) / s; | |
this._x = ( m13 + m31 ) / s; | |
this._y = ( m23 + m32 ) / s; | |
this._z = 0.25 * s; | |
} | |
this.onChangeCallback(); | |
return this; | |
}, | |
setFromUnitVectors: function () { | |
// assumes direction vectors vFrom and vTo are normalized | |
var v1 = new Vector3(); | |
var r; | |
var EPS = 0.000001; | |
return function setFromUnitVectors( vFrom, vTo ) { | |
if ( v1 === undefined ) v1 = new Vector3(); | |
r = vFrom.dot( vTo ) + 1; | |
if ( r < EPS ) { | |
r = 0; | |
if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) { | |
v1.set( - vFrom.y, vFrom.x, 0 ); | |
} else { | |
v1.set( 0, - vFrom.z, vFrom.y ); | |
} | |
} else { | |
v1.crossVectors( vFrom, vTo ); | |
} | |
this._x = v1.x; | |
this._y = v1.y; | |
this._z = v1.z; | |
this._w = r; | |
return this.normalize(); | |
}; | |
}(), | |
inverse: function () { | |
// quaternion is assumed to have unit length | |
return this.conjugate(); | |
}, | |
conjugate: function () { | |
this._x *= - 1; | |
this._y *= - 1; | |
this._z *= - 1; | |
this.onChangeCallback(); | |
return this; | |
}, | |
dot: function ( v ) { | |
return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w; | |
}, | |
lengthSq: function () { | |
return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w; | |
}, | |
length: function () { | |
return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w ); | |
}, | |
normalize: function () { | |
var l = this.length(); | |
if ( l === 0 ) { | |
this._x = 0; | |
this._y = 0; | |
this._z = 0; | |
this._w = 1; | |
} else { | |
l = 1 / l; | |
this._x = this._x * l; | |
this._y = this._y * l; | |
this._z = this._z * l; | |
this._w = this._w * l; | |
} | |
this.onChangeCallback(); | |
return this; | |
}, | |
multiply: function ( q, p ) { | |
if ( p !== undefined ) { | |
console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' ); | |
return this.multiplyQuaternions( q, p ); | |
} | |
return this.multiplyQuaternions( this, q ); | |
}, | |
premultiply: function ( q ) { | |
return this.multiplyQuaternions( q, this ); | |
}, | |
multiplyQuaternions: function ( a, b ) { | |
// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm | |
var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w; | |
var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w; | |
this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; | |
this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; | |
this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; | |
this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; | |
this.onChangeCallback(); | |
return this; | |
}, | |
slerp: function ( qb, t ) { | |
if ( t === 0 ) return this; | |
if ( t === 1 ) return this.copy( qb ); | |
var x = this._x, y = this._y, z = this._z, w = this._w; | |
// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ | |
var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z; | |
if ( cosHalfTheta < 0 ) { | |
this._w = - qb._w; | |
this._x = - qb._x; | |
this._y = - qb._y; | |
this._z = - qb._z; | |
cosHalfTheta = - cosHalfTheta; | |
} else { | |
this.copy( qb ); | |
} | |
if ( cosHalfTheta >= 1.0 ) { | |
this._w = w; | |
this._x = x; | |
this._y = y; | |
this._z = z; | |
return this; | |
} | |
var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta ); | |
if ( Math.abs( sinHalfTheta ) < 0.001 ) { | |
this._w = 0.5 * ( w + this._w ); | |
this._x = 0.5 * ( x + this._x ); | |
this._y = 0.5 * ( y + this._y ); | |
this._z = 0.5 * ( z + this._z ); | |
return this; | |
} | |
var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta ); | |
var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, | |
ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; | |
this._w = ( w * ratioA + this._w * ratioB ); | |
this._x = ( x * ratioA + this._x * ratioB ); | |
this._y = ( y * ratioA + this._y * ratioB ); | |
this._z = ( z * ratioA + this._z * ratioB ); | |
this.onChangeCallback(); | |
return this; | |
}, | |
equals: function ( quaternion ) { | |
return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w ); | |
}, | |
fromArray: function ( array, offset ) { | |
if ( offset === undefined ) offset = 0; | |
this._x = array[ offset ]; | |
this._y = array[ offset + 1 ]; | |
this._z = array[ offset + 2 ]; | |
this._w = array[ offset + 3 ]; | |
this.onChangeCallback(); | |
return this; | |
}, | |
toArray: function ( array, offset ) { | |
if ( array === undefined ) array = []; | |
if ( offset === undefined ) offset = 0; | |
array[ offset ] = this._x; | |
array[ offset + 1 ] = this._y; | |
array[ offset + 2 ] = this._z; | |
array[ offset + 3 ] = this._w; | |
return array; | |
}, | |
onChange: function ( callback ) { | |
this.onChangeCallback = callback; | |
return this; | |
}, | |
onChangeCallback: function () {} | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
* @author kile / http://kile.stravaganza.org/ | |
* @author philogb / http://blog.thejit.org/ | |
* @author mikael emtinger / http://gomo.se/ | |
* @author egraether / http://egraether.com/ | |
* @author WestLangley / http://github.com/WestLangley | |
*/ | |
function Vector3( x, y, z ) { | |
this.x = x || 0; | |
this.y = y || 0; | |
this.z = z || 0; | |
} | |
Object.assign( Vector3.prototype, { | |
isVector3: true, | |
set: function ( x, y, z ) { | |
this.x = x; | |
this.y = y; | |
this.z = z; | |
return this; | |
}, | |
setScalar: function ( scalar ) { | |
this.x = scalar; | |
this.y = scalar; | |
this.z = scalar; | |
return this; | |
}, | |
setX: function ( x ) { | |
this.x = x; | |
return this; | |
}, | |
setY: function ( y ) { | |
this.y = y; | |
return this; | |
}, | |
setZ: function ( z ) { | |
this.z = z; | |
return this; | |
}, | |
setComponent: function ( index, value ) { | |
switch ( index ) { | |
case 0: this.x = value; break; | |
case 1: this.y = value; break; | |
case 2: this.z = value; break; | |
default: throw new Error( 'index is out of range: ' + index ); | |
} | |
return this; | |
}, | |
getComponent: function ( index ) { | |
switch ( index ) { | |
case 0: return this.x; | |
case 1: return this.y; | |
case 2: return this.z; | |
default: throw new Error( 'index is out of range: ' + index ); | |
} | |
}, | |
clone: function () { | |
return new this.constructor( this.x, this.y, this.z ); | |
}, | |
copy: function ( v ) { | |
this.x = v.x; | |
this.y = v.y; | |
this.z = v.z; | |
return this; | |
}, | |
add: function ( v, w ) { | |
if ( w !== undefined ) { | |
console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); | |
return this.addVectors( v, w ); | |
} | |
this.x += v.x; | |
this.y += v.y; | |
this.z += v.z; | |
return this; | |
}, | |
addScalar: function ( s ) { | |
this.x += s; | |
this.y += s; | |
this.z += s; | |
return this; | |
}, | |
addVectors: function ( a, b ) { | |
this.x = a.x + b.x; | |
this.y = a.y + b.y; | |
this.z = a.z + b.z; | |
return this; | |
}, | |
addScaledVector: function ( v, s ) { | |
this.x += v.x * s; | |
this.y += v.y * s; | |
this.z += v.z * s; | |
return this; | |
}, | |
sub: function ( v, w ) { | |
if ( w !== undefined ) { | |
console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); | |
return this.subVectors( v, w ); | |
} | |
this.x -= v.x; | |
this.y -= v.y; | |
this.z -= v.z; | |
return this; | |
}, | |
subScalar: function ( s ) { | |
this.x -= s; | |
this.y -= s; | |
this.z -= s; | |
return this; | |
}, | |
subVectors: function ( a, b ) { | |
this.x = a.x - b.x; | |
this.y = a.y - b.y; | |
this.z = a.z - b.z; | |
return this; | |
}, | |
multiply: function ( v, w ) { | |
if ( w !== undefined ) { | |
console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' ); | |
return this.multiplyVectors( v, w ); | |
} | |
this.x *= v.x; | |
this.y *= v.y; | |
this.z *= v.z; | |
return this; | |
}, | |
multiplyScalar: function ( scalar ) { | |
this.x *= scalar; | |
this.y *= scalar; | |
this.z *= scalar; | |
return this; | |
}, | |
multiplyVectors: function ( a, b ) { | |
this.x = a.x * b.x; | |
this.y = a.y * b.y; | |
this.z = a.z * b.z; | |
return this; | |
}, | |
applyEuler: function () { | |
var quaternion = new Quaternion(); | |
return function applyEuler( euler ) { | |
if ( ! ( euler && euler.isEuler ) ) { | |
console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' ); | |
} | |
return this.applyQuaternion( quaternion.setFromEuler( euler ) ); | |
}; | |
}(), | |
applyAxisAngle: function () { | |
var quaternion = new Quaternion(); | |
return function applyAxisAngle( axis, angle ) { | |
return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) ); | |
}; | |
}(), | |
applyMatrix3: function ( m ) { | |
var x = this.x, y = this.y, z = this.z; | |
var e = m.elements; | |
this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z; | |
this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z; | |
this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z; | |
return this; | |
}, | |
applyMatrix4: function ( m ) { | |
var x = this.x, y = this.y, z = this.z; | |
var e = m.elements; | |
var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); | |
this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w; | |
this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w; | |
this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w; | |
return this; | |
}, | |
applyQuaternion: function ( q ) { | |
var x = this.x, y = this.y, z = this.z; | |
var qx = q.x, qy = q.y, qz = q.z, qw = q.w; | |
// calculate quat * vector | |
var ix = qw * x + qy * z - qz * y; | |
var iy = qw * y + qz * x - qx * z; | |
var iz = qw * z + qx * y - qy * x; | |
var iw = - qx * x - qy * y - qz * z; | |
// calculate result * inverse quat | |
this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy; | |
this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz; | |
this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx; | |
return this; | |
}, | |
project: function () { | |
var matrix = new Matrix4(); | |
return function project( camera ) { | |
matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) ); | |
return this.applyMatrix4( matrix ); | |
}; | |
}(), | |
unproject: function () { | |
var matrix = new Matrix4(); | |
return function unproject( camera ) { | |
matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) ); | |
return this.applyMatrix4( matrix ); | |
}; | |
}(), | |
transformDirection: function ( m ) { | |
// input: THREE.Matrix4 affine matrix | |
// vector interpreted as a direction | |
var x = this.x, y = this.y, z = this.z; | |
var e = m.elements; | |
this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z; | |
this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z; | |
this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z; | |
return this.normalize(); | |
}, | |
divide: function ( v ) { | |
this.x /= v.x; | |
this.y /= v.y; | |
this.z /= v.z; | |
return this; | |
}, | |
divideScalar: function ( scalar ) { | |
return this.multiplyScalar( 1 / scalar ); | |
}, | |
min: function ( v ) { | |
this.x = Math.min( this.x, v.x ); | |
this.y = Math.min( this.y, v.y ); | |
this.z = Math.min( this.z, v.z ); | |
return this; | |
}, | |
max: function ( v ) { | |
this.x = Math.max( this.x, v.x ); | |
this.y = Math.max( this.y, v.y ); | |
this.z = Math.max( this.z, v.z ); | |
return this; | |
}, | |
clamp: function ( min, max ) { | |
// assumes min < max, componentwise | |
this.x = Math.max( min.x, Math.min( max.x, this.x ) ); | |
this.y = Math.max( min.y, Math.min( max.y, this.y ) ); | |
this.z = Math.max( min.z, Math.min( max.z, this.z ) ); | |
return this; | |
}, | |
clampScalar: function () { | |
var min = new Vector3(); | |
var max = new Vector3(); | |
return function clampScalar( minVal, maxVal ) { | |
min.set( minVal, minVal, minVal ); | |
max.set( maxVal, maxVal, maxVal ); | |
return this.clamp( min, max ); | |
}; | |
}(), | |
clampLength: function ( min, max ) { | |
var length = this.length(); | |
return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); | |
}, | |
floor: function () { | |
this.x = Math.floor( this.x ); | |
this.y = Math.floor( this.y ); | |
this.z = Math.floor( this.z ); | |
return this; | |
}, | |
ceil: function () { | |
this.x = Math.ceil( this.x ); | |
this.y = Math.ceil( this.y ); | |
this.z = Math.ceil( this.z ); | |
return this; | |
}, | |
round: function () { | |
this.x = Math.round( this.x ); | |
this.y = Math.round( this.y ); | |
this.z = Math.round( this.z ); | |
return this; | |
}, | |
roundToZero: function () { | |
this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); | |
this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); | |
this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); | |
return this; | |
}, | |
negate: function () { | |
this.x = - this.x; | |
this.y = - this.y; | |
this.z = - this.z; | |
return this; | |
}, | |
dot: function ( v ) { | |
return this.x * v.x + this.y * v.y + this.z * v.z; | |
}, | |
// TODO lengthSquared? | |
lengthSq: function () { | |
return this.x * this.x + this.y * this.y + this.z * this.z; | |
}, | |
length: function () { | |
return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); | |
}, | |
manhattanLength: function () { | |
return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); | |
}, | |
normalize: function () { | |
return this.divideScalar( this.length() || 1 ); | |
}, | |
setLength: function ( length ) { | |
return this.normalize().multiplyScalar( length ); | |
}, | |
lerp: function ( v, alpha ) { | |
this.x += ( v.x - this.x ) * alpha; | |
this.y += ( v.y - this.y ) * alpha; | |
this.z += ( v.z - this.z ) * alpha; | |
return this; | |
}, | |
lerpVectors: function ( v1, v2, alpha ) { | |
return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); | |
}, | |
cross: function ( v, w ) { | |
if ( w !== undefined ) { | |
console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' ); | |
return this.crossVectors( v, w ); | |
} | |
return this.crossVectors( this, v ); | |
}, | |
crossVectors: function ( a, b ) { | |
var ax = a.x, ay = a.y, az = a.z; | |
var bx = b.x, by = b.y, bz = b.z; | |
this.x = ay * bz - az * by; | |
this.y = az * bx - ax * bz; | |
this.z = ax * by - ay * bx; | |
return this; | |
}, | |
projectOnVector: function ( vector ) { | |
var scalar = vector.dot( this ) / vector.lengthSq(); | |
return this.copy( vector ).multiplyScalar( scalar ); | |
}, | |
projectOnPlane: function () { | |
var v1 = new Vector3(); | |
return function projectOnPlane( planeNormal ) { | |
v1.copy( this ).projectOnVector( planeNormal ); | |
return this.sub( v1 ); | |
}; | |
}(), | |
reflect: function () { | |
// reflect incident vector off plane orthogonal to normal | |
// normal is assumed to have unit length | |
var v1 = new Vector3(); | |
return function reflect( normal ) { | |
return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) ); | |
}; | |
}(), | |
angleTo: function ( v ) { | |
var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) ); | |
// clamp, to handle numerical problems | |
return Math.acos( _Math.clamp( theta, - 1, 1 ) ); | |
}, | |
distanceTo: function ( v ) { | |
return Math.sqrt( this.distanceToSquared( v ) ); | |
}, | |
distanceToSquared: function ( v ) { | |
var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z; | |
return dx * dx + dy * dy + dz * dz; | |
}, | |
manhattanDistanceTo: function ( v ) { | |
return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z ); | |
}, | |
setFromSpherical: function ( s ) { | |
var sinPhiRadius = Math.sin( s.phi ) * s.radius; | |
this.x = sinPhiRadius * Math.sin( s.theta ); | |
this.y = Math.cos( s.phi ) * s.radius; | |
this.z = sinPhiRadius * Math.cos( s.theta ); | |
return this; | |
}, | |
setFromCylindrical: function ( c ) { | |
this.x = c.radius * Math.sin( c.theta ); | |
this.y = c.y; | |
this.z = c.radius * Math.cos( c.theta ); | |
return this; | |
}, | |
setFromMatrixPosition: function ( m ) { | |
var e = m.elements; | |
this.x = e[ 12 ]; | |
this.y = e[ 13 ]; | |
this.z = e[ 14 ]; | |
return this; | |
}, | |
setFromMatrixScale: function ( m ) { | |
var sx = this.setFromMatrixColumn( m, 0 ).length(); | |
var sy = this.setFromMatrixColumn( m, 1 ).length(); | |
var sz = this.setFromMatrixColumn( m, 2 ).length(); | |
this.x = sx; | |
this.y = sy; | |
this.z = sz; | |
return this; | |
}, | |
setFromMatrixColumn: function ( m, index ) { | |
return this.fromArray( m.elements, index * 4 ); | |
}, | |
equals: function ( v ) { | |
return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); | |
}, | |
fromArray: function ( array, offset ) { | |
if ( offset === undefined ) offset = 0; | |
this.x = array[ offset ]; | |
this.y = array[ offset + 1 ]; | |
this.z = array[ offset + 2 ]; | |
return this; | |
}, | |
toArray: function ( array, offset ) { | |
if ( array === undefined ) array = []; | |
if ( offset === undefined ) offset = 0; | |
array[ offset ] = this.x; | |
array[ offset + 1 ] = this.y; | |
array[ offset + 2 ] = this.z; | |
return array; | |
}, | |
fromBufferAttribute: function ( attribute, index, offset ) { | |
if ( offset !== undefined ) { | |
console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' ); | |
} | |
this.x = attribute.getX( index ); | |
this.y = attribute.getY( index ); | |
this.z = attribute.getZ( index ); | |
return this; | |
} | |
} ); | |
/** | |
* @author alteredq / http://alteredqualia.com/ | |
* @author WestLangley / http://github.com/WestLangley | |
* @author bhouston / http://clara.io | |
* @author tschw | |
*/ | |
function Matrix3() { | |
this.elements = [ | |
1, 0, 0, | |
0, 1, 0, | |
0, 0, 1 | |
]; | |
if ( arguments.length > 0 ) { | |
console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' ); | |
} | |
} | |
Object.assign( Matrix3.prototype, { | |
isMatrix3: true, | |
set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { | |
var te = this.elements; | |
te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31; | |
te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32; | |
te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33; | |
return this; | |
}, | |
identity: function () { | |
this.set( | |
1, 0, 0, | |
0, 1, 0, | |
0, 0, 1 | |
); | |
return this; | |
}, | |
clone: function () { | |
return new this.constructor().fromArray( this.elements ); | |
}, | |
copy: function ( m ) { | |
var te = this.elements; | |
var me = m.elements; | |
te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; | |
te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; | |
te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ]; | |
return this; | |
}, | |
setFromMatrix4: function ( m ) { | |
var me = m.elements; | |
this.set( | |
me[ 0 ], me[ 4 ], me[ 8 ], | |
me[ 1 ], me[ 5 ], me[ 9 ], | |
me[ 2 ], me[ 6 ], me[ 10 ] | |
); | |
return this; | |
}, | |
applyToBufferAttribute: function () { | |
var v1 = new Vector3(); | |
return function applyToBufferAttribute( attribute ) { | |
for ( var i = 0, l = attribute.count; i < l; i ++ ) { | |
v1.x = attribute.getX( i ); | |
v1.y = attribute.getY( i ); | |
v1.z = attribute.getZ( i ); | |
v1.applyMatrix3( this ); | |
attribute.setXYZ( i, v1.x, v1.y, v1.z ); | |
} | |
return attribute; | |
}; | |
}(), | |
multiply: function ( m ) { | |
return this.multiplyMatrices( this, m ); | |
}, | |
premultiply: function ( m ) { | |
return this.multiplyMatrices( m, this ); | |
}, | |
multiplyMatrices: function ( a, b ) { | |
var ae = a.elements; | |
var be = b.elements; | |
var te = this.elements; | |
var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ]; | |
var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ]; | |
var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ]; | |
var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ]; | |
var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ]; | |
var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ]; | |
te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31; | |
te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32; | |
te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33; | |
te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31; | |
te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32; | |
te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33; | |
te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31; | |
te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32; | |
te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33; | |
return this; | |
}, | |
multiplyScalar: function ( s ) { | |
var te = this.elements; | |
te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s; | |
te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s; | |
te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s; | |
return this; | |
}, | |
determinant: function () { | |
var te = this.elements; | |
var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ], | |
d = te[ 3 ], e = te[ 4 ], f = te[ 5 ], | |
g = te[ 6 ], h = te[ 7 ], i = te[ 8 ]; | |
return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g; | |
}, | |
getInverse: function ( matrix, throwOnDegenerate ) { | |
if ( matrix && matrix.isMatrix4 ) { | |
console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." ); | |
} | |
var me = matrix.elements, | |
te = this.elements, | |
n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], | |
n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ], | |
n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ], | |
t11 = n33 * n22 - n32 * n23, | |
t12 = n32 * n13 - n33 * n12, | |
t13 = n23 * n12 - n22 * n13, | |
det = n11 * t11 + n21 * t12 + n31 * t13; | |
if ( det === 0 ) { | |
var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0"; | |
if ( throwOnDegenerate === true ) { | |
throw new Error( msg ); | |
} else { | |
console.warn( msg ); | |
} | |
return this.identity(); | |
} | |
var detInv = 1 / det; | |
te[ 0 ] = t11 * detInv; | |
te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv; | |
te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv; | |
te[ 3 ] = t12 * detInv; | |
te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv; | |
te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv; | |
te[ 6 ] = t13 * detInv; | |
te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv; | |
te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv; | |
return this; | |
}, | |
transpose: function () { | |
var tmp, m = this.elements; | |
tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp; | |
tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp; | |
tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp; | |
return this; | |
}, | |
getNormalMatrix: function ( matrix4 ) { | |
return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose(); | |
}, | |
transposeIntoArray: function ( r ) { | |
var m = this.elements; | |
r[ 0 ] = m[ 0 ]; | |
r[ 1 ] = m[ 3 ]; | |
r[ 2 ] = m[ 6 ]; | |
r[ 3 ] = m[ 1 ]; | |
r[ 4 ] = m[ 4 ]; | |
r[ 5 ] = m[ 7 ]; | |
r[ 6 ] = m[ 2 ]; | |
r[ 7 ] = m[ 5 ]; | |
r[ 8 ] = m[ 8 ]; | |
return this; | |
}, | |
setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) { | |
var c = Math.cos( rotation ); | |
var s = Math.sin( rotation ); | |
this.set( | |
sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx, | |
- sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty, | |
0, 0, 1 | |
); | |
}, | |
scale: function ( sx, sy ) { | |
var te = this.elements; | |
te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx; | |
te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy; | |
return this; | |
}, | |
rotate: function ( theta ) { | |
var c = Math.cos( theta ); | |
var s = Math.sin( theta ); | |
var te = this.elements; | |
var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ]; | |
var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ]; | |
te[ 0 ] = c * a11 + s * a21; | |
te[ 3 ] = c * a12 + s * a22; | |
te[ 6 ] = c * a13 + s * a23; | |
te[ 1 ] = - s * a11 + c * a21; | |
te[ 4 ] = - s * a12 + c * a22; | |
te[ 7 ] = - s * a13 + c * a23; | |
return this; | |
}, | |
translate: function ( tx, ty ) { | |
var te = this.elements; | |
te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ]; | |
te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ]; | |
return this; | |
}, | |
equals: function ( matrix ) { | |
var te = this.elements; | |
var me = matrix.elements; | |
for ( var i = 0; i < 9; i ++ ) { | |
if ( te[ i ] !== me[ i ] ) return false; | |
} | |
return true; | |
}, | |
fromArray: function ( array, offset ) { | |
if ( offset === undefined ) offset = 0; | |
for ( var i = 0; i < 9; i ++ ) { | |
this.elements[ i ] = array[ i + offset ]; | |
} | |
return this; | |
}, | |
toArray: function ( array, offset ) { | |
if ( array === undefined ) array = []; | |
if ( offset === undefined ) offset = 0; | |
var te = this.elements; | |
array[ offset ] = te[ 0 ]; | |
array[ offset + 1 ] = te[ 1 ]; | |
array[ offset + 2 ] = te[ 2 ]; | |
array[ offset + 3 ] = te[ 3 ]; | |
array[ offset + 4 ] = te[ 4 ]; | |
array[ offset + 5 ] = te[ 5 ]; | |
array[ offset + 6 ] = te[ 6 ]; | |
array[ offset + 7 ] = te[ 7 ]; | |
array[ offset + 8 ] = te[ 8 ]; | |
return array; | |
} | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
* @author alteredq / http://alteredqualia.com/ | |
* @author szimek / https://github.com/szimek/ | |
*/ | |
var textureId = 0; | |
function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { | |
Object.defineProperty( this, 'id', { value: textureId ++ } ); | |
this.uuid = _Math.generateUUID(); | |
this.name = ''; | |
this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE; | |
this.mipmaps = []; | |
this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING; | |
this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping; | |
this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping; | |
this.magFilter = magFilter !== undefined ? magFilter : LinearFilter; | |
this.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter; | |
this.anisotropy = anisotropy !== undefined ? anisotropy : 1; | |
this.format = format !== undefined ? format : RGBAFormat; | |
this.type = type !== undefined ? type : UnsignedByteType; | |
this.offset = new Vector2( 0, 0 ); | |
this.repeat = new Vector2( 1, 1 ); | |
this.center = new Vector2( 0, 0 ); | |
this.rotation = 0; | |
this.matrixAutoUpdate = true; | |
this.matrix = new Matrix3(); | |
this.generateMipmaps = true; | |
this.premultiplyAlpha = false; | |
this.flipY = true; | |
this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml) | |
// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap. | |
// | |
// Also changing the encoding after already used by a Material will not automatically make the Material | |
// update. You need to explicitly call Material.needsUpdate to trigger it to recompile. | |
this.encoding = encoding !== undefined ? encoding : LinearEncoding; | |
this.version = 0; | |
this.onUpdate = null; | |
} | |
Texture.DEFAULT_IMAGE = undefined; | |
Texture.DEFAULT_MAPPING = UVMapping; | |
Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { | |
constructor: Texture, | |
isTexture: true, | |
clone: function () { | |
return new this.constructor().copy( this ); | |
}, | |
copy: function ( source ) { | |
this.name = source.name; | |
this.image = source.image; | |
this.mipmaps = source.mipmaps.slice( 0 ); | |
this.mapping = source.mapping; | |
this.wrapS = source.wrapS; | |
this.wrapT = source.wrapT; | |
this.magFilter = source.magFilter; | |
this.minFilter = source.minFilter; | |
this.anisotropy = source.anisotropy; | |
this.format = source.format; | |
this.type = source.type; | |
this.offset.copy( source.offset ); | |
this.repeat.copy( source.repeat ); | |
this.center.copy( source.center ); | |
this.rotation = source.rotation; | |
this.matrixAutoUpdate = source.matrixAutoUpdate; | |
this.matrix.copy( source.matrix ); | |
this.generateMipmaps = source.generateMipmaps; | |
this.premultiplyAlpha = source.premultiplyAlpha; | |
this.flipY = source.flipY; | |
this.unpackAlignment = source.unpackAlignment; | |
this.encoding = source.encoding; | |
return this; | |
}, | |
toJSON: function ( meta ) { | |
var isRootObject = ( meta === undefined || typeof meta === 'string' ); | |
if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) { | |
return meta.textures[ this.uuid ]; | |
} | |
function getDataURL( image ) { | |
var canvas; | |
if ( image instanceof HTMLCanvasElement ) { | |
canvas = image; | |
} else { | |
canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); | |
canvas.width = image.width; | |
canvas.height = image.height; | |
var context = canvas.getContext( '2d' ); | |
if ( image instanceof ImageData ) { | |
context.putImageData( image, 0, 0 ); | |
} else { | |
context.drawImage( image, 0, 0, image.width, image.height ); | |
} | |
} | |
if ( canvas.width > 2048 || canvas.height > 2048 ) { | |
return canvas.toDataURL( 'image/jpeg', 0.6 ); | |
} else { | |
return canvas.toDataURL( 'image/png' ); | |
} | |
} | |
var output = { | |
metadata: { | |
version: 4.5, | |
type: 'Texture', | |
generator: 'Texture.toJSON' | |
}, | |
uuid: this.uuid, | |
name: this.name, | |
mapping: this.mapping, | |
repeat: [ this.repeat.x, this.repeat.y ], | |
offset: [ this.offset.x, this.offset.y ], | |
center: [ this.center.x, this.center.y ], | |
rotation: this.rotation, | |
wrap: [ this.wrapS, this.wrapT ], | |
minFilter: this.minFilter, | |
magFilter: this.magFilter, | |
anisotropy: this.anisotropy, | |
flipY: this.flipY | |
}; | |
if ( this.image !== undefined ) { | |
// TODO: Move to THREE.Image | |
var image = this.image; | |
if ( image.uuid === undefined ) { | |
image.uuid = _Math.generateUUID(); // UGH | |
} | |
if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) { | |
meta.images[ image.uuid ] = { | |
uuid: image.uuid, | |
url: getDataURL( image ) | |
}; | |
} | |
output.image = image.uuid; | |
} | |
if ( ! isRootObject ) { | |
meta.textures[ this.uuid ] = output; | |
} | |
return output; | |
}, | |
dispose: function () { | |
this.dispatchEvent( { type: 'dispose' } ); | |
}, | |
transformUv: function ( uv ) { | |
if ( this.mapping !== UVMapping ) return; | |
uv.applyMatrix3( this.matrix ); | |
if ( uv.x < 0 || uv.x > 1 ) { | |
switch ( this.wrapS ) { | |
case RepeatWrapping: | |
uv.x = uv.x - Math.floor( uv.x ); | |
break; | |
case ClampToEdgeWrapping: | |
uv.x = uv.x < 0 ? 0 : 1; | |
break; | |
case MirroredRepeatWrapping: | |
if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) { | |
uv.x = Math.ceil( uv.x ) - uv.x; | |
} else { | |
uv.x = uv.x - Math.floor( uv.x ); | |
} | |
break; | |
} | |
} | |
if ( uv.y < 0 || uv.y > 1 ) { | |
switch ( this.wrapT ) { | |
case RepeatWrapping: | |
uv.y = uv.y - Math.floor( uv.y ); | |
break; | |
case ClampToEdgeWrapping: | |
uv.y = uv.y < 0 ? 0 : 1; | |
break; | |
case MirroredRepeatWrapping: | |
if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) { | |
uv.y = Math.ceil( uv.y ) - uv.y; | |
} else { | |
uv.y = uv.y - Math.floor( uv.y ); | |
} | |
break; | |
} | |
} | |
if ( this.flipY ) { | |
uv.y = 1 - uv.y; | |
} | |
} | |
} ); | |
Object.defineProperty( Texture.prototype, "needsUpdate", { | |
set: function ( value ) { | |
if ( value === true ) this.version ++; | |
} | |
} ); | |
/** | |
* @author supereggbert / http://www.paulbrunt.co.uk/ | |
* @author philogb / http://blog.thejit.org/ | |
* @author mikael emtinger / http://gomo.se/ | |
* @author egraether / http://egraether.com/ | |
* @author WestLangley / http://github.com/WestLangley | |
*/ | |
function Vector4( x, y, z, w ) { | |
this.x = x || 0; | |
this.y = y || 0; | |
this.z = z || 0; | |
this.w = ( w !== undefined ) ? w : 1; | |
} | |
Object.assign( Vector4.prototype, { | |
isVector4: true, | |
set: function ( x, y, z, w ) { | |
this.x = x; | |
this.y = y; | |
this.z = z; | |
this.w = w; | |
return this; | |
}, | |
setScalar: function ( scalar ) { | |
this.x = scalar; | |
this.y = scalar; | |
this.z = scalar; | |
this.w = scalar; | |
return this; | |
}, | |
setX: function ( x ) { | |
this.x = x; | |
return this; | |
}, | |
setY: function ( y ) { | |
this.y = y; | |
return this; | |
}, | |
setZ: function ( z ) { | |
this.z = z; | |
return this; | |
}, | |
setW: function ( w ) { | |
this.w = w; | |
return this; | |
}, | |
setComponent: function ( index, value ) { | |
switch ( index ) { | |
case 0: this.x = value; break; | |
case 1: this.y = value; break; | |
case 2: this.z = value; break; | |
case 3: this.w = value; break; | |
default: throw new Error( 'index is out of range: ' + index ); | |
} | |
return this; | |
}, | |
getComponent: function ( index ) { | |
switch ( index ) { | |
case 0: return this.x; | |
case 1: return this.y; | |
case 2: return this.z; | |
case 3: return this.w; | |
default: throw new Error( 'index is out of range: ' + index ); | |
} | |
}, | |
clone: function () { | |
return new this.constructor( this.x, this.y, this.z, this.w ); | |
}, | |
copy: function ( v ) { | |
this.x = v.x; | |
this.y = v.y; | |
this.z = v.z; | |
this.w = ( v.w !== undefined ) ? v.w : 1; | |
return this; | |
}, | |
add: function ( v, w ) { | |
if ( w !== undefined ) { | |
console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); | |
return this.addVectors( v, w ); | |
} | |
this.x += v.x; | |
this.y += v.y; | |
this.z += v.z; | |
this.w += v.w; | |
return this; | |
}, | |
addScalar: function ( s ) { | |
this.x += s; | |
this.y += s; | |
this.z += s; | |
this.w += s; | |
return this; | |
}, | |
addVectors: function ( a, b ) { | |
this.x = a.x + b.x; | |
this.y = a.y + b.y; | |
this.z = a.z + b.z; | |
this.w = a.w + b.w; | |
return this; | |
}, | |
addScaledVector: function ( v, s ) { | |
this.x += v.x * s; | |
this.y += v.y * s; | |
this.z += v.z * s; | |
this.w += v.w * s; | |
return this; | |
}, | |
sub: function ( v, w ) { | |
if ( w !== undefined ) { | |
console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); | |
return this.subVectors( v, w ); | |
} | |
this.x -= v.x; | |
this.y -= v.y; | |
this.z -= v.z; | |
this.w -= v.w; | |
return this; | |
}, | |
subScalar: function ( s ) { | |
this.x -= s; | |
this.y -= s; | |
this.z -= s; | |
this.w -= s; | |
return this; | |
}, | |
subVectors: function ( a, b ) { | |
this.x = a.x - b.x; | |
this.y = a.y - b.y; | |
this.z = a.z - b.z; | |
this.w = a.w - b.w; | |
return this; | |
}, | |
multiplyScalar: function ( scalar ) { | |
this.x *= scalar; | |
this.y *= scalar; | |
this.z *= scalar; | |
this.w *= scalar; | |
return this; | |
}, | |
applyMatrix4: function ( m ) { | |
var x = this.x, y = this.y, z = this.z, w = this.w; | |
var e = m.elements; | |
this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w; | |
this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w; | |
this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w; | |
this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w; | |
return this; | |
}, | |
divideScalar: function ( scalar ) { | |
return this.multiplyScalar( 1 / scalar ); | |
}, | |
setAxisAngleFromQuaternion: function ( q ) { | |
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm | |
// q is assumed to be normalized | |
this.w = 2 * Math.acos( q.w ); | |
var s = Math.sqrt( 1 - q.w * q.w ); | |
if ( s < 0.0001 ) { | |
this.x = 1; | |
this.y = 0; | |
this.z = 0; | |
} else { | |
this.x = q.x / s; | |
this.y = q.y / s; | |
this.z = q.z / s; | |
} | |
return this; | |
}, | |
setAxisAngleFromRotationMatrix: function ( m ) { | |
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm | |
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) | |
var angle, x, y, z, // variables for result | |
epsilon = 0.01, // margin to allow for rounding errors | |
epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees | |
te = m.elements, | |
m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], | |
m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], | |
m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; | |
if ( ( Math.abs( m12 - m21 ) < epsilon ) && | |
( Math.abs( m13 - m31 ) < epsilon ) && | |
( Math.abs( m23 - m32 ) < epsilon ) ) { | |
// singularity found | |
// first check for identity matrix which must have +1 for all terms | |
// in leading diagonal and zero in other terms | |
if ( ( Math.abs( m12 + m21 ) < epsilon2 ) && | |
( Math.abs( m13 + m31 ) < epsilon2 ) && | |
( Math.abs( m23 + m32 ) < epsilon2 ) && | |
( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) { | |
// this singularity is identity matrix so angle = 0 | |
this.set( 1, 0, 0, 0 ); | |
return this; // zero angle, arbitrary axis | |
} | |
// otherwise this singularity is angle = 180 | |
angle = Math.PI; | |
var xx = ( m11 + 1 ) / 2; | |
var yy = ( m22 + 1 ) / 2; | |
var zz = ( m33 + 1 ) / 2; | |
var xy = ( m12 + m21 ) / 4; | |
var xz = ( m13 + m31 ) / 4; | |
var yz = ( m23 + m32 ) / 4; | |
if ( ( xx > yy ) && ( xx > zz ) ) { | |
// m11 is the largest diagonal term | |
if ( xx < epsilon ) { | |
x = 0; | |
y = 0.707106781; | |
z = 0.707106781; | |
} else { | |
x = Math.sqrt( xx ); | |
y = xy / x; | |
z = xz / x; | |
} | |
} else if ( yy > zz ) { | |
// m22 is the largest diagonal term | |
if ( yy < epsilon ) { | |
x = 0.707106781; | |
y = 0; | |
z = 0.707106781; | |
} else { | |
y = Math.sqrt( yy ); | |
x = xy / y; | |
z = yz / y; | |
} | |
} else { | |
// m33 is the largest diagonal term so base result on this | |
if ( zz < epsilon ) { | |
x = 0.707106781; | |
y = 0.707106781; | |
z = 0; | |
} else { | |
z = Math.sqrt( zz ); | |
x = xz / z; | |
y = yz / z; | |
} | |
} | |
this.set( x, y, z, angle ); | |
return this; // return 180 deg rotation | |
} | |
// as we have reached here there are no singularities so we can handle normally | |
var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) + | |
( m13 - m31 ) * ( m13 - m31 ) + | |
( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize | |
if ( Math.abs( s ) < 0.001 ) s = 1; | |
// prevent divide by zero, should not happen if matrix is orthogonal and should be | |
// caught by singularity test above, but I've left it in just in case | |
this.x = ( m32 - m23 ) / s; | |
this.y = ( m13 - m31 ) / s; | |
this.z = ( m21 - m12 ) / s; | |
this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 ); | |
return this; | |
}, | |
min: function ( v ) { | |
this.x = Math.min( this.x, v.x ); | |
this.y = Math.min( this.y, v.y ); | |
this.z = Math.min( this.z, v.z ); | |
this.w = Math.min( this.w, v.w ); | |
return this; | |
}, | |
max: function ( v ) { | |
this.x = Math.max( this.x, v.x ); | |
this.y = Math.max( this.y, v.y ); | |
this.z = Math.max( this.z, v.z ); | |
this.w = Math.max( this.w, v.w ); | |
return this; | |
}, | |
clamp: function ( min, max ) { | |
// assumes min < max, componentwise | |
this.x = Math.max( min.x, Math.min( max.x, this.x ) ); | |
this.y = Math.max( min.y, Math.min( max.y, this.y ) ); | |
this.z = Math.max( min.z, Math.min( max.z, this.z ) ); | |
this.w = Math.max( min.w, Math.min( max.w, this.w ) ); | |
return this; | |
}, | |
clampScalar: function () { | |
var min, max; | |
return function clampScalar( minVal, maxVal ) { | |
if ( min === undefined ) { | |
min = new Vector4(); | |
max = new Vector4(); | |
} | |
min.set( minVal, minVal, minVal, minVal ); | |
max.set( maxVal, maxVal, maxVal, maxVal ); | |
return this.clamp( min, max ); | |
}; | |
}(), | |
clampLength: function ( min, max ) { | |
var length = this.length(); | |
return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); | |
}, | |
floor: function () { | |
this.x = Math.floor( this.x ); | |
this.y = Math.floor( this.y ); | |
this.z = Math.floor( this.z ); | |
this.w = Math.floor( this.w ); | |
return this; | |
}, | |
ceil: function () { | |
this.x = Math.ceil( this.x ); | |
this.y = Math.ceil( this.y ); | |
this.z = Math.ceil( this.z ); | |
this.w = Math.ceil( this.w ); | |
return this; | |
}, | |
round: function () { | |
this.x = Math.round( this.x ); | |
this.y = Math.round( this.y ); | |
this.z = Math.round( this.z ); | |
this.w = Math.round( this.w ); | |
return this; | |
}, | |
roundToZero: function () { | |
this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); | |
this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); | |
this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); | |
this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w ); | |
return this; | |
}, | |
negate: function () { | |
this.x = - this.x; | |
this.y = - this.y; | |
this.z = - this.z; | |
this.w = - this.w; | |
return this; | |
}, | |
dot: function ( v ) { | |
return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; | |
}, | |
lengthSq: function () { | |
return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; | |
}, | |
length: function () { | |
return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); | |
}, | |
manhattanLength: function () { | |
return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w ); | |
}, | |
normalize: function () { | |
return this.divideScalar( this.length() || 1 ); | |
}, | |
setLength: function ( length ) { | |
return this.normalize().multiplyScalar( length ); | |
}, | |
lerp: function ( v, alpha ) { | |
this.x += ( v.x - this.x ) * alpha; | |
this.y += ( v.y - this.y ) * alpha; | |
this.z += ( v.z - this.z ) * alpha; | |
this.w += ( v.w - this.w ) * alpha; | |
return this; | |
}, | |
lerpVectors: function ( v1, v2, alpha ) { | |
return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); | |
}, | |
equals: function ( v ) { | |
return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) ); | |
}, | |
fromArray: function ( array, offset ) { | |
if ( offset === undefined ) offset = 0; | |
this.x = array[ offset ]; | |
this.y = array[ offset + 1 ]; | |
this.z = array[ offset + 2 ]; | |
this.w = array[ offset + 3 ]; | |
return this; | |
}, | |
toArray: function ( array, offset ) { | |
if ( array === undefined ) array = []; | |
if ( offset === undefined ) offset = 0; | |
array[ offset ] = this.x; | |
array[ offset + 1 ] = this.y; | |
array[ offset + 2 ] = this.z; | |
array[ offset + 3 ] = this.w; | |
return array; | |
}, | |
fromBufferAttribute: function ( attribute, index, offset ) { | |
if ( offset !== undefined ) { | |
console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' ); | |
} | |
this.x = attribute.getX( index ); | |
this.y = attribute.getY( index ); | |
this.z = attribute.getZ( index ); | |
this.w = attribute.getW( index ); | |
return this; | |
} | |
} ); | |
/** | |
* @author szimek / https://github.com/szimek/ | |
* @author alteredq / http://alteredqualia.com/ | |
* @author Marius Kintel / https://github.com/kintel | |
*/ | |
/* | |
In options, we can specify: | |
* Texture parameters for an auto-generated target texture | |
* depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers | |
*/ | |
function WebGLRenderTarget( width, height, options ) { | |
this.uuid = _Math.generateUUID(); | |
this.width = width; | |
this.height = height; | |
this.scissor = new Vector4( 0, 0, width, height ); | |
this.scissorTest = false; | |
this.viewport = new Vector4( 0, 0, width, height ); | |
options = options || {}; | |
if ( options.minFilter === undefined ) options.minFilter = LinearFilter; | |
this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding ); | |
this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; | |
this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true; | |
this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null; | |
} | |
WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { | |
constructor: WebGLRenderTarget, | |
isWebGLRenderTarget: true, | |
setSize: function ( width, height ) { | |
if ( this.width !== width || this.height !== height ) { | |
this.width = width; | |
this.height = height; | |
this.dispose(); | |
} | |
this.viewport.set( 0, 0, width, height ); | |
this.scissor.set( 0, 0, width, height ); | |
}, | |
clone: function () { | |
return new this.constructor().copy( this ); | |
}, | |
copy: function ( source ) { | |
this.width = source.width; | |
this.height = source.height; | |
this.viewport.copy( source.viewport ); | |
this.texture = source.texture.clone(); | |
this.depthBuffer = source.depthBuffer; | |
this.stencilBuffer = source.stencilBuffer; | |
this.depthTexture = source.depthTexture; | |
return this; | |
}, | |
dispose: function () { | |
this.dispatchEvent( { type: 'dispose' } ); | |
} | |
} ); | |
/** | |
* @author alteredq / http://alteredqualia.com | |
*/ | |
function WebGLRenderTargetCube( width, height, options ) { | |
WebGLRenderTarget.call( this, width, height, options ); | |
this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5 | |
this.activeMipMapLevel = 0; | |
} | |
WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype ); | |
WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube; | |
WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true; | |
/** | |
* @author alteredq / http://alteredqualia.com/ | |
*/ | |
function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { | |
Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); | |
this.image = { data: data, width: width, height: height }; | |
this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; | |
this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; | |
this.generateMipmaps = false; | |
this.flipY = false; | |
this.unpackAlignment = 1; | |
} | |
DataTexture.prototype = Object.create( Texture.prototype ); | |
DataTexture.prototype.constructor = DataTexture; | |
DataTexture.prototype.isDataTexture = true; | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { | |
images = images !== undefined ? images : []; | |
mapping = mapping !== undefined ? mapping : CubeReflectionMapping; | |
Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); | |
this.flipY = false; | |
} | |
CubeTexture.prototype = Object.create( Texture.prototype ); | |
CubeTexture.prototype.constructor = CubeTexture; | |
CubeTexture.prototype.isCubeTexture = true; | |
Object.defineProperty( CubeTexture.prototype, 'images', { | |
get: function () { | |
return this.image; | |
}, | |
set: function ( value ) { | |
this.image = value; | |
} | |
} ); | |
/** | |
* @author tschw | |
* | |
* Uniforms of a program. | |
* Those form a tree structure with a special top-level container for the root, | |
* which you get by calling 'new WebGLUniforms( gl, program, renderer )'. | |
* | |
* | |
* Properties of inner nodes including the top-level container: | |
* | |
* .seq - array of nested uniforms | |
* .map - nested uniforms by name | |
* | |
* | |
* Methods of all nodes except the top-level container: | |
* | |
* .setValue( gl, value, [renderer] ) | |
* | |
* uploads a uniform value(s) | |
* the 'renderer' parameter is needed for sampler uniforms | |
* | |
* | |
* Static methods of the top-level container (renderer factorizations): | |
* | |
* .upload( gl, seq, values, renderer ) | |
* | |
* sets uniforms in 'seq' to 'values[id].value' | |
* | |
* .seqWithValue( seq, values ) : filteredSeq | |
* | |
* filters 'seq' entries with corresponding entry in values | |
* | |
* | |
* Methods of the top-level container (renderer factorizations): | |
* | |
* .setValue( gl, name, value ) | |
* | |
* sets uniform with name 'name' to 'value' | |
* | |
* .set( gl, obj, prop ) | |
* | |
* sets uniform from object and property with same name than uniform | |
* | |
* .setOptional( gl, obj, prop ) | |
* | |
* like .set for an optional property of the object | |
* | |
*/ | |
var emptyTexture = new Texture(); | |
var emptyCubeTexture = new CubeTexture(); | |
// --- Base for inner nodes (including the root) --- | |
function UniformContainer() { | |
this.seq = []; | |
this.map = {}; | |
} | |
// --- Utilities --- | |
// Array Caches (provide typed arrays for temporary by size) | |
var arrayCacheF32 = []; | |
var arrayCacheI32 = []; | |
// Float32Array caches used for uploading Matrix uniforms | |
var mat4array = new Float32Array( 16 ); | |
var mat3array = new Float32Array( 9 ); | |
// Flattening for arrays of vectors and matrices | |
function flatten( array, nBlocks, blockSize ) { | |
var firstElem = array[ 0 ]; | |
if ( firstElem <= 0 || firstElem > 0 ) return array; | |
// unoptimized: ! isNaN( firstElem ) | |
// see http://jacksondunstan.com/articles/983 | |
var n = nBlocks * blockSize, | |
r = arrayCacheF32[ n ]; | |
if ( r === undefined ) { | |
r = new Float32Array( n ); | |
arrayCacheF32[ n ] = r; | |
} | |
if ( nBlocks !== 0 ) { | |
firstElem.toArray( r, 0 ); | |
for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) { | |
offset += blockSize; | |
array[ i ].toArray( r, offset ); | |
} | |
} | |
return r; | |
} | |
// Texture unit allocation | |
function allocTexUnits( renderer, n ) { | |
var r = arrayCacheI32[ n ]; | |
if ( r === undefined ) { | |
r = new Int32Array( n ); | |
arrayCacheI32[ n ] = r; | |
} | |
for ( var i = 0; i !== n; ++ i ) | |
r[ i ] = renderer.allocTextureUnit(); | |
return r; | |
} | |
// --- Setters --- | |
// Note: Defining these methods externally, because they come in a bunch | |
// and this way their names minify. | |
// Single scalar | |
function setValue1f( gl, v ) { | |
gl.uniform1f( this.addr, v ); | |
} | |
function setValue1i( gl, v ) { | |
gl.uniform1i( this.addr, v ); | |
} | |
// Single float vector (from flat array or THREE.VectorN) | |
function setValue2fv( gl, v ) { | |
if ( v.x === undefined ) { | |
gl.uniform2fv( this.addr, v ); | |
} else { | |
gl.uniform2f( this.addr, v.x, v.y ); | |
} | |
} | |
function setValue3fv( gl, v ) { | |
if ( v.x !== undefined ) { | |
gl.uniform3f( this.addr, v.x, v.y, v.z ); | |
} else if ( v.r !== undefined ) { | |
gl.uniform3f( this.addr, v.r, v.g, v.b ); | |
} else { | |
gl.uniform3fv( this.addr, v ); | |
} | |
} | |
function setValue4fv( gl, v ) { | |
if ( v.x === undefined ) { | |
gl.uniform4fv( this.addr, v ); | |
} else { | |
gl.uniform4f( this.addr, v.x, v.y, v.z, v.w ); | |
} | |
} | |
// Single matrix (from flat array or MatrixN) | |
function setValue2fm( gl, v ) { | |
gl.uniformMatrix2fv( this.addr, false, v.elements || v ); | |
} | |
function setValue3fm( gl, v ) { | |
if ( v.elements === undefined ) { | |
gl.uniformMatrix3fv( this.addr, false, v ); | |
} else { | |
mat3array.set( v.elements ); | |
gl.uniformMatrix3fv( this.addr, false, mat3array ); | |
} | |
} | |
function setValue4fm( gl, v ) { | |
if ( v.elements === undefined ) { | |
gl.uniformMatrix4fv( this.addr, false, v ); | |
} else { | |
mat4array.set( v.elements ); | |
gl.uniformMatrix4fv( this.addr, false, mat4array ); | |
} | |
} | |
// Single texture (2D / Cube) | |
function setValueT1( gl, v, renderer ) { | |
var unit = renderer.allocTextureUnit(); | |
gl.uniform1i( this.addr, unit ); | |
renderer.setTexture2D( v || emptyTexture, unit ); | |
} | |
function setValueT6( gl, v, renderer ) { | |
var unit = renderer.allocTextureUnit(); | |
gl.uniform1i( this.addr, unit ); | |
renderer.setTextureCube( v || emptyCubeTexture, unit ); | |
} | |
// Integer / Boolean vectors or arrays thereof (always flat arrays) | |
function setValue2iv( gl, v ) { | |
gl.uniform2iv( this.addr, v ); | |
} | |
function setValue3iv( gl, v ) { | |
gl.uniform3iv( this.addr, v ); | |
} | |
function setValue4iv( gl, v ) { | |
gl.uniform4iv( this.addr, v ); | |
} | |
// Helper to pick the right setter for the singular case | |
function getSingularSetter( type ) { | |
switch ( type ) { | |
case 0x1406: return setValue1f; // FLOAT | |
case 0x8b50: return setValue2fv; // _VEC2 | |
case 0x8b51: return setValue3fv; // _VEC3 | |
case 0x8b52: return setValue4fv; // _VEC4 | |
case 0x8b5a: return setValue2fm; // _MAT2 | |
case 0x8b5b: return setValue3fm; // _MAT3 | |
case 0x8b5c: return setValue4fm; // _MAT4 | |
case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES | |
case 0x8b60: return setValueT6; // SAMPLER_CUBE | |
case 0x1404: case 0x8b56: return setValue1i; // INT, BOOL | |
case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2 | |
case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3 | |
case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4 | |
} | |
} | |
// Array of scalars | |
function setValue1fv( gl, v ) { | |
gl.uniform1fv( this.addr, v ); | |
} | |
function setValue1iv( gl, v ) { | |
gl.uniform1iv( this.addr, v ); | |
} | |
// Array of vectors (flat or from THREE classes) | |
function setValueV2a( gl, v ) { | |
gl.uniform2fv( this.addr, flatten( v, this.size, 2 ) ); | |
} | |
function setValueV3a( gl, v ) { | |
gl.uniform3fv( this.addr, flatten( v, this.size, 3 ) ); | |
} | |
function setValueV4a( gl, v ) { | |
gl.uniform4fv( this.addr, flatten( v, this.size, 4 ) ); | |
} | |
// Array of matrices (flat or from THREE clases) | |
function setValueM2a( gl, v ) { | |
gl.uniformMatrix2fv( this.addr, false, flatten( v, this.size, 4 ) ); | |
} | |
function setValueM3a( gl, v ) { | |
gl.uniformMatrix3fv( this.addr, false, flatten( v, this.size, 9 ) ); | |
} | |
function setValueM4a( gl, v ) { | |
gl.uniformMatrix4fv( this.addr, false, flatten( v, this.size, 16 ) ); | |
} | |
// Array of textures (2D / Cube) | |
function setValueT1a( gl, v, renderer ) { | |
var n = v.length, | |
units = allocTexUnits( renderer, n ); | |
gl.uniform1iv( this.addr, units ); | |
for ( var i = 0; i !== n; ++ i ) { | |
renderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] ); | |
} | |
} | |
function setValueT6a( gl, v, renderer ) { | |
var n = v.length, | |
units = allocTexUnits( renderer, n ); | |
gl.uniform1iv( this.addr, units ); | |
for ( var i = 0; i !== n; ++ i ) { | |
renderer.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] ); | |
} | |
} | |
// Helper to pick the right setter for a pure (bottom-level) array | |
function getPureArraySetter( type ) { | |
switch ( type ) { | |
case 0x1406: return setValue1fv; // FLOAT | |
case 0x8b50: return setValueV2a; // _VEC2 | |
case 0x8b51: return setValueV3a; // _VEC3 | |
case 0x8b52: return setValueV4a; // _VEC4 | |
case 0x8b5a: return setValueM2a; // _MAT2 | |
case 0x8b5b: return setValueM3a; // _MAT3 | |
case 0x8b5c: return setValueM4a; // _MAT4 | |
case 0x8b5e: return setValueT1a; // SAMPLER_2D | |
case 0x8b60: return setValueT6a; // SAMPLER_CUBE | |
case 0x1404: case 0x8b56: return setValue1iv; // INT, BOOL | |
case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2 | |
case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3 | |
case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4 | |
} | |
} | |
// --- Uniform Classes --- | |
function SingleUniform( id, activeInfo, addr ) { | |
this.id = id; | |
this.addr = addr; | |
this.setValue = getSingularSetter( activeInfo.type ); | |
// this.path = activeInfo.name; // DEBUG | |
} | |
function PureArrayUniform( id, activeInfo, addr ) { | |
this.id = id; | |
this.addr = addr; | |
this.size = activeInfo.size; | |
this.setValue = getPureArraySetter( activeInfo.type ); | |
// this.path = activeInfo.name; // DEBUG | |
} | |
function StructuredUniform( id ) { | |
this.id = id; | |
UniformContainer.call( this ); // mix-in | |
} | |
StructuredUniform.prototype.setValue = function ( gl, value ) { | |
// Note: Don't need an extra 'renderer' parameter, since samplers | |
// are not allowed in structured uniforms. | |
var seq = this.seq; | |
for ( var i = 0, n = seq.length; i !== n; ++ i ) { | |
var u = seq[ i ]; | |
u.setValue( gl, value[ u.id ] ); | |
} | |
}; | |
// --- Top-level --- | |
// Parser - builds up the property tree from the path strings | |
var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g; | |
// extracts | |
// - the identifier (member name or array index) | |
// - followed by an optional right bracket (found when array index) | |
// - followed by an optional left bracket or dot (type of subscript) | |
// | |
// Note: These portions can be read in a non-overlapping fashion and | |
// allow straightforward parsing of the hierarchy that WebGL encodes | |
// in the uniform names. | |
function addUniform( container, uniformObject ) { | |
container.seq.push( uniformObject ); | |
container.map[ uniformObject.id ] = uniformObject; | |
} | |
function parseUniform( activeInfo, addr, container ) { | |
var path = activeInfo.name, | |
pathLength = path.length; | |
// reset RegExp object, because of the early exit of a previous run | |
RePathPart.lastIndex = 0; | |
for ( ; ; ) { | |
var match = RePathPart.exec( path ), | |
matchEnd = RePathPart.lastIndex, | |
id = match[ 1 ], | |
idIsIndex = match[ 2 ] === ']', | |
subscript = match[ 3 ]; | |
if ( idIsIndex ) id = id | 0; // convert to integer | |
if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) { | |
// bare name or "pure" bottom-level array "[0]" suffix | |
addUniform( container, subscript === undefined ? | |
new SingleUniform( id, activeInfo, addr ) : | |
new PureArrayUniform( id, activeInfo, addr ) ); | |
break; | |
} else { | |
// step into inner node / create it in case it doesn't exist | |
var map = container.map, next = map[ id ]; | |
if ( next === undefined ) { | |
next = new StructuredUniform( id ); | |
addUniform( container, next ); | |
} | |
container = next; | |
} | |
} | |
} | |
// Root Container | |
function WebGLUniforms( gl, program, renderer ) { | |
UniformContainer.call( this ); | |
this.renderer = renderer; | |
var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS ); | |
for ( var i = 0; i < n; ++ i ) { | |
var info = gl.getActiveUniform( program, i ), | |
path = info.name, | |
addr = gl.getUniformLocation( program, path ); | |
parseUniform( info, addr, this ); | |
} | |
} | |
WebGLUniforms.prototype.setValue = function ( gl, name, value ) { | |
var u = this.map[ name ]; | |
if ( u !== undefined ) u.setValue( gl, value, this.renderer ); | |
}; | |
WebGLUniforms.prototype.setOptional = function ( gl, object, name ) { | |
var v = object[ name ]; | |
if ( v !== undefined ) this.setValue( gl, name, v ); | |
}; | |
// Static interface | |
WebGLUniforms.upload = function ( gl, seq, values, renderer ) { | |
for ( var i = 0, n = seq.length; i !== n; ++ i ) { | |
var u = seq[ i ], | |
v = values[ u.id ]; | |
if ( v.needsUpdate !== false ) { | |
// note: always updating when .needsUpdate is undefined | |
u.setValue( gl, v.value, renderer ); | |
} | |
} | |
}; | |
WebGLUniforms.seqWithValue = function ( seq, values ) { | |
var r = []; | |
for ( var i = 0, n = seq.length; i !== n; ++ i ) { | |
var u = seq[ i ]; | |
if ( u.id in values ) r.push( u ); | |
} | |
return r; | |
}; | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
var ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF, | |
'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2, | |
'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50, | |
'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B, | |
'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B, | |
'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F, | |
'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3, | |
'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222, | |
'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700, | |
'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4, | |
'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00, | |
'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3, | |
'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA, | |
'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32, | |
'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3, | |
'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC, | |
'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD, | |
'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6, | |
'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9, | |
'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F, | |
'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE, | |
'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA, | |
'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0, | |
'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 }; | |
function Color( r, g, b ) { | |
if ( g === undefined && b === undefined ) { | |
// r is THREE.Color, hex or string | |
return this.set( r ); | |
} | |
return this.setRGB( r, g, b ); | |
} | |
Object.assign( Color.prototype, { | |
isColor: true, | |
r: 1, g: 1, b: 1, | |
set: function ( value ) { | |
if ( value && value.isColor ) { | |
this.copy( value ); | |
} else if ( typeof value === 'number' ) { | |
this.setHex( value ); | |
} else if ( typeof value === 'string' ) { | |
this.setStyle( value ); | |
} | |
return this; | |
}, | |
setScalar: function ( scalar ) { | |
this.r = scalar; | |
this.g = scalar; | |
this.b = scalar; | |
return this; | |
}, | |
setHex: function ( hex ) { | |
hex = Math.floor( hex ); | |
this.r = ( hex >> 16 & 255 ) / 255; | |
this.g = ( hex >> 8 & 255 ) / 255; | |
this.b = ( hex & 255 ) / 255; | |
return this; | |
}, | |
setRGB: function ( r, g, b ) { | |
this.r = r; | |
this.g = g; | |
this.b = b; | |
return this; | |
}, | |
setHSL: function () { | |
function hue2rgb( p, q, t ) { | |
if ( t < 0 ) t += 1; | |
if ( t > 1 ) t -= 1; | |
if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t; | |
if ( t < 1 / 2 ) return q; | |
if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t ); | |
return p; | |
} | |
return function setHSL( h, s, l ) { | |
// h,s,l ranges are in 0.0 - 1.0 | |
h = _Math.euclideanModulo( h, 1 ); | |
s = _Math.clamp( s, 0, 1 ); | |
l = _Math.clamp( l, 0, 1 ); | |
if ( s === 0 ) { | |
this.r = this.g = this.b = l; | |
} else { | |
var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s ); | |
var q = ( 2 * l ) - p; | |
this.r = hue2rgb( q, p, h + 1 / 3 ); | |
this.g = hue2rgb( q, p, h ); | |
this.b = hue2rgb( q, p, h - 1 / 3 ); | |
} | |
return this; | |
}; | |
}(), | |
setStyle: function ( style ) { | |
function handleAlpha( string ) { | |
if ( string === undefined ) return; | |
if ( parseFloat( string ) < 1 ) { | |
console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' ); | |
} | |
} | |
var m; | |
if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) { | |
// rgb / hsl | |
var color; | |
var name = m[ 1 ]; | |
var components = m[ 2 ]; | |
switch ( name ) { | |
case 'rgb': | |
case 'rgba': | |
if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { | |
// rgb(255,0,0) rgba(255,0,0,0.5) | |
this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255; | |
this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255; | |
this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255; | |
handleAlpha( color[ 5 ] ); | |
return this; | |
} | |
if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { | |
// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5) | |
this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100; | |
this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100; | |
this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100; | |
handleAlpha( color[ 5 ] ); | |
return this; | |
} | |
break; | |
case 'hsl': | |
case 'hsla': | |
if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { | |
// hsl(120,50%,50%) hsla(120,50%,50%,0.5) | |
var h = parseFloat( color[ 1 ] ) / 360; | |
var s = parseInt( color[ 2 ], 10 ) / 100; | |
var l = parseInt( color[ 3 ], 10 ) / 100; | |
handleAlpha( color[ 5 ] ); | |
return this.setHSL( h, s, l ); | |
} | |
break; | |
} | |
} else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) { | |
// hex color | |
var hex = m[ 1 ]; | |
var size = hex.length; | |
if ( size === 3 ) { | |
// #ff0 | |
this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255; | |
this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255; | |
this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255; | |
return this; | |
} else if ( size === 6 ) { | |
// #ff0000 | |
this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255; | |
this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255; | |
this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255; | |
return this; | |
} | |
} | |
if ( style && style.length > 0 ) { | |
// color keywords | |
var hex = ColorKeywords[ style ]; | |
if ( hex !== undefined ) { | |
// red | |
this.setHex( hex ); | |
} else { | |
// unknown color | |
console.warn( 'THREE.Color: Unknown color ' + style ); | |
} | |
} | |
return this; | |
}, | |
clone: function () { | |
return new this.constructor( this.r, this.g, this.b ); | |
}, | |
copy: function ( color ) { | |
this.r = color.r; | |
this.g = color.g; | |
this.b = color.b; | |
return this; | |
}, | |
copyGammaToLinear: function ( color, gammaFactor ) { | |
if ( gammaFactor === undefined ) gammaFactor = 2.0; | |
this.r = Math.pow( color.r, gammaFactor ); | |
this.g = Math.pow( color.g, gammaFactor ); | |
this.b = Math.pow( color.b, gammaFactor ); | |
return this; | |
}, | |
copyLinearToGamma: function ( color, gammaFactor ) { | |
if ( gammaFactor === undefined ) gammaFactor = 2.0; | |
var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0; | |
this.r = Math.pow( color.r, safeInverse ); | |
this.g = Math.pow( color.g, safeInverse ); | |
this.b = Math.pow( color.b, safeInverse ); | |
return this; | |
}, | |
convertGammaToLinear: function () { | |
var r = this.r, g = this.g, b = this.b; | |
this.r = r * r; | |
this.g = g * g; | |
this.b = b * b; | |
return this; | |
}, | |
convertLinearToGamma: function () { | |
this.r = Math.sqrt( this.r ); | |
this.g = Math.sqrt( this.g ); | |
this.b = Math.sqrt( this.b ); | |
return this; | |
}, | |
getHex: function () { | |
return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0; | |
}, | |
getHexString: function () { | |
return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 ); | |
}, | |
getHSL: function ( optionalTarget ) { | |
// h,s,l ranges are in 0.0 - 1.0 | |
var hsl = optionalTarget || { h: 0, s: 0, l: 0 }; | |
var r = this.r, g = this.g, b = this.b; | |
var max = Math.max( r, g, b ); | |
var min = Math.min( r, g, b ); | |
var hue, saturation; | |
var lightness = ( min + max ) / 2.0; | |
if ( min === max ) { | |
hue = 0; | |
saturation = 0; | |
} else { | |
var delta = max - min; | |
saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min ); | |
switch ( max ) { | |
case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break; | |
case g: hue = ( b - r ) / delta + 2; break; | |
case b: hue = ( r - g ) / delta + 4; break; | |
} | |
hue /= 6; | |
} | |
hsl.h = hue; | |
hsl.s = saturation; | |
hsl.l = lightness; | |
return hsl; | |
}, | |
getStyle: function () { | |
return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')'; | |
}, | |
offsetHSL: function ( h, s, l ) { | |
var hsl = this.getHSL(); | |
hsl.h += h; hsl.s += s; hsl.l += l; | |
this.setHSL( hsl.h, hsl.s, hsl.l ); | |
return this; | |
}, | |
add: function ( color ) { | |
this.r += color.r; | |
this.g += color.g; | |
this.b += color.b; | |
return this; | |
}, | |
addColors: function ( color1, color2 ) { | |
this.r = color1.r + color2.r; | |
this.g = color1.g + color2.g; | |
this.b = color1.b + color2.b; | |
return this; | |
}, | |
addScalar: function ( s ) { | |
this.r += s; | |
this.g += s; | |
this.b += s; | |
return this; | |
}, | |
sub: function ( color ) { | |
this.r = Math.max( 0, this.r - color.r ); | |
this.g = Math.max( 0, this.g - color.g ); | |
this.b = Math.max( 0, this.b - color.b ); | |
return this; | |
}, | |
multiply: function ( color ) { | |
this.r *= color.r; | |
this.g *= color.g; | |
this.b *= color.b; | |
return this; | |
}, | |
multiplyScalar: function ( s ) { | |
this.r *= s; | |
this.g *= s; | |
this.b *= s; | |
return this; | |
}, | |
lerp: function ( color, alpha ) { | |
this.r += ( color.r - this.r ) * alpha; | |
this.g += ( color.g - this.g ) * alpha; | |
this.b += ( color.b - this.b ) * alpha; | |
return this; | |
}, | |
equals: function ( c ) { | |
return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b ); | |
}, | |
fromArray: function ( array, offset ) { | |
if ( offset === undefined ) offset = 0; | |
this.r = array[ offset ]; | |
this.g = array[ offset + 1 ]; | |
this.b = array[ offset + 2 ]; | |
return this; | |
}, | |
toArray: function ( array, offset ) { | |
if ( array === undefined ) array = []; | |
if ( offset === undefined ) offset = 0; | |
array[ offset ] = this.r; | |
array[ offset + 1 ] = this.g; | |
array[ offset + 2 ] = this.b; | |
return array; | |
}, | |
toJSON: function () { | |
return this.getHex(); | |
} | |
} ); | |
/** | |
* Uniforms library for shared webgl shaders | |
*/ | |
var UniformsLib = { | |
common: { | |
diffuse: { value: new Color( 0xeeeeee ) }, | |
opacity: { value: 1.0 }, | |
map: { value: null }, | |
uvTransform: { value: new Matrix3() }, | |
alphaMap: { value: null }, | |
}, | |
specularmap: { | |
specularMap: { value: null }, | |
}, | |
envmap: { | |
envMap: { value: null }, | |
flipEnvMap: { value: - 1 }, | |
reflectivity: { value: 1.0 }, | |
refractionRatio: { value: 0.98 } | |
}, | |
aomap: { | |
aoMap: { value: null }, | |
aoMapIntensity: { value: 1 } | |
}, | |
lightmap: { | |
lightMap: { value: null }, | |
lightMapIntensity: { value: 1 } | |
}, | |
emissivemap: { | |
emissiveMap: { value: null } | |
}, | |
bumpmap: { | |
bumpMap: { value: null }, | |
bumpScale: { value: 1 } | |
}, | |
normalmap: { | |
normalMap: { value: null }, | |
normalScale: { value: new Vector2( 1, 1 ) } | |
}, | |
displacementmap: { | |
displacementMap: { value: null }, | |
displacementScale: { value: 1 }, | |
displacementBias: { value: 0 } | |
}, | |
roughnessmap: { | |
roughnessMap: { value: null } | |
}, | |
metalnessmap: { | |
metalnessMap: { value: null } | |
}, | |
gradientmap: { | |
gradientMap: { value: null } | |
}, | |
fog: { | |
fogDensity: { value: 0.00025 }, | |
fogNear: { value: 1 }, | |
fogFar: { value: 2000 }, | |
fogColor: { value: new Color( 0xffffff ) } | |
}, | |
lights: { | |
ambientLightColor: { value: [] }, | |
directionalLights: { value: [], properties: { | |
direction: {}, | |
color: {}, | |
shadow: {}, | |
shadowBias: {}, | |
shadowRadius: {}, | |
shadowMapSize: {} | |
} }, | |
directionalShadowMap: { value: [] }, | |
directionalShadowMatrix: { value: [] }, | |
spotLights: { value: [], properties: { | |
color: {}, | |
position: {}, | |
direction: {}, | |
distance: {}, | |
coneCos: {}, | |
penumbraCos: {}, | |
decay: {}, | |
shadow: {}, | |
shadowBias: {}, | |
shadowRadius: {}, | |
shadowMapSize: {} | |
} }, | |
spotShadowMap: { value: [] }, | |
spotShadowMatrix: { value: [] }, | |
pointLights: { value: [], properties: { | |
color: {}, | |
position: {}, | |
decay: {}, | |
distance: {}, | |
shadow: {}, | |
shadowBias: {}, | |
shadowRadius: {}, | |
shadowMapSize: {}, | |
shadowCameraNear: {}, | |
shadowCameraFar: {} | |
} }, | |
pointShadowMap: { value: [] }, | |
pointShadowMatrix: { value: [] }, | |
hemisphereLights: { value: [], properties: { | |
direction: {}, | |
skyColor: {}, | |
groundColor: {} | |
} }, | |
// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src | |
rectAreaLights: { value: [], properties: { | |
color: {}, | |
position: {}, | |
width: {}, | |
height: {} | |
} } | |
}, | |
points: { | |
diffuse: { value: new Color( 0xeeeeee ) }, | |
opacity: { value: 1.0 }, | |
size: { value: 1.0 }, | |
scale: { value: 1.0 }, | |
map: { value: null }, | |
uvTransform: { value: new Matrix3() } | |
} | |
}; | |
/** | |
* Uniform Utilities | |
*/ | |
var UniformsUtils = { | |
merge: function ( uniforms ) { | |
var merged = {}; | |
for ( var u = 0; u < uniforms.length; u ++ ) { | |
var tmp = this.clone( uniforms[ u ] ); | |
for ( var p in tmp ) { | |
merged[ p ] = tmp[ p ]; | |
} | |
} | |
return merged; | |
}, | |
clone: function ( uniforms_src ) { | |
var uniforms_dst = {}; | |
for ( var u in uniforms_src ) { | |
uniforms_dst[ u ] = {}; | |
for ( var p in uniforms_src[ u ] ) { | |
var parameter_src = uniforms_src[ u ][ p ]; | |
if ( parameter_src && ( parameter_src.isColor || | |
parameter_src.isMatrix3 || parameter_src.isMatrix4 || | |
parameter_src.isVector2 || parameter_src.isVector3 || parameter_src.isVector4 || | |
parameter_src.isTexture ) ) { | |
uniforms_dst[ u ][ p ] = parameter_src.clone(); | |
} else if ( Array.isArray( parameter_src ) ) { | |
uniforms_dst[ u ][ p ] = parameter_src.slice(); | |
} else { | |
uniforms_dst[ u ][ p ] = parameter_src; | |
} | |
} | |
} | |
return uniforms_dst; | |
} | |
}; | |
var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n"; | |
var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif\n"; | |
var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif\n"; | |
var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif\n"; | |
var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif"; | |
var begin_vertex = "\nvec3 transformed = vec3( position );\n"; | |
var beginnormal_vertex = "\nvec3 objectNormal = vec3( normal );\n"; | |
var bsdfs = "float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\tif( decayExponent > 0.0 ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\treturn distanceFalloff * maxDistanceCutoffFactor;\n#else\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n#endif\n\t}\n\treturn 1.0;\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n\treturn specularColor * AB.x + AB.y;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n"; | |
var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif\n"; | |
var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t#endif\n#endif\n"; | |
var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif\n"; | |
var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvarying vec3 vViewPosition;\n#endif\n"; | |
var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n"; | |
var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif"; | |
var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif\n"; | |
var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif"; | |
var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif"; | |
var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\n"; | |
var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale = bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif\n"; | |
var defaultnormal_vertex = "vec3 transformedNormal = normalMatrix * objectNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n"; | |
var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif\n"; | |
var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif\n"; | |
var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif\n"; | |
var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif\n"; | |
var encodings_fragment = " gl_FragColor = linearToOutputTexel( gl_FragColor );\n"; | |
var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.w );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = min( floor( D ) / 255.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\n\tXp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract(Le);\n\tvResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n\treturn vec4( max(vRGB, 0.0), 1.0 );\n}\n"; | |
var envmap_fragment = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif\n"; | |
var envmap_pars_fragment = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntensity;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif\n"; | |
var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif\n"; | |
var envmap_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif\n"; | |
var fog_vertex = "\n#ifdef USE_FOG\nfogDepth = -mvPosition.z;\n#endif"; | |
var fog_pars_vertex = "#ifdef USE_FOG\n varying float fogDepth;\n#endif\n"; | |
var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif\n"; | |
var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif\n"; | |
var gradientmap_pars_fragment = "#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif\n"; | |
var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n"; | |
var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif"; | |
var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif\n"; | |
var lights_pars = "uniform vec3 ambientLightColor;\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t\tfloat shadowCameraNear;\n\t\tfloat shadowCameraFar;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif\n#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif\n"; | |
var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n"; | |
var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)\n"; | |
var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.clearCoat = saturate( clearCoat );\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\n#endif\n"; | |
var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifndef STANDARD\n\t\tfloat clearCoat;\n\t\tfloat clearCoatRoughness;\n\t#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos - halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos + halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos + halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos - halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifndef STANDARD\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#ifndef STANDARD\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifndef STANDARD\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\tfloat dotNL = dotNV;\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n\t#ifndef STANDARD\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}\n"; | |
var lights_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\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#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\t#pragma unroll_loop\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n\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\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif\n"; | |
var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif"; | |
var logdepthbuf_pars_fragment = "#ifdef USE_LOGDEPTHBUF\n\tuniform float logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n#endif\n"; | |
var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n\tuniform float logDepthBufFC;\n#endif"; | |
var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\tgl_Position.z *= gl_Position.w;\n\t#endif\n#endif\n"; | |
var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif\n"; | |
var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n"; | |
var map_particle_fragment = "#ifdef USE_MAP\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n"; | |
var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif\n"; | |
var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif\n"; | |
var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif"; | |
var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif\n"; | |
var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif"; | |
var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif\n"; | |
var normal_fragment = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n#endif\n#ifdef USE_NORMALMAP\n\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n"; | |
var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tvec3 S = normalize( q0 * st1.t - q1 * st0.t );\n\t\tvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n\t\tvec3 N = normalize( surf_norm );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif\n"; | |
var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}\n"; | |
var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif\n"; | |
var project_vertex = "vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\ngl_Position = projectionMatrix * mvPosition;\n"; | |
var dithering_fragment = "#if defined( DITHERING )\n gl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif\n"; | |
var dithering_pars_fragment = "#if defined( DITHERING )\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif\n"; | |
var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif\n"; | |
var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif"; | |
var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif\n"; | |
var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n#endif\n"; | |
var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif\n"; | |
var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}\n"; | |
var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif"; | |
var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif\n"; | |
var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif\n"; | |
var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n#endif\n"; | |
var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif"; | |
var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif"; | |
var tonemapping_fragment = "#if defined( TONE_MAPPING )\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif\n"; | |
var tonemapping_pars_fragment = "#ifndef saturate\n\t#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\n"; | |
var uv_pars_fragment = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n#endif"; | |
var uv_pars_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif\n"; | |
var uv_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif"; | |
var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif"; | |
var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif"; | |
var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif"; | |
var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n#endif\n"; | |
var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\nvoid main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n\tgl_FragColor.a *= opacity;\n}\n"; | |
var cube_vert = "varying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}\n"; | |
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"; | |
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#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n}\n"; | |
var distanceRGBA_frag = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}\n"; | |
var distanceRGBA_vert = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}\n"; | |
var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldPosition );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n}\n"; | |
var equirect_vert = "varying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}\n"; | |
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"; | |
var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_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\t#include <fog_vertex>\n}\n"; | |
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 <lightmap_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 = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\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"; | |
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 <fog_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\t#include <fog_vertex>\n}\n"; | |
var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\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 <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}\n"; | |
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 <fog_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\t#include <fog_vertex>\n}\n"; | |
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 <dithering_pars_fragment>\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 <gradientmap_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_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 <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}\n"; | |
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 <fog_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 <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_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\t#include <fog_vertex>\n}\n"; | |
var meshphysical_frag = "#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n\tuniform float clearCoat;\n\tuniform float clearCoatRoughness;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\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 <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\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 <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}\n"; | |
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 <fog_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 <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_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\t#include <fog_vertex>\n}\n"; | |
var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}\n"; | |
var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n\t#include <uv_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 <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}\n"; | |
var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <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"; | |
var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_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\t#include <fog_vertex>\n}\n"; | |
var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <fog_fragment>\n}\n"; | |
var shadow_vert = "#include <fog_pars_vertex>\n#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\t#include <fog_vertex>\n}\n"; | |
var ShaderChunk = { | |
alphamap_fragment: alphamap_fragment, | |
alphamap_pars_fragment: alphamap_pars_fragment, | |
alphatest_fragment: alphatest_fragment, | |
aomap_fragment: aomap_fragment, | |
aomap_pars_fragment: aomap_pars_fragment, | |
begin_vertex: begin_vertex, | |
beginnormal_vertex: beginnormal_vertex, | |
bsdfs: bsdfs, | |
bumpmap_pars_fragment: bumpmap_pars_fragment, | |
clipping_planes_fragment: clipping_planes_fragment, | |
clipping_planes_pars_fragment: clipping_planes_pars_fragment, | |
clipping_planes_pars_vertex: clipping_planes_pars_vertex, | |
clipping_planes_vertex: clipping_planes_vertex, | |
color_fragment: color_fragment, | |
color_pars_fragment: color_pars_fragment, | |
color_pars_vertex: color_pars_vertex, | |
color_vertex: color_vertex, | |
common: common, | |
cube_uv_reflection_fragment: cube_uv_reflection_fragment, | |
defaultnormal_vertex: defaultnormal_vertex, | |
displacementmap_pars_vertex: displacementmap_pars_vertex, | |
displacementmap_vertex: displacementmap_vertex, | |
emissivemap_fragment: emissivemap_fragment, | |
emissivemap_pars_fragment: emissivemap_pars_fragment, | |
encodings_fragment: encodings_fragment, | |
encodings_pars_fragment: encodings_pars_fragment, | |
envmap_fragment: envmap_fragment, | |
envmap_pars_fragment: envmap_pars_fragment, | |
envmap_pars_vertex: envmap_pars_vertex, | |
envmap_vertex: envmap_vertex, | |
fog_vertex: fog_vertex, | |
fog_pars_vertex: fog_pars_vertex, | |
fog_fragment: fog_fragment, | |
fog_pars_fragment: fog_pars_fragment, | |
gradientmap_pars_fragment: gradientmap_pars_fragment, | |
lightmap_fragment: lightmap_fragment, | |
lightmap_pars_fragment: lightmap_pars_fragment, | |
lights_lambert_vertex: lights_lambert_vertex, | |
lights_pars: 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_fragment: normal_fragment, | |
normalmap_pars_fragment: normalmap_pars_fragment, | |
packing: packing, | |
premultiplied_alpha_fragment: premultiplied_alpha_fragment, | |
project_vertex: project_vertex, | |
dithering_fragment: dithering_fragment, | |
dithering_pars_fragment: dithering_pars_fragment, | |
roughnessmap_fragment: roughnessmap_fragment, | |
roughnessmap_pars_fragment: roughnessmap_pars_fragment, | |
shadowmap_pars_fragment: shadowmap_pars_fragment, | |
shadowmap_pars_vertex: shadowmap_pars_vertex, | |
shadowmap_vertex: shadowmap_vertex, | |
shadowmask_pars_fragment: shadowmask_pars_fragment, | |
skinbase_vertex: skinbase_vertex, | |
skinning_pars_vertex: skinning_pars_vertex, | |
skinning_vertex: skinning_vertex, | |
skinnormal_vertex: skinnormal_vertex, | |
specularmap_fragment: specularmap_fragment, | |
specularmap_pars_fragment: specularmap_pars_fragment, | |
tonemapping_fragment: tonemapping_fragment, | |
tonemapping_pars_fragment: tonemapping_pars_fragment, | |
uv_pars_fragment: uv_pars_fragment, | |
uv_pars_vertex: uv_pars_vertex, | |
uv_vertex: uv_vertex, | |
uv2_pars_fragment: uv2_pars_fragment, | |
uv2_pars_vertex: uv2_pars_vertex, | |
uv2_vertex: uv2_vertex, | |
worldpos_vertex: worldpos_vertex, | |
cube_frag: cube_frag, | |
cube_vert: cube_vert, | |
depth_frag: depth_frag, | |
depth_vert: depth_vert, | |
distanceRGBA_frag: distanceRGBA_frag, | |
distanceRGBA_vert: distanceRGBA_vert, | |
equirect_frag: equirect_frag, | |
equirect_vert: equirect_vert, | |
linedashed_frag: linedashed_frag, | |
linedashed_vert: linedashed_vert, | |
meshbasic_frag: meshbasic_frag, | |
meshbasic_vert: meshbasic_vert, | |
meshlambert_frag: meshlambert_frag, | |
meshlambert_vert: meshlambert_vert, | |
meshphong_frag: meshphong_frag, | |
meshphong_vert: meshphong_vert, | |
meshphysical_frag: meshphysical_frag, | |
meshphysical_vert: meshphysical_vert, | |
normal_frag: normal_frag, | |
normal_vert: normal_vert, | |
points_frag: points_frag, | |
points_vert: points_vert, | |
shadow_frag: shadow_frag, | |
shadow_vert: shadow_vert | |
}; | |
/** | |
* @author alteredq / http://alteredqualia.com/ | |
* @author mrdoob / http://mrdoob.com/ | |
* @author mikael emtinger / http://gomo.se/ | |
*/ | |
var ShaderLib = { | |
basic: { | |
uniforms: UniformsUtils.merge( [ | |
UniformsLib.common, | |
UniformsLib.specularmap, | |
UniformsLib.envmap, | |
UniformsLib.aomap, | |
UniformsLib.lightmap, | |
UniformsLib.fog | |
] ), | |
vertexShader: ShaderChunk.meshbasic_vert, | |
fragmentShader: ShaderChunk.meshbasic_frag | |
}, | |
lambert: { | |
uniforms: UniformsUtils.merge( [ | |
UniformsLib.common, | |
UniformsLib.specularmap, | |
UniformsLib.envmap, | |
UniformsLib.aomap, | |
UniformsLib.lightmap, | |
UniformsLib.emissivemap, | |
UniformsLib.fog, | |
UniformsLib.lights, | |
{ | |
emissive: { value: new Color( 0x000000 ) } | |
} | |
] ), | |
vertexShader: ShaderChunk.meshlambert_vert, | |
fragmentShader: ShaderChunk.meshlambert_frag | |
}, | |
phong: { | |
uniforms: UniformsUtils.merge( [ | |
UniformsLib.common, | |
UniformsLib.specularmap, | |
UniformsLib.envmap, | |
UniformsLib.aomap, | |
UniformsLib.lightmap, | |
UniformsLib.emissivemap, | |
UniformsLib.bumpmap, | |
UniformsLib.normalmap, | |
UniformsLib.displacementmap, | |
UniformsLib.gradientmap, | |
UniformsLib.fog, | |
UniformsLib.lights, | |
{ | |
emissive: { value: new Color( 0x000000 ) }, | |
specular: { value: new Color( 0x111111 ) }, | |
shininess: { value: 30 } | |
} | |
] ), | |
vertexShader: ShaderChunk.meshphong_vert, | |
fragmentShader: ShaderChunk.meshphong_frag | |
}, | |
standard: { | |
uniforms: UniformsUtils.merge( [ | |
UniformsLib.common, | |
UniformsLib.envmap, | |
UniformsLib.aomap, | |
UniformsLib.lightmap, | |
UniformsLib.emissivemap, | |
UniformsLib.bumpmap, | |
UniformsLib.normalmap, | |
UniformsLib.displacementmap, | |
UniformsLib.roughnessmap, | |
UniformsLib.metalnessmap, | |
UniformsLib.fog, | |
UniformsLib.lights, | |
{ | |
emissive: { value: new Color( 0x000000 ) }, | |
roughness: { value: 0.5 }, | |
metalness: { value: 0.5 }, | |
envMapIntensity: { value: 1 } // temporary | |
} | |
] ), | |
vertexShader: ShaderChunk.meshphysical_vert, | |
fragmentShader: ShaderChunk.meshphysical_frag | |
}, | |
points: { | |
uniforms: UniformsUtils.merge( [ | |
UniformsLib.points, | |
UniformsLib.fog | |
] ), | |
vertexShader: ShaderChunk.points_vert, | |
fragmentShader: ShaderChunk.points_frag | |
}, | |
dashed: { | |
uniforms: UniformsUtils.merge( [ | |
UniformsLib.common, | |
UniformsLib.fog, | |
{ | |
scale: { value: 1 }, | |
dashSize: { value: 1 }, | |
totalSize: { value: 2 } | |
} | |
] ), | |
vertexShader: ShaderChunk.linedashed_vert, | |
fragmentShader: ShaderChunk.linedashed_frag | |
}, | |
depth: { | |
uniforms: UniformsUtils.merge( [ | |
UniformsLib.common, | |
UniformsLib.displacementmap | |
] ), | |
vertexShader: ShaderChunk.depth_vert, | |
fragmentShader: ShaderChunk.depth_frag | |
}, | |
normal: { | |
uniforms: UniformsUtils.merge( [ | |
UniformsLib.common, | |
UniformsLib.bumpmap, | |
UniformsLib.normalmap, | |
UniformsLib.displacementmap, | |
{ | |
opacity: { value: 1.0 } | |
} | |
] ), | |
vertexShader: ShaderChunk.normal_vert, | |
fragmentShader: ShaderChunk.normal_frag | |
}, | |
/* ------------------------------------------------------------------------- | |
// Cube map shader | |
------------------------------------------------------------------------- */ | |
cube: { | |
uniforms: { | |
tCube: { value: null }, | |
tFlip: { value: - 1 }, | |
opacity: { value: 1.0 } | |
}, | |
vertexShader: ShaderChunk.cube_vert, | |
fragmentShader: ShaderChunk.cube_frag | |
}, | |
equirect: { | |
uniforms: { | |
tEquirect: { value: null }, | |
}, | |
vertexShader: ShaderChunk.equirect_vert, | |
fragmentShader: ShaderChunk.equirect_frag | |
}, | |
distanceRGBA: { | |
uniforms: UniformsUtils.merge( [ | |
UniformsLib.common, | |
UniformsLib.displacementmap, | |
{ | |
referencePosition: { value: new Vector3() }, | |
nearDistance: { value: 1 }, | |
farDistance: { value: 1000 } | |
} | |
] ), | |
vertexShader: ShaderChunk.distanceRGBA_vert, | |
fragmentShader: ShaderChunk.distanceRGBA_frag | |
}, | |
shadow: { | |
uniforms: UniformsUtils.merge( [ | |
UniformsLib.lights, | |
UniformsLib.fog, | |
{ | |
color: { value: new Color( 0x00000 ) }, | |
opacity: { value: 1.0 } | |
}, | |
] ), | |
vertexShader: ShaderChunk.shadow_vert, | |
fragmentShader: ShaderChunk.shadow_frag | |
} | |
}; | |
ShaderLib.physical = { | |
uniforms: UniformsUtils.merge( [ | |
ShaderLib.standard.uniforms, | |
{ | |
clearCoat: { value: 0 }, | |
clearCoatRoughness: { value: 0 } | |
} | |
] ), | |
vertexShader: ShaderChunk.meshphysical_vert, | |
fragmentShader: ShaderChunk.meshphysical_frag | |
}; | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { | |
Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); | |
this.needsUpdate = true; | |
} | |
CanvasTexture.prototype = Object.create( Texture.prototype ); | |
CanvasTexture.prototype.constructor = CanvasTexture; | |
/** | |
* @author mikael emtinger / http://gomo.se/ | |
* @author alteredq / http://alteredqualia.com/ | |
*/ | |
function WebGLSpriteRenderer( renderer, gl, state, textures, capabilities ) { | |
var vertexBuffer, elementBuffer; | |
var program, attributes, uniforms; | |
var texture; | |
// decompose matrixWorld | |
var spritePosition = new Vector3(); | |
var spriteRotation = new Quaternion(); | |
var spriteScale = new Vector3(); | |
function init() { | |
var vertices = new Float32Array( [ | |
- 0.5, - 0.5, 0, 0, | |
0.5, - 0.5, 1, 0, | |
0.5, 0.5, 1, 1, | |
- 0.5, 0.5, 0, 1 | |
] ); | |
var faces = new Uint16Array( [ | |
0, 1, 2, | |
0, 2, 3 | |
] ); | |
vertexBuffer = gl.createBuffer(); | |
elementBuffer = gl.createBuffer(); | |
gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); | |
gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW ); | |
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); | |
gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW ); | |
program = createProgram(); | |
attributes = { | |
position: gl.getAttribLocation( program, 'position' ), | |
uv: gl.getAttribLocation( program, 'uv' ) | |
}; | |
uniforms = { | |
uvOffset: gl.getUniformLocation( program, 'uvOffset' ), | |
uvScale: gl.getUniformLocation( program, 'uvScale' ), | |
rotation: gl.getUniformLocation( program, 'rotation' ), | |
center: gl.getUniformLocation( program, 'center' ), | |
scale: gl.getUniformLocation( program, 'scale' ), | |
color: gl.getUniformLocation( program, 'color' ), | |
map: gl.getUniformLocation( program, 'map' ), | |
opacity: gl.getUniformLocation( program, 'opacity' ), | |
modelViewMatrix: gl.getUniformLocation( program, 'modelViewMatrix' ), | |
projectionMatrix: gl.getUniformLocation( program, 'projectionMatrix' ), | |
fogType: gl.getUniformLocation( program, 'fogType' ), | |
fogDensity: gl.getUniformLocation( program, 'fogDensity' ), | |
fogNear: gl.getUniformLocation( program, 'fogNear' ), | |
fogFar: gl.getUniformLocation( program, 'fogFar' ), | |
fogColor: gl.getUniformLocation( program, 'fogColor' ), | |
fogDepth: gl.getUniformLocation( program, 'fogDepth' ), | |
alphaTest: gl.getUniformLocation( program, 'alphaTest' ) | |
}; | |
var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); | |
canvas.width = 8; | |
canvas.height = 8; | |
var context = canvas.getContext( '2d' ); | |
context.fillStyle = 'white'; | |
context.fillRect( 0, 0, 8, 8 ); | |
texture = new CanvasTexture( canvas ); | |
} | |
this.render = function ( sprites, scene, camera ) { | |
if ( sprites.length === 0 ) return; | |
// setup gl | |
if ( program === undefined ) { | |
init(); | |
} | |
state.useProgram( program ); | |
state.initAttributes(); | |
state.enableAttribute( attributes.position ); | |
state.enableAttribute( attributes.uv ); | |
state.disableUnusedAttributes(); | |
state.disable( gl.CULL_FACE ); | |
state.enable( gl.BLEND ); | |
gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); | |
gl.vertexAttribPointer( attributes.position, 2, gl.FLOAT, false, 2 * 8, 0 ); | |
gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 ); | |
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); | |
gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements ); | |
state.activeTexture( gl.TEXTURE0 ); | |
gl.uniform1i( uniforms.map, 0 ); | |
var oldFogType = 0; | |
var sceneFogType = 0; | |
var fog = scene.fog; | |
if ( fog ) { | |
gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b ); | |
if ( fog.isFog ) { | |
gl.uniform1f( uniforms.fogNear, fog.near ); | |
gl.uniform1f( uniforms.fogFar, fog.far ); | |
gl.uniform1i( uniforms.fogType, 1 ); | |
oldFogType = 1; | |
sceneFogType = 1; | |
} else if ( fog.isFogExp2 ) { | |
gl.uniform1f( uniforms.fogDensity, fog.density ); | |
gl.uniform1i( uniforms.fogType, 2 ); | |
oldFogType = 2; | |
sceneFogType = 2; | |
} | |
} else { | |
gl.uniform1i( uniforms.fogType, 0 ); | |
oldFogType = 0; | |
sceneFogType = 0; | |
} | |
// update positions and sort | |
for ( var i = 0, l = sprites.length; i < l; i ++ ) { | |
var sprite = sprites[ i ]; | |
sprite.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld ); | |
sprite.z = - sprite.modelViewMatrix.elements[ 14 ]; | |
} | |
sprites.sort( painterSortStable ); | |
// render all sprites | |
var scale = []; | |
var center = []; | |
for ( var i = 0, l = sprites.length; i < l; i ++ ) { | |
var sprite = sprites[ i ]; | |
var material = sprite.material; | |
if ( material.visible === false ) continue; | |
sprite.onBeforeRender( renderer, scene, camera, undefined, material, undefined ); | |
gl.uniform1f( uniforms.alphaTest, material.alphaTest ); | |
gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite.modelViewMatrix.elements ); | |
sprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale ); | |
scale[ 0 ] = spriteScale.x; | |
scale[ 1 ] = spriteScale.y; | |
center[ 0 ] = sprite.center.x - 0.5; | |
center[ 1 ] = sprite.center.y - 0.5; | |
var fogType = 0; | |
if ( scene.fog && material.fog ) { | |
fogType = sceneFogType; | |
} | |
if ( oldFogType !== fogType ) { | |
gl.uniform1i( uniforms.fogType, fogType ); | |
oldFogType = fogType; | |
} | |
if ( material.map !== null ) { | |
gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y ); | |
gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y ); | |
} else { | |
gl.uniform2f( uniforms.uvOffset, 0, 0 ); | |
gl.uniform2f( uniforms.uvScale, 1, 1 ); | |
} | |
gl.uniform1f( uniforms.opacity, material.opacity ); | |
gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b ); | |
gl.uniform1f( uniforms.rotation, material.rotation ); | |
gl.uniform2fv( uniforms.center, center ); | |
gl.uniform2fv( uniforms.scale, scale ); | |
state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha ); | |
state.buffers.depth.setTest( material.depthTest ); | |
state.buffers.depth.setMask( material.depthWrite ); | |
state.buffers.color.setMask( material.colorWrite ); | |
textures.setTexture2D( material.map || texture, 0 ); | |
gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); | |
sprite.onAfterRender( renderer, scene, camera, undefined, material, undefined ); | |
} | |
// restore gl | |
state.enable( gl.CULL_FACE ); | |
state.reset(); | |
}; | |
function createProgram() { | |
var program = gl.createProgram(); | |
var vertexShader = gl.createShader( gl.VERTEX_SHADER ); | |
var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER ); | |
gl.shaderSource( vertexShader, [ | |
'precision ' + capabilities.precision + ' float;', | |
'#define SHADER_NAME ' + 'SpriteMaterial', | |
'uniform mat4 modelViewMatrix;', | |
'uniform mat4 projectionMatrix;', | |
'uniform float rotation;', | |
'uniform vec2 center;', | |
'uniform vec2 scale;', | |
'uniform vec2 uvOffset;', | |
'uniform vec2 uvScale;', | |
'attribute vec2 position;', | |
'attribute vec2 uv;', | |
'varying vec2 vUV;', | |
'varying float fogDepth;', | |
'void main() {', | |
' vUV = uvOffset + uv * uvScale;', | |
' vec2 alignedPosition = ( position - center ) * scale;', | |
' vec2 rotatedPosition;', | |
' rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;', | |
' rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;', | |
' vec4 mvPosition;', | |
' mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );', | |
' mvPosition.xy += rotatedPosition;', | |
' gl_Position = projectionMatrix * mvPosition;', | |
' fogDepth = - mvPosition.z;', | |
'}' | |
].join( '\n' ) ); | |
gl.shaderSource( fragmentShader, [ | |
'precision ' + capabilities.precision + ' float;', | |
'#define SHADER_NAME ' + 'SpriteMaterial', | |
'uniform vec3 color;', | |
'uniform sampler2D map;', | |
'uniform float opacity;', | |
'uniform int fogType;', | |
'uniform vec3 fogColor;', | |
'uniform float fogDensity;', | |
'uniform float fogNear;', | |
'uniform float fogFar;', | |
'uniform float alphaTest;', | |
'varying vec2 vUV;', | |
'varying float fogDepth;', | |
'void main() {', | |
' vec4 texture = texture2D( map, vUV );', | |
' gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );', | |
' if ( gl_FragColor.a < alphaTest ) discard;', | |
' if ( fogType > 0 ) {', | |
' float fogFactor = 0.0;', | |
' if ( fogType == 1 ) {', | |
' fogFactor = smoothstep( fogNear, fogFar, fogDepth );', | |
' } else {', | |
' const float LOG2 = 1.442695;', | |
' fogFactor = exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 );', | |
' fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );', | |
' }', | |
' gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );', | |
' }', | |
'}' | |
].join( '\n' ) ); | |
gl.compileShader( vertexShader ); | |
gl.compileShader( fragmentShader ); | |
gl.attachShader( program, vertexShader ); | |
gl.attachShader( program, fragmentShader ); | |
gl.linkProgram( program ); | |
return program; | |
} | |
function painterSortStable( a, b ) { | |
if ( a.renderOrder !== b.renderOrder ) { | |
return a.renderOrder - b.renderOrder; | |
} else if ( a.z !== b.z ) { | |
return b.z - a.z; | |
} else { | |
return b.id - a.id; | |
} | |
} | |
} | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
* @author alteredq / http://alteredqualia.com/ | |
*/ | |
var materialId = 0; | |
function Material() { | |
Object.defineProperty( this, 'id', { value: materialId ++ } ); | |
this.uuid = _Math.generateUUID(); | |
this.name = ''; | |
this.type = 'Material'; | |
this.fog = true; | |
this.lights = true; | |
this.blending = NormalBlending; | |
this.side = FrontSide; | |
this.flatShading = false; | |
this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors | |
this.opacity = 1; | |
this.transparent = false; | |
this.blendSrc = SrcAlphaFactor; | |
this.blendDst = OneMinusSrcAlphaFactor; | |
this.blendEquation = AddEquation; | |
this.blendSrcAlpha = null; | |
this.blendDstAlpha = null; | |
this.blendEquationAlpha = null; | |
this.depthFunc = LessEqualDepth; | |
this.depthTest = true; | |
this.depthWrite = true; | |
this.clippingPlanes = null; | |
this.clipIntersection = false; | |
this.clipShadows = false; | |
this.shadowSide = null; | |
this.colorWrite = true; | |
this.precision = null; // override the renderer's default precision for this material | |
this.polygonOffset = false; | |
this.polygonOffsetFactor = 0; | |
this.polygonOffsetUnits = 0; | |
this.dithering = false; | |
this.alphaTest = 0; | |
this.premultipliedAlpha = false; | |
this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer | |
this.visible = true; | |
this.userData = {}; | |
this.needsUpdate = true; | |
} | |
Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { | |
constructor: Material, | |
isMaterial: true, | |
onBeforeCompile: function () {}, | |
setValues: function ( values ) { | |
if ( values === undefined ) return; | |
for ( var key in values ) { | |
var newValue = values[ key ]; | |
if ( newValue === undefined ) { | |
console.warn( "THREE.Material: '" + key + "' parameter is undefined." ); | |
continue; | |
} | |
// for backward compatability if shading is set in the constructor | |
if ( key === 'shading' ) { | |
console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' ); | |
this.flatShading = ( newValue === FlatShading ) ? true : false; | |
continue; | |
} | |
var currentValue = this[ key ]; | |
if ( currentValue === undefined ) { | |
console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." ); | |
continue; | |
} | |
if ( currentValue && currentValue.isColor ) { | |
currentValue.set( newValue ); | |
} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) { | |
currentValue.copy( newValue ); | |
} else if ( key === 'overdraw' ) { | |
// ensure overdraw is backwards-compatible with legacy boolean type | |
this[ key ] = Number( newValue ); | |
} else { | |
this[ key ] = newValue; | |
} | |
} | |
}, | |
toJSON: function ( meta ) { | |
var isRoot = ( meta === undefined || typeof meta === 'string' ); | |
if ( isRoot ) { | |
meta = { | |
textures: {}, | |
images: {} | |
}; | |
} | |
var data = { | |
metadata: { | |
version: 4.5, | |
type: 'Material', | |
generator: 'Material.toJSON' | |
} | |
}; | |
// standard Material serialization | |
data.uuid = this.uuid; | |
data.type = this.type; | |
if ( this.name !== '' ) data.name = this.name; | |
if ( this.color && this.color.isColor ) data.color = this.color.getHex(); | |
if ( this.roughness !== undefined ) data.roughness = this.roughness; | |
if ( this.metalness !== undefined ) data.metalness = this.metalness; | |
if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex(); | |
if ( this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity; | |
if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex(); | |
if ( this.shininess !== undefined ) data.shininess = this.shininess; | |
if ( this.clearCoat !== undefined ) data.clearCoat = this.clearCoat; | |
if ( this.clearCoatRoughness !== undefined ) data.clearCoatRoughness = this.clearCoatRoughness; | |
if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid; | |
if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid; | |
if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid; | |
if ( this.bumpMap && this.bumpMap.isTexture ) { | |
data.bumpMap = this.bumpMap.toJSON( meta ).uuid; | |
data.bumpScale = this.bumpScale; | |
} | |
if ( this.normalMap && this.normalMap.isTexture ) { | |
data.normalMap = this.normalMap.toJSON( meta ).uuid; | |
data.normalScale = this.normalScale.toArray(); | |
} | |
if ( this.displacementMap && this.displacementMap.isTexture ) { | |
data.displacementMap = this.displacementMap.toJSON( meta ).uuid; | |
data.displacementScale = this.displacementScale; | |
data.displacementBias = this.displacementBias; | |
} | |
if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; | |
if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; | |
if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; | |
if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid; | |
if ( this.envMap && this.envMap.isTexture ) { | |
data.envMap = this.envMap.toJSON( meta ).uuid; | |
data.reflectivity = this.reflectivity; // Scale behind envMap | |
} | |
if ( this.gradientMap && this.gradientMap.isTexture ) { | |
data.gradientMap = this.gradientMap.toJSON( meta ).uuid; | |
} | |
if ( this.size !== undefined ) data.size = this.size; | |
if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation; | |
if ( this.blending !== NormalBlending ) data.blending = this.blending; | |
if ( this.flatShading === true ) data.flatShading = this.flatShading; | |
if ( this.side !== FrontSide ) data.side = this.side; | |
if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors; | |
if ( this.opacity < 1 ) data.opacity = this.opacity; | |
if ( this.transparent === true ) data.transparent = this.transparent; | |
data.depthFunc = this.depthFunc; | |
data.depthTest = this.depthTest; | |
data.depthWrite = this.depthWrite; | |
// rotation (SpriteMaterial) | |
if ( this.rotation !== 0 ) data.rotation = this.rotation; | |
if ( this.linewidth !== 1 ) data.linewidth = this.linewidth; | |
if ( this.dashSize !== undefined ) data.dashSize = this.dashSize; | |
if ( this.gapSize !== undefined ) data.gapSize = this.gapSize; | |
if ( this.scale !== undefined ) data.scale = this.scale; | |
if ( this.dithering === true ) data.dithering = true; | |
if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest; | |
if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha; | |
if ( this.wireframe === true ) data.wireframe = this.wireframe; | |
if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth; | |
if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap; | |
if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin; | |
if ( this.morphTargets === true ) data.morphTargets = true; | |
if ( this.skinning === true ) data.skinning = true; | |
if ( this.visible === false ) data.visible = false; | |
if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData; | |
// TODO: Copied from Object3D.toJSON | |
function extractFromCache( cache ) { | |
var values = []; | |
for ( var key in cache ) { | |
var data = cache[ key ]; | |
delete data.metadata; | |
values.push( data ); | |
} | |
return values; | |
} | |
if ( isRoot ) { | |
var textures = extractFromCache( meta.textures ); | |
var images = extractFromCache( meta.images ); | |
if ( textures.length > 0 ) data.textures = textures; | |
if ( images.length > 0 ) data.images = images; | |
} | |
return data; | |
}, | |
clone: function () { | |
return new this.constructor().copy( this ); | |
}, | |
copy: function ( source ) { | |
this.name = source.name; | |
this.fog = source.fog; | |
this.lights = source.lights; | |
this.blending = source.blending; | |
this.side = source.side; | |
this.flatShading = source.flatShading; | |
this.vertexColors = source.vertexColors; | |
this.opacity = source.opacity; | |
this.transparent = source.transparent; | |
this.blendSrc = source.blendSrc; | |
this.blendDst = source.blendDst; | |
this.blendEquation = source.blendEquation; | |
this.blendSrcAlpha = source.blendSrcAlpha; | |
this.blendDstAlpha = source.blendDstAlpha; | |
this.blendEquationAlpha = source.blendEquationAlpha; | |
this.depthFunc = source.depthFunc; | |
this.depthTest = source.depthTest; | |
this.depthWrite = source.depthWrite; | |
this.colorWrite = source.colorWrite; | |
this.precision = source.precision; | |
this.polygonOffset = source.polygonOffset; | |
this.polygonOffsetFactor = source.polygonOffsetFactor; | |
this.polygonOffsetUnits = source.polygonOffsetUnits; | |
this.dithering = source.dithering; | |
this.alphaTest = source.alphaTest; | |
this.premultipliedAlpha = source.premultipliedAlpha; | |
this.overdraw = source.overdraw; | |
this.visible = source.visible; | |
this.userData = JSON.parse( JSON.stringify( source.userData ) ); | |
this.clipShadows = source.clipShadows; | |
this.clipIntersection = source.clipIntersection; | |
var srcPlanes = source.clippingPlanes, | |
dstPlanes = null; | |
if ( srcPlanes !== null ) { | |
var n = srcPlanes.length; | |
dstPlanes = new Array( n ); | |
for ( var i = 0; i !== n; ++ i ) | |
dstPlanes[ i ] = srcPlanes[ i ].clone(); | |
} | |
this.clippingPlanes = dstPlanes; | |
this.shadowSide = source.shadowSide; | |
return this; | |
}, | |
dispose: function () { | |
this.dispatchEvent( { type: 'dispose' } ); | |
} | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
* @author alteredq / http://alteredqualia.com/ | |
* @author bhouston / https://clara.io | |
* @author WestLangley / http://github.com/WestLangley | |
* | |
* parameters = { | |
* | |
* opacity: <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 WestLangley / http://github.com/WestLangley | |
* | |
* parameters = { | |
* | |
* referencePosition: <float>, | |
* nearDistance: <float>, | |
* farDistance: <float>, | |
* | |
* skinning: <bool>, | |
* morphTargets: <bool>, | |
* | |
* map: new THREE.Texture( <Image> ), | |
* | |
* alphaMap: new THREE.Texture( <Image> ), | |
* | |
* displacementMap: new THREE.Texture( <Image> ), | |
* displacementScale: <float>, | |
* displacementBias: <float> | |
* | |
* } | |
*/ | |
function MeshDistanceMaterial( parameters ) { | |
Material.call( this ); | |
this.type = 'MeshDistanceMaterial'; | |
this.referencePosition = new Vector3(); | |
this.nearDistance = 1; | |
this.farDistance = 1000; | |
this.skinning = false; | |
this.morphTargets = false; | |
this.map = null; | |
this.alphaMap = null; | |
this.displacementMap = null; | |
this.displacementScale = 1; | |
this.displacementBias = 0; | |
this.fog = false; | |
this.lights = false; | |
this.setValues( parameters ); | |
} | |
MeshDistanceMaterial.prototype = Object.create( Material.prototype ); | |
MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial; | |
MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true; | |
MeshDistanceMaterial.prototype.copy = function ( source ) { | |
Material.prototype.copy.call( this, source ); | |
this.referencePosition.copy( source.referencePosition ); | |
this.nearDistance = source.nearDistance; | |
this.farDistance = source.farDistance; | |
this.skinning = source.skinning; | |
this.morphTargets = source.morphTargets; | |
this.map = source.map; | |
this.alphaMap = source.alphaMap; | |
this.displacementMap = source.displacementMap; | |
this.displacementScale = source.displacementScale; | |
this.displacementBias = source.displacementBias; | |
return this; | |
}; | |
/** | |
* @author bhouston / http://clara.io | |
* @author WestLangley / http://github.com/WestLangley | |
*/ | |
function Box3( min, max ) { | |
this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity ); | |
this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity ); | |
} | |
Object.assign( Box3.prototype, { | |
isBox3: true, | |
set: function ( min, max ) { | |
this.min.copy( min ); | |
this.max.copy( max ); | |
return this; | |
}, | |
setFromArray: function ( array ) { | |
var minX = + Infinity; | |
var minY = + Infinity; | |
var minZ = + Infinity; | |
var maxX = - Infinity; | |
var maxY = - Infinity; | |
var maxZ = - Infinity; | |
for ( var i = 0, l = array.length; i < l; i += 3 ) { | |
var x = array[ i ]; | |
var y = array[ i + 1 ]; | |
var z = array[ i + 2 ]; | |
if ( x < minX ) minX = x; | |
if ( y < minY ) minY = y; | |
if ( z < minZ ) minZ = z; | |
if ( x > maxX ) maxX = x; | |
if ( y > maxY ) maxY = y; | |
if ( z > maxZ ) maxZ = z; | |
} | |
this.min.set( minX, minY, minZ ); | |
this.max.set( maxX, maxY, maxZ ); | |
return this; | |
}, | |
setFromBufferAttribute: function ( attribute ) { | |
var minX = + Infinity; | |
var minY = + Infinity; | |
var minZ = + Infinity; | |
var maxX = - Infinity; | |
var maxY = - Infinity; | |
var maxZ = - Infinity; | |
for ( var i = 0, l = attribute.count; i < l; i ++ ) { | |
var x = attribute.getX( i ); | |
var y = attribute.getY( i ); | |
var z = attribute.getZ( i ); | |
if ( x < minX ) minX = x; | |
if ( y < minY ) minY = y; | |
if ( z < minZ ) minZ = z; | |
if ( x > maxX ) maxX = x; | |
if ( y > maxY ) maxY = y; | |
if ( z > maxZ ) maxZ = z; | |
} | |
this.min.set( minX, minY, minZ ); | |
this.max.set( maxX, maxY, maxZ ); | |
return this; | |
}, | |
setFromPoints: function ( points ) { | |
this.makeEmpty(); | |
for ( var i = 0, il = points.length; i < il; i ++ ) { | |
this.expandByPoint( points[ i ] ); | |
} | |
return this; | |
}, | |
setFromCenterAndSize: function () { | |
var v1 = new Vector3(); | |
return function setFromCenterAndSize( center, size ) { | |
var halfSize = v1.copy( size ).multiplyScalar( 0.5 ); | |
this.min.copy( center ).sub( halfSize ); | |
this.max.copy( center ).add( halfSize ); | |
return this; | |
}; | |
}(), | |
setFromObject: function ( object ) { | |
this.makeEmpty(); | |
return this.expandByObject( object ); | |
}, | |
clone: function () { | |
return new this.constructor().copy( this ); | |
}, | |
copy: function ( box ) { | |
this.min.copy( box.min ); | |
this.max.copy( box.max ); | |
return this; | |
}, | |
makeEmpty: function () { | |
this.min.x = this.min.y = this.min.z = + Infinity; | |
this.max.x = this.max.y = this.max.z = - Infinity; | |
return this; | |
}, | |
isEmpty: function () { | |
// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes | |
return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z ); | |
}, | |
getCenter: function ( optionalTarget ) { | |
var result = optionalTarget || new Vector3(); | |
return this.isEmpty() ? result.set( 0, 0, 0 ) : result.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); | |
}, | |
getSize: function ( optionalTarget ) { | |
var result = optionalTarget || new Vector3(); | |
return this.isEmpty() ? result.set( 0, 0, 0 ) : result.subVectors( this.max, this.min ); | |
}, | |
expandByPoint: function ( point ) { | |
this.min.min( point ); | |
this.max.max( point ); | |
return this; | |
}, | |
expandByVector: function ( vector ) { | |
this.min.sub( vector ); | |
this.max.add( vector ); | |
return this; | |
}, | |
expandByScalar: function ( scalar ) { | |
this.min.addScalar( - scalar ); | |
this.max.addScalar( scalar ); | |
return this; | |
}, | |
expandByObject: function () { | |
// Computes the world-axis-aligned bounding box of an object (including its children), | |
// accounting for both the object's, and children's, world transforms | |
var scope, i, l; | |
var v1 = new Vector3(); | |
function traverse( node ) { | |
var geometry = node.geometry; | |
if ( geometry !== undefined ) { | |
if ( geometry.isGeometry ) { | |
var vertices = geometry.vertices; | |
for ( i = 0, l = vertices.length; i < l; i ++ ) { | |
v1.copy( vertices[ i ] ); | |
v1.applyMatrix4( node.matrixWorld ); | |
scope.expandByPoint( v1 ); | |
} | |
} else if ( geometry.isBufferGeometry ) { | |
var attribute = geometry.attributes.position; | |
if ( attribute !== undefined ) { | |
for ( i = 0, l = attribute.count; i < l; i ++ ) { | |
v1.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld ); | |
scope.expandByPoint( v1 ); | |
} | |
} | |
} | |
} | |
} | |
return function expandByObject( object ) { | |
scope = this; | |
object.updateMatrixWorld( true ); | |
object.traverse( traverse ); | |
return this; | |
}; | |
}(), | |
containsPoint: function ( point ) { | |
return point.x < this.min.x || point.x > this.max.x || | |
point.y < this.min.y || point.y > this.max.y || | |
point.z < this.min.z || point.z > this.max.z ? false : true; | |
}, | |
containsBox: function ( box ) { | |
return this.min.x <= box.min.x && box.max.x <= this.max.x && | |
this.min.y <= box.min.y && box.max.y <= this.max.y && | |
this.min.z <= box.min.z && box.max.z <= this.max.z; | |
}, | |
getParameter: function ( point, optionalTarget ) { | |
// This can potentially have a divide by zero if the box | |
// has a size dimension of 0. | |
var result = optionalTarget || new Vector3(); | |
return result.set( | |
( point.x - this.min.x ) / ( this.max.x - this.min.x ), | |
( point.y - this.min.y ) / ( this.max.y - this.min.y ), | |
( point.z - this.min.z ) / ( this.max.z - this.min.z ) | |
); | |
}, | |
intersectsBox: function ( box ) { | |
// using 6 splitting planes to rule out intersections. | |
return box.max.x < this.min.x || box.min.x > this.max.x || | |
box.max.y < this.min.y || box.min.y > this.max.y || | |
box.max.z < this.min.z || box.min.z > this.max.z ? false : true; | |
}, | |
intersectsSphere: ( function () { | |
var closestPoint = new Vector3(); | |
return function intersectsSphere( sphere ) { | |
// Find the point on the AABB closest to the sphere center. | |
this.clampPoint( sphere.center, closestPoint ); | |
// If that point is inside the sphere, the AABB and sphere intersect. | |
return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius ); | |
}; | |
} )(), | |
intersectsPlane: function ( plane ) { | |
// We compute the minimum and maximum dot product values. If those values | |
// are on the same side (back or front) of the plane, then there is no intersection. | |
var min, max; | |
if ( plane.normal.x > 0 ) { | |
min = plane.normal.x * this.min.x; | |
max = plane.normal.x * this.max.x; | |
} else { | |
min = plane.normal.x * this.max.x; | |
max = plane.normal.x * this.min.x; | |
} | |
if ( plane.normal.y > 0 ) { | |
min += plane.normal.y * this.min.y; | |
max += plane.normal.y * this.max.y; | |
} else { | |
min += plane.normal.y * this.max.y; | |
max += plane.normal.y * this.min.y; | |
} | |
if ( plane.normal.z > 0 ) { | |
min += plane.normal.z * this.min.z; | |
max += plane.normal.z * this.max.z; | |
} else { | |
min += plane.normal.z * this.max.z; | |
max += plane.normal.z * this.min.z; | |
} | |
return ( min <= plane.constant && max >= plane.constant ); | |
}, | |
intersectsTriangle: ( function () { | |
// triangle centered vertices | |
var v0 = new Vector3(); | |
var v1 = new Vector3(); | |
var v2 = new Vector3(); | |
// triangle edge vectors | |
var f0 = new Vector3(); | |
var f1 = new Vector3(); | |
var f2 = new Vector3(); | |
var testAxis = new Vector3(); | |
var center = new Vector3(); | |
var extents = new Vector3(); | |
var triangleNormal = new Vector3(); | |
function satForAxes( axes ) { | |
var i, j; | |
for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) { | |
testAxis.fromArray( axes, i ); | |
// project the aabb onto the seperating axis | |
var r = extents.x * Math.abs( testAxis.x ) + extents.y * Math.abs( testAxis.y ) + extents.z * Math.abs( testAxis.z ); | |
// project all 3 vertices of the triangle onto the seperating axis | |
var p0 = v0.dot( testAxis ); | |
var p1 = v1.dot( testAxis ); | |
var p2 = v2.dot( testAxis ); | |
// actual test, basically see if either of the most extreme of the triangle points intersects r | |
if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) { | |
// points of the projected triangle are outside the projected half-length of the aabb | |
// the axis is seperating and we can exit | |
return false; | |
} | |
} | |
return true; | |
} | |
return function intersectsTriangle( triangle ) { | |
if ( this.isEmpty() ) { | |
return false; | |
} | |
// compute box center and extents | |
this.getCenter( center ); | |
extents.subVectors( this.max, center ); | |
// translate triangle to aabb origin | |
v0.subVectors( triangle.a, center ); | |
v1.subVectors( triangle.b, center ); | |
v2.subVectors( triangle.c, center ); | |
// compute edge vectors for triangle | |
f0.subVectors( v1, v0 ); | |
f1.subVectors( v2, v1 ); | |
f2.subVectors( v0, v2 ); | |
// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb | |
// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation | |
// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned) | |
var axes = [ | |
0, - f0.z, f0.y, 0, - f1.z, f1.y, 0, - f2.z, f2.y, | |
f0.z, 0, - f0.x, f1.z, 0, - f1.x, f2.z, 0, - f2.x, | |
- f0.y, f0.x, 0, - f1.y, f1.x, 0, - f2.y, f2.x, 0 | |
]; | |
if ( ! satForAxes( axes ) ) { | |
return false; | |
} | |
// test 3 face normals from the aabb | |
axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ]; | |
if ( ! satForAxes( axes ) ) { | |
return false; | |
} | |
// finally testing the face normal of the triangle | |
// use already existing triangle edge vectors here | |
triangleNormal.crossVectors( f0, f1 ); | |
axes = [ triangleNormal.x, triangleNormal.y, triangleNormal.z ]; | |
return satForAxes( axes ); | |
}; | |
} )(), | |
clampPoint: function ( point, optionalTarget ) { | |
var result = optionalTarget || new Vector3(); | |
return result.copy( point ).clamp( this.min, this.max ); | |
}, | |
distanceToPoint: function () { | |
var v1 = new Vector3(); | |
return function distanceToPoint( point ) { | |
var clampedPoint = v1.copy( point ).clamp( this.min, this.max ); | |
return clampedPoint.sub( point ).length(); | |
}; | |
}(), | |
getBoundingSphere: function () { | |
var v1 = new Vector3(); | |
return function getBoundingSphere( optionalTarget ) { | |
var result = optionalTarget || new Sphere(); | |
this.getCenter( result.center ); | |
result.radius = this.getSize( v1 ).length() * 0.5; | |
return result; | |
}; | |
}(), | |
intersect: function ( box ) { | |
this.min.max( box.min ); | |
this.max.min( box.max ); | |
// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values. | |
if ( this.isEmpty() ) this.makeEmpty(); | |
return this; | |
}, | |
union: function ( box ) { | |
this.min.min( box.min ); | |
this.max.max( box.max ); | |
return this; | |
}, | |
applyMatrix4: function () { | |
var points = [ | |
new Vector3(), | |
new Vector3(), | |
new Vector3(), | |
new Vector3(), | |
new Vector3(), | |
new Vector3(), | |
new Vector3(), | |
new Vector3() | |
]; | |
return function applyMatrix4( matrix ) { | |
// transform of empty box is an empty box. | |
if ( this.isEmpty() ) return this; | |
// NOTE: I am using a binary pattern to specify all 2^3 combinations below | |
points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000 | |
points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001 | |
points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010 | |
points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011 | |
points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100 | |
points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101 | |
points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110 | |
points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111 | |
this.setFromPoints( points ); | |
return this; | |
}; | |
}(), | |
translate: function ( offset ) { | |
this.min.add( offset ); | |
this.max.add( offset ); | |
return this; | |
}, | |
equals: function ( box ) { | |
return box.min.equals( this.min ) && box.max.equals( this.max ); | |
} | |
} ); | |
/** | |
* @author bhouston / http://clara.io | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function Sphere( center, radius ) { | |
this.center = ( center !== undefined ) ? center : new Vector3(); | |
this.radius = ( radius !== undefined ) ? radius : 0; | |
} | |
Object.assign( Sphere.prototype, { | |
set: function ( center, radius ) { | |
this.center.copy( center ); | |
this.radius = radius; | |
return this; | |
}, | |
setFromPoints: function () { | |
var box = new Box3(); | |
return function setFromPoints( points, optionalCenter ) { | |
var center = this.center; | |
if ( optionalCenter !== undefined ) { | |
center.copy( optionalCenter ); | |
} else { | |
box.setFromPoints( points ).getCenter( center ); | |
} | |
var maxRadiusSq = 0; | |
for ( var i = 0, il = points.length; i < il; i ++ ) { | |
maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) ); | |
} | |
this.radius = Math.sqrt( maxRadiusSq ); | |
return this; | |
}; | |
}(), | |
clone: function () { | |
return new this.constructor().copy( this ); | |
}, | |
copy: function ( sphere ) { | |
this.center.copy( sphere.center ); | |
this.radius = sphere.radius; | |
return this; | |
}, | |
empty: function () { | |
return ( this.radius <= 0 ); | |
}, | |
containsPoint: function ( point ) { | |
return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) ); | |
}, | |
distanceToPoint: function ( point ) { | |
return ( point.distanceTo( this.center ) - this.radius ); | |
}, | |
intersectsSphere: function ( sphere ) { | |
var radiusSum = this.radius + sphere.radius; | |
return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum ); | |
}, | |
intersectsBox: function ( box ) { | |
return box.intersectsSphere( this ); | |
}, | |
intersectsPlane: function ( plane ) { | |
return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius; | |
}, | |
clampPoint: function ( point, optionalTarget ) { | |
var deltaLengthSq = this.center.distanceToSquared( point ); | |
var result = optionalTarget || new Vector3(); | |
result.copy( point ); | |
if ( deltaLengthSq > ( this.radius * this.radius ) ) { | |
result.sub( this.center ).normalize(); | |
result.multiplyScalar( this.radius ).add( this.center ); | |
} | |
return result; | |
}, | |
getBoundingBox: function ( optionalTarget ) { | |
var box = optionalTarget || new Box3(); | |
box.set( this.center, this.center ); | |
box.expandByScalar( this.radius ); | |
return box; | |
}, | |
applyMatrix4: function ( matrix ) { | |
this.center.applyMatrix4( matrix ); | |
this.radius = this.radius * matrix.getMaxScaleOnAxis(); | |
return this; | |
}, | |
translate: function ( offset ) { | |
this.center.add( offset ); | |
return this; | |
}, | |
equals: function ( sphere ) { | |
return sphere.center.equals( this.center ) && ( sphere.radius === this.radius ); | |
} | |
} ); | |
/** | |
* @author bhouston / http://clara.io | |
*/ | |
function Plane( normal, constant ) { | |
// normal is assumed to be normalized | |
this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 ); | |
this.constant = ( constant !== undefined ) ? constant : 0; | |
} | |
Object.assign( Plane.prototype, { | |
set: function ( normal, constant ) { | |
this.normal.copy( normal ); | |
this.constant = constant; | |
return this; | |
}, | |
setComponents: function ( x, y, z, w ) { | |
this.normal.set( x, y, z ); | |
this.constant = w; | |
return this; | |
}, | |
setFromNormalAndCoplanarPoint: function ( normal, point ) { | |
this.normal.copy( normal ); | |
this.constant = - point.dot( this.normal ); | |
return this; | |
}, | |
setFromCoplanarPoints: function () { | |
var v1 = new Vector3(); | |
var v2 = new Vector3(); | |
return function setFromCoplanarPoints( a, b, c ) { | |
var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize(); | |
// Q: should an error be thrown if normal is zero (e.g. degenerate plane)? | |
this.setFromNormalAndCoplanarPoint( normal, a ); | |
return this; | |
}; | |
}(), | |
clone: function () { | |
return new this.constructor().copy( this ); | |
}, | |
copy: function ( plane ) { | |
this.normal.copy( plane.normal ); | |
this.constant = plane.constant; | |
return this; | |
}, | |
normalize: function () { | |
// Note: will lead to a divide by zero if the plane is invalid. | |
var inverseNormalLength = 1.0 / this.normal.length(); | |
this.normal.multiplyScalar( inverseNormalLength ); | |
this.constant *= inverseNormalLength; | |
return this; | |
}, | |
negate: function () { | |
this.constant *= - 1; | |
this.normal.negate(); | |
return this; | |
}, | |
distanceToPoint: function ( point ) { | |
return this.normal.dot( point ) + this.constant; | |
}, | |
distanceToSphere: function ( sphere ) { | |
return this.distanceToPoint( sphere.center ) - sphere.radius; | |
}, | |
projectPoint: function ( point, optionalTarget ) { | |
var result = optionalTarget || new Vector3(); | |
return result.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point ); | |
}, | |
intersectLine: function () { | |
var v1 = new Vector3(); | |
return function intersectLine( line, optionalTarget ) { | |
var result = optionalTarget || new Vector3(); | |
var direction = line.delta( v1 ); | |
var denominator = this.normal.dot( direction ); | |
if ( denominator === 0 ) { | |
// line is coplanar, return origin | |
if ( this.distanceToPoint( line.start ) === 0 ) { | |
return result.copy( line.start ); | |
} | |
// Unsure if this is the correct method to handle this case. | |
return undefined; | |
} | |
var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator; | |
if ( t < 0 || t > 1 ) { | |
return undefined; | |
} | |
return result.copy( direction ).multiplyScalar( t ).add( line.start ); | |
}; | |
}(), | |
intersectsLine: function ( line ) { | |
// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it. | |
var startSign = this.distanceToPoint( line.start ); | |
var endSign = this.distanceToPoint( line.end ); | |
return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 ); | |
}, | |
intersectsBox: function ( box ) { | |
return box.intersectsPlane( this ); | |
}, | |
intersectsSphere: function ( sphere ) { | |
return sphere.intersectsPlane( this ); | |
}, | |
coplanarPoint: function ( optionalTarget ) { | |
var result = optionalTarget || new Vector3(); | |
return result.copy( this.normal ).multiplyScalar( - this.constant ); | |
}, | |
applyMatrix4: function () { | |
var v1 = new Vector3(); | |
var m1 = new Matrix3(); | |
return function applyMatrix4( matrix, optionalNormalMatrix ) { | |
var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix ); | |
var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix ); | |
var normal = this.normal.applyMatrix3( normalMatrix ).normalize(); | |
this.constant = - referencePoint.dot( normal ); | |
return this; | |
}; | |
}(), | |
translate: function ( offset ) { | |
this.constant -= offset.dot( this.normal ); | |
return this; | |
}, | |
equals: function ( plane ) { | |
return plane.normal.equals( this.normal ) && ( plane.constant === this.constant ); | |
} | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
* @author alteredq / http://alteredqualia.com/ | |
* @author bhouston / http://clara.io | |
*/ | |
function Frustum( p0, p1, p2, p3, p4, p5 ) { | |
this.planes = [ | |
( p0 !== undefined ) ? p0 : new Plane(), | |
( p1 !== undefined ) ? p1 : new Plane(), | |
( p2 !== undefined ) ? p2 : new Plane(), | |
( p3 !== undefined ) ? p3 : new Plane(), | |
( p4 !== undefined ) ? p4 : new Plane(), | |
( p5 !== undefined ) ? p5 : new Plane() | |
]; | |
} | |
Object.assign( Frustum.prototype, { | |
set: function ( p0, p1, p2, p3, p4, p5 ) { | |
var planes = this.planes; | |
planes[ 0 ].copy( p0 ); | |
planes[ 1 ].copy( p1 ); | |
planes[ 2 ].copy( p2 ); | |
planes[ 3 ].copy( p3 ); | |
planes[ 4 ].copy( p4 ); | |
planes[ 5 ].copy( p5 ); | |
return this; | |
}, | |
clone: function () { | |
return new this.constructor().copy( this ); | |
}, | |
copy: function ( frustum ) { | |
var planes = this.planes; | |
for ( var i = 0; i < 6; i ++ ) { | |
planes[ i ].copy( frustum.planes[ i ] ); | |
} | |
return this; | |
}, | |
setFromMatrix: function ( m ) { | |
var planes = this.planes; | |
var me = m.elements; | |
var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ]; | |
var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ]; | |
var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ]; | |
var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ]; | |
planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize(); | |
planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize(); | |
planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize(); | |
planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize(); | |
planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); | |
planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); | |
return this; | |
}, | |
intersectsObject: function () { | |
var sphere = new Sphere(); | |
return function intersectsObject( object ) { | |
var geometry = object.geometry; | |
if ( geometry.boundingSphere === null ) | |
geometry.computeBoundingSphere(); | |
sphere.copy( geometry.boundingSphere ) | |
.applyMatrix4( object.matrixWorld ); | |
return this.intersectsSphere( sphere ); | |
}; | |
}(), | |
intersectsSprite: function () { | |
var sphere = new Sphere(); | |
return function intersectsSprite( sprite ) { | |
sphere.center.set( 0, 0, 0 ); | |
sphere.radius = 0.7071067811865476; | |
sphere.applyMatrix4( sprite.matrixWorld ); | |
return this.intersectsSphere( sphere ); | |
}; | |
}(), | |
intersectsSphere: function ( sphere ) { | |
var planes = this.planes; | |
var center = sphere.center; | |
var negRadius = - sphere.radius; | |
for ( var i = 0; i < 6; i ++ ) { | |
var distance = planes[ i ].distanceToPoint( center ); | |
if ( distance < negRadius ) { | |
return false; | |
} | |
} | |
return true; | |
}, | |
intersectsBox: function () { | |
var p1 = new Vector3(), | |
p2 = new Vector3(); | |
return function intersectsBox( box ) { | |
var planes = this.planes; | |
for ( var i = 0; i < 6; i ++ ) { | |
var plane = planes[ i ]; | |
p1.x = plane.normal.x > 0 ? box.min.x : box.max.x; | |
p2.x = plane.normal.x > 0 ? box.max.x : box.min.x; | |
p1.y = plane.normal.y > 0 ? box.min.y : box.max.y; | |
p2.y = plane.normal.y > 0 ? box.max.y : box.min.y; | |
p1.z = plane.normal.z > 0 ? box.min.z : box.max.z; | |
p2.z = plane.normal.z > 0 ? box.max.z : box.min.z; | |
var d1 = plane.distanceToPoint( p1 ); | |
var d2 = plane.distanceToPoint( p2 ); | |
// if both outside plane, no intersection | |
if ( d1 < 0 && d2 < 0 ) { | |
return false; | |
} | |
} | |
return true; | |
}; | |
}(), | |
containsPoint: function ( point ) { | |
var planes = this.planes; | |
for ( var i = 0; i < 6; i ++ ) { | |
if ( planes[ i ].distanceToPoint( point ) < 0 ) { | |
return false; | |
} | |
} | |
return true; | |
} | |
} ); | |
/** | |
* @author alteredq / http://alteredqualia.com/ | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function WebGLShadowMap( _renderer, _objects, maxTextureSize ) { | |
var _frustum = new Frustum(), | |
_projScreenMatrix = new Matrix4(), | |
_shadowMapSize = new Vector2(), | |
_maxShadowMapSize = new Vector2( maxTextureSize, maxTextureSize ), | |
_lookTarget = new Vector3(), | |
_lightPositionWorld = new Vector3(), | |
_MorphingFlag = 1, | |
_SkinningFlag = 2, | |
_NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1, | |
_depthMaterials = new Array( _NumberOfMaterialVariants ), | |
_distanceMaterials = new Array( _NumberOfMaterialVariants ), | |
_materialCache = {}; | |
var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide }; | |
var cubeDirections = [ | |
new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ), | |
new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 ) | |
]; | |
var cubeUps = [ | |
new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), | |
new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 ) | |
]; | |
var cube2DViewPorts = [ | |
new Vector4(), new Vector4(), new Vector4(), | |
new Vector4(), new Vector4(), new Vector4() | |
]; | |
// init | |
for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) { | |
var useMorphing = ( i & _MorphingFlag ) !== 0; | |
var useSkinning = ( i & _SkinningFlag ) !== 0; | |
var depthMaterial = new MeshDepthMaterial( { | |
depthPacking: RGBADepthPacking, | |
morphTargets: useMorphing, | |
skinning: useSkinning | |
} ); | |
_depthMaterials[ i ] = depthMaterial; | |
// | |
var distanceMaterial = new MeshDistanceMaterial( { | |
morphTargets: useMorphing, | |
skinning: useSkinning | |
} ); | |
_distanceMaterials[ i ] = distanceMaterial; | |
} | |
// | |
var scope = this; | |
this.enabled = false; | |
this.autoUpdate = true; | |
this.needsUpdate = false; | |
this.type = PCFShadowMap; | |
this.render = function ( lights, scene, camera ) { | |
if ( scope.enabled === false ) return; | |
if ( scope.autoUpdate === false && scope.needsUpdate === false ) return; | |
if ( lights.length === 0 ) return; | |
// TODO Clean up (needed in case of contextlost) | |
var _gl = _renderer.context; | |
var _state = _renderer.state; | |
// Set GL state for depth map. | |
_state.disable( _gl.BLEND ); | |
_state.buffers.color.setClear( 1, 1, 1, 1 ); | |
_state.buffers.depth.setTest( true ); | |
_state.setScissorTest( false ); | |
// render depth map | |
var faceCount; | |
for ( var i = 0, il = lights.length; i < il; i ++ ) { | |
var light = lights[ i ]; | |
var shadow = light.shadow; | |
var isPointLight = light && light.isPointLight; | |
if ( shadow === undefined ) { | |
console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' ); | |
continue; | |
} | |
var shadowCamera = shadow.camera; | |
_shadowMapSize.copy( shadow.mapSize ); | |
_shadowMapSize.min( _maxShadowMapSize ); | |
if ( isPointLight ) { | |
var vpWidth = _shadowMapSize.x; | |
var vpHeight = _shadowMapSize.y; | |
// These viewports map a cube-map onto a 2D texture with the | |
// following orientation: | |
// | |
// xzXZ | |
// y Y | |
// | |
// X - Positive x direction | |
// x - Negative x direction | |
// Y - Positive y direction | |
// y - Negative y direction | |
// Z - Positive z direction | |
// z - Negative z direction | |
// positive X | |
cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight ); | |
// negative X | |
cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight ); | |
// positive Z | |
cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight ); | |
// negative Z | |
cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight ); | |
// positive Y | |
cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight ); | |
// negative Y | |
cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight ); | |
_shadowMapSize.x *= 4.0; | |
_shadowMapSize.y *= 2.0; | |
} | |
if ( shadow.map === null ) { | |
var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat }; | |
shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); | |
shadow.map.texture.name = light.name + ".shadowMap"; | |
shadowCamera.updateProjectionMatrix(); | |
} | |
if ( shadow.isSpotLightShadow ) { | |
shadow.update( light ); | |
} | |
var shadowMap = shadow.map; | |
var shadowMatrix = shadow.matrix; | |
_lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); | |
shadowCamera.position.copy( _lightPositionWorld ); | |
if ( isPointLight ) { | |
faceCount = 6; | |
// for point lights we set the shadow matrix to be a translation-only matrix | |
// equal to inverse of the light's position | |
shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z ); | |
} else { | |
faceCount = 1; | |
_lookTarget.setFromMatrixPosition( light.target.matrixWorld ); | |
shadowCamera.lookAt( _lookTarget ); | |
shadowCamera.updateMatrixWorld(); | |
// compute shadow matrix | |
shadowMatrix.set( | |
0.5, 0.0, 0.0, 0.5, | |
0.0, 0.5, 0.0, 0.5, | |
0.0, 0.0, 0.5, 0.5, | |
0.0, 0.0, 0.0, 1.0 | |
); | |
shadowMatrix.multiply( shadowCamera.projectionMatrix ); | |
shadowMatrix.multiply( shadowCamera.matrixWorldInverse ); | |
} | |
_renderer.setRenderTarget( shadowMap ); | |
_renderer.clear(); | |
// render shadow map for each cube face (if omni-directional) or | |
// run a single pass if not | |
for ( var face = 0; face < faceCount; face ++ ) { | |
if ( isPointLight ) { | |
_lookTarget.copy( shadowCamera.position ); | |
_lookTarget.add( cubeDirections[ face ] ); | |
shadowCamera.up.copy( cubeUps[ face ] ); | |
shadowCamera.lookAt( _lookTarget ); | |
shadowCamera.updateMatrixWorld(); | |
var vpDimensions = cube2DViewPorts[ face ]; | |
_state.viewport( vpDimensions ); | |
} | |
// update camera matrices and frustum | |
_projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse ); | |
_frustum.setFromMatrix( _projScreenMatrix ); | |
// set object matrices & frustum culling | |
renderObject( scene, camera, shadowCamera, isPointLight ); | |
} | |
} | |
scope.needsUpdate = false; | |
}; | |
function getDepthMaterial( object, material, isPointLight, lightPositionWorld, shadowCameraNear, shadowCameraFar ) { | |
var geometry = object.geometry; | |
var result = null; | |
var materialVariants = _depthMaterials; | |
var customMaterial = object.customDepthMaterial; | |
if ( isPointLight ) { | |
materialVariants = _distanceMaterials; | |
customMaterial = object.customDistanceMaterial; | |
} | |
if ( ! customMaterial ) { | |
var useMorphing = false; | |
if ( material.morphTargets ) { | |
if ( geometry && geometry.isBufferGeometry ) { | |
useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0; | |
} else if ( geometry && geometry.isGeometry ) { | |
useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0; | |
} | |
} | |
if ( object.isSkinnedMesh && material.skinning === false ) { | |
console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object ); | |
} | |
var useSkinning = object.isSkinnedMesh && material.skinning; | |
var variantIndex = 0; | |
if ( useMorphing ) variantIndex |= _MorphingFlag; | |
if ( useSkinning ) variantIndex |= _SkinningFlag; | |
result = materialVariants[ variantIndex ]; | |
} else { | |
result = customMaterial; | |
} | |
if ( _renderer.localClippingEnabled && | |
material.clipShadows === true && | |
material.clippingPlanes.length !== 0 ) { | |
// in this case we need a unique material instance reflecting the | |
// appropriate state | |
var keyA = result.uuid, keyB = material.uuid; | |
var materialsForVariant = _materialCache[ keyA ]; | |
if ( materialsForVariant === undefined ) { | |
materialsForVariant = {}; | |
_materialCache[ keyA ] = materialsForVariant; | |
} | |
var cachedMaterial = materialsForVariant[ keyB ]; | |
if ( cachedMaterial === undefined ) { | |
cachedMaterial = result.clone(); | |
materialsForVariant[ keyB ] = cachedMaterial; | |
} | |
result = cachedMaterial; | |
} | |
result.visible = material.visible; | |
result.wireframe = material.wireframe; | |
result.side = ( material.shadowSide != null ) ? material.shadowSide : shadowSide[ material.side ]; | |
result.clipShadows = material.clipShadows; | |
result.clippingPlanes = material.clippingPlanes; | |
result.clipIntersection = material.clipIntersection; | |
result.wireframeLinewidth = material.wireframeLinewidth; | |
result.linewidth = material.linewidth; | |
if ( isPointLight && result.isMeshDistanceMaterial ) { | |
result.referencePosition.copy( lightPositionWorld ); | |
result.nearDistance = shadowCameraNear; | |
result.farDistance = shadowCameraFar; | |
} | |
return result; | |
} | |
function renderObject( object, camera, shadowCamera, isPointLight ) { | |
if ( object.visible === false ) return; | |
var visible = object.layers.test( camera.layers ); | |
if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) { | |
if ( object.castShadow && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) { | |
object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); | |
var geometry = _objects.update( object ); | |
var material = object.material; | |
if ( Array.isArray( material ) ) { | |
var groups = geometry.groups; | |
for ( var k = 0, kl = groups.length; k < kl; k ++ ) { | |
var group = groups[ k ]; | |
var groupMaterial = material[ group.materialIndex ]; | |
if ( groupMaterial && groupMaterial.visible ) { | |
var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far ); | |
_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group ); | |
} | |
} | |
} else if ( material.visible ) { | |
var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far ); | |
_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null ); | |
} | |
} | |
} | |
var children = object.children; | |
for ( var i = 0, l = children.length; i < l; i ++ ) { | |
renderObject( children[ i ], camera, shadowCamera, isPointLight ); | |
} | |
} | |
} | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function WebGLAttributes( gl ) { | |
var buffers = {}; | |
function createBuffer( attribute, bufferType ) { | |
var array = attribute.array; | |
var usage = attribute.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW; | |
var buffer = gl.createBuffer(); | |
gl.bindBuffer( bufferType, buffer ); | |
gl.bufferData( bufferType, array, usage ); | |
attribute.onUploadCallback(); | |
var type = gl.FLOAT; | |
if ( array instanceof Float32Array ) { | |
type = gl.FLOAT; | |
} else if ( array instanceof Float64Array ) { | |
console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' ); | |
} else if ( array instanceof Uint16Array ) { | |
type = gl.UNSIGNED_SHORT; | |
} else if ( array instanceof Int16Array ) { | |
type = gl.SHORT; | |
} else if ( array instanceof Uint32Array ) { | |
type = gl.UNSIGNED_INT; | |
} else if ( array instanceof Int32Array ) { | |
type = gl.INT; | |
} else if ( array instanceof Int8Array ) { | |
type = gl.BYTE; | |
} else if ( array instanceof Uint8Array ) { | |
type = gl.UNSIGNED_BYTE; | |
} | |
return { | |
buffer: buffer, | |
type: type, | |
bytesPerElement: array.BYTES_PER_ELEMENT, | |
version: attribute.version | |
}; | |
} | |
function updateBuffer( buffer, attribute, bufferType ) { | |
var array = attribute.array; | |
var updateRange = attribute.updateRange; | |
gl.bindBuffer( bufferType, buffer ); | |
if ( attribute.dynamic === false ) { | |
gl.bufferData( bufferType, array, gl.STATIC_DRAW ); | |
} else if ( updateRange.count === - 1 ) { | |
// Not using update ranges | |
gl.bufferSubData( bufferType, 0, array ); | |
} else if ( updateRange.count === 0 ) { | |
console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' ); | |
} else { | |
gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, | |
array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) ); | |
updateRange.count = - 1; // reset range | |
} | |
} | |
// | |
function get( attribute ) { | |
if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; | |
return buffers[ attribute.uuid ]; | |
} | |
function remove( attribute ) { | |
if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; | |
var data = buffers[ attribute.uuid ]; | |
if ( data ) { | |
gl.deleteBuffer( data.buffer ); | |
delete buffers[ attribute.uuid ]; | |
} | |
} | |
function update( attribute, bufferType ) { | |
if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; | |
var data = buffers[ attribute.uuid ]; | |
if ( data === undefined ) { | |
buffers[ attribute.uuid ] = createBuffer( attribute, bufferType ); | |
} else if ( data.version < attribute.version ) { | |
updateBuffer( data.buffer, attribute, bufferType ); | |
data.version = attribute.version; | |
} | |
} | |
return { | |
get: get, | |
remove: remove, | |
update: update | |
}; | |
} | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
* @author WestLangley / http://github.com/WestLangley | |
* @author bhouston / http://clara.io | |
*/ | |
function Euler( x, y, z, order ) { | |
this._x = x || 0; | |
this._y = y || 0; | |
this._z = z || 0; | |
this._order = order || Euler.DefaultOrder; | |
} | |
Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ]; | |
Euler.DefaultOrder = 'XYZ'; | |
Object.defineProperties( Euler.prototype, { | |
x: { | |
get: function () { | |
return this._x; | |
}, | |
set: function ( value ) { | |
this._x = value; | |
this.onChangeCallback(); | |
} | |
}, | |
y: { | |
get: function () { | |
return this._y; | |
}, | |
set: function ( value ) { | |
this._y = value; | |
this.onChangeCallback(); | |
} | |
}, | |
z: { | |
get: function () { | |
return this._z; | |
}, | |
set: function ( value ) { | |
this._z = value; | |
this.onChangeCallback(); | |
} | |
}, | |
order: { | |
get: function () { | |
return this._order; | |
}, | |
set: function ( value ) { | |
this._order = value; | |
this.onChangeCallback(); | |
} | |
} | |
} ); | |
Object.assign( Euler.prototype, { | |
isEuler: true, | |
set: function ( x, y, z, order ) { | |
this._x = x; | |
this._y = y; | |
this._z = z; | |
this._order = order || this._order; | |
this.onChangeCallback(); | |
return this; | |
}, | |
clone: function () { | |
return new this.constructor( this._x, this._y, this._z, this._order ); | |
}, | |
copy: function ( euler ) { | |
this._x = euler._x; | |
this._y = euler._y; | |
this._z = euler._z; | |
this._order = euler._order; | |
this.onChangeCallback(); | |
return this; | |
}, | |
setFromRotationMatrix: function ( m, order, update ) { | |
var clamp = _Math.clamp; | |
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) | |
var te = m.elements; | |
var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ]; | |
var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ]; | |
var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; | |
order = order || this._order; | |
if ( order === 'XYZ' ) { | |
this._y = Math.asin( clamp( m13, - 1, 1 ) ); | |
if ( Math.abs( m13 ) < 0.99999 ) { | |
this._x = Math.atan2( - m23, m33 ); | |
this._z = Math.atan2( - m12, m11 ); | |
} else { | |
this._x = Math.atan2( m32, m22 ); | |
this._z = 0; | |
} | |
} else if ( order === 'YXZ' ) { | |
this._x = Math.asin( - clamp( m23, - 1, 1 ) ); | |
if ( Math.abs( m23 ) < 0.99999 ) { | |
this._y = Math.atan2( m13, m33 ); | |
this._z = Math.atan2( m21, m22 ); | |
} else { | |
this._y = Math.atan2( - m31, m11 ); | |
this._z = 0; | |
} | |
} else if ( order === 'ZXY' ) { | |
this._x = Math.asin( clamp( m32, - 1, 1 ) ); | |
if ( Math.abs( m32 ) < 0.99999 ) { | |
this._y = Math.atan2( - m31, m33 ); | |
this._z = Math.atan2( - m12, m22 ); | |
} else { | |
this._y = 0; | |
this._z = Math.atan2( m21, m11 ); | |
} | |
} else if ( order === 'ZYX' ) { | |
this._y = Math.asin( - clamp( m31, - 1, 1 ) ); | |
if ( Math.abs( m31 ) < 0.99999 ) { | |
this._x = Math.atan2( m32, m33 ); | |
this._z = Math.atan2( m21, m11 ); | |
} else { | |
this._x = 0; | |
this._z = Math.atan2( - m12, m22 ); | |
} | |
} else if ( order === 'YZX' ) { | |
this._z = Math.asin( clamp( m21, - 1, 1 ) ); | |
if ( Math.abs( m21 ) < 0.99999 ) { | |
this._x = Math.atan2( - m23, m22 ); | |
this._y = Math.atan2( - m31, m11 ); | |
} else { | |
this._x = 0; | |
this._y = Math.atan2( m13, m33 ); | |
} | |
} else if ( order === 'XZY' ) { | |
this._z = Math.asin( - clamp( m12, - 1, 1 ) ); | |
if ( Math.abs( m12 ) < 0.99999 ) { | |
this._x = Math.atan2( m32, m22 ); | |
this._y = Math.atan2( m13, m11 ); | |
} else { | |
this._x = Math.atan2( - m23, m33 ); | |
this._y = 0; | |
} | |
} else { | |
console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order ); | |
} | |
this._order = order; | |
if ( update !== false ) this.onChangeCallback(); | |
return this; | |
}, | |
setFromQuaternion: function () { | |
var matrix = new Matrix4(); | |
return function setFromQuaternion( q, order, update ) { | |
matrix.makeRotationFromQuaternion( q ); | |
return this.setFromRotationMatrix( matrix, order, update ); | |
}; | |
}(), | |
setFromVector3: function ( v, order ) { | |
return this.set( v.x, v.y, v.z, order || this._order ); | |
}, | |
reorder: function () { | |
// WARNING: this discards revolution information -bhouston | |
var q = new Quaternion(); | |
return function reorder( newOrder ) { | |
q.setFromEuler( this ); | |
return this.setFromQuaternion( q, newOrder ); | |
}; | |
}(), | |
equals: function ( euler ) { | |
return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order ); | |
}, | |
fromArray: function ( array ) { | |
this._x = array[ 0 ]; | |
this._y = array[ 1 ]; | |
this._z = array[ 2 ]; | |
if ( array[ 3 ] !== undefined ) this._order = array[ 3 ]; | |
this.onChangeCallback(); | |
return this; | |
}, | |
toArray: function ( array, offset ) { | |
if ( array === undefined ) array = []; | |
if ( offset === undefined ) offset = 0; | |
array[ offset ] = this._x; | |
array[ offset + 1 ] = this._y; | |
array[ offset + 2 ] = this._z; | |
array[ offset + 3 ] = this._order; | |
return array; | |
}, | |
toVector3: function ( optionalResult ) { | |
if ( optionalResult ) { | |
return optionalResult.set( this._x, this._y, this._z ); | |
} else { | |
return new Vector3( this._x, this._y, this._z ); | |
} | |
}, | |
onChange: function ( callback ) { | |
this.onChangeCallback = callback; | |
return this; | |
}, | |
onChangeCallback: function () {} | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function Layers() { | |
this.mask = 1 | 0; | |
} | |
Object.assign( Layers.prototype, { | |
set: function ( channel ) { | |
this.mask = 1 << channel | 0; | |
}, | |
enable: function ( channel ) { | |
this.mask |= 1 << channel | 0; | |
}, | |
toggle: function ( channel ) { | |
this.mask ^= 1 << channel | 0; | |
}, | |
disable: function ( channel ) { | |
this.mask &= ~ ( 1 << channel | 0 ); | |
}, | |
test: function ( layers ) { | |
return ( this.mask & layers.mask ) !== 0; | |
} | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
* @author mikael emtinger / http://gomo.se/ | |
* @author alteredq / http://alteredqualia.com/ | |
* @author WestLangley / http://github.com/WestLangley | |
* @author elephantatwork / www.elephantatwork.ch | |
*/ | |
var object3DId = 0; | |
function Object3D() { | |
Object.defineProperty( this, 'id', { value: object3DId ++ } ); | |
this.uuid = _Math.generateUUID(); | |
this.name = ''; | |
this.type = 'Object3D'; | |
this.parent = null; | |
this.children = []; | |
this.up = Object3D.DefaultUp.clone(); | |
var position = new Vector3(); | |
var rotation = new Euler(); | |
var quaternion = new Quaternion(); | |
var scale = new Vector3( 1, 1, 1 ); | |
function onRotationChange() { | |
quaternion.setFromEuler( rotation, false ); | |
} | |
function onQuaternionChange() { | |
rotation.setFromQuaternion( quaternion, undefined, false ); | |
} | |
rotation.onChange( onRotationChange ); | |
quaternion.onChange( onQuaternionChange ); | |
Object.defineProperties( this, { | |
position: { | |
enumerable: true, | |
value: position | |
}, | |
rotation: { | |
enumerable: true, | |
value: rotation | |
}, | |
quaternion: { | |
enumerable: true, | |
value: quaternion | |
}, | |
scale: { | |
enumerable: true, | |
value: scale | |
}, | |
modelViewMatrix: { | |
value: new Matrix4() | |
}, | |
normalMatrix: { | |
value: new Matrix3() | |
} | |
} ); | |
this.matrix = new Matrix4(); | |
this.matrixWorld = new Matrix4(); | |
this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate; | |
this.matrixWorldNeedsUpdate = false; | |
this.layers = new Layers(); | |
this.visible = true; | |
this.castShadow = false; | |
this.receiveShadow = false; | |
this.frustumCulled = true; | |
this.renderOrder = 0; | |
this.userData = {}; | |
} | |
Object3D.DefaultUp = new Vector3( 0, 1, 0 ); | |
Object3D.DefaultMatrixAutoUpdate = true; | |
Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { | |
constructor: Object3D, | |
isObject3D: true, | |
onBeforeRender: function () {}, | |
onAfterRender: function () {}, | |
applyMatrix: function ( matrix ) { | |
this.matrix.multiplyMatrices( matrix, this.matrix ); | |
this.matrix.decompose( this.position, this.quaternion, this.scale ); | |
}, | |
applyQuaternion: function ( q ) { | |
this.quaternion.premultiply( q ); | |
return this; | |
}, | |
setRotationFromAxisAngle: function ( axis, angle ) { | |
// assumes axis is normalized | |
this.quaternion.setFromAxisAngle( axis, angle ); | |
}, | |
setRotationFromEuler: function ( euler ) { | |
this.quaternion.setFromEuler( euler, true ); | |
}, | |
setRotationFromMatrix: function ( m ) { | |
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) | |
this.quaternion.setFromRotationMatrix( m ); | |
}, | |
setRotationFromQuaternion: function ( q ) { | |
// assumes q is normalized | |
this.quaternion.copy( q ); | |
}, | |
rotateOnAxis: function () { | |
// rotate object on axis in object space | |
// axis is assumed to be normalized | |
var q1 = new Quaternion(); | |
return function rotateOnAxis( axis, angle ) { | |
q1.setFromAxisAngle( axis, angle ); | |
this.quaternion.multiply( q1 ); | |
return this; | |
}; | |
}(), | |
rotateOnWorldAxis: function () { | |
// rotate object on axis in world space | |
// axis is assumed to be normalized | |
// method assumes no rotated parent | |
var q1 = new Quaternion(); | |
return function rotateOnWorldAxis( axis, angle ) { | |
q1.setFromAxisAngle( axis, angle ); | |
this.quaternion.premultiply( q1 ); | |
return this; | |
}; | |
}(), | |
rotateX: function () { | |
var v1 = new Vector3( 1, 0, 0 ); | |
return function rotateX( angle ) { | |
return this.rotateOnAxis( v1, angle ); | |
}; | |
}(), | |
rotateY: function () { | |
var v1 = new Vector3( 0, 1, 0 ); | |
return function rotateY( angle ) { | |
return this.rotateOnAxis( v1, angle ); | |
}; | |
}(), | |
rotateZ: function () { | |
var v1 = new Vector3( 0, 0, 1 ); | |
return function rotateZ( angle ) { | |
return this.rotateOnAxis( v1, angle ); | |
}; | |
}(), | |
translateOnAxis: function () { | |
// translate object by distance along axis in object space | |
// axis is assumed to be normalized | |
var v1 = new Vector3(); | |
return function translateOnAxis( axis, distance ) { | |
v1.copy( axis ).applyQuaternion( this.quaternion ); | |
this.position.add( v1.multiplyScalar( distance ) ); | |
return this; | |
}; | |
}(), | |
translateX: function () { | |
var v1 = new Vector3( 1, 0, 0 ); | |
return function translateX( distance ) { | |
return this.translateOnAxis( v1, distance ); | |
}; | |
}(), | |
translateY: function () { | |
var v1 = new Vector3( 0, 1, 0 ); | |
return function translateY( distance ) { | |
return this.translateOnAxis( v1, distance ); | |
}; | |
}(), | |
translateZ: function () { | |
var v1 = new Vector3( 0, 0, 1 ); | |
return function translateZ( distance ) { | |
return this.translateOnAxis( v1, distance ); | |
}; | |
}(), | |
localToWorld: function ( vector ) { | |
return vector.applyMatrix4( this.matrixWorld ); | |
}, | |
worldToLocal: function () { | |
var m1 = new Matrix4(); | |
return function worldToLocal( vector ) { | |
return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) ); | |
}; | |
}(), | |
lookAt: function () { | |
// This method does not support objects with rotated and/or translated parent(s) | |
var m1 = new Matrix4(); | |
var vector = new Vector3(); | |
return function lookAt( x, y, z ) { | |
if ( x.isVector3 ) { | |
vector.copy( x ); | |
} else { | |
vector.set( x, y, z ); | |
} | |
if ( this.isCamera ) { | |
m1.lookAt( this.position, vector, this.up ); | |
} else { | |
m1.lookAt( vector, this.position, this.up ); | |
} | |
this.quaternion.setFromRotationMatrix( m1 ); | |
}; | |
}(), | |
add: function ( object ) { | |
if ( arguments.length > 1 ) { | |
for ( var i = 0; i < arguments.length; i ++ ) { | |
this.add( arguments[ i ] ); | |
} | |
return this; | |
} | |
if ( object === this ) { | |
console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object ); | |
return this; | |
} | |
if ( ( object && object.isObject3D ) ) { | |
if ( object.parent !== null ) { | |
object.parent.remove( object ); | |
} | |
object.parent = this; | |
object.dispatchEvent( { type: 'added' } ); | |
this.children.push( object ); | |
} else { | |
console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object ); | |
} | |
return this; | |
}, | |
remove: function ( object ) { | |
if ( arguments.length > 1 ) { | |
for ( var i = 0; i < arguments.length; i ++ ) { | |
this.remove( arguments[ i ] ); | |
} | |
return this; | |
} | |
var index = this.children.indexOf( object ); | |
if ( index !== - 1 ) { | |
object.parent = null; | |
object.dispatchEvent( { type: 'removed' } ); | |
this.children.splice( index, 1 ); | |
} | |
return this; | |
}, | |
getObjectById: function ( id ) { | |
return this.getObjectByProperty( 'id', id ); | |
}, | |
getObjectByName: function ( name ) { | |
return this.getObjectByProperty( 'name', name ); | |
}, | |
getObjectByProperty: function ( name, value ) { | |
if ( this[ name ] === value ) return this; | |
for ( var i = 0, l = this.children.length; i < l; i ++ ) { | |
var child = this.children[ i ]; | |
var object = child.getObjectByProperty( name, value ); | |
if ( object !== undefined ) { | |
return object; | |
} | |
} | |
return undefined; | |
}, | |
getWorldPosition: function ( optionalTarget ) { | |
var result = optionalTarget || new Vector3(); | |
this.updateMatrixWorld( true ); | |
return result.setFromMatrixPosition( this.matrixWorld ); | |
}, | |
getWorldQuaternion: function () { | |
var position = new Vector3(); | |
var scale = new Vector3(); | |
return function getWorldQuaternion( optionalTarget ) { | |
var result = optionalTarget || new Quaternion(); | |
this.updateMatrixWorld( true ); | |
this.matrixWorld.decompose( position, result, scale ); | |
return result; | |
}; | |
}(), | |
getWorldRotation: function () { | |
var quaternion = new Quaternion(); | |
return function getWorldRotation( optionalTarget ) { | |
var result = optionalTarget || new Euler(); | |
this.getWorldQuaternion( quaternion ); | |
return result.setFromQuaternion( quaternion, this.rotation.order, false ); | |
}; | |
}(), | |
getWorldScale: function () { | |
var position = new Vector3(); | |
var quaternion = new Quaternion(); | |
return function getWorldScale( optionalTarget ) { | |
var result = optionalTarget || new Vector3(); | |
this.updateMatrixWorld( true ); | |
this.matrixWorld.decompose( position, quaternion, result ); | |
return result; | |
}; | |
}(), | |
getWorldDirection: function () { | |
var quaternion = new Quaternion(); | |
return function getWorldDirection( optionalTarget ) { | |
var result = optionalTarget || new Vector3(); | |
this.getWorldQuaternion( quaternion ); | |
return result.set( 0, 0, 1 ).applyQuaternion( quaternion ); | |
}; | |
}(), | |
raycast: function () {}, | |
traverse: function ( callback ) { | |
callback( this ); | |
var children = this.children; | |
for ( var i = 0, l = children.length; i < l; i ++ ) { | |
children[ i ].traverse( callback ); | |
} | |
}, | |
traverseVisible: function ( callback ) { | |
if ( this.visible === false ) return; | |
callback( this ); | |
var children = this.children; | |
for ( var i = 0, l = children.length; i < l; i ++ ) { | |
children[ i ].traverseVisible( callback ); | |
} | |
}, | |
traverseAncestors: function ( callback ) { | |
var parent = this.parent; | |
if ( parent !== null ) { | |
callback( parent ); | |
parent.traverseAncestors( callback ); | |
} | |
}, | |
updateMatrix: function () { | |
this.matrix.compose( this.position, this.quaternion, this.scale ); | |
this.matrixWorldNeedsUpdate = true; | |
}, | |
updateMatrixWorld: function ( force ) { | |
if ( this.matrixAutoUpdate ) this.updateMatrix(); | |
if ( this.matrixWorldNeedsUpdate || force ) { | |
if ( this.parent === null ) { | |
this.matrixWorld.copy( this.matrix ); | |
} else { | |
this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); | |
} | |
this.matrixWorldNeedsUpdate = false; | |
force = true; | |
} | |
// update children | |
var children = this.children; | |
for ( var i = 0, l = children.length; i < l; i ++ ) { | |
children[ i ].updateMatrixWorld( force ); | |
} | |
}, | |
toJSON: function ( meta ) { | |
// meta is a string when called from JSON.stringify | |
var isRootObject = ( meta === undefined || typeof meta === 'string' ); | |
var output = {}; | |
// meta is a hash used to collect geometries, materials. | |
// not providing it implies that this is the root object | |
// being serialized. | |
if ( isRootObject ) { | |
// initialize meta obj | |
meta = { | |
geometries: {}, | |
materials: {}, | |
textures: {}, | |
images: {}, | |
shapes: {} | |
}; | |
output.metadata = { | |
version: 4.5, | |
type: 'Object', | |
generator: 'Object3D.toJSON' | |
}; | |
} | |
// standard Object3D serialization | |
var object = {}; | |
object.uuid = this.uuid; | |
object.type = this.type; | |
if ( this.name !== '' ) object.name = this.name; | |
if ( this.castShadow === true ) object.castShadow = true; | |
if ( this.receiveShadow === true ) object.receiveShadow = true; | |
if ( this.visible === false ) object.visible = false; | |
if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData; | |
object.matrix = this.matrix.toArray(); | |
// | |
function serialize( library, element ) { | |
if ( library[ element.uuid ] === undefined ) { | |
library[ element.uuid ] = element.toJSON( meta ); | |
} | |
return element.uuid; | |
} | |
if ( this.geometry !== undefined ) { | |
object.geometry = serialize( meta.geometries, this.geometry ); | |
var parameters = this.geometry.parameters; | |
if ( parameters !== undefined && parameters.shapes !== undefined ) { | |
var shapes = parameters.shapes; | |
if ( Array.isArray( shapes ) ) { | |
for ( var i = 0, l = shapes.length; i < l; i ++ ) { | |
var shape = shapes[ i ]; | |
serialize( meta.shapes, shape ); | |
} | |
} else { | |
serialize( meta.shapes, shapes ); | |
} | |
} | |
} | |
if ( this.material !== undefined ) { | |
if ( Array.isArray( this.material ) ) { | |
var uuids = []; | |
for ( var i = 0, l = this.material.length; i < l; i ++ ) { | |
uuids.push( serialize( meta.materials, this.material[ i ] ) ); | |
} | |
object.material = uuids; | |
} else { | |
object.material = serialize( meta.materials, this.material ); | |
} | |
} | |
// | |
if ( this.children.length > 0 ) { | |
object.children = []; | |
for ( var i = 0; i < this.children.length; i ++ ) { | |
object.children.push( this.children[ i ].toJSON( meta ).object ); | |
} | |
} | |
if ( isRootObject ) { | |
var geometries = extractFromCache( meta.geometries ); | |
var materials = extractFromCache( meta.materials ); | |
var textures = extractFromCache( meta.textures ); | |
var images = extractFromCache( meta.images ); | |
var shapes = extractFromCache( meta.shapes ); | |
if ( geometries.length > 0 ) output.geometries = geometries; | |
if ( materials.length > 0 ) output.materials = materials; | |
if ( textures.length > 0 ) output.textures = textures; | |
if ( images.length > 0 ) output.images = images; | |
if ( shapes.length > 0 ) output.shapes = shapes; | |
} | |
output.object = object; | |
return output; | |
// extract data from the cache hash | |
// remove metadata on each item | |
// and return as array | |
function extractFromCache( cache ) { | |
var values = []; | |
for ( var key in cache ) { | |
var data = cache[ key ]; | |
delete data.metadata; | |
values.push( data ); | |
} | |
return values; | |
} | |
}, | |
clone: function ( recursive ) { | |
return new this.constructor().copy( this, recursive ); | |
}, | |
copy: function ( source, recursive ) { | |
if ( recursive === undefined ) recursive = true; | |
this.name = source.name; | |
this.up.copy( source.up ); | |
this.position.copy( source.position ); | |
this.quaternion.copy( source.quaternion ); | |
this.scale.copy( source.scale ); | |
this.matrix.copy( source.matrix ); | |
this.matrixWorld.copy( source.matrixWorld ); | |
this.matrixAutoUpdate = source.matrixAutoUpdate; | |
this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate; | |
this.layers.mask = source.layers.mask; | |
this.visible = source.visible; | |
this.castShadow = source.castShadow; | |
this.receiveShadow = source.receiveShadow; | |
this.frustumCulled = source.frustumCulled; | |
this.renderOrder = source.renderOrder; | |
this.userData = JSON.parse( JSON.stringify( source.userData ) ); | |
if ( recursive === true ) { | |
for ( var i = 0; i < source.children.length; i ++ ) { | |
var child = source.children[ i ]; | |
this.add( child.clone() ); | |
} | |
} | |
return this; | |
} | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
* @author mikael emtinger / http://gomo.se/ | |
* @author WestLangley / http://github.com/WestLangley | |
*/ | |
function Camera() { | |
Object3D.call( this ); | |
this.type = 'Camera'; | |
this.matrixWorldInverse = new Matrix4(); | |
this.projectionMatrix = new Matrix4(); | |
} | |
Camera.prototype = Object.assign( Object.create( Object3D.prototype ), { | |
constructor: Camera, | |
isCamera: true, | |
copy: function ( source, recursive ) { | |
Object3D.prototype.copy.call( this, source, recursive ); | |
this.matrixWorldInverse.copy( source.matrixWorldInverse ); | |
this.projectionMatrix.copy( source.projectionMatrix ); | |
return this; | |
}, | |
getWorldDirection: function () { | |
var quaternion = new Quaternion(); | |
return function getWorldDirection( optionalTarget ) { | |
var result = optionalTarget || new Vector3(); | |
this.getWorldQuaternion( quaternion ); | |
return result.set( 0, 0, - 1 ).applyQuaternion( quaternion ); | |
}; | |
}(), | |
updateMatrixWorld: function ( force ) { | |
Object3D.prototype.updateMatrixWorld.call( this, force ); | |
this.matrixWorldInverse.getInverse( this.matrixWorld ); | |
}, | |
clone: function () { | |
return new this.constructor().copy( this ); | |
} | |
} ); | |
/** | |
* @author alteredq / http://alteredqualia.com/ | |
* @author arose / http://github.com/arose | |
*/ | |
function OrthographicCamera( left, right, top, bottom, near, far ) { | |
Camera.call( this ); | |
this.type = 'OrthographicCamera'; | |
this.zoom = 1; | |
this.view = null; | |
this.left = left; | |
this.right = right; | |
this.top = top; | |
this.bottom = bottom; | |
this.near = ( near !== undefined ) ? near : 0.1; | |
this.far = ( far !== undefined ) ? far : 2000; | |
this.updateProjectionMatrix(); | |
} | |
OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), { | |
constructor: OrthographicCamera, | |
isOrthographicCamera: true, | |
copy: function ( source, recursive ) { | |
Camera.prototype.copy.call( this, source, recursive ); | |
this.left = source.left; | |
this.right = source.right; | |
this.top = source.top; | |
this.bottom = source.bottom; | |
this.near = source.near; | |
this.far = source.far; | |
this.zoom = source.zoom; | |
this.view = source.view === null ? null : Object.assign( {}, source.view ); | |
return this; | |
}, | |
setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) { | |
if ( this.view === null ) { | |
this.view = { | |
enabled: true, | |
fullWidth: 1, | |
fullHeight: 1, | |
offsetX: 0, | |
offsetY: 0, | |
width: 1, | |
height: 1 | |
}; | |
} | |
this.view.enabled = true; | |
this.view.fullWidth = fullWidth; | |
this.view.fullHeight = fullHeight; | |
this.view.offsetX = x; | |
this.view.offsetY = y; | |
this.view.width = width; | |
this.view.height = height; | |
this.updateProjectionMatrix(); | |
}, | |
clearViewOffset: function () { | |
if ( this.view !== null ) { | |
this.view.enabled = false; | |
} | |
this.updateProjectionMatrix(); | |
}, | |
updateProjectionMatrix: function () { | |
var dx = ( this.right - this.left ) / ( 2 * this.zoom ); | |
var dy = ( this.top - this.bottom ) / ( 2 * this.zoom ); | |
var cx = ( this.right + this.left ) / 2; | |
var cy = ( this.top + this.bottom ) / 2; | |
var left = cx - dx; | |
var right = cx + dx; | |
var top = cy + dy; | |
var bottom = cy - dy; | |
if ( this.view !== null && this.view.enabled ) { | |
var zoomW = this.zoom / ( this.view.width / this.view.fullWidth ); | |
var zoomH = this.zoom / ( this.view.height / this.view.fullHeight ); | |
var scaleW = ( this.right - this.left ) / this.view.width; | |
var scaleH = ( this.top - this.bottom ) / this.view.height; | |
left += scaleW * ( this.view.offsetX / zoomW ); | |
right = left + scaleW * ( this.view.width / zoomW ); | |
top -= scaleH * ( this.view.offsetY / zoomH ); | |
bottom = top - scaleH * ( this.view.height / zoomH ); | |
} | |
this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far ); | |
}, | |
toJSON: function ( meta ) { | |
var data = Object3D.prototype.toJSON.call( this, meta ); | |
data.object.zoom = this.zoom; | |
data.object.left = this.left; | |
data.object.right = this.right; | |
data.object.top = this.top; | |
data.object.bottom = this.bottom; | |
data.object.near = this.near; | |
data.object.far = this.far; | |
if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); | |
return data; | |
} | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
* @author alteredq / http://alteredqualia.com/ | |
*/ | |
function Face3( a, b, c, normal, color, materialIndex ) { | |
this.a = a; | |
this.b = b; | |
this.c = c; | |
this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3(); | |
this.vertexNormals = Array.isArray( normal ) ? normal : []; | |
this.color = ( color && color.isColor ) ? color : new Color(); | |
this.vertexColors = Array.isArray( color ) ? color : []; | |
this.materialIndex = materialIndex !== undefined ? materialIndex : 0; | |
} | |
Object.assign( Face3.prototype, { | |
clone: function () { | |
return new this.constructor().copy( this ); | |
}, | |
copy: function ( source ) { | |
this.a = source.a; | |
this.b = source.b; | |
this.c = source.c; | |
this.normal.copy( source.normal ); | |
this.color.copy( source.color ); | |
this.materialIndex = source.materialIndex; | |
for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) { | |
this.vertexNormals[ i ] = source.vertexNormals[ i ].clone(); | |
} | |
for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) { | |
this.vertexColors[ i ] = source.vertexColors[ i ].clone(); | |
} | |
return this; | |
} | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
* @author kile / http://kile.stravaganza.org/ | |
* @author alteredq / http://alteredqualia.com/ | |
* @author mikael emtinger / http://gomo.se/ | |
* @author zz85 / http://www.lab4games.net/zz85/blog | |
* @author bhouston / http://clara.io | |
*/ | |
var geometryId = 0; // Geometry uses even numbers as Id | |
function Geometry() { | |
Object.defineProperty( this, 'id', { value: geometryId += 2 } ); | |
this.uuid = _Math.generateUUID(); | |
this.name = ''; | |
this.type = 'Geometry'; | |
this.vertices = []; | |
this.colors = []; | |
this.faces = []; | |
this.faceVertexUvs = [[]]; | |
this.morphTargets = []; | |
this.morphNormals = []; | |
this.skinWeights = []; | |
this.skinIndices = []; | |
this.lineDistances = []; | |
this.boundingBox = null; | |
this.boundingSphere = null; | |
// update flags | |
this.elementsNeedUpdate = false; | |
this.verticesNeedUpdate = false; | |
this.uvsNeedUpdate = false; | |
this.normalsNeedUpdate = false; | |
this.colorsNeedUpdate = false; | |
this.lineDistancesNeedUpdate = false; | |
this.groupsNeedUpdate = false; | |
} | |
Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { | |
constructor: Geometry, | |
isGeometry: true, | |
applyMatrix: function ( matrix ) { | |
var normalMatrix = new Matrix3().getNormalMatrix( matrix ); | |
for ( var i = 0, il = this.vertices.length; i < il; i ++ ) { | |
var vertex = this.vertices[ i ]; | |
vertex.applyMatrix4( matrix ); | |
} | |
for ( var i = 0, il = this.faces.length; i < il; i ++ ) { | |
var face = this.faces[ i ]; | |
face.normal.applyMatrix3( normalMatrix ).normalize(); | |
for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { | |
face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize(); | |
} | |
} | |
if ( this.boundingBox !== null ) { | |
this.computeBoundingBox(); | |
} | |
if ( this.boundingSphere !== null ) { | |
this.computeBoundingSphere(); | |
} | |
this.verticesNeedUpdate = true; | |
this.normalsNeedUpdate = true; | |
return this; | |
}, | |
rotateX: function () { | |
// rotate geometry around world x-axis | |
var m1 = new Matrix4(); | |
return function rotateX( angle ) { | |
m1.makeRotationX( angle ); | |
this.applyMatrix( m1 ); | |
return this; | |
}; | |
}(), | |
rotateY: function () { | |
// rotate geometry around world y-axis | |
var m1 = new Matrix4(); | |
return function rotateY( angle ) { | |
m1.makeRotationY( angle ); | |
this.applyMatrix( m1 ); | |
return this; | |
}; | |
}(), | |
rotateZ: function () { | |
// rotate geometry around world z-axis | |
var m1 = new Matrix4(); | |
return function rotateZ( angle ) { | |
m1.makeRotationZ( angle ); | |
this.applyMatrix( m1 ); | |
return this; | |
}; | |
}(), | |
translate: function () { | |
// translate geometry | |
var m1 = new Matrix4(); | |
return function translate( x, y, z ) { | |
m1.makeTranslation( x, y, z ); | |
this.applyMatrix( m1 ); | |
return this; | |
}; | |
}(), | |
scale: function () { | |
// scale geometry | |
var m1 = new Matrix4(); | |
return function scale( x, y, z ) { | |
m1.makeScale( x, y, z ); | |
this.applyMatrix( m1 ); | |
return this; | |
}; | |
}(), | |
lookAt: function () { | |
var obj = new Object3D(); | |
return function lookAt( vector ) { | |
obj.lookAt( vector ); | |
obj.updateMatrix(); | |
this.applyMatrix( obj.matrix ); | |
}; | |
}(), | |
fromBufferGeometry: function ( geometry ) { | |
var scope = this; | |
var indices = geometry.index !== null ? geometry.index.array : undefined; | |
var attributes = geometry.attributes; | |
var positions = attributes.position.array; | |
var normals = attributes.normal !== undefined ? attributes.normal.array : undefined; | |
var colors = attributes.color !== undefined ? attributes.color.array : undefined; | |
var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined; | |
var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined; | |
if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = []; | |
var tempNormals = []; | |
var tempUVs = []; | |
var tempUVs2 = []; | |
for ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) { | |
scope.vertices.push( new Vector3( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ) ); | |
if ( normals !== undefined ) { | |
tempNormals.push( new Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) ); | |
} | |
if ( colors !== undefined ) { | |
scope.colors.push( new Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) ); | |
} | |
if ( uvs !== undefined ) { | |
tempUVs.push( new Vector2( uvs[ j ], uvs[ j + 1 ] ) ); | |
} | |
if ( uvs2 !== undefined ) { | |
tempUVs2.push( new Vector2( uvs2[ j ], uvs2[ j + 1 ] ) ); | |
} | |
} | |
function addFace( a, b, c, materialIndex ) { | |
var vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : []; | |
var vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : []; | |
var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex ); | |
scope.faces.push( face ); | |
if ( uvs !== undefined ) { | |
scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] ); | |
} | |
if ( uvs2 !== undefined ) { | |
scope.faceVertexUvs[ 1 ].push( [ tempUVs2[ a ].clone(), tempUVs2[ b ].clone(), tempUVs2[ c ].clone() ] ); | |
} | |
} | |
var groups = geometry.groups; | |
if ( groups.length > 0 ) { | |
for ( var i = 0; i < groups.length; i ++ ) { | |
var group = groups[ i ]; | |
var start = group.start; | |
var count = group.count; | |
for ( var j = start, jl = start + count; j < jl; j += 3 ) { | |
if ( indices !== undefined ) { | |
addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex ); | |
} else { | |
addFace( j, j + 1, j + 2, group.materialIndex ); | |
} | |
} | |
} | |
} else { | |
if ( indices !== undefined ) { | |
for ( var i = 0; i < indices.length; i += 3 ) { | |
addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] ); | |
} | |
} else { | |
for ( var i = 0; i < positions.length / 3; i += 3 ) { | |
addFace( i, i + 1, i + 2 ); | |
} | |
} | |
} | |
this.computeFaceNormals(); | |
if ( geometry.boundingBox !== null ) { | |
this.boundingBox = geometry.boundingBox.clone(); | |
} | |
if ( geometry.boundingSphere !== null ) { | |
this.boundingSphere = geometry.boundingSphere.clone(); | |
} | |
return this; | |
}, | |
center: function () { | |
this.computeBoundingBox(); | |
var offset = this.boundingBox.getCenter().negate(); | |
this.translate( offset.x, offset.y, offset.z ); | |
return offset; | |
}, | |
normalize: function () { | |
this.computeBoundingSphere(); | |
var center = this.boundingSphere.center; | |
var radius = this.boundingSphere.radius; | |
var s = radius === 0 ? 1 : 1.0 / radius; | |
var matrix = new Matrix4(); | |
matrix.set( | |
s, 0, 0, - s * center.x, | |
0, s, 0, - s * center.y, | |
0, 0, s, - s * center.z, | |
0, 0, 0, 1 | |
); | |
this.applyMatrix( matrix ); | |
return this; | |
}, | |
computeFaceNormals: function () { | |
var cb = new Vector3(), ab = new Vector3(); | |
for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) { | |
var face = this.faces[ f ]; | |
var vA = this.vertices[ face.a ]; | |
var vB = this.vertices[ face.b ]; | |
var vC = this.vertices[ face.c ]; | |
cb.subVectors( vC, vB ); | |
ab.subVectors( vA, vB ); | |
cb.cross( ab ); | |
cb.normalize(); | |
face.normal.copy( cb ); | |
} | |
}, | |
computeVertexNormals: function ( areaWeighted ) { | |
if ( areaWeighted === undefined ) areaWeighted = true; | |
var v, vl, f, fl, face, vertices; | |
vertices = new Array( this.vertices.length ); | |
for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { | |
vertices[ v ] = new Vector3(); | |
} | |
if ( areaWeighted ) { | |
// vertex normals weighted by triangle areas | |
// http://www.iquilezles.org/www/articles/normals/normals.htm | |
var vA, vB, vC; | |
var cb = new Vector3(), ab = new Vector3(); | |
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { | |
face = this.faces[ f ]; | |
vA = this.vertices[ face.a ]; | |
vB = this.vertices[ face.b ]; | |
vC = this.vertices[ face.c ]; | |
cb.subVectors( vC, vB ); | |
ab.subVectors( vA, vB ); | |
cb.cross( ab ); | |
vertices[ face.a ].add( cb ); | |
vertices[ face.b ].add( cb ); | |
vertices[ face.c ].add( cb ); | |
} | |
} else { | |
this.computeFaceNormals(); | |
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { | |
face = this.faces[ f ]; | |
vertices[ face.a ].add( face.normal ); | |
vertices[ face.b ].add( face.normal ); | |
vertices[ face.c ].add( face.normal ); | |
} | |
} | |
for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { | |
vertices[ v ].normalize(); | |
} | |
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { | |
face = this.faces[ f ]; | |
var vertexNormals = face.vertexNormals; | |
if ( vertexNormals.length === 3 ) { | |
vertexNormals[ 0 ].copy( vertices[ face.a ] ); | |
vertexNormals[ 1 ].copy( vertices[ face.b ] ); | |
vertexNormals[ 2 ].copy( vertices[ face.c ] ); | |
} else { | |
vertexNormals[ 0 ] = vertices[ face.a ].clone(); | |
vertexNormals[ 1 ] = vertices[ face.b ].clone(); | |
vertexNormals[ 2 ] = vertices[ face.c ].clone(); | |
} | |
} | |
if ( this.faces.length > 0 ) { | |
this.normalsNeedUpdate = true; | |
} | |
}, | |
computeFlatVertexNormals: function () { | |
var f, fl, face; | |
this.computeFaceNormals(); | |
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { | |
face = this.faces[ f ]; | |
var vertexNormals = face.vertexNormals; | |
if ( vertexNormals.length === 3 ) { | |
vertexNormals[ 0 ].copy( face.normal ); | |
vertexNormals[ 1 ].copy( face.normal ); | |
vertexNormals[ 2 ].copy( face.normal ); | |
} else { | |
vertexNormals[ 0 ] = face.normal.clone(); | |
vertexNormals[ 1 ] = face.normal.clone(); | |
vertexNormals[ 2 ] = face.normal.clone(); | |
} | |
} | |
if ( this.faces.length > 0 ) { | |
this.normalsNeedUpdate = true; | |
} | |
}, | |
computeMorphNormals: function () { | |
var i, il, f, fl, face; | |
// save original normals | |
// - create temp variables on first access | |
// otherwise just copy (for faster repeated calls) | |
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { | |
face = this.faces[ f ]; | |
if ( ! face.__originalFaceNormal ) { | |
face.__originalFaceNormal = face.normal.clone(); | |
} else { | |
face.__originalFaceNormal.copy( face.normal ); | |
} | |
if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = []; | |
for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) { | |
if ( ! face.__originalVertexNormals[ i ] ) { | |
face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone(); | |
} else { | |
face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] ); | |
} | |
} | |
} | |
// use temp geometry to compute face and vertex normals for each morph | |
var tmpGeo = new Geometry(); | |
tmpGeo.faces = this.faces; | |
for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) { | |
// create on first access | |
if ( ! this.morphNormals[ i ] ) { | |
this.morphNormals[ i ] = {}; | |
this.morphNormals[ i ].faceNormals = []; | |
this.morphNormals[ i ].vertexNormals = []; | |
var dstNormalsFace = this.morphNormals[ i ].faceNormals; | |
var dstNormalsVertex = this.morphNormals[ i ].vertexNormals; | |
var faceNormal, vertexNormals; | |
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { | |
faceNormal = new Vector3(); | |
vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() }; | |
dstNormalsFace.push( faceNormal ); | |
dstNormalsVertex.push( vertexNormals ); | |
} | |
} | |
var morphNormals = this.morphNormals[ i ]; | |
// set vertices to morph target | |
tmpGeo.vertices = this.morphTargets[ i ].vertices; | |
// compute morph normals | |
tmpGeo.computeFaceNormals(); | |
tmpGeo.computeVertexNormals(); | |
// store morph normals | |
var faceNormal, vertexNormals; | |
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { | |
face = this.faces[ f ]; | |
faceNormal = morphNormals.faceNormals[ f ]; | |
vertexNormals = morphNormals.vertexNormals[ f ]; | |
faceNormal.copy( face.normal ); | |
vertexNormals.a.copy( face.vertexNormals[ 0 ] ); | |
vertexNormals.b.copy( face.vertexNormals[ 1 ] ); | |
vertexNormals.c.copy( face.vertexNormals[ 2 ] ); | |
} | |
} | |
// restore original normals | |
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { | |
face = this.faces[ f ]; | |
face.normal = face.__originalFaceNormal; | |
face.vertexNormals = face.__originalVertexNormals; | |
} | |
}, | |
computeBoundingBox: function () { | |
if ( this.boundingBox === null ) { | |
this.boundingBox = new Box3(); | |
} | |
this.boundingBox.setFromPoints( this.vertices ); | |
}, | |
computeBoundingSphere: function () { | |
if ( this.boundingSphere === null ) { | |
this.boundingSphere = new Sphere(); | |
} | |
this.boundingSphere.setFromPoints( this.vertices ); | |
}, | |
merge: function ( geometry, matrix, materialIndexOffset ) { | |
if ( ! ( geometry && geometry.isGeometry ) ) { | |
console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry ); | |
return; | |
} | |
var normalMatrix, | |
vertexOffset = this.vertices.length, | |
vertices1 = this.vertices, | |
vertices2 = geometry.vertices, | |
faces1 = this.faces, | |
faces2 = geometry.faces, | |
uvs1 = this.faceVertexUvs[ 0 ], | |
uvs2 = geometry.faceVertexUvs[ 0 ], | |
colors1 = this.colors, | |
colors2 = geometry.colors; | |
if ( materialIndexOffset === undefined ) materialIndexOffset = 0; | |
if ( matrix !== undefined ) { | |
normalMatrix = new Matrix3().getNormalMatrix( matrix ); | |
} | |
// vertices | |
for ( var i = 0, il = vertices2.length; i < il; i ++ ) { | |
var vertex = vertices2[ i ]; | |
var vertexCopy = vertex.clone(); | |
if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix ); | |
vertices1.push( vertexCopy ); | |
} | |
// colors | |
for ( var i = 0, il = colors2.length; i < il; i ++ ) { | |
colors1.push( colors2[ i ].clone() ); | |
} | |
// faces | |
for ( i = 0, il = faces2.length; i < il; i ++ ) { | |
var face = faces2[ i ], faceCopy, normal, color, | |
faceVertexNormals = face.vertexNormals, | |
faceVertexColors = face.vertexColors; | |
faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset ); | |
faceCopy.normal.copy( face.normal ); | |
if ( normalMatrix !== undefined ) { | |
faceCopy.normal.applyMatrix3( normalMatrix ).normalize(); | |
} | |
for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) { | |
normal = faceVertexNormals[ j ].clone(); | |
if ( normalMatrix !== undefined ) { | |
normal.applyMatrix3( normalMatrix ).normalize(); | |
} | |
faceCopy.vertexNormals.push( normal ); | |
} | |
faceCopy.color.copy( face.color ); | |
for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) { | |
color = faceVertexColors[ j ]; | |
faceCopy.vertexColors.push( color.clone() ); | |
} | |
faceCopy.materialIndex = face.materialIndex + materialIndexOffset; | |
faces1.push( faceCopy ); | |
} | |
// uvs | |
for ( i = 0, il = uvs2.length; i < il; i ++ ) { | |
var uv = uvs2[ i ], uvCopy = []; | |
if ( uv === undefined ) { | |
continue; | |
} | |
for ( var j = 0, jl = uv.length; j < jl; j ++ ) { | |
uvCopy.push( uv[ j ].clone() ); | |
} | |
uvs1.push( uvCopy ); | |
} | |
}, | |
mergeMesh: function ( mesh ) { | |
if ( ! ( mesh && mesh.isMesh ) ) { | |
console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh ); | |
return; | |
} | |
mesh.matrixAutoUpdate && mesh.updateMatrix(); | |
this.merge( mesh.geometry, mesh.matrix ); | |
}, | |
/* | |
* Checks for duplicate vertices with hashmap. | |
* Duplicated vertices are removed | |
* and faces' vertices are updated. | |
*/ | |
mergeVertices: function () { | |
var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique) | |
var unique = [], changes = []; | |
var v, key; | |
var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001 | |
var precision = Math.pow( 10, precisionPoints ); | |
var i, il, face; | |
var indices, j, jl; | |
for ( i = 0, il = this.vertices.length; i < il; i ++ ) { | |
v = this.vertices[ i ]; | |
key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision ); | |
if ( verticesMap[ key ] === undefined ) { | |
verticesMap[ key ] = i; | |
unique.push( this.vertices[ i ] ); | |
changes[ i ] = unique.length - 1; | |
} else { | |
//console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]); | |
changes[ i ] = changes[ verticesMap[ key ] ]; | |
} | |
} | |
// if faces are completely degenerate after merging vertices, we | |
// have to remove them from the geometry. | |
var faceIndicesToRemove = []; | |
for ( i = 0, il = this.faces.length; i < il; i ++ ) { | |
face = this.faces[ i ]; | |
face.a = changes[ face.a ]; | |
face.b = changes[ face.b ]; | |
face.c = changes[ face.c ]; | |
indices = [ face.a, face.b, face.c ]; | |
// if any duplicate vertices are found in a Face3 | |
// we have to remove the face as nothing can be saved | |
for ( var n = 0; n < 3; n ++ ) { | |
if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) { | |
faceIndicesToRemove.push( i ); | |
break; | |
} | |
} | |
} | |
for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) { | |
var idx = faceIndicesToRemove[ i ]; | |
this.faces.splice( idx, 1 ); | |
for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) { | |
this.faceVertexUvs[ j ].splice( idx, 1 ); | |
} | |
} | |
// Use unique set of vertices | |
var diff = this.vertices.length - unique.length; | |
this.vertices = unique; | |
return diff; | |
}, | |
setFromPoints: function ( points ) { | |
this.vertices = []; | |
for ( var i = 0, l = points.length; i < l; i ++ ) { | |
var point = points[ i ]; | |
this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) ); | |
} | |
return this; | |
}, | |
sortFacesByMaterialIndex: function () { | |
var faces = this.faces; | |
var length = faces.length; | |
// tag faces | |
for ( var i = 0; i < length; i ++ ) { | |
faces[ i ]._id = i; | |
} | |
// sort faces | |
function materialIndexSort( a, b ) { | |
return a.materialIndex - b.materialIndex; | |
} | |
faces.sort( materialIndexSort ); | |
// sort uvs | |
var uvs1 = this.faceVertexUvs[ 0 ]; | |
var uvs2 = this.faceVertexUvs[ 1 ]; | |
var newUvs1, newUvs2; | |
if ( uvs1 && uvs1.length === length ) newUvs1 = []; | |
if ( uvs2 && uvs2.length === length ) newUvs2 = []; | |
for ( var i = 0; i < length; i ++ ) { | |
var id = faces[ i ]._id; | |
if ( newUvs1 ) newUvs1.push( uvs1[ id ] ); | |
if ( newUvs2 ) newUvs2.push( uvs2[ id ] ); | |
} | |
if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1; | |
if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2; | |
}, | |
toJSON: function () { | |
var data = { | |
metadata: { | |
version: 4.5, | |
type: 'Geometry', | |
generator: 'Geometry.toJSON' | |
} | |
}; | |
// standard Geometry serialization | |
data.uuid = this.uuid; | |
data.type = this.type; | |
if ( this.name !== '' ) data.name = this.name; | |
if ( this.parameters !== undefined ) { | |
var parameters = this.parameters; | |
for ( var key in parameters ) { | |
if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; | |
} | |
return data; | |
} | |
var vertices = []; | |
for ( var i = 0; i < this.vertices.length; i ++ ) { | |
var vertex = this.vertices[ i ]; | |
vertices.push( vertex.x, vertex.y, vertex.z ); | |
} | |
var faces = []; | |
var normals = []; | |
var normalsHash = {}; | |
var colors = []; | |
var colorsHash = {}; | |
var uvs = []; | |
var uvsHash = {}; | |
for ( var i = 0; i < this.faces.length; i ++ ) { | |
var face = this.faces[ i ]; | |
var hasMaterial = true; | |
var hasFaceUv = false; // deprecated | |
var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined; | |
var hasFaceNormal = face.normal.length() > 0; | |
var hasFaceVertexNormal = face.vertexNormals.length > 0; | |
var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1; | |
var hasFaceVertexColor = face.vertexColors.length > 0; | |
var faceType = 0; | |
faceType = setBit( faceType, 0, 0 ); // isQuad | |
faceType = setBit( faceType, 1, hasMaterial ); | |
faceType = setBit( faceType, 2, hasFaceUv ); | |
faceType = setBit( faceType, 3, hasFaceVertexUv ); | |
faceType = setBit( faceType, 4, hasFaceNormal ); | |
faceType = setBit( faceType, 5, hasFaceVertexNormal ); | |
faceType = setBit( faceType, 6, hasFaceColor ); | |
faceType = setBit( faceType, 7, hasFaceVertexColor ); | |
faces.push( faceType ); | |
faces.push( face.a, face.b, face.c ); | |
faces.push( face.materialIndex ); | |
if ( hasFaceVertexUv ) { | |
var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ]; | |
faces.push( | |
getUvIndex( faceVertexUvs[ 0 ] ), | |
getUvIndex( faceVertexUvs[ 1 ] ), | |
getUvIndex( faceVertexUvs[ 2 ] ) | |
); | |
} | |
if ( hasFaceNormal ) { | |
faces.push( getNormalIndex( face.normal ) ); | |
} | |
if ( hasFaceVertexNormal ) { | |
var vertexNormals = face.vertexNormals; | |
faces.push( | |
getNormalIndex( vertexNormals[ 0 ] ), | |
getNormalIndex( vertexNormals[ 1 ] ), | |
getNormalIndex( vertexNormals[ 2 ] ) | |
); | |
} | |
if ( hasFaceColor ) { | |
faces.push( getColorIndex( face.color ) ); | |
} | |
if ( hasFaceVertexColor ) { | |
var vertexColors = face.vertexColors; | |
faces.push( | |
getColorIndex( vertexColors[ 0 ] ), | |
getColorIndex( vertexColors[ 1 ] ), | |
getColorIndex( vertexColors[ 2 ] ) | |
); | |
} | |
} | |
function setBit( value, position, enabled ) { | |
return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) ); | |
} | |
function getNormalIndex( normal ) { | |
var hash = normal.x.toString() + normal.y.toString() + normal.z.toString(); | |
if ( normalsHash[ hash ] !== undefined ) { | |
return normalsHash[ hash ]; | |
} | |
normalsHash[ hash ] = normals.length / 3; | |
normals.push( normal.x, normal.y, normal.z ); | |
return normalsHash[ hash ]; | |
} | |
function getColorIndex( color ) { | |
var hash = color.r.toString() + color.g.toString() + color.b.toString(); | |
if ( colorsHash[ hash ] !== undefined ) { | |
return colorsHash[ hash ]; | |
} | |
colorsHash[ hash ] = colors.length; | |
colors.push( color.getHex() ); | |
return colorsHash[ hash ]; | |
} | |
function getUvIndex( uv ) { | |
var hash = uv.x.toString() + uv.y.toString(); | |
if ( uvsHash[ hash ] !== undefined ) { | |
return uvsHash[ hash ]; | |
} | |
uvsHash[ hash ] = uvs.length / 2; | |
uvs.push( uv.x, uv.y ); | |
return uvsHash[ hash ]; | |
} | |
data.data = {}; | |
data.data.vertices = vertices; | |
data.data.normals = normals; | |
if ( colors.length > 0 ) data.data.colors = colors; | |
if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility | |
data.data.faces = faces; | |
return data; | |
}, | |
clone: function () { | |
/* | |
// Handle primitives | |
var parameters = this.parameters; | |
if ( parameters !== undefined ) { | |
var values = []; | |
for ( var key in parameters ) { | |
values.push( parameters[ key ] ); | |
} | |
var geometry = Object.create( this.constructor.prototype ); | |
this.constructor.apply( geometry, values ); | |
return geometry; | |
} | |
return new this.constructor().copy( this ); | |
*/ | |
return new Geometry().copy( this ); | |
}, | |
copy: function ( source ) { | |
var i, il, j, jl, k, kl; | |
// reset | |
this.vertices = []; | |
this.colors = []; | |
this.faces = []; | |
this.faceVertexUvs = [[]]; | |
this.morphTargets = []; | |
this.morphNormals = []; | |
this.skinWeights = []; | |
this.skinIndices = []; | |
this.lineDistances = []; | |
this.boundingBox = null; | |
this.boundingSphere = null; | |
// name | |
this.name = source.name; | |
// vertices | |
var vertices = source.vertices; | |
for ( i = 0, il = vertices.length; i < il; i ++ ) { | |
this.vertices.push( vertices[ i ].clone() ); | |
} | |
// colors | |
var colors = source.colors; | |
for ( i = 0, il = colors.length; i < il; i ++ ) { | |
this.colors.push( colors[ i ].clone() ); | |
} | |
// faces | |
var faces = source.faces; | |
for ( i = 0, il = faces.length; i < il; i ++ ) { | |
this.faces.push( faces[ i ].clone() ); | |
} | |
// face vertex uvs | |
for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) { | |
var faceVertexUvs = source.faceVertexUvs[ i ]; | |
if ( this.faceVertexUvs[ i ] === undefined ) { | |
this.faceVertexUvs[ i ] = []; | |
} | |
for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) { | |
var uvs = faceVertexUvs[ j ], uvsCopy = []; | |
for ( k = 0, kl = uvs.length; k < kl; k ++ ) { | |
var uv = uvs[ k ]; | |
uvsCopy.push( uv.clone() ); | |
} | |
this.faceVertexUvs[ i ].push( uvsCopy ); | |
} | |
} | |
// morph targets | |
var morphTargets = source.morphTargets; | |
for ( i = 0, il = morphTargets.length; i < il; i ++ ) { | |
var morphTarget = {}; | |
morphTarget.name = morphTargets[ i ].name; | |
// vertices | |
if ( morphTargets[ i ].vertices !== undefined ) { | |
morphTarget.vertices = []; | |
for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) { | |
morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() ); | |
} | |
} | |
// normals | |
if ( morphTargets[ i ].normals !== undefined ) { | |
morphTarget.normals = []; | |
for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) { | |
morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() ); | |
} | |
} | |
this.morphTargets.push( morphTarget ); | |
} | |
// morph normals | |
var morphNormals = source.morphNormals; | |
for ( i = 0, il = morphNormals.length; i < il; i ++ ) { | |
var morphNormal = {}; | |
// vertex normals | |
if ( morphNormals[ i ].vertexNormals !== undefined ) { | |
morphNormal.vertexNormals = []; | |
for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) { | |
var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ]; | |
var destVertexNormal = {}; | |
destVertexNormal.a = srcVertexNormal.a.clone(); | |
destVertexNormal.b = srcVertexNormal.b.clone(); | |
destVertexNormal.c = srcVertexNormal.c.clone(); | |
morphNormal.vertexNormals.push( destVertexNormal ); | |
} | |
} | |
// face normals | |
if ( morphNormals[ i ].faceNormals !== undefined ) { | |
morphNormal.faceNormals = []; | |
for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) { | |
morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() ); | |
} | |
} | |
this.morphNormals.push( morphNormal ); | |
} | |
// skin weights | |
var skinWeights = source.skinWeights; | |
for ( i = 0, il = skinWeights.length; i < il; i ++ ) { | |
this.skinWeights.push( skinWeights[ i ].clone() ); | |
} | |
// skin indices | |
var skinIndices = source.skinIndices; | |
for ( i = 0, il = skinIndices.length; i < il; i ++ ) { | |
this.skinIndices.push( skinIndices[ i ].clone() ); | |
} | |
// line distances | |
var lineDistances = source.lineDistances; | |
for ( i = 0, il = lineDistances.length; i < il; i ++ ) { | |
this.lineDistances.push( lineDistances[ i ] ); | |
} | |
// bounding box | |
var boundingBox = source.boundingBox; | |
if ( boundingBox !== null ) { | |
this.boundingBox = boundingBox.clone(); | |
} | |
// bounding sphere | |
var boundingSphere = source.boundingSphere; | |
if ( boundingSphere !== null ) { | |
this.boundingSphere = boundingSphere.clone(); | |
} | |
// update flags | |
this.elementsNeedUpdate = source.elementsNeedUpdate; | |
this.verticesNeedUpdate = source.verticesNeedUpdate; | |
this.uvsNeedUpdate = source.uvsNeedUpdate; | |
this.normalsNeedUpdate = source.normalsNeedUpdate; | |
this.colorsNeedUpdate = source.colorsNeedUpdate; | |
this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate; | |
this.groupsNeedUpdate = source.groupsNeedUpdate; | |
return this; | |
}, | |
dispose: function () { | |
this.dispatchEvent( { type: 'dispose' } ); | |
} | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function BufferAttribute( array, itemSize, normalized ) { | |
if ( Array.isArray( array ) ) { | |
throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); | |
} | |
this.uuid = _Math.generateUUID(); | |
this.name = ''; | |
this.array = array; | |
this.itemSize = itemSize; | |
this.count = array !== undefined ? array.length / itemSize : 0; | |
this.normalized = normalized === true; | |
this.dynamic = false; | |
this.updateRange = { offset: 0, count: - 1 }; | |
this.onUploadCallback = function () {}; | |
this.version = 0; | |
} | |
Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', { | |
set: function ( value ) { | |
if ( value === true ) this.version ++; | |
} | |
} ); | |
Object.assign( BufferAttribute.prototype, { | |
isBufferAttribute: true, | |
setArray: function ( array ) { | |
if ( Array.isArray( array ) ) { | |
throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); | |
} | |
this.count = array !== undefined ? array.length / this.itemSize : 0; | |
this.array = array; | |
}, | |
setDynamic: function ( value ) { | |
this.dynamic = value; | |
return this; | |
}, | |
copy: function ( source ) { | |
this.array = new source.array.constructor( source.array ); | |
this.itemSize = source.itemSize; | |
this.count = source.count; | |
this.normalized = source.normalized; | |
this.dynamic = source.dynamic; | |
return this; | |
}, | |
copyAt: function ( index1, attribute, index2 ) { | |
index1 *= this.itemSize; | |
index2 *= attribute.itemSize; | |
for ( var i = 0, l = this.itemSize; i < l; i ++ ) { | |
this.array[ index1 + i ] = attribute.array[ index2 + i ]; | |
} | |
return this; | |
}, | |
copyArray: function ( array ) { | |
this.array.set( array ); | |
return this; | |
}, | |
copyColorsArray: function ( colors ) { | |
var array = this.array, offset = 0; | |
for ( var i = 0, l = colors.length; i < l; i ++ ) { | |
var color = colors[ i ]; | |
if ( color === undefined ) { | |
console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i ); | |
color = new Color(); | |
} | |
array[ offset ++ ] = color.r; | |
array[ offset ++ ] = color.g; | |
array[ offset ++ ] = color.b; | |
} | |
return this; | |
}, | |
copyIndicesArray: function ( indices ) { | |
var array = this.array, offset = 0; | |
for ( var i = 0, l = indices.length; i < l; i ++ ) { | |
var index = indices[ i ]; | |
array[ offset ++ ] = index.a; | |
array[ offset ++ ] = index.b; | |
array[ offset ++ ] = index.c; | |
} | |
return this; | |
}, | |
copyVector2sArray: function ( vectors ) { | |
var array = this.array, offset = 0; | |
for ( var i = 0, l = vectors.length; i < l; i ++ ) { | |
var vector = vectors[ i ]; | |
if ( vector === undefined ) { | |
console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i ); | |
vector = new Vector2(); | |
} | |
array[ offset ++ ] = vector.x; | |
array[ offset ++ ] = vector.y; | |
} | |
return this; | |
}, | |
copyVector3sArray: function ( vectors ) { | |
var array = this.array, offset = 0; | |
for ( var i = 0, l = vectors.length; i < l; i ++ ) { | |
var vector = vectors[ i ]; | |
if ( vector === undefined ) { | |
console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i ); | |
vector = new Vector3(); | |
} | |
array[ offset ++ ] = vector.x; | |
array[ offset ++ ] = vector.y; | |
array[ offset ++ ] = vector.z; | |
} | |
return this; | |
}, | |
copyVector4sArray: function ( vectors ) { | |
var array = this.array, offset = 0; | |
for ( var i = 0, l = vectors.length; i < l; i ++ ) { | |
var vector = vectors[ i ]; | |
if ( vector === undefined ) { | |
console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i ); | |
vector = new Vector4(); | |
} | |
array[ offset ++ ] = vector.x; | |
array[ offset ++ ] = vector.y; | |
array[ offset ++ ] = vector.z; | |
array[ offset ++ ] = vector.w; | |
} | |
return this; | |
}, | |
set: function ( value, offset ) { | |
if ( offset === undefined ) offset = 0; | |
this.array.set( value, offset ); | |
return this; | |
}, | |
getX: function ( index ) { | |
return this.array[ index * this.itemSize ]; | |
}, | |
setX: function ( index, x ) { | |
this.array[ index * this.itemSize ] = x; | |
return this; | |
}, | |
getY: function ( index ) { | |
return this.array[ index * this.itemSize + 1 ]; | |
}, | |
setY: function ( index, y ) { | |
this.array[ index * this.itemSize + 1 ] = y; | |
return this; | |
}, | |
getZ: function ( index ) { | |
return this.array[ index * this.itemSize + 2 ]; | |
}, | |
setZ: function ( index, z ) { | |
this.array[ index * this.itemSize + 2 ] = z; | |
return this; | |
}, | |
getW: function ( index ) { | |
return this.array[ index * this.itemSize + 3 ]; | |
}, | |
setW: function ( index, w ) { | |
this.array[ index * this.itemSize + 3 ] = w; | |
return this; | |
}, | |
setXY: function ( index, x, y ) { | |
index *= this.itemSize; | |
this.array[ index + 0 ] = x; | |
this.array[ index + 1 ] = y; | |
return this; | |
}, | |
setXYZ: function ( index, x, y, z ) { | |
index *= this.itemSize; | |
this.array[ index + 0 ] = x; | |
this.array[ index + 1 ] = y; | |
this.array[ index + 2 ] = z; | |
return this; | |
}, | |
setXYZW: function ( index, x, y, z, w ) { | |
index *= this.itemSize; | |
this.array[ index + 0 ] = x; | |
this.array[ index + 1 ] = y; | |
this.array[ index + 2 ] = z; | |
this.array[ index + 3 ] = w; | |
return this; | |
}, | |
onUpload: function ( callback ) { | |
this.onUploadCallback = callback; | |
return this; | |
}, | |
clone: function () { | |
return new this.constructor( this.array, this.itemSize ).copy( this ); | |
} | |
} ); | |
// | |
function Int8BufferAttribute( array, itemSize, normalized ) { | |
BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized ); | |
} | |
Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); | |
Int8BufferAttribute.prototype.constructor = Int8BufferAttribute; | |
function Uint8BufferAttribute( array, itemSize, normalized ) { | |
BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized ); | |
} | |
Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); | |
Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute; | |
function Uint8ClampedBufferAttribute( array, itemSize, normalized ) { | |
BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized ); | |
} | |
Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype ); | |
Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute; | |
function Int16BufferAttribute( array, itemSize, normalized ) { | |
BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized ); | |
} | |
Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); | |
Int16BufferAttribute.prototype.constructor = Int16BufferAttribute; | |
function Uint16BufferAttribute( array, itemSize, normalized ) { | |
BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized ); | |
} | |
Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); | |
Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute; | |
function Int32BufferAttribute( array, itemSize, normalized ) { | |
BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized ); | |
} | |
Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); | |
Int32BufferAttribute.prototype.constructor = Int32BufferAttribute; | |
function Uint32BufferAttribute( array, itemSize, normalized ) { | |
BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized ); | |
} | |
Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); | |
Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute; | |
function Float32BufferAttribute( array, itemSize, normalized ) { | |
BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized ); | |
} | |
Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); | |
Float32BufferAttribute.prototype.constructor = Float32BufferAttribute; | |
function Float64BufferAttribute( array, itemSize, normalized ) { | |
BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized ); | |
} | |
Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); | |
Float64BufferAttribute.prototype.constructor = Float64BufferAttribute; | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function DirectGeometry() { | |
this.indices = []; | |
this.vertices = []; | |
this.normals = []; | |
this.colors = []; | |
this.uvs = []; | |
this.uvs2 = []; | |
this.groups = []; | |
this.morphTargets = {}; | |
this.skinWeights = []; | |
this.skinIndices = []; | |
// this.lineDistances = []; | |
this.boundingBox = null; | |
this.boundingSphere = null; | |
// update flags | |
this.verticesNeedUpdate = false; | |
this.normalsNeedUpdate = false; | |
this.colorsNeedUpdate = false; | |
this.uvsNeedUpdate = false; | |
this.groupsNeedUpdate = false; | |
} | |
Object.assign( DirectGeometry.prototype, { | |
computeGroups: function ( geometry ) { | |
var group; | |
var groups = []; | |
var materialIndex = undefined; | |
var faces = geometry.faces; | |
for ( var i = 0; i < faces.length; i ++ ) { | |
var face = faces[ i ]; | |
// materials | |
if ( face.materialIndex !== materialIndex ) { | |
materialIndex = face.materialIndex; | |
if ( group !== undefined ) { | |
group.count = ( i * 3 ) - group.start; | |
groups.push( group ); | |
} | |
group = { | |
start: i * 3, | |
materialIndex: materialIndex | |
}; | |
} | |
} | |
if ( group !== undefined ) { | |
group.count = ( i * 3 ) - group.start; | |
groups.push( group ); | |
} | |
this.groups = groups; | |
}, | |
fromGeometry: function ( geometry ) { | |
var faces = geometry.faces; | |
var vertices = geometry.vertices; | |
var faceVertexUvs = geometry.faceVertexUvs; | |
var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0; | |
var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0; | |
// morphs | |
var morphTargets = geometry.morphTargets; | |
var morphTargetsLength = morphTargets.length; | |
var morphTargetsPosition; | |
if ( morphTargetsLength > 0 ) { | |
morphTargetsPosition = []; | |
for ( var i = 0; i < morphTargetsLength; i ++ ) { | |
morphTargetsPosition[ i ] = []; | |
} | |
this.morphTargets.position = morphTargetsPosition; | |
} | |
var morphNormals = geometry.morphNormals; | |
var morphNormalsLength = morphNormals.length; | |
var morphTargetsNormal; | |
if ( morphNormalsLength > 0 ) { | |
morphTargetsNormal = []; | |
for ( var i = 0; i < morphNormalsLength; i ++ ) { | |
morphTargetsNormal[ i ] = []; | |
} | |
this.morphTargets.normal = morphTargetsNormal; | |
} | |
// skins | |
var skinIndices = geometry.skinIndices; | |
var skinWeights = geometry.skinWeights; | |
var hasSkinIndices = skinIndices.length === vertices.length; | |
var hasSkinWeights = skinWeights.length === vertices.length; | |
// | |
for ( var i = 0; i < faces.length; i ++ ) { | |
var face = faces[ i ]; | |
this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] ); | |
var vertexNormals = face.vertexNormals; | |
if ( vertexNormals.length === 3 ) { | |
this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] ); | |
} else { | |
var normal = face.normal; | |
this.normals.push( normal, normal, normal ); | |
} | |
var vertexColors = face.vertexColors; | |
if ( vertexColors.length === 3 ) { | |
this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] ); | |
} else { | |
var color = face.color; | |
this.colors.push( color, color, color ); | |
} | |
if ( hasFaceVertexUv === true ) { | |
var vertexUvs = faceVertexUvs[ 0 ][ i ]; | |
if ( vertexUvs !== undefined ) { | |
this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); | |
} else { | |
console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i ); | |
this.uvs.push( new Vector2(), new Vector2(), new Vector2() ); | |
} | |
} | |
if ( hasFaceVertexUv2 === true ) { | |
var vertexUvs = faceVertexUvs[ 1 ][ i ]; | |
if ( vertexUvs !== undefined ) { | |
this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); | |
} else { | |
console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i ); | |
this.uvs2.push( new Vector2(), new Vector2(), new Vector2() ); | |
} | |
} | |
// morphs | |
for ( var j = 0; j < morphTargetsLength; j ++ ) { | |
var morphTarget = morphTargets[ j ].vertices; | |
morphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] ); | |
} | |
for ( var j = 0; j < morphNormalsLength; j ++ ) { | |
var morphNormal = morphNormals[ j ].vertexNormals[ i ]; | |
morphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c ); | |
} | |
// skins | |
if ( hasSkinIndices ) { | |
this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] ); | |
} | |
if ( hasSkinWeights ) { | |
this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] ); | |
} | |
} | |
this.computeGroups( geometry ); | |
this.verticesNeedUpdate = geometry.verticesNeedUpdate; | |
this.normalsNeedUpdate = geometry.normalsNeedUpdate; | |
this.colorsNeedUpdate = geometry.colorsNeedUpdate; | |
this.uvsNeedUpdate = geometry.uvsNeedUpdate; | |
this.groupsNeedUpdate = geometry.groupsNeedUpdate; | |
return this; | |
} | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function arrayMax( array ) { | |
if ( array.length === 0 ) return - Infinity; | |
var max = array[ 0 ]; | |
for ( var i = 1, l = array.length; i < l; ++ i ) { | |
if ( array[ i ] > max ) max = array[ i ]; | |
} | |
return max; | |
} | |
/** | |
* @author alteredq / http://alteredqualia.com/ | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
var bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id | |
function BufferGeometry() { | |
Object.defineProperty( this, 'id', { value: bufferGeometryId += 2 } ); | |
this.uuid = _Math.generateUUID(); | |
this.name = ''; | |
this.type = 'BufferGeometry'; | |
this.index = null; | |
this.attributes = {}; | |
this.morphAttributes = {}; | |
this.groups = []; | |
this.boundingBox = null; | |
this.boundingSphere = null; | |
this.drawRange = { start: 0, count: Infinity }; | |
} | |
BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { | |
constructor: BufferGeometry, | |
isBufferGeometry: true, | |
getIndex: function () { | |
return this.index; | |
}, | |
setIndex: function ( index ) { | |
if ( Array.isArray( index ) ) { | |
this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 ); | |
} else { | |
this.index = index; | |
} | |
}, | |
addAttribute: function ( name, attribute ) { | |
if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) { | |
console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' ); | |
this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) ); | |
return; | |
} | |
if ( name === 'index' ) { | |
console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' ); | |
this.setIndex( attribute ); | |
return; | |
} | |
this.attributes[ name ] = attribute; | |
return this; | |
}, | |
getAttribute: function ( name ) { | |
return this.attributes[ name ]; | |
}, | |
removeAttribute: function ( name ) { | |
delete this.attributes[ name ]; | |
return this; | |
}, | |
addGroup: function ( start, count, materialIndex ) { | |
this.groups.push( { | |
start: start, | |
count: count, | |
materialIndex: materialIndex !== undefined ? materialIndex : 0 | |
} ); | |
}, | |
clearGroups: function () { | |
this.groups = []; | |
}, | |
setDrawRange: function ( start, count ) { | |
this.drawRange.start = start; | |
this.drawRange.count = count; | |
}, | |
applyMatrix: function ( matrix ) { | |
var position = this.attributes.position; | |
if ( position !== undefined ) { | |
matrix.applyToBufferAttribute( position ); | |
position.needsUpdate = true; | |
} | |
var normal = this.attributes.normal; | |
if ( normal !== undefined ) { | |
var normalMatrix = new Matrix3().getNormalMatrix( matrix ); | |
normalMatrix.applyToBufferAttribute( normal ); | |
normal.needsUpdate = true; | |
} | |
if ( this.boundingBox !== null ) { | |
this.computeBoundingBox(); | |
} | |
if ( this.boundingSphere !== null ) { | |
this.computeBoundingSphere(); | |
} | |
return this; | |
}, | |
rotateX: function () { | |
// rotate geometry around world x-axis | |
var m1 = new Matrix4(); | |
return function rotateX( angle ) { | |
m1.makeRotationX( angle ); | |
this.applyMatrix( m1 ); | |
return this; | |
}; | |
}(), | |
rotateY: function () { | |
// rotate geometry around world y-axis | |
var m1 = new Matrix4(); | |
return function rotateY( angle ) { | |
m1.makeRotationY( angle ); | |
this.applyMatrix( m1 ); | |
return this; | |
}; | |
}(), | |
rotateZ: function () { | |
// rotate geometry around world z-axis | |
var m1 = new Matrix4(); | |
return function rotateZ( angle ) { | |
m1.makeRotationZ( angle ); | |
this.applyMatrix( m1 ); | |
return this; | |
}; | |
}(), | |
translate: function () { | |
// translate geometry | |
var m1 = new Matrix4(); | |
return function translate( x, y, z ) { | |
m1.makeTranslation( x, y, z ); | |
this.applyMatrix( m1 ); | |
return this; | |
}; | |
}(), | |
scale: function () { | |
// scale geometry | |
var m1 = new Matrix4(); | |
return function scale( x, y, z ) { | |
m1.makeScale( x, y, z ); | |
this.applyMatrix( m1 ); | |
return this; | |
}; | |
}(), | |
lookAt: function () { | |
var obj = new Object3D(); | |
return function lookAt( vector ) { | |
obj.lookAt( vector ); | |
obj.updateMatrix(); | |
this.applyMatrix( obj.matrix ); | |
}; | |
}(), | |
center: function () { | |
this.computeBoundingBox(); | |
var offset = this.boundingBox.getCenter().negate(); | |
this.translate( offset.x, offset.y, offset.z ); | |
return offset; | |
}, | |
setFromObject: function ( object ) { | |
// console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this ); | |
var geometry = object.geometry; | |
if ( object.isPoints || object.isLine ) { | |
var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 ); | |
var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 ); | |
this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) ); | |
this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) ); | |
if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) { | |
var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 ); | |
this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) ); | |
} | |
if ( geometry.boundingSphere !== null ) { | |
this.boundingSphere = geometry.boundingSphere.clone(); | |
} | |
if ( geometry.boundingBox !== null ) { | |
this.boundingBox = geometry.boundingBox.clone(); | |
} | |
} else if ( object.isMesh ) { | |
if ( geometry && geometry.isGeometry ) { | |
this.fromGeometry( geometry ); | |
} | |
} | |
return this; | |
}, | |
setFromPoints: function ( points ) { | |
var position = []; | |
for ( var i = 0, l = points.length; i < l; i ++ ) { | |
var point = points[ i ]; | |
position.push( point.x, point.y, point.z || 0 ); | |
} | |
this.addAttribute( 'position', new Float32BufferAttribute( position, 3 ) ); | |
return this; | |
}, | |
updateFromObject: function ( object ) { | |
var geometry = object.geometry; | |
if ( object.isMesh ) { | |
var direct = geometry.__directGeometry; | |
if ( geometry.elementsNeedUpdate === true ) { | |
direct = undefined; | |
geometry.elementsNeedUpdate = false; | |
} | |
if ( direct === undefined ) { | |
return this.fromGeometry( geometry ); | |
} | |
direct.verticesNeedUpdate = geometry.verticesNeedUpdate; | |
direct.normalsNeedUpdate = geometry.normalsNeedUpdate; | |
direct.colorsNeedUpdate = geometry.colorsNeedUpdate; | |
direct.uvsNeedUpdate = geometry.uvsNeedUpdate; | |
direct.groupsNeedUpdate = geometry.groupsNeedUpdate; | |
geometry.verticesNeedUpdate = false; | |
geometry.normalsNeedUpdate = false; | |
geometry.colorsNeedUpdate = false; | |
geometry.uvsNeedUpdate = false; | |
geometry.groupsNeedUpdate = false; | |
geometry = direct; | |
} | |
var attribute; | |
if ( geometry.verticesNeedUpdate === true ) { | |
attribute = this.attributes.position; | |
if ( attribute !== undefined ) { | |
attribute.copyVector3sArray( geometry.vertices ); | |
attribute.needsUpdate = true; | |
} | |
geometry.verticesNeedUpdate = false; | |
} | |
if ( geometry.normalsNeedUpdate === true ) { | |
attribute = this.attributes.normal; | |
if ( attribute !== undefined ) { | |
attribute.copyVector3sArray( geometry.normals ); | |
attribute.needsUpdate = true; | |
} | |
geometry.normalsNeedUpdate = false; | |
} | |
if ( geometry.colorsNeedUpdate === true ) { | |
attribute = this.attributes.color; | |
if ( attribute !== undefined ) { | |
attribute.copyColorsArray( geometry.colors ); | |
attribute.needsUpdate = true; | |
} | |
geometry.colorsNeedUpdate = false; | |
} | |
if ( geometry.uvsNeedUpdate ) { | |
attribute = this.attributes.uv; | |
if ( attribute !== undefined ) { | |
attribute.copyVector2sArray( geometry.uvs ); | |
attribute.needsUpdate = true; | |
} | |
geometry.uvsNeedUpdate = false; | |
} | |
if ( geometry.lineDistancesNeedUpdate ) { | |
attribute = this.attributes.lineDistance; | |
if ( attribute !== undefined ) { | |
attribute.copyArray( geometry.lineDistances ); | |
attribute.needsUpdate = true; | |
} | |
geometry.lineDistancesNeedUpdate = false; | |
} | |
if ( geometry.groupsNeedUpdate ) { | |
geometry.computeGroups( object.geometry ); | |
this.groups = geometry.groups; | |
geometry.groupsNeedUpdate = false; | |
} | |
return this; | |
}, | |
fromGeometry: function ( geometry ) { | |
geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry ); | |
return this.fromDirectGeometry( geometry.__directGeometry ); | |
}, | |
fromDirectGeometry: function ( geometry ) { | |
var positions = new Float32Array( geometry.vertices.length * 3 ); | |
this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) ); | |
if ( geometry.normals.length > 0 ) { | |
var normals = new Float32Array( geometry.normals.length * 3 ); | |
this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) ); | |
} | |
if ( geometry.colors.length > 0 ) { | |
var colors = new Float32Array( geometry.colors.length * 3 ); | |
this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) ); | |
} | |
if ( geometry.uvs.length > 0 ) { | |
var uvs = new Float32Array( geometry.uvs.length * 2 ); | |
this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) ); | |
} | |
if ( geometry.uvs2.length > 0 ) { | |
var uvs2 = new Float32Array( geometry.uvs2.length * 2 ); | |
this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) ); | |
} | |
if ( geometry.indices.length > 0 ) { | |
var TypeArray = arrayMax( geometry.indices ) > 65535 ? Uint32Array : Uint16Array; | |
var indices = new TypeArray( geometry.indices.length * 3 ); | |
this.setIndex( new BufferAttribute( indices, 1 ).copyIndicesArray( geometry.indices ) ); | |
} | |
// groups | |
this.groups = geometry.groups; | |
// morphs | |
for ( var name in geometry.morphTargets ) { | |
var array = []; | |
var morphTargets = geometry.morphTargets[ name ]; | |
for ( var i = 0, l = morphTargets.length; i < l; i ++ ) { | |
var morphTarget = morphTargets[ i ]; | |
var attribute = new Float32BufferAttribute( morphTarget.length * 3, 3 ); | |
array.push( attribute.copyVector3sArray( morphTarget ) ); | |
} | |
this.morphAttributes[ name ] = array; | |
} | |
// skinning | |
if ( geometry.skinIndices.length > 0 ) { | |
var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 ); | |
this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) ); | |
} | |
if ( geometry.skinWeights.length > 0 ) { | |
var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 ); | |
this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) ); | |
} | |
// | |
if ( geometry.boundingSphere !== null ) { | |
this.boundingSphere = geometry.boundingSphere.clone(); | |
} | |
if ( geometry.boundingBox !== null ) { | |
this.boundingBox = geometry.boundingBox.clone(); | |
} | |
return this; | |
}, | |
computeBoundingBox: function () { | |
if ( this.boundingBox === null ) { | |
this.boundingBox = new Box3(); | |
} | |
var position = this.attributes.position; | |
if ( position !== undefined ) { | |
this.boundingBox.setFromBufferAttribute( position ); | |
} else { | |
this.boundingBox.makeEmpty(); | |
} | |
if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) { | |
console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this ); | |
} | |
}, | |
computeBoundingSphere: function () { | |
var box = new Box3(); | |
var vector = new Vector3(); | |
return function computeBoundingSphere() { | |
if ( this.boundingSphere === null ) { | |
this.boundingSphere = new Sphere(); | |
} | |
var position = this.attributes.position; | |
if ( position ) { | |
var center = this.boundingSphere.center; | |
box.setFromBufferAttribute( position ); | |
box.getCenter( center ); | |
// hoping to find a boundingSphere with a radius smaller than the | |
// boundingSphere of the boundingBox: sqrt(3) smaller in the best case | |
var maxRadiusSq = 0; | |
for ( var i = 0, il = position.count; i < il; i ++ ) { | |
vector.x = position.getX( i ); | |
vector.y = position.getY( i ); | |
vector.z = position.getZ( i ); | |
maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) ); | |
} | |
this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); | |
if ( isNaN( this.boundingSphere.radius ) ) { | |
console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this ); | |
} | |
} | |
}; | |
}(), | |
computeFaceNormals: function () { | |
// backwards compatibility | |
}, | |
computeVertexNormals: function () { | |
var index = this.index; | |
var attributes = this.attributes; | |
var groups = this.groups; | |
if ( attributes.position ) { | |
var positions = attributes.position.array; | |
if ( attributes.normal === undefined ) { | |
this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) ); | |
} else { | |
// reset existing normals to zero | |
var array = attributes.normal.array; | |
for ( var i = 0, il = array.length; i < il; i ++ ) { | |
array[ i ] = 0; | |
} | |
} | |
var normals = attributes.normal.array; | |
var vA, vB, vC; | |
var pA = new Vector3(), pB = new Vector3(), pC = new Vector3(); | |
var cb = new Vector3(), ab = new Vector3(); | |
// indexed elements | |
if ( index ) { | |
var indices = index.array; | |
if ( groups.length === 0 ) { | |
this.addGroup( 0, indices.length ); | |
} | |
for ( var j = 0, jl = groups.length; j < jl; ++ j ) { | |
var group = groups[ j ]; | |
var start = group.start; | |
var count = group.count; | |
for ( var i = start, il = start + count; i < il; i += 3 ) { | |
vA = indices[ i + 0 ] * 3; | |
vB = indices[ i + 1 ] * 3; | |
vC = indices[ i + 2 ] * 3; | |
pA.fromArray( positions, vA ); | |
pB.fromArray( positions, vB ); | |
pC.fromArray( positions, vC ); | |
cb.subVectors( pC, pB ); | |
ab.subVectors( pA, pB ); | |
cb.cross( ab ); | |
normals[ vA ] += cb.x; | |
normals[ vA + 1 ] += cb.y; | |
normals[ vA + 2 ] += cb.z; | |
normals[ vB ] += cb.x; | |
normals[ vB + 1 ] += cb.y; | |
normals[ vB + 2 ] += cb.z; | |
normals[ vC ] += cb.x; | |
normals[ vC + 1 ] += cb.y; | |
normals[ vC + 2 ] += cb.z; | |
} | |
} | |
} else { | |
// non-indexed elements (unconnected triangle soup) | |
for ( var i = 0, il = positions.length; i < il; i += 9 ) { | |
pA.fromArray( positions, i ); | |
pB.fromArray( positions, i + 3 ); | |
pC.fromArray( positions, i + 6 ); | |
cb.subVectors( pC, pB ); | |
ab.subVectors( pA, pB ); | |
cb.cross( ab ); | |
normals[ i ] = cb.x; | |
normals[ i + 1 ] = cb.y; | |
normals[ i + 2 ] = cb.z; | |
normals[ i + 3 ] = cb.x; | |
normals[ i + 4 ] = cb.y; | |
normals[ i + 5 ] = cb.z; | |
normals[ i + 6 ] = cb.x; | |
normals[ i + 7 ] = cb.y; | |
normals[ i + 8 ] = cb.z; | |
} | |
} | |
this.normalizeNormals(); | |
attributes.normal.needsUpdate = true; | |
} | |
}, | |
merge: function ( geometry, offset ) { | |
if ( ! ( geometry && geometry.isBufferGeometry ) ) { | |
console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry ); | |
return; | |
} | |
if ( offset === undefined ) offset = 0; | |
var attributes = this.attributes; | |
for ( var key in attributes ) { | |
if ( geometry.attributes[ key ] === undefined ) continue; | |
var attribute1 = attributes[ key ]; | |
var attributeArray1 = attribute1.array; | |
var attribute2 = geometry.attributes[ key ]; | |
var attributeArray2 = attribute2.array; | |
var attributeSize = attribute2.itemSize; | |
for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) { | |
attributeArray1[ j ] = attributeArray2[ i ]; | |
} | |
} | |
return this; | |
}, | |
normalizeNormals: function () { | |
var vector = new Vector3(); | |
return function normalizeNormals() { | |
var normals = this.attributes.normal; | |
for ( var i = 0, il = normals.count; i < il; i ++ ) { | |
vector.x = normals.getX( i ); | |
vector.y = normals.getY( i ); | |
vector.z = normals.getZ( i ); | |
vector.normalize(); | |
normals.setXYZ( i, vector.x, vector.y, vector.z ); | |
} | |
}; | |
}(), | |
toNonIndexed: function () { | |
if ( this.index === null ) { | |
console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' ); | |
return this; | |
} | |
var geometry2 = new BufferGeometry(); | |
var indices = this.index.array; | |
var attributes = this.attributes; | |
for ( var name in attributes ) { | |
var attribute = attributes[ name ]; | |
var array = attribute.array; | |
var itemSize = attribute.itemSize; | |
var array2 = new array.constructor( indices.length * itemSize ); | |
var index = 0, index2 = 0; | |
for ( var i = 0, l = indices.length; i < l; i ++ ) { | |
index = indices[ i ] * itemSize; | |
for ( var j = 0; j < itemSize; j ++ ) { | |
array2[ index2 ++ ] = array[ index ++ ]; | |
} | |
} | |
geometry2.addAttribute( name, new BufferAttribute( array2, itemSize ) ); | |
} | |
return geometry2; | |
}, | |
toJSON: function () { | |
var data = { | |
metadata: { | |
version: 4.5, | |
type: 'BufferGeometry', | |
generator: 'BufferGeometry.toJSON' | |
} | |
}; | |
// standard BufferGeometry serialization | |
data.uuid = this.uuid; | |
data.type = this.type; | |
if ( this.name !== '' ) data.name = this.name; | |
if ( this.parameters !== undefined ) { | |
var parameters = this.parameters; | |
for ( var key in parameters ) { | |
if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; | |
} | |
return data; | |
} | |
data.data = { attributes: {} }; | |
var index = this.index; | |
if ( index !== null ) { | |
var array = Array.prototype.slice.call( index.array ); | |
data.data.index = { | |
type: index.array.constructor.name, | |
array: array | |
}; | |
} | |
var attributes = this.attributes; | |
for ( var key in attributes ) { | |
var attribute = attributes[ key ]; | |
var array = Array.prototype.slice.call( attribute.array ); | |
data.data.attributes[ key ] = { | |
itemSize: attribute.itemSize, | |
type: attribute.array.constructor.name, | |
array: array, | |
normalized: attribute.normalized | |
}; | |
} | |
var groups = this.groups; | |
if ( groups.length > 0 ) { | |
data.data.groups = JSON.parse( JSON.stringify( groups ) ); | |
} | |
var boundingSphere = this.boundingSphere; | |
if ( boundingSphere !== null ) { | |
data.data.boundingSphere = { | |
center: boundingSphere.center.toArray(), | |
radius: boundingSphere.radius | |
}; | |
} | |
return data; | |
}, | |
clone: function () { | |
/* | |
// Handle primitives | |
var parameters = this.parameters; | |
if ( parameters !== undefined ) { | |
var values = []; | |
for ( var key in parameters ) { | |
values.push( parameters[ key ] ); | |
} | |
var geometry = Object.create( this.constructor.prototype ); | |
this.constructor.apply( geometry, values ); | |
return geometry; | |
} | |
return new this.constructor().copy( this ); | |
*/ | |
return new BufferGeometry().copy( this ); | |
}, | |
copy: function ( source ) { | |
var name, i, l; | |
// reset | |
this.index = null; | |
this.attributes = {}; | |
this.morphAttributes = {}; | |
this.groups = []; | |
this.boundingBox = null; | |
this.boundingSphere = null; | |
// name | |
this.name = source.name; | |
// index | |
var index = source.index; | |
if ( index !== null ) { | |
this.setIndex( index.clone() ); | |
} | |
// attributes | |
var attributes = source.attributes; | |
for ( name in attributes ) { | |
var attribute = attributes[ name ]; | |
this.addAttribute( name, attribute.clone() ); | |
} | |
// morph attributes | |
var morphAttributes = source.morphAttributes; | |
for ( name in morphAttributes ) { | |
var array = []; | |
var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes | |
for ( i = 0, l = morphAttribute.length; i < l; i ++ ) { | |
array.push( morphAttribute[ i ].clone() ); | |
} | |
this.morphAttributes[ name ] = array; | |
} | |
// groups | |
var groups = source.groups; | |
for ( i = 0, l = groups.length; i < l; i ++ ) { | |
var group = groups[ i ]; | |
this.addGroup( group.start, group.count, group.materialIndex ); | |
} | |
// bounding box | |
var boundingBox = source.boundingBox; | |
if ( boundingBox !== null ) { | |
this.boundingBox = boundingBox.clone(); | |
} | |
// bounding sphere | |
var boundingSphere = source.boundingSphere; | |
if ( boundingSphere !== null ) { | |
this.boundingSphere = boundingSphere.clone(); | |
} | |
// draw range | |
this.drawRange.start = source.drawRange.start; | |
this.drawRange.count = source.drawRange.count; | |
return this; | |
}, | |
dispose: function () { | |
this.dispatchEvent( { type: 'dispose' } ); | |
} | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
* @author Mugen87 / https://github.com/Mugen87 | |
*/ | |
// BoxGeometry | |
function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) { | |
Geometry.call( this ); | |
this.type = 'BoxGeometry'; | |
this.parameters = { | |
width: width, | |
height: height, | |
depth: depth, | |
widthSegments: widthSegments, | |
heightSegments: heightSegments, | |
depthSegments: depthSegments | |
}; | |
this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) ); | |
this.mergeVertices(); | |
} | |
BoxGeometry.prototype = Object.create( Geometry.prototype ); | |
BoxGeometry.prototype.constructor = BoxGeometry; | |
// BoxBufferGeometry | |
function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) { | |
BufferGeometry.call( this ); | |
this.type = 'BoxBufferGeometry'; | |
this.parameters = { | |
width: width, | |
height: height, | |
depth: depth, | |
widthSegments: widthSegments, | |
heightSegments: heightSegments, | |
depthSegments: depthSegments | |
}; | |
var scope = this; | |
width = width || 1; | |
height = height || 1; | |
depth = depth || 1; | |
// segments | |
widthSegments = Math.floor( widthSegments ) || 1; | |
heightSegments = Math.floor( heightSegments ) || 1; | |
depthSegments = Math.floor( depthSegments ) || 1; | |
// buffers | |
var indices = []; | |
var vertices = []; | |
var normals = []; | |
var uvs = []; | |
// helper variables | |
var numberOfVertices = 0; | |
var groupStart = 0; | |
// build each side of the box geometry | |
buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px | |
buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx | |
buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py | |
buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny | |
buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz | |
buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz | |
// build geometry | |
this.setIndex( indices ); | |
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); | |
this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); | |
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); | |
function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) { | |
var segmentWidth = width / gridX; | |
var segmentHeight = height / gridY; | |
var widthHalf = width / 2; | |
var heightHalf = height / 2; | |
var depthHalf = depth / 2; | |
var gridX1 = gridX + 1; | |
var gridY1 = gridY + 1; | |
var vertexCounter = 0; | |
var groupCount = 0; | |
var ix, iy; | |
var vector = new Vector3(); | |
// generate vertices, normals and uvs | |
for ( iy = 0; iy < gridY1; iy ++ ) { | |
var y = iy * segmentHeight - heightHalf; | |
for ( ix = 0; ix < gridX1; ix ++ ) { | |
var x = ix * segmentWidth - widthHalf; | |
// set values to correct vector component | |
vector[ u ] = x * udir; | |
vector[ v ] = y * vdir; | |
vector[ w ] = depthHalf; | |
// now apply vector to vertex buffer | |
vertices.push( vector.x, vector.y, vector.z ); | |
// set values to correct vector component | |
vector[ u ] = 0; | |
vector[ v ] = 0; | |
vector[ w ] = depth > 0 ? 1 : - 1; | |
// now apply vector to normal buffer | |
normals.push( vector.x, vector.y, vector.z ); | |
// uvs | |
uvs.push( ix / gridX ); | |
uvs.push( 1 - ( iy / gridY ) ); | |
// counters | |
vertexCounter += 1; | |
} | |
} | |
// indices | |
// 1. you need three indices to draw a single face | |
// 2. a single segment consists of two faces | |
// 3. so we need to generate six (2*3) indices per segment | |
for ( iy = 0; iy < gridY; iy ++ ) { | |
for ( ix = 0; ix < gridX; ix ++ ) { | |
var a = numberOfVertices + ix + gridX1 * iy; | |
var b = numberOfVertices + ix + gridX1 * ( iy + 1 ); | |
var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 ); | |
var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy; | |
// faces | |
indices.push( a, b, d ); | |
indices.push( b, c, d ); | |
// increase counter | |
groupCount += 6; | |
} | |
} | |
// add a group to the geometry. this will ensure multi material support | |
scope.addGroup( groupStart, groupCount, materialIndex ); | |
// calculate new start value for groups | |
groupStart += groupCount; | |
// update total number of vertices | |
numberOfVertices += vertexCounter; | |
} | |
} | |
BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); | |
BoxBufferGeometry.prototype.constructor = BoxBufferGeometry; | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
* @author Mugen87 / https://github.com/Mugen87 | |
*/ | |
// PlaneGeometry | |
function PlaneGeometry( width, height, widthSegments, heightSegments ) { | |
Geometry.call( this ); | |
this.type = 'PlaneGeometry'; | |
this.parameters = { | |
width: width, | |
height: height, | |
widthSegments: widthSegments, | |
heightSegments: heightSegments | |
}; | |
this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) ); | |
this.mergeVertices(); | |
} | |
PlaneGeometry.prototype = Object.create( Geometry.prototype ); | |
PlaneGeometry.prototype.constructor = PlaneGeometry; | |
// PlaneBufferGeometry | |
function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) { | |
BufferGeometry.call( this ); | |
this.type = 'PlaneBufferGeometry'; | |
this.parameters = { | |
width: width, | |
height: height, | |
widthSegments: widthSegments, | |
heightSegments: heightSegments | |
}; | |
width = width || 1; | |
height = height || 1; | |
var width_half = width / 2; | |
var height_half = height / 2; | |
var gridX = Math.floor( widthSegments ) || 1; | |
var gridY = Math.floor( heightSegments ) || 1; | |
var gridX1 = gridX + 1; | |
var gridY1 = gridY + 1; | |
var segment_width = width / gridX; | |
var segment_height = height / gridY; | |
var ix, iy; | |
// buffers | |
var indices = []; | |
var vertices = []; | |
var normals = []; | |
var uvs = []; | |
// generate vertices, normals and uvs | |
for ( iy = 0; iy < gridY1; iy ++ ) { | |
var y = iy * segment_height - height_half; | |
for ( ix = 0; ix < gridX1; ix ++ ) { | |
var x = ix * segment_width - width_half; | |
vertices.push( x, - y, 0 ); | |
normals.push( 0, 0, 1 ); | |
uvs.push( ix / gridX ); | |
uvs.push( 1 - ( iy / gridY ) ); | |
} | |
} | |
// indices | |
for ( iy = 0; iy < gridY; iy ++ ) { | |
for ( ix = 0; ix < gridX; ix ++ ) { | |
var a = ix + gridX1 * iy; | |
var b = ix + gridX1 * ( iy + 1 ); | |
var c = ( ix + 1 ) + gridX1 * ( iy + 1 ); | |
var d = ( ix + 1 ) + gridX1 * iy; | |
// faces | |
indices.push( a, b, d ); | |
indices.push( b, c, d ); | |
} | |
} | |
// build geometry | |
this.setIndex( indices ); | |
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); | |
this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); | |
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); | |
} | |
PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); | |
PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry; | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
* @author alteredq / http://alteredqualia.com/ | |
* | |
* parameters = { | |
* color: <hex>, | |
* opacity: <float>, | |
* map: new THREE.Texture( <Image> ), | |
* | |
* lightMap: new THREE.Texture( <Image> ), | |
* lightMapIntensity: <float> | |
* | |
* aoMap: new THREE.Texture( <Image> ), | |
* aoMapIntensity: <float> | |
* | |
* specularMap: new THREE.Texture( <Image> ), | |
* | |
* alphaMap: new THREE.Texture( <Image> ), | |
* | |
* envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), | |
* combine: THREE.Multiply, | |
* reflectivity: <float>, | |
* refractionRatio: <float>, | |
* | |
* depthTest: <bool>, | |
* depthWrite: <bool>, | |
* | |
* wireframe: <boolean>, | |
* wireframeLinewidth: <float>, | |
* | |
* skinning: <bool>, | |
* morphTargets: <bool> | |
* } | |
*/ | |
function MeshBasicMaterial( parameters ) { | |
Material.call( this ); | |
this.type = 'MeshBasicMaterial'; | |
this.color = new Color( 0xffffff ); // emissive | |
this.map = null; | |
this.lightMap = null; | |
this.lightMapIntensity = 1.0; | |
this.aoMap = null; | |
this.aoMapIntensity = 1.0; | |
this.specularMap = null; | |
this.alphaMap = null; | |
this.envMap = null; | |
this.combine = MultiplyOperation; | |
this.reflectivity = 1; | |
this.refractionRatio = 0.98; | |
this.wireframe = false; | |
this.wireframeLinewidth = 1; | |
this.wireframeLinecap = 'round'; | |
this.wireframeLinejoin = 'round'; | |
this.skinning = false; | |
this.morphTargets = false; | |
this.lights = false; | |
this.setValues( parameters ); | |
} | |
MeshBasicMaterial.prototype = Object.create( Material.prototype ); | |
MeshBasicMaterial.prototype.constructor = MeshBasicMaterial; | |
MeshBasicMaterial.prototype.isMeshBasicMaterial = true; | |
MeshBasicMaterial.prototype.copy = function ( source ) { | |
Material.prototype.copy.call( this, source ); | |
this.color.copy( source.color ); | |
this.map = source.map; | |
this.lightMap = source.lightMap; | |
this.lightMapIntensity = source.lightMapIntensity; | |
this.aoMap = source.aoMap; | |
this.aoMapIntensity = source.aoMapIntensity; | |
this.specularMap = source.specularMap; | |
this.alphaMap = source.alphaMap; | |
this.envMap = source.envMap; | |
this.combine = source.combine; | |
this.reflectivity = source.reflectivity; | |
this.refractionRatio = source.refractionRatio; | |
this.wireframe = source.wireframe; | |
this.wireframeLinewidth = source.wireframeLinewidth; | |
this.wireframeLinecap = source.wireframeLinecap; | |
this.wireframeLinejoin = source.wireframeLinejoin; | |
this.skinning = source.skinning; | |
this.morphTargets = source.morphTargets; | |
return this; | |
}; | |
/** | |
* @author alteredq / http://alteredqualia.com/ | |
* | |
* parameters = { | |
* defines: { "label" : "value" }, | |
* uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } }, | |
* | |
* fragmentShader: <string>, | |
* vertexShader: <string>, | |
* | |
* wireframe: <boolean>, | |
* wireframeLinewidth: <float>, | |
* | |
* lights: <bool>, | |
* | |
* skinning: <bool>, | |
* morphTargets: <bool>, | |
* morphNormals: <bool> | |
* } | |
*/ | |
function ShaderMaterial( parameters ) { | |
Material.call( this ); | |
this.type = 'ShaderMaterial'; | |
this.defines = {}; | |
this.uniforms = {}; | |
this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}'; | |
this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}'; | |
this.linewidth = 1; | |
this.wireframe = false; | |
this.wireframeLinewidth = 1; | |
this.fog = false; // set to use scene fog | |
this.lights = false; // set to use scene lights | |
this.clipping = false; // set to use user-defined clipping planes | |
this.skinning = false; // set to use skinning attribute streams | |
this.morphTargets = false; // set to use morph targets | |
this.morphNormals = false; // set to use morph normals | |
this.extensions = { | |
derivatives: false, // set to use derivatives | |
fragDepth: false, // set to use fragment depth values | |
drawBuffers: false, // set to use draw buffers | |
shaderTextureLOD: false // set to use shader texture LOD | |
}; | |
// When rendered geometry doesn't include these attributes but the material does, | |
// use these default values in WebGL. This avoids errors when buffer data is missing. | |
this.defaultAttributeValues = { | |
'color': [ 1, 1, 1 ], | |
'uv': [ 0, 0 ], | |
'uv2': [ 0, 0 ] | |
}; | |
this.index0AttributeName = undefined; | |
this.uniformsNeedUpdate = false; | |
if ( parameters !== undefined ) { | |
if ( parameters.attributes !== undefined ) { | |
console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' ); | |
} | |
this.setValues( parameters ); | |
} | |
} | |
ShaderMaterial.prototype = Object.create( Material.prototype ); | |
ShaderMaterial.prototype.constructor = ShaderMaterial; | |
ShaderMaterial.prototype.isShaderMaterial = true; | |
ShaderMaterial.prototype.copy = function ( source ) { | |
Material.prototype.copy.call( this, source ); | |
this.fragmentShader = source.fragmentShader; | |
this.vertexShader = source.vertexShader; | |
this.uniforms = UniformsUtils.clone( source.uniforms ); | |
this.defines = source.defines; | |
this.wireframe = source.wireframe; | |
this.wireframeLinewidth = source.wireframeLinewidth; | |
this.lights = source.lights; | |
this.clipping = source.clipping; | |
this.skinning = source.skinning; | |
this.morphTargets = source.morphTargets; | |
this.morphNormals = source.morphNormals; | |
this.extensions = source.extensions; | |
return this; | |
}; | |
ShaderMaterial.prototype.toJSON = function ( meta ) { | |
var data = Material.prototype.toJSON.call( this, meta ); | |
data.uniforms = this.uniforms; | |
data.vertexShader = this.vertexShader; | |
data.fragmentShader = this.fragmentShader; | |
return data; | |
}; | |
/** | |
* @author bhouston / http://clara.io | |
*/ | |
function Ray( origin, direction ) { | |
this.origin = ( origin !== undefined ) ? origin : new Vector3(); | |
this.direction = ( direction !== undefined ) ? direction : new Vector3(); | |
} | |
Object.assign( Ray.prototype, { | |
set: function ( origin, direction ) { | |
this.origin.copy( origin ); | |
this.direction.copy( direction ); | |
return this; | |
}, | |
clone: function () { | |
return new this.constructor().copy( this ); | |
}, | |
copy: function ( ray ) { | |
this.origin.copy( ray.origin ); | |
this.direction.copy( ray.direction ); | |
return this; | |
}, | |
at: function ( t, optionalTarget ) { | |
var result = optionalTarget || new Vector3(); | |
return result.copy( this.direction ).multiplyScalar( t ).add( this.origin ); | |
}, | |
lookAt: function ( v ) { | |
this.direction.copy( v ).sub( this.origin ).normalize(); | |
return this; | |
}, | |
recast: function () { | |
var v1 = new Vector3(); | |
return function recast( t ) { | |
this.origin.copy( this.at( t, v1 ) ); | |
return this; | |
}; | |
}(), | |
closestPointToPoint: function ( point, optionalTarget ) { | |
var result = optionalTarget || new Vector3(); | |
result.subVectors( point, this.origin ); | |
var directionDistance = result.dot( this.direction ); | |
if ( directionDistance < 0 ) { | |
return result.copy( this.origin ); | |
} | |
return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); | |
}, | |
distanceToPoint: function ( point ) { | |
return Math.sqrt( this.distanceSqToPoint( point ) ); | |
}, | |
distanceSqToPoint: function () { | |
var v1 = new Vector3(); | |
return function distanceSqToPoint( point ) { | |
var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction ); | |
// point behind the ray | |
if ( directionDistance < 0 ) { | |
return this.origin.distanceToSquared( point ); | |
} | |
v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); | |
return v1.distanceToSquared( point ); | |
}; | |
}(), | |
distanceSqToSegment: function () { | |
var segCenter = new Vector3(); | |
var segDir = new Vector3(); | |
var diff = new Vector3(); | |
return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) { | |
// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h | |
// It returns the min distance between the ray and the segment | |
// defined by v0 and v1 | |
// It can also set two optional targets : | |
// - The closest point on the ray | |
// - The closest point on the segment | |
segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 ); | |
segDir.copy( v1 ).sub( v0 ).normalize(); | |
diff.copy( this.origin ).sub( segCenter ); | |
var segExtent = v0.distanceTo( v1 ) * 0.5; | |
var a01 = - this.direction.dot( segDir ); | |
var b0 = diff.dot( this.direction ); | |
var b1 = - diff.dot( segDir ); | |
var c = diff.lengthSq(); | |
var det = Math.abs( 1 - a01 * a01 ); | |
var s0, s1, sqrDist, extDet; | |
if ( det > 0 ) { | |
// The ray and segment are not parallel. | |
s0 = a01 * b1 - b0; | |
s1 = a01 * b0 - b1; | |
extDet = segExtent * det; | |
if ( s0 >= 0 ) { | |
if ( s1 >= - extDet ) { | |
if ( s1 <= extDet ) { | |
// region 0 | |
// Minimum at interior points of ray and segment. | |
var invDet = 1 / det; | |
s0 *= invDet; | |
s1 *= invDet; | |
sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c; | |
} else { | |
// region 1 | |
s1 = segExtent; | |
s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); | |
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; | |
} | |
} else { | |
// region 5 | |
s1 = - segExtent; | |
s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); | |
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; | |
} | |
} else { | |
if ( s1 <= - extDet ) { | |
// region 4 | |
s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) ); | |
s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); | |
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; | |
} else if ( s1 <= extDet ) { | |
// region 3 | |
s0 = 0; | |
s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent ); | |
sqrDist = s1 * ( s1 + 2 * b1 ) + c; | |
} else { | |
// region 2 | |
s0 = Math.max( 0, - ( a01 * segExtent + b0 ) ); | |
s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); | |
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; | |
} | |
} | |
} else { | |
// Ray and segment are parallel. | |
s1 = ( a01 > 0 ) ? - segExtent : segExtent; | |
s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); | |
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; | |
} | |
if ( optionalPointOnRay ) { | |
optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin ); | |
} | |
if ( optionalPointOnSegment ) { | |
optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter ); | |
} | |
return sqrDist; | |
}; | |
}(), | |
intersectSphere: function () { | |
var v1 = new Vector3(); | |
return function intersectSphere( sphere, optionalTarget ) { | |
v1.subVectors( sphere.center, this.origin ); | |
var tca = v1.dot( this.direction ); | |
var d2 = v1.dot( v1 ) - tca * tca; | |
var radius2 = sphere.radius * sphere.radius; | |
if ( d2 > radius2 ) return null; | |
var thc = Math.sqrt( radius2 - d2 ); | |
// t0 = first intersect point - entrance on front of sphere | |
var t0 = tca - thc; | |
// t1 = second intersect point - exit point on back of sphere | |
var t1 = tca + thc; | |
// test to see if both t0 and t1 are behind the ray - if so, return null | |
if ( t0 < 0 && t1 < 0 ) return null; | |
// test to see if t0 is behind the ray: | |
// if it is, the ray is inside the sphere, so return the second exit point scaled by t1, | |
// in order to always return an intersect point that is in front of the ray. | |
if ( t0 < 0 ) return this.at( t1, optionalTarget ); | |
// else t0 is in front of the ray, so return the first collision point scaled by t0 | |
return this.at( t0, optionalTarget ); | |
}; | |
}(), | |
intersectsSphere: function ( sphere ) { | |
return this.distanceToPoint( sphere.center ) <= sphere.radius; | |
}, | |
distanceToPlane: function ( plane ) { | |
var denominator = plane.normal.dot( this.direction ); | |
if ( denominator === 0 ) { | |
// line is coplanar, return origin | |
if ( plane.distanceToPoint( this.origin ) === 0 ) { | |
return 0; | |
} | |
// Null is preferable to undefined since undefined means.... it is undefined | |
return null; | |
} | |
var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator; | |
// Return if the ray never intersects the plane | |
return t >= 0 ? t : null; | |
}, | |
intersectPlane: function ( plane, optionalTarget ) { | |
var t = this.distanceToPlane( plane ); | |
if ( t === null ) { | |
return null; | |
} | |
return this.at( t, optionalTarget ); | |
}, | |
intersectsPlane: function ( plane ) { | |
// check if the ray lies on the plane first | |
var distToPoint = plane.distanceToPoint( this.origin ); | |
if ( distToPoint === 0 ) { | |
return true; | |
} | |
var denominator = plane.normal.dot( this.direction ); | |
if ( denominator * distToPoint < 0 ) { | |
return true; | |
} | |
// ray origin is behind the plane (and is pointing behind it) | |
return false; | |
}, | |
intersectBox: function ( box, optionalTarget ) { | |
var tmin, tmax, tymin, tymax, tzmin, tzmax; | |
var invdirx = 1 / this.direction.x, | |
invdiry = 1 / this.direction.y, | |
invdirz = 1 / this.direction.z; | |
var origin = this.origin; | |
if ( invdirx >= 0 ) { | |
tmin = ( box.min.x - origin.x ) * invdirx; | |
tmax = ( box.max.x - origin.x ) * invdirx; | |
} else { | |
tmin = ( box.max.x - origin.x ) * invdirx; | |
tmax = ( box.min.x - origin.x ) * invdirx; | |
} | |
if ( invdiry >= 0 ) { | |
tymin = ( box.min.y - origin.y ) * invdiry; | |
tymax = ( box.max.y - origin.y ) * invdiry; | |
} else { | |
tymin = ( box.max.y - origin.y ) * invdiry; | |
tymax = ( box.min.y - origin.y ) * invdiry; | |
} | |
if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null; | |
// These lines also handle the case where tmin or tmax is NaN | |
// (result of 0 * Infinity). x !== x returns true if x is NaN | |
if ( tymin > tmin || tmin !== tmin ) tmin = tymin; | |
if ( tymax < tmax || tmax !== tmax ) tmax = tymax; | |
if ( invdirz >= 0 ) { | |
tzmin = ( box.min.z - origin.z ) * invdirz; | |
tzmax = ( box.max.z - origin.z ) * invdirz; | |
} else { | |
tzmin = ( box.max.z - origin.z ) * invdirz; | |
tzmax = ( box.min.z - origin.z ) * invdirz; | |
} | |
if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null; | |
if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin; | |
if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax; | |
//return point closest to the ray (positive side) | |
if ( tmax < 0 ) return null; | |
return this.at( tmin >= 0 ? tmin : tmax, optionalTarget ); | |
}, | |
intersectsBox: ( function () { | |
var v = new Vector3(); | |
return function intersectsBox( box ) { | |
return this.intersectBox( box, v ) !== null; | |
}; | |
} )(), | |
intersectTriangle: function () { | |
// Compute the offset origin, edges, and normal. | |
var diff = new Vector3(); | |
var edge1 = new Vector3(); | |
var edge2 = new Vector3(); | |
var normal = new Vector3(); | |
return function intersectTriangle( a, b, c, backfaceCulling, optionalTarget ) { | |
// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h | |
edge1.subVectors( b, a ); | |
edge2.subVectors( c, a ); | |
normal.crossVectors( edge1, edge2 ); | |
// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction, | |
// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by | |
// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2)) | |
// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q)) | |
// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N) | |
var DdN = this.direction.dot( normal ); | |
var sign; | |
if ( DdN > 0 ) { | |
if ( backfaceCulling ) return null; | |
sign = 1; | |
} else if ( DdN < 0 ) { | |
sign = - 1; | |
DdN = - DdN; | |
} else { | |
return null; | |
} | |
diff.subVectors( this.origin, a ); | |
var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) ); | |
// b1 < 0, no intersection | |
if ( DdQxE2 < 0 ) { | |
return null; | |
} | |
var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) ); | |
// b2 < 0, no intersection | |
if ( DdE1xQ < 0 ) { | |
return null; | |
} | |
// b1+b2 > 1, no intersection | |
if ( DdQxE2 + DdE1xQ > DdN ) { | |
return null; | |
} | |
// Line intersects triangle, check if ray does. | |
var QdN = - sign * diff.dot( normal ); | |
// t < 0, no intersection | |
if ( QdN < 0 ) { | |
return null; | |
} | |
// Ray intersects triangle. | |
return this.at( QdN / DdN, optionalTarget ); | |
}; | |
}(), | |
applyMatrix4: function ( matrix4 ) { | |
this.origin.applyMatrix4( matrix4 ); | |
this.direction.transformDirection( matrix4 ); | |
return this; | |
}, | |
equals: function ( ray ) { | |
return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction ); | |
} | |
} ); | |
/** | |
* @author bhouston / http://clara.io | |
*/ | |
function Line3( start, end ) { | |
this.start = ( start !== undefined ) ? start : new Vector3(); | |
this.end = ( end !== undefined ) ? end : new Vector3(); | |
} | |
Object.assign( Line3.prototype, { | |
set: function ( start, end ) { | |
this.start.copy( start ); | |
this.end.copy( end ); | |
return this; | |
}, | |
clone: function () { | |
return new this.constructor().copy( this ); | |
}, | |
copy: function ( line ) { | |
this.start.copy( line.start ); | |
this.end.copy( line.end ); | |
return this; | |
}, | |
getCenter: function ( optionalTarget ) { | |
var result = optionalTarget || new Vector3(); | |
return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 ); | |
}, | |
delta: function ( optionalTarget ) { | |
var result = optionalTarget || new Vector3(); | |
return result.subVectors( this.end, this.start ); | |
}, | |
distanceSq: function () { | |
return this.start.distanceToSquared( this.end ); | |
}, | |
distance: function () { | |
return this.start.distanceTo( this.end ); | |
}, | |
at: function ( t, optionalTarget ) { | |
var result = optionalTarget || new Vector3(); | |
return this.delta( result ).multiplyScalar( t ).add( this.start ); | |
}, | |
closestPointToPointParameter: function () { | |
var startP = new Vector3(); | |
var startEnd = new Vector3(); | |
return function closestPointToPointParameter( point, clampToLine ) { | |
startP.subVectors( point, this.start ); | |
startEnd.subVectors( this.end, this.start ); | |
var startEnd2 = startEnd.dot( startEnd ); | |
var startEnd_startP = startEnd.dot( startP ); | |
var t = startEnd_startP / startEnd2; | |
if ( clampToLine ) { | |
t = _Math.clamp( t, 0, 1 ); | |
} | |
return t; | |
}; | |
}(), | |
closestPointToPoint: function ( point, clampToLine, optionalTarget ) { | |
var t = this.closestPointToPointParameter( point, clampToLine ); | |
var result = optionalTarget || new Vector3(); | |
return this.delta( result ).multiplyScalar( t ).add( this.start ); | |
}, | |
applyMatrix4: function ( matrix ) { | |
this.start.applyMatrix4( matrix ); | |
this.end.applyMatrix4( matrix ); | |
return this; | |
}, | |
equals: function ( line ) { | |
return line.start.equals( this.start ) && line.end.equals( this.end ); | |
} | |
} ); | |
/** | |
* @author bhouston / http://clara.io | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function Triangle( a, b, c ) { | |
this.a = ( a !== undefined ) ? a : new Vector3(); | |
this.b = ( b !== undefined ) ? b : new Vector3(); | |
this.c = ( c !== undefined ) ? c : new Vector3(); | |
} | |
Object.assign( Triangle, { | |
normal: function () { | |
var v0 = new Vector3(); | |
return function normal( a, b, c, optionalTarget ) { | |
var result = optionalTarget || new Vector3(); | |
result.subVectors( c, b ); | |
v0.subVectors( a, b ); | |
result.cross( v0 ); | |
var resultLengthSq = result.lengthSq(); | |
if ( resultLengthSq > 0 ) { | |
return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) ); | |
} | |
return result.set( 0, 0, 0 ); | |
}; | |
}(), | |
// static/instance method to calculate barycentric coordinates | |
// based on: http://www.blackpawn.com/texts/pointinpoly/default.html | |
barycoordFromPoint: function () { | |
var v0 = new Vector3(); | |
var v1 = new Vector3(); | |
var v2 = new Vector3(); | |
return function barycoordFromPoint( point, a, b, c, optionalTarget ) { | |
v0.subVectors( c, a ); | |
v1.subVectors( b, a ); | |
v2.subVectors( point, a ); | |
var dot00 = v0.dot( v0 ); | |
var dot01 = v0.dot( v1 ); | |
var dot02 = v0.dot( v2 ); | |
var dot11 = v1.dot( v1 ); | |
var dot12 = v1.dot( v2 ); | |
var denom = ( dot00 * dot11 - dot01 * dot01 ); | |
var result = optionalTarget || new Vector3(); | |
// collinear or singular triangle | |
if ( denom === 0 ) { | |
// arbitrary location outside of triangle? | |
// not sure if this is the best idea, maybe should be returning undefined | |
return result.set( - 2, - 1, - 1 ); | |
} | |
var invDenom = 1 / denom; | |
var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; | |
var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; | |
// barycentric coordinates must always sum to 1 | |
return result.set( 1 - u - v, v, u ); | |
}; | |
}(), | |
containsPoint: function () { | |
var v1 = new Vector3(); | |
return function containsPoint( point, a, b, c ) { | |
var result = Triangle.barycoordFromPoint( point, a, b, c, v1 ); | |
return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 ); | |
}; | |
}() | |
} ); | |
Object.assign( Triangle.prototype, { | |
set: function ( a, b, c ) { | |
this.a.copy( a ); | |
this.b.copy( b ); | |
this.c.copy( c ); | |
return this; | |
}, | |
setFromPointsAndIndices: function ( points, i0, i1, i2 ) { | |
this.a.copy( points[ i0 ] ); | |
this.b.copy( points[ i1 ] ); | |
this.c.copy( points[ i2 ] ); | |
return this; | |
}, | |
clone: function () { | |
return new this.constructor().copy( this ); | |
}, | |
copy: function ( triangle ) { | |
this.a.copy( triangle.a ); | |
this.b.copy( triangle.b ); | |
this.c.copy( triangle.c ); | |
return this; | |
}, | |
area: function () { | |
var v0 = new Vector3(); | |
var v1 = new Vector3(); | |
return function area() { | |
v0.subVectors( this.c, this.b ); | |
v1.subVectors( this.a, this.b ); | |
return v0.cross( v1 ).length() * 0.5; | |
}; | |
}(), | |
midpoint: function ( optionalTarget ) { | |
var result = optionalTarget || new Vector3(); | |
return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 ); | |
}, | |
normal: function ( optionalTarget ) { | |
return Triangle.normal( this.a, this.b, this.c, optionalTarget ); | |
}, | |
plane: function ( optionalTarget ) { | |
var result = optionalTarget || new Plane(); | |
return result.setFromCoplanarPoints( this.a, this.b, this.c ); | |
}, | |
barycoordFromPoint: function ( point, optionalTarget ) { | |
return Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget ); | |
}, | |
containsPoint: function ( point ) { | |
return Triangle.containsPoint( point, this.a, this.b, this.c ); | |
}, | |
intersectsBox: function ( box ) { | |
return box.intersectsTriangle( this ); | |
}, | |
closestPointToPoint: function () { | |
var plane = new Plane(); | |
var edgeList = [ new Line3(), new Line3(), new Line3() ]; | |
var projectedPoint = new Vector3(); | |
var closestPoint = new Vector3(); | |
return function closestPointToPoint( point, optionalTarget ) { | |
var result = optionalTarget || new Vector3(); | |
var minDistance = Infinity; | |
// project the point onto the plane of the triangle | |
plane.setFromCoplanarPoints( this.a, this.b, this.c ); | |
plane.projectPoint( point, projectedPoint ); | |
// check if the projection lies within the triangle | |
if ( this.containsPoint( projectedPoint ) === true ) { | |
// if so, this is the closest point | |
result.copy( projectedPoint ); | |
} else { | |
// if not, the point falls outside the triangle. the result is the closest point to the triangle's edges or vertices | |
edgeList[ 0 ].set( this.a, this.b ); | |
edgeList[ 1 ].set( this.b, this.c ); | |
edgeList[ 2 ].set( this.c, this.a ); | |
for ( var i = 0; i < edgeList.length; i ++ ) { | |
edgeList[ i ].closestPointToPoint( projectedPoint, true, closestPoint ); | |
var distance = projectedPoint.distanceToSquared( closestPoint ); | |
if ( distance < minDistance ) { | |
minDistance = distance; | |
result.copy( closestPoint ); | |
} | |
} | |
} | |
return result; | |
}; | |
}(), | |
equals: function ( triangle ) { | |
return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c ); | |
} | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
* @author alteredq / http://alteredqualia.com/ | |
* @author mikael emtinger / http://gomo.se/ | |
* @author jonobr1 / http://jonobr1.com/ | |
*/ | |
function Mesh( geometry, material ) { | |
Object3D.call( this ); | |
this.type = 'Mesh'; | |
this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); | |
this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } ); | |
this.drawMode = TrianglesDrawMode; | |
this.updateMorphTargets(); | |
} | |
Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), { | |
constructor: Mesh, | |
isMesh: true, | |
setDrawMode: function ( value ) { | |
this.drawMode = value; | |
}, | |
copy: function ( source ) { | |
Object3D.prototype.copy.call( this, source ); | |
this.drawMode = source.drawMode; | |
if ( source.morphTargetInfluences !== undefined ) { | |
this.morphTargetInfluences = source.morphTargetInfluences.slice(); | |
} | |
if ( source.morphTargetDictionary !== undefined ) { | |
this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary ); | |
} | |
return this; | |
}, | |
updateMorphTargets: function () { | |
var geometry = this.geometry; | |
var m, ml, name; | |
if ( geometry.isBufferGeometry ) { | |
var morphAttributes = geometry.morphAttributes; | |
var keys = Object.keys( morphAttributes ); | |
if ( keys.length > 0 ) { | |
var morphAttribute = morphAttributes[ keys[ 0 ] ]; | |
if ( morphAttribute !== undefined ) { | |
this.morphTargetInfluences = []; | |
this.morphTargetDictionary = {}; | |
for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) { | |
name = morphAttribute[ m ].name || String( m ); | |
this.morphTargetInfluences.push( 0 ); | |
this.morphTargetDictionary[ name ] = m; | |
} | |
} | |
} | |
} else { | |
var morphTargets = geometry.morphTargets; | |
if ( morphTargets !== undefined && morphTargets.length > 0 ) { | |
this.morphTargetInfluences = []; | |
this.morphTargetDictionary = {}; | |
for ( m = 0, ml = morphTargets.length; m < ml; m ++ ) { | |
name = morphTargets[ m ].name || String( m ); | |
this.morphTargetInfluences.push( 0 ); | |
this.morphTargetDictionary[ name ] = m; | |
} | |
} | |
} | |
}, | |
raycast: ( function () { | |
var inverseMatrix = new Matrix4(); | |
var ray = new Ray(); | |
var sphere = new Sphere(); | |
var vA = new Vector3(); | |
var vB = new Vector3(); | |
var vC = new Vector3(); | |
var tempA = new Vector3(); | |
var tempB = new Vector3(); | |
var tempC = new Vector3(); | |
var uvA = new Vector2(); | |
var uvB = new Vector2(); | |
var uvC = new Vector2(); | |
var barycoord = new Vector3(); | |
var intersectionPoint = new Vector3(); | |
var intersectionPointWorld = new Vector3(); | |
function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) { | |
Triangle.barycoordFromPoint( point, p1, p2, p3, barycoord ); | |
uv1.multiplyScalar( barycoord.x ); | |
uv2.multiplyScalar( barycoord.y ); | |
uv3.multiplyScalar( barycoord.z ); | |
uv1.add( uv2 ).add( uv3 ); | |
return uv1.clone(); | |
} | |
function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) { | |
var intersect; | |
if ( material.side === BackSide ) { | |
intersect = ray.intersectTriangle( pC, pB, pA, true, point ); | |
} else { | |
intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point ); | |
} | |
if ( intersect === null ) return null; | |
intersectionPointWorld.copy( point ); | |
intersectionPointWorld.applyMatrix4( object.matrixWorld ); | |
var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld ); | |
if ( distance < raycaster.near || distance > raycaster.far ) return null; | |
return { | |
distance: distance, | |
point: intersectionPointWorld.clone(), | |
object: object | |
}; | |
} | |
function checkBufferGeometryIntersection( object, raycaster, ray, position, uv, a, b, c ) { | |
vA.fromBufferAttribute( position, a ); | |
vB.fromBufferAttribute( position, b ); | |
vC.fromBufferAttribute( position, c ); | |
var intersection = checkIntersection( object, object.material, raycaster, ray, vA, vB, vC, intersectionPoint ); | |
if ( intersection ) { | |
if ( uv ) { | |
uvA.fromBufferAttribute( uv, a ); | |
uvB.fromBufferAttribute( uv, b ); | |
uvC.fromBufferAttribute( uv, c ); | |
intersection.uv = uvIntersection( intersectionPoint, vA, vB, vC, uvA, uvB, uvC ); | |
} | |
intersection.face = new Face3( a, b, c, Triangle.normal( vA, vB, vC ) ); | |
intersection.faceIndex = a; | |
} | |
return intersection; | |
} | |
return function raycast( raycaster, intersects ) { | |
var geometry = this.geometry; | |
var material = this.material; | |
var matrixWorld = this.matrixWorld; | |
if ( material === undefined ) return; | |
// Checking boundingSphere distance to ray | |
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); | |
sphere.copy( geometry.boundingSphere ); | |
sphere.applyMatrix4( matrixWorld ); | |
if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; | |
// | |
inverseMatrix.getInverse( matrixWorld ); | |
ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); | |
// Check boundingBox before continuing | |
if ( geometry.boundingBox !== null ) { | |
if ( ray.intersectsBox( geometry.boundingBox ) === false ) return; | |
} | |
var intersection; | |
if ( geometry.isBufferGeometry ) { | |
var a, b, c; | |
var index = geometry.index; | |
var position = geometry.attributes.position; | |
var uv = geometry.attributes.uv; | |
var i, l; | |
if ( index !== null ) { | |
// indexed buffer geometry | |
for ( i = 0, l = index.count; i < l; i += 3 ) { | |
a = index.getX( i ); | |
b = index.getX( i + 1 ); | |
c = index.getX( i + 2 ); | |
intersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c ); | |
if ( intersection ) { | |
intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indices buffer semantics | |
intersects.push( intersection ); | |
} | |
} | |
} else if ( position !== undefined ) { | |
// non-indexed buffer geometry | |
for ( i = 0, l = position.count; i < l; i += 3 ) { | |
a = i; | |
b = i + 1; | |
c = i + 2; | |
intersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c ); | |
if ( intersection ) { | |
intersection.index = a; // triangle number in positions buffer semantics | |
intersects.push( intersection ); | |
} | |
} | |
} | |
} else if ( geometry.isGeometry ) { | |
var fvA, fvB, fvC; | |
var isMultiMaterial = Array.isArray( material ); | |
var vertices = geometry.vertices; | |
var faces = geometry.faces; | |
var uvs; | |
var faceVertexUvs = geometry.faceVertexUvs[ 0 ]; | |
if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs; | |
for ( var f = 0, fl = faces.length; f < fl; f ++ ) { | |
var face = faces[ f ]; | |
var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material; | |
if ( faceMaterial === undefined ) continue; | |
fvA = vertices[ face.a ]; | |
fvB = vertices[ face.b ]; | |
fvC = vertices[ face.c ]; | |
if ( faceMaterial.morphTargets === true ) { | |
var morphTargets = geometry.morphTargets; | |
var morphInfluences = this.morphTargetInfluences; | |
vA.set( 0, 0, 0 ); | |
vB.set( 0, 0, 0 ); | |
vC.set( 0, 0, 0 ); | |
for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) { | |
var influence = morphInfluences[ t ]; | |
if ( influence === 0 ) continue; | |
var targets = morphTargets[ t ].vertices; | |
vA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence ); | |
vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence ); | |
vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence ); | |
} | |
vA.add( fvA ); | |
vB.add( fvB ); | |
vC.add( fvC ); | |
fvA = vA; | |
fvB = vB; | |
fvC = vC; | |
} | |
intersection = checkIntersection( this, faceMaterial, raycaster, ray, fvA, fvB, fvC, intersectionPoint ); | |
if ( intersection ) { | |
if ( uvs && uvs[ f ] ) { | |
var uvs_f = uvs[ f ]; | |
uvA.copy( uvs_f[ 0 ] ); | |
uvB.copy( uvs_f[ 1 ] ); | |
uvC.copy( uvs_f[ 2 ] ); | |
intersection.uv = uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC ); | |
} | |
intersection.face = face; | |
intersection.faceIndex = f; | |
intersects.push( intersection ); | |
} | |
} | |
} | |
}; | |
}() ), | |
clone: function () { | |
return new this.constructor( this.geometry, this.material ).copy( this ); | |
} | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function WebGLBackground( renderer, state, geometries, premultipliedAlpha ) { | |
var clearColor = new Color( 0x000000 ); | |
var clearAlpha = 0; | |
var planeCamera, planeMesh; | |
var boxMesh; | |
function render( renderList, scene, camera, forceClear ) { | |
var background = scene.background; | |
if ( background === null ) { | |
setClear( clearColor, clearAlpha ); | |
} else if ( background && background.isColor ) { | |
setClear( background, 1 ); | |
forceClear = true; | |
} | |
if ( renderer.autoClear || forceClear ) { | |
renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil ); | |
} | |
if ( background && background.isCubeTexture ) { | |
if ( boxMesh === undefined ) { | |
boxMesh = new Mesh( | |
new BoxBufferGeometry( 1, 1, 1 ), | |
new ShaderMaterial( { | |
uniforms: ShaderLib.cube.uniforms, | |
vertexShader: ShaderLib.cube.vertexShader, | |
fragmentShader: ShaderLib.cube.fragmentShader, | |
side: BackSide, | |
depthTest: true, | |
depthWrite: false, | |
fog: false | |
} ) | |
); | |
boxMesh.geometry.removeAttribute( 'normal' ); | |
boxMesh.geometry.removeAttribute( 'uv' ); | |
boxMesh.onBeforeRender = function ( renderer, scene, camera ) { | |
this.matrixWorld.copyPosition( camera.matrixWorld ); | |
}; | |
geometries.update( boxMesh.geometry ); | |
} | |
boxMesh.material.uniforms.tCube.value = background; | |
renderList.push( boxMesh, boxMesh.geometry, boxMesh.material, 0, null ); | |
} else if ( background && background.isTexture ) { | |
if ( planeCamera === undefined ) { | |
planeCamera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); | |
planeMesh = new Mesh( | |
new PlaneBufferGeometry( 2, 2 ), | |
new MeshBasicMaterial( { depthTest: false, depthWrite: false, fog: false } ) | |
); | |
geometries.update( planeMesh.geometry ); | |
} | |
planeMesh.material.map = background; | |
// TODO Push this to renderList | |
renderer.renderBufferDirect( planeCamera, null, planeMesh.geometry, planeMesh.material, planeMesh, null ); | |
} | |
} | |
function setClear( color, alpha ) { | |
state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha ); | |
} | |
return { | |
getClearColor: function () { | |
return clearColor; | |
}, | |
setClearColor: function ( color, alpha ) { | |
clearColor.set( color ); | |
clearAlpha = alpha !== undefined ? alpha : 1; | |
setClear( clearColor, clearAlpha ); | |
}, | |
getClearAlpha: function () { | |
return clearAlpha; | |
}, | |
setClearAlpha: function ( alpha ) { | |
clearAlpha = alpha; | |
setClear( clearColor, clearAlpha ); | |
}, | |
render: render | |
}; | |
} | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function painterSortStable( a, b ) { | |
if ( a.renderOrder !== b.renderOrder ) { | |
return a.renderOrder - b.renderOrder; | |
} else if ( a.program && b.program && a.program !== b.program ) { | |
return a.program.id - b.program.id; | |
} else if ( a.material.id !== b.material.id ) { | |
return a.material.id - b.material.id; | |
} else if ( a.z !== b.z ) { | |
return a.z - b.z; | |
} else { | |
return a.id - b.id; | |
} | |
} | |
function reversePainterSortStable( a, b ) { | |
if ( a.renderOrder !== b.renderOrder ) { | |
return a.renderOrder - b.renderOrder; | |
} if ( a.z !== b.z ) { | |
return b.z - a.z; | |
} else { | |
return a.id - b.id; | |
} | |
} | |
function WebGLRenderList() { | |
var renderItems = []; | |
var renderItemsIndex = 0; | |
var opaque = []; | |
var transparent = []; | |
function init() { | |
renderItemsIndex = 0; | |
opaque.length = 0; | |
transparent.length = 0; | |
} | |
function push( object, geometry, material, z, group ) { | |
var renderItem = renderItems[ renderItemsIndex ]; | |
if ( renderItem === undefined ) { | |
renderItem = { | |
id: object.id, | |
object: object, | |
geometry: geometry, | |
material: material, | |
program: material.program, | |
renderOrder: object.renderOrder, | |
z: z, | |
group: group | |
}; | |
renderItems[ renderItemsIndex ] = renderItem; | |
} else { | |
renderItem.id = object.id; | |
renderItem.object = object; | |
renderItem.geometry = geometry; | |
renderItem.material = material; | |
renderItem.program = material.program; | |
renderItem.renderOrder = object.renderOrder; | |
renderItem.z = z; | |
renderItem.group = group; | |
} | |
( material.transparent === true ? transparent : opaque ).push( renderItem ); | |
renderItemsIndex ++; | |
} | |
function sort() { | |
if ( opaque.length > 1 ) opaque.sort( painterSortStable ); | |
if ( transparent.length > 1 ) transparent.sort( reversePainterSortStable ); | |
} | |
return { | |
opaque: opaque, | |
transparent: transparent, | |
init: init, | |
push: push, | |
sort: sort | |
}; | |
} | |
function WebGLRenderLists() { | |
var lists = {}; | |
function get( scene, camera ) { | |
var hash = scene.id + ',' + camera.id; | |
var list = lists[ hash ]; | |
if ( list === undefined ) { | |
// console.log( 'THREE.WebGLRenderLists:', hash ); | |
list = new WebGLRenderList(); | |
lists[ hash ] = list; | |
} | |
return list; | |
} | |
function dispose() { | |
lists = {}; | |
} | |
return { | |
get: get, | |
dispose: dispose | |
}; | |
} | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function absNumericalSort( a, b ) { | |
return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] ); | |
} | |
function WebGLMorphtargets( gl ) { | |
var influencesList = {}; | |
var morphInfluences = new Float32Array( 8 ); | |
function update( object, geometry, material, program ) { | |
var objectInfluences = object.morphTargetInfluences; | |
var length = objectInfluences.length; | |
var influences = influencesList[ geometry.id ]; | |
if ( influences === undefined ) { | |
// initialise list | |
influences = []; | |
for ( var i = 0; i < length; i ++ ) { | |
influences[ i ] = [ i, 0 ]; | |
} | |
influencesList[ geometry.id ] = influences; | |
} | |
var morphTargets = material.morphTargets && geometry.morphAttributes.position; | |
var morphNormals = material.morphNormals && geometry.morphAttributes.normal; | |
// Remove current morphAttributes | |
for ( var i = 0; i < length; i ++ ) { | |
var influence = influences[ i ]; | |
if ( influence[ 1 ] !== 0 ) { | |
if ( morphTargets ) geometry.removeAttribute( 'morphTarget' + i ); | |
if ( morphNormals ) geometry.removeAttribute( 'morphNormal' + i ); | |
} | |
} | |
// Collect influences | |
for ( var i = 0; i < length; i ++ ) { | |
var influence = influences[ i ]; | |
influence[ 0 ] = i; | |
influence[ 1 ] = objectInfluences[ i ]; | |
} | |
influences.sort( absNumericalSort ); | |
// Add morphAttributes | |
for ( var i = 0; i < 8; i ++ ) { | |
var influence = influences[ i ]; | |
if ( influence ) { | |
var index = influence[ 0 ]; | |
var value = influence[ 1 ]; | |
if ( value ) { | |
if ( morphTargets ) geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] ); | |
if ( morphNormals ) geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] ); | |
morphInfluences[ i ] = value; | |
continue; | |
} | |
} | |
morphInfluences[ i ] = 0; | |
} | |
program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences ); | |
} | |
return { | |
update: update | |
}; | |
} | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function WebGLIndexedBufferRenderer( gl, extensions, infoRender ) { | |
var mode; | |
function setMode( value ) { | |
mode = value; | |
} | |
var type, bytesPerElement; | |
function setIndex( value ) { | |
type = value.type; | |
bytesPerElement = value.bytesPerElement; | |
} | |
function render( start, count ) { | |
gl.drawElements( mode, count, type, start * bytesPerElement ); | |
infoRender.calls ++; | |
infoRender.vertices += count; | |
if ( mode === gl.TRIANGLES ) infoRender.faces += count / 3; | |
else if ( mode === gl.POINTS ) infoRender.points += count; | |
} | |
function renderInstances( geometry, start, count ) { | |
var extension = extensions.get( 'ANGLE_instanced_arrays' ); | |
if ( extension === null ) { | |
console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); | |
return; | |
} | |
extension.drawElementsInstancedANGLE( mode, count, type, start * bytesPerElement, geometry.maxInstancedCount ); | |
infoRender.calls ++; | |
infoRender.vertices += count * geometry.maxInstancedCount; | |
if ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3; | |
else if ( mode === gl.POINTS ) infoRender.points += geometry.maxInstancedCount * count; | |
} | |
// | |
this.setMode = setMode; | |
this.setIndex = setIndex; | |
this.render = render; | |
this.renderInstances = renderInstances; | |
} | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function WebGLBufferRenderer( gl, extensions, infoRender ) { | |
var mode; | |
function setMode( value ) { | |
mode = value; | |
} | |
function render( start, count ) { | |
gl.drawArrays( mode, start, count ); | |
infoRender.calls ++; | |
infoRender.vertices += count; | |
if ( mode === gl.TRIANGLES ) infoRender.faces += count / 3; | |
else if ( mode === gl.POINTS ) infoRender.points += count; | |
} | |
function renderInstances( geometry, start, count ) { | |
var extension = extensions.get( 'ANGLE_instanced_arrays' ); | |
if ( extension === null ) { | |
console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); | |
return; | |
} | |
var position = geometry.attributes.position; | |
if ( position.isInterleavedBufferAttribute ) { | |
count = position.data.count; | |
extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount ); | |
} else { | |
extension.drawArraysInstancedANGLE( mode, start, count, geometry.maxInstancedCount ); | |
} | |
infoRender.calls ++; | |
infoRender.vertices += count * geometry.maxInstancedCount; | |
if ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3; | |
else if ( mode === gl.POINTS ) infoRender.points += geometry.maxInstancedCount * count; | |
} | |
// | |
this.setMode = setMode; | |
this.render = render; | |
this.renderInstances = renderInstances; | |
} | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function WebGLGeometries( gl, attributes, infoMemory ) { | |
var geometries = {}; | |
var wireframeAttributes = {}; | |
function onGeometryDispose( event ) { | |
var geometry = event.target; | |
var buffergeometry = geometries[ geometry.id ]; | |
if ( buffergeometry.index !== null ) { | |
attributes.remove( buffergeometry.index ); | |
} | |
for ( var name in buffergeometry.attributes ) { | |
attributes.remove( buffergeometry.attributes[ name ] ); | |
} | |
geometry.removeEventListener( 'dispose', onGeometryDispose ); | |
delete geometries[ geometry.id ]; | |
// TODO Remove duplicate code | |
var attribute = wireframeAttributes[ geometry.id ]; | |
if ( attribute ) { | |
attributes.remove( attribute ); | |
delete wireframeAttributes[ geometry.id ]; | |
} | |
attribute = wireframeAttributes[ buffergeometry.id ]; | |
if ( attribute ) { | |
attributes.remove( attribute ); | |
delete wireframeAttributes[ buffergeometry.id ]; | |
} | |
// | |
infoMemory.geometries --; | |
} | |
function get( object, geometry ) { | |
var buffergeometry = geometries[ geometry.id ]; | |
if ( buffergeometry ) return buffergeometry; | |
geometry.addEventListener( 'dispose', onGeometryDispose ); | |
if ( geometry.isBufferGeometry ) { | |
buffergeometry = geometry; | |
} else if ( geometry.isGeometry ) { | |
if ( geometry._bufferGeometry === undefined ) { | |
geometry._bufferGeometry = new BufferGeometry().setFromObject( object ); | |
} | |
buffergeometry = geometry._bufferGeometry; | |
} | |
geometries[ geometry.id ] = buffergeometry; | |
infoMemory.geometries ++; | |
return buffergeometry; | |
} | |
function update( geometry ) { | |
var index = geometry.index; | |
var geometryAttributes = geometry.attributes; | |
if ( index !== null ) { | |
attributes.update( index, gl.ELEMENT_ARRAY_BUFFER ); | |
} | |
for ( var name in geometryAttributes ) { | |
attributes.update( geometryAttributes[ name ], gl.ARRAY_BUFFER ); | |
} | |
// morph targets | |
var morphAttributes = geometry.morphAttributes; | |
for ( var name in morphAttributes ) { | |
var array = morphAttributes[ name ]; | |
for ( var i = 0, l = array.length; i < l; i ++ ) { | |
attributes.update( array[ i ], gl.ARRAY_BUFFER ); | |
} | |
} | |
} | |
function getWireframeAttribute( geometry ) { | |
var attribute = wireframeAttributes[ geometry.id ]; | |
if ( attribute ) return attribute; | |
var indices = []; | |
var geometryIndex = geometry.index; | |
var geometryAttributes = geometry.attributes; | |
// console.time( 'wireframe' ); | |
if ( geometryIndex !== null ) { | |
var array = geometryIndex.array; | |
for ( var i = 0, l = array.length; i < l; i += 3 ) { | |
var a = array[ i + 0 ]; | |
var b = array[ i + 1 ]; | |
var c = array[ i + 2 ]; | |
indices.push( a, b, b, c, c, a ); | |
} | |
} else { | |
var array = geometryAttributes.position.array; | |
for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) { | |
var a = i + 0; | |
var b = i + 1; | |
var c = i + 2; | |
indices.push( a, b, b, c, c, a ); | |
} | |
} | |
// console.timeEnd( 'wireframe' ); | |
attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 ); | |
attributes.update( attribute, gl.ELEMENT_ARRAY_BUFFER ); | |
wireframeAttributes[ geometry.id ] = attribute; | |
return attribute; | |
} | |
return { | |
get: get, | |
update: update, | |
getWireframeAttribute: getWireframeAttribute | |
}; | |
} | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function WebGLObjects( geometries, infoRender ) { | |
var updateList = {}; | |
function update( object ) { | |
var frame = infoRender.frame; | |
var geometry = object.geometry; | |
var buffergeometry = geometries.get( object, geometry ); | |
// Update once per frame | |
if ( updateList[ buffergeometry.id ] !== frame ) { | |
if ( geometry.isGeometry ) { | |
buffergeometry.updateFromObject( object ); | |
} | |
geometries.update( buffergeometry ); | |
updateList[ buffergeometry.id ] = frame; | |
} | |
return buffergeometry; | |
} | |
function dispose() { | |
updateList = {}; | |
} | |
return { | |
update: update, | |
dispose: dispose | |
}; | |
} | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function addLineNumbers( string ) { | |
var lines = string.split( '\n' ); | |
for ( var i = 0; i < lines.length; i ++ ) { | |
lines[ i ] = ( i + 1 ) + ': ' + lines[ i ]; | |
} | |
return lines.join( '\n' ); | |
} | |
function WebGLShader( gl, type, string ) { | |
var shader = gl.createShader( type ); | |
gl.shaderSource( shader, string ); | |
gl.compileShader( shader ); | |
if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) { | |
console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' ); | |
} | |
if ( gl.getShaderInfoLog( shader ) !== '' ) { | |
console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === gl.VERTEX_SHADER ? 'vertex' : 'fragment', gl.getShaderInfoLog( shader ), addLineNumbers( string ) ); | |
} | |
// --enable-privileged-webgl-extension | |
// console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) ); | |
return shader; | |
} | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
var programIdCount = 0; | |
function getEncodingComponents( encoding ) { | |
switch ( encoding ) { | |
case LinearEncoding: | |
return [ 'Linear', '( value )' ]; | |
case sRGBEncoding: | |
return [ 'sRGB', '( value )' ]; | |
case RGBEEncoding: | |
return [ 'RGBE', '( value )' ]; | |
case RGBM7Encoding: | |
return [ 'RGBM', '( value, 7.0 )' ]; | |
case RGBM16Encoding: | |
return [ 'RGBM', '( value, 16.0 )' ]; | |
case RGBDEncoding: | |
return [ 'RGBD', '( value, 256.0 )' ]; | |
case GammaEncoding: | |
return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ]; | |
default: | |
throw new Error( 'unsupported encoding: ' + encoding ); | |
} | |
} | |
function getTexelDecodingFunction( functionName, encoding ) { | |
var components = getEncodingComponents( encoding ); | |
return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }'; | |
} | |
function getTexelEncodingFunction( functionName, encoding ) { | |
var components = getEncodingComponents( encoding ); | |
return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }'; | |
} | |
function getToneMappingFunction( functionName, toneMapping ) { | |
var toneMappingName; | |
switch ( toneMapping ) { | |
case LinearToneMapping: | |
toneMappingName = 'Linear'; | |
break; | |
case ReinhardToneMapping: | |
toneMappingName = 'Reinhard'; | |
break; | |
case Uncharted2ToneMapping: | |
toneMappingName = 'Uncharted2'; | |
break; | |
case CineonToneMapping: | |
toneMappingName = 'OptimizedCineon'; | |
break; | |
default: | |
throw new Error( 'unsupported toneMapping: ' + toneMapping ); | |
} | |
return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }'; | |
} | |
function generateExtensions( extensions, parameters, rendererExtensions ) { | |
extensions = extensions || {}; | |
var chunks = [ | |
( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '', | |
( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '', | |
( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '', | |
( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : '' | |
]; | |
return chunks.filter( filterEmptyLine ).join( '\n' ); | |
} | |
function generateDefines( defines ) { | |
var chunks = []; | |
for ( var name in defines ) { | |
var value = defines[ name ]; | |
if ( value === false ) continue; | |
chunks.push( '#define ' + name + ' ' + value ); | |
} | |
return chunks.join( '\n' ); | |
} | |
function fetchAttributeLocations( gl, program ) { | |
var attributes = {}; | |
var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES ); | |
for ( var i = 0; i < n; i ++ ) { | |
var info = gl.getActiveAttrib( program, i ); | |
var name = info.name; | |
// console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i ); | |
attributes[ name ] = gl.getAttribLocation( program, name ); | |
} | |
return attributes; | |
} | |
function filterEmptyLine( string ) { | |
return string !== ''; | |
} | |
function replaceLightNums( string, parameters ) { | |
return string | |
.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights ) | |
.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights ) | |
.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights ) | |
.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights ) | |
.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights ); | |
} | |
function replaceClippingPlaneNums( string, parameters ) { | |
return string | |
.replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes ) | |
.replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) ); | |
} | |
function parseIncludes( string ) { | |
var pattern = /^[ \t]*#include +<([\w\d.]+)>/gm; | |
function replace( match, include ) { | |
var replace = ShaderChunk[ include ]; | |
if ( replace === undefined ) { | |
throw new Error( 'Can not resolve #include <' + include + '>' ); | |
} | |
return parseIncludes( replace ); | |
} | |
return string.replace( pattern, replace ); | |
} | |
function unrollLoops( string ) { | |
var pattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g; | |
function replace( match, start, end, snippet ) { | |
var unroll = ''; | |
for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) { | |
unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' ); | |
} | |
return unroll; | |
} | |
return string.replace( pattern, replace ); | |
} | |
function WebGLProgram( renderer, extensions, code, material, shader, parameters ) { | |
var gl = renderer.context; | |
var defines = material.defines; | |
var vertexShader = shader.vertexShader; | |
var fragmentShader = shader.fragmentShader; | |
var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC'; | |
if ( parameters.shadowMapType === PCFShadowMap ) { | |
shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF'; | |
} else if ( parameters.shadowMapType === PCFSoftShadowMap ) { | |
shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT'; | |
} | |
var envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; | |
var envMapModeDefine = 'ENVMAP_MODE_REFLECTION'; | |
var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; | |
if ( parameters.envMap ) { | |
switch ( material.envMap.mapping ) { | |
case CubeReflectionMapping: | |
case CubeRefractionMapping: | |
envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; | |
break; | |
case CubeUVReflectionMapping: | |
case CubeUVRefractionMapping: | |
envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV'; | |
break; | |
case EquirectangularReflectionMapping: | |
case EquirectangularRefractionMapping: | |
envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC'; | |
break; | |
case SphericalReflectionMapping: | |
envMapTypeDefine = 'ENVMAP_TYPE_SPHERE'; | |
break; | |
} | |
switch ( material.envMap.mapping ) { | |
case CubeRefractionMapping: | |
case EquirectangularRefractionMapping: | |
envMapModeDefine = 'ENVMAP_MODE_REFRACTION'; | |
break; | |
} | |
switch ( material.combine ) { | |
case MultiplyOperation: | |
envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; | |
break; | |
case MixOperation: | |
envMapBlendingDefine = 'ENVMAP_BLENDING_MIX'; | |
break; | |
case AddOperation: | |
envMapBlendingDefine = 'ENVMAP_BLENDING_ADD'; | |
break; | |
} | |
} | |
var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0; | |
// console.log( 'building new program ' ); | |
// | |
var customExtensions = generateExtensions( material.extensions, parameters, extensions ); | |
var customDefines = generateDefines( defines ); | |
// | |
var program = gl.createProgram(); | |
var prefixVertex, prefixFragment; | |
if ( material.isRawShaderMaterial ) { | |
prefixVertex = [ | |
customDefines | |
].filter( filterEmptyLine ).join( '\n' ); | |
if ( prefixVertex.length > 0 ) { | |
prefixVertex += '\n'; | |
} | |
prefixFragment = [ | |
customExtensions, | |
customDefines | |
].filter( filterEmptyLine ).join( '\n' ); | |
if ( prefixFragment.length > 0 ) { | |
prefixFragment += '\n'; | |
} | |
} else { | |
prefixVertex = [ | |
'precision ' + parameters.precision + ' float;', | |
'precision ' + parameters.precision + ' int;', | |
'#define SHADER_NAME ' + shader.name, | |
customDefines, | |
parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', | |
'#define GAMMA_FACTOR ' + gammaFactorDefine, | |
'#define MAX_BONES ' + parameters.maxBones, | |
( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '', | |
( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '', | |
parameters.map ? '#define USE_MAP' : '', | |
parameters.envMap ? '#define USE_ENVMAP' : '', | |
parameters.envMap ? '#define ' + envMapModeDefine : '', | |
parameters.lightMap ? '#define USE_LIGHTMAP' : '', | |
parameters.aoMap ? '#define USE_AOMAP' : '', | |
parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', | |
parameters.bumpMap ? '#define USE_BUMPMAP' : '', | |
parameters.normalMap ? '#define USE_NORMALMAP' : '', | |
parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '', | |
parameters.specularMap ? '#define USE_SPECULARMAP' : '', | |
parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', | |
parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', | |
parameters.alphaMap ? '#define USE_ALPHAMAP' : '', | |
parameters.vertexColors ? '#define USE_COLOR' : '', | |
parameters.flatShading ? '#define FLAT_SHADED' : '', | |
parameters.skinning ? '#define USE_SKINNING' : '', | |
parameters.useVertexTexture ? '#define BONE_TEXTURE' : '', | |
parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', | |
parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', | |
parameters.doubleSided ? '#define DOUBLE_SIDED' : '', | |
parameters.flipSided ? '#define FLIP_SIDED' : '', | |
parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', | |
parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', | |
parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', | |
parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', | |
parameters.logarithmicDepthBuffer && extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '', | |
'uniform mat4 modelMatrix;', | |
'uniform mat4 modelViewMatrix;', | |
'uniform mat4 projectionMatrix;', | |
'uniform mat4 viewMatrix;', | |
'uniform mat3 normalMatrix;', | |
'uniform vec3 cameraPosition;', | |
'attribute vec3 position;', | |
'attribute vec3 normal;', | |
'attribute vec2 uv;', | |
'#ifdef USE_COLOR', | |
' attribute vec3 color;', | |
'#endif', | |
'#ifdef USE_MORPHTARGETS', | |
' attribute vec3 morphTarget0;', | |
' attribute vec3 morphTarget1;', | |
' attribute vec3 morphTarget2;', | |
' attribute vec3 morphTarget3;', | |
' #ifdef USE_MORPHNORMALS', | |
' attribute vec3 morphNormal0;', | |
' attribute vec3 morphNormal1;', | |
' attribute vec3 morphNormal2;', | |
' attribute vec3 morphNormal3;', | |
' #else', | |
' attribute vec3 morphTarget4;', | |
' attribute vec3 morphTarget5;', | |
' attribute vec3 morphTarget6;', | |
' attribute vec3 morphTarget7;', | |
' #endif', | |
'#endif', | |
'#ifdef USE_SKINNING', | |
' attribute vec4 skinIndex;', | |
' attribute vec4 skinWeight;', | |
'#endif', | |
'\n' | |
].filter( filterEmptyLine ).join( '\n' ); | |
prefixFragment = [ | |
customExtensions, | |
'precision ' + parameters.precision + ' float;', | |
'precision ' + parameters.precision + ' int;', | |
'#define SHADER_NAME ' + shader.name, | |
customDefines, | |
parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '', | |
'#define GAMMA_FACTOR ' + gammaFactorDefine, | |
( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '', | |
( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '', | |
parameters.map ? '#define USE_MAP' : '', | |
parameters.envMap ? '#define USE_ENVMAP' : '', | |
parameters.envMap ? '#define ' + envMapTypeDefine : '', | |
parameters.envMap ? '#define ' + envMapModeDefine : '', | |
parameters.envMap ? '#define ' + envMapBlendingDefine : '', | |
parameters.lightMap ? '#define USE_LIGHTMAP' : '', | |
parameters.aoMap ? '#define USE_AOMAP' : '', | |
parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', | |
parameters.bumpMap ? '#define USE_BUMPMAP' : '', | |
parameters.normalMap ? '#define USE_NORMALMAP' : '', | |
parameters.specularMap ? '#define USE_SPECULARMAP' : '', | |
parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', | |
parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', | |
parameters.alphaMap ? '#define USE_ALPHAMAP' : '', | |
parameters.vertexColors ? '#define USE_COLOR' : '', | |
parameters.gradientMap ? '#define USE_GRADIENTMAP' : '', | |
parameters.flatShading ? '#define FLAT_SHADED' : '', | |
parameters.doubleSided ? '#define DOUBLE_SIDED' : '', | |
parameters.flipSided ? '#define FLIP_SIDED' : '', | |
parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', | |
parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', | |
parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '', | |
parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '', | |
parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', | |
parameters.logarithmicDepthBuffer && extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '', | |
parameters.envMap && extensions.get( 'EXT_shader_texture_lod' ) ? '#define TEXTURE_LOD_EXT' : '', | |
'uniform mat4 viewMatrix;', | |
'uniform vec3 cameraPosition;', | |
( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '', | |
( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below | |
( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '', | |
parameters.dithering ? '#define DITHERING' : '', | |
( parameters.outputEncoding || parameters.mapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ? ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below | |
parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '', | |
parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '', | |
parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '', | |
parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '', | |
parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '', | |
'\n' | |
].filter( filterEmptyLine ).join( '\n' ); | |
} | |
vertexShader = parseIncludes( vertexShader ); | |
vertexShader = replaceLightNums( vertexShader, parameters ); | |
vertexShader = replaceClippingPlaneNums( vertexShader, parameters ); | |
fragmentShader = parseIncludes( fragmentShader ); | |
fragmentShader = replaceLightNums( fragmentShader, parameters ); | |
fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters ); | |
vertexShader = unrollLoops( vertexShader ); | |
fragmentShader = unrollLoops( fragmentShader ); | |
var vertexGlsl = prefixVertex + vertexShader; | |
var fragmentGlsl = prefixFragment + fragmentShader; | |
// console.log( '*VERTEX*', vertexGlsl ); | |
// console.log( '*FRAGMENT*', fragmentGlsl ); | |
var glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl ); | |
var glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl ); | |
gl.attachShader( program, glVertexShader ); | |
gl.attachShader( program, glFragmentShader ); | |
// Force a particular attribute to index 0. | |
if ( material.index0AttributeName !== undefined ) { | |
gl.bindAttribLocation( program, 0, material.index0AttributeName ); | |
} else if ( parameters.morphTargets === true ) { | |
// programs with morphTargets displace position out of attribute 0 | |
gl.bindAttribLocation( program, 0, 'position' ); | |
} | |
gl.linkProgram( program ); | |
var programLog = gl.getProgramInfoLog( program ).trim(); | |
var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim(); | |
var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim(); | |
var runnable = true; | |
var haveDiagnostics = true; | |
// console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) ); | |
// console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) ); | |
if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) { | |
runnable = false; | |
console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog ); | |
} else if ( programLog !== '' ) { | |
console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog ); | |
} else if ( vertexLog === '' || fragmentLog === '' ) { | |
haveDiagnostics = false; | |
} | |
if ( haveDiagnostics ) { | |
this.diagnostics = { | |
runnable: runnable, | |
material: material, | |
programLog: programLog, | |
vertexShader: { | |
log: vertexLog, | |
prefix: prefixVertex | |
}, | |
fragmentShader: { | |
log: fragmentLog, | |
prefix: prefixFragment | |
} | |
}; | |
} | |
// clean up | |
gl.deleteShader( glVertexShader ); | |
gl.deleteShader( glFragmentShader ); | |
// set up caching for uniform locations | |
var cachedUniforms; | |
this.getUniforms = function () { | |
if ( cachedUniforms === undefined ) { | |
cachedUniforms = new WebGLUniforms( gl, program, renderer ); | |
} | |
return cachedUniforms; | |
}; | |
// set up caching for attribute locations | |
var cachedAttributes; | |
this.getAttributes = function () { | |
if ( cachedAttributes === undefined ) { | |
cachedAttributes = fetchAttributeLocations( gl, program ); | |
} | |
return cachedAttributes; | |
}; | |
// free resource | |
this.destroy = function () { | |
gl.deleteProgram( program ); | |
this.program = undefined; | |
}; | |
// DEPRECATED | |
Object.defineProperties( this, { | |
uniforms: { | |
get: function () { | |
console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' ); | |
return this.getUniforms(); | |
} | |
}, | |
attributes: { | |
get: function () { | |
console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' ); | |
return this.getAttributes(); | |
} | |
} | |
} ); | |
// | |
this.id = programIdCount ++; | |
this.code = code; | |
this.usedTimes = 1; | |
this.program = program; | |
this.vertexShader = glVertexShader; | |
this.fragmentShader = glFragmentShader; | |
return this; | |
} | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function WebGLPrograms( renderer, extensions, capabilities ) { | |
var programs = []; | |
var shaderIDs = { | |
MeshDepthMaterial: 'depth', | |
MeshDistanceMaterial: 'distanceRGBA', | |
MeshNormalMaterial: 'normal', | |
MeshBasicMaterial: 'basic', | |
MeshLambertMaterial: 'lambert', | |
MeshPhongMaterial: 'phong', | |
MeshToonMaterial: 'phong', | |
MeshStandardMaterial: 'physical', | |
MeshPhysicalMaterial: 'physical', | |
LineBasicMaterial: 'basic', | |
LineDashedMaterial: 'dashed', | |
PointsMaterial: 'points', | |
ShadowMaterial: 'shadow' | |
}; | |
var parameterNames = [ | |
"precision", "supportsVertexTextures", "map", "mapEncoding", "envMap", "envMapMode", "envMapEncoding", | |
"lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "displacementMap", "specularMap", | |
"roughnessMap", "metalnessMap", "gradientMap", | |
"alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp", | |
"flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning", | |
"maxBones", "useVertexTexture", "morphTargets", "morphNormals", | |
"maxMorphTargets", "maxMorphNormals", "premultipliedAlpha", | |
"numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights", | |
"shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights', | |
"alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering" | |
]; | |
function allocateBones( object ) { | |
var skeleton = object.skeleton; | |
var bones = skeleton.bones; | |
if ( capabilities.floatVertexTextures ) { | |
return 1024; | |
} else { | |
// default for when object is not specified | |
// ( for example when prebuilding shader to be used with multiple objects ) | |
// | |
// - leave some extra space for other uniforms | |
// - limit here is ANGLE's 254 max uniform vectors | |
// (up to 54 should be safe) | |
var nVertexUniforms = capabilities.maxVertexUniforms; | |
var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 ); | |
var maxBones = Math.min( nVertexMatrices, bones.length ); | |
if ( maxBones < bones.length ) { | |
console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' ); | |
return 0; | |
} | |
return maxBones; | |
} | |
} | |
function getTextureEncodingFromMap( map, gammaOverrideLinear ) { | |
var encoding; | |
if ( ! map ) { | |
encoding = LinearEncoding; | |
} else if ( map.isTexture ) { | |
encoding = map.encoding; | |
} else if ( map.isWebGLRenderTarget ) { | |
console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." ); | |
encoding = map.texture.encoding; | |
} | |
// add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point. | |
if ( encoding === LinearEncoding && gammaOverrideLinear ) { | |
encoding = GammaEncoding; | |
} | |
return encoding; | |
} | |
this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) { | |
var shaderID = shaderIDs[ material.type ]; | |
// heuristics to create shader parameters according to lights in the scene | |
// (not to blow over maxLights budget) | |
var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0; | |
var precision = capabilities.precision; | |
if ( material.precision !== null ) { | |
precision = capabilities.getMaxPrecision( material.precision ); | |
if ( precision !== material.precision ) { | |
console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' ); | |
} | |
} | |
var currentRenderTarget = renderer.getRenderTarget(); | |
var parameters = { | |
shaderID: shaderID, | |
precision: precision, | |
supportsVertexTextures: capabilities.vertexTextures, | |
outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ), | |
map: !! material.map, | |
mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ), | |
envMap: !! material.envMap, | |
envMapMode: material.envMap && material.envMap.mapping, | |
envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ), | |
envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ), | |
lightMap: !! material.lightMap, | |
aoMap: !! material.aoMap, | |
emissiveMap: !! material.emissiveMap, | |
emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ), | |
bumpMap: !! material.bumpMap, | |
normalMap: !! material.normalMap, | |
displacementMap: !! material.displacementMap, | |
roughnessMap: !! material.roughnessMap, | |
metalnessMap: !! material.metalnessMap, | |
specularMap: !! material.specularMap, | |
alphaMap: !! material.alphaMap, | |
gradientMap: !! material.gradientMap, | |
combine: material.combine, | |
vertexColors: material.vertexColors, | |
fog: !! fog, | |
useFog: material.fog, | |
fogExp: ( fog && fog.isFogExp2 ), | |
flatShading: material.flatShading, | |
sizeAttenuation: material.sizeAttenuation, | |
logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer, | |
skinning: material.skinning && maxBones > 0, | |
maxBones: maxBones, | |
useVertexTexture: capabilities.floatVertexTextures, | |
morphTargets: material.morphTargets, | |
morphNormals: material.morphNormals, | |
maxMorphTargets: renderer.maxMorphTargets, | |
maxMorphNormals: renderer.maxMorphNormals, | |
numDirLights: lights.directional.length, | |
numPointLights: lights.point.length, | |
numSpotLights: lights.spot.length, | |
numRectAreaLights: lights.rectArea.length, | |
numHemiLights: lights.hemi.length, | |
numClippingPlanes: nClipPlanes, | |
numClipIntersection: nClipIntersection, | |
dithering: material.dithering, | |
shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && shadows.length > 0, | |
shadowMapType: renderer.shadowMap.type, | |
toneMapping: renderer.toneMapping, | |
physicallyCorrectLights: renderer.physicallyCorrectLights, | |
premultipliedAlpha: material.premultipliedAlpha, | |
alphaTest: material.alphaTest, | |
doubleSided: material.side === DoubleSide, | |
flipSided: material.side === BackSide, | |
depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false | |
}; | |
return parameters; | |
}; | |
this.getProgramCode = function ( material, parameters ) { | |
var array = []; | |
if ( parameters.shaderID ) { | |
array.push( parameters.shaderID ); | |
} else { | |
array.push( material.fragmentShader ); | |
array.push( material.vertexShader ); | |
} | |
if ( material.defines !== undefined ) { | |
for ( var name in material.defines ) { | |
array.push( name ); | |
array.push( material.defines[ name ] ); | |
} | |
} | |
for ( var i = 0; i < parameterNames.length; i ++ ) { | |
array.push( parameters[ parameterNames[ i ] ] ); | |
} | |
array.push( material.onBeforeCompile.toString() ); | |
array.push( renderer.gammaOutput ); | |
return array.join(); | |
}; | |
this.acquireProgram = function ( material, shader, parameters, code ) { | |
var program; | |
// Check if code has been already compiled | |
for ( var p = 0, pl = programs.length; p < pl; p ++ ) { | |
var programInfo = programs[ p ]; | |
if ( programInfo.code === code ) { | |
program = programInfo; | |
++ program.usedTimes; | |
break; | |
} | |
} | |
if ( program === undefined ) { | |
program = new WebGLProgram( renderer, extensions, code, material, shader, parameters ); | |
programs.push( program ); | |
} | |
return program; | |
}; | |
this.releaseProgram = function ( program ) { | |
if ( -- program.usedTimes === 0 ) { | |
// Remove from unordered set | |
var i = programs.indexOf( program ); | |
programs[ i ] = programs[ programs.length - 1 ]; | |
programs.pop(); | |
// Free WebGL resources | |
program.destroy(); | |
} | |
}; | |
// Exposed for resource monitoring & error feedback via renderer.info: | |
this.programs = programs; | |
} | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, infoMemory, infoRender ) { | |
var _isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && _gl instanceof WebGL2RenderingContext ); | |
var _videoTextures = {}; | |
var _canvas; | |
// | |
function clampToMaxSize( image, maxSize ) { | |
if ( image.width > maxSize || image.height > maxSize ) { | |
// Warning: Scaling through the canvas will only work with images that use | |
// premultiplied alpha. | |
var scale = maxSize / Math.max( image.width, image.height ); | |
var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); | |
canvas.width = Math.floor( image.width * scale ); | |
canvas.height = Math.floor( image.height * scale ); | |
var context = canvas.getContext( '2d' ); | |
context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height ); | |
console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image ); | |
return canvas; | |
} | |
return image; | |
} | |
function isPowerOfTwo( image ) { | |
return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height ); | |
} | |
function makePowerOfTwo( image ) { | |
if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement || image instanceof ImageBitmap ) { | |
if ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); | |
_canvas.width = _Math.floorPowerOfTwo( image.width ); | |
_canvas.height = _Math.floorPowerOfTwo( image.height ); | |
var context = _canvas.getContext( '2d' ); | |
context.drawImage( image, 0, 0, _canvas.width, _canvas.height ); | |
console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + _canvas.width + 'x' + _canvas.height, image ); | |
return _canvas; | |
} | |
return image; | |
} | |
function textureNeedsPowerOfTwo( texture ) { | |
return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) || | |
( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ); | |
} | |
function textureNeedsGenerateMipmaps( texture, isPowerOfTwo ) { | |
return texture.generateMipmaps && isPowerOfTwo && | |
texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter; | |
} | |
// Fallback filters for non-power-of-2 textures | |
function filterFallback( f ) { | |
if ( f === NearestFilter || f === NearestMipMapNearestFilter || f === NearestMipMapLinearFilter ) { | |
return _gl.NEAREST; | |
} | |
return _gl.LINEAR; | |
} | |
// | |
function onTextureDispose( event ) { | |
var texture = event.target; | |
texture.removeEventListener( 'dispose', onTextureDispose ); | |
deallocateTexture( texture ); | |
if ( texture.isVideoTexture ) { | |
delete _videoTextures[ texture.id ]; | |
} | |
infoMemory.textures --; | |
} | |
function onRenderTargetDispose( event ) { | |
var renderTarget = event.target; | |
renderTarget.removeEventListener( 'dispose', onRenderTargetDispose ); | |
deallocateRenderTarget( renderTarget ); | |
infoMemory.textures --; | |
} | |
// | |
function deallocateTexture( texture ) { | |
var textureProperties = properties.get( texture ); | |
if ( texture.image && textureProperties.__image__webglTextureCube ) { | |
// cube texture | |
_gl.deleteTexture( textureProperties.__image__webglTextureCube ); | |
} else { | |
// 2D texture | |
if ( textureProperties.__webglInit === undefined ) return; | |
_gl.deleteTexture( textureProperties.__webglTexture ); | |
} | |
// remove all webgl properties | |
properties.remove( texture ); | |
} | |
function deallocateRenderTarget( renderTarget ) { | |
var renderTargetProperties = properties.get( renderTarget ); | |
var textureProperties = properties.get( renderTarget.texture ); | |
if ( ! renderTarget ) return; | |
if ( textureProperties.__webglTexture !== undefined ) { | |
_gl.deleteTexture( textureProperties.__webglTexture ); | |
} | |
if ( renderTarget.depthTexture ) { | |
renderTarget.depthTexture.dispose(); | |
} | |
if ( renderTarget.isWebGLRenderTargetCube ) { | |
for ( var i = 0; i < 6; i ++ ) { | |
_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] ); | |
if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); | |
} | |
} else { | |
_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer ); | |
if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); | |
} | |
properties.remove( renderTarget.texture ); | |
properties.remove( renderTarget ); | |
} | |
// | |
function setTexture2D( texture, slot ) { | |
var textureProperties = properties.get( texture ); | |
if ( texture.isVideoTexture ) updateVideoTexture( texture ); | |
if ( texture.version > 0 && textureProperties.__version !== texture.version ) { | |
var image = texture.image; | |
if ( image === undefined ) { | |
console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture ); | |
} else if ( image.complete === false ) { | |
console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture ); | |
} else { | |
uploadTexture( textureProperties, texture, slot ); | |
return; | |
} | |
} | |
state.activeTexture( _gl.TEXTURE0 + slot ); | |
state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); | |
} | |
function setTextureCube( texture, slot ) { | |
var textureProperties = properties.get( texture ); | |
if ( texture.image.length === 6 ) { | |
if ( texture.version > 0 && textureProperties.__version !== texture.version ) { | |
if ( ! textureProperties.__image__webglTextureCube ) { | |
texture.addEventListener( 'dispose', onTextureDispose ); | |
textureProperties.__image__webglTextureCube = _gl.createTexture(); | |
infoMemory.textures ++; | |
} | |
state.activeTexture( _gl.TEXTURE0 + slot ); | |
state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube ); | |
_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); | |
var isCompressed = ( texture && texture.isCompressedTexture ); | |
var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture ); | |
var cubeImage = []; | |
for ( var i = 0; i < 6; i ++ ) { | |
if ( ! isCompressed && ! isDataTexture ) { | |
cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize ); | |
} else { | |
cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ]; | |
} | |
} | |
var image = cubeImage[ 0 ], | |
isPowerOfTwoImage = isPowerOfTwo( image ), | |
glFormat = utils.convert( texture.format ), | |
glType = utils.convert( texture.type ); | |
setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isPowerOfTwoImage ); | |
for ( var i = 0; i < 6; i ++ ) { | |
if ( ! isCompressed ) { | |
if ( isDataTexture ) { | |
state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data ); | |
} else { | |
state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] ); | |
} | |
} else { | |
var mipmap, mipmaps = cubeImage[ i ].mipmaps; | |
for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) { | |
mipmap = mipmaps[ j ]; | |
if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) { | |
if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) { | |
state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); | |
} else { | |
console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' ); | |
} | |
} else { | |
state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); | |
} | |
} | |
} | |
} | |
if ( textureNeedsGenerateMipmaps( texture, isPowerOfTwoImage ) ) { | |
_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); | |
} | |
textureProperties.__version = texture.version; | |
if ( texture.onUpdate ) texture.onUpdate( texture ); | |
} else { | |
state.activeTexture( _gl.TEXTURE0 + slot ); | |
state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube ); | |
} | |
} | |
} | |
function setTextureCubeDynamic( texture, slot ) { | |
state.activeTexture( _gl.TEXTURE0 + slot ); | |
state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture ); | |
} | |
function setTextureParameters( textureType, texture, isPowerOfTwoImage ) { | |
var extension; | |
if ( isPowerOfTwoImage ) { | |
_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, utils.convert( texture.wrapS ) ); | |
_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, utils.convert( texture.wrapT ) ); | |
_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, utils.convert( texture.magFilter ) ); | |
_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, utils.convert( texture.minFilter ) ); | |
} else { | |
_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); | |
_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); | |
if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) { | |
console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture ); | |
} | |
_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) ); | |
_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) ); | |
if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) { | |
console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture ); | |
} | |
} | |
extension = extensions.get( 'EXT_texture_filter_anisotropic' ); | |
if ( extension ) { | |
if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return; | |
if ( texture.type === HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return; | |
if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) { | |
_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) ); | |
properties.get( texture ).__currentAnisotropy = texture.anisotropy; | |
} | |
} | |
} | |
function uploadTexture( textureProperties, texture, slot ) { | |
if ( textureProperties.__webglInit === undefined ) { | |
textureProperties.__webglInit = true; | |
texture.addEventListener( 'dispose', onTextureDispose ); | |
textureProperties.__webglTexture = _gl.createTexture(); | |
infoMemory.textures ++; | |
} | |
state.activeTexture( _gl.TEXTURE0 + slot ); | |
state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); | |
_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); | |
_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); | |
_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment ); | |
var image = clampToMaxSize( texture.image, capabilities.maxTextureSize ); | |
if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( image ) === false ) { | |
image = makePowerOfTwo( image ); | |
} | |
var isPowerOfTwoImage = isPowerOfTwo( image ), | |
glFormat = utils.convert( texture.format ), | |
glType = utils.convert( texture.type ); | |
setTextureParameters( _gl.TEXTURE_2D, texture, isPowerOfTwoImage ); | |
var mipmap, mipmaps = texture.mipmaps; | |
if ( texture.isDepthTexture ) { | |
// populate depth texture with dummy data | |
var internalFormat = _gl.DEPTH_COMPONENT; | |
if ( texture.type === FloatType ) { | |
if ( ! _isWebGL2 ) throw new Error( 'Float Depth Texture only supported in WebGL2.0' ); | |
internalFormat = _gl.DEPTH_COMPONENT32F; | |
} else if ( _isWebGL2 ) { | |
// WebGL 2.0 requires signed internalformat for glTexImage2D | |
internalFormat = _gl.DEPTH_COMPONENT16; | |
} | |
if ( texture.format === DepthFormat && internalFormat === _gl.DEPTH_COMPONENT ) { | |
// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are | |
// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT | |
// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) | |
if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) { | |
console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' ); | |
texture.type = UnsignedShortType; | |
glType = utils.convert( texture.type ); | |
} | |
} | |
// Depth stencil textures need the DEPTH_STENCIL internal format | |
// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) | |
if ( texture.format === DepthStencilFormat ) { | |
internalFormat = _gl.DEPTH_STENCIL; | |
// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are | |
// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL. | |
// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) | |
if ( texture.type !== UnsignedInt248Type ) { | |
console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' ); | |
texture.type = UnsignedInt248Type; | |
glType = utils.convert( texture.type ); | |
} | |
} | |
state.texImage2D( _gl.TEXTURE_2D, 0, internalFormat, image.width, image.height, 0, glFormat, glType, null ); | |
} else if ( texture.isDataTexture ) { | |
// use manually created mipmaps if available | |
// if there are no manual mipmaps | |
// set 0 level mipmap and then use GL to generate other mipmap levels | |
if ( mipmaps.length > 0 && isPowerOfTwoImage ) { | |
for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { | |
mipmap = mipmaps[ i ]; | |
state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); | |
} | |
texture.generateMipmaps = false; | |
} else { | |
state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data ); | |
} | |
} else if ( texture.isCompressedTexture ) { | |
for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { | |
mipmap = mipmaps[ i ]; | |
if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) { | |
if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) { | |
state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); | |
} else { | |
console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' ); | |
} | |
} else { | |
state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); | |
} | |
} | |
} else { | |
// regular Texture (image, video, canvas) | |
// use manually created mipmaps if available | |
// if there are no manual mipmaps | |
// set 0 level mipmap and then use GL to generate other mipmap levels | |
if ( mipmaps.length > 0 && isPowerOfTwoImage ) { | |
for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { | |
mipmap = mipmaps[ i ]; | |
state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap ); | |
} | |
texture.generateMipmaps = false; | |
} else { | |
state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, image ); | |
} | |
} | |
if ( textureNeedsGenerateMipmaps( texture, isPowerOfTwoImage ) ) _gl.generateMipmap( _gl.TEXTURE_2D ); | |
textureProperties.__version = texture.version; | |
if ( texture.onUpdate ) texture.onUpdate( texture ); | |
} | |
// Render targets | |
// Setup storage for target texture and bind it to correct framebuffer | |
function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) { | |
var glFormat = utils.convert( renderTarget.texture.format ); | |
var glType = utils.convert( renderTarget.texture.type ); | |
state.texImage2D( textureTarget, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); | |
_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); | |
_gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 ); | |
_gl.bindFramebuffer( _gl.FRAMEBUFFER, null ); | |
} | |
// Setup storage for internal depth/stencil buffers and bind to correct framebuffer | |
function setupRenderBufferStorage( renderbuffer, renderTarget ) { | |
_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); | |
if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { | |
_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height ); | |
_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); | |
} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) { | |
_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height ); | |
_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); | |
} else { | |
// FIXME: We don't support !depth !stencil | |
_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height ); | |
} | |
_gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); | |
} | |
// Setup resources for a Depth Texture for a FBO (needs an extension) | |
function setupDepthTexture( framebuffer, renderTarget ) { | |
var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube ); | |
if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' ); | |
_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); | |
if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) { | |
throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' ); | |
} | |
// upload an empty depth texture with framebuffer size | |
if ( ! properties.get( renderTarget.depthTexture ).__webglTexture || | |
renderTarget.depthTexture.image.width !== renderTarget.width || | |
renderTarget.depthTexture.image.height !== renderTarget.height ) { | |
renderTarget.depthTexture.image.width = renderTarget.width; | |
renderTarget.depthTexture.image.height = renderTarget.height; | |
renderTarget.depthTexture.needsUpdate = true; | |
} | |
setTexture2D( renderTarget.depthTexture, 0 ); | |
var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture; | |
if ( renderTarget.depthTexture.format === DepthFormat ) { | |
_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); | |
} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { | |
_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); | |
} else { | |
throw new Error( 'Unknown depthTexture format' ); | |
} | |
} | |
// Setup GL resources for a non-texture depth buffer | |
function setupDepthRenderbuffer( renderTarget ) { | |
var renderTargetProperties = properties.get( renderTarget ); | |
var isCube = ( renderTarget.isWebGLRenderTargetCube === true ); | |
if ( renderTarget.depthTexture ) { | |
if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' ); | |
setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget ); | |
} else { | |
if ( isCube ) { | |
renderTargetProperties.__webglDepthbuffer = []; | |
for ( var i = 0; i < 6; i ++ ) { | |
_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] ); | |
renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer(); | |
setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget ); | |
} | |
} else { | |
_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); | |
renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer(); | |
setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget ); | |
} | |
} | |
_gl.bindFramebuffer( _gl.FRAMEBUFFER, null ); | |
} | |
// Set up GL resources for the render target | |
function setupRenderTarget( renderTarget ) { | |
var renderTargetProperties = properties.get( renderTarget ); | |
var textureProperties = properties.get( renderTarget.texture ); | |
renderTarget.addEventListener( 'dispose', onRenderTargetDispose ); | |
textureProperties.__webglTexture = _gl.createTexture(); | |
infoMemory.textures ++; | |
var isCube = ( renderTarget.isWebGLRenderTargetCube === true ); | |
var isTargetPowerOfTwo = isPowerOfTwo( renderTarget ); | |
// Setup framebuffer | |
if ( isCube ) { | |
renderTargetProperties.__webglFramebuffer = []; | |
for ( var i = 0; i < 6; i ++ ) { | |
renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer(); | |
} | |
} else { | |
renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer(); | |
} | |
// Setup color buffer | |
if ( isCube ) { | |
state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture ); | |
setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo ); | |
for ( var i = 0; i < 6; i ++ ) { | |
setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i ); | |
} | |
if ( textureNeedsGenerateMipmaps( renderTarget.texture, isTargetPowerOfTwo ) ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); | |
state.bindTexture( _gl.TEXTURE_CUBE_MAP, null ); | |
} else { | |
state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); | |
setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo ); | |
setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D ); | |
if ( textureNeedsGenerateMipmaps( renderTarget.texture, isTargetPowerOfTwo ) ) _gl.generateMipmap( _gl.TEXTURE_2D ); | |
state.bindTexture( _gl.TEXTURE_2D, null ); | |
} | |
// Setup depth and stencil buffers | |
if ( renderTarget.depthBuffer ) { | |
setupDepthRenderbuffer( renderTarget ); | |
} | |
} | |
function updateRenderTargetMipmap( renderTarget ) { | |
var texture = renderTarget.texture; | |
var isTargetPowerOfTwo = isPowerOfTwo( renderTarget ); | |
if ( textureNeedsGenerateMipmaps( texture, isTargetPowerOfTwo ) ) { | |
var target = renderTarget.isWebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D; | |
var webglTexture = properties.get( texture ).__webglTexture; | |
state.bindTexture( target, webglTexture ); | |
_gl.generateMipmap( target ); | |
state.bindTexture( target, null ); | |
} | |
} | |
function updateVideoTexture( texture ) { | |
var id = texture.id; | |
var frame = infoRender.frame; | |
// Check the last frame we updated the VideoTexture | |
if ( _videoTextures[ id ] !== frame ) { | |
_videoTextures[ id ] = frame; | |
texture.update(); | |
} | |
} | |
this.setTexture2D = setTexture2D; | |
this.setTextureCube = setTextureCube; | |
this.setTextureCubeDynamic = setTextureCubeDynamic; | |
this.setupRenderTarget = setupRenderTarget; | |
this.updateRenderTargetMipmap = updateRenderTargetMipmap; | |
} | |
/** | |
* @author fordacious / fordacious.github.io | |
*/ | |
function WebGLProperties() { | |
var properties = {}; | |
function get( object ) { | |
var uuid = object.uuid; | |
var map = properties[ uuid ]; | |
if ( map === undefined ) { | |
map = {}; | |
properties[ uuid ] = map; | |
} | |
return map; | |
} | |
function remove( object ) { | |
delete properties[ object.uuid ]; | |
} | |
function update( object, key, value ) { | |
var uuid = object.uuid; | |
var map = properties[ uuid ]; | |
map[ key ] = value; | |
} | |
function dispose() { | |
properties = {}; | |
} | |
return { | |
get: get, | |
remove: remove, | |
update: update, | |
dispose: dispose | |
}; | |
} | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function WebGLState( gl, extensions, utils ) { | |
function ColorBuffer() { | |
var locked = false; | |
var color = new Vector4(); | |
var currentColorMask = null; | |
var currentColorClear = new Vector4( 0, 0, 0, 0 ); | |
return { | |
setMask: function ( colorMask ) { | |
if ( currentColorMask !== colorMask && ! locked ) { | |
gl.colorMask( colorMask, colorMask, colorMask, colorMask ); | |
currentColorMask = colorMask; | |
} | |
}, | |
setLocked: function ( lock ) { | |
locked = lock; | |
}, | |
setClear: function ( r, g, b, a, premultipliedAlpha ) { | |
if ( premultipliedAlpha === true ) { | |
r *= a; g *= a; b *= a; | |
} | |
color.set( r, g, b, a ); | |
if ( currentColorClear.equals( color ) === false ) { | |
gl.clearColor( r, g, b, a ); | |
currentColorClear.copy( color ); | |
} | |
}, | |
reset: function () { | |
locked = false; | |
currentColorMask = null; | |
currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state | |
} | |
}; | |
} | |
function DepthBuffer() { | |
var locked = false; | |
var currentDepthMask = null; | |
var currentDepthFunc = null; | |
var currentDepthClear = null; | |
return { | |
setTest: function ( depthTest ) { | |
if ( depthTest ) { | |
enable( gl.DEPTH_TEST ); | |
} else { | |
disable( gl.DEPTH_TEST ); | |
} | |
}, | |
setMask: function ( depthMask ) { | |
if ( currentDepthMask !== depthMask && ! locked ) { | |
gl.depthMask( depthMask ); | |
currentDepthMask = depthMask; | |
} | |
}, | |
setFunc: function ( depthFunc ) { | |
if ( currentDepthFunc !== depthFunc ) { | |
if ( depthFunc ) { | |
switch ( depthFunc ) { | |
case NeverDepth: | |
gl.depthFunc( gl.NEVER ); | |
break; | |
case AlwaysDepth: | |
gl.depthFunc( gl.ALWAYS ); | |
break; | |
case LessDepth: | |
gl.depthFunc( gl.LESS ); | |
break; | |
case LessEqualDepth: | |
gl.depthFunc( gl.LEQUAL ); | |
break; | |
case EqualDepth: | |
gl.depthFunc( gl.EQUAL ); | |
break; | |
case GreaterEqualDepth: | |
gl.depthFunc( gl.GEQUAL ); | |
break; | |
case GreaterDepth: | |
gl.depthFunc( gl.GREATER ); | |
break; | |
case NotEqualDepth: | |
gl.depthFunc( gl.NOTEQUAL ); | |
break; | |
default: | |
gl.depthFunc( gl.LEQUAL ); | |
} | |
} else { | |
gl.depthFunc( gl.LEQUAL ); | |
} | |
currentDepthFunc = depthFunc; | |
} | |
}, | |
setLocked: function ( lock ) { | |
locked = lock; | |
}, | |
setClear: function ( depth ) { | |
if ( currentDepthClear !== depth ) { | |
gl.clearDepth( depth ); | |
currentDepthClear = depth; | |
} | |
}, | |
reset: function () { | |
locked = false; | |
currentDepthMask = null; | |
currentDepthFunc = null; | |
currentDepthClear = null; | |
} | |
}; | |
} | |
function StencilBuffer() { | |
var locked = false; | |
var currentStencilMask = null; | |
var currentStencilFunc = null; | |
var currentStencilRef = null; | |
var currentStencilFuncMask = null; | |
var currentStencilFail = null; | |
var currentStencilZFail = null; | |
var currentStencilZPass = null; | |
var currentStencilClear = null; | |
return { | |
setTest: function ( stencilTest ) { | |
if ( stencilTest ) { | |
enable( gl.STENCIL_TEST ); | |
} else { | |
disable( gl.STENCIL_TEST ); | |
} | |
}, | |
setMask: function ( stencilMask ) { | |
if ( currentStencilMask !== stencilMask && ! locked ) { | |
gl.stencilMask( stencilMask ); | |
currentStencilMask = stencilMask; | |
} | |
}, | |
setFunc: function ( stencilFunc, stencilRef, stencilMask ) { | |
if ( currentStencilFunc !== stencilFunc || | |
currentStencilRef !== stencilRef || | |
currentStencilFuncMask !== stencilMask ) { | |
gl.stencilFunc( stencilFunc, stencilRef, stencilMask ); | |
currentStencilFunc = stencilFunc; | |
currentStencilRef = stencilRef; | |
currentStencilFuncMask = stencilMask; | |
} | |
}, | |
setOp: function ( stencilFail, stencilZFail, stencilZPass ) { | |
if ( currentStencilFail !== stencilFail || | |
currentStencilZFail !== stencilZFail || | |
currentStencilZPass !== stencilZPass ) { | |
gl.stencilOp( stencilFail, stencilZFail, stencilZPass ); | |
currentStencilFail = stencilFail; | |
currentStencilZFail = stencilZFail; | |
currentStencilZPass = stencilZPass; | |
} | |
}, | |
setLocked: function ( lock ) { | |
locked = lock; | |
}, | |
setClear: function ( stencil ) { | |
if ( currentStencilClear !== stencil ) { | |
gl.clearStencil( stencil ); | |
currentStencilClear = stencil; | |
} | |
}, | |
reset: function () { | |
locked = false; | |
currentStencilMask = null; | |
currentStencilFunc = null; | |
currentStencilRef = null; | |
currentStencilFuncMask = null; | |
currentStencilFail = null; | |
currentStencilZFail = null; | |
currentStencilZPass = null; | |
currentStencilClear = null; | |
} | |
}; | |
} | |
// | |
var colorBuffer = new ColorBuffer(); | |
var depthBuffer = new DepthBuffer(); | |
var stencilBuffer = new StencilBuffer(); | |
var maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); | |
var newAttributes = new Uint8Array( maxVertexAttributes ); | |
var enabledAttributes = new Uint8Array( maxVertexAttributes ); | |
var attributeDivisors = new Uint8Array( maxVertexAttributes ); | |
var capabilities = {}; | |
var compressedTextureFormats = null; | |
var currentProgram = null; | |
var currentBlending = null; | |
var currentBlendEquation = null; | |
var currentBlendSrc = null; | |
var currentBlendDst = null; | |
var currentBlendEquationAlpha = null; | |
var currentBlendSrcAlpha = null; | |
var currentBlendDstAlpha = null; | |
var currentPremultipledAlpha = false; | |
var currentFlipSided = null; | |
var currentCullFace = null; | |
var currentLineWidth = null; | |
var currentPolygonOffsetFactor = null; | |
var currentPolygonOffsetUnits = null; | |
var maxTextures = gl.getParameter( gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ); | |
var lineWidthAvailable = false; | |
var version = 0; | |
var glVersion = gl.getParameter( gl.VERSION ); | |
if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) { | |
version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] ); | |
lineWidthAvailable = ( version >= 1.0 ); | |
} else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) { | |
version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] ); | |
lineWidthAvailable = ( version >= 2.0 ); | |
} | |
var currentTextureSlot = null; | |
var currentBoundTextures = {}; | |
var currentScissor = new Vector4(); | |
var currentViewport = new Vector4(); | |
function createTexture( type, target, count ) { | |
var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4. | |
var texture = gl.createTexture(); | |
gl.bindTexture( type, texture ); | |
gl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); | |
gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); | |
for ( var i = 0; i < count; i ++ ) { | |
gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data ); | |
} | |
return texture; | |
} | |
var emptyTextures = {}; | |
emptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 ); | |
emptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 ); | |
// init | |
colorBuffer.setClear( 0, 0, 0, 1 ); | |
depthBuffer.setClear( 1 ); | |
stencilBuffer.setClear( 0 ); | |
enable( gl.DEPTH_TEST ); | |
depthBuffer.setFunc( LessEqualDepth ); | |
setFlipSided( false ); | |
setCullFace( CullFaceBack ); | |
enable( gl.CULL_FACE ); | |
enable( gl.BLEND ); | |
setBlending( NormalBlending ); | |
// | |
function initAttributes() { | |
for ( var i = 0, l = newAttributes.length; i < l; i ++ ) { | |
newAttributes[ i ] = 0; | |
} | |
} | |
function enableAttribute( attribute ) { | |
newAttributes[ attribute ] = 1; | |
if ( enabledAttributes[ attribute ] === 0 ) { | |
gl.enableVertexAttribArray( attribute ); | |
enabledAttributes[ attribute ] = 1; | |
} | |
if ( attributeDivisors[ attribute ] !== 0 ) { | |
var extension = extensions.get( 'ANGLE_instanced_arrays' ); | |
extension.vertexAttribDivisorANGLE( attribute, 0 ); | |
attributeDivisors[ attribute ] = 0; | |
} | |
} | |
function enableAttributeAndDivisor( attribute, meshPerAttribute ) { | |
newAttributes[ attribute ] = 1; | |
if ( enabledAttributes[ attribute ] === 0 ) { | |
gl.enableVertexAttribArray( attribute ); | |
enabledAttributes[ attribute ] = 1; | |
} | |
if ( attributeDivisors[ attribute ] !== meshPerAttribute ) { | |
var extension = extensions.get( 'ANGLE_instanced_arrays' ); | |
extension.vertexAttribDivisorANGLE( attribute, meshPerAttribute ); | |
attributeDivisors[ attribute ] = meshPerAttribute; | |
} | |
} | |
function disableUnusedAttributes() { | |
for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) { | |
if ( enabledAttributes[ i ] !== newAttributes[ i ] ) { | |
gl.disableVertexAttribArray( i ); | |
enabledAttributes[ i ] = 0; | |
} | |
} | |
} | |
function enable( id ) { | |
if ( capabilities[ id ] !== true ) { | |
gl.enable( id ); | |
capabilities[ id ] = true; | |
} | |
} | |
function disable( id ) { | |
if ( capabilities[ id ] !== false ) { | |
gl.disable( id ); | |
capabilities[ id ] = false; | |
} | |
} | |
function getCompressedTextureFormats() { | |
if ( compressedTextureFormats === null ) { | |
compressedTextureFormats = []; | |
if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || | |
extensions.get( 'WEBGL_compressed_texture_s3tc' ) || | |
extensions.get( 'WEBGL_compressed_texture_etc1' ) || | |
extensions.get( 'WEBGL_compressed_texture_astc' ) ) { | |
var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS ); | |
for ( var i = 0; i < formats.length; i ++ ) { | |
compressedTextureFormats.push( formats[ i ] ); | |
} | |
} | |
} | |
return compressedTextureFormats; | |
} | |
function useProgram( program ) { | |
if ( currentProgram !== program ) { | |
gl.useProgram( program ); | |
currentProgram = program; | |
return true; | |
} | |
return false; | |
} | |
function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) { | |
if ( blending !== NoBlending ) { | |
enable( gl.BLEND ); | |
} else { | |
disable( gl.BLEND ); | |
} | |
if ( blending !== CustomBlending ) { | |
if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) { | |
switch ( blending ) { | |
case AdditiveBlending: | |
if ( premultipliedAlpha ) { | |
gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); | |
gl.blendFuncSeparate( gl.ONE, gl.ONE, gl.ONE, gl.ONE ); | |
} else { | |
gl.blendEquation( gl.FUNC_ADD ); | |
gl.blendFunc( gl.SRC_ALPHA, gl.ONE ); | |
} | |
break; | |
case SubtractiveBlending: | |
if ( premultipliedAlpha ) { | |
gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); | |
gl.blendFuncSeparate( gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA ); | |
} else { | |
gl.blendEquation( gl.FUNC_ADD ); | |
gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR ); | |
} | |
break; | |
case MultiplyBlending: | |
if ( premultipliedAlpha ) { | |
gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); | |
gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA ); | |
} else { | |
gl.blendEquation( gl.FUNC_ADD ); | |
gl.blendFunc( gl.ZERO, gl.SRC_COLOR ); | |
} | |
break; | |
default: | |
if ( premultipliedAlpha ) { | |
gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); | |
gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); | |
} else { | |
gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); | |
gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); | |
} | |
} | |
} | |
currentBlendEquation = null; | |
currentBlendSrc = null; | |
currentBlendDst = null; | |
currentBlendEquationAlpha = null; | |
currentBlendSrcAlpha = null; | |
currentBlendDstAlpha = null; | |
} else { | |
blendEquationAlpha = blendEquationAlpha || blendEquation; | |
blendSrcAlpha = blendSrcAlpha || blendSrc; | |
blendDstAlpha = blendDstAlpha || blendDst; | |
if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) { | |
gl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) ); | |
currentBlendEquation = blendEquation; | |
currentBlendEquationAlpha = blendEquationAlpha; | |
} | |
if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) { | |
gl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) ); | |
currentBlendSrc = blendSrc; | |
currentBlendDst = blendDst; | |
currentBlendSrcAlpha = blendSrcAlpha; | |
currentBlendDstAlpha = blendDstAlpha; | |
} | |
} | |
currentBlending = blending; | |
currentPremultipledAlpha = premultipliedAlpha; | |
} | |
function setMaterial( material, frontFaceCW ) { | |
material.side === DoubleSide | |
? disable( gl.CULL_FACE ) | |
: enable( gl.CULL_FACE ); | |
var flipSided = ( material.side === BackSide ); | |
if ( frontFaceCW ) flipSided = ! flipSided; | |
setFlipSided( flipSided ); | |
material.transparent === true | |
? setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha ) | |
: setBlending( NoBlending ); | |
depthBuffer.setFunc( material.depthFunc ); | |
depthBuffer.setTest( material.depthTest ); | |
depthBuffer.setMask( material.depthWrite ); | |
colorBuffer.setMask( material.colorWrite ); | |
setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); | |
} | |
// | |
function setFlipSided( flipSided ) { | |
if ( currentFlipSided !== flipSided ) { | |
if ( flipSided ) { | |
gl.frontFace( gl.CW ); | |
} else { | |
gl.frontFace( gl.CCW ); | |
} | |
currentFlipSided = flipSided; | |
} | |
} | |
function setCullFace( cullFace ) { | |
if ( cullFace !== CullFaceNone ) { | |
enable( gl.CULL_FACE ); | |
if ( cullFace !== currentCullFace ) { | |
if ( cullFace === CullFaceBack ) { | |
gl.cullFace( gl.BACK ); | |
} else if ( cullFace === CullFaceFront ) { | |
gl.cullFace( gl.FRONT ); | |
} else { | |
gl.cullFace( gl.FRONT_AND_BACK ); | |
} | |
} | |
} else { | |
disable( gl.CULL_FACE ); | |
} | |
currentCullFace = cullFace; | |
} | |
function setLineWidth( width ) { | |
if ( width !== currentLineWidth ) { | |
if ( lineWidthAvailable ) gl.lineWidth( width ); | |
currentLineWidth = width; | |
} | |
} | |
function setPolygonOffset( polygonOffset, factor, units ) { | |
if ( polygonOffset ) { | |
enable( gl.POLYGON_OFFSET_FILL ); | |
if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) { | |
gl.polygonOffset( factor, units ); | |
currentPolygonOffsetFactor = factor; | |
currentPolygonOffsetUnits = units; | |
} | |
} else { | |
disable( gl.POLYGON_OFFSET_FILL ); | |
} | |
} | |
function setScissorTest( scissorTest ) { | |
if ( scissorTest ) { | |
enable( gl.SCISSOR_TEST ); | |
} else { | |
disable( gl.SCISSOR_TEST ); | |
} | |
} | |
// texture | |
function activeTexture( webglSlot ) { | |
if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1; | |
if ( currentTextureSlot !== webglSlot ) { | |
gl.activeTexture( webglSlot ); | |
currentTextureSlot = webglSlot; | |
} | |
} | |
function bindTexture( webglType, webglTexture ) { | |
if ( currentTextureSlot === null ) { | |
activeTexture(); | |
} | |
var boundTexture = currentBoundTextures[ currentTextureSlot ]; | |
if ( boundTexture === undefined ) { | |
boundTexture = { type: undefined, texture: undefined }; | |
currentBoundTextures[ currentTextureSlot ] = boundTexture; | |
} | |
if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) { | |
gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] ); | |
boundTexture.type = webglType; | |
boundTexture.texture = webglTexture; | |
} | |
} | |
function compressedTexImage2D() { | |
try { | |
gl.compressedTexImage2D.apply( gl, arguments ); | |
} catch ( error ) { | |
console.error( 'THREE.WebGLState:', error ); | |
} | |
} | |
function texImage2D() { | |
try { | |
gl.texImage2D.apply( gl, arguments ); | |
} catch ( error ) { | |
console.error( 'THREE.WebGLState:', error ); | |
} | |
} | |
// | |
function scissor( scissor ) { | |
if ( currentScissor.equals( scissor ) === false ) { | |
gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w ); | |
currentScissor.copy( scissor ); | |
} | |
} | |
function viewport( viewport ) { | |
if ( currentViewport.equals( viewport ) === false ) { | |
gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w ); | |
currentViewport.copy( viewport ); | |
} | |
} | |
// | |
function reset() { | |
for ( var i = 0; i < enabledAttributes.length; i ++ ) { | |
if ( enabledAttributes[ i ] === 1 ) { | |
gl.disableVertexAttribArray( i ); | |
enabledAttributes[ i ] = 0; | |
} | |
} | |
capabilities = {}; | |
compressedTextureFormats = null; | |
currentTextureSlot = null; | |
currentBoundTextures = {}; | |
currentProgram = null; | |
currentBlending = null; | |
currentFlipSided = null; | |
currentCullFace = null; | |
colorBuffer.reset(); | |
depthBuffer.reset(); | |
stencilBuffer.reset(); | |
} | |
return { | |
buffers: { | |
color: colorBuffer, | |
depth: depthBuffer, | |
stencil: stencilBuffer | |
}, | |
initAttributes: initAttributes, | |
enableAttribute: enableAttribute, | |
enableAttributeAndDivisor: enableAttributeAndDivisor, | |
disableUnusedAttributes: disableUnusedAttributes, | |
enable: enable, | |
disable: disable, | |
getCompressedTextureFormats: getCompressedTextureFormats, | |
useProgram: useProgram, | |
setBlending: setBlending, | |
setMaterial: setMaterial, | |
setFlipSided: setFlipSided, | |
setCullFace: setCullFace, | |
setLineWidth: setLineWidth, | |
setPolygonOffset: setPolygonOffset, | |
setScissorTest: setScissorTest, | |
activeTexture: activeTexture, | |
bindTexture: bindTexture, | |
compressedTexImage2D: compressedTexImage2D, | |
texImage2D: texImage2D, | |
scissor: scissor, | |
viewport: viewport, | |
reset: reset | |
}; | |
} | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function WebGLCapabilities( gl, extensions, parameters ) { | |
var maxAnisotropy; | |
function getMaxAnisotropy() { | |
if ( maxAnisotropy !== undefined ) return maxAnisotropy; | |
var extension = extensions.get( 'EXT_texture_filter_anisotropic' ); | |
if ( extension !== null ) { | |
maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ); | |
} else { | |
maxAnisotropy = 0; | |
} | |
return maxAnisotropy; | |
} | |
function getMaxPrecision( precision ) { | |
if ( precision === 'highp' ) { | |
if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 && | |
gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) { | |
return 'highp'; | |
} | |
precision = 'mediump'; | |
} | |
if ( precision === 'mediump' ) { | |
if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 && | |
gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) { | |
return 'mediump'; | |
} | |
} | |
return 'lowp'; | |
} | |
var precision = parameters.precision !== undefined ? parameters.precision : 'highp'; | |
var maxPrecision = getMaxPrecision( precision ); | |
if ( maxPrecision !== precision ) { | |
console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' ); | |
precision = maxPrecision; | |
} | |
var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true; | |
var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS ); | |
var maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ); | |
var maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE ); | |
var maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE ); | |
var maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); | |
var maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS ); | |
var maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS ); | |
var maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS ); | |
var vertexTextures = maxVertexTextures > 0; | |
var floatFragmentTextures = !! extensions.get( 'OES_texture_float' ); | |
var floatVertexTextures = vertexTextures && floatFragmentTextures; | |
return { | |
getMaxAnisotropy: getMaxAnisotropy, | |
getMaxPrecision: getMaxPrecision, | |
precision: precision, | |
logarithmicDepthBuffer: logarithmicDepthBuffer, | |
maxTextures: maxTextures, | |
maxVertexTextures: maxVertexTextures, | |
maxTextureSize: maxTextureSize, | |
maxCubemapSize: maxCubemapSize, | |
maxAttributes: maxAttributes, | |
maxVertexUniforms: maxVertexUniforms, | |
maxVaryings: maxVaryings, | |
maxFragmentUniforms: maxFragmentUniforms, | |
vertexTextures: vertexTextures, | |
floatFragmentTextures: floatFragmentTextures, | |
floatVertexTextures: floatVertexTextures | |
}; | |
} | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
* @author greggman / http://games.greggman.com/ | |
* @author zz85 / http://www.lab4games.net/zz85/blog | |
* @author tschw | |
*/ | |
function PerspectiveCamera( fov, aspect, near, far ) { | |
Camera.call( this ); | |
this.type = 'PerspectiveCamera'; | |
this.fov = fov !== undefined ? fov : 50; | |
this.zoom = 1; | |
this.near = near !== undefined ? near : 0.1; | |
this.far = far !== undefined ? far : 2000; | |
this.focus = 10; | |
this.aspect = aspect !== undefined ? aspect : 1; | |
this.view = null; | |
this.filmGauge = 35; // width of the film (default in millimeters) | |
this.filmOffset = 0; // horizontal film offset (same unit as gauge) | |
this.updateProjectionMatrix(); | |
} | |
PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), { | |
constructor: PerspectiveCamera, | |
isPerspectiveCamera: true, | |
copy: function ( source, recursive ) { | |
Camera.prototype.copy.call( this, source, recursive ); | |
this.fov = source.fov; | |
this.zoom = source.zoom; | |
this.near = source.near; | |
this.far = source.far; | |
this.focus = source.focus; | |
this.aspect = source.aspect; | |
this.view = source.view === null ? null : Object.assign( {}, source.view ); | |
this.filmGauge = source.filmGauge; | |
this.filmOffset = source.filmOffset; | |
return this; | |
}, | |
/** | |
* Sets the FOV by focal length in respect to the current .filmGauge. | |
* | |
* The default film gauge is 35, so that the focal length can be specified for | |
* a 35mm (full frame) camera. | |
* | |
* Values for focal length and film gauge must have the same unit. | |
*/ | |
setFocalLength: function ( focalLength ) { | |
// see http://www.bobatkins.com/photography/technical/field_of_view.html | |
var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength; | |
this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope ); | |
this.updateProjectionMatrix(); | |
}, | |
/** | |
* Calculates the focal length from the current .fov and .filmGauge. | |
*/ | |
getFocalLength: function () { | |
var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov ); | |
return 0.5 * this.getFilmHeight() / vExtentSlope; | |
}, | |
getEffectiveFOV: function () { | |
return _Math.RAD2DEG * 2 * Math.atan( | |
Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom ); | |
}, | |
getFilmWidth: function () { | |
// film not completely covered in portrait format (aspect < 1) | |
return this.filmGauge * Math.min( this.aspect, 1 ); | |
}, | |
getFilmHeight: function () { | |
// film not completely covered in landscape format (aspect > 1) | |
return this.filmGauge / Math.max( this.aspect, 1 ); | |
}, | |
/** | |
* Sets an offset in a larger frustum. This is useful for multi-window or | |
* multi-monitor/multi-machine setups. | |
* | |
* For example, if you have 3x2 monitors and each monitor is 1920x1080 and | |
* the monitors are in grid like this | |
* | |
* +---+---+---+ | |
* | A | B | C | | |
* +---+---+---+ | |
* | D | E | F | | |
* +---+---+---+ | |
* | |
* then for each monitor you would call it like this | |
* | |
* var w = 1920; | |
* var h = 1080; | |
* var fullWidth = w * 3; | |
* var fullHeight = h * 2; | |
* | |
* --A-- | |
* camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); | |
* --B-- | |
* camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); | |
* --C-- | |
* camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); | |
* --D-- | |
* camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); | |
* --E-- | |
* camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); | |
* --F-- | |
* camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); | |
* | |
* Note there is no reason monitors have to be the same size or in a grid. | |
*/ | |
setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) { | |
this.aspect = fullWidth / fullHeight; | |
if ( this.view === null ) { | |
this.view = { | |
enabled: true, | |
fullWidth: 1, | |
fullHeight: 1, | |
offsetX: 0, | |
offsetY: 0, | |
width: 1, | |
height: 1 | |
}; | |
} | |
this.view.enabled = true; | |
this.view.fullWidth = fullWidth; | |
this.view.fullHeight = fullHeight; | |
this.view.offsetX = x; | |
this.view.offsetY = y; | |
this.view.width = width; | |
this.view.height = height; | |
this.updateProjectionMatrix(); | |
}, | |
clearViewOffset: function () { | |
if ( this.view !== null ) { | |
this.view.enabled = false; | |
} | |
this.updateProjectionMatrix(); | |
}, | |
updateProjectionMatrix: function () { | |
var near = this.near, | |
top = near * Math.tan( | |
_Math.DEG2RAD * 0.5 * this.fov ) / this.zoom, | |
height = 2 * top, | |
width = this.aspect * height, | |
left = - 0.5 * width, | |
view = this.view; | |
if ( this.view !== null && this.view.enabled ) { | |
var fullWidth = view.fullWidth, | |
fullHeight = view.fullHeight; | |
left += view.offsetX * width / fullWidth; | |
top -= view.offsetY * height / fullHeight; | |
width *= view.width / fullWidth; | |
height *= view.height / fullHeight; | |
} | |
var skew = this.filmOffset; | |
if ( skew !== 0 ) left += near * skew / this.getFilmWidth(); | |
this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far ); | |
}, | |
toJSON: function ( meta ) { | |
var data = Object3D.prototype.toJSON.call( this, meta ); | |
data.object.fov = this.fov; | |
data.object.zoom = this.zoom; | |
data.object.near = this.near; | |
data.object.far = this.far; | |
data.object.focus = this.focus; | |
data.object.aspect = this.aspect; | |
if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); | |
data.object.filmGauge = this.filmGauge; | |
data.object.filmOffset = this.filmOffset; | |
return data; | |
} | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function ArrayCamera( array ) { | |
PerspectiveCamera.call( this ); | |
this.cameras = array || []; | |
} | |
ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), { | |
constructor: ArrayCamera, | |
isArrayCamera: true | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function WebVRManager( renderer ) { | |
var scope = this; | |
var device = null; | |
var frameData = null; | |
var poseTarget = null; | |
var standingMatrix = new Matrix4(); | |
var standingMatrixInverse = new Matrix4(); | |
if ( typeof window !== 'undefined' && 'VRFrameData' in window ) { | |
frameData = new window.VRFrameData(); | |
} | |
var matrixWorldInverse = new Matrix4(); | |
var cameraL = new PerspectiveCamera(); | |
cameraL.bounds = new Vector4( 0.0, 0.0, 0.5, 1.0 ); | |
cameraL.layers.enable( 1 ); | |
var cameraR = new PerspectiveCamera(); | |
cameraR.bounds = new Vector4( 0.5, 0.0, 0.5, 1.0 ); | |
cameraR.layers.enable( 2 ); | |
var cameraVR = new ArrayCamera( [ cameraL, cameraR ] ); | |
cameraVR.layers.enable( 1 ); | |
cameraVR.layers.enable( 2 ); | |
// | |
var currentSize, currentPixelRatio; | |
function onVRDisplayPresentChange() { | |
if ( device !== null && device.isPresenting ) { | |
var eyeParameters = device.getEyeParameters( 'left' ); | |
var renderWidth = eyeParameters.renderWidth; | |
var renderHeight = eyeParameters.renderHeight; | |
currentPixelRatio = renderer.getPixelRatio(); | |
currentSize = renderer.getSize(); | |
renderer.setDrawingBufferSize( renderWidth * 2, renderHeight, 1 ); | |
} else if ( scope.enabled ) { | |
renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio ); | |
} | |
} | |
if ( typeof window !== 'undefined' ) { | |
window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false ); | |
} | |
// | |
this.enabled = false; | |
this.userHeight = 1.6; | |
this.getDevice = function () { | |
return device; | |
}; | |
this.setDevice = function ( value ) { | |
if ( value !== undefined ) device = value; | |
}; | |
this.setPoseTarget = function ( object ) { | |
if ( object !== undefined ) poseTarget = object; | |
}; | |
this.getCamera = function ( camera ) { | |
if ( device === null ) return camera; | |
device.depthNear = camera.near; | |
device.depthFar = camera.far; | |
device.getFrameData( frameData ); | |
// | |
var pose = frameData.pose; | |
var poseObject = poseTarget !== null ? poseTarget : camera; | |
if ( pose.position !== null ) { | |
poseObject.position.fromArray( pose.position ); | |
} else { | |
poseObject.position.set( 0, 0, 0 ); | |
} | |
if ( pose.orientation !== null ) { | |
poseObject.quaternion.fromArray( pose.orientation ); | |
} | |
var stageParameters = device.stageParameters; | |
if ( stageParameters ) { | |
standingMatrix.fromArray( stageParameters.sittingToStandingTransform ); | |
} else { | |
standingMatrix.makeTranslation( 0, scope.userHeight, 0 ); | |
} | |
poseObject.position.applyMatrix4( standingMatrix ); | |
poseObject.updateMatrixWorld(); | |
if ( device.isPresenting === false ) return camera; | |
// | |
cameraL.near = camera.near; | |
cameraR.near = camera.near; | |
cameraL.far = camera.far; | |
cameraR.far = camera.far; | |
cameraVR.matrixWorld.copy( camera.matrixWorld ); | |
cameraVR.matrixWorldInverse.copy( camera.matrixWorldInverse ); | |
cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix ); | |
cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix ); | |
// TODO (mrdoob) Double check this code | |
standingMatrixInverse.getInverse( standingMatrix ); | |
cameraL.matrixWorldInverse.multiply( standingMatrixInverse ); | |
cameraR.matrixWorldInverse.multiply( standingMatrixInverse ); | |
var parent = poseObject.parent; | |
if ( parent !== null ) { | |
matrixWorldInverse.getInverse( parent.matrixWorld ); | |
cameraL.matrixWorldInverse.multiply( matrixWorldInverse ); | |
cameraR.matrixWorldInverse.multiply( matrixWorldInverse ); | |
} | |
// envMap and Mirror needs camera.matrixWorld | |
cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse ); | |
cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse ); | |
cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix ); | |
cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix ); | |
// HACK (mrdoob) | |
// https://github.com/w3c/webvr/issues/203 | |
cameraVR.projectionMatrix.copy( cameraL.projectionMatrix ); | |
// | |
var layers = device.getLayers(); | |
if ( layers.length ) { | |
var layer = layers[ 0 ]; | |
if ( layer.leftBounds !== null && layer.leftBounds.length === 4 ) { | |
cameraL.bounds.fromArray( layer.leftBounds ); | |
} | |
if ( layer.rightBounds !== null && layer.rightBounds.length === 4 ) { | |
cameraR.bounds.fromArray( layer.rightBounds ); | |
} | |
} | |
return cameraVR; | |
}; | |
this.getStandingMatrix = function () { | |
return standingMatrix; | |
}; | |
this.submitFrame = function () { | |
if ( device && device.isPresenting ) device.submitFrame(); | |
}; | |
this.dispose = function () { | |
if ( typeof window !== 'undefined' ) { | |
window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange ); | |
} | |
}; | |
} | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function WebGLExtensions( gl ) { | |
var extensions = {}; | |
return { | |
get: function ( name ) { | |
if ( extensions[ name ] !== undefined ) { | |
return extensions[ name ]; | |
} | |
var extension; | |
switch ( name ) { | |
case 'WEBGL_depth_texture': | |
extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' ); | |
break; | |
case 'EXT_texture_filter_anisotropic': | |
extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' ); | |
break; | |
case 'WEBGL_compressed_texture_s3tc': | |
extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' ); | |
break; | |
case 'WEBGL_compressed_texture_pvrtc': | |
extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' ); | |
break; | |
case 'WEBGL_compressed_texture_etc1': | |
extension = gl.getExtension( 'WEBGL_compressed_texture_etc1' ); | |
break; | |
default: | |
extension = gl.getExtension( name ); | |
} | |
if ( extension === null ) { | |
console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' ); | |
} | |
extensions[ name ] = extension; | |
return extension; | |
} | |
}; | |
} | |
/** | |
* @author tschw | |
*/ | |
function WebGLClipping() { | |
var scope = this, | |
globalState = null, | |
numGlobalPlanes = 0, | |
localClippingEnabled = false, | |
renderingShadows = false, | |
plane = new Plane(), | |
viewNormalMatrix = new Matrix3(), | |
uniform = { value: null, needsUpdate: false }; | |
this.uniform = uniform; | |
this.numPlanes = 0; | |
this.numIntersection = 0; | |
this.init = function ( planes, enableLocalClipping, camera ) { | |
var enabled = | |
planes.length !== 0 || | |
enableLocalClipping || | |
// enable state of previous frame - the clipping code has to | |
// run another frame in order to reset the state: | |
numGlobalPlanes !== 0 || | |
localClippingEnabled; | |
localClippingEnabled = enableLocalClipping; | |
globalState = projectPlanes( planes, camera, 0 ); | |
numGlobalPlanes = planes.length; | |
return enabled; | |
}; | |
this.beginShadows = function () { | |
renderingShadows = true; | |
projectPlanes( null ); | |
}; | |
this.endShadows = function () { | |
renderingShadows = false; | |
resetGlobalState(); | |
}; | |
this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) { | |
if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) { | |
// there's no local clipping | |
if ( renderingShadows ) { | |
// there's no global clipping | |
projectPlanes( null ); | |
} else { | |
resetGlobalState(); | |
} | |
} else { | |
var nGlobal = renderingShadows ? 0 : numGlobalPlanes, | |
lGlobal = nGlobal * 4, | |
dstArray = cache.clippingState || null; | |
uniform.value = dstArray; // ensure unique state | |
dstArray = projectPlanes( planes, camera, lGlobal, fromCache ); | |
for ( var i = 0; i !== lGlobal; ++ i ) { | |
dstArray[ i ] = globalState[ i ]; | |
} | |
cache.clippingState = dstArray; | |
this.numIntersection = clipIntersection ? this.numPlanes : 0; | |
this.numPlanes += nGlobal; | |
} | |
}; | |
function resetGlobalState() { | |
if ( uniform.value !== globalState ) { | |
uniform.value = globalState; | |
uniform.needsUpdate = numGlobalPlanes > 0; | |
} | |
scope.numPlanes = numGlobalPlanes; | |
scope.numIntersection = 0; | |
} | |
function projectPlanes( planes, camera, dstOffset, skipTransform ) { | |
var nPlanes = planes !== null ? planes.length : 0, | |
dstArray = null; | |
if ( nPlanes !== 0 ) { | |
dstArray = uniform.value; | |
if ( skipTransform !== true || dstArray === null ) { | |
var flatSize = dstOffset + nPlanes * 4, | |
viewMatrix = camera.matrixWorldInverse; | |
viewNormalMatrix.getNormalMatrix( viewMatrix ); | |
if ( dstArray === null || dstArray.length < flatSize ) { | |
dstArray = new Float32Array( flatSize ); | |
} | |
for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) { | |
plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix ); | |
plane.normal.toArray( dstArray, i4 ); | |
dstArray[ i4 + 3 ] = plane.constant; | |
} | |
} | |
uniform.value = dstArray; | |
uniform.needsUpdate = true; | |
} | |
scope.numPlanes = nPlanes; | |
return dstArray; | |
} | |
} | |
/** | |
* @author thespite / http://www.twitter.com/thespite | |
*/ | |
function WebGLUtils( gl, extensions ) { | |
function convert( p ) { | |
var extension; | |
if ( p === RepeatWrapping ) return gl.REPEAT; | |
if ( p === ClampToEdgeWrapping ) return gl.CLAMP_TO_EDGE; | |
if ( p === MirroredRepeatWrapping ) return gl.MIRRORED_REPEAT; | |
if ( p === NearestFilter ) return gl.NEAREST; | |
if ( p === NearestMipMapNearestFilter ) return gl.NEAREST_MIPMAP_NEAREST; | |
if ( p === NearestMipMapLinearFilter ) return gl.NEAREST_MIPMAP_LINEAR; | |
if ( p === LinearFilter ) return gl.LINEAR; | |
if ( p === LinearMipMapNearestFilter ) return gl.LINEAR_MIPMAP_NEAREST; | |
if ( p === LinearMipMapLinearFilter ) return gl.LINEAR_MIPMAP_LINEAR; | |
if ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE; | |
if ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4; | |
if ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1; | |
if ( p === UnsignedShort565Type ) return gl.UNSIGNED_SHORT_5_6_5; | |
if ( p === ByteType ) return gl.BYTE; | |
if ( p === ShortType ) return gl.SHORT; | |
if ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT; | |
if ( p === IntType ) return gl.INT; | |
if ( p === UnsignedIntType ) return gl.UNSIGNED_INT; | |
if ( p === FloatType ) return gl.FLOAT; | |
if ( p === HalfFloatType ) { | |
extension = extensions.get( 'OES_texture_half_float' ); | |
if ( extension !== null ) return extension.HALF_FLOAT_OES; | |
} | |
if ( p === AlphaFormat ) return gl.ALPHA; | |
if ( p === RGBFormat ) return gl.RGB; | |
if ( p === RGBAFormat ) return gl.RGBA; | |
if ( p === LuminanceFormat ) return gl.LUMINANCE; | |
if ( p === LuminanceAlphaFormat ) return gl.LUMINANCE_ALPHA; | |
if ( p === DepthFormat ) return gl.DEPTH_COMPONENT; | |
if ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL; | |
if ( p === AddEquation ) return gl.FUNC_ADD; | |
if ( p === SubtractEquation ) return gl.FUNC_SUBTRACT; | |
if ( p === ReverseSubtractEquation ) return gl.FUNC_REVERSE_SUBTRACT; | |
if ( p === ZeroFactor ) return gl.ZERO; | |
if ( p === OneFactor ) return gl.ONE; | |
if ( p === SrcColorFactor ) return gl.SRC_COLOR; | |
if ( p === OneMinusSrcColorFactor ) return gl.ONE_MINUS_SRC_COLOR; | |
if ( p === SrcAlphaFactor ) return gl.SRC_ALPHA; | |
if ( p === OneMinusSrcAlphaFactor ) return gl.ONE_MINUS_SRC_ALPHA; | |
if ( p === DstAlphaFactor ) return gl.DST_ALPHA; | |
if ( p === OneMinusDstAlphaFactor ) return gl.ONE_MINUS_DST_ALPHA; | |
if ( p === DstColorFactor ) return gl.DST_COLOR; | |
if ( p === OneMinusDstColorFactor ) return gl.ONE_MINUS_DST_COLOR; | |
if ( p === SrcAlphaSaturateFactor ) return gl.SRC_ALPHA_SATURATE; | |
if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || | |
p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) { | |
extension = extensions.get( 'WEBGL_compressed_texture_s3tc' ); | |
if ( extension !== null ) { | |
if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; | |
if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; | |
if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; | |
if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; | |
} | |
} | |
if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || | |
p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) { | |
extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' ); | |
if ( extension !== null ) { | |
if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; | |
if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; | |
if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; | |
if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; | |
} | |
} | |
if ( p === RGB_ETC1_Format ) { | |
extension = extensions.get( 'WEBGL_compressed_texture_etc1' ); | |
if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL; | |
} | |
if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format || | |
p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format || | |
p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format || | |
p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format || | |
p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) { | |
extension = extensions.get( 'WEBGL_compressed_texture_astc' ); | |
if ( extension !== null ) { | |
return p; | |
} | |
} | |
if ( p === MinEquation || p === MaxEquation ) { | |
extension = extensions.get( 'EXT_blend_minmax' ); | |
if ( extension !== null ) { | |
if ( p === MinEquation ) return extension.MIN_EXT; | |
if ( p === MaxEquation ) return extension.MAX_EXT; | |
} | |
} | |
if ( p === UnsignedInt248Type ) { | |
extension = extensions.get( 'WEBGL_depth_texture' ); | |
if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL; | |
} | |
return 0; | |
} | |
return { convert: convert }; | |
} | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function UniformsCache() { | |
var lights = {}; | |
return { | |
get: function ( light ) { | |
if ( lights[ light.id ] !== undefined ) { | |
return lights[ light.id ]; | |
} | |
var uniforms; | |
switch ( light.type ) { | |
case 'DirectionalLight': | |
uniforms = { | |
direction: new Vector3(), | |
color: new Color(), | |
shadow: false, | |
shadowBias: 0, | |
shadowRadius: 1, | |
shadowMapSize: new Vector2() | |
}; | |
break; | |
case 'SpotLight': | |
uniforms = { | |
position: new Vector3(), | |
direction: new Vector3(), | |
color: new Color(), | |
distance: 0, | |
coneCos: 0, | |
penumbraCos: 0, | |
decay: 0, | |
shadow: false, | |
shadowBias: 0, | |
shadowRadius: 1, | |
shadowMapSize: new Vector2() | |
}; | |
break; | |
case 'PointLight': | |
uniforms = { | |
position: new Vector3(), | |
color: new Color(), | |
distance: 0, | |
decay: 0, | |
shadow: false, | |
shadowBias: 0, | |
shadowRadius: 1, | |
shadowMapSize: new Vector2(), | |
shadowCameraNear: 1, | |
shadowCameraFar: 1000 | |
}; | |
break; | |
case 'HemisphereLight': | |
uniforms = { | |
direction: new Vector3(), | |
skyColor: new Color(), | |
groundColor: new Color() | |
}; | |
break; | |
case 'RectAreaLight': | |
uniforms = { | |
color: new Color(), | |
position: new Vector3(), | |
halfWidth: new Vector3(), | |
halfHeight: new Vector3() | |
// TODO (abelnation): set RectAreaLight shadow uniforms | |
}; | |
break; | |
} | |
lights[ light.id ] = uniforms; | |
return uniforms; | |
} | |
}; | |
} | |
var count = 0; | |
function WebGLLights() { | |
var cache = new UniformsCache(); | |
var state = { | |
id: count ++, | |
hash: '', | |
ambient: [ 0, 0, 0 ], | |
directional: [], | |
directionalShadowMap: [], | |
directionalShadowMatrix: [], | |
spot: [], | |
spotShadowMap: [], | |
spotShadowMatrix: [], | |
rectArea: [], | |
point: [], | |
pointShadowMap: [], | |
pointShadowMatrix: [], | |
hemi: [] | |
}; | |
var vector3 = new Vector3(); | |
var matrix4 = new Matrix4(); | |
var matrix42 = new Matrix4(); | |
function setup( lights, shadows, camera ) { | |
var r = 0, g = 0, b = 0; | |
var directionalLength = 0; | |
var pointLength = 0; | |
var spotLength = 0; | |
var rectAreaLength = 0; | |
var hemiLength = 0; | |
var viewMatrix = camera.matrixWorldInverse; | |
for ( var i = 0, l = lights.length; i < l; i ++ ) { | |
var light = lights[ i ]; | |
var color = light.color; | |
var intensity = light.intensity; | |
var distance = light.distance; | |
var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null; | |
if ( light.isAmbientLight ) { | |
r += color.r * intensity; | |
g += color.g * intensity; | |
b += color.b * intensity; | |
} else if ( light.isDirectionalLight ) { | |
var uniforms = cache.get( light ); | |
uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); | |
uniforms.direction.setFromMatrixPosition( light.matrixWorld ); | |
vector3.setFromMatrixPosition( light.target.matrixWorld ); | |
uniforms.direction.sub( vector3 ); | |
uniforms.direction.transformDirection( viewMatrix ); | |
uniforms.shadow = light.castShadow; | |
if ( light.castShadow ) { | |
var shadow = light.shadow; | |
uniforms.shadowBias = shadow.bias; | |
uniforms.shadowRadius = shadow.radius; | |
uniforms.shadowMapSize = shadow.mapSize; | |
} | |
state.directionalShadowMap[ directionalLength ] = shadowMap; | |
state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix; | |
state.directional[ directionalLength ] = uniforms; | |
directionalLength ++; | |
} else if ( light.isSpotLight ) { | |
var uniforms = cache.get( light ); | |
uniforms.position.setFromMatrixPosition( light.matrixWorld ); | |
uniforms.position.applyMatrix4( viewMatrix ); | |
uniforms.color.copy( color ).multiplyScalar( intensity ); | |
uniforms.distance = distance; | |
uniforms.direction.setFromMatrixPosition( light.matrixWorld ); | |
vector3.setFromMatrixPosition( light.target.matrixWorld ); | |
uniforms.direction.sub( vector3 ); | |
uniforms.direction.transformDirection( viewMatrix ); | |
uniforms.coneCos = Math.cos( light.angle ); | |
uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) ); | |
uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay; | |
uniforms.shadow = light.castShadow; | |
if ( light.castShadow ) { | |
var shadow = light.shadow; | |
uniforms.shadowBias = shadow.bias; | |
uniforms.shadowRadius = shadow.radius; | |
uniforms.shadowMapSize = shadow.mapSize; | |
} | |
state.spotShadowMap[ spotLength ] = shadowMap; | |
state.spotShadowMatrix[ spotLength ] = light.shadow.matrix; | |
state.spot[ spotLength ] = uniforms; | |
spotLength ++; | |
} else if ( light.isRectAreaLight ) { | |
var uniforms = cache.get( light ); | |
// (a) intensity is the total visible light emitted | |
//uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) ); | |
// (b) intensity is the brightness of the light | |
uniforms.color.copy( color ).multiplyScalar( intensity ); | |
uniforms.position.setFromMatrixPosition( light.matrixWorld ); | |
uniforms.position.applyMatrix4( viewMatrix ); | |
// extract local rotation of light to derive width/height half vectors | |
matrix42.identity(); | |
matrix4.copy( light.matrixWorld ); | |
matrix4.premultiply( viewMatrix ); | |
matrix42.extractRotation( matrix4 ); | |
uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 ); | |
uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 ); | |
uniforms.halfWidth.applyMatrix4( matrix42 ); | |
uniforms.halfHeight.applyMatrix4( matrix42 ); | |
// TODO (abelnation): RectAreaLight distance? | |
// uniforms.distance = distance; | |
state.rectArea[ rectAreaLength ] = uniforms; | |
rectAreaLength ++; | |
} else if ( light.isPointLight ) { | |
var uniforms = cache.get( light ); | |
uniforms.position.setFromMatrixPosition( light.matrixWorld ); | |
uniforms.position.applyMatrix4( viewMatrix ); | |
uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); | |
uniforms.distance = light.distance; | |
uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay; | |
uniforms.shadow = light.castShadow; | |
if ( light.castShadow ) { | |
var shadow = light.shadow; | |
uniforms.shadowBias = shadow.bias; | |
uniforms.shadowRadius = shadow.radius; | |
uniforms.shadowMapSize = shadow.mapSize; | |
uniforms.shadowCameraNear = shadow.camera.near; | |
uniforms.shadowCameraFar = shadow.camera.far; | |
} | |
state.pointShadowMap[ pointLength ] = shadowMap; | |
state.pointShadowMatrix[ pointLength ] = light.shadow.matrix; | |
state.point[ pointLength ] = uniforms; | |
pointLength ++; | |
} else if ( light.isHemisphereLight ) { | |
var uniforms = cache.get( light ); | |
uniforms.direction.setFromMatrixPosition( light.matrixWorld ); | |
uniforms.direction.transformDirection( viewMatrix ); | |
uniforms.direction.normalize(); | |
uniforms.skyColor.copy( light.color ).multiplyScalar( intensity ); | |
uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity ); | |
state.hemi[ hemiLength ] = uniforms; | |
hemiLength ++; | |
} | |
} | |
state.ambient[ 0 ] = r; | |
state.ambient[ 1 ] = g; | |
state.ambient[ 2 ] = b; | |
state.directional.length = directionalLength; | |
state.spot.length = spotLength; | |
state.rectArea.length = rectAreaLength; | |
state.point.length = pointLength; | |
state.hemi.length = hemiLength; | |
state.hash = state.id + ',' + directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + shadows.length; | |
} | |
return { | |
setup: setup, | |
state: state | |
}; | |
} | |
/** | |
* @author Mugen87 / https://github.com/Mugen87 | |
*/ | |
function WebGLRenderState() { | |
var lights = new WebGLLights(); | |
var lightsArray = []; | |
var shadowsArray = []; | |
var spritesArray = []; | |
function init() { | |
lightsArray.length = 0; | |
shadowsArray.length = 0; | |
spritesArray.length = 0; | |
} | |
function pushLight( light ) { | |
lightsArray.push( light ); | |
} | |
function pushShadow( shadowLight ) { | |
shadowsArray.push( shadowLight ); | |
} | |
function pushSprite( shadowLight ) { | |
spritesArray.push( shadowLight ); | |
} | |
function setupLights( camera ) { | |
lights.setup( lightsArray, shadowsArray, camera ); | |
} | |
var state = { | |
lightsArray: lightsArray, | |
shadowsArray: shadowsArray, | |
spritesArray: spritesArray, | |
lights: lights | |
}; | |
return { | |
init: init, | |
state: state, | |
setupLights: setupLights, | |
pushLight: pushLight, | |
pushShadow: pushShadow, | |
pushSprite: pushSprite | |
}; | |
} | |
function WebGLRenderStates() { | |
var renderStates = {}; | |
function get( scene, camera ) { | |
var hash = scene.id + ',' + camera.id; | |
var renderState = renderStates[ hash ]; | |
if ( renderState === undefined ) { | |
renderState = new WebGLRenderState(); | |
renderStates[ hash ] = renderState; | |
} | |
return renderState; | |
} | |
function dispose() { | |
renderStates = {}; | |
} | |
return { | |
get: get, | |
dispose: dispose | |
}; | |
} | |
/** | |
* @author supereggbert / http://www.paulbrunt.co.uk/ | |
* @author mrdoob / http://mrdoob.com/ | |
* @author alteredq / http://alteredqualia.com/ | |
* @author szimek / https://github.com/szimek/ | |
* @author tschw | |
*/ | |
function WebGLRenderer( parameters ) { | |
console.log( 'THREE.WebGLRenderer', REVISION ); | |
parameters = parameters || {}; | |
var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ), | |
_context = parameters.context !== undefined ? parameters.context : null, | |
_alpha = parameters.alpha !== undefined ? parameters.alpha : false, | |
_depth = parameters.depth !== undefined ? parameters.depth : true, | |
_stencil = parameters.stencil !== undefined ? parameters.stencil : true, | |
_antialias = parameters.antialias !== undefined ? parameters.antialias : false, | |
_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true, | |
_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false, | |
_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default'; | |
var currentRenderList = null; | |
var currentRenderState = null; | |
// public properties | |
this.domElement = _canvas; | |
this.context = null; | |
// clearing | |
this.autoClear = true; | |
this.autoClearColor = true; | |
this.autoClearDepth = true; | |
this.autoClearStencil = true; | |
// scene graph | |
this.sortObjects = true; | |
// user-defined clipping | |
this.clippingPlanes = []; | |
this.localClippingEnabled = false; | |
// physically based shading | |
this.gammaFactor = 2.0; // for backwards compatibility | |
this.gammaInput = false; | |
this.gammaOutput = false; | |
// physical lights | |
this.physicallyCorrectLights = false; | |
// tone mapping | |
this.toneMapping = LinearToneMapping; | |
this.toneMappingExposure = 1.0; | |
this.toneMappingWhitePoint = 1.0; | |
// morphs | |
this.maxMorphTargets = 8; | |
this.maxMorphNormals = 4; | |
// internal properties | |
var _this = this, | |
_isContextLost = false, | |
// internal state cache | |
_currentRenderTarget = null, | |
_currentFramebuffer = null, | |
_currentMaterialId = - 1, | |
_currentGeometryProgram = '', | |
_currentCamera = null, | |
_currentArrayCamera = null, | |
_currentViewport = new Vector4(), | |
_currentScissor = new Vector4(), | |
_currentScissorTest = null, | |
// | |
_usedTextureUnits = 0, | |
// | |
_width = _canvas.width, | |
_height = _canvas.height, | |
_pixelRatio = 1, | |
_viewport = new Vector4( 0, 0, _width, _height ), | |
_scissor = new Vector4( 0, 0, _width, _height ), | |
_scissorTest = false, | |
// frustum | |
_frustum = new Frustum(), | |
// clipping | |
_clipping = new WebGLClipping(), | |
_clippingEnabled = false, | |
_localClippingEnabled = false, | |
// camera matrices cache | |
_projScreenMatrix = new Matrix4(), | |
_vector3 = new Vector3(), | |
// info | |
_infoMemory = { | |
geometries: 0, | |
textures: 0 | |
}, | |
_infoRender = { | |
frame: 0, | |
calls: 0, | |
vertices: 0, | |
faces: 0, | |
points: 0 | |
}; | |
this.info = { | |
render: _infoRender, | |
memory: _infoMemory, | |
programs: null, | |
autoReset: true, | |
reset: resetInfo | |
}; | |
function resetInfo() { | |
_infoRender.frame ++; | |
_infoRender.calls = 0; | |
_infoRender.vertices = 0; | |
_infoRender.faces = 0; | |
_infoRender.points = 0; | |
} | |
function getTargetPixelRatio() { | |
return _currentRenderTarget === null ? _pixelRatio : 1; | |
} | |
// initialize | |
var _gl; | |
try { | |
var contextAttributes = { | |
alpha: _alpha, | |
depth: _depth, | |
stencil: _stencil, | |
antialias: _antialias, | |
premultipliedAlpha: _premultipliedAlpha, | |
preserveDrawingBuffer: _preserveDrawingBuffer, | |
powerPreference: _powerPreference | |
}; | |
// event listeners must be registered before WebGL context is created, see #12753 | |
_canvas.addEventListener( 'webglcontextlost', onContextLost, false ); | |
_canvas.addEventListener( 'webglcontextrestored', onContextRestore, false ); | |
_gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes ); | |
if ( _gl === null ) { | |
if ( _canvas.getContext( 'webgl' ) !== null ) { | |
throw new Error( 'Error creating WebGL context with your selected attributes.' ); | |
} else { | |
throw new Error( 'Error creating WebGL context.' ); | |
} | |
} | |
// Some experimental-webgl implementations do not have getShaderPrecisionFormat | |
if ( _gl.getShaderPrecisionFormat === undefined ) { | |
_gl.getShaderPrecisionFormat = function () { | |
return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 }; | |
}; | |
} | |
} catch ( error ) { | |
console.error( 'THREE.WebGLRenderer: ' + error.message ); | |
} | |
var extensions, capabilities, state; | |
var properties, textures, attributes, geometries, objects; | |
var programCache, renderLists, renderStates; | |
var background, morphtargets, bufferRenderer, indexedBufferRenderer; | |
var spriteRenderer; | |
var utils; | |
function initGLContext() { | |
extensions = new WebGLExtensions( _gl ); | |
extensions.get( 'WEBGL_depth_texture' ); | |
extensions.get( 'OES_texture_float' ); | |
extensions.get( 'OES_texture_float_linear' ); | |
extensions.get( 'OES_texture_half_float' ); | |
extensions.get( 'OES_texture_half_float_linear' ); | |
extensions.get( 'OES_standard_derivatives' ); | |
extensions.get( 'OES_element_index_uint' ); | |
extensions.get( 'ANGLE_instanced_arrays' ); | |
utils = new WebGLUtils( _gl, extensions ); | |
capabilities = new WebGLCapabilities( _gl, extensions, parameters ); | |
state = new WebGLState( _gl, extensions, utils ); | |
state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) ); | |
state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) ); | |
properties = new WebGLProperties(); | |
textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, _infoMemory, _infoRender ); | |
attributes = new WebGLAttributes( _gl ); | |
geometries = new WebGLGeometries( _gl, attributes, _infoMemory ); | |
objects = new WebGLObjects( geometries, _infoRender ); | |
morphtargets = new WebGLMorphtargets( _gl ); | |
programCache = new WebGLPrograms( _this, extensions, capabilities ); | |
renderLists = new WebGLRenderLists(); | |
renderStates = new WebGLRenderStates(); | |
background = new WebGLBackground( _this, state, geometries, _premultipliedAlpha ); | |
bufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender ); | |
indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender ); | |
spriteRenderer = new WebGLSpriteRenderer( _this, _gl, state, textures, capabilities ); | |
_this.info.programs = programCache.programs; | |
_this.context = _gl; | |
_this.capabilities = capabilities; | |
_this.extensions = extensions; | |
_this.properties = properties; | |
_this.renderLists = renderLists; | |
_this.state = state; | |
} | |
initGLContext(); | |
// vr | |
var vr = new WebVRManager( _this ); | |
this.vr = vr; | |
// shadow map | |
var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize ); | |
this.shadowMap = shadowMap; | |
// API | |
this.getContext = function () { | |
return _gl; | |
}; | |
this.getContextAttributes = function () { | |
return _gl.getContextAttributes(); | |
}; | |
this.forceContextLoss = function () { | |
var extension = extensions.get( 'WEBGL_lose_context' ); | |
if ( extension ) extension.loseContext(); | |
}; | |
this.forceContextRestore = function () { | |
var extension = extensions.get( 'WEBGL_lose_context' ); | |
if ( extension ) extension.restoreContext(); | |
}; | |
this.getPixelRatio = function () { | |
return _pixelRatio; | |
}; | |
this.setPixelRatio = function ( value ) { | |
if ( value === undefined ) return; | |
_pixelRatio = value; | |
this.setSize( _width, _height, false ); | |
}; | |
this.getSize = function () { | |
return { | |
width: _width, | |
height: _height | |
}; | |
}; | |
this.setSize = function ( width, height, updateStyle ) { | |
var device = vr.getDevice(); | |
if ( device && device.isPresenting ) { | |
console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' ); | |
return; | |
} | |
_width = width; | |
_height = height; | |
_canvas.width = width * _pixelRatio; | |
_canvas.height = height * _pixelRatio; | |
if ( updateStyle !== false ) { | |
_canvas.style.width = width + 'px'; | |
_canvas.style.height = height + 'px'; | |
} | |
this.setViewport( 0, 0, width, height ); | |
}; | |
this.getDrawingBufferSize = function () { | |
return { | |
width: _width * _pixelRatio, | |
height: _height * _pixelRatio | |
}; | |
}; | |
this.setDrawingBufferSize = function ( width, height, pixelRatio ) { | |
_width = width; | |
_height = height; | |
_pixelRatio = pixelRatio; | |
_canvas.width = width * pixelRatio; | |
_canvas.height = height * pixelRatio; | |
this.setViewport( 0, 0, width, height ); | |
}; | |
this.getCurrentViewport = function () { | |
return _currentViewport; | |
}; | |
this.setViewport = function ( x, y, width, height ) { | |
_viewport.set( x, _height - y - height, width, height ); | |
state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) ); | |
}; | |
this.setScissor = function ( x, y, width, height ) { | |
_scissor.set( x, _height - y - height, width, height ); | |
state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) ); | |
}; | |
this.setScissorTest = function ( boolean ) { | |
state.setScissorTest( _scissorTest = boolean ); | |
}; | |
// Clearing | |
this.getClearColor = function () { | |
return background.getClearColor(); | |
}; | |
this.setClearColor = function () { | |
background.setClearColor.apply( background, arguments ); | |
}; | |
this.getClearAlpha = function () { | |
return background.getClearAlpha(); | |
}; | |
this.setClearAlpha = function () { | |
background.setClearAlpha.apply( background, arguments ); | |
}; | |
this.clear = function ( color, depth, stencil ) { | |
var bits = 0; | |
if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT; | |
if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT; | |
if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT; | |
_gl.clear( bits ); | |
}; | |
this.clearColor = function () { | |
this.clear( true, false, false ); | |
}; | |
this.clearDepth = function () { | |
this.clear( false, true, false ); | |
}; | |
this.clearStencil = function () { | |
this.clear( false, false, true ); | |
}; | |
this.clearTarget = function ( renderTarget, color, depth, stencil ) { | |
this.setRenderTarget( renderTarget ); | |
this.clear( color, depth, stencil ); | |
}; | |
// | |
this.dispose = function () { | |
_canvas.removeEventListener( 'webglcontextlost', onContextLost, false ); | |
_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false ); | |
renderLists.dispose(); | |
renderStates.dispose(); | |
properties.dispose(); | |
objects.dispose(); | |
vr.dispose(); | |
stopAnimation(); | |
}; | |
// Events | |
function onContextLost( event ) { | |
event.preventDefault(); | |
console.log( 'THREE.WebGLRenderer: Context Lost.' ); | |
_isContextLost = true; | |
} | |
function onContextRestore( /* event */ ) { | |
console.log( 'THREE.WebGLRenderer: Context Restored.' ); | |
_isContextLost = false; | |
initGLContext(); | |
} | |
function onMaterialDispose( event ) { | |
var material = event.target; | |
material.removeEventListener( 'dispose', onMaterialDispose ); | |
deallocateMaterial( material ); | |
} | |
// Buffer deallocation | |
function deallocateMaterial( material ) { | |
releaseMaterialProgramReference( material ); | |
properties.remove( material ); | |
} | |
function releaseMaterialProgramReference( material ) { | |
var programInfo = properties.get( material ).program; | |
material.program = undefined; | |
if ( programInfo !== undefined ) { | |
programCache.releaseProgram( programInfo ); | |
} | |
} | |
// Buffer rendering | |
function renderObjectImmediate( object, program, material ) { | |
object.render( function ( object ) { | |
_this.renderBufferImmediate( object, program, material ); | |
} ); | |
} | |
this.renderBufferImmediate = function ( object, program, material ) { | |
state.initAttributes(); | |
var buffers = properties.get( object ); | |
if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer(); | |
if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer(); | |
if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer(); | |
if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer(); | |
var programAttributes = program.getAttributes(); | |
if ( object.hasPositions ) { | |
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position ); | |
_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW ); | |
state.enableAttribute( programAttributes.position ); | |
_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 ); | |
} | |
if ( object.hasNormals ) { | |
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal ); | |
if ( ! material.isMeshPhongMaterial && | |
! material.isMeshStandardMaterial && | |
! material.isMeshNormalMaterial && | |
material.flatShading === true ) { | |
for ( var i = 0, l = object.count * 3; i < l; i += 9 ) { | |
var array = object.normalArray; | |
var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3; | |
var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3; | |
var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3; | |
array[ i + 0 ] = nx; | |
array[ i + 1 ] = ny; | |
array[ i + 2 ] = nz; | |
array[ i + 3 ] = nx; | |
array[ i + 4 ] = ny; | |
array[ i + 5 ] = nz; | |
array[ i + 6 ] = nx; | |
array[ i + 7 ] = ny; | |
array[ i + 8 ] = nz; | |
} | |
} | |
_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW ); | |
state.enableAttribute( programAttributes.normal ); | |
_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 ); | |
} | |
if ( object.hasUvs && material.map ) { | |
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv ); | |
_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW ); | |
state.enableAttribute( programAttributes.uv ); | |
_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 ); | |
} | |
if ( object.hasColors && material.vertexColors !== NoColors ) { | |
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color ); | |
_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW ); | |
state.enableAttribute( programAttributes.color ); | |
_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 ); | |
} | |
state.disableUnusedAttributes(); | |
_gl.drawArrays( _gl.TRIANGLES, 0, object.count ); | |
object.count = 0; | |
}; | |
this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) { | |
var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 ); | |
state.setMaterial( material, frontFaceCW ); | |
var program = setProgram( camera, fog, material, object ); | |
var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true ); | |
var updateBuffers = false; | |
if ( geometryProgram !== _currentGeometryProgram ) { | |
_currentGeometryProgram = geometryProgram; | |
updateBuffers = true; | |
} | |
if ( object.morphTargetInfluences ) { | |
morphtargets.update( object, geometry, material, program ); | |
updateBuffers = true; | |
} | |
// | |
var index = geometry.index; | |
var position = geometry.attributes.position; | |
var rangeFactor = 1; | |
if ( material.wireframe === true ) { | |
index = geometries.getWireframeAttribute( geometry ); | |
rangeFactor = 2; | |
} | |
var attribute; | |
var renderer = bufferRenderer; | |
if ( index !== null ) { | |
attribute = attributes.get( index ); | |
renderer = indexedBufferRenderer; | |
renderer.setIndex( attribute ); | |
} | |
if ( updateBuffers ) { | |
setupVertexAttributes( material, program, geometry ); | |
if ( index !== null ) { | |
_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer ); | |
} | |
} | |
// | |
var dataCount = Infinity; | |
if ( index !== null ) { | |
dataCount = index.count; | |
} else if ( position !== undefined ) { | |
dataCount = position.count; | |
} | |
var rangeStart = geometry.drawRange.start * rangeFactor; | |
var rangeCount = geometry.drawRange.count * rangeFactor; | |
var groupStart = group !== null ? group.start * rangeFactor : 0; | |
var groupCount = group !== null ? group.count * rangeFactor : Infinity; | |
var drawStart = Math.max( rangeStart, groupStart ); | |
var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1; | |
var drawCount = Math.max( 0, drawEnd - drawStart + 1 ); | |
if ( drawCount === 0 ) return; | |
// | |
if ( object.isMesh ) { | |
if ( material.wireframe === true ) { | |
state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() ); | |
renderer.setMode( _gl.LINES ); | |
} else { | |
switch ( object.drawMode ) { | |
case TrianglesDrawMode: | |
renderer.setMode( _gl.TRIANGLES ); | |
break; | |
case TriangleStripDrawMode: | |
renderer.setMode( _gl.TRIANGLE_STRIP ); | |
break; | |
case TriangleFanDrawMode: | |
renderer.setMode( _gl.TRIANGLE_FAN ); | |
break; | |
} | |
} | |
} else if ( object.isLine ) { | |
var lineWidth = material.linewidth; | |
if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material | |
state.setLineWidth( lineWidth * getTargetPixelRatio() ); | |
if ( object.isLineSegments ) { | |
renderer.setMode( _gl.LINES ); | |
} else if ( object.isLineLoop ) { | |
renderer.setMode( _gl.LINE_LOOP ); | |
} else { | |
renderer.setMode( _gl.LINE_STRIP ); | |
} | |
} else if ( object.isPoints ) { | |
renderer.setMode( _gl.POINTS ); | |
} | |
if ( geometry && geometry.isInstancedBufferGeometry ) { | |
if ( geometry.maxInstancedCount > 0 ) { | |
renderer.renderInstances( geometry, drawStart, drawCount ); | |
} | |
} else { | |
renderer.render( drawStart, drawCount ); | |
} | |
}; | |
function setupVertexAttributes( material, program, geometry, startIndex ) { | |
if ( geometry && geometry.isInstancedBufferGeometry ) { | |
if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { | |
console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); | |
return; | |
} | |
} | |
if ( startIndex === undefined ) startIndex = 0; | |
state.initAttributes(); | |
var geometryAttributes = geometry.attributes; | |
var programAttributes = program.getAttributes(); | |
var materialDefaultAttributeValues = material.defaultAttributeValues; | |
for ( var name in programAttributes ) { | |
var programAttribute = programAttributes[ name ]; | |
if ( programAttribute >= 0 ) { | |
var geometryAttribute = geometryAttributes[ name ]; | |
if ( geometryAttribute !== undefined ) { | |
var normalized = geometryAttribute.normalized; | |
var size = geometryAttribute.itemSize; | |
var attribute = attributes.get( geometryAttribute ); | |
// TODO Attribute may not be available on context restore | |
if ( attribute === undefined ) continue; | |
var buffer = attribute.buffer; | |
var type = attribute.type; | |
var bytesPerElement = attribute.bytesPerElement; | |
if ( geometryAttribute.isInterleavedBufferAttribute ) { | |
var data = geometryAttribute.data; | |
var stride = data.stride; | |
var offset = geometryAttribute.offset; | |
if ( data && data.isInstancedInterleavedBuffer ) { | |
state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute ); | |
if ( geometry.maxInstancedCount === undefined ) { | |
geometry.maxInstancedCount = data.meshPerAttribute * data.count; | |
} | |
} else { | |
state.enableAttribute( programAttribute ); | |
} | |
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer ); | |
_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement ); | |
} else { | |
if ( geometryAttribute.isInstancedBufferAttribute ) { | |
state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute ); | |
if ( geometry.maxInstancedCount === undefined ) { | |
geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count; | |
} | |
} else { | |
state.enableAttribute( programAttribute ); | |
} | |
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer ); | |
_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement ); | |
} | |
} else if ( materialDefaultAttributeValues !== undefined ) { | |
var value = materialDefaultAttributeValues[ name ]; | |
if ( value !== undefined ) { | |
switch ( value.length ) { | |
case 2: | |
_gl.vertexAttrib2fv( programAttribute, value ); | |
break; | |
case 3: | |
_gl.vertexAttrib3fv( programAttribute, value ); | |
break; | |
case 4: | |
_gl.vertexAttrib4fv( programAttribute, value ); | |
break; | |
default: | |
_gl.vertexAttrib1fv( programAttribute, value ); | |
} | |
} | |
} | |
} | |
} | |
state.disableUnusedAttributes(); | |
} | |
// Compile | |
this.compile = function ( scene, camera ) { | |
currentRenderState = renderStates.get( scene, camera ); | |
currentRenderState.init(); | |
scene.traverse( function ( object ) { | |
if ( object.isLight ) { | |
currentRenderState.pushLight( object ); | |
if ( object.castShadow ) { | |
currentRenderState.pushShadow( object ); | |
} | |
} | |
} ); | |
currentRenderState.setupLights( camera ); | |
scene.traverse( function ( object ) { | |
if ( object.material ) { | |
if ( Array.isArray( object.material ) ) { | |
for ( var i = 0; i < object.material.length; i ++ ) { | |
initMaterial( object.material[ i ], scene.fog, object ); | |
} | |
} else { | |
initMaterial( object.material, scene.fog, object ); | |
} | |
} | |
} ); | |
}; | |
// Animation Loop | |
var isAnimating = false; | |
var onAnimationFrame = null; | |
function startAnimation() { | |
if ( isAnimating ) return; | |
requestAnimationLoopFrame(); | |
isAnimating = true; | |
} | |
function stopAnimation() { | |
isAnimating = false; | |
} | |
function requestAnimationLoopFrame() { | |
var device = vr.getDevice(); | |
if ( device && device.isPresenting ) { | |
device.requestAnimationFrame( animationLoop ); | |
} else { | |
window.requestAnimationFrame( animationLoop ); | |
} | |
} | |
function animationLoop( time ) { | |
if ( isAnimating === false ) return; | |
onAnimationFrame( time ); | |
requestAnimationLoopFrame(); | |
} | |
this.animate = function ( callback ) { | |
onAnimationFrame = callback; | |
onAnimationFrame !== null ? startAnimation() : stopAnimation(); | |
}; | |
// Rendering | |
this.render = function ( scene, camera, renderTarget, forceClear ) { | |
if ( ! ( camera && camera.isCamera ) ) { | |
console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' ); | |
return; | |
} | |
if ( _isContextLost ) return; | |
// reset caching for this frame | |
_currentGeometryProgram = ''; | |
_currentMaterialId = - 1; | |
_currentCamera = null; | |
// update scene graph | |
if ( scene.autoUpdate === true ) scene.updateMatrixWorld(); | |
// update camera matrices and frustum | |
if ( camera.parent === null ) camera.updateMatrixWorld(); | |
if ( vr.enabled ) { | |
camera = vr.getCamera( camera ); | |
} | |
// | |
currentRenderState = renderStates.get( scene, camera ); | |
currentRenderState.init(); | |
scene.onBeforeRender( _this, scene, camera, renderTarget ); | |
_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); | |
_frustum.setFromMatrix( _projScreenMatrix ); | |
_localClippingEnabled = this.localClippingEnabled; | |
_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera ); | |
currentRenderList = renderLists.get( scene, camera ); | |
currentRenderList.init(); | |
projectObject( scene, camera, _this.sortObjects ); | |
if ( _this.sortObjects === true ) { | |
currentRenderList.sort(); | |
} | |
// | |
if ( _clippingEnabled ) _clipping.beginShadows(); | |
var shadowsArray = currentRenderState.state.shadowsArray; | |
shadowMap.render( shadowsArray, scene, camera ); | |
currentRenderState.setupLights( camera ); | |
if ( _clippingEnabled ) _clipping.endShadows(); | |
// | |
if ( this.info.autoReset ) this.info.reset(); | |
if ( renderTarget === undefined ) { | |
renderTarget = null; | |
} | |
this.setRenderTarget( renderTarget ); | |
// | |
background.render( currentRenderList, scene, camera, forceClear ); | |
// render scene | |
var opaqueObjects = currentRenderList.opaque; | |
var transparentObjects = currentRenderList.transparent; | |
if ( scene.overrideMaterial ) { | |
var overrideMaterial = scene.overrideMaterial; | |
if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial ); | |
if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial ); | |
} else { | |
// opaque pass (front-to-back order) | |
if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera ); | |
// transparent pass (back-to-front order) | |
if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera ); | |
} | |
// custom renderers | |
var spritesArray = currentRenderState.state.spritesArray; | |
spriteRenderer.render( spritesArray, scene, camera ); | |
// Generate mipmap if we're using any kind of mipmap filtering | |
if ( renderTarget ) { | |
textures.updateRenderTargetMipmap( renderTarget ); | |
} | |
// Ensure depth buffer writing is enabled so it can be cleared on next render | |
state.buffers.depth.setTest( true ); | |
state.buffers.depth.setMask( true ); | |
state.buffers.color.setMask( true ); | |
state.setPolygonOffset( false ); | |
scene.onAfterRender( _this, scene, camera ); | |
if ( vr.enabled ) { | |
vr.submitFrame(); | |
} | |
// _gl.finish(); | |
currentRenderList = null; | |
currentRenderState = null; | |
}; | |
/* | |
// TODO Duplicated code (Frustum) | |
var _sphere = new Sphere(); | |
function isObjectViewable( object ) { | |
var geometry = object.geometry; | |
if ( geometry.boundingSphere === null ) | |
geometry.computeBoundingSphere(); | |
_sphere.copy( geometry.boundingSphere ). | |
applyMatrix4( object.matrixWorld ); | |
return isSphereViewable( _sphere ); | |
} | |
function isSpriteViewable( sprite ) { | |
_sphere.center.set( 0, 0, 0 ); | |
_sphere.radius = 0.7071067811865476; | |
_sphere.applyMatrix4( sprite.matrixWorld ); | |
return isSphereViewable( _sphere ); | |
} | |
function isSphereViewable( sphere ) { | |
if ( ! _frustum.intersectsSphere( sphere ) ) return false; | |
var numPlanes = _clipping.numPlanes; | |
if ( numPlanes === 0 ) return true; | |
var planes = _this.clippingPlanes, | |
center = sphere.center, | |
negRad = - sphere.radius, | |
i = 0; | |
do { | |
// out when deeper than radius in the negative halfspace | |
if ( planes[ i ].distanceToPoint( center ) < negRad ) return false; | |
} while ( ++ i !== numPlanes ); | |
return true; | |
} | |
*/ | |
function projectObject( object, camera, sortObjects ) { | |
if ( object.visible === false ) return; | |
var visible = object.layers.test( camera.layers ); | |
if ( visible ) { | |
if ( object.isLight ) { | |
currentRenderState.pushLight( object ); | |
if ( object.castShadow ) { | |
currentRenderState.pushShadow( object ); | |
} | |
} else if ( object.isSprite ) { | |
if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) { | |
currentRenderState.pushSprite( object ); | |
} | |
} else if ( object.isImmediateRenderObject ) { | |
if ( sortObjects ) { | |
_vector3.setFromMatrixPosition( object.matrixWorld ) | |
.applyMatrix4( _projScreenMatrix ); | |
} | |
currentRenderList.push( object, null, object.material, _vector3.z, null ); | |
} else if ( object.isMesh || object.isLine || object.isPoints ) { | |
if ( object.isSkinnedMesh ) { | |
object.skeleton.update(); | |
} | |
if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) { | |
if ( sortObjects ) { | |
_vector3.setFromMatrixPosition( object.matrixWorld ) | |
.applyMatrix4( _projScreenMatrix ); | |
} | |
var geometry = objects.update( object ); | |
var material = object.material; | |
if ( Array.isArray( material ) ) { | |
var groups = geometry.groups; | |
for ( var i = 0, l = groups.length; i < l; i ++ ) { | |
var group = groups[ i ]; | |
var groupMaterial = material[ group.materialIndex ]; | |
if ( groupMaterial && groupMaterial.visible ) { | |
currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group ); | |
} | |
} | |
} else if ( material.visible ) { | |
currentRenderList.push( object, geometry, material, _vector3.z, null ); | |
} | |
} | |
} | |
} | |
var children = object.children; | |
for ( var i = 0, l = children.length; i < l; i ++ ) { | |
projectObject( children[ i ], camera, sortObjects ); | |
} | |
} | |
function renderObjects( renderList, scene, camera, overrideMaterial ) { | |
for ( var i = 0, l = renderList.length; i < l; i ++ ) { | |
var renderItem = renderList[ i ]; | |
var object = renderItem.object; | |
var geometry = renderItem.geometry; | |
var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial; | |
var group = renderItem.group; | |
if ( camera.isArrayCamera ) { | |
_currentArrayCamera = camera; | |
var cameras = camera.cameras; | |
for ( var j = 0, jl = cameras.length; j < jl; j ++ ) { | |
var camera2 = cameras[ j ]; | |
if ( object.layers.test( camera2.layers ) ) { | |
var bounds = camera2.bounds; | |
var x = bounds.x * _width; | |
var y = bounds.y * _height; | |
var width = bounds.z * _width; | |
var height = bounds.w * _height; | |
state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) ); | |
renderObject( object, scene, camera2, geometry, material, group ); | |
} | |
} | |
} else { | |
_currentArrayCamera = null; | |
renderObject( object, scene, camera, geometry, material, group ); | |
} | |
} | |
} | |
function renderObject( object, scene, camera, geometry, material, group ) { | |
object.onBeforeRender( _this, scene, camera, geometry, material, group ); | |
currentRenderState = renderStates.get( scene, _currentArrayCamera || camera ); | |
object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); | |
object.normalMatrix.getNormalMatrix( object.modelViewMatrix ); | |
if ( object.isImmediateRenderObject ) { | |
var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 ); | |
state.setMaterial( material, frontFaceCW ); | |
var program = setProgram( camera, scene.fog, material, object ); | |
_currentGeometryProgram = ''; | |
renderObjectImmediate( object, program, material ); | |
} else { | |
_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group ); | |
} | |
object.onAfterRender( _this, scene, camera, geometry, material, group ); | |
currentRenderState = renderStates.get( scene, _currentArrayCamera || camera ); | |
} | |
function initMaterial( material, fog, object ) { | |
var materialProperties = properties.get( material ); | |
var lights = currentRenderState.state.lights; | |
var shadowsArray = currentRenderState.state.shadowsArray; | |
var parameters = programCache.getParameters( | |
material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object ); | |
var code = programCache.getProgramCode( material, parameters ); | |
var program = materialProperties.program; | |
var programChange = true; | |
if ( program === undefined ) { | |
// new material | |
material.addEventListener( 'dispose', onMaterialDispose ); | |
} else if ( program.code !== code ) { | |
// changed glsl or parameters | |
releaseMaterialProgramReference( material ); | |
} else if ( materialProperties.lightsHash !== lights.state.hash ) { | |
properties.update( material, 'lightsHash', lights.state.hash ); | |
programChange = false; | |
} else if ( parameters.shaderID !== undefined ) { | |
// same glsl and uniform list | |
return; | |
} else { | |
// only rebuild uniform list | |
programChange = false; | |
} | |
if ( programChange ) { | |
if ( parameters.shaderID ) { | |
var shader = ShaderLib[ parameters.shaderID ]; | |
materialProperties.shader = { | |
name: material.type, | |
uniforms: UniformsUtils.clone( shader.uniforms ), | |
vertexShader: shader.vertexShader, | |
fragmentShader: shader.fragmentShader | |
}; | |
} else { | |
materialProperties.shader = { | |
name: material.type, | |
uniforms: material.uniforms, | |
vertexShader: material.vertexShader, | |
fragmentShader: material.fragmentShader | |
}; | |
} | |
material.onBeforeCompile( materialProperties.shader ); | |
program = programCache.acquireProgram( material, materialProperties.shader, parameters, code ); | |
materialProperties.program = program; | |
material.program = program; | |
} | |
var programAttributes = program.getAttributes(); | |
if ( material.morphTargets ) { | |
material.numSupportedMorphTargets = 0; | |
for ( var i = 0; i < _this.maxMorphTargets; i ++ ) { | |
if ( programAttributes[ 'morphTarget' + i ] >= 0 ) { | |
material.numSupportedMorphTargets ++; | |
} | |
} | |
} | |
if ( material.morphNormals ) { | |
material.numSupportedMorphNormals = 0; | |
for ( var i = 0; i < _this.maxMorphNormals; i ++ ) { | |
if ( programAttributes[ 'morphNormal' + i ] >= 0 ) { | |
material.numSupportedMorphNormals ++; | |
} | |
} | |
} | |
var uniforms = materialProperties.shader.uniforms; | |
if ( ! material.isShaderMaterial && | |
! material.isRawShaderMaterial || | |
material.clipping === true ) { | |
materialProperties.numClippingPlanes = _clipping.numPlanes; | |
materialProperties.numIntersection = _clipping.numIntersection; | |
uniforms.clippingPlanes = _clipping.uniform; | |
} | |
materialProperties.fog = fog; | |
// store the light setup it was created for | |
materialProperties.lightsHash = lights.state.hash; | |
if ( material.lights ) { | |
// wire up the material to this renderer's lighting state | |
uniforms.ambientLightColor.value = lights.state.ambient; | |
uniforms.directionalLights.value = lights.state.directional; | |
uniforms.spotLights.value = lights.state.spot; | |
uniforms.rectAreaLights.value = lights.state.rectArea; | |
uniforms.pointLights.value = lights.state.point; | |
uniforms.hemisphereLights.value = lights.state.hemi; | |
uniforms.directionalShadowMap.value = lights.state.directionalShadowMap; | |
uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix; | |
uniforms.spotShadowMap.value = lights.state.spotShadowMap; | |
uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix; | |
uniforms.pointShadowMap.value = lights.state.pointShadowMap; | |
uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix; | |
// TODO (abelnation): add area lights shadow info to uniforms | |
} | |
var progUniforms = materialProperties.program.getUniforms(), | |
uniformsList = | |
WebGLUniforms.seqWithValue( progUniforms.seq, uniforms ); | |
materialProperties.uniformsList = uniformsList; | |
} | |
function setProgram( camera, fog, material, object ) { | |
_usedTextureUnits = 0; | |
var materialProperties = properties.get( material ); | |
var lights = currentRenderState.state.lights; | |
if ( _clippingEnabled ) { | |
if ( _localClippingEnabled || camera !== _currentCamera ) { | |
var useCache = | |
camera === _currentCamera && | |
material.id === _currentMaterialId; | |
// we might want to call this function with some ClippingGroup | |
// object instead of the material, once it becomes feasible | |
// (#8465, #8379) | |
_clipping.setState( | |
material.clippingPlanes, material.clipIntersection, material.clipShadows, | |
camera, materialProperties, useCache ); | |
} | |
} | |
if ( material.needsUpdate === false ) { | |
if ( materialProperties.program === undefined ) { | |
material.needsUpdate = true; | |
} else if ( material.fog && materialProperties.fog !== fog ) { | |
material.needsUpdate = true; | |
} else if ( material.lights && materialProperties.lightsHash !== lights.state.hash ) { | |
material.needsUpdate = true; | |
} else if ( materialProperties.numClippingPlanes !== undefined && | |
( materialProperties.numClippingPlanes !== _clipping.numPlanes || | |
materialProperties.numIntersection !== _clipping.numIntersection ) ) { | |
material.needsUpdate = true; | |
} | |
} | |
if ( material.needsUpdate ) { | |
initMaterial( material, fog, object ); | |
material.needsUpdate = false; | |
} | |
var refreshProgram = false; | |
var refreshMaterial = false; | |
var refreshLights = false; | |
var program = materialProperties.program, | |
p_uniforms = program.getUniforms(), | |
m_uniforms = materialProperties.shader.uniforms; | |
if ( state.useProgram( program.program ) ) { | |
refreshProgram = true; | |
refreshMaterial = true; | |
refreshLights = true; | |
} | |
if ( material.id !== _currentMaterialId ) { | |
_currentMaterialId = material.id; | |
refreshMaterial = true; | |
} | |
if ( refreshProgram || camera !== _currentCamera ) { | |
p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix ); | |
if ( capabilities.logarithmicDepthBuffer ) { | |
p_uniforms.setValue( _gl, 'logDepthBufFC', | |
2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) ); | |
} | |
// Avoid unneeded uniform updates per ArrayCamera's sub-camera | |
if ( _currentCamera !== ( _currentArrayCamera || camera ) ) { | |
_currentCamera = ( _currentArrayCamera || camera ); | |
// lighting uniforms depend on the camera so enforce an update | |
// now, in case this material supports lights - or later, when | |
// the next material that does gets activated: | |
refreshMaterial = true; // set to true on material change | |
refreshLights = true; // remains set until update done | |
} | |
// load material specific uniforms | |
// (shader material also gets them for the sake of genericity) | |
if ( material.isShaderMaterial || | |
material.isMeshPhongMaterial || | |
material.isMeshStandardMaterial || | |
material.envMap ) { | |
var uCamPos = p_uniforms.map.cameraPosition; | |
if ( uCamPos !== undefined ) { | |
uCamPos.setValue( _gl, | |
_vector3.setFromMatrixPosition( camera.matrixWorld ) ); | |
} | |
} | |
if ( material.isMeshPhongMaterial || | |
material.isMeshLambertMaterial || | |
material.isMeshBasicMaterial || | |
material.isMeshStandardMaterial || | |
material.isShaderMaterial || | |
material.skinning ) { | |
p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse ); | |
} | |
} | |
// skinning uniforms must be set even if material didn't change | |
// auto-setting of texture unit for bone texture must go before other textures | |
// not sure why, but otherwise weird things happen | |
if ( material.skinning ) { | |
p_uniforms.setOptional( _gl, object, 'bindMatrix' ); | |
p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' ); | |
var skeleton = object.skeleton; | |
if ( skeleton ) { | |
var bones = skeleton.bones; | |
if ( capabilities.floatVertexTextures ) { | |
if ( skeleton.boneTexture === undefined ) { | |
// layout (1 matrix = 4 pixels) | |
// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) | |
// with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8) | |
// 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16) | |
// 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32) | |
// 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64) | |
var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix | |
size = _Math.ceilPowerOfTwo( size ); | |
size = Math.max( size, 4 ); | |
var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel | |
boneMatrices.set( skeleton.boneMatrices ); // copy current values | |
var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType ); | |
boneTexture.needsUpdate = true; | |
skeleton.boneMatrices = boneMatrices; | |
skeleton.boneTexture = boneTexture; | |
skeleton.boneTextureSize = size; | |
} | |
p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture ); | |
p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize ); | |
} else { | |
p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' ); | |
} | |
} | |
} | |
if ( refreshMaterial ) { | |
p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure ); | |
p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint ); | |
if ( material.lights ) { | |
// the current material requires lighting info | |
// note: all lighting uniforms are always set correctly | |
// they simply reference the renderer's state for their | |
// values | |
// | |
// use the current material's .needsUpdate flags to set | |
// the GL state when required | |
markUniformsLightsNeedsUpdate( m_uniforms, refreshLights ); | |
} | |
// refresh uniforms common to several materials | |
if ( fog && material.fog ) { | |
refreshUniformsFog( m_uniforms, fog ); | |
} | |
if ( material.isMeshBasicMaterial ) { | |
refreshUniformsCommon( m_uniforms, material ); | |
} else if ( material.isMeshLambertMaterial ) { | |
refreshUniformsCommon( m_uniforms, material ); | |
refreshUniformsLambert( m_uniforms, material ); | |
} else if ( material.isMeshPhongMaterial ) { | |
refreshUniformsCommon( m_uniforms, material ); | |
if ( material.isMeshToonMaterial ) { | |
refreshUniformsToon( m_uniforms, material ); | |
} else { | |
refreshUniformsPhong( m_uniforms, material ); | |
} | |
} else if ( material.isMeshStandardMaterial ) { | |
refreshUniformsCommon( m_uniforms, material ); | |
if ( material.isMeshPhysicalMaterial ) { | |
refreshUniformsPhysical( m_uniforms, material ); | |
} else { | |
refreshUniformsStandard( m_uniforms, material ); | |
} | |
} else if ( material.isMeshDepthMaterial ) { | |
refreshUniformsCommon( m_uniforms, material ); | |
refreshUniformsDepth( m_uniforms, material ); | |
} else if ( material.isMeshDistanceMaterial ) { | |
refreshUniformsCommon( m_uniforms, material ); | |
refreshUniformsDistance( m_uniforms, material ); | |
} else if ( material.isMeshNormalMaterial ) { | |
refreshUniformsCommon( m_uniforms, material ); | |
refreshUniformsNormal( m_uniforms, material ); | |
} else if ( material.isLineBasicMaterial ) { | |
refreshUniformsLine( m_uniforms, material ); | |
if ( material.isLineDashedMaterial ) { | |
refreshUniformsDash( m_uniforms, material ); | |
} | |
} else if ( material.isPointsMaterial ) { | |
refreshUniformsPoints( m_uniforms, material ); | |
} else if ( material.isShadowMaterial ) { | |
m_uniforms.color.value = material.color; | |
m_uniforms.opacity.value = material.opacity; | |
} | |
// RectAreaLight Texture | |
// TODO (mrdoob): Find a nicer implementation | |
if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1; | |
if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2; | |
WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this ); | |
} | |
if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) { | |
WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this ); | |
material.uniformsNeedUpdate = false; | |
} | |
// common matrices | |
p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix ); | |
p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix ); | |
p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld ); | |
return program; | |
} | |
// Uniforms (refresh uniforms objects) | |
function refreshUniformsCommon( uniforms, material ) { | |
uniforms.opacity.value = material.opacity; | |
if ( material.color ) { | |
uniforms.diffuse.value = material.color; | |
} | |
if ( material.emissive ) { | |
uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity ); | |
} | |
if ( material.map ) { | |
uniforms.map.value = material.map; | |
} | |
if ( material.alphaMap ) { | |
uniforms.alphaMap.value = material.alphaMap; | |
} | |
if ( material.specularMap ) { | |
uniforms.specularMap.value = material.specularMap; | |
} | |
if ( material.envMap ) { | |
uniforms.envMap.value = material.envMap; | |
// don't flip CubeTexture envMaps, flip everything else: | |
// WebGLRenderTargetCube will be flipped for backwards compatibility | |
// WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture | |
// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future | |
uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1; | |
uniforms.reflectivity.value = material.reflectivity; | |
uniforms.refractionRatio.value = material.refractionRatio; | |
} | |
if ( material.lightMap ) { | |
uniforms.lightMap.value = material.lightMap; | |
uniforms.lightMapIntensity.value = material.lightMapIntensity; | |
} | |
if ( material.aoMap ) { | |
uniforms.aoMap.value = material.aoMap; | |
uniforms.aoMapIntensity.value = material.aoMapIntensity; | |
} | |
// uv repeat and offset setting priorities | |
// 1. color map | |
// 2. specular map | |
// 3. normal map | |
// 4. bump map | |
// 5. alpha map | |
// 6. emissive map | |
var uvScaleMap; | |
if ( material.map ) { | |
uvScaleMap = material.map; | |
} else if ( material.specularMap ) { | |
uvScaleMap = material.specularMap; | |
} else if ( material.displacementMap ) { | |
uvScaleMap = material.displacementMap; | |
} else if ( material.normalMap ) { | |
uvScaleMap = material.normalMap; | |
} else if ( material.bumpMap ) { | |
uvScaleMap = material.bumpMap; | |
} else if ( material.roughnessMap ) { | |
uvScaleMap = material.roughnessMap; | |
} else if ( material.metalnessMap ) { | |
uvScaleMap = material.metalnessMap; | |
} else if ( material.alphaMap ) { | |
uvScaleMap = material.alphaMap; | |
} else if ( material.emissiveMap ) { | |
uvScaleMap = material.emissiveMap; | |
} | |
if ( uvScaleMap !== undefined ) { | |
// backwards compatibility | |
if ( uvScaleMap.isWebGLRenderTarget ) { | |
uvScaleMap = uvScaleMap.texture; | |
} | |
if ( uvScaleMap.matrixAutoUpdate === true ) { | |
var offset = uvScaleMap.offset; | |
var repeat = uvScaleMap.repeat; | |
var rotation = uvScaleMap.rotation; | |
var center = uvScaleMap.center; | |
uvScaleMap.matrix.setUvTransform( offset.x, offset.y, repeat.x, repeat.y, rotation, center.x, center.y ); | |
} | |
uniforms.uvTransform.value.copy( uvScaleMap.matrix ); | |
} | |
} | |
function refreshUniformsLine( uniforms, material ) { | |
uniforms.diffuse.value = material.color; | |
uniforms.opacity.value = material.opacity; | |
} | |
function refreshUniformsDash( uniforms, material ) { | |
uniforms.dashSize.value = material.dashSize; | |
uniforms.totalSize.value = material.dashSize + material.gapSize; | |
uniforms.scale.value = material.scale; | |
} | |
function refreshUniformsPoints( uniforms, material ) { | |
uniforms.diffuse.value = material.color; | |
uniforms.opacity.value = material.opacity; | |
uniforms.size.value = material.size * _pixelRatio; | |
uniforms.scale.value = _height * 0.5; | |
uniforms.map.value = material.map; | |
if ( material.map !== null ) { | |
if ( material.map.matrixAutoUpdate === true ) { | |
var offset = material.map.offset; | |
var repeat = material.map.repeat; | |
var rotation = material.map.rotation; | |
var center = material.map.center; | |
material.map.matrix.setUvTransform( offset.x, offset.y, repeat.x, repeat.y, rotation, center.x, center.y ); | |
} | |
uniforms.uvTransform.value.copy( material.map.matrix ); | |
} | |
} | |
function refreshUniformsFog( uniforms, fog ) { | |
uniforms.fogColor.value = fog.color; | |
if ( fog.isFog ) { | |
uniforms.fogNear.value = fog.near; | |
uniforms.fogFar.value = fog.far; | |
} else if ( fog.isFogExp2 ) { | |
uniforms.fogDensity.value = fog.density; | |
} | |
} | |
function refreshUniformsLambert( uniforms, material ) { | |
if ( material.emissiveMap ) { | |
uniforms.emissiveMap.value = material.emissiveMap; | |
} | |
} | |
function refreshUniformsPhong( uniforms, material ) { | |
uniforms.specular.value = material.specular; | |
uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 ) | |
if ( material.emissiveMap ) { | |
uniforms.emissiveMap.value = material.emissiveMap; | |
} | |
if ( material.bumpMap ) { | |
uniforms.bumpMap.value = material.bumpMap; | |
uniforms.bumpScale.value = material.bumpScale; | |
} | |
if ( material.normalMap ) { | |
uniforms.normalMap.value = material.normalMap; | |
uniforms.normalScale.value.copy( material.normalScale ); | |
} | |
if ( material.displacementMap ) { | |
uniforms.displacementMap.value = material.displacementMap; | |
uniforms.displacementScale.value = material.displacementScale; | |
uniforms.displacementBias.value = material.displacementBias; | |
} | |
} | |
function refreshUniformsToon( uniforms, material ) { | |
refreshUniformsPhong( uniforms, material ); | |
if ( material.gradientMap ) { | |
uniforms.gradientMap.value = material.gradientMap; | |
} | |
} | |
function refreshUniformsStandard( uniforms, material ) { | |
uniforms.roughness.value = material.roughness; | |
uniforms.metalness.value = material.metalness; | |
if ( material.roughnessMap ) { | |
uniforms.roughnessMap.value = material.roughnessMap; | |
} | |
if ( material.metalnessMap ) { | |
uniforms.metalnessMap.value = material.metalnessMap; | |
} | |
if ( material.emissiveMap ) { | |
uniforms.emissiveMap.value = material.emissiveMap; | |
} | |
if ( material.bumpMap ) { | |
uniforms.bumpMap.value = material.bumpMap; | |
uniforms.bumpScale.value = material.bumpScale; | |
} | |
if ( material.normalMap ) { | |
uniforms.normalMap.value = material.normalMap; | |
uniforms.normalScale.value.copy( material.normalScale ); | |
} | |
if ( material.displacementMap ) { | |
uniforms.displacementMap.value = material.displacementMap; | |
uniforms.displacementScale.value = material.displacementScale; | |
uniforms.displacementBias.value = material.displacementBias; | |
} | |
if ( material.envMap ) { | |
//uniforms.envMap.value = material.envMap; // part of uniforms common | |
uniforms.envMapIntensity.value = material.envMapIntensity; | |
} | |
} | |
function refreshUniformsPhysical( uniforms, material ) { | |
uniforms.clearCoat.value = material.clearCoat; | |
uniforms.clearCoatRoughness.value = material.clearCoatRoughness; | |
refreshUniformsStandard( uniforms, material ); | |
} | |
function refreshUniformsDepth( uniforms, material ) { | |
if ( material.displacementMap ) { | |
uniforms.displacementMap.value = material.displacementMap; | |
uniforms.displacementScale.value = material.displacementScale; | |
uniforms.displacementBias.value = material.displacementBias; | |
} | |
} | |
function refreshUniformsDistance( uniforms, material ) { | |
if ( material.displacementMap ) { | |
uniforms.displacementMap.value = material.displacementMap; | |
uniforms.displacementScale.value = material.displacementScale; | |
uniforms.displacementBias.value = material.displacementBias; | |
} | |
uniforms.referencePosition.value.copy( material.referencePosition ); | |
uniforms.nearDistance.value = material.nearDistance; | |
uniforms.farDistance.value = material.farDistance; | |
} | |
function refreshUniformsNormal( uniforms, material ) { | |
if ( material.bumpMap ) { | |
uniforms.bumpMap.value = material.bumpMap; | |
uniforms.bumpScale.value = material.bumpScale; | |
} | |
if ( material.normalMap ) { | |
uniforms.normalMap.value = material.normalMap; | |
uniforms.normalScale.value.copy( material.normalScale ); | |
} | |
if ( material.displacementMap ) { | |
uniforms.displacementMap.value = material.displacementMap; | |
uniforms.displacementScale.value = material.displacementScale; | |
uniforms.displacementBias.value = material.displacementBias; | |
} | |
} | |
// If uniforms are marked as clean, they don't need to be loaded to the GPU. | |
function markUniformsLightsNeedsUpdate( uniforms, value ) { | |
uniforms.ambientLightColor.needsUpdate = value; | |
uniforms.directionalLights.needsUpdate = value; | |
uniforms.pointLights.needsUpdate = value; | |
uniforms.spotLights.needsUpdate = value; | |
uniforms.rectAreaLights.needsUpdate = value; | |
uniforms.hemisphereLights.needsUpdate = value; | |
} | |
// Textures | |
function allocTextureUnit() { | |
var textureUnit = _usedTextureUnits; | |
if ( textureUnit >= capabilities.maxTextures ) { | |
console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures ); | |
} | |
_usedTextureUnits += 1; | |
return textureUnit; | |
} | |
this.allocTextureUnit = allocTextureUnit; | |
// this.setTexture2D = setTexture2D; | |
this.setTexture2D = ( function () { | |
var warned = false; | |
// backwards compatibility: peel texture.texture | |
return function setTexture2D( texture, slot ) { | |
if ( texture && texture.isWebGLRenderTarget ) { | |
if ( ! warned ) { | |
console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." ); | |
warned = true; | |
} | |
texture = texture.texture; | |
} | |
textures.setTexture2D( texture, slot ); | |
}; | |
}() ); | |
this.setTexture = ( function () { | |
var warned = false; | |
return function setTexture( texture, slot ) { | |
if ( ! warned ) { | |
console.warn( "THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead." ); | |
warned = true; | |
} | |
textures.setTexture2D( texture, slot ); | |
}; | |
}() ); | |
this.setTextureCube = ( function () { | |
var warned = false; | |
return function setTextureCube( texture, slot ) { | |
// backwards compatibility: peel texture.texture | |
if ( texture && texture.isWebGLRenderTargetCube ) { | |
if ( ! warned ) { | |
console.warn( "THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead." ); | |
warned = true; | |
} | |
texture = texture.texture; | |
} | |
// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture | |
// TODO: unify these code paths | |
if ( ( texture && texture.isCubeTexture ) || | |
( Array.isArray( texture.image ) && texture.image.length === 6 ) ) { | |
// CompressedTexture can have Array in image :/ | |
// this function alone should take care of cube textures | |
textures.setTextureCube( texture, slot ); | |
} else { | |
// assumed: texture property of THREE.WebGLRenderTargetCube | |
textures.setTextureCubeDynamic( texture, slot ); | |
} | |
}; | |
}() ); | |
this.getRenderTarget = function () { | |
return _currentRenderTarget; | |
}; | |
this.setRenderTarget = function ( renderTarget ) { | |
_currentRenderTarget = renderTarget; | |
if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) { | |
textures.setupRenderTarget( renderTarget ); | |
} | |
var framebuffer = null; | |
var isCube = false; | |
if ( renderTarget ) { | |
var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer; | |
if ( renderTarget.isWebGLRenderTargetCube ) { | |
framebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ]; | |
isCube = true; | |
} else { | |
framebuffer = __webglFramebuffer; | |
} | |
_currentViewport.copy( renderTarget.viewport ); | |
_currentScissor.copy( renderTarget.scissor ); | |
_currentScissorTest = renderTarget.scissorTest; | |
} else { | |
_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ); | |
_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ); | |
_currentScissorTest = _scissorTest; | |
} | |
if ( _currentFramebuffer !== framebuffer ) { | |
_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); | |
_currentFramebuffer = framebuffer; | |
} | |
state.viewport( _currentViewport ); | |
state.scissor( _currentScissor ); | |
state.setScissorTest( _currentScissorTest ); | |
if ( isCube ) { | |
var textureProperties = properties.get( renderTarget.texture ); | |
_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel ); | |
} | |
}; | |
this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) { | |
if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) { | |
console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' ); | |
return; | |
} | |
var framebuffer = properties.get( renderTarget ).__webglFramebuffer; | |
if ( framebuffer ) { | |
var restore = false; | |
if ( framebuffer !== _currentFramebuffer ) { | |
_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); | |
restore = true; | |
} | |
try { | |
var texture = renderTarget.texture; | |
var textureFormat = texture.format; | |
var textureType = texture.type; | |
if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) { | |
console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' ); | |
return; | |
} | |
if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513) | |
! ( textureType === FloatType && ( extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox | |
! ( textureType === HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) { | |
console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' ); | |
return; | |
} | |
if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) { | |
// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604) | |
if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) { | |
_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer ); | |
} | |
} else { | |
console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' ); | |
} | |
} finally { | |
if ( restore ) { | |
_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer ); | |
} | |
} | |
} | |
}; | |
this.copyFramebufferToTexture = function ( position, texture, level ) { | |
var width = texture.image.width; | |
var height = texture.image.height; | |
var internalFormat = utils.convert( texture.format ); | |
this.setTexture2D( texture, 0 ); | |
_gl.copyTexImage2D( _gl.TEXTURE_2D, level || 0, internalFormat, position.x, position.y, width, height, 0 ); | |
}; | |
} | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
* @author alteredq / http://alteredqualia.com/ | |
*/ | |
function FogExp2( color, density ) { | |
this.name = ''; | |
this.color = new Color( color ); | |
this.density = ( density !== undefined ) ? density : 0.00025; | |
} | |
FogExp2.prototype.isFogExp2 = true; | |
FogExp2.prototype.clone = function () { | |
return new FogExp2( this.color.getHex(), this.density ); | |
}; | |
FogExp2.prototype.toJSON = function ( /* meta */ ) { | |
return { | |
type: 'FogExp2', | |
color: this.color.getHex(), | |
density: this.density | |
}; | |
}; | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
* @author alteredq / http://alteredqualia.com/ | |
*/ | |
function Fog( color, near, far ) { | |
this.name = ''; | |
this.color = new Color( color ); | |
this.near = ( near !== undefined ) ? near : 1; | |
this.far = ( far !== undefined ) ? far : 1000; | |
} | |
Fog.prototype.isFog = true; | |
Fog.prototype.clone = function () { | |
return new Fog( this.color.getHex(), this.near, this.far ); | |
}; | |
Fog.prototype.toJSON = function ( /* meta */ ) { | |
return { | |
type: 'Fog', | |
color: this.color.getHex(), | |
near: this.near, | |
far: this.far | |
}; | |
}; | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function Scene() { | |
Object3D.call( this ); | |
this.type = 'Scene'; | |
this.background = null; | |
this.fog = null; | |
this.overrideMaterial = null; | |
this.autoUpdate = true; // checked by the renderer | |
} | |
Scene.prototype = Object.assign( Object.create( Object3D.prototype ), { | |
constructor: Scene, | |
copy: function ( source, recursive ) { | |
Object3D.prototype.copy.call( this, source, recursive ); | |
if ( source.background !== null ) this.background = source.background.clone(); | |
if ( source.fog !== null ) this.fog = source.fog.clone(); | |
if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone(); | |
this.autoUpdate = source.autoUpdate; | |
this.matrixAutoUpdate = source.matrixAutoUpdate; | |
return this; | |
}, | |
toJSON: function ( meta ) { | |
var data = Object3D.prototype.toJSON.call( this, meta ); | |
if ( this.background !== null ) data.object.background = this.background.toJSON( meta ); | |
if ( this.fog !== null ) data.object.fog = this.fog.toJSON(); | |
return data; | |
} | |
} ); | |
/** | |
* @author alteredq / http://alteredqualia.com/ | |
* | |
* parameters = { | |
* color: <hex>, | |
* opacity: <float>, | |
* map: new THREE.Texture( <Image> ), | |
* | |
* uvOffset: new THREE.Vector2(), | |
* uvScale: new THREE.Vector2() | |
* } | |
*/ | |
function SpriteMaterial( parameters ) { | |
Material.call( this ); | |
this.type = 'SpriteMaterial'; | |
this.color = new Color( 0xffffff ); | |
this.map = null; | |
this.rotation = 0; | |
this.fog = false; | |
this.lights = false; | |
this.setValues( parameters ); | |
} | |
SpriteMaterial.prototype = Object.create( Material.prototype ); | |
SpriteMaterial.prototype.constructor = SpriteMaterial; | |
SpriteMaterial.prototype.isSpriteMaterial = true; | |
SpriteMaterial.prototype.copy = function ( source ) { | |
Material.prototype.copy.call( this, source ); | |
this.color.copy( source.color ); | |
this.map = source.map; | |
this.rotation = source.rotation; | |
return this; | |
}; | |
/** | |
* @author mikael emtinger / http://gomo.se/ | |
* @author alteredq / http://alteredqualia.com/ | |
*/ | |
function Sprite( material ) { | |
Object3D.call( this ); | |
this.type = 'Sprite'; | |
this.material = ( material !== undefined ) ? material : new SpriteMaterial(); | |
this.center = new Vector2( 0.5, 0.5 ); | |
} | |
Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), { | |
constructor: Sprite, | |
isSprite: true, | |
raycast: ( function () { | |
var intersectPoint = new Vector3(); | |
var worldPosition = new Vector3(); | |
var worldScale = new Vector3(); | |
return function raycast( raycaster, intersects ) { | |
worldPosition.setFromMatrixPosition( this.matrixWorld ); | |
raycaster.ray.closestPointToPoint( worldPosition, intersectPoint ); | |
worldScale.setFromMatrixScale( this.matrixWorld ); | |
var guessSizeSq = worldScale.x * worldScale.y / 4; | |
if ( worldPosition.distanceToSquared( intersectPoint ) > guessSizeSq ) return; | |
var distance = raycaster.ray.origin.distanceTo( intersectPoint ); | |
if ( distance < raycaster.near || distance > raycaster.far ) return; | |
intersects.push( { | |
distance: distance, | |
point: intersectPoint.clone(), | |
face: null, | |
object: this | |
} ); | |
}; | |
}() ), | |
clone: function () { | |
return new this.constructor( this.material ).copy( this ); | |
}, | |
copy: function ( source ) { | |
Object3D.prototype.copy.call( this, source ); | |
if ( source.center !== undefined ) this.center.copy( source.center ); | |
return this; | |
} | |
} ); | |
/** | |
* @author mikael emtinger / http://gomo.se/ | |
* @author alteredq / http://alteredqualia.com/ | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function LOD() { | |
Object3D.call( this ); | |
this.type = 'LOD'; | |
Object.defineProperties( this, { | |
levels: { | |
enumerable: true, | |
value: [] | |
} | |
} ); | |
} | |
LOD.prototype = Object.assign( Object.create( Object3D.prototype ), { | |
constructor: LOD, | |
copy: function ( source ) { | |
Object3D.prototype.copy.call( this, source, false ); | |
var levels = source.levels; | |
for ( var i = 0, l = levels.length; i < l; i ++ ) { | |
var level = levels[ i ]; | |
this.addLevel( level.object.clone(), level.distance ); | |
} | |
return this; | |
}, | |
addLevel: function ( object, distance ) { | |
if ( distance === undefined ) distance = 0; | |
distance = Math.abs( distance ); | |
var levels = this.levels; | |
for ( var l = 0; l < levels.length; l ++ ) { | |
if ( distance < levels[ l ].distance ) { | |
break; | |
} | |
} | |
levels.splice( l, 0, { distance: distance, object: object } ); | |
this.add( object ); | |
}, | |
getObjectForDistance: function ( distance ) { | |
var levels = this.levels; | |
for ( var i = 1, l = levels.length; i < l; i ++ ) { | |
if ( distance < levels[ i ].distance ) { | |
break; | |
} | |
} | |
return levels[ i - 1 ].object; | |
}, | |
raycast: ( function () { | |
var matrixPosition = new Vector3(); | |
return function raycast( raycaster, intersects ) { | |
matrixPosition.setFromMatrixPosition( this.matrixWorld ); | |
var distance = raycaster.ray.origin.distanceTo( matrixPosition ); | |
this.getObjectForDistance( distance ).raycast( raycaster, intersects ); | |
}; | |
}() ), | |
update: function () { | |
var v1 = new Vector3(); | |
var v2 = new Vector3(); | |
return function update( camera ) { | |
var levels = this.levels; | |
if ( levels.length > 1 ) { | |
v1.setFromMatrixPosition( camera.matrixWorld ); | |
v2.setFromMatrixPosition( this.matrixWorld ); | |
var distance = v1.distanceTo( v2 ); | |
levels[ 0 ].object.visible = true; | |
for ( var i = 1, l = levels.length; i < l; i ++ ) { | |
if ( distance >= levels[ i ].distance ) { | |
levels[ i - 1 ].object.visible = false; | |
levels[ i ].object.visible = true; | |
} else { | |
break; | |
} | |
} | |
for ( ; i < l; i ++ ) { | |
levels[ i ].object.visible = false; | |
} | |
} | |
}; | |
}(), | |
toJSON: function ( meta ) { | |
var data = Object3D.prototype.toJSON.call( this, meta ); | |
data.object.levels = []; | |
var levels = this.levels; | |
for ( var i = 0, l = levels.length; i < l; i ++ ) { | |
var level = levels[ i ]; | |
data.object.levels.push( { | |
object: level.object.uuid, | |
distance: level.distance | |
} ); | |
} | |
return data; | |
} | |
} ); | |
/** | |
* @author mikael emtinger / http://gomo.se/ | |
* @author alteredq / http://alteredqualia.com/ | |
* @author michael guerrero / http://realitymeltdown.com | |
* @author ikerr / http://verold.com | |
*/ | |
function Skeleton( bones, boneInverses ) { | |
// copy the bone array | |
bones = bones || []; | |
this.bones = bones.slice( 0 ); | |
this.boneMatrices = new Float32Array( this.bones.length * 16 ); | |
// use the supplied bone inverses or calculate the inverses | |
if ( boneInverses === undefined ) { | |
this.calculateInverses(); | |
} else { | |
if ( this.bones.length === boneInverses.length ) { | |
this.boneInverses = boneInverses.slice( 0 ); | |
} else { | |
console.warn( 'THREE.Skeleton boneInverses is the wrong length.' ); | |
this.boneInverses = []; | |
for ( var i = 0, il = this.bones.length; i < il; i ++ ) { | |
this.boneInverses.push( new Matrix4() ); | |
} | |
} | |
} | |
} | |
Object.assign( Skeleton.prototype, { | |
calculateInverses: function () { | |
this.boneInverses = []; | |
for ( var i = 0, il = this.bones.length; i < il; i ++ ) { | |
var inverse = new Matrix4(); | |
if ( this.bones[ i ] ) { | |
inverse.getInverse( this.bones[ i ].matrixWorld ); | |
} | |
this.boneInverses.push( inverse ); | |
} | |
}, | |
pose: function () { | |
var bone, i, il; | |
// recover the bind-time world matrices | |
for ( i = 0, il = this.bones.length; i < il; i ++ ) { | |
bone = this.bones[ i ]; | |
if ( bone ) { | |
bone.matrixWorld.getInverse( this.boneInverses[ i ] ); | |
} | |
} | |
// compute the local matrices, positions, rotations and scales | |
for ( i = 0, il = this.bones.length; i < il; i ++ ) { | |
bone = this.bones[ i ]; | |
if ( bone ) { | |
if ( bone.parent && bone.parent.isBone ) { | |
bone.matrix.getInverse( bone.parent.matrixWorld ); | |
bone.matrix.multiply( bone.matrixWorld ); | |
} else { | |
bone.matrix.copy( bone.matrixWorld ); | |
} | |
bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); | |
} | |
} | |
}, | |
update: ( function () { | |
var offsetMatrix = new Matrix4(); | |
var identityMatrix = new Matrix4(); | |
return function update() { | |
var bones = this.bones; | |
var boneInverses = this.boneInverses; | |
var boneMatrices = this.boneMatrices; | |
var boneTexture = this.boneTexture; | |
// flatten bone matrices to array | |
for ( var i = 0, il = bones.length; i < il; i ++ ) { | |
// compute the offset between the current and the original transform | |
var matrix = bones[ i ] ? bones[ i ].matrixWorld : identityMatrix; | |
offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] ); | |
offsetMatrix.toArray( boneMatrices, i * 16 ); | |
} | |
if ( boneTexture !== undefined ) { | |
boneTexture.needsUpdate = true; | |
} | |
}; | |
} )(), | |
clone: function () { | |
return new Skeleton( this.bones, this.boneInverses ); | |
}, | |
getBoneByName: function ( name ) { | |
for ( var i = 0, il = this.bones.length; i < il; i ++ ) { | |
var bone = this.bones[ i ]; | |
if ( bone.name === name ) { | |
return bone; | |
} | |
} | |
return undefined; | |
} | |
} ); | |
/** | |
* @author mikael emtinger / http://gomo.se/ | |
* @author alteredq / http://alteredqualia.com/ | |
* @author ikerr / http://verold.com | |
*/ | |
function Bone() { | |
Object3D.call( this ); | |
this.type = 'Bone'; | |
} | |
Bone.prototype = Object.assign( Object.create( Object3D.prototype ), { | |
constructor: Bone, | |
isBone: true | |
} ); | |
/** | |
* @author mikael emtinger / http://gomo.se/ | |
* @author alteredq / http://alteredqualia.com/ | |
* @author ikerr / http://verold.com | |
*/ | |
function SkinnedMesh( geometry, material ) { | |
Mesh.call( this, geometry, material ); | |
this.type = 'SkinnedMesh'; | |
this.bindMode = 'attached'; | |
this.bindMatrix = new Matrix4(); | |
this.bindMatrixInverse = new Matrix4(); | |
var bones = this.initBones(); | |
var skeleton = new Skeleton( bones ); | |
this.bind( skeleton, this.matrixWorld ); | |
this.normalizeSkinWeights(); | |
} | |
SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), { | |
constructor: SkinnedMesh, | |
isSkinnedMesh: true, | |
initBones: function () { | |
var bones = [], bone, gbone; | |
var i, il; | |
if ( this.geometry && this.geometry.bones !== undefined ) { | |
// first, create array of 'Bone' objects from geometry data | |
for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) { | |
gbone = this.geometry.bones[ i ]; | |
// create new 'Bone' object | |
bone = new Bone(); | |
bones.push( bone ); | |
// apply values | |
bone.name = gbone.name; | |
bone.position.fromArray( gbone.pos ); | |
bone.quaternion.fromArray( gbone.rotq ); | |
if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl ); | |
} | |
// second, create bone hierarchy | |
for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) { | |
gbone = this.geometry.bones[ i ]; | |
if ( ( gbone.parent !== - 1 ) && ( gbone.parent !== null ) && ( bones[ gbone.parent ] !== undefined ) ) { | |
// subsequent bones in the hierarchy | |
bones[ gbone.parent ].add( bones[ i ] ); | |
} else { | |
// topmost bone, immediate child of the skinned mesh | |
this.add( bones[ i ] ); | |
} | |
} | |
} | |
// now the bones are part of the scene graph and children of the skinned mesh. | |
// let's update the corresponding matrices | |
this.updateMatrixWorld( true ); | |
return bones; | |
}, | |
bind: function ( skeleton, bindMatrix ) { | |
this.skeleton = skeleton; | |
if ( bindMatrix === undefined ) { | |
this.updateMatrixWorld( true ); | |
this.skeleton.calculateInverses(); | |
bindMatrix = this.matrixWorld; | |
} | |
this.bindMatrix.copy( bindMatrix ); | |
this.bindMatrixInverse.getInverse( bindMatrix ); | |
}, | |
pose: function () { | |
this.skeleton.pose(); | |
}, | |
normalizeSkinWeights: function () { | |
var scale, i; | |
if ( this.geometry && this.geometry.isGeometry ) { | |
for ( i = 0; i < this.geometry.skinWeights.length; i ++ ) { | |
var sw = this.geometry.skinWeights[ i ]; | |
scale = 1.0 / sw.manhattanLength(); | |
if ( scale !== Infinity ) { | |
sw.multiplyScalar( scale ); | |
} else { | |
sw.set( 1, 0, 0, 0 ); // do something reasonable | |
} | |
} | |
} else if ( this.geometry && this.geometry.isBufferGeometry ) { | |
var vec = new Vector4(); | |
var skinWeight = this.geometry.attributes.skinWeight; | |
for ( i = 0; i < skinWeight.count; i ++ ) { | |
vec.x = skinWeight.getX( i ); | |
vec.y = skinWeight.getY( i ); | |
vec.z = skinWeight.getZ( i ); | |
vec.w = skinWeight.getW( i ); | |
scale = 1.0 / vec.manhattanLength(); | |
if ( scale !== Infinity ) { | |
vec.multiplyScalar( scale ); | |
} else { | |
vec.set( 1, 0, 0, 0 ); // do something reasonable | |
} | |
skinWeight.setXYZW( i, vec.x, vec.y, vec.z, vec.w ); | |
} | |
} | |
}, | |
updateMatrixWorld: function ( force ) { | |
Mesh.prototype.updateMatrixWorld.call( this, force ); | |
if ( this.bindMode === 'attached' ) { | |
this.bindMatrixInverse.getInverse( this.matrixWorld ); | |
} else if ( this.bindMode === 'detached' ) { | |
this.bindMatrixInverse.getInverse( this.bindMatrix ); | |
} else { | |
console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode ); | |
} | |
}, | |
clone: function () { | |
return new this.constructor( this.geometry, this.material ).copy( this ); | |
} | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
* @author alteredq / http://alteredqualia.com/ | |
* | |
* parameters = { | |
* color: <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, | |
computeLineDistances: ( function () { | |
var start = new Vector3(); | |
var end = new Vector3(); | |
return function computeLineDistances() { | |
var geometry = this.geometry; | |
if ( geometry.isBufferGeometry ) { | |
// we assume non-indexed geometry | |
if ( geometry.index === null ) { | |
var positionAttribute = geometry.attributes.position; | |
var lineDistances = [ 0 ]; | |
for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) { | |
start.fromBufferAttribute( positionAttribute, i - 1 ); | |
end.fromBufferAttribute( positionAttribute, i ); | |
lineDistances[ i ] = lineDistances[ i - 1 ]; | |
lineDistances[ i ] += start.distanceTo( end ); | |
} | |
geometry.addAttribute( 'lineDistance', new THREE.Float32BufferAttribute( lineDistances, 1 ) ); | |
} else { | |
console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); | |
} | |
} else if ( geometry.isGeometry ) { | |
var vertices = geometry.vertices; | |
var lineDistances = geometry.lineDistances; | |
lineDistances[ 0 ] = 0; | |
for ( var i = 1, l = vertices.length; i < l; i ++ ) { | |
lineDistances[ i ] = lineDistances[ i - 1 ]; | |
lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] ); | |
} | |
} | |
return this; | |
}; | |
}() ), | |
raycast: ( function () { | |
var inverseMatrix = new Matrix4(); | |
var ray = new Ray(); | |
var sphere = new Sphere(); | |
return function raycast( raycaster, intersects ) { | |
var precision = raycaster.linePrecision; | |
var precisionSq = precision * precision; | |
var geometry = this.geometry; | |
var matrixWorld = this.matrixWorld; | |
// Checking boundingSphere distance to ray | |
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); | |
sphere.copy( geometry.boundingSphere ); | |
sphere.applyMatrix4( matrixWorld ); | |
if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; | |
// | |
inverseMatrix.getInverse( matrixWorld ); | |
ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); | |
var vStart = new Vector3(); | |
var vEnd = new Vector3(); | |
var interSegment = new Vector3(); | |
var interRay = new Vector3(); | |
var step = ( this && this.isLineSegments ) ? 2 : 1; | |
if ( geometry.isBufferGeometry ) { | |
var index = geometry.index; | |
var attributes = geometry.attributes; | |
var positions = attributes.position.array; | |
if ( index !== null ) { | |
var indices = index.array; | |
for ( var i = 0, l = indices.length - 1; i < l; i += step ) { | |
var a = indices[ i ]; | |
var b = indices[ i + 1 ]; | |
vStart.fromArray( positions, a * 3 ); | |
vEnd.fromArray( positions, b * 3 ); | |
var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); | |
if ( distSq > precisionSq ) continue; | |
interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation | |
var distance = raycaster.ray.origin.distanceTo( interRay ); | |
if ( distance < raycaster.near || distance > raycaster.far ) continue; | |
intersects.push( { | |
distance: distance, | |
// What do we want? intersection point on the ray or on the segment?? | |
// point: raycaster.ray.at( distance ), | |
point: interSegment.clone().applyMatrix4( this.matrixWorld ), | |
index: i, | |
face: null, | |
faceIndex: null, | |
object: this | |
} ); | |
} | |
} else { | |
for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) { | |
vStart.fromArray( positions, 3 * i ); | |
vEnd.fromArray( positions, 3 * i + 3 ); | |
var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); | |
if ( distSq > precisionSq ) continue; | |
interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation | |
var distance = raycaster.ray.origin.distanceTo( interRay ); | |
if ( distance < raycaster.near || distance > raycaster.far ) continue; | |
intersects.push( { | |
distance: distance, | |
// What do we want? intersection point on the ray or on the segment?? | |
// point: raycaster.ray.at( distance ), | |
point: interSegment.clone().applyMatrix4( this.matrixWorld ), | |
index: i, | |
face: null, | |
faceIndex: null, | |
object: this | |
} ); | |
} | |
} | |
} else if ( geometry.isGeometry ) { | |
var vertices = geometry.vertices; | |
var nbVertices = vertices.length; | |
for ( var i = 0; i < nbVertices - 1; i += step ) { | |
var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment ); | |
if ( distSq > precisionSq ) continue; | |
interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation | |
var distance = raycaster.ray.origin.distanceTo( interRay ); | |
if ( distance < raycaster.near || distance > raycaster.far ) continue; | |
intersects.push( { | |
distance: distance, | |
// What do we want? intersection point on the ray or on the segment?? | |
// point: raycaster.ray.at( distance ), | |
point: interSegment.clone().applyMatrix4( this.matrixWorld ), | |
index: i, | |
face: null, | |
faceIndex: null, | |
object: this | |
} ); | |
} | |
} | |
}; | |
}() ), | |
clone: function () { | |
return new this.constructor( this.geometry, this.material ).copy( this ); | |
} | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function LineSegments( geometry, material ) { | |
Line.call( this, geometry, material ); | |
this.type = 'LineSegments'; | |
} | |
LineSegments.prototype = Object.assign( Object.create( Line.prototype ), { | |
constructor: LineSegments, | |
isLineSegments: true, | |
computeLineDistances: ( function () { | |
var start = new Vector3(); | |
var end = new Vector3(); | |
return function computeLineDistances() { | |
var geometry = this.geometry; | |
if ( geometry.isBufferGeometry ) { | |
// we assume non-indexed geometry | |
if ( geometry.index === null ) { | |
var positionAttribute = geometry.attributes.position; | |
var lineDistances = []; | |
for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) { | |
start.fromBufferAttribute( positionAttribute, i ); | |
end.fromBufferAttribute( positionAttribute, i + 1 ); | |
lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ]; | |
lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end ); | |
} | |
geometry.addAttribute( 'lineDistance', new THREE.Float32BufferAttribute( lineDistances, 1 ) ); | |
} else { | |
console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); | |
} | |
} else if ( geometry.isGeometry ) { | |
var vertices = geometry.vertices; | |
var lineDistances = geometry.lineDistances; | |
for ( var i = 0, l = vertices.length; i < l; i += 2 ) { | |
start.copy( vertices[ i ] ); | |
end.copy( vertices[ i + 1 ] ); | |
lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ]; | |
lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end ); | |
} | |
} | |
return this; | |
}; | |
}() ) | |
} ); | |
/** | |
* @author mgreter / http://github.com/mgreter | |
*/ | |
function LineLoop( geometry, material ) { | |
Line.call( this, geometry, material ); | |
this.type = 'LineLoop'; | |
} | |
LineLoop.prototype = Object.assign( Object.create( Line.prototype ), { | |
constructor: LineLoop, | |
isLineLoop: true, | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
* @author alteredq / http://alteredqualia.com/ | |
* | |
* parameters = { | |
* color: <hex>, | |
* opacity: <float>, | |
* map: new THREE.Texture( <Image> ), | |
* | |
* size: <float>, | |
* sizeAttenuation: <bool> | |
* } | |
*/ | |
function PointsMaterial( parameters ) { | |
Material.call( this ); | |
this.type = 'PointsMaterial'; | |
this.color = new Color( 0xffffff ); | |
this.map = null; | |
this.size = 1; | |
this.sizeAttenuation = true; | |
this.lights = false; | |
this.setValues( parameters ); | |
} | |
PointsMaterial.prototype = Object.create( Material.prototype ); | |
PointsMaterial.prototype.constructor = PointsMaterial; | |
PointsMaterial.prototype.isPointsMaterial = true; | |
PointsMaterial.prototype.copy = function ( source ) { | |
Material.prototype.copy.call( this, source ); | |
this.color.copy( source.color ); | |
this.map = source.map; | |
this.size = source.size; | |
this.sizeAttenuation = source.sizeAttenuation; | |
return this; | |
}; | |
/** | |
* @author alteredq / http://alteredqualia.com/ | |
*/ | |
function Points( geometry, material ) { | |
Object3D.call( this ); | |
this.type = 'Points'; | |
this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); | |
this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } ); | |
} | |
Points.prototype = Object.assign( Object.create( Object3D.prototype ), { | |
constructor: Points, | |
isPoints: true, | |
raycast: ( function () { | |
var inverseMatrix = new Matrix4(); | |
var ray = new Ray(); | |
var sphere = new Sphere(); | |
return function raycast( raycaster, intersects ) { | |
var object = this; | |
var geometry = this.geometry; | |
var matrixWorld = this.matrixWorld; | |
var threshold = raycaster.params.Points.threshold; | |
// Checking boundingSphere distance to ray | |
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); | |
sphere.copy( geometry.boundingSphere ); | |
sphere.applyMatrix4( matrixWorld ); | |
sphere.radius += threshold; | |
if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; | |
// | |
inverseMatrix.getInverse( matrixWorld ); | |
ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); | |
var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); | |
var localThresholdSq = localThreshold * localThreshold; | |
var position = new Vector3(); | |
function testPoint( point, index ) { | |
var rayPointDistanceSq = ray.distanceSqToPoint( point ); | |
if ( rayPointDistanceSq < localThresholdSq ) { | |
var intersectPoint = ray.closestPointToPoint( point ); | |
intersectPoint.applyMatrix4( matrixWorld ); | |
var distance = raycaster.ray.origin.distanceTo( intersectPoint ); | |
if ( distance < raycaster.near || distance > raycaster.far ) return; | |
intersects.push( { | |
distance: distance, | |
distanceToRay: Math.sqrt( rayPointDistanceSq ), | |
point: intersectPoint.clone(), | |
index: index, | |
face: null, | |
object: object | |
} ); | |
} | |
} | |
if ( geometry.isBufferGeometry ) { | |
var index = geometry.index; | |
var attributes = geometry.attributes; | |
var positions = attributes.position.array; | |
if ( index !== null ) { | |
var indices = index.array; | |
for ( var i = 0, il = indices.length; i < il; i ++ ) { | |
var a = indices[ i ]; | |
position.fromArray( positions, a * 3 ); | |
testPoint( position, a ); | |
} | |
} else { | |
for ( var i = 0, l = positions.length / 3; i < l; i ++ ) { | |
position.fromArray( positions, i * 3 ); | |
testPoint( position, i ); | |
} | |
} | |
} else { | |
var vertices = geometry.vertices; | |
for ( var i = 0, l = vertices.length; i < l; i ++ ) { | |
testPoint( vertices[ i ], i ); | |
} | |
} | |
}; | |
}() ), | |
clone: function () { | |
return new this.constructor( this.geometry, this.material ).copy( this ); | |
} | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function Group() { | |
Object3D.call( this ); | |
this.type = 'Group'; | |
} | |
Group.prototype = Object.assign( Object.create( Object3D.prototype ), { | |
constructor: Group, | |
isGroup: true | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { | |
Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); | |
this.generateMipmaps = false; | |
} | |
VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), { | |
constructor: VideoTexture, | |
isVideoTexture: true, | |
update: function () { | |
var video = this.image; | |
if ( video.readyState >= video.HAVE_CURRENT_DATA ) { | |
this.needsUpdate = true; | |
} | |
} | |
} ); | |
/** | |
* @author alteredq / http://alteredqualia.com/ | |
*/ | |
function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { | |
Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); | |
this.image = { width: width, height: height }; | |
this.mipmaps = mipmaps; | |
// no flipping for cube textures | |
// (also flipping doesn't work for compressed textures ) | |
this.flipY = false; | |
// can't generate mipmaps for compressed textures | |
// mips must be embedded in DDS files | |
this.generateMipmaps = false; | |
} | |
CompressedTexture.prototype = Object.create( Texture.prototype ); | |
CompressedTexture.prototype.constructor = CompressedTexture; | |
CompressedTexture.prototype.isCompressedTexture = true; | |
/** | |
* @author Matt DesLauriers / @mattdesl | |
* @author atix / arthursilber.de | |
*/ | |
function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) { | |
format = format !== undefined ? format : DepthFormat; | |
if ( format !== DepthFormat && format !== DepthStencilFormat ) { | |
throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' ); | |
} | |
if ( type === undefined && format === DepthFormat ) type = UnsignedShortType; | |
if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type; | |
Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); | |
this.image = { width: width, height: height }; | |
this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; | |
this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; | |
this.flipY = false; | |
this.generateMipmaps = false; | |
} | |
DepthTexture.prototype = Object.create( Texture.prototype ); | |
DepthTexture.prototype.constructor = DepthTexture; | |
DepthTexture.prototype.isDepthTexture = true; | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
* @author Mugen87 / https://github.com/Mugen87 | |
*/ | |
function WireframeGeometry( geometry ) { | |
BufferGeometry.call( this ); | |
this.type = 'WireframeGeometry'; | |
// buffer | |
var vertices = []; | |
// helper variables | |
var i, j, l, o, ol; | |
var edge = [ 0, 0 ], edges = {}, e, edge1, edge2; | |
var key, keys = [ 'a', 'b', 'c' ]; | |
var vertex; | |
// different logic for Geometry and BufferGeometry | |
if ( geometry && geometry.isGeometry ) { | |
// create a data structure that contains all edges without duplicates | |
var faces = geometry.faces; | |
for ( i = 0, l = faces.length; i < l; i ++ ) { | |
var face = faces[ i ]; | |
for ( j = 0; j < 3; j ++ ) { | |
edge1 = face[ keys[ j ] ]; | |
edge2 = face[ keys[ ( j + 1 ) % 3 ] ]; | |
edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates | |
edge[ 1 ] = Math.max( edge1, edge2 ); | |
key = edge[ 0 ] + ',' + edge[ 1 ]; | |
if ( edges[ key ] === undefined ) { | |
edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] }; | |
} | |
} | |
} | |
// generate vertices | |
for ( key in edges ) { | |
e = edges[ key ]; | |
vertex = geometry.vertices[ e.index1 ]; | |
vertices.push( vertex.x, vertex.y, vertex.z ); | |
vertex = geometry.vertices[ e.index2 ]; | |
vertices.push( vertex.x, vertex.y, vertex.z ); | |
} | |
} else if ( geometry && geometry.isBufferGeometry ) { | |
var position, indices, groups; | |
var group, start, count; | |
var index1, index2; | |
vertex = new Vector3(); | |
if ( geometry.index !== null ) { | |
// indexed BufferGeometry | |
position = geometry.attributes.position; | |
indices = geometry.index; | |
groups = geometry.groups; | |
if ( groups.length === 0 ) { | |
groups = [ { start: 0, count: indices.count, materialIndex: 0 } ]; | |
} | |
// create a data structure that contains all eges without duplicates | |
for ( o = 0, ol = groups.length; o < ol; ++ o ) { | |
group = groups[ o ]; | |
start = group.start; | |
count = group.count; | |
for ( i = start, l = ( start + count ); i < l; i += 3 ) { | |
for ( j = 0; j < 3; j ++ ) { | |
edge1 = indices.getX( i + j ); | |
edge2 = indices.getX( i + ( j + 1 ) % 3 ); | |
edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates | |
edge[ 1 ] = Math.max( edge1, edge2 ); | |
key = edge[ 0 ] + ',' + edge[ 1 ]; | |
if ( edges[ key ] === undefined ) { | |
edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] }; | |
} | |
} | |
} | |
} | |
// generate vertices | |
for ( key in edges ) { | |
e = edges[ key ]; | |
vertex.fromBufferAttribute( position, e.index1 ); | |
vertices.push( vertex.x, vertex.y, vertex.z ); | |
vertex.fromBufferAttribute( position, e.index2 ); | |
vertices.push( vertex.x, vertex.y, vertex.z ); | |
} | |
} else { | |
// non-indexed BufferGeometry | |
position = geometry.attributes.position; | |
for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) { | |
for ( j = 0; j < 3; j ++ ) { | |
// three edges per triangle, an edge is represented as (index1, index2) | |
// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0) | |
index1 = 3 * i + j; | |
vertex.fromBufferAttribute( position, index1 ); | |
vertices.push( vertex.x, vertex.y, vertex.z ); | |
index2 = 3 * i + ( ( j + 1 ) % 3 ); | |
vertex.fromBufferAttribute( position, index2 ); | |
vertices.push( vertex.x, vertex.y, vertex.z ); | |
} | |
} | |
} | |
} | |
// build geometry | |
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); | |
} | |
WireframeGeometry.prototype = Object.create( BufferGeometry.prototype ); | |
WireframeGeometry.prototype.constructor = WireframeGeometry; | |
/** | |
* @author zz85 / https://github.com/zz85 | |
* @author Mugen87 / https://github.com/Mugen87 | |
* | |
* Parametric Surfaces Geometry | |
* based on the brilliant article by @prideout http://prideout.net/blog/?p=44 | |
*/ | |
// ParametricGeometry | |
function ParametricGeometry( func, slices, stacks ) { | |
Geometry.call( this ); | |
this.type = 'ParametricGeometry'; | |
this.parameters = { | |
func: func, | |
slices: slices, | |
stacks: stacks | |
}; | |
this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) ); | |
this.mergeVertices(); | |
} | |
ParametricGeometry.prototype = Object.create( Geometry.prototype ); | |
ParametricGeometry.prototype.constructor = ParametricGeometry; | |
// ParametricBufferGeometry | |
function ParametricBufferGeometry( func, slices, stacks ) { | |
BufferGeometry.call( this ); | |
this.type = 'ParametricBufferGeometry'; | |
this.parameters = { | |
func: func, | |
slices: slices, | |
stacks: stacks | |
}; | |
// buffers | |
var indices = []; | |
var vertices = []; | |
var normals = []; | |
var uvs = []; | |
var EPS = 0.00001; | |
var normal = new Vector3(); | |
var p0 = new Vector3(), p1 = new Vector3(); | |
var pu = new Vector3(), pv = new Vector3(); | |
var i, j; | |
// generate vertices, normals and uvs | |
var sliceCount = slices + 1; | |
for ( i = 0; i <= stacks; i ++ ) { | |
var v = i / stacks; | |
for ( j = 0; j <= slices; j ++ ) { | |
var u = j / slices; | |
// vertex | |
p0 = func( u, v, p0 ); | |
vertices.push( p0.x, p0.y, p0.z ); | |
// normal | |
// approximate tangent vectors via finite differences | |
if ( u - EPS >= 0 ) { | |
p1 = func( u - EPS, v, p1 ); | |
pu.subVectors( p0, p1 ); | |
} else { | |
p1 = func( u + EPS, v, p1 ); | |
pu.subVectors( p1, p0 ); | |
} | |
if ( v - EPS >= 0 ) { | |
p1 = func( u, v - EPS, p1 ); | |
pv.subVectors( p0, p1 ); | |
} else { | |
p1 = func( u, v + EPS, p1 ); | |
pv.subVectors( p1, p0 ); | |
} | |
// cross product of tangent vectors returns surface normal | |
normal.crossVectors( pu, pv ).normalize(); | |
normals.push( normal.x, normal.y, normal.z ); | |
// uv | |
uvs.push( u, v ); | |
} | |
} | |
// generate indices | |
for ( i = 0; i < stacks; i ++ ) { | |
for ( j = 0; j < slices; j ++ ) { | |
var a = i * sliceCount + j; | |
var b = i * sliceCount + j + 1; | |
var c = ( i + 1 ) * sliceCount + j + 1; | |
var d = ( i + 1 ) * sliceCount + j; | |
// faces one and two | |
indices.push( a, b, d ); | |
indices.push( b, c, d ); | |
} | |
} | |
// build geometry | |
this.setIndex( indices ); | |
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); | |
this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); | |
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); | |
} | |
ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); | |
ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry; | |
/** | |
* @author clockworkgeek / https://github.com/clockworkgeek | |
* @author timothypratley / https://github.com/timothypratley | |
* @author WestLangley / http://github.com/WestLangley | |
* @author Mugen87 / https://github.com/Mugen87 | |
*/ | |
// PolyhedronGeometry | |
function PolyhedronGeometry( vertices, indices, radius, detail ) { | |
Geometry.call( this ); | |
this.type = 'PolyhedronGeometry'; | |
this.parameters = { | |
vertices: vertices, | |
indices: indices, | |
radius: radius, | |
detail: detail | |
}; | |
this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) ); | |
this.mergeVertices(); | |
} | |
PolyhedronGeometry.prototype = Object.create( Geometry.prototype ); | |
PolyhedronGeometry.prototype.constructor = PolyhedronGeometry; | |
// PolyhedronBufferGeometry | |
function PolyhedronBufferGeometry( vertices, indices, radius, detail ) { | |
BufferGeometry.call( this ); | |
this.type = 'PolyhedronBufferGeometry'; | |
this.parameters = { | |
vertices: vertices, | |
indices: indices, | |
radius: radius, | |
detail: detail | |
}; | |
radius = radius || 1; | |
detail = detail || 0; | |
// default buffer data | |
var vertexBuffer = []; | |
var uvBuffer = []; | |
// the subdivision creates the vertex buffer data | |
subdivide( detail ); | |
// all vertices should lie on a conceptual sphere with a given radius | |
appplyRadius( radius ); | |
// finally, create the uv data | |
generateUVs(); | |
// build non-indexed geometry | |
this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) ); | |
this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) ); | |
this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) ); | |
if ( detail === 0 ) { | |
this.computeVertexNormals(); // flat normals | |
} else { | |
this.normalizeNormals(); // smooth normals | |
} | |
// helper functions | |
function subdivide( detail ) { | |
var a = new Vector3(); | |
var b = new Vector3(); | |
var c = new Vector3(); | |
// iterate over all faces and apply a subdivison with the given detail value | |
for ( var i = 0; i < indices.length; i += 3 ) { | |
// get the vertices of the face | |
getVertexByIndex( indices[ i + 0 ], a ); | |
getVertexByIndex( indices[ i + 1 ], b ); | |
getVertexByIndex( indices[ i + 2 ], c ); | |
// perform subdivision | |
subdivideFace( a, b, c, detail ); | |
} | |
} | |
function subdivideFace( a, b, c, detail ) { | |
var cols = Math.pow( 2, detail ); | |
// we use this multidimensional array as a data structure for creating the subdivision | |
var v = []; | |
var i, j; | |
// construct all of the vertices for this subdivision | |
for ( i = 0; i <= cols; i ++ ) { | |
v[ i ] = []; | |
var aj = a.clone().lerp( c, i / cols ); | |
var bj = b.clone().lerp( c, i / cols ); | |
var rows = cols - i; | |
for ( j = 0; j <= rows; j ++ ) { | |
if ( j === 0 && i === cols ) { | |
v[ i ][ j ] = aj; | |
} else { | |
v[ i ][ j ] = aj.clone().lerp( bj, j / rows ); | |
} | |
} | |
} | |
// construct all of the faces | |
for ( i = 0; i < cols; i ++ ) { | |
for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) { | |
var k = Math.floor( j / 2 ); | |
if ( j % 2 === 0 ) { | |
pushVertex( v[ i ][ k + 1 ] ); | |
pushVertex( v[ i + 1 ][ k ] ); | |
pushVertex( v[ i ][ k ] ); | |
} else { | |
pushVertex( v[ i ][ k + 1 ] ); | |
pushVertex( v[ i + 1 ][ k + 1 ] ); | |
pushVertex( v[ i + 1 ][ k ] ); | |
} | |
} | |
} | |
} | |
function appplyRadius( radius ) { | |
var vertex = new Vector3(); | |
// iterate over the entire buffer and apply the radius to each vertex | |
for ( var i = 0; i < vertexBuffer.length; i += 3 ) { | |
vertex.x = vertexBuffer[ i + 0 ]; | |
vertex.y = vertexBuffer[ i + 1 ]; | |
vertex.z = vertexBuffer[ i + 2 ]; | |
vertex.normalize().multiplyScalar( radius ); | |
vertexBuffer[ i + 0 ] = vertex.x; | |
vertexBuffer[ i + 1 ] = vertex.y; | |
vertexBuffer[ i + 2 ] = vertex.z; | |
} | |
} | |
function generateUVs() { | |
var vertex = new Vector3(); | |
for ( var i = 0; i < vertexBuffer.length; i += 3 ) { | |
vertex.x = vertexBuffer[ i + 0 ]; | |
vertex.y = vertexBuffer[ i + 1 ]; | |
vertex.z = vertexBuffer[ i + 2 ]; | |
var u = azimuth( vertex ) / 2 / Math.PI + 0.5; | |
var v = inclination( vertex ) / Math.PI + 0.5; | |
uvBuffer.push( u, 1 - v ); | |
} | |
correctUVs(); | |
correctSeam(); | |
} | |
function correctSeam() { | |
// handle case when face straddles the seam, see #3269 | |
for ( var i = 0; i < uvBuffer.length; i += 6 ) { | |
// uv data of a single face | |
var x0 = uvBuffer[ i + 0 ]; | |
var x1 = uvBuffer[ i + 2 ]; | |
var x2 = uvBuffer[ i + 4 ]; | |
var max = Math.max( x0, x1, x2 ); | |
var min = Math.min( x0, x1, x2 ); | |
// 0.9 is somewhat arbitrary | |
if ( max > 0.9 && min < 0.1 ) { | |
if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1; | |
if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1; | |
if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1; | |
} | |
} | |
} | |
function pushVertex( vertex ) { | |
vertexBuffer.push( vertex.x, vertex.y, vertex.z ); | |
} | |
function getVertexByIndex( index, vertex ) { | |
var stride = index * 3; | |
vertex.x = vertices[ stride + 0 ]; | |
vertex.y = vertices[ stride + 1 ]; | |
vertex.z = vertices[ stride + 2 ]; | |
} | |
function correctUVs() { | |
var a = new Vector3(); | |
var b = new Vector3(); | |
var c = new Vector3(); | |
var centroid = new Vector3(); | |
var uvA = new Vector2(); | |
var uvB = new Vector2(); | |
var uvC = new Vector2(); | |
for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) { | |
a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] ); | |
b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] ); | |
c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] ); | |
uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] ); | |
uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] ); | |
uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] ); | |
centroid.copy( a ).add( b ).add( c ).divideScalar( 3 ); | |
var azi = azimuth( centroid ); | |
correctUV( uvA, j + 0, a, azi ); | |
correctUV( uvB, j + 2, b, azi ); | |
correctUV( uvC, j + 4, c, azi ); | |
} | |
} | |
function correctUV( uv, stride, vector, azimuth ) { | |
if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) { | |
uvBuffer[ stride ] = uv.x - 1; | |
} | |
if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) { | |
uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5; | |
} | |
} | |
// Angle around the Y axis, counter-clockwise when looking from above. | |
function azimuth( vector ) { | |
return Math.atan2( vector.z, - vector.x ); | |
} | |
// Angle above the XZ plane. | |
function inclination( vector ) { | |
return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); | |
} | |
} | |
PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); | |
PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry; | |
/** | |
* @author timothypratley / https://github.com/timothypratley | |
* @author Mugen87 / https://github.com/Mugen87 | |
*/ | |
// TetrahedronGeometry | |
function TetrahedronGeometry( radius, detail ) { | |
Geometry.call( this ); | |
this.type = 'TetrahedronGeometry'; | |
this.parameters = { | |
radius: radius, | |
detail: detail | |
}; | |
this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) ); | |
this.mergeVertices(); | |
} | |
TetrahedronGeometry.prototype = Object.create( Geometry.prototype ); | |
TetrahedronGeometry.prototype.constructor = TetrahedronGeometry; | |
// TetrahedronBufferGeometry | |
function TetrahedronBufferGeometry( radius, detail ) { | |
var vertices = [ | |
1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1 | |
]; | |
var indices = [ | |
2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1 | |
]; | |
PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail ); | |
this.type = 'TetrahedronBufferGeometry'; | |
this.parameters = { | |
radius: radius, | |
detail: detail | |
}; | |
} | |
TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); | |
TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry; | |
/** | |
* @author timothypratley / https://github.com/timothypratley | |
* @author Mugen87 / https://github.com/Mugen87 | |
*/ | |
// OctahedronGeometry | |
function OctahedronGeometry( radius, detail ) { | |
Geometry.call( this ); | |
this.type = 'OctahedronGeometry'; | |
this.parameters = { | |
radius: radius, | |
detail: detail | |
}; | |
this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) ); | |
this.mergeVertices(); | |
} | |
OctahedronGeometry.prototype = Object.create( Geometry.prototype ); | |
OctahedronGeometry.prototype.constructor = OctahedronGeometry; | |
// OctahedronBufferGeometry | |
function OctahedronBufferGeometry( radius, detail ) { | |
var vertices = [ | |
1, 0, 0, - 1, 0, 0, 0, 1, 0, | |
0, - 1, 0, 0, 0, 1, 0, 0, - 1 | |
]; | |
var indices = [ | |
0, 2, 4, 0, 4, 3, 0, 3, 5, | |
0, 5, 2, 1, 2, 5, 1, 5, 3, | |
1, 3, 4, 1, 4, 2 | |
]; | |
PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail ); | |
this.type = 'OctahedronBufferGeometry'; | |
this.parameters = { | |
radius: radius, | |
detail: detail | |
}; | |
} | |
OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); | |
OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry; | |
/** | |
* @author timothypratley / https://github.com/timothypratley | |
* @author Mugen87 / https://github.com/Mugen87 | |
*/ | |
// IcosahedronGeometry | |
function IcosahedronGeometry( radius, detail ) { | |
Geometry.call( this ); | |
this.type = 'IcosahedronGeometry'; | |
this.parameters = { | |
radius: radius, | |
detail: detail | |
}; | |
this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) ); | |
this.mergeVertices(); | |
} | |
IcosahedronGeometry.prototype = Object.create( Geometry.prototype ); | |
IcosahedronGeometry.prototype.constructor = IcosahedronGeometry; | |
// IcosahedronBufferGeometry | |
function IcosahedronBufferGeometry( radius, detail ) { | |
var t = ( 1 + Math.sqrt( 5 ) ) / 2; | |
var vertices = [ | |
- 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0, | |
0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, | |
t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1 | |
]; | |
var indices = [ | |
0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11, | |
1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8, | |
3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9, | |
4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1 | |
]; | |
PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail ); | |
this.type = 'IcosahedronBufferGeometry'; | |
this.parameters = { | |
radius: radius, | |
detail: detail | |
}; | |
} | |
IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); | |
IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry; | |
/** | |
* @author Abe Pazos / https://hamoid.com | |
* @author Mugen87 / https://github.com/Mugen87 | |
*/ | |
// DodecahedronGeometry | |
function DodecahedronGeometry( radius, detail ) { | |
Geometry.call( this ); | |
this.type = 'DodecahedronGeometry'; | |
this.parameters = { | |
radius: radius, | |
detail: detail | |
}; | |
this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) ); | |
this.mergeVertices(); | |
} | |
DodecahedronGeometry.prototype = Object.create( Geometry.prototype ); | |
DodecahedronGeometry.prototype.constructor = DodecahedronGeometry; | |
// DodecahedronBufferGeometry | |
function DodecahedronBufferGeometry( radius, detail ) { | |
var t = ( 1 + Math.sqrt( 5 ) ) / 2; | |
var r = 1 / t; | |
var vertices = [ | |
// (±1, ±1, ±1) | |
- 1, - 1, - 1, - 1, - 1, 1, | |
- 1, 1, - 1, - 1, 1, 1, | |
1, - 1, - 1, 1, - 1, 1, | |
1, 1, - 1, 1, 1, 1, | |
// (0, ±1/φ, ±φ) | |
0, - r, - t, 0, - r, t, | |
0, r, - t, 0, r, t, | |
// (±1/φ, ±φ, 0) | |
- r, - t, 0, - r, t, 0, | |
r, - t, 0, r, t, 0, | |
// (±φ, 0, ±1/φ) | |
- t, 0, - r, t, 0, - r, | |
- t, 0, r, t, 0, r | |
]; | |
var indices = [ | |
3, 11, 7, 3, 7, 15, 3, 15, 13, | |
7, 19, 17, 7, 17, 6, 7, 6, 15, | |
17, 4, 8, 17, 8, 10, 17, 10, 6, | |
8, 0, 16, 8, 16, 2, 8, 2, 10, | |
0, 12, 1, 0, 1, 18, 0, 18, 16, | |
6, 10, 2, 6, 2, 13, 6, 13, 15, | |
2, 16, 18, 2, 18, 3, 2, 3, 13, | |
18, 1, 9, 18, 9, 11, 18, 11, 3, | |
4, 14, 12, 4, 12, 0, 4, 0, 8, | |
11, 9, 5, 11, 5, 19, 11, 19, 7, | |
19, 5, 14, 19, 14, 4, 19, 4, 17, | |
1, 12, 14, 1, 14, 5, 1, 5, 9 | |
]; | |
PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail ); | |
this.type = 'DodecahedronBufferGeometry'; | |
this.parameters = { | |
radius: radius, | |
detail: detail | |
}; | |
} | |
DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); | |
DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry; | |
/** | |
* @author oosmoxiecode / https://github.com/oosmoxiecode | |
* @author WestLangley / https://github.com/WestLangley | |
* @author zz85 / https://github.com/zz85 | |
* @author miningold / https://github.com/miningold | |
* @author jonobr1 / https://github.com/jonobr1 | |
* @author Mugen87 / https://github.com/Mugen87 | |
* | |
*/ | |
// TubeGeometry | |
function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) { | |
Geometry.call( this ); | |
this.type = 'TubeGeometry'; | |
this.parameters = { | |
path: path, | |
tubularSegments: tubularSegments, | |
radius: radius, | |
radialSegments: radialSegments, | |
closed: closed | |
}; | |
if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' ); | |
var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ); | |
// expose internals | |
this.tangents = bufferGeometry.tangents; | |
this.normals = bufferGeometry.normals; | |
this.binormals = bufferGeometry.binormals; | |
// create geometry | |
this.fromBufferGeometry( bufferGeometry ); | |
this.mergeVertices(); | |
} | |
TubeGeometry.prototype = Object.create( Geometry.prototype ); | |
TubeGeometry.prototype.constructor = TubeGeometry; | |
// TubeBufferGeometry | |
function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) { | |
BufferGeometry.call( this ); | |
this.type = 'TubeBufferGeometry'; | |
this.parameters = { | |
path: path, | |
tubularSegments: tubularSegments, | |
radius: radius, | |
radialSegments: radialSegments, | |
closed: closed | |
}; | |
tubularSegments = tubularSegments || 64; | |
radius = radius || 1; | |
radialSegments = radialSegments || 8; | |
closed = closed || false; | |
var frames = path.computeFrenetFrames( tubularSegments, closed ); | |
// expose internals | |
this.tangents = frames.tangents; | |
this.normals = frames.normals; | |
this.binormals = frames.binormals; | |
// helper variables | |
var vertex = new Vector3(); | |
var normal = new Vector3(); | |
var uv = new Vector2(); | |
var P = new Vector3(); | |
var i, j; | |
// buffer | |
var vertices = []; | |
var normals = []; | |
var uvs = []; | |
var indices = []; | |
// create buffer data | |
generateBufferData(); | |
// build geometry | |
this.setIndex( indices ); | |
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); | |
this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); | |
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); | |
// functions | |
function generateBufferData() { | |
for ( i = 0; i < tubularSegments; i ++ ) { | |
generateSegment( i ); | |
} | |
// if the geometry is not closed, generate the last row of vertices and normals | |
// at the regular position on the given path | |
// | |
// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ) | |
generateSegment( ( closed === false ) ? tubularSegments : 0 ); | |
// uvs are generated in a separate function. | |
// this makes it easy compute correct values for closed geometries | |
generateUVs(); | |
// finally create faces | |
generateIndices(); | |
} | |
function generateSegment( i ) { | |
// we use getPointAt to sample evenly distributed points from the given path | |
P = path.getPointAt( i / tubularSegments, P ); | |
// retrieve corresponding normal and binormal | |
var N = frames.normals[ i ]; | |
var B = frames.binormals[ i ]; | |
// generate normals and vertices for the current segment | |
for ( j = 0; j <= radialSegments; j ++ ) { | |
var v = j / radialSegments * Math.PI * 2; | |
var sin = Math.sin( v ); | |
var cos = - Math.cos( v ); | |
// normal | |
normal.x = ( cos * N.x + sin * B.x ); | |
normal.y = ( cos * N.y + sin * B.y ); | |
normal.z = ( cos * N.z + sin * B.z ); | |
normal.normalize(); | |
normals.push( normal.x, normal.y, normal.z ); | |
// vertex | |
vertex.x = P.x + radius * normal.x; | |
vertex.y = P.y + radius * normal.y; | |
vertex.z = P.z + radius * normal.z; | |
vertices.push( vertex.x, vertex.y, vertex.z ); | |
} | |
} | |
function generateIndices() { | |
for ( j = 1; j <= tubularSegments; j ++ ) { | |
for ( i = 1; i <= radialSegments; i ++ ) { | |
var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); | |
var b = ( radialSegments + 1 ) * j + ( i - 1 ); | |
var c = ( radialSegments + 1 ) * j + i; | |
var d = ( radialSegments + 1 ) * ( j - 1 ) + i; | |
// faces | |
indices.push( a, b, d ); | |
indices.push( b, c, d ); | |
} | |
} | |
} | |
function generateUVs() { | |
for ( i = 0; i <= tubularSegments; i ++ ) { | |
for ( j = 0; j <= radialSegments; j ++ ) { | |
uv.x = i / tubularSegments; | |
uv.y = j / radialSegments; | |
uvs.push( uv.x, uv.y ); | |
} | |
} | |
} | |
} | |
TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); | |
TubeBufferGeometry.prototype.constructor = TubeBufferGeometry; | |
/** | |
* @author oosmoxiecode | |
* @author Mugen87 / https://github.com/Mugen87 | |
* | |
* based on http://www.blackpawn.com/texts/pqtorus/ | |
*/ | |
// TorusKnotGeometry | |
function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) { | |
Geometry.call( this ); | |
this.type = 'TorusKnotGeometry'; | |
this.parameters = { | |
radius: radius, | |
tube: tube, | |
tubularSegments: tubularSegments, | |
radialSegments: radialSegments, | |
p: p, | |
q: q | |
}; | |
if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); | |
this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) ); | |
this.mergeVertices(); | |
} | |
TorusKnotGeometry.prototype = Object.create( Geometry.prototype ); | |
TorusKnotGeometry.prototype.constructor = TorusKnotGeometry; | |
// TorusKnotBufferGeometry | |
function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) { | |
BufferGeometry.call( this ); | |
this.type = 'TorusKnotBufferGeometry'; | |
this.parameters = { | |
radius: radius, | |
tube: tube, | |
tubularSegments: tubularSegments, | |
radialSegments: radialSegments, | |
p: p, | |
q: q | |
}; | |
radius = radius || 1; | |
tube = tube || 0.4; | |
tubularSegments = Math.floor( tubularSegments ) || 64; | |
radialSegments = Math.floor( radialSegments ) || 8; | |
p = p || 2; | |
q = q || 3; | |
// buffers | |
var indices = []; | |
var vertices = []; | |
var normals = []; | |
var uvs = []; | |
// helper variables | |
var i, j; | |
var vertex = new Vector3(); | |
var normal = new Vector3(); | |
var P1 = new Vector3(); | |
var P2 = new Vector3(); | |
var B = new Vector3(); | |
var T = new Vector3(); | |
var N = new Vector3(); | |
// generate vertices, normals and uvs | |
for ( i = 0; i <= tubularSegments; ++ i ) { | |
// the radian "u" is used to calculate the position on the torus curve of the current tubular segement | |
var u = i / tubularSegments * p * Math.PI * 2; | |
// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead. | |
// these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions | |
calculatePositionOnCurve( u, p, q, radius, P1 ); | |
calculatePositionOnCurve( u + 0.01, p, q, radius, P2 ); | |
// calculate orthonormal basis | |
T.subVectors( P2, P1 ); | |
N.addVectors( P2, P1 ); | |
B.crossVectors( T, N ); | |
N.crossVectors( B, T ); | |
// normalize B, N. T can be ignored, we don't use it | |
B.normalize(); | |
N.normalize(); | |
for ( j = 0; j <= radialSegments; ++ j ) { | |
// now calculate the vertices. they are nothing more than an extrusion of the torus curve. | |
// because we extrude a shape in the xy-plane, there is no need to calculate a z-value. | |
var v = j / radialSegments * Math.PI * 2; | |
var cx = - tube * Math.cos( v ); | |
var cy = tube * Math.sin( v ); | |
// now calculate the final vertex position. | |
// first we orient the extrusion with our basis vectos, then we add it to the current position on the curve | |
vertex.x = P1.x + ( cx * N.x + cy * B.x ); | |
vertex.y = P1.y + ( cx * N.y + cy * B.y ); | |
vertex.z = P1.z + ( cx * N.z + cy * B.z ); | |
vertices.push( vertex.x, vertex.y, vertex.z ); | |
// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal) | |
normal.subVectors( vertex, P1 ).normalize(); | |
normals.push( normal.x, normal.y, normal.z ); | |
// uv | |
uvs.push( i / tubularSegments ); | |
uvs.push( j / radialSegments ); | |
} | |
} | |
// generate indices | |
for ( j = 1; j <= tubularSegments; j ++ ) { | |
for ( i = 1; i <= radialSegments; i ++ ) { | |
// indices | |
var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); | |
var b = ( radialSegments + 1 ) * j + ( i - 1 ); | |
var c = ( radialSegments + 1 ) * j + i; | |
var d = ( radialSegments + 1 ) * ( j - 1 ) + i; | |
// faces | |
indices.push( a, b, d ); | |
indices.push( b, c, d ); | |
} | |
} | |
// build geometry | |
this.setIndex( indices ); | |
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); | |
this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); | |
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); | |
// this function calculates the current position on the torus curve | |
function calculatePositionOnCurve( u, p, q, radius, position ) { | |
var cu = Math.cos( u ); | |
var su = Math.sin( u ); | |
var quOverP = q / p * u; | |
var cs = Math.cos( quOverP ); | |
position.x = radius * ( 2 + cs ) * 0.5 * cu; | |
position.y = radius * ( 2 + cs ) * su * 0.5; | |
position.z = radius * Math.sin( quOverP ) * 0.5; | |
} | |
} | |
TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); | |
TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry; | |
/** | |
* @author oosmoxiecode | |
* @author mrdoob / http://mrdoob.com/ | |
* @author Mugen87 / https://github.com/Mugen87 | |
*/ | |
// TorusGeometry | |
function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) { | |
Geometry.call( this ); | |
this.type = 'TorusGeometry'; | |
this.parameters = { | |
radius: radius, | |
tube: tube, | |
radialSegments: radialSegments, | |
tubularSegments: tubularSegments, | |
arc: arc | |
}; | |
this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) ); | |
this.mergeVertices(); | |
} | |
TorusGeometry.prototype = Object.create( Geometry.prototype ); | |
TorusGeometry.prototype.constructor = TorusGeometry; | |
// TorusBufferGeometry | |
function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) { | |
BufferGeometry.call( this ); | |
this.type = 'TorusBufferGeometry'; | |
this.parameters = { | |
radius: radius, | |
tube: tube, | |
radialSegments: radialSegments, | |
tubularSegments: tubularSegments, | |
arc: arc | |
}; | |
radius = radius || 1; | |
tube = tube || 0.4; | |
radialSegments = Math.floor( radialSegments ) || 8; | |
tubularSegments = Math.floor( tubularSegments ) || 6; | |
arc = arc || Math.PI * 2; | |
// buffers | |
var indices = []; | |
var vertices = []; | |
var normals = []; | |
var uvs = []; | |
// helper variables | |
var center = new Vector3(); | |
var vertex = new Vector3(); | |
var normal = new Vector3(); | |
var j, i; | |
// generate vertices, normals and uvs | |
for ( j = 0; j <= radialSegments; j ++ ) { | |
for ( i = 0; i <= tubularSegments; i ++ ) { | |
var u = i / tubularSegments * arc; | |
var v = j / radialSegments * Math.PI * 2; | |
// vertex | |
vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u ); | |
vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u ); | |
vertex.z = tube * Math.sin( v ); | |
vertices.push( vertex.x, vertex.y, vertex.z ); | |
// normal | |
center.x = radius * Math.cos( u ); | |
center.y = radius * Math.sin( u ); | |
normal.subVectors( vertex, center ).normalize(); | |
normals.push( normal.x, normal.y, normal.z ); | |
// uv | |
uvs.push( i / tubularSegments ); | |
uvs.push( j / radialSegments ); | |
} | |
} | |
// generate indices | |
for ( j = 1; j <= radialSegments; j ++ ) { | |
for ( i = 1; i <= tubularSegments; i ++ ) { | |
// indices | |
var a = ( tubularSegments + 1 ) * j + i - 1; | |
var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1; | |
var c = ( tubularSegments + 1 ) * ( j - 1 ) + i; | |
var d = ( tubularSegments + 1 ) * j + i; | |
// faces | |
indices.push( a, b, d ); | |
indices.push( b, c, d ); | |
} | |
} | |
// build geometry | |
this.setIndex( indices ); | |
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); | |
this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); | |
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); | |
} | |
TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); | |
TorusBufferGeometry.prototype.constructor = TorusBufferGeometry; | |
/** | |
* @author Mugen87 / https://github.com/Mugen87 | |
* Port from https://github.com/mapbox/earcut (v2.1.2) | |
*/ | |
var Earcut = { | |
triangulate: function ( data, holeIndices, dim ) { | |
dim = dim || 2; | |
var hasHoles = holeIndices && holeIndices.length, | |
outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length, | |
outerNode = linkedList( data, 0, outerLen, dim, true ), | |
triangles = []; | |
if ( ! outerNode ) return triangles; | |
var minX, minY, maxX, maxY, x, y, invSize; | |
if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); | |
// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox | |
if ( data.length > 80 * dim ) { | |
minX = maxX = data[ 0 ]; | |
minY = maxY = data[ 1 ]; | |
for ( var i = dim; i < outerLen; i += dim ) { | |
x = data[ i ]; | |
y = data[ i + 1 ]; | |
if ( x < minX ) minX = x; | |
if ( y < minY ) minY = y; | |
if ( x > maxX ) maxX = x; | |
if ( y > maxY ) maxY = y; | |
} | |
// minX, minY and invSize are later used to transform coords into integers for z-order calculation | |
invSize = Math.max( maxX - minX, maxY - minY ); | |
invSize = invSize !== 0 ? 1 / invSize : 0; | |
} | |
earcutLinked( outerNode, triangles, dim, minX, minY, invSize ); | |
return triangles; | |
} | |
}; | |
// create a circular doubly linked list from polygon points in the specified winding order | |
function linkedList( data, start, end, dim, clockwise ) { | |
var i, last; | |
if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) { | |
for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last ); | |
} else { | |
for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last ); | |
} | |
if ( last && equals( last, last.next ) ) { | |
removeNode( last ); | |
last = last.next; | |
} | |
return last; | |
} | |
// eliminate colinear or duplicate points | |
function filterPoints( start, end ) { | |
if ( ! start ) return start; | |
if ( ! end ) end = start; | |
var p = start, again; | |
do { | |
again = false; | |
if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) { | |
removeNode( p ); | |
p = end = p.prev; | |
if ( p === p.next ) break; | |
again = true; | |
} else { | |
p = p.next; | |
} | |
} while ( again || p !== end ); | |
return end; | |
} | |
// main ear slicing loop which triangulates a polygon (given as a linked list) | |
function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) { | |
if ( ! ear ) return; | |
// interlink polygon nodes in z-order | |
if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize ); | |
var stop = ear, prev, next; | |
// iterate through ears, slicing them one by one | |
while ( ear.prev !== ear.next ) { | |
prev = ear.prev; | |
next = ear.next; | |
if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) { | |
// cut off the triangle | |
triangles.push( prev.i / dim ); | |
triangles.push( ear.i / dim ); | |
triangles.push( next.i / dim ); | |
removeNode( ear ); | |
// skipping the next vertice leads to less sliver triangles | |
ear = next.next; | |
stop = next.next; | |
continue; | |
} | |
ear = next; | |
// if we looped through the whole remaining polygon and can't find any more ears | |
if ( ear === stop ) { | |
// try filtering points and slicing again | |
if ( ! pass ) { | |
earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 ); | |
// if this didn't work, try curing all small self-intersections locally | |
} else if ( pass === 1 ) { | |
ear = cureLocalIntersections( ear, triangles, dim ); | |
earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 ); | |
// as a last resort, try splitting the remaining polygon into two | |
} else if ( pass === 2 ) { | |
splitEarcut( ear, triangles, dim, minX, minY, invSize ); | |
} | |
break; | |
} | |
} | |
} | |
// check whether a polygon node forms a valid ear with adjacent nodes | |
function isEar( ear ) { | |
var a = ear.prev, | |
b = ear, | |
c = ear.next; | |
if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear | |
// now make sure we don't have other points inside the potential ear | |
var p = ear.next.next; | |
while ( p !== ear.prev ) { | |
if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) { | |
return false; | |
} | |
p = p.next; | |
} | |
return true; | |
} | |
function isEarHashed( ear, minX, minY, invSize ) { | |
var a = ear.prev, | |
b = ear, | |
c = ear.next; | |
if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear | |
// triangle bbox; min & max are calculated like this for speed | |
var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ), | |
minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ), | |
maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ), | |
maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y ); | |
// z-order range for the current triangle bbox; | |
var minZ = zOrder( minTX, minTY, minX, minY, invSize ), | |
maxZ = zOrder( maxTX, maxTY, minX, minY, invSize ); | |
// first look for points inside the triangle in increasing z-order | |
var p = ear.nextZ; | |
while ( p && p.z <= maxZ ) { | |
if ( p !== ear.prev && p !== ear.next && | |
pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && | |
area( p.prev, p, p.next ) >= 0 ) return false; | |
p = p.nextZ; | |
} | |
// then look for points in decreasing z-order | |
p = ear.prevZ; | |
while ( p && p.z >= minZ ) { | |
if ( p !== ear.prev && p !== ear.next && | |
pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && | |
area( p.prev, p, p.next ) >= 0 ) return false; | |
p = p.prevZ; | |
} | |
return true; | |
} | |
// go through all polygon nodes and cure small local self-intersections | |
function cureLocalIntersections( start, triangles, dim ) { | |
var p = start; | |
do { | |
var a = p.prev, b = p.next.next; | |
if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) { | |
triangles.push( a.i / dim ); | |
triangles.push( p.i / dim ); | |
triangles.push( b.i / dim ); | |
// remove two nodes involved | |
removeNode( p ); | |
removeNode( p.next ); | |
p = start = b; | |
} | |
p = p.next; | |
} while ( p !== start ); | |
return p; | |
} | |
// try splitting polygon into two and triangulate them independently | |
function splitEarcut( start, triangles, dim, minX, minY, invSize ) { | |
// look for a valid diagonal that divides the polygon into two | |
var a = start; | |
do { | |
var b = a.next.next; | |
while ( b !== a.prev ) { | |
if ( a.i !== b.i && isValidDiagonal( a, b ) ) { | |
// split the polygon in two by the diagonal | |
var c = splitPolygon( a, b ); | |
// filter colinear points around the cuts | |
a = filterPoints( a, a.next ); | |
c = filterPoints( c, c.next ); | |
// run earcut on each half | |
earcutLinked( a, triangles, dim, minX, minY, invSize ); | |
earcutLinked( c, triangles, dim, minX, minY, invSize ); | |
return; | |
} | |
b = b.next; | |
} | |
a = a.next; | |
} while ( a !== start ); | |
} | |
// link every hole into the outer loop, producing a single-ring polygon without holes | |
function eliminateHoles( data, holeIndices, outerNode, dim ) { | |
var queue = [], i, len, start, end, list; | |
for ( i = 0, len = holeIndices.length; i < len; i ++ ) { | |
start = holeIndices[ i ] * dim; | |
end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length; | |
list = linkedList( data, start, end, dim, false ); | |
if ( list === list.next ) list.steiner = true; | |
queue.push( getLeftmost( list ) ); | |
} | |
queue.sort( compareX ); | |
// process holes from left to right | |
for ( i = 0; i < queue.length; i ++ ) { | |
eliminateHole( queue[ i ], outerNode ); | |
outerNode = filterPoints( outerNode, outerNode.next ); | |
} | |
return outerNode; | |
} | |
function compareX( a, b ) { | |
return a.x - b.x; | |
} | |
// find a bridge between vertices that connects hole with an outer ring and and link it | |
function eliminateHole( hole, outerNode ) { | |
outerNode = findHoleBridge( hole, outerNode ); | |
if ( outerNode ) { | |
var b = splitPolygon( outerNode, hole ); | |
filterPoints( b, b.next ); | |
} | |
} | |
// David Eberly's algorithm for finding a bridge between hole and outer polygon | |
function findHoleBridge( hole, outerNode ) { | |
var p = outerNode, | |
hx = hole.x, | |
hy = hole.y, | |
qx = - Infinity, | |
m; | |
// find a segment intersected by a ray from the hole's leftmost point to the left; | |
// segment's endpoint with lesser x will be potential connection point | |
do { | |
if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) { | |
var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y ); | |
if ( x <= hx && x > qx ) { | |
qx = x; | |
if ( x === hx ) { | |
if ( hy === p.y ) return p; | |
if ( hy === p.next.y ) return p.next; | |
} | |
m = p.x < p.next.x ? p : p.next; | |
} | |
} | |
p = p.next; | |
} while ( p !== outerNode ); | |
if ( ! m ) return null; | |
if ( hx === qx ) return m.prev; // hole touches outer segment; pick lower endpoint | |
// look for points inside the triangle of hole point, segment intersection and endpoint; | |
// if there are no points found, we have a valid connection; | |
// otherwise choose the point of the minimum angle with the ray as connection point | |
var stop = m, | |
mx = m.x, | |
my = m.y, | |
tanMin = Infinity, | |
tan; | |
p = m.next; | |
while ( p !== stop ) { | |
if ( hx >= p.x && p.x >= mx && hx !== p.x && | |
pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) { | |
tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential | |
if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) { | |
m = p; | |
tanMin = tan; | |
} | |
} | |
p = p.next; | |
} | |
return m; | |
} | |
// interlink polygon nodes in z-order | |
function indexCurve( start, minX, minY, invSize ) { | |
var p = start; | |
do { | |
if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize ); | |
p.prevZ = p.prev; | |
p.nextZ = p.next; | |
p = p.next; | |
} while ( p !== start ); | |
p.prevZ.nextZ = null; | |
p.prevZ = null; | |
sortLinked( p ); | |
} | |
// Simon Tatham's linked list merge sort algorithm | |
// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html | |
function sortLinked( list ) { | |
var i, p, q, e, tail, numMerges, pSize, qSize, inSize = 1; | |
do { | |
p = list; | |
list = null; | |
tail = null; | |
numMerges = 0; | |
while ( p ) { | |
numMerges ++; | |
q = p; | |
pSize = 0; | |
for ( i = 0; i < inSize; i ++ ) { | |
pSize ++; | |
q = q.nextZ; | |
if ( ! q ) break; | |
} | |
qSize = inSize; | |
while ( pSize > 0 || ( qSize > 0 && q ) ) { | |
if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) { | |
e = p; | |
p = p.nextZ; | |
pSize --; | |
} else { | |
e = q; | |
q = q.nextZ; | |
qSize --; | |
} | |
if ( tail ) tail.nextZ = e; | |
else list = e; | |
e.prevZ = tail; | |
tail = e; | |
} | |
p = q; | |
} | |
tail.nextZ = null; | |
inSize *= 2; | |
} while ( numMerges > 1 ); | |
return list; | |
} | |
// z-order of a point given coords and inverse of the longer side of data bbox | |
function zOrder( x, y, minX, minY, invSize ) { | |
// coords are transformed into non-negative 15-bit integer range | |
x = 32767 * ( x - minX ) * invSize; | |
y = 32767 * ( y - minY ) * invSize; | |
x = ( x | ( x << 8 ) ) & 0x00FF00FF; | |
x = ( x | ( x << 4 ) ) & 0x0F0F0F0F; | |
x = ( x | ( x << 2 ) ) & 0x33333333; | |
x = ( x | ( x << 1 ) ) & 0x55555555; | |
y = ( y | ( y << 8 ) ) & 0x00FF00FF; | |
y = ( y | ( y << 4 ) ) & 0x0F0F0F0F; | |
y = ( y | ( y << 2 ) ) & 0x33333333; | |
y = ( y | ( y << 1 ) ) & 0x55555555; | |
return x | ( y << 1 ); | |
} | |
// find the leftmost node of a polygon ring | |
function getLeftmost( start ) { | |
var p = start, leftmost = start; | |
do { | |
if ( p.x < leftmost.x ) leftmost = p; | |
p = p.next; | |
} while ( p !== start ); | |
return leftmost; | |
} | |
// check if a point lies within a convex triangle | |
function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) { | |
return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 && | |
( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 && | |
( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0; | |
} | |
// check if a diagonal between two polygon nodes is valid (lies in polygon interior) | |
function isValidDiagonal( a, b ) { | |
return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && | |
locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ); | |
} | |
// signed area of a triangle | |
function area( p, q, r ) { | |
return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y ); | |
} | |
// check if two points are equal | |
function equals( p1, p2 ) { | |
return p1.x === p2.x && p1.y === p2.y; | |
} | |
// check if two segments intersect | |
function intersects( p1, q1, p2, q2 ) { | |
if ( ( equals( p1, q1 ) && equals( p2, q2 ) ) || | |
( equals( p1, q2 ) && equals( p2, q1 ) ) ) return true; | |
return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 && | |
area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0; | |
} | |
// check if a polygon diagonal intersects any polygon segments | |
function intersectsPolygon( a, b ) { | |
var p = a; | |
do { | |
if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && | |
intersects( p, p.next, a, b ) ) { | |
return true; | |
} | |
p = p.next; | |
} while ( p !== a ); | |
return false; | |
} | |
// check if a polygon diagonal is locally inside the polygon | |
function locallyInside( a, b ) { | |
return area( a.prev, a, a.next ) < 0 ? | |
area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 : | |
area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0; | |
} | |
// check if the middle point of a polygon diagonal is inside the polygon | |
function middleInside( a, b ) { | |
var p = a, | |
inside = false, | |
px = ( a.x + b.x ) / 2, | |
py = ( a.y + b.y ) / 2; | |
do { | |
if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y && | |
( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) ) { | |
inside = ! inside; | |
} | |
p = p.next; | |
} while ( p !== a ); | |
return inside; | |
} | |
// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; | |
// if one belongs to the outer ring and another to a hole, it merges it into a single ring | |
function splitPolygon( a, b ) { | |
var a2 = new Node( a.i, a.x, a.y ), | |
b2 = new Node( b.i, b.x, b.y ), | |
an = a.next, | |
bp = b.prev; | |
a.next = b; | |
b.prev = a; | |
a2.next = an; | |
an.prev = a2; | |
b2.next = a2; | |
a2.prev = b2; | |
bp.next = b2; | |
b2.prev = bp; | |
return b2; | |
} | |
// create a node and optionally link it with previous one (in a circular doubly linked list) | |
function insertNode( i, x, y, last ) { | |
var p = new Node( i, x, y ); | |
if ( ! last ) { | |
p.prev = p; | |
p.next = p; | |
} else { | |
p.next = last.next; | |
p.prev = last; | |
last.next.prev = p; | |
last.next = p; | |
} | |
return p; | |
} | |
function removeNode( p ) { | |
p.next.prev = p.prev; | |
p.prev.next = p.next; | |
if ( p.prevZ ) p.prevZ.nextZ = p.nextZ; | |
if ( p.nextZ ) p.nextZ.prevZ = p.prevZ; | |
} | |
function Node( i, x, y ) { | |
// vertice index in coordinates array | |
this.i = i; | |
// vertex coordinates | |
this.x = x; | |
this.y = y; | |
// previous and next vertice nodes in a polygon ring | |
this.prev = null; | |
this.next = null; | |
// z-order curve value | |
this.z = null; | |
// previous and next nodes in z-order | |
this.prevZ = null; | |
this.nextZ = null; | |
// indicates whether this is a steiner point | |
this.steiner = false; | |
} | |
function signedArea( data, start, end, dim ) { | |
var sum = 0; | |
for ( var i = start, j = end - dim; i < end; i += dim ) { | |
sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] ); | |
j = i; | |
} | |
return sum; | |
} | |
/** | |
* @author zz85 / http://www.lab4games.net/zz85/blog | |
*/ | |
var ShapeUtils = { | |
// calculate area of the contour polygon | |
area: function ( contour ) { | |
var n = contour.length; | |
var a = 0.0; | |
for ( var p = n - 1, q = 0; q < n; p = q ++ ) { | |
a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y; | |
} | |
return a * 0.5; | |
}, | |
isClockWise: function ( pts ) { | |
return ShapeUtils.area( pts ) < 0; | |
}, | |
triangulateShape: function ( contour, holes ) { | |
var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ] | |
var holeIndices = []; // array of hole indices | |
var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ] | |
removeDupEndPts( contour ); | |
addContour( vertices, contour ); | |
// | |
var holeIndex = contour.length; | |
holes.forEach( removeDupEndPts ); | |
for ( var i = 0; i < holes.length; i ++ ) { | |
holeIndices.push( holeIndex ); | |
holeIndex += holes[ i ].length; | |
addContour( vertices, holes[ i ] ); | |
} | |
// | |
var triangles = Earcut.triangulate( vertices, holeIndices ); | |
// | |
for ( var i = 0; i < triangles.length; i += 3 ) { | |
faces.push( triangles.slice( i, i + 3 ) ); | |
} | |
return faces; | |
} | |
}; | |
function removeDupEndPts( points ) { | |
var l = points.length; | |
if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) { | |
points.pop(); | |
} | |
} | |
function addContour( vertices, contour ) { | |
for ( var i = 0; i < contour.length; i ++ ) { | |
vertices.push( contour[ i ].x ); | |
vertices.push( contour[ i ].y ); | |
} | |
} | |
/** | |
* @author zz85 / http://www.lab4games.net/zz85/blog | |
* | |
* Creates extruded geometry from a path shape. | |
* | |
* parameters = { | |
* | |
* curveSegments: <int>, // number of points on the curves | |
* steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too | |
* amount: <int>, // Depth to extrude the shape | |
* | |
* bevelEnabled: <bool>, // turn on bevel | |
* bevelThickness: <float>, // how deep into the original shape bevel goes | |
* bevelSize: <float>, // how far from shape outline is bevel | |
* bevelSegments: <int>, // number of bevel layers | |
* | |
* extrudePath: <THREE.Curve> // curve to extrude shape along | |
* frames: <Object> // containing arrays of tangents, normals, binormals | |
* | |
* UVGenerator: <Object> // object that provides UV generator functions | |
* | |
* } | |
*/ | |
// ExtrudeGeometry | |
function ExtrudeGeometry( shapes, options ) { | |
Geometry.call( this ); | |
this.type = 'ExtrudeGeometry'; | |
this.parameters = { | |
shapes: shapes, | |
options: options | |
}; | |
this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) ); | |
this.mergeVertices(); | |
} | |
ExtrudeGeometry.prototype = Object.create( Geometry.prototype ); | |
ExtrudeGeometry.prototype.constructor = ExtrudeGeometry; | |
// ExtrudeBufferGeometry | |
function ExtrudeBufferGeometry( shapes, options ) { | |
if ( typeof ( shapes ) === "undefined" ) { | |
return; | |
} | |
BufferGeometry.call( this ); | |
this.type = 'ExtrudeBufferGeometry'; | |
shapes = Array.isArray( shapes ) ? shapes : [ shapes ]; | |
this.addShapeList( shapes, options ); | |
this.computeVertexNormals(); | |
// can't really use automatic vertex normals | |
// as then front and back sides get smoothed too | |
// should do separate smoothing just for sides | |
//this.computeVertexNormals(); | |
//console.log( "took", ( Date.now() - startTime ) ); | |
} | |
ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); | |
ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry; | |
ExtrudeBufferGeometry.prototype.getArrays = function () { | |
var positionAttribute = this.getAttribute( "position" ); | |
var verticesArray = positionAttribute ? Array.prototype.slice.call( positionAttribute.array ) : []; | |
var uvAttribute = this.getAttribute( "uv" ); | |
var uvArray = uvAttribute ? Array.prototype.slice.call( uvAttribute.array ) : []; | |
var IndexAttribute = this.index; | |
var indicesArray = IndexAttribute ? Array.prototype.slice.call( IndexAttribute.array ) : []; | |
return { | |
position: verticesArray, | |
uv: uvArray, | |
index: indicesArray | |
}; | |
}; | |
ExtrudeBufferGeometry.prototype.addShapeList = function ( shapes, options ) { | |
var sl = shapes.length; | |
options.arrays = this.getArrays(); | |
for ( var s = 0; s < sl; s ++ ) { | |
var shape = shapes[ s ]; | |
this.addShape( shape, options ); | |
} | |
this.setIndex( options.arrays.index ); | |
this.addAttribute( 'position', new Float32BufferAttribute( options.arrays.position, 3 ) ); | |
this.addAttribute( 'uv', new Float32BufferAttribute( options.arrays.uv, 2 ) ); | |
}; | |
ExtrudeBufferGeometry.prototype.addShape = function ( shape, options ) { | |
var arrays = options.arrays ? options.arrays : this.getArrays(); | |
var verticesArray = arrays.position; | |
var indicesArray = arrays.index; | |
var uvArray = arrays.uv; | |
var placeholder = []; | |
var amount = options.amount !== undefined ? options.amount : 100; | |
var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10 | |
var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8 | |
var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3; | |
var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false | |
var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; | |
var steps = options.steps !== undefined ? options.steps : 1; | |
var extrudePath = options.extrudePath; | |
var extrudePts, extrudeByPath = false; | |
// Use default WorldUVGenerator if no UV generators are specified. | |
var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : ExtrudeGeometry.WorldUVGenerator; | |
var splineTube, binormal, normal, position2; | |
if ( extrudePath ) { | |
extrudePts = extrudePath.getSpacedPoints( steps ); | |
extrudeByPath = true; | |
bevelEnabled = false; // bevels not supported for path extrusion | |
// SETUP TNB variables | |
// TODO1 - have a .isClosed in spline? | |
splineTube = options.frames !== undefined ? options.frames : extrudePath.computeFrenetFrames( steps, false ); | |
// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); | |
binormal = new Vector3(); | |
normal = new Vector3(); | |
position2 = new Vector3(); | |
} | |
// Safeguards if bevels are not enabled | |
if ( ! bevelEnabled ) { | |
bevelSegments = 0; | |
bevelThickness = 0; | |
bevelSize = 0; | |
} | |
// Variables initialization | |
var ahole, h, hl; // looping of holes | |
var scope = this; | |
var shapePoints = shape.extractPoints( curveSegments ); | |
var vertices = shapePoints.shape; | |
var holes = shapePoints.holes; | |
var reverse = ! ShapeUtils.isClockWise( vertices ); | |
if ( reverse ) { | |
vertices = vertices.reverse(); | |
// Maybe we should also check if holes are in the opposite direction, just to be safe ... | |
for ( h = 0, hl = holes.length; h < hl; h ++ ) { | |
ahole = holes[ h ]; | |
if ( ShapeUtils.isClockWise( ahole ) ) { | |
holes[ h ] = ahole.reverse(); | |
} | |
} | |
} | |
var faces = ShapeUtils.triangulateShape( vertices, holes ); | |
/* Vertices */ | |
var contour = vertices; // vertices has all points but contour has only points of circumference | |
for ( h = 0, hl = holes.length; h < hl; h ++ ) { | |
ahole = holes[ h ]; | |
vertices = vertices.concat( ahole ); | |
} | |
function scalePt2( pt, vec, size ) { | |
if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" ); | |
return vec.clone().multiplyScalar( size ).add( pt ); | |
} | |
var b, bs, t, z, | |
vert, vlen = vertices.length, | |
face, flen = faces.length; | |
// Find directions for point movement | |
function getBevelVec( inPt, inPrev, inNext ) { | |
// computes for inPt the corresponding point inPt' on a new contour | |
// shifted by 1 unit (length of normalized vector) to the left | |
// if we walk along contour clockwise, this new contour is outside the old one | |
// | |
// inPt' is the intersection of the two lines parallel to the two | |
// adjacent edges of inPt at a distance of 1 unit on the left side. | |
var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt | |
// good reading for geometry algorithms (here: line-line intersection) | |
// http://geomalgorithms.com/a05-_intersect-1.html | |
var v_prev_x = inPt.x - inPrev.x, | |
v_prev_y = inPt.y - inPrev.y; | |
var v_next_x = inNext.x - inPt.x, | |
v_next_y = inNext.y - inPt.y; | |
var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y ); | |
// check for collinear edges | |
var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x ); | |
if ( Math.abs( collinear0 ) > Number.EPSILON ) { | |
// not collinear | |
// length of vectors for normalizing | |
var v_prev_len = Math.sqrt( v_prev_lensq ); | |
var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y ); | |
// shift adjacent points by unit vectors to the left | |
var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len ); | |
var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len ); | |
var ptNextShift_x = ( inNext.x - v_next_y / v_next_len ); | |
var ptNextShift_y = ( inNext.y + v_next_x / v_next_len ); | |
// scaling factor for v_prev to intersection point | |
var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y - | |
( ptNextShift_y - ptPrevShift_y ) * v_next_x ) / | |
( v_prev_x * v_next_y - v_prev_y * v_next_x ); | |
// vector from inPt to intersection point | |
v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x ); | |
v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y ); | |
// Don't normalize!, otherwise sharp corners become ugly | |
// but prevent crazy spikes | |
var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y ); | |
if ( v_trans_lensq <= 2 ) { | |
return new Vector2( v_trans_x, v_trans_y ); | |
} else { | |
shrink_by = Math.sqrt( v_trans_lensq / 2 ); | |
} | |
} else { | |
// handle special case of collinear edges | |
var direction_eq = false; // assumes: opposite | |
if ( v_prev_x > Number.EPSILON ) { | |
if ( v_next_x > Number.EPSILON ) { | |
direction_eq = true; | |
} | |
} else { | |
if ( v_prev_x < - Number.EPSILON ) { | |
if ( v_next_x < - Number.EPSILON ) { | |
direction_eq = true; | |
} | |
} else { | |
if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) { | |
direction_eq = true; | |
} | |
} | |
} | |
if ( direction_eq ) { | |
// console.log("Warning: lines are a straight sequence"); | |
v_trans_x = - v_prev_y; | |
v_trans_y = v_prev_x; | |
shrink_by = Math.sqrt( v_prev_lensq ); | |
} else { | |
// console.log("Warning: lines are a straight spike"); | |
v_trans_x = v_prev_x; | |
v_trans_y = v_prev_y; | |
shrink_by = Math.sqrt( v_prev_lensq / 2 ); | |
} | |
} | |
return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by ); | |
} | |
var contourMovements = []; | |
for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { | |
if ( j === il ) j = 0; | |
if ( k === il ) k = 0; | |
// (j)---(i)---(k) | |
// console.log('i,j,k', i, j , k) | |
contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); | |
} | |
var holesMovements = [], | |
oneHoleMovements, verticesMovements = contourMovements.concat(); | |
for ( h = 0, hl = holes.length; h < hl; h ++ ) { | |
ahole = holes[ h ]; | |
oneHoleMovements = []; | |
for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { | |
if ( j === il ) j = 0; | |
if ( k === il ) k = 0; | |
// (j)---(i)---(k) | |
oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); | |
} | |
holesMovements.push( oneHoleMovements ); | |
verticesMovements = verticesMovements.concat( oneHoleMovements ); | |
} | |
// Loop bevelSegments, 1 for the front, 1 for the back | |
for ( b = 0; b < bevelSegments; b ++ ) { | |
//for ( b = bevelSegments; b > 0; b -- ) { | |
t = b / bevelSegments; | |
z = bevelThickness * Math.cos( t * Math.PI / 2 ); | |
bs = bevelSize * Math.sin( t * Math.PI / 2 ); | |
// contract shape | |
for ( i = 0, il = contour.length; i < il; i ++ ) { | |
vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); | |
v( vert.x, vert.y, - z ); | |
} | |
// expand holes | |
for ( h = 0, hl = holes.length; h < hl; h ++ ) { | |
ahole = holes[ h ]; | |
oneHoleMovements = holesMovements[ h ]; | |
for ( i = 0, il = ahole.length; i < il; i ++ ) { | |
vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); | |
v( vert.x, vert.y, - z ); | |
} | |
} | |
} | |
bs = bevelSize; | |
// Back facing vertices | |
for ( i = 0; i < vlen; i ++ ) { | |
vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; | |
if ( ! extrudeByPath ) { | |
v( vert.x, vert.y, 0 ); | |
} else { | |
// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); | |
normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x ); | |
binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y ); | |
position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal ); | |
v( position2.x, position2.y, position2.z ); | |
} | |
} | |
// Add stepped vertices... | |
// Including front facing vertices | |
var s; | |
for ( s = 1; s <= steps; s ++ ) { | |
for ( i = 0; i < vlen; i ++ ) { | |
vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; | |
if ( ! extrudeByPath ) { | |
v( vert.x, vert.y, amount / steps * s ); | |
} else { | |
// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); | |
normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x ); | |
binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y ); | |
position2.copy( extrudePts[ s ] ).add( normal ).add( binormal ); | |
v( position2.x, position2.y, position2.z ); | |
} | |
} | |
} | |
// Add bevel segments planes | |
//for ( b = 1; b <= bevelSegments; b ++ ) { | |
for ( b = bevelSegments - 1; b >= 0; b -- ) { | |
t = b / bevelSegments; | |
z = bevelThickness * Math.cos( t * Math.PI / 2 ); | |
bs = bevelSize * Math.sin( t * Math.PI / 2 ); | |
// contract shape | |
for ( i = 0, il = contour.length; i < il; i ++ ) { | |
vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); | |
v( vert.x, vert.y, amount + z ); | |
} | |
// expand holes | |
for ( h = 0, hl = holes.length; h < hl; h ++ ) { | |
ahole = holes[ h ]; | |
oneHoleMovements = holesMovements[ h ]; | |
for ( i = 0, il = ahole.length; i < il; i ++ ) { | |
vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); | |
if ( ! extrudeByPath ) { | |
v( vert.x, vert.y, amount + z ); | |
} else { | |
v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); | |
} | |
} | |
} | |
} | |
/* Faces */ | |
// Top and bottom faces | |
buildLidFaces(); | |
// Sides faces | |
buildSideFaces(); | |
///// Internal functions | |
function buildLidFaces() { | |
var start = verticesArray.length / 3; | |
if ( bevelEnabled ) { | |
var layer = 0; // steps + 1 | |
var offset = vlen * layer; | |
// Bottom faces | |
for ( i = 0; i < flen; i ++ ) { | |
face = faces[ i ]; | |
f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset ); | |
} | |
layer = steps + bevelSegments * 2; | |
offset = vlen * layer; | |
// Top faces | |
for ( i = 0; i < flen; i ++ ) { | |
face = faces[ i ]; | |
f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset ); | |
} | |
} else { | |
// Bottom faces | |
for ( i = 0; i < flen; i ++ ) { | |
face = faces[ i ]; | |
f3( face[ 2 ], face[ 1 ], face[ 0 ] ); | |
} | |
// Top faces | |
for ( i = 0; i < flen; i ++ ) { | |
face = faces[ i ]; | |
f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps ); | |
} | |
} | |
scope.addGroup( start, verticesArray.length / 3 - start, options.material !== undefined ? options.material : 0 ); | |
} | |
// Create faces for the z-sides of the shape | |
function buildSideFaces() { | |
var start = verticesArray.length / 3; | |
var layeroffset = 0; | |
sidewalls( contour, layeroffset ); | |
layeroffset += contour.length; | |
for ( h = 0, hl = holes.length; h < hl; h ++ ) { | |
ahole = holes[ h ]; | |
sidewalls( ahole, layeroffset ); | |
//, true | |
layeroffset += ahole.length; | |
} | |
scope.addGroup( start, verticesArray.length / 3 - start, options.extrudeMaterial !== undefined ? options.extrudeMaterial : 1 ); | |
} | |
function sidewalls( contour, layeroffset ) { | |
var j, k; | |
i = contour.length; | |
while ( -- i >= 0 ) { | |
j = i; | |
k = i - 1; | |
if ( k < 0 ) k = contour.length - 1; | |
//console.log('b', i,j, i-1, k,vertices.length); | |
var s = 0, | |
sl = steps + bevelSegments * 2; | |
for ( s = 0; s < sl; s ++ ) { | |
var slen1 = vlen * s; | |
var slen2 = vlen * ( s + 1 ); | |
var a = layeroffset + j + slen1, | |
b = layeroffset + k + slen1, | |
c = layeroffset + k + slen2, | |
d = layeroffset + j + slen2; | |
f4( a, b, c, d ); | |
} | |
} | |
} | |
function v( x, y, z ) { | |
placeholder.push( x ); | |
placeholder.push( y ); | |
placeholder.push( z ); | |
} | |
function f3( a, b, c ) { | |
addVertex( a ); | |
addVertex( b ); | |
addVertex( c ); | |
var nextIndex = verticesArray.length / 3; | |
var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); | |
addUV( uvs[ 0 ] ); | |
addUV( uvs[ 1 ] ); | |
addUV( uvs[ 2 ] ); | |
} | |
function f4( a, b, c, d ) { | |
addVertex( a ); | |
addVertex( b ); | |
addVertex( d ); | |
addVertex( b ); | |
addVertex( c ); | |
addVertex( d ); | |
var nextIndex = verticesArray.length / 3; | |
var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); | |
addUV( uvs[ 0 ] ); | |
addUV( uvs[ 1 ] ); | |
addUV( uvs[ 3 ] ); | |
addUV( uvs[ 1 ] ); | |
addUV( uvs[ 2 ] ); | |
addUV( uvs[ 3 ] ); | |
} | |
function addVertex( index ) { | |
indicesArray.push( verticesArray.length / 3 ); | |
verticesArray.push( placeholder[ index * 3 + 0 ] ); | |
verticesArray.push( placeholder[ index * 3 + 1 ] ); | |
verticesArray.push( placeholder[ index * 3 + 2 ] ); | |
} | |
function addUV( vector2 ) { | |
uvArray.push( vector2.x ); | |
uvArray.push( vector2.y ); | |
} | |
if ( ! options.arrays ) { | |
this.setIndex( indicesArray ); | |
this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) ); | |
this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) ); | |
} | |
}; | |
ExtrudeGeometry.WorldUVGenerator = { | |
generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) { | |
var a_x = vertices[ indexA * 3 ]; | |
var a_y = vertices[ indexA * 3 + 1 ]; | |
var b_x = vertices[ indexB * 3 ]; | |
var b_y = vertices[ indexB * 3 + 1 ]; | |
var c_x = vertices[ indexC * 3 ]; | |
var c_y = vertices[ indexC * 3 + 1 ]; | |
return [ | |
new Vector2( a_x, a_y ), | |
new Vector2( b_x, b_y ), | |
new Vector2( c_x, c_y ) | |
]; | |
}, | |
generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) { | |
var a_x = vertices[ indexA * 3 ]; | |
var a_y = vertices[ indexA * 3 + 1 ]; | |
var a_z = vertices[ indexA * 3 + 2 ]; | |
var b_x = vertices[ indexB * 3 ]; | |
var b_y = vertices[ indexB * 3 + 1 ]; | |
var b_z = vertices[ indexB * 3 + 2 ]; | |
var c_x = vertices[ indexC * 3 ]; | |
var c_y = vertices[ indexC * 3 + 1 ]; | |
var c_z = vertices[ indexC * 3 + 2 ]; | |
var d_x = vertices[ indexD * 3 ]; | |
var d_y = vertices[ indexD * 3 + 1 ]; | |
var d_z = vertices[ indexD * 3 + 2 ]; | |
if ( Math.abs( a_y - b_y ) < 0.01 ) { | |
return [ | |
new Vector2( a_x, 1 - a_z ), | |
new Vector2( b_x, 1 - b_z ), | |
new Vector2( c_x, 1 - c_z ), | |
new Vector2( d_x, 1 - d_z ) | |
]; | |
} else { | |
return [ | |
new Vector2( a_y, 1 - a_z ), | |
new Vector2( b_y, 1 - b_z ), | |
new Vector2( c_y, 1 - c_z ), | |
new Vector2( d_y, 1 - d_z ) | |
]; | |
} | |
} | |
}; | |
/** | |
* @author zz85 / http://www.lab4games.net/zz85/blog | |
* @author alteredq / http://alteredqualia.com/ | |
* | |
* Text = 3D Text | |
* | |
* parameters = { | |
* font: <THREE.Font>, // font | |
* | |
* size: <float>, // size of the text | |
* height: <float>, // thickness to extrude text | |
* curveSegments: <int>, // number of points on the curves | |
* | |
* bevelEnabled: <bool>, // turn on bevel | |
* bevelThickness: <float>, // how deep into text bevel goes | |
* bevelSize: <float> // how far from text outline is bevel | |
* } | |
*/ | |
// TextGeometry | |
function TextGeometry( text, parameters ) { | |
Geometry.call( this ); | |
this.type = 'TextGeometry'; | |
this.parameters = { | |
text: text, | |
parameters: parameters | |
}; | |
this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) ); | |
this.mergeVertices(); | |
} | |
TextGeometry.prototype = Object.create( Geometry.prototype ); | |
TextGeometry.prototype.constructor = TextGeometry; | |
// TextBufferGeometry | |
function TextBufferGeometry( text, parameters ) { | |
parameters = parameters || {}; | |
var font = parameters.font; | |
if ( ! ( font && font.isFont ) ) { | |
console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' ); | |
return new Geometry(); | |
} | |
var shapes = font.generateShapes( text, parameters.size, parameters.curveSegments ); | |
// translate parameters to ExtrudeGeometry API | |
parameters.amount = parameters.height !== undefined ? parameters.height : 50; | |
// defaults | |
if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10; | |
if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8; | |
if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false; | |
ExtrudeBufferGeometry.call( this, shapes, parameters ); | |
this.type = 'TextBufferGeometry'; | |
} | |
TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype ); | |
TextBufferGeometry.prototype.constructor = TextBufferGeometry; | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
* @author benaadams / https://twitter.com/ben_a_adams | |
* @author Mugen87 / https://github.com/Mugen87 | |
*/ | |
// SphereGeometry | |
function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { | |
Geometry.call( this ); | |
this.type = 'SphereGeometry'; | |
this.parameters = { | |
radius: radius, | |
widthSegments: widthSegments, | |
heightSegments: heightSegments, | |
phiStart: phiStart, | |
phiLength: phiLength, | |
thetaStart: thetaStart, | |
thetaLength: thetaLength | |
}; | |
this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) ); | |
this.mergeVertices(); | |
} | |
SphereGeometry.prototype = Object.create( Geometry.prototype ); | |
SphereGeometry.prototype.constructor = SphereGeometry; | |
// SphereBufferGeometry | |
function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { | |
BufferGeometry.call( this ); | |
this.type = 'SphereBufferGeometry'; | |
this.parameters = { | |
radius: radius, | |
widthSegments: widthSegments, | |
heightSegments: heightSegments, | |
phiStart: phiStart, | |
phiLength: phiLength, | |
thetaStart: thetaStart, | |
thetaLength: thetaLength | |
}; | |
radius = radius || 1; | |
widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 ); | |
heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 ); | |
phiStart = phiStart !== undefined ? phiStart : 0; | |
phiLength = phiLength !== undefined ? phiLength : Math.PI * 2; | |
thetaStart = thetaStart !== undefined ? thetaStart : 0; | |
thetaLength = thetaLength !== undefined ? thetaLength : Math.PI; | |
var thetaEnd = thetaStart + thetaLength; | |
var ix, iy; | |
var index = 0; | |
var grid = []; | |
var vertex = new Vector3(); | |
var normal = new Vector3(); | |
// buffers | |
var indices = []; | |
var vertices = []; | |
var normals = []; | |
var uvs = []; | |
// generate vertices, normals and uvs | |
for ( iy = 0; iy <= heightSegments; iy ++ ) { | |
var verticesRow = []; | |
var v = iy / heightSegments; | |
for ( ix = 0; ix <= widthSegments; ix ++ ) { | |
var u = ix / widthSegments; | |
// vertex | |
vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); | |
vertex.y = radius * Math.cos( thetaStart + v * thetaLength ); | |
vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); | |
vertices.push( vertex.x, vertex.y, vertex.z ); | |
// normal | |
normal.set( vertex.x, vertex.y, vertex.z ).normalize(); | |
normals.push( normal.x, normal.y, normal.z ); | |
// uv | |
uvs.push( u, 1 - v ); | |
verticesRow.push( index ++ ); | |
} | |
grid.push( verticesRow ); | |
} | |
// indices | |
for ( iy = 0; iy < heightSegments; iy ++ ) { | |
for ( ix = 0; ix < widthSegments; ix ++ ) { | |
var a = grid[ iy ][ ix + 1 ]; | |
var b = grid[ iy ][ ix ]; | |
var c = grid[ iy + 1 ][ ix ]; | |
var d = grid[ iy + 1 ][ ix + 1 ]; | |
if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d ); | |
if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d ); | |
} | |
} | |
// build geometry | |
this.setIndex( indices ); | |
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); | |
this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); | |
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); | |
} | |
SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); | |
SphereBufferGeometry.prototype.constructor = SphereBufferGeometry; | |
/** | |
* @author Kaleb Murphy | |
* @author Mugen87 / https://github.com/Mugen87 | |
*/ | |
// RingGeometry | |
function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { | |
Geometry.call( this ); | |
this.type = 'RingGeometry'; | |
this.parameters = { | |
innerRadius: innerRadius, | |
outerRadius: outerRadius, | |
thetaSegments: thetaSegments, | |
phiSegments: phiSegments, | |
thetaStart: thetaStart, | |
thetaLength: thetaLength | |
}; | |
this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) ); | |
this.mergeVertices(); | |
} | |
RingGeometry.prototype = Object.create( Geometry.prototype ); | |
RingGeometry.prototype.constructor = RingGeometry; | |
// RingBufferGeometry | |
function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { | |
BufferGeometry.call( this ); | |
this.type = 'RingBufferGeometry'; | |
this.parameters = { | |
innerRadius: innerRadius, | |
outerRadius: outerRadius, | |
thetaSegments: thetaSegments, | |
phiSegments: phiSegments, | |
thetaStart: thetaStart, | |
thetaLength: thetaLength | |
}; | |
innerRadius = innerRadius || 0.5; | |
outerRadius = outerRadius || 1; | |
thetaStart = thetaStart !== undefined ? thetaStart : 0; | |
thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; | |
thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8; | |
phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1; | |
// buffers | |
var indices = []; | |
var vertices = []; | |
var normals = []; | |
var uvs = []; | |
// some helper variables | |
var segment; | |
var radius = innerRadius; | |
var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); | |
var vertex = new Vector3(); | |
var uv = new Vector2(); | |
var j, i; | |
// generate vertices, normals and uvs | |
for ( j = 0; j <= phiSegments; j ++ ) { | |
for ( i = 0; i <= thetaSegments; i ++ ) { | |
// values are generate from the inside of the ring to the outside | |
segment = thetaStart + i / thetaSegments * thetaLength; | |
// vertex | |
vertex.x = radius * Math.cos( segment ); | |
vertex.y = radius * Math.sin( segment ); | |
vertices.push( vertex.x, vertex.y, vertex.z ); | |
// normal | |
normals.push( 0, 0, 1 ); | |
// uv | |
uv.x = ( vertex.x / outerRadius + 1 ) / 2; | |
uv.y = ( vertex.y / outerRadius + 1 ) / 2; | |
uvs.push( uv.x, uv.y ); | |
} | |
// increase the radius for next row of vertices | |
radius += radiusStep; | |
} | |
// indices | |
for ( j = 0; j < phiSegments; j ++ ) { | |
var thetaSegmentLevel = j * ( thetaSegments + 1 ); | |
for ( i = 0; i < thetaSegments; i ++ ) { | |
segment = i + thetaSegmentLevel; | |
var a = segment; | |
var b = segment + thetaSegments + 1; | |
var c = segment + thetaSegments + 2; | |
var d = segment + 1; | |
// faces | |
indices.push( a, b, d ); | |
indices.push( b, c, d ); | |
} | |
} | |
// build geometry | |
this.setIndex( indices ); | |
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); | |
this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); | |
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); | |
} | |
RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); | |
RingBufferGeometry.prototype.constructor = RingBufferGeometry; | |
/** | |
* @author astrodud / http://astrodud.isgreat.org/ | |
* @author zz85 / https://github.com/zz85 | |
* @author bhouston / http://clara.io | |
* @author Mugen87 / https://github.com/Mugen87 | |
*/ | |
// LatheGeometry | |
function LatheGeometry( points, segments, phiStart, phiLength ) { | |
Geometry.call( this ); | |
this.type = 'LatheGeometry'; | |
this.parameters = { | |
points: points, | |
segments: segments, | |
phiStart: phiStart, | |
phiLength: phiLength | |
}; | |
this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) ); | |
this.mergeVertices(); | |
} | |
LatheGeometry.prototype = Object.create( Geometry.prototype ); | |
LatheGeometry.prototype.constructor = LatheGeometry; | |
// LatheBufferGeometry | |
function LatheBufferGeometry( points, segments, phiStart, phiLength ) { | |
BufferGeometry.call( this ); | |
this.type = 'LatheBufferGeometry'; | |
this.parameters = { | |
points: points, | |
segments: segments, | |
phiStart: phiStart, | |
phiLength: phiLength | |
}; | |
segments = Math.floor( segments ) || 12; | |
phiStart = phiStart || 0; | |
phiLength = phiLength || Math.PI * 2; | |
// clamp phiLength so it's in range of [ 0, 2PI ] | |
phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 ); | |
// buffers | |
var indices = []; | |
var vertices = []; | |
var uvs = []; | |
// helper variables | |
var base; | |
var inverseSegments = 1.0 / segments; | |
var vertex = new Vector3(); | |
var uv = new Vector2(); | |
var i, j; | |
// generate vertices and uvs | |
for ( i = 0; i <= segments; i ++ ) { | |
var phi = phiStart + i * inverseSegments * phiLength; | |
var sin = Math.sin( phi ); | |
var cos = Math.cos( phi ); | |
for ( j = 0; j <= ( points.length - 1 ); j ++ ) { | |
// vertex | |
vertex.x = points[ j ].x * sin; | |
vertex.y = points[ j ].y; | |
vertex.z = points[ j ].x * cos; | |
vertices.push( vertex.x, vertex.y, vertex.z ); | |
// uv | |
uv.x = i / segments; | |
uv.y = j / ( points.length - 1 ); | |
uvs.push( uv.x, uv.y ); | |
} | |
} | |
// indices | |
for ( i = 0; i < segments; i ++ ) { | |
for ( j = 0; j < ( points.length - 1 ); j ++ ) { | |
base = j + i * points.length; | |
var a = base; | |
var b = base + points.length; | |
var c = base + points.length + 1; | |
var d = base + 1; | |
// faces | |
indices.push( a, b, d ); | |
indices.push( b, c, d ); | |
} | |
} | |
// build geometry | |
this.setIndex( indices ); | |
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); | |
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); | |
// generate normals | |
this.computeVertexNormals(); | |
// if the geometry is closed, we need to average the normals along the seam. | |
// because the corresponding vertices are identical (but still have different UVs). | |
if ( phiLength === Math.PI * 2 ) { | |
var normals = this.attributes.normal.array; | |
var n1 = new Vector3(); | |
var n2 = new Vector3(); | |
var n = new Vector3(); | |
// this is the buffer offset for the last line of vertices | |
base = segments * points.length * 3; | |
for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) { | |
// select the normal of the vertex in the first line | |
n1.x = normals[ j + 0 ]; | |
n1.y = normals[ j + 1 ]; | |
n1.z = normals[ j + 2 ]; | |
// select the normal of the vertex in the last line | |
n2.x = normals[ base + j + 0 ]; | |
n2.y = normals[ base + j + 1 ]; | |
n2.z = normals[ base + j + 2 ]; | |
// average normals | |
n.addVectors( n1, n2 ).normalize(); | |
// assign the new values to both normals | |
normals[ j + 0 ] = normals[ base + j + 0 ] = n.x; | |
normals[ j + 1 ] = normals[ base + j + 1 ] = n.y; | |
normals[ j + 2 ] = normals[ base + j + 2 ] = n.z; | |
} | |
} | |
} | |
LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); | |
LatheBufferGeometry.prototype.constructor = LatheBufferGeometry; | |
/** | |
* @author jonobr1 / http://jonobr1.com | |
* @author Mugen87 / https://github.com/Mugen87 | |
*/ | |
// ShapeGeometry | |
function ShapeGeometry( shapes, curveSegments ) { | |
Geometry.call( this ); | |
this.type = 'ShapeGeometry'; | |
if ( typeof curveSegments === 'object' ) { | |
console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' ); | |
curveSegments = curveSegments.curveSegments; | |
} | |
this.parameters = { | |
shapes: shapes, | |
curveSegments: curveSegments | |
}; | |
this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) ); | |
this.mergeVertices(); | |
} | |
ShapeGeometry.prototype = Object.create( Geometry.prototype ); | |
ShapeGeometry.prototype.constructor = ShapeGeometry; | |
ShapeGeometry.prototype.toJSON = function () { | |
var data = Geometry.prototype.toJSON.call( this ); | |
var shapes = this.parameters.shapes; | |
return toJSON( shapes, data ); | |
}; | |
// ShapeBufferGeometry | |
function ShapeBufferGeometry( shapes, curveSegments ) { | |
BufferGeometry.call( this ); | |
this.type = 'ShapeBufferGeometry'; | |
this.parameters = { | |
shapes: shapes, | |
curveSegments: curveSegments | |
}; | |
curveSegments = curveSegments || 12; | |
// buffers | |
var indices = []; | |
var vertices = []; | |
var normals = []; | |
var uvs = []; | |
// helper variables | |
var groupStart = 0; | |
var groupCount = 0; | |
// allow single and array values for "shapes" parameter | |
if ( Array.isArray( shapes ) === false ) { | |
addShape( shapes ); | |
} else { | |
for ( var i = 0; i < shapes.length; i ++ ) { | |
addShape( shapes[ i ] ); | |
this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support | |
groupStart += groupCount; | |
groupCount = 0; | |
} | |
} | |
// build geometry | |
this.setIndex( indices ); | |
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); | |
this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); | |
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); | |
// helper functions | |
function addShape( shape ) { | |
var i, l, shapeHole; | |
var indexOffset = vertices.length / 3; | |
var points = shape.extractPoints( curveSegments ); | |
var shapeVertices = points.shape; | |
var shapeHoles = points.holes; | |
// check direction of vertices | |
if ( ShapeUtils.isClockWise( shapeVertices ) === false ) { | |
shapeVertices = shapeVertices.reverse(); | |
// also check if holes are in the opposite direction | |
for ( i = 0, l = shapeHoles.length; i < l; i ++ ) { | |
shapeHole = shapeHoles[ i ]; | |
if ( ShapeUtils.isClockWise( shapeHole ) === true ) { | |
shapeHoles[ i ] = shapeHole.reverse(); | |
} | |
} | |
} | |
var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles ); | |
// join vertices of inner and outer paths to a single array | |
for ( i = 0, l = shapeHoles.length; i < l; i ++ ) { | |
shapeHole = shapeHoles[ i ]; | |
shapeVertices = shapeVertices.concat( shapeHole ); | |
} | |
// vertices, normals, uvs | |
for ( i = 0, l = shapeVertices.length; i < l; i ++ ) { | |
var vertex = shapeVertices[ i ]; | |
vertices.push( vertex.x, vertex.y, 0 ); | |
normals.push( 0, 0, 1 ); | |
uvs.push( vertex.x, vertex.y ); // world uvs | |
} | |
// incides | |
for ( i = 0, l = faces.length; i < l; i ++ ) { | |
var face = faces[ i ]; | |
var a = face[ 0 ] + indexOffset; | |
var b = face[ 1 ] + indexOffset; | |
var c = face[ 2 ] + indexOffset; | |
indices.push( a, b, c ); | |
groupCount += 3; | |
} | |
} | |
} | |
ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); | |
ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry; | |
ShapeBufferGeometry.prototype.toJSON = function () { | |
var data = BufferGeometry.prototype.toJSON.call( this ); | |
var shapes = this.parameters.shapes; | |
return toJSON( shapes, data ); | |
}; | |
// | |
function toJSON( shapes, data ) { | |
data.shapes = []; | |
if ( Array.isArray( shapes ) ) { | |
for ( var i = 0, l = shapes.length; i < l; i ++ ) { | |
var shape = shapes[ i ]; | |
data.shapes.push( shape.uuid ); | |
} | |
} else { | |
data.shapes.push( shapes.uuid ); | |
} | |
return data; | |
} | |
/** | |
* @author WestLangley / http://github.com/WestLangley | |
* @author Mugen87 / https://github.com/Mugen87 | |
*/ | |
function EdgesGeometry( geometry, thresholdAngle ) { | |
BufferGeometry.call( this ); | |
this.type = 'EdgesGeometry'; | |
this.parameters = { | |
thresholdAngle: thresholdAngle | |
}; | |
thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1; | |
// buffer | |
var vertices = []; | |
// helper variables | |
var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle ); | |
var edge = [ 0, 0 ], edges = {}, edge1, edge2; | |
var key, keys = [ 'a', 'b', 'c' ]; | |
// prepare source geometry | |
var geometry2; | |
if ( geometry.isBufferGeometry ) { | |
geometry2 = new Geometry(); | |
geometry2.fromBufferGeometry( geometry ); | |
} else { | |
geometry2 = geometry.clone(); | |
} | |
geometry2.mergeVertices(); | |
geometry2.computeFaceNormals(); | |
var sourceVertices = geometry2.vertices; | |
var faces = geometry2.faces; | |
// now create a data structure where each entry represents an edge with its adjoining faces | |
for ( var i = 0, l = faces.length; i < l; i ++ ) { | |
var face = faces[ i ]; | |
for ( var j = 0; j < 3; j ++ ) { | |
edge1 = face[ keys[ j ] ]; | |
edge2 = face[ keys[ ( j + 1 ) % 3 ] ]; | |
edge[ 0 ] = Math.min( edge1, edge2 ); | |
edge[ 1 ] = Math.max( edge1, edge2 ); | |
key = edge[ 0 ] + ',' + edge[ 1 ]; | |
if ( edges[ key ] === undefined ) { | |
edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined }; | |
} else { | |
edges[ key ].face2 = i; | |
} | |
} | |
} | |
// generate vertices | |
for ( key in edges ) { | |
var e = edges[ key ]; | |
// an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree. | |
if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) { | |
var vertex = sourceVertices[ e.index1 ]; | |
vertices.push( vertex.x, vertex.y, vertex.z ); | |
vertex = sourceVertices[ e.index2 ]; | |
vertices.push( vertex.x, vertex.y, vertex.z ); | |
} | |
} | |
// build geometry | |
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); | |
} | |
EdgesGeometry.prototype = Object.create( BufferGeometry.prototype ); | |
EdgesGeometry.prototype.constructor = EdgesGeometry; | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
* @author Mugen87 / https://github.com/Mugen87 | |
*/ | |
// CylinderGeometry | |
function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { | |
Geometry.call( this ); | |
this.type = 'CylinderGeometry'; | |
this.parameters = { | |
radiusTop: radiusTop, | |
radiusBottom: radiusBottom, | |
height: height, | |
radialSegments: radialSegments, | |
heightSegments: heightSegments, | |
openEnded: openEnded, | |
thetaStart: thetaStart, | |
thetaLength: thetaLength | |
}; | |
this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) ); | |
this.mergeVertices(); | |
} | |
CylinderGeometry.prototype = Object.create( Geometry.prototype ); | |
CylinderGeometry.prototype.constructor = CylinderGeometry; | |
// CylinderBufferGeometry | |
function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { | |
BufferGeometry.call( this ); | |
this.type = 'CylinderBufferGeometry'; | |
this.parameters = { | |
radiusTop: radiusTop, | |
radiusBottom: radiusBottom, | |
height: height, | |
radialSegments: radialSegments, | |
heightSegments: heightSegments, | |
openEnded: openEnded, | |
thetaStart: thetaStart, | |
thetaLength: thetaLength | |
}; | |
var scope = this; | |
radiusTop = radiusTop !== undefined ? radiusTop : 1; | |
radiusBottom = radiusBottom !== undefined ? radiusBottom : 1; | |
height = height || 1; | |
radialSegments = Math.floor( radialSegments ) || 8; | |
heightSegments = Math.floor( heightSegments ) || 1; | |
openEnded = openEnded !== undefined ? openEnded : false; | |
thetaStart = thetaStart !== undefined ? thetaStart : 0.0; | |
thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; | |
// buffers | |
var indices = []; | |
var vertices = []; | |
var normals = []; | |
var uvs = []; | |
// helper variables | |
var index = 0; | |
var indexArray = []; | |
var halfHeight = height / 2; | |
var groupStart = 0; | |
// generate geometry | |
generateTorso(); | |
if ( openEnded === false ) { | |
if ( radiusTop > 0 ) generateCap( true ); | |
if ( radiusBottom > 0 ) generateCap( false ); | |
} | |
// build geometry | |
this.setIndex( indices ); | |
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); | |
this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); | |
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); | |
function generateTorso() { | |
var x, y; | |
var normal = new Vector3(); | |
var vertex = new Vector3(); | |
var groupCount = 0; | |
// this will be used to calculate the normal | |
var slope = ( radiusBottom - radiusTop ) / height; | |
// generate vertices, normals and uvs | |
for ( y = 0; y <= heightSegments; y ++ ) { | |
var indexRow = []; | |
var v = y / heightSegments; | |
// calculate the radius of the current row | |
var radius = v * ( radiusBottom - radiusTop ) + radiusTop; | |
for ( x = 0; x <= radialSegments; x ++ ) { | |
var u = x / radialSegments; | |
var theta = u * thetaLength + thetaStart; | |
var sinTheta = Math.sin( theta ); | |
var cosTheta = Math.cos( theta ); | |
// vertex | |
vertex.x = radius * sinTheta; | |
vertex.y = - v * height + halfHeight; | |
vertex.z = radius * cosTheta; | |
vertices.push( vertex.x, vertex.y, vertex.z ); | |
// normal | |
normal.set( sinTheta, slope, cosTheta ).normalize(); | |
normals.push( normal.x, normal.y, normal.z ); | |
// uv | |
uvs.push( u, 1 - v ); | |
// save index of vertex in respective row | |
indexRow.push( index ++ ); | |
} | |
// now save vertices of the row in our index array | |
indexArray.push( indexRow ); | |
} | |
// generate indices | |
for ( x = 0; x < radialSegments; x ++ ) { | |
for ( y = 0; y < heightSegments; y ++ ) { | |
// we use the index array to access the correct indices | |
var a = indexArray[ y ][ x ]; | |
var b = indexArray[ y + 1 ][ x ]; | |
var c = indexArray[ y + 1 ][ x + 1 ]; | |
var d = indexArray[ y ][ x + 1 ]; | |
// faces | |
indices.push( a, b, d ); | |
indices.push( b, c, d ); | |
// update group counter | |
groupCount += 6; | |
} | |
} | |
// add a group to the geometry. this will ensure multi material support | |
scope.addGroup( groupStart, groupCount, 0 ); | |
// calculate new start value for groups | |
groupStart += groupCount; | |
} | |
function generateCap( top ) { | |
var x, centerIndexStart, centerIndexEnd; | |
var uv = new Vector2(); | |
var vertex = new Vector3(); | |
var groupCount = 0; | |
var radius = ( top === true ) ? radiusTop : radiusBottom; | |
var sign = ( top === true ) ? 1 : - 1; | |
// save the index of the first center vertex | |
centerIndexStart = index; | |
// first we generate the center vertex data of the cap. | |
// because the geometry needs one set of uvs per face, | |
// we must generate a center vertex per face/segment | |
for ( x = 1; x <= radialSegments; x ++ ) { | |
// vertex | |
vertices.push( 0, halfHeight * sign, 0 ); | |
// normal | |
normals.push( 0, sign, 0 ); | |
// uv | |
uvs.push( 0.5, 0.5 ); | |
// increase index | |
index ++; | |
} | |
// save the index of the last center vertex | |
centerIndexEnd = index; | |
// now we generate the surrounding vertices, normals and uvs | |
for ( x = 0; x <= radialSegments; x ++ ) { | |
var u = x / radialSegments; | |
var theta = u * thetaLength + thetaStart; | |
var cosTheta = Math.cos( theta ); | |
var sinTheta = Math.sin( theta ); | |
// vertex | |
vertex.x = radius * sinTheta; | |
vertex.y = halfHeight * sign; | |
vertex.z = radius * cosTheta; | |
vertices.push( vertex.x, vertex.y, vertex.z ); | |
// normal | |
normals.push( 0, sign, 0 ); | |
// uv | |
uv.x = ( cosTheta * 0.5 ) + 0.5; | |
uv.y = ( sinTheta * 0.5 * sign ) + 0.5; | |
uvs.push( uv.x, uv.y ); | |
// increase index | |
index ++; | |
} | |
// generate indices | |
for ( x = 0; x < radialSegments; x ++ ) { | |
var c = centerIndexStart + x; | |
var i = centerIndexEnd + x; | |
if ( top === true ) { | |
// face top | |
indices.push( i, i + 1, c ); | |
} else { | |
// face bottom | |
indices.push( i + 1, i, c ); | |
} | |
groupCount += 3; | |
} | |
// add a group to the geometry. this will ensure multi material support | |
scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 ); | |
// calculate new start value for groups | |
groupStart += groupCount; | |
} | |
} | |
CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); | |
CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry; | |
/** | |
* @author abelnation / http://github.com/abelnation | |
*/ | |
// ConeGeometry | |
function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { | |
CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); | |
this.type = 'ConeGeometry'; | |
this.parameters = { | |
radius: radius, | |
height: height, | |
radialSegments: radialSegments, | |
heightSegments: heightSegments, | |
openEnded: openEnded, | |
thetaStart: thetaStart, | |
thetaLength: thetaLength | |
}; | |
} | |
ConeGeometry.prototype = Object.create( CylinderGeometry.prototype ); | |
ConeGeometry.prototype.constructor = ConeGeometry; | |
// ConeBufferGeometry | |
function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { | |
CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); | |
this.type = 'ConeBufferGeometry'; | |
this.parameters = { | |
radius: radius, | |
height: height, | |
radialSegments: radialSegments, | |
heightSegments: heightSegments, | |
openEnded: openEnded, | |
thetaStart: thetaStart, | |
thetaLength: thetaLength | |
}; | |
} | |
ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype ); | |
ConeBufferGeometry.prototype.constructor = ConeBufferGeometry; | |
/** | |
* @author benaadams / https://twitter.com/ben_a_adams | |
* @author Mugen87 / https://github.com/Mugen87 | |
* @author hughes | |
*/ | |
// CircleGeometry | |
function CircleGeometry( radius, segments, thetaStart, thetaLength ) { | |
Geometry.call( this ); | |
this.type = 'CircleGeometry'; | |
this.parameters = { | |
radius: radius, | |
segments: segments, | |
thetaStart: thetaStart, | |
thetaLength: thetaLength | |
}; | |
this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) ); | |
this.mergeVertices(); | |
} | |
CircleGeometry.prototype = Object.create( Geometry.prototype ); | |
CircleGeometry.prototype.constructor = CircleGeometry; | |
// CircleBufferGeometry | |
function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) { | |
BufferGeometry.call( this ); | |
this.type = 'CircleBufferGeometry'; | |
this.parameters = { | |
radius: radius, | |
segments: segments, | |
thetaStart: thetaStart, | |
thetaLength: thetaLength | |
}; | |
radius = radius || 1; | |
segments = segments !== undefined ? Math.max( 3, segments ) : 8; | |
thetaStart = thetaStart !== undefined ? thetaStart : 0; | |
thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; | |
// buffers | |
var indices = []; | |
var vertices = []; | |
var normals = []; | |
var uvs = []; | |
// helper variables | |
var i, s; | |
var vertex = new Vector3(); | |
var uv = new Vector2(); | |
// center point | |
vertices.push( 0, 0, 0 ); | |
normals.push( 0, 0, 1 ); | |
uvs.push( 0.5, 0.5 ); | |
for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) { | |
var segment = thetaStart + s / segments * thetaLength; | |
// vertex | |
vertex.x = radius * Math.cos( segment ); | |
vertex.y = radius * Math.sin( segment ); | |
vertices.push( vertex.x, vertex.y, vertex.z ); | |
// normal | |
normals.push( 0, 0, 1 ); | |
// uvs | |
uv.x = ( vertices[ i ] / radius + 1 ) / 2; | |
uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2; | |
uvs.push( uv.x, uv.y ); | |
} | |
// indices | |
for ( i = 1; i <= segments; i ++ ) { | |
indices.push( i, i + 1, 0 ); | |
} | |
// build geometry | |
this.setIndex( indices ); | |
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); | |
this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); | |
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); | |
} | |
CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); | |
CircleBufferGeometry.prototype.constructor = CircleBufferGeometry; | |
var Geometries = Object.freeze({ | |
WireframeGeometry: WireframeGeometry, | |
ParametricGeometry: ParametricGeometry, | |
ParametricBufferGeometry: ParametricBufferGeometry, | |
TetrahedronGeometry: TetrahedronGeometry, | |
TetrahedronBufferGeometry: TetrahedronBufferGeometry, | |
OctahedronGeometry: OctahedronGeometry, | |
OctahedronBufferGeometry: OctahedronBufferGeometry, | |
IcosahedronGeometry: IcosahedronGeometry, | |
IcosahedronBufferGeometry: IcosahedronBufferGeometry, | |
DodecahedronGeometry: DodecahedronGeometry, | |
DodecahedronBufferGeometry: DodecahedronBufferGeometry, | |
PolyhedronGeometry: PolyhedronGeometry, | |
PolyhedronBufferGeometry: PolyhedronBufferGeometry, | |
TubeGeometry: TubeGeometry, | |
TubeBufferGeometry: TubeBufferGeometry, | |
TorusKnotGeometry: TorusKnotGeometry, | |
TorusKnotBufferGeometry: TorusKnotBufferGeometry, | |
TorusGeometry: TorusGeometry, | |
TorusBufferGeometry: TorusBufferGeometry, | |
TextGeometry: TextGeometry, | |
TextBufferGeometry: TextBufferGeometry, | |
SphereGeometry: SphereGeometry, | |
SphereBufferGeometry: SphereBufferGeometry, | |
RingGeometry: RingGeometry, | |
RingBufferGeometry: RingBufferGeometry, | |
PlaneGeometry: PlaneGeometry, | |
PlaneBufferGeometry: PlaneBufferGeometry, | |
LatheGeometry: LatheGeometry, | |
LatheBufferGeometry: LatheBufferGeometry, | |
ShapeGeometry: ShapeGeometry, | |
ShapeBufferGeometry: ShapeBufferGeometry, | |
ExtrudeGeometry: ExtrudeGeometry, | |
ExtrudeBufferGeometry: ExtrudeBufferGeometry, | |
EdgesGeometry: EdgesGeometry, | |
ConeGeometry: ConeGeometry, | |
ConeBufferGeometry: ConeBufferGeometry, | |
CylinderGeometry: CylinderGeometry, | |
CylinderBufferGeometry: CylinderBufferGeometry, | |
CircleGeometry: CircleGeometry, | |
CircleBufferGeometry: CircleBufferGeometry, | |
BoxGeometry: BoxGeometry, | |
BoxBufferGeometry: BoxBufferGeometry | |
}); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
* | |
* parameters = { | |
* color: <THREE.Color>, | |
* opacity: <float> | |
* } | |
*/ | |
function ShadowMaterial( parameters ) { | |
Material.call( this ); | |
this.type = 'ShadowMaterial'; | |
this.color = new Color( 0x000000 ); | |
this.opacity = 1.0; | |
this.lights = true; | |
this.transparent = true; | |
this.setValues( parameters ); | |
} | |
ShadowMaterial.prototype = Object.create( Material.prototype ); | |
ShadowMaterial.prototype.constructor = ShadowMaterial; | |
ShadowMaterial.prototype.isShadowMaterial = true; | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function RawShaderMaterial( parameters ) { | |
ShaderMaterial.call( this, parameters ); | |
this.type = 'RawShaderMaterial'; | |
} | |
RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype ); | |
RawShaderMaterial.prototype.constructor = RawShaderMaterial; | |
RawShaderMaterial.prototype.isRawShaderMaterial = true; | |
/** | |
* @author WestLangley / http://github.com/WestLangley | |
* | |
* parameters = { | |
* color: <hex>, | |
* roughness: <float>, | |
* metalness: <float>, | |
* opacity: <float>, | |
* | |
* map: new THREE.Texture( <Image> ), | |
* | |
* lightMap: new THREE.Texture( <Image> ), | |
* lightMapIntensity: <float> | |
* | |
* aoMap: new THREE.Texture( <Image> ), | |
* aoMapIntensity: <float> | |
* | |
* emissive: <hex>, | |
* emissiveIntensity: <float> | |
* emissiveMap: new THREE.Texture( <Image> ), | |
* | |
* bumpMap: new THREE.Texture( <Image> ), | |
* bumpScale: <float>, | |
* | |
* normalMap: new THREE.Texture( <Image> ), | |
* normalScale: <Vector2>, | |
* | |
* displacementMap: new THREE.Texture( <Image> ), | |
* displacementScale: <float>, | |
* displacementBias: <float>, | |
* | |
* roughnessMap: new THREE.Texture( <Image> ), | |
* | |
* metalnessMap: new THREE.Texture( <Image> ), | |
* | |
* alphaMap: new THREE.Texture( <Image> ), | |
* | |
* envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), | |
* envMapIntensity: <float> | |
* | |
* refractionRatio: <float>, | |
* | |
* wireframe: <boolean>, | |
* wireframeLinewidth: <float>, | |
* | |
* skinning: <bool>, | |
* morphTargets: <bool>, | |
* morphNormals: <bool> | |
* } | |
*/ | |
function MeshStandardMaterial( parameters ) { | |
Material.call( this ); | |
this.defines = { 'STANDARD': '' }; | |
this.type = 'MeshStandardMaterial'; | |
this.color = new Color( 0xffffff ); // diffuse | |
this.roughness = 0.5; | |
this.metalness = 0.5; | |
this.map = null; | |
this.lightMap = null; | |
this.lightMapIntensity = 1.0; | |
this.aoMap = null; | |
this.aoMapIntensity = 1.0; | |
this.emissive = new Color( 0x000000 ); | |
this.emissiveIntensity = 1.0; | |
this.emissiveMap = null; | |
this.bumpMap = null; | |
this.bumpScale = 1; | |
this.normalMap = null; | |
this.normalScale = new Vector2( 1, 1 ); | |
this.displacementMap = null; | |
this.displacementScale = 1; | |
this.displacementBias = 0; | |
this.roughnessMap = null; | |
this.metalnessMap = null; | |
this.alphaMap = null; | |
this.envMap = null; | |
this.envMapIntensity = 1.0; | |
this.refractionRatio = 0.98; | |
this.wireframe = false; | |
this.wireframeLinewidth = 1; | |
this.wireframeLinecap = 'round'; | |
this.wireframeLinejoin = 'round'; | |
this.skinning = false; | |
this.morphTargets = false; | |
this.morphNormals = false; | |
this.setValues( parameters ); | |
} | |
MeshStandardMaterial.prototype = Object.create( Material.prototype ); | |
MeshStandardMaterial.prototype.constructor = MeshStandardMaterial; | |
MeshStandardMaterial.prototype.isMeshStandardMaterial = true; | |
MeshStandardMaterial.prototype.copy = function ( source ) { | |
Material.prototype.copy.call( this, source ); | |
this.defines = { 'STANDARD': '' }; | |
this.color.copy( source.color ); | |
this.roughness = source.roughness; | |
this.metalness = source.metalness; | |
this.map = source.map; | |
this.lightMap = source.lightMap; | |
this.lightMapIntensity = source.lightMapIntensity; | |
this.aoMap = source.aoMap; | |
this.aoMapIntensity = source.aoMapIntensity; | |
this.emissive.copy( source.emissive ); | |
this.emissiveMap = source.emissiveMap; | |
this.emissiveIntensity = source.emissiveIntensity; | |
this.bumpMap = source.bumpMap; | |
this.bumpScale = source.bumpScale; | |
this.normalMap = source.normalMap; | |
this.normalScale.copy( source.normalScale ); | |
this.displacementMap = source.displacementMap; | |
this.displacementScale = source.displacementScale; | |
this.displacementBias = source.displacementBias; | |
this.roughnessMap = source.roughnessMap; | |
this.metalnessMap = source.metalnessMap; | |
this.alphaMap = source.alphaMap; | |
this.envMap = source.envMap; | |
this.envMapIntensity = source.envMapIntensity; | |
this.refractionRatio = source.refractionRatio; | |
this.wireframe = source.wireframe; | |
this.wireframeLinewidth = source.wireframeLinewidth; | |
this.wireframeLinecap = source.wireframeLinecap; | |
this.wireframeLinejoin = source.wireframeLinejoin; | |
this.skinning = source.skinning; | |
this.morphTargets = source.morphTargets; | |
this.morphNormals = source.morphNormals; | |
return this; | |
}; | |
/** | |
* @author WestLangley / http://github.com/WestLangley | |
* | |
* parameters = { | |
* reflectivity: <float> | |
* } | |
*/ | |
function MeshPhysicalMaterial( parameters ) { | |
MeshStandardMaterial.call( this ); | |
this.defines = { 'PHYSICAL': '' }; | |
this.type = 'MeshPhysicalMaterial'; | |
this.reflectivity = 0.5; // maps to F0 = 0.04 | |
this.clearCoat = 0.0; | |
this.clearCoatRoughness = 0.0; | |
this.setValues( parameters ); | |
} | |
MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype ); | |
MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial; | |
MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true; | |
MeshPhysicalMaterial.prototype.copy = function ( source ) { | |
MeshStandardMaterial.prototype.copy.call( this, source ); | |
this.defines = { 'PHYSICAL': '' }; | |
this.reflectivity = source.reflectivity; | |
this.clearCoat = source.clearCoat; | |
this.clearCoatRoughness = source.clearCoatRoughness; | |
return this; | |
}; | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
* @author alteredq / http://alteredqualia.com/ | |
* | |
* parameters = { | |
* color: <hex>, | |
* specular: <hex>, | |
* shininess: <float>, | |
* opacity: <float>, | |
* | |
* map: new THREE.Texture( <Image> ), | |
* | |
* lightMap: new THREE.Texture( <Image> ), | |
* lightMapIntensity: <float> | |
* | |
* aoMap: new THREE.Texture( <Image> ), | |
* aoMapIntensity: <float> | |
* | |
* emissive: <hex>, | |
* emissiveIntensity: <float> | |
* emissiveMap: new THREE.Texture( <Image> ), | |
* | |
* bumpMap: new THREE.Texture( <Image> ), | |
* bumpScale: <float>, | |
* | |
* normalMap: new THREE.Texture( <Image> ), | |
* normalScale: <Vector2>, | |
* | |
* displacementMap: new THREE.Texture( <Image> ), | |
* displacementScale: <float>, | |
* displacementBias: <float>, | |
* | |
* specularMap: new THREE.Texture( <Image> ), | |
* | |
* alphaMap: new THREE.Texture( <Image> ), | |
* | |
* envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), | |
* combine: THREE.Multiply, | |
* reflectivity: <float>, | |
* refractionRatio: <float>, | |
* | |
* wireframe: <boolean>, | |
* wireframeLinewidth: <float>, | |
* | |
* skinning: <bool>, | |
* morphTargets: <bool>, | |
* morphNormals: <bool> | |
* } | |
*/ | |
function MeshPhongMaterial( parameters ) { | |
Material.call( this ); | |
this.type = 'MeshPhongMaterial'; | |
this.color = new Color( 0xffffff ); // diffuse | |
this.specular = new Color( 0x111111 ); | |
this.shininess = 30; | |
this.map = null; | |
this.lightMap = null; | |
this.lightMapIntensity = 1.0; | |
this.aoMap = null; | |
this.aoMapIntensity = 1.0; | |
this.emissive = new Color( 0x000000 ); | |
this.emissiveIntensity = 1.0; | |
this.emissiveMap = null; | |
this.bumpMap = null; | |
this.bumpScale = 1; | |
this.normalMap = null; | |
this.normalScale = new Vector2( 1, 1 ); | |
this.displacementMap = null; | |
this.displacementScale = 1; | |
this.displacementBias = 0; | |
this.specularMap = null; | |
this.alphaMap = null; | |
this.envMap = null; | |
this.combine = MultiplyOperation; | |
this.reflectivity = 1; | |
this.refractionRatio = 0.98; | |
this.wireframe = false; | |
this.wireframeLinewidth = 1; | |
this.wireframeLinecap = 'round'; | |
this.wireframeLinejoin = 'round'; | |
this.skinning = false; | |
this.morphTargets = false; | |
this.morphNormals = false; | |
this.setValues( parameters ); | |
} | |
MeshPhongMaterial.prototype = Object.create( Material.prototype ); | |
MeshPhongMaterial.prototype.constructor = MeshPhongMaterial; | |
MeshPhongMaterial.prototype.isMeshPhongMaterial = true; | |
MeshPhongMaterial.prototype.copy = function ( source ) { | |
Material.prototype.copy.call( this, source ); | |
this.color.copy( source.color ); | |
this.specular.copy( source.specular ); | |
this.shininess = source.shininess; | |
this.map = source.map; | |
this.lightMap = source.lightMap; | |
this.lightMapIntensity = source.lightMapIntensity; | |
this.aoMap = source.aoMap; | |
this.aoMapIntensity = source.aoMapIntensity; | |
this.emissive.copy( source.emissive ); | |
this.emissiveMap = source.emissiveMap; | |
this.emissiveIntensity = source.emissiveIntensity; | |
this.bumpMap = source.bumpMap; | |
this.bumpScale = source.bumpScale; | |
this.normalMap = source.normalMap; | |
this.normalScale.copy( source.normalScale ); | |
this.displacementMap = source.displacementMap; | |
this.displacementScale = source.displacementScale; | |
this.displacementBias = source.displacementBias; | |
this.specularMap = source.specularMap; | |
this.alphaMap = source.alphaMap; | |
this.envMap = source.envMap; | |
this.combine = source.combine; | |
this.reflectivity = source.reflectivity; | |
this.refractionRatio = source.refractionRatio; | |
this.wireframe = source.wireframe; | |
this.wireframeLinewidth = source.wireframeLinewidth; | |
this.wireframeLinecap = source.wireframeLinecap; | |
this.wireframeLinejoin = source.wireframeLinejoin; | |
this.skinning = source.skinning; | |
this.morphTargets = source.morphTargets; | |
this.morphNormals = source.morphNormals; | |
return this; | |
}; | |
/** | |
* @author takahirox / http://github.com/takahirox | |
* | |
* parameters = { | |
* gradientMap: new THREE.Texture( <Image> ) | |
* } | |
*/ | |
function MeshToonMaterial( parameters ) { | |
MeshPhongMaterial.call( this ); | |
this.defines = { 'TOON': '' }; | |
this.type = 'MeshToonMaterial'; | |
this.gradientMap = null; | |
this.setValues( parameters ); | |
} | |
MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype ); | |
MeshToonMaterial.prototype.constructor = MeshToonMaterial; | |
MeshToonMaterial.prototype.isMeshToonMaterial = true; | |
MeshToonMaterial.prototype.copy = function ( source ) { | |
MeshPhongMaterial.prototype.copy.call( this, source ); | |
this.gradientMap = source.gradientMap; | |
return this; | |
}; | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
* @author WestLangley / http://github.com/WestLangley | |
* | |
* parameters = { | |
* opacity: <float>, | |
* | |
* bumpMap: new THREE.Texture( <Image> ), | |
* bumpScale: <float>, | |
* | |
* normalMap: new THREE.Texture( <Image> ), | |
* normalScale: <Vector2>, | |
* | |
* displacementMap: new THREE.Texture( <Image> ), | |
* displacementScale: <float>, | |
* displacementBias: <float>, | |
* | |
* wireframe: <boolean>, | |
* wireframeLinewidth: <float> | |
* | |
* skinning: <bool>, | |
* morphTargets: <bool>, | |
* morphNormals: <bool> | |
* } | |
*/ | |
function MeshNormalMaterial( parameters ) { | |
Material.call( this ); | |
this.type = 'MeshNormalMaterial'; | |
this.bumpMap = null; | |
this.bumpScale = 1; | |
this.normalMap = null; | |
this.normalScale = new Vector2( 1, 1 ); | |
this.displacementMap = null; | |
this.displacementScale = 1; | |
this.displacementBias = 0; | |
this.wireframe = false; | |
this.wireframeLinewidth = 1; | |
this.fog = false; | |
this.lights = false; | |
this.skinning = false; | |
this.morphTargets = false; | |
this.morphNormals = false; | |
this.setValues( parameters ); | |
} | |
MeshNormalMaterial.prototype = Object.create( Material.prototype ); | |
MeshNormalMaterial.prototype.constructor = MeshNormalMaterial; | |
MeshNormalMaterial.prototype.isMeshNormalMaterial = true; | |
MeshNormalMaterial.prototype.copy = function ( source ) { | |
Material.prototype.copy.call( this, source ); | |
this.bumpMap = source.bumpMap; | |
this.bumpScale = source.bumpScale; | |
this.normalMap = source.normalMap; | |
this.normalScale.copy( source.normalScale ); | |
this.displacementMap = source.displacementMap; | |
this.displacementScale = source.displacementScale; | |
this.displacementBias = source.displacementBias; | |
this.wireframe = source.wireframe; | |
this.wireframeLinewidth = source.wireframeLinewidth; | |
this.skinning = source.skinning; | |
this.morphTargets = source.morphTargets; | |
this.morphNormals = source.morphNormals; | |
return this; | |
}; | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
* @author alteredq / http://alteredqualia.com/ | |
* | |
* parameters = { | |
* color: <hex>, | |
* opacity: <float>, | |
* | |
* map: new THREE.Texture( <Image> ), | |
* | |
* lightMap: new THREE.Texture( <Image> ), | |
* lightMapIntensity: <float> | |
* | |
* aoMap: new THREE.Texture( <Image> ), | |
* aoMapIntensity: <float> | |
* | |
* emissive: <hex>, | |
* emissiveIntensity: <float> | |
* emissiveMap: new THREE.Texture( <Image> ), | |
* | |
* specularMap: new THREE.Texture( <Image> ), | |
* | |
* alphaMap: new THREE.Texture( <Image> ), | |
* | |
* envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), | |
* combine: THREE.Multiply, | |
* reflectivity: <float>, | |
* refractionRatio: <float>, | |
* | |
* wireframe: <boolean>, | |
* wireframeLinewidth: <float>, | |
* | |
* skinning: <bool>, | |
* morphTargets: <bool>, | |
* morphNormals: <bool> | |
* } | |
*/ | |
function MeshLambertMaterial( parameters ) { | |
Material.call( this ); | |
this.type = 'MeshLambertMaterial'; | |
this.color = new Color( 0xffffff ); // diffuse | |
this.map = null; | |
this.lightMap = null; | |
this.lightMapIntensity = 1.0; | |
this.aoMap = null; | |
this.aoMapIntensity = 1.0; | |
this.emissive = new Color( 0x000000 ); | |
this.emissiveIntensity = 1.0; | |
this.emissiveMap = null; | |
this.specularMap = null; | |
this.alphaMap = null; | |
this.envMap = null; | |
this.combine = MultiplyOperation; | |
this.reflectivity = 1; | |
this.refractionRatio = 0.98; | |
this.wireframe = false; | |
this.wireframeLinewidth = 1; | |
this.wireframeLinecap = 'round'; | |
this.wireframeLinejoin = 'round'; | |
this.skinning = false; | |
this.morphTargets = false; | |
this.morphNormals = false; | |
this.setValues( parameters ); | |
} | |
MeshLambertMaterial.prototype = Object.create( Material.prototype ); | |
MeshLambertMaterial.prototype.constructor = MeshLambertMaterial; | |
MeshLambertMaterial.prototype.isMeshLambertMaterial = true; | |
MeshLambertMaterial.prototype.copy = function ( source ) { | |
Material.prototype.copy.call( this, source ); | |
this.color.copy( source.color ); | |
this.map = source.map; | |
this.lightMap = source.lightMap; | |
this.lightMapIntensity = source.lightMapIntensity; | |
this.aoMap = source.aoMap; | |
this.aoMapIntensity = source.aoMapIntensity; | |
this.emissive.copy( source.emissive ); | |
this.emissiveMap = source.emissiveMap; | |
this.emissiveIntensity = source.emissiveIntensity; | |
this.specularMap = source.specularMap; | |
this.alphaMap = source.alphaMap; | |
this.envMap = source.envMap; | |
this.combine = source.combine; | |
this.reflectivity = source.reflectivity; | |
this.refractionRatio = source.refractionRatio; | |
this.wireframe = source.wireframe; | |
this.wireframeLinewidth = source.wireframeLinewidth; | |
this.wireframeLinecap = source.wireframeLinecap; | |
this.wireframeLinejoin = source.wireframeLinejoin; | |
this.skinning = source.skinning; | |
this.morphTargets = source.morphTargets; | |
this.morphNormals = source.morphNormals; | |
return this; | |
}; | |
/** | |
* @author alteredq / http://alteredqualia.com/ | |
* | |
* parameters = { | |
* color: <hex>, | |
* opacity: <float>, | |
* | |
* linewidth: <float>, | |
* | |
* scale: <float>, | |
* dashSize: <float>, | |
* gapSize: <float> | |
* } | |
*/ | |
function LineDashedMaterial( parameters ) { | |
LineBasicMaterial.call( this ); | |
this.type = 'LineDashedMaterial'; | |
this.scale = 1; | |
this.dashSize = 3; | |
this.gapSize = 1; | |
this.setValues( parameters ); | |
} | |
LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype ); | |
LineDashedMaterial.prototype.constructor = LineDashedMaterial; | |
LineDashedMaterial.prototype.isLineDashedMaterial = true; | |
LineDashedMaterial.prototype.copy = function ( source ) { | |
LineBasicMaterial.prototype.copy.call( this, source ); | |
this.scale = source.scale; | |
this.dashSize = source.dashSize; | |
this.gapSize = source.gapSize; | |
return this; | |
}; | |
var Materials = Object.freeze({ | |
ShadowMaterial: ShadowMaterial, | |
SpriteMaterial: SpriteMaterial, | |
RawShaderMaterial: RawShaderMaterial, | |
ShaderMaterial: ShaderMaterial, | |
PointsMaterial: PointsMaterial, | |
MeshPhysicalMaterial: MeshPhysicalMaterial, | |
MeshStandardMaterial: MeshStandardMaterial, | |
MeshPhongMaterial: MeshPhongMaterial, | |
MeshToonMaterial: MeshToonMaterial, | |
MeshNormalMaterial: MeshNormalMaterial, | |
MeshLambertMaterial: MeshLambertMaterial, | |
MeshDepthMaterial: MeshDepthMaterial, | |
MeshDistanceMaterial: MeshDistanceMaterial, | |
MeshBasicMaterial: MeshBasicMaterial, | |
LineDashedMaterial: LineDashedMaterial, | |
LineBasicMaterial: LineBasicMaterial, | |
Material: Material | |
}); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
var Cache = { | |
enabled: false, | |
files: {}, | |
add: function ( key, file ) { | |
if ( this.enabled === false ) return; | |
// console.log( 'THREE.Cache', 'Adding key:', key ); | |
this.files[ key ] = file; | |
}, | |
get: function ( key ) { | |
if ( this.enabled === false ) return; | |
// console.log( 'THREE.Cache', 'Checking key:', key ); | |
return this.files[ key ]; | |
}, | |
remove: function ( key ) { | |
delete this.files[ key ]; | |
}, | |
clear: function () { | |
this.files = {}; | |
} | |
}; | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function LoadingManager( onLoad, onProgress, onError ) { | |
var scope = this; | |
var isLoading = false; | |
var itemsLoaded = 0; | |
var itemsTotal = 0; | |
var urlModifier = undefined; | |
this.onStart = undefined; | |
this.onLoad = onLoad; | |
this.onProgress = onProgress; | |
this.onError = onError; | |
this.itemStart = function ( url ) { | |
itemsTotal ++; | |
if ( isLoading === false ) { | |
if ( scope.onStart !== undefined ) { | |
scope.onStart( url, itemsLoaded, itemsTotal ); | |
} | |
} | |
isLoading = true; | |
}; | |
this.itemEnd = function ( url ) { | |
itemsLoaded ++; | |
if ( scope.onProgress !== undefined ) { | |
scope.onProgress( url, itemsLoaded, itemsTotal ); | |
} | |
if ( itemsLoaded === itemsTotal ) { | |
isLoading = false; | |
if ( scope.onLoad !== undefined ) { | |
scope.onLoad(); | |
} | |
} | |
}; | |
this.itemError = function ( url ) { | |
if ( scope.onError !== undefined ) { | |
scope.onError( url ); | |
} | |
}; | |
this.resolveURL = function ( url ) { | |
if ( urlModifier ) { | |
return urlModifier( url ); | |
} | |
return url; | |
}; | |
this.setURLModifier = function ( transform ) { | |
urlModifier = transform; | |
return this; | |
}; | |
} | |
var DefaultLoadingManager = new LoadingManager(); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
var loading = {}; | |
function FileLoader( manager ) { | |
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; | |
} | |
Object.assign( FileLoader.prototype, { | |
load: function ( url, onLoad, onProgress, onError ) { | |
if ( url === undefined ) url = ''; | |
if ( this.path !== undefined ) url = this.path + url; | |
url = this.manager.resolveURL( url ); | |
var scope = this; | |
var cached = Cache.get( url ); | |
if ( cached !== undefined ) { | |
scope.manager.itemStart( url ); | |
setTimeout( function () { | |
if ( onLoad ) onLoad( cached ); | |
scope.manager.itemEnd( url ); | |
}, 0 ); | |
return cached; | |
} | |
// Check if request is duplicate | |
if ( loading[ url ] !== undefined ) { | |
loading[ url ].push( { | |
onLoad: onLoad, | |
onProgress: onProgress, | |
onError: onError | |
} ); | |
return; | |
} | |
// Check for data: URI | |
var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/; | |
var dataUriRegexResult = url.match( dataUriRegex ); | |
// Safari can not handle Data URIs through XMLHttpRequest so process manually | |
if ( dataUriRegexResult ) { | |
var mimeType = dataUriRegexResult[ 1 ]; | |
var isBase64 = !! dataUriRegexResult[ 2 ]; | |
var data = dataUriRegexResult[ 3 ]; | |
data = window.decodeURIComponent( data ); | |
if ( isBase64 ) data = window.atob( data ); | |
try { | |
var response; | |
var responseType = ( this.responseType || '' ).toLowerCase(); | |
switch ( responseType ) { | |
case 'arraybuffer': | |
case 'blob': | |
var view = new Uint8Array( data.length ); | |
for ( var i = 0; i < data.length; i ++ ) { | |
view[ i ] = data.charCodeAt( i ); | |
} | |
if ( responseType === 'blob' ) { | |
response = new Blob( [ view.buffer ], { type: mimeType } ); | |
} else { | |
response = view.buffer; | |
} | |
break; | |
case 'document': | |
var parser = new DOMParser(); | |
response = parser.parseFromString( data, mimeType ); | |
break; | |
case 'json': | |
response = JSON.parse( data ); | |
break; | |
default: // 'text' or other | |
response = data; | |
break; | |
} | |
// Wait for next browser tick like standard XMLHttpRequest event dispatching does | |
window.setTimeout( function () { | |
if ( onLoad ) onLoad( response ); | |
scope.manager.itemEnd( url ); | |
}, 0 ); | |
} catch ( error ) { | |
// Wait for next browser tick like standard XMLHttpRequest event dispatching does | |
window.setTimeout( function () { | |
if ( onError ) onError( error ); | |
scope.manager.itemEnd( url ); | |
scope.manager.itemError( url ); | |
}, 0 ); | |
} | |
} else { | |
// Initialise array for duplicate requests | |
loading[ url ] = []; | |
loading[ url ].push( { | |
onLoad: onLoad, | |
onProgress: onProgress, | |
onError: onError | |
} ); | |
var request = new XMLHttpRequest(); | |
request.open( 'GET', url, true ); | |
request.addEventListener( 'load', function ( event ) { | |
var response = this.response; | |
Cache.add( url, response ); | |
var callbacks = loading[ url ]; | |
delete loading[ url ]; | |
if ( this.status === 200 ) { | |
for ( var i = 0, il = callbacks.length; i < il; i ++ ) { | |
var callback = callbacks[ i ]; | |
if ( callback.onLoad ) callback.onLoad( response ); | |
} | |
scope.manager.itemEnd( url ); | |
} else if ( this.status === 0 ) { | |
// Some browsers return HTTP Status 0 when using non-http protocol | |
// e.g. 'file://' or 'data://'. Handle as success. | |
console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); | |
for ( var i = 0, il = callbacks.length; i < il; i ++ ) { | |
var callback = callbacks[ i ]; | |
if ( callback.onLoad ) callback.onLoad( response ); | |
} | |
scope.manager.itemEnd( url ); | |
} else { | |
for ( var i = 0, il = callbacks.length; i < il; i ++ ) { | |
var callback = callbacks[ i ]; | |
if ( callback.onError ) callback.onError( event ); | |
} | |
scope.manager.itemEnd( url ); | |
scope.manager.itemError( url ); | |
} | |
}, false ); | |
request.addEventListener( 'progress', function ( event ) { | |
var callbacks = loading[ url ]; | |
for ( var i = 0, il = callbacks.length; i < il; i ++ ) { | |
var callback = callbacks[ i ]; | |
if ( callback.onProgress ) callback.onProgress( event ); | |
} | |
}, false ); | |
request.addEventListener( 'error', function ( event ) { | |
var callbacks = loading[ url ]; | |
delete loading[ url ]; | |
for ( var i = 0, il = callbacks.length; i < il; i ++ ) { | |
var callback = callbacks[ i ]; | |
if ( callback.onError ) callback.onError( event ); | |
} | |
scope.manager.itemEnd( url ); | |
scope.manager.itemError( url ); | |
}, false ); | |
if ( this.responseType !== undefined ) request.responseType = this.responseType; | |
if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials; | |
if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); | |
for ( var header in this.requestHeader ) { | |
request.setRequestHeader( header, this.requestHeader[ header ] ); | |
} | |
request.send( null ); | |
} | |
scope.manager.itemStart( url ); | |
return request; | |
}, | |
setPath: function ( value ) { | |
this.path = value; | |
return this; | |
}, | |
setResponseType: function ( value ) { | |
this.responseType = value; | |
return this; | |
}, | |
setWithCredentials: function ( value ) { | |
this.withCredentials = value; | |
return this; | |
}, | |
setMimeType: function ( value ) { | |
this.mimeType = value; | |
return this; | |
}, | |
setRequestHeader: function ( value ) { | |
this.requestHeader = value; | |
return this; | |
} | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
* | |
* Abstract Base class to block based textures loader (dds, pvr, ...) | |
*/ | |
function CompressedTextureLoader( manager ) { | |
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; | |
// override in sub classes | |
this._parser = null; | |
} | |
Object.assign( CompressedTextureLoader.prototype, { | |
load: function ( url, onLoad, onProgress, onError ) { | |
var scope = this; | |
var images = []; | |
var texture = new CompressedTexture(); | |
texture.image = images; | |
var loader = new FileLoader( this.manager ); | |
loader.setPath( this.path ); | |
loader.setResponseType( 'arraybuffer' ); | |
function loadTexture( i ) { | |
loader.load( url[ i ], function ( buffer ) { | |
var texDatas = scope._parser( buffer, true ); | |
images[ i ] = { | |
width: texDatas.width, | |
height: texDatas.height, | |
format: texDatas.format, | |
mipmaps: texDatas.mipmaps | |
}; | |
loaded += 1; | |
if ( loaded === 6 ) { | |
if ( texDatas.mipmapCount === 1 ) | |
texture.minFilter = LinearFilter; | |
texture.format = texDatas.format; | |
texture.needsUpdate = true; | |
if ( onLoad ) onLoad( texture ); | |
} | |
}, onProgress, onError ); | |
} | |
if ( Array.isArray( url ) ) { | |
var loaded = 0; | |
for ( var i = 0, il = url.length; i < il; ++ i ) { | |
loadTexture( i ); | |
} | |
} else { | |
// compressed cubemap texture stored in a single DDS file | |
loader.load( url, function ( buffer ) { | |
var texDatas = scope._parser( buffer, true ); | |
if ( texDatas.isCubemap ) { | |
var faces = texDatas.mipmaps.length / texDatas.mipmapCount; | |
for ( var f = 0; f < faces; f ++ ) { | |
images[ f ] = { mipmaps: [] }; | |
for ( var i = 0; i < texDatas.mipmapCount; i ++ ) { | |
images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] ); | |
images[ f ].format = texDatas.format; | |
images[ f ].width = texDatas.width; | |
images[ f ].height = texDatas.height; | |
} | |
} | |
} else { | |
texture.image.width = texDatas.width; | |
texture.image.height = texDatas.height; | |
texture.mipmaps = texDatas.mipmaps; | |
} | |
if ( texDatas.mipmapCount === 1 ) { | |
texture.minFilter = LinearFilter; | |
} | |
texture.format = texDatas.format; | |
texture.needsUpdate = true; | |
if ( onLoad ) onLoad( texture ); | |
}, onProgress, onError ); | |
} | |
return texture; | |
}, | |
setPath: function ( value ) { | |
this.path = value; | |
return this; | |
} | |
} ); | |
/** | |
* @author Nikos M. / https://github.com/foo123/ | |
* | |
* Abstract Base class to load generic binary textures formats (rgbe, hdr, ...) | |
*/ | |
function DataTextureLoader( manager ) { | |
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; | |
// override in sub classes | |
this._parser = null; | |
} | |
Object.assign( DataTextureLoader.prototype, { | |
load: function ( url, onLoad, onProgress, onError ) { | |
var scope = this; | |
var texture = new DataTexture(); | |
var loader = new FileLoader( this.manager ); | |
loader.setResponseType( 'arraybuffer' ); | |
loader.load( url, function ( buffer ) { | |
var texData = scope._parser( buffer ); | |
if ( ! texData ) return; | |
if ( undefined !== texData.image ) { | |
texture.image = texData.image; | |
} else if ( undefined !== texData.data ) { | |
texture.image.width = texData.width; | |
texture.image.height = texData.height; | |
texture.image.data = texData.data; | |
} | |
texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : ClampToEdgeWrapping; | |
texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : ClampToEdgeWrapping; | |
texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : LinearFilter; | |
texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : LinearMipMapLinearFilter; | |
texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1; | |
if ( undefined !== texData.format ) { | |
texture.format = texData.format; | |
} | |
if ( undefined !== texData.type ) { | |
texture.type = texData.type; | |
} | |
if ( undefined !== texData.mipmaps ) { | |
texture.mipmaps = texData.mipmaps; | |
} | |
if ( 1 === texData.mipmapCount ) { | |
texture.minFilter = LinearFilter; | |
} | |
texture.needsUpdate = true; | |
if ( onLoad ) onLoad( texture, texData ); | |
}, onProgress, onError ); | |
return texture; | |
} | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function ImageLoader( manager ) { | |
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; | |
} | |
Object.assign( ImageLoader.prototype, { | |
crossOrigin: 'Anonymous', | |
load: function ( url, onLoad, onProgress, onError ) { | |
if ( url === undefined ) url = ''; | |
if ( this.path !== undefined ) url = this.path + url; | |
url = this.manager.resolveURL( url ); | |
var scope = this; | |
var cached = Cache.get( url ); | |
if ( cached !== undefined ) { | |
scope.manager.itemStart( url ); | |
setTimeout( function () { | |
if ( onLoad ) onLoad( cached ); | |
scope.manager.itemEnd( url ); | |
}, 0 ); | |
return cached; | |
} | |
var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' ); | |
image.addEventListener( 'load', function () { | |
Cache.add( url, this ); | |
if ( onLoad ) onLoad( this ); | |
scope.manager.itemEnd( url ); | |
}, false ); | |
/* | |
image.addEventListener( 'progress', function ( event ) { | |
if ( onProgress ) onProgress( event ); | |
}, false ); | |
*/ | |
image.addEventListener( 'error', function ( event ) { | |
if ( onError ) onError( event ); | |
scope.manager.itemEnd( url ); | |
scope.manager.itemError( url ); | |
}, false ); | |
if ( url.substr( 0, 5 ) !== 'data:' ) { | |
if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin; | |
} | |
scope.manager.itemStart( url ); | |
image.src = url; | |
return image; | |
}, | |
setCrossOrigin: function ( value ) { | |
this.crossOrigin = value; | |
return this; | |
}, | |
setPath: function ( value ) { | |
this.path = value; | |
return this; | |
} | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function CubeTextureLoader( manager ) { | |
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; | |
} | |
Object.assign( CubeTextureLoader.prototype, { | |
crossOrigin: 'Anonymous', | |
load: function ( urls, onLoad, onProgress, onError ) { | |
var texture = new CubeTexture(); | |
var loader = new ImageLoader( this.manager ); | |
loader.setCrossOrigin( this.crossOrigin ); | |
loader.setPath( this.path ); | |
var loaded = 0; | |
function loadTexture( i ) { | |
loader.load( urls[ i ], function ( image ) { | |
texture.images[ i ] = image; | |
loaded ++; | |
if ( loaded === 6 ) { | |
texture.needsUpdate = true; | |
if ( onLoad ) onLoad( texture ); | |
} | |
}, undefined, onError ); | |
} | |
for ( var i = 0; i < urls.length; ++ i ) { | |
loadTexture( i ); | |
} | |
return texture; | |
}, | |
setCrossOrigin: function ( value ) { | |
this.crossOrigin = value; | |
return this; | |
}, | |
setPath: function ( value ) { | |
this.path = value; | |
return this; | |
} | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function TextureLoader( manager ) { | |
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; | |
} | |
Object.assign( TextureLoader.prototype, { | |
crossOrigin: 'Anonymous', | |
load: function ( url, onLoad, onProgress, onError ) { | |
var texture = new Texture(); | |
var loader = new ImageLoader( this.manager ); | |
loader.setCrossOrigin( this.crossOrigin ); | |
loader.setPath( this.path ); | |
loader.load( url, function ( image ) { | |
texture.image = image; | |
// JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB. | |
var isJPEG = url.search( /\.(jpg|jpeg)$/ ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0; | |
texture.format = isJPEG ? RGBFormat : RGBAFormat; | |
texture.needsUpdate = true; | |
if ( onLoad !== undefined ) { | |
onLoad( texture ); | |
} | |
}, onProgress, onError ); | |
return texture; | |
}, | |
setCrossOrigin: function ( value ) { | |
this.crossOrigin = value; | |
return this; | |
}, | |
setPath: function ( value ) { | |
this.path = value; | |
return this; | |
} | |
} ); | |
/** | |
* @author zz85 / http://www.lab4games.net/zz85/blog | |
* Extensible curve object | |
* | |
* Some common of curve methods: | |
* .getPoint( t, optionalTarget ), .getTangent( t ) | |
* .getPointAt( u, optionalTarget ), .getTangentAt( u ) | |
* .getPoints(), .getSpacedPoints() | |
* .getLength() | |
* .updateArcLengths() | |
* | |
* This following curves inherit from THREE.Curve: | |
* | |
* -- 2D curves -- | |
* THREE.ArcCurve | |
* THREE.CubicBezierCurve | |
* THREE.EllipseCurve | |
* THREE.LineCurve | |
* THREE.QuadraticBezierCurve | |
* THREE.SplineCurve | |
* | |
* -- 3D curves -- | |
* THREE.CatmullRomCurve3 | |
* THREE.CubicBezierCurve3 | |
* THREE.LineCurve3 | |
* THREE.QuadraticBezierCurve3 | |
* | |
* A series of curves can be represented as a THREE.CurvePath. | |
* | |
**/ | |
/************************************************************** | |
* Abstract Curve base class | |
**************************************************************/ | |
function Curve() { | |
this.type = 'Curve'; | |
this.arcLengthDivisions = 200; | |
} | |
Object.assign( Curve.prototype, { | |
// Virtual base class method to overwrite and implement in subclasses | |
// - t [0 .. 1] | |
getPoint: function ( /* t, optionalTarget */ ) { | |
console.warn( 'THREE.Curve: .getPoint() not implemented.' ); | |
return null; | |
}, | |
// Get point at relative position in curve according to arc length | |
// - u [0 .. 1] | |
getPointAt: function ( u, optionalTarget ) { | |
var t = this.getUtoTmapping( u ); | |
return this.getPoint( t, optionalTarget ); | |
}, | |
// Get sequence of points using getPoint( t ) | |
getPoints: function ( divisions ) { | |
if ( divisions === undefined ) divisions = 5; | |
var points = []; | |
for ( var d = 0; d <= divisions; d ++ ) { | |
points.push( this.getPoint( d / divisions ) ); | |
} | |
return points; | |
}, | |
// Get sequence of points using getPointAt( u ) | |
getSpacedPoints: function ( divisions ) { | |
if ( divisions === undefined ) divisions = 5; | |
var points = []; | |
for ( var d = 0; d <= divisions; d ++ ) { | |
points.push( this.getPointAt( d / divisions ) ); | |
} | |
return points; | |
}, | |
// Get total curve arc length | |
getLength: function () { | |
var lengths = this.getLengths(); | |
return lengths[ lengths.length - 1 ]; | |
}, | |
// Get list of cumulative segment lengths | |
getLengths: function ( divisions ) { | |
if ( divisions === undefined ) divisions = this.arcLengthDivisions; | |
if ( this.cacheArcLengths && | |
( this.cacheArcLengths.length === divisions + 1 ) && | |
! this.needsUpdate ) { | |
return this.cacheArcLengths; | |
} | |
this.needsUpdate = false; | |
var cache = []; | |
var current, last = this.getPoint( 0 ); | |
var p, sum = 0; | |
cache.push( 0 ); | |
for ( p = 1; p <= divisions; p ++ ) { | |
current = this.getPoint( p / divisions ); | |
sum += current.distanceTo( last ); | |
cache.push( sum ); | |
last = current; | |
} | |
this.cacheArcLengths = cache; | |
return cache; // { sums: cache, sum: sum }; Sum is in the last element. | |
}, | |
updateArcLengths: function () { | |
this.needsUpdate = true; | |
this.getLengths(); | |
}, | |
// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant | |
getUtoTmapping: function ( u, distance ) { | |
var arcLengths = this.getLengths(); | |
var i = 0, il = arcLengths.length; | |
var targetArcLength; // The targeted u distance value to get | |
if ( distance ) { | |
targetArcLength = distance; | |
} else { | |
targetArcLength = u * arcLengths[ il - 1 ]; | |
} | |
// binary search for the index with largest value smaller than target u distance | |
var low = 0, high = il - 1, comparison; | |
while ( low <= high ) { | |
i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats | |
comparison = arcLengths[ i ] - targetArcLength; | |
if ( comparison < 0 ) { | |
low = i + 1; | |
} else if ( comparison > 0 ) { | |
high = i - 1; | |
} else { | |
high = i; | |
break; | |
// DONE | |
} | |
} | |
i = high; | |
if ( arcLengths[ i ] === targetArcLength ) { | |
return i / ( il - 1 ); | |
} | |
// we could get finer grain at lengths, or use simple interpolation between two points | |
var lengthBefore = arcLengths[ i ]; | |
var lengthAfter = arcLengths[ i + 1 ]; | |
var segmentLength = lengthAfter - lengthBefore; | |
// determine where we are between the 'before' and 'after' points | |
var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength; | |
// add that fractional amount to t | |
var t = ( i + segmentFraction ) / ( il - 1 ); | |
return t; | |
}, | |
// Returns a unit vector tangent at t | |
// In case any sub curve does not implement its tangent derivation, | |
// 2 points a small delta apart will be used to find its gradient | |
// which seems to give a reasonable approximation | |
getTangent: function ( t ) { | |
var delta = 0.0001; | |
var t1 = t - delta; | |
var t2 = t + delta; | |
// Capping in case of danger | |
if ( t1 < 0 ) t1 = 0; | |
if ( t2 > 1 ) t2 = 1; | |
var pt1 = this.getPoint( t1 ); | |
var pt2 = this.getPoint( t2 ); | |
var vec = pt2.clone().sub( pt1 ); | |
return vec.normalize(); | |
}, | |
getTangentAt: function ( u ) { | |
var t = this.getUtoTmapping( u ); | |
return this.getTangent( t ); | |
}, | |
computeFrenetFrames: function ( segments, closed ) { | |
// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf | |
var normal = new Vector3(); | |
var tangents = []; | |
var normals = []; | |
var binormals = []; | |
var vec = new Vector3(); | |
var mat = new Matrix4(); | |
var i, u, theta; | |
// compute the tangent vectors for each segment on the curve | |
for ( i = 0; i <= segments; i ++ ) { | |
u = i / segments; | |
tangents[ i ] = this.getTangentAt( u ); | |
tangents[ i ].normalize(); | |
} | |
// select an initial normal vector perpendicular to the first tangent vector, | |
// and in the direction of the minimum tangent xyz component | |
normals[ 0 ] = new Vector3(); | |
binormals[ 0 ] = new Vector3(); | |
var min = Number.MAX_VALUE; | |
var tx = Math.abs( tangents[ 0 ].x ); | |
var ty = Math.abs( tangents[ 0 ].y ); | |
var tz = Math.abs( tangents[ 0 ].z ); | |
if ( tx <= min ) { | |
min = tx; | |
normal.set( 1, 0, 0 ); | |
} | |
if ( ty <= min ) { | |
min = ty; | |
normal.set( 0, 1, 0 ); | |
} | |
if ( tz <= min ) { | |
normal.set( 0, 0, 1 ); | |
} | |
vec.crossVectors( tangents[ 0 ], normal ).normalize(); | |
normals[ 0 ].crossVectors( tangents[ 0 ], vec ); | |
binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ); | |
// compute the slowly-varying normal and binormal vectors for each segment on the curve | |
for ( i = 1; i <= segments; i ++ ) { | |
normals[ i ] = normals[ i - 1 ].clone(); | |
binormals[ i ] = binormals[ i - 1 ].clone(); | |
vec.crossVectors( tangents[ i - 1 ], tangents[ i ] ); | |
if ( vec.length() > Number.EPSILON ) { | |
vec.normalize(); | |
theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors | |
normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) ); | |
} | |
binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); | |
} | |
// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same | |
if ( closed === true ) { | |
theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) ); | |
theta /= segments; | |
if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) { | |
theta = - theta; | |
} | |
for ( i = 1; i <= segments; i ++ ) { | |
// twist a little... | |
normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) ); | |
binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); | |
} | |
} | |
return { | |
tangents: tangents, | |
normals: normals, | |
binormals: binormals | |
}; | |
}, | |
clone: function () { | |
return new this.constructor().copy( this ); | |
}, | |
copy: function ( source ) { | |
this.arcLengthDivisions = source.arcLengthDivisions; | |
return this; | |
}, | |
toJSON: function () { | |
var data = { | |
metadata: { | |
version: 4.5, | |
type: 'Curve', | |
generator: 'Curve.toJSON' | |
} | |
}; | |
data.arcLengthDivisions = this.arcLengthDivisions; | |
data.type = this.type; | |
return data; | |
}, | |
fromJSON: function ( json ) { | |
this.arcLengthDivisions = json.arcLengthDivisions; | |
return this; | |
} | |
} ); | |
function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { | |
Curve.call( this ); | |
this.type = 'EllipseCurve'; | |
this.aX = aX || 0; | |
this.aY = aY || 0; | |
this.xRadius = xRadius || 1; | |
this.yRadius = yRadius || 1; | |
this.aStartAngle = aStartAngle || 0; | |
this.aEndAngle = aEndAngle || 2 * Math.PI; | |
this.aClockwise = aClockwise || false; | |
this.aRotation = aRotation || 0; | |
} | |
EllipseCurve.prototype = Object.create( Curve.prototype ); | |
EllipseCurve.prototype.constructor = EllipseCurve; | |
EllipseCurve.prototype.isEllipseCurve = true; | |
EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) { | |
var point = optionalTarget || new Vector2(); | |
var twoPi = Math.PI * 2; | |
var deltaAngle = this.aEndAngle - this.aStartAngle; | |
var samePoints = Math.abs( deltaAngle ) < Number.EPSILON; | |
// ensures that deltaAngle is 0 .. 2 PI | |
while ( deltaAngle < 0 ) deltaAngle += twoPi; | |
while ( deltaAngle > twoPi ) deltaAngle -= twoPi; | |
if ( deltaAngle < Number.EPSILON ) { | |
if ( samePoints ) { | |
deltaAngle = 0; | |
} else { | |
deltaAngle = twoPi; | |
} | |
} | |
if ( this.aClockwise === true && ! samePoints ) { | |
if ( deltaAngle === twoPi ) { | |
deltaAngle = - twoPi; | |
} else { | |
deltaAngle = deltaAngle - twoPi; | |
} | |
} | |
var angle = this.aStartAngle + t * deltaAngle; | |
var x = this.aX + this.xRadius * Math.cos( angle ); | |
var y = this.aY + this.yRadius * Math.sin( angle ); | |
if ( this.aRotation !== 0 ) { | |
var cos = Math.cos( this.aRotation ); | |
var sin = Math.sin( this.aRotation ); | |
var tx = x - this.aX; | |
var ty = y - this.aY; | |
// Rotate the point about the center of the ellipse. | |
x = tx * cos - ty * sin + this.aX; | |
y = tx * sin + ty * cos + this.aY; | |
} | |
return point.set( x, y ); | |
}; | |
EllipseCurve.prototype.copy = function ( source ) { | |
Curve.prototype.copy.call( this, source ); | |
this.aX = source.aX; | |
this.aY = source.aY; | |
this.xRadius = source.xRadius; | |
this.yRadius = source.yRadius; | |
this.aStartAngle = source.aStartAngle; | |
this.aEndAngle = source.aEndAngle; | |
this.aClockwise = source.aClockwise; | |
this.aRotation = source.aRotation; | |
return this; | |
}; | |
EllipseCurve.prototype.toJSON = function () { | |
var data = Curve.prototype.toJSON.call( this ); | |
data.aX = this.aX; | |
data.aY = this.aY; | |
data.xRadius = this.xRadius; | |
data.yRadius = this.yRadius; | |
data.aStartAngle = this.aStartAngle; | |
data.aEndAngle = this.aEndAngle; | |
data.aClockwise = this.aClockwise; | |
data.aRotation = this.aRotation; | |
return data; | |
}; | |
EllipseCurve.prototype.fromJSON = function ( json ) { | |
Curve.prototype.fromJSON.call( this, json ); | |
this.aX = json.aX; | |
this.aY = json.aY; | |
this.xRadius = json.xRadius; | |
this.yRadius = json.yRadius; | |
this.aStartAngle = json.aStartAngle; | |
this.aEndAngle = json.aEndAngle; | |
this.aClockwise = json.aClockwise; | |
this.aRotation = json.aRotation; | |
return this; | |
}; | |
function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { | |
EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); | |
this.type = 'ArcCurve'; | |
} | |
ArcCurve.prototype = Object.create( EllipseCurve.prototype ); | |
ArcCurve.prototype.constructor = ArcCurve; | |
ArcCurve.prototype.isArcCurve = true; | |
/** | |
* @author zz85 https://github.com/zz85 | |
* | |
* Centripetal CatmullRom Curve - which is useful for avoiding | |
* cusps and self-intersections in non-uniform catmull rom curves. | |
* http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf | |
* | |
* curve.type accepts centripetal(default), chordal and catmullrom | |
* curve.tension is used for catmullrom which defaults to 0.5 | |
*/ | |
/* | |
Based on an optimized c++ solution in | |
- http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/ | |
- http://ideone.com/NoEbVM | |
This CubicPoly class could be used for reusing some variables and calculations, | |
but for three.js curve use, it could be possible inlined and flatten into a single function call | |
which can be placed in CurveUtils. | |
*/ | |
function CubicPoly() { | |
var c0 = 0, c1 = 0, c2 = 0, c3 = 0; | |
/* | |
* Compute coefficients for a cubic polynomial | |
* p(s) = c0 + c1*s + c2*s^2 + c3*s^3 | |
* such that | |
* p(0) = x0, p(1) = x1 | |
* and | |
* p'(0) = t0, p'(1) = t1. | |
*/ | |
function init( x0, x1, t0, t1 ) { | |
c0 = x0; | |
c1 = t0; | |
c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1; | |
c3 = 2 * x0 - 2 * x1 + t0 + t1; | |
} | |
return { | |
initCatmullRom: function ( x0, x1, x2, x3, tension ) { | |
init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) ); | |
}, | |
initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) { | |
// compute tangents when parameterized in [t1,t2] | |
var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1; | |
var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2; | |
// rescale tangents for parametrization in [0,1] | |
t1 *= dt1; | |
t2 *= dt1; | |
init( x1, x2, t1, t2 ); | |
}, | |
calc: function ( t ) { | |
var t2 = t * t; | |
var t3 = t2 * t; | |
return c0 + c1 * t + c2 * t2 + c3 * t3; | |
} | |
}; | |
} | |
// | |
var tmp = new Vector3(); | |
var px = new CubicPoly(); | |
var py = new CubicPoly(); | |
var pz = new CubicPoly(); | |
function CatmullRomCurve3( points, closed, curveType, tension ) { | |
Curve.call( this ); | |
this.type = 'CatmullRomCurve3'; | |
this.points = points || []; | |
this.closed = closed || false; | |
this.curveType = curveType || 'centripetal'; | |
this.tension = tension || 0.5; | |
} | |
CatmullRomCurve3.prototype = Object.create( Curve.prototype ); | |
CatmullRomCurve3.prototype.constructor = CatmullRomCurve3; | |
CatmullRomCurve3.prototype.isCatmullRomCurve3 = true; | |
CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) { | |
var point = optionalTarget || new Vector3(); | |
var points = this.points; | |
var l = points.length; | |
var p = ( l - ( this.closed ? 0 : 1 ) ) * t; | |
var intPoint = Math.floor( p ); | |
var weight = p - intPoint; | |
if ( this.closed ) { | |
intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length; | |
} else if ( weight === 0 && intPoint === l - 1 ) { | |
intPoint = l - 2; | |
weight = 1; | |
} | |
var p0, p1, p2, p3; // 4 points | |
if ( this.closed || intPoint > 0 ) { | |
p0 = points[ ( intPoint - 1 ) % l ]; | |
} else { | |
// extrapolate first point | |
tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] ); | |
p0 = tmp; | |
} | |
p1 = points[ intPoint % l ]; | |
p2 = points[ ( intPoint + 1 ) % l ]; | |
if ( this.closed || intPoint + 2 < l ) { | |
p3 = points[ ( intPoint + 2 ) % l ]; | |
} else { | |
// extrapolate last point | |
tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] ); | |
p3 = tmp; | |
} | |
if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) { | |
// init Centripetal / Chordal Catmull-Rom | |
var pow = this.curveType === 'chordal' ? 0.5 : 0.25; | |
var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow ); | |
var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow ); | |
var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow ); | |
// safety check for repeated points | |
if ( dt1 < 1e-4 ) dt1 = 1.0; | |
if ( dt0 < 1e-4 ) dt0 = dt1; | |
if ( dt2 < 1e-4 ) dt2 = dt1; | |
px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 ); | |
py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 ); | |
pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 ); | |
} else if ( this.curveType === 'catmullrom' ) { | |
px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension ); | |
py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension ); | |
pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension ); | |
} | |
point.set( | |
px.calc( weight ), | |
py.calc( weight ), | |
pz.calc( weight ) | |
); | |
return point; | |
}; | |
CatmullRomCurve3.prototype.copy = function ( source ) { | |
Curve.prototype.copy.call( this, source ); | |
this.points = []; | |
for ( var i = 0, l = source.points.length; i < l; i ++ ) { | |
var point = source.points[ i ]; | |
this.points.push( point.clone() ); | |
} | |
this.closed = source.closed; | |
this.curveType = source.curveType; | |
this.tension = source.tension; | |
return this; | |
}; | |
CatmullRomCurve3.prototype.toJSON = function () { | |
var data = Curve.prototype.toJSON.call( this ); | |
data.points = []; | |
for ( var i = 0, l = this.points.length; i < l; i ++ ) { | |
var point = this.points[ i ]; | |
data.points.push( point.toArray() ); | |
} | |
data.closed = this.closed; | |
data.curveType = this.curveType; | |
data.tension = this.tension; | |
return data; | |
}; | |
CatmullRomCurve3.prototype.fromJSON = function ( json ) { | |
Curve.prototype.fromJSON.call( this, json ); | |
this.points = []; | |
for ( var i = 0, l = json.points.length; i < l; i ++ ) { | |
var point = json.points[ i ]; | |
this.points.push( new Vector3().fromArray( point ) ); | |
} | |
this.closed = json.closed; | |
this.curveType = json.curveType; | |
this.tension = json.tension; | |
return this; | |
}; | |
/** | |
* @author zz85 / http://www.lab4games.net/zz85/blog | |
* | |
* Bezier Curves formulas obtained from | |
* http://en.wikipedia.org/wiki/Bézier_curve | |
*/ | |
function CatmullRom( t, p0, p1, p2, p3 ) { | |
var v0 = ( p2 - p0 ) * 0.5; | |
var v1 = ( p3 - p1 ) * 0.5; | |
var t2 = t * t; | |
var t3 = t * t2; | |
return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1; | |
} | |
// | |
function QuadraticBezierP0( t, p ) { | |
var k = 1 - t; | |
return k * k * p; | |
} | |
function QuadraticBezierP1( t, p ) { | |
return 2 * ( 1 - t ) * t * p; | |
} | |
function QuadraticBezierP2( t, p ) { | |
return t * t * p; | |
} | |
function QuadraticBezier( t, p0, p1, p2 ) { | |
return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) + | |
QuadraticBezierP2( t, p2 ); | |
} | |
// | |
function CubicBezierP0( t, p ) { | |
var k = 1 - t; | |
return k * k * k * p; | |
} | |
function CubicBezierP1( t, p ) { | |
var k = 1 - t; | |
return 3 * k * k * t * p; | |
} | |
function CubicBezierP2( t, p ) { | |
return 3 * ( 1 - t ) * t * t * p; | |
} | |
function CubicBezierP3( t, p ) { | |
return t * t * t * p; | |
} | |
function CubicBezier( t, p0, p1, p2, p3 ) { | |
return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) + | |
CubicBezierP3( t, p3 ); | |
} | |
function CubicBezierCurve( v0, v1, v2, v3 ) { | |
Curve.call( this ); | |
this.type = 'CubicBezierCurve'; | |
this.v0 = v0 || new Vector2(); | |
this.v1 = v1 || new Vector2(); | |
this.v2 = v2 || new Vector2(); | |
this.v3 = v3 || new Vector2(); | |
} | |
CubicBezierCurve.prototype = Object.create( Curve.prototype ); | |
CubicBezierCurve.prototype.constructor = CubicBezierCurve; | |
CubicBezierCurve.prototype.isCubicBezierCurve = true; | |
CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) { | |
var point = optionalTarget || new Vector2(); | |
var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; | |
point.set( | |
CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), | |
CubicBezier( t, v0.y, v1.y, v2.y, v3.y ) | |
); | |
return point; | |
}; | |
CubicBezierCurve.prototype.copy = function ( source ) { | |
Curve.prototype.copy.call( this, source ); | |
this.v0.copy( source.v0 ); | |
this.v1.copy( source.v1 ); | |
this.v2.copy( source.v2 ); | |
this.v3.copy( source.v3 ); | |
return this; | |
}; | |
CubicBezierCurve.prototype.toJSON = function () { | |
var data = Curve.prototype.toJSON.call( this ); | |
data.v0 = this.v0.toArray(); | |
data.v1 = this.v1.toArray(); | |
data.v2 = this.v2.toArray(); | |
data.v3 = this.v3.toArray(); | |
return data; | |
}; | |
CubicBezierCurve.prototype.fromJSON = function ( json ) { | |
Curve.prototype.fromJSON.call( this, json ); | |
this.v0.fromArray( json.v0 ); | |
this.v1.fromArray( json.v1 ); | |
this.v2.fromArray( json.v2 ); | |
this.v3.fromArray( json.v3 ); | |
return this; | |
}; | |
function CubicBezierCurve3( v0, v1, v2, v3 ) { | |
Curve.call( this ); | |
this.type = 'CubicBezierCurve3'; | |
this.v0 = v0 || new Vector3(); | |
this.v1 = v1 || new Vector3(); | |
this.v2 = v2 || new Vector3(); | |
this.v3 = v3 || new Vector3(); | |
} | |
CubicBezierCurve3.prototype = Object.create( Curve.prototype ); | |
CubicBezierCurve3.prototype.constructor = CubicBezierCurve3; | |
CubicBezierCurve3.prototype.isCubicBezierCurve3 = true; | |
CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) { | |
var point = optionalTarget || new Vector3(); | |
var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; | |
point.set( | |
CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), | |
CubicBezier( t, v0.y, v1.y, v2.y, v3.y ), | |
CubicBezier( t, v0.z, v1.z, v2.z, v3.z ) | |
); | |
return point; | |
}; | |
CubicBezierCurve3.prototype.copy = function ( source ) { | |
Curve.prototype.copy.call( this, source ); | |
this.v0.copy( source.v0 ); | |
this.v1.copy( source.v1 ); | |
this.v2.copy( source.v2 ); | |
this.v3.copy( source.v3 ); | |
return this; | |
}; | |
CubicBezierCurve3.prototype.toJSON = function () { | |
var data = Curve.prototype.toJSON.call( this ); | |
data.v0 = this.v0.toArray(); | |
data.v1 = this.v1.toArray(); | |
data.v2 = this.v2.toArray(); | |
data.v3 = this.v3.toArray(); | |
return data; | |
}; | |
CubicBezierCurve3.prototype.fromJSON = function ( json ) { | |
Curve.prototype.fromJSON.call( this, json ); | |
this.v0.fromArray( json.v0 ); | |
this.v1.fromArray( json.v1 ); | |
this.v2.fromArray( json.v2 ); | |
this.v3.fromArray( json.v3 ); | |
return this; | |
}; | |
function LineCurve( v1, v2 ) { | |
Curve.call( this ); | |
this.type = 'LineCurve'; | |
this.v1 = v1 || new Vector2(); | |
this.v2 = v2 || new Vector2(); | |
} | |
LineCurve.prototype = Object.create( Curve.prototype ); | |
LineCurve.prototype.constructor = LineCurve; | |
LineCurve.prototype.isLineCurve = true; | |
LineCurve.prototype.getPoint = function ( t, optionalTarget ) { | |
var point = optionalTarget || new Vector2(); | |
if ( t === 1 ) { | |
point.copy( this.v2 ); | |
} else { | |
point.copy( this.v2 ).sub( this.v1 ); | |
point.multiplyScalar( t ).add( this.v1 ); | |
} | |
return point; | |
}; | |
// Line curve is linear, so we can overwrite default getPointAt | |
LineCurve.prototype.getPointAt = function ( u, optionalTarget ) { | |
return this.getPoint( u, optionalTarget ); | |
}; | |
LineCurve.prototype.getTangent = function ( /* t */ ) { | |
var tangent = this.v2.clone().sub( this.v1 ); | |
return tangent.normalize(); | |
}; | |
LineCurve.prototype.copy = function ( source ) { | |
Curve.prototype.copy.call( this, source ); | |
this.v1.copy( source.v1 ); | |
this.v2.copy( source.v2 ); | |
return this; | |
}; | |
LineCurve.prototype.toJSON = function () { | |
var data = Curve.prototype.toJSON.call( this ); | |
data.v1 = this.v1.toArray(); | |
data.v2 = this.v2.toArray(); | |
return data; | |
}; | |
LineCurve.prototype.fromJSON = function ( json ) { | |
Curve.prototype.fromJSON.call( this, json ); | |
this.v1.fromArray( json.v1 ); | |
this.v2.fromArray( json.v2 ); | |
return this; | |
}; | |
function LineCurve3( v1, v2 ) { | |
Curve.call( this ); | |
this.type = 'LineCurve3'; | |
this.v1 = v1 || new Vector3(); | |
this.v2 = v2 || new Vector3(); | |
} | |
LineCurve3.prototype = Object.create( Curve.prototype ); | |
LineCurve3.prototype.constructor = LineCurve3; | |
LineCurve3.prototype.isLineCurve3 = true; | |
LineCurve3.prototype.getPoint = function ( t, optionalTarget ) { | |
var point = optionalTarget || new Vector3(); | |
if ( t === 1 ) { | |
point.copy( this.v2 ); | |
} else { | |
point.copy( this.v2 ).sub( this.v1 ); | |
point.multiplyScalar( t ).add( this.v1 ); | |
} | |
return point; | |
}; | |
// Line curve is linear, so we can overwrite default getPointAt | |
LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) { | |
return this.getPoint( u, optionalTarget ); | |
}; | |
LineCurve3.prototype.copy = function ( source ) { | |
Curve.prototype.copy.call( this, source ); | |
this.v1.copy( source.v1 ); | |
this.v2.copy( source.v2 ); | |
return this; | |
}; | |
LineCurve3.prototype.toJSON = function () { | |
var data = Curve.prototype.toJSON.call( this ); | |
data.v1 = this.v1.toArray(); | |
data.v2 = this.v2.toArray(); | |
return data; | |
}; | |
LineCurve3.prototype.fromJSON = function ( json ) { | |
Curve.prototype.fromJSON.call( this, json ); | |
this.v1.fromArray( json.v1 ); | |
this.v2.fromArray( json.v2 ); | |
return this; | |
}; | |
function QuadraticBezierCurve( v0, v1, v2 ) { | |
Curve.call( this ); | |
this.type = 'QuadraticBezierCurve'; | |
this.v0 = v0 || new Vector2(); | |
this.v1 = v1 || new Vector2(); | |
this.v2 = v2 || new Vector2(); | |
} | |
QuadraticBezierCurve.prototype = Object.create( Curve.prototype ); | |
QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve; | |
QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true; | |
QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) { | |
var point = optionalTarget || new Vector2(); | |
var v0 = this.v0, v1 = this.v1, v2 = this.v2; | |
point.set( | |
QuadraticBezier( t, v0.x, v1.x, v2.x ), | |
QuadraticBezier( t, v0.y, v1.y, v2.y ) | |
); | |
return point; | |
}; | |
QuadraticBezierCurve.prototype.copy = function ( source ) { | |
Curve.prototype.copy.call( this, source ); | |
this.v0.copy( source.v0 ); | |
this.v1.copy( source.v1 ); | |
this.v2.copy( source.v2 ); | |
return this; | |
}; | |
QuadraticBezierCurve.prototype.toJSON = function () { | |
var data = Curve.prototype.toJSON.call( this ); | |
data.v0 = this.v0.toArray(); | |
data.v1 = this.v1.toArray(); | |
data.v2 = this.v2.toArray(); | |
return data; | |
}; | |
QuadraticBezierCurve.prototype.fromJSON = function ( json ) { | |
Curve.prototype.fromJSON.call( this, json ); | |
this.v0.fromArray( json.v0 ); | |
this.v1.fromArray( json.v1 ); | |
this.v2.fromArray( json.v2 ); | |
return this; | |
}; | |
function QuadraticBezierCurve3( v0, v1, v2 ) { | |
Curve.call( this ); | |
this.type = 'QuadraticBezierCurve3'; | |
this.v0 = v0 || new Vector3(); | |
this.v1 = v1 || new Vector3(); | |
this.v2 = v2 || new Vector3(); | |
} | |
QuadraticBezierCurve3.prototype = Object.create( Curve.prototype ); | |
QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3; | |
QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true; | |
QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) { | |
var point = optionalTarget || new Vector3(); | |
var v0 = this.v0, v1 = this.v1, v2 = this.v2; | |
point.set( | |
QuadraticBezier( t, v0.x, v1.x, v2.x ), | |
QuadraticBezier( t, v0.y, v1.y, v2.y ), | |
QuadraticBezier( t, v0.z, v1.z, v2.z ) | |
); | |
return point; | |
}; | |
QuadraticBezierCurve3.prototype.copy = function ( source ) { | |
Curve.prototype.copy.call( this, source ); | |
this.v0.copy( source.v0 ); | |
this.v1.copy( source.v1 ); | |
this.v2.copy( source.v2 ); | |
return this; | |
}; | |
QuadraticBezierCurve3.prototype.toJSON = function () { | |
var data = Curve.prototype.toJSON.call( this ); | |
data.v0 = this.v0.toArray(); | |
data.v1 = this.v1.toArray(); | |
data.v2 = this.v2.toArray(); | |
return data; | |
}; | |
QuadraticBezierCurve3.prototype.fromJSON = function ( json ) { | |
Curve.prototype.fromJSON.call( this, json ); | |
this.v0.fromArray( json.v0 ); | |
this.v1.fromArray( json.v1 ); | |
this.v2.fromArray( json.v2 ); | |
return this; | |
}; | |
function SplineCurve( points /* array of Vector2 */ ) { | |
Curve.call( this ); | |
this.type = 'SplineCurve'; | |
this.points = points || []; | |
} | |
SplineCurve.prototype = Object.create( Curve.prototype ); | |
SplineCurve.prototype.constructor = SplineCurve; | |
SplineCurve.prototype.isSplineCurve = true; | |
SplineCurve.prototype.getPoint = function ( t, optionalTarget ) { | |
var point = optionalTarget || new Vector2(); | |
var points = this.points; | |
var p = ( points.length - 1 ) * t; | |
var intPoint = Math.floor( p ); | |
var weight = p - intPoint; | |
var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ]; | |
var p1 = points[ intPoint ]; | |
var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ]; | |
var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ]; | |
point.set( | |
CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ), | |
CatmullRom( weight, p0.y, p1.y, p2.y, p3.y ) | |
); | |
return point; | |
}; | |
SplineCurve.prototype.copy = function ( source ) { | |
Curve.prototype.copy.call( this, source ); | |
this.points = []; | |
for ( var i = 0, l = source.points.length; i < l; i ++ ) { | |
var point = source.points[ i ]; | |
this.points.push( point.clone() ); | |
} | |
return this; | |
}; | |
SplineCurve.prototype.toJSON = function () { | |
var data = Curve.prototype.toJSON.call( this ); | |
data.points = []; | |
for ( var i = 0, l = this.points.length; i < l; i ++ ) { | |
var point = this.points[ i ]; | |
data.points.push( point.toArray() ); | |
} | |
return data; | |
}; | |
SplineCurve.prototype.fromJSON = function ( json ) { | |
Curve.prototype.fromJSON.call( this, json ); | |
this.points = []; | |
for ( var i = 0, l = json.points.length; i < l; i ++ ) { | |
var point = json.points[ i ]; | |
this.points.push( new Vector2().fromArray( point ) ); | |
} | |
return this; | |
}; | |
var Curves = Object.freeze({ | |
ArcCurve: ArcCurve, | |
CatmullRomCurve3: CatmullRomCurve3, | |
CubicBezierCurve: CubicBezierCurve, | |
CubicBezierCurve3: CubicBezierCurve3, | |
EllipseCurve: EllipseCurve, | |
LineCurve: LineCurve, | |
LineCurve3: LineCurve3, | |
QuadraticBezierCurve: QuadraticBezierCurve, | |
QuadraticBezierCurve3: QuadraticBezierCurve3, | |
SplineCurve: SplineCurve | |
}); | |
/** | |
* @author zz85 / http://www.lab4games.net/zz85/blog | |
* | |
**/ | |
/************************************************************** | |
* Curved Path - a curve path is simply a array of connected | |
* curves, but retains the api of a curve | |
**************************************************************/ | |
function CurvePath() { | |
Curve.call( this ); | |
this.type = 'CurvePath'; | |
this.curves = []; | |
this.autoClose = false; // Automatically closes the path | |
} | |
CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), { | |
constructor: CurvePath, | |
add: function ( curve ) { | |
this.curves.push( curve ); | |
}, | |
closePath: function () { | |
// Add a line curve if start and end of lines are not connected | |
var startPoint = this.curves[ 0 ].getPoint( 0 ); | |
var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 ); | |
if ( ! startPoint.equals( endPoint ) ) { | |
this.curves.push( new LineCurve( endPoint, startPoint ) ); | |
} | |
}, | |
// To get accurate point with reference to | |
// entire path distance at time t, | |
// following has to be done: | |
// 1. Length of each sub path have to be known | |
// 2. Locate and identify type of curve | |
// 3. Get t for the curve | |
// 4. Return curve.getPointAt(t') | |
getPoint: function ( t ) { | |
var d = t * this.getLength(); | |
var curveLengths = this.getCurveLengths(); | |
var i = 0; | |
// To think about boundaries points. | |
while ( i < curveLengths.length ) { | |
if ( curveLengths[ i ] >= d ) { | |
var diff = curveLengths[ i ] - d; | |
var curve = this.curves[ i ]; | |
var segmentLength = curve.getLength(); | |
var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength; | |
return curve.getPointAt( u ); | |
} | |
i ++; | |
} | |
return null; | |
// loop where sum != 0, sum > d , sum+1 <d | |
}, | |
// We cannot use the default THREE.Curve getPoint() with getLength() because in | |
// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath | |
// getPoint() depends on getLength | |
getLength: function () { | |
var lens = this.getCurveLengths(); | |
return lens[ lens.length - 1 ]; | |
}, | |
// cacheLengths must be recalculated. | |
updateArcLengths: function () { | |
this.needsUpdate = true; | |
this.cacheLengths = null; | |
this.getCurveLengths(); | |
}, | |
// Compute lengths and cache them | |
// We cannot overwrite getLengths() because UtoT mapping uses it. | |
getCurveLengths: function () { | |
// We use cache values if curves and cache array are same length | |
if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) { | |
return this.cacheLengths; | |
} | |
// Get length of sub-curve | |
// Push sums into cached array | |
var lengths = [], sums = 0; | |
for ( var i = 0, l = this.curves.length; i < l; i ++ ) { | |
sums += this.curves[ i ].getLength(); | |
lengths.push( sums ); | |
} | |
this.cacheLengths = lengths; | |
return lengths; | |
}, | |
getSpacedPoints: function ( divisions ) { | |
if ( divisions === undefined ) divisions = 40; | |
var points = []; | |
for ( var i = 0; i <= divisions; i ++ ) { | |
points.push( this.getPoint( i / divisions ) ); | |
} | |
if ( this.autoClose ) { | |
points.push( points[ 0 ] ); | |
} | |
return points; | |
}, | |
getPoints: function ( divisions ) { | |
divisions = divisions || 12; | |
var points = [], last; | |
for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) { | |
var curve = curves[ i ]; | |
var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2 | |
: ( curve && curve.isLineCurve ) ? 1 | |
: ( curve && curve.isSplineCurve ) ? divisions * curve.points.length | |
: divisions; | |
var pts = curve.getPoints( resolution ); | |
for ( var j = 0; j < pts.length; j ++ ) { | |
var point = pts[ j ]; | |
if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates | |
points.push( point ); | |
last = point; | |
} | |
} | |
if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) { | |
points.push( points[ 0 ] ); | |
} | |
return points; | |
}, | |
copy: function ( source ) { | |
Curve.prototype.copy.call( this, source ); | |
this.curves = []; | |
for ( var i = 0, l = source.curves.length; i < l; i ++ ) { | |
var curve = source.curves[ i ]; | |
this.curves.push( curve.clone() ); | |
} | |
this.autoClose = source.autoClose; | |
return this; | |
}, | |
toJSON: function () { | |
var data = Curve.prototype.toJSON.call( this ); | |
data.autoClose = this.autoClose; | |
data.curves = []; | |
for ( var i = 0, l = this.curves.length; i < l; i ++ ) { | |
var curve = this.curves[ i ]; | |
data.curves.push( curve.toJSON() ); | |
} | |
return data; | |
}, | |
fromJSON: function ( json ) { | |
Curve.prototype.fromJSON.call( this, json ); | |
this.autoClose = json.autoClose; | |
this.curves = []; | |
for ( var i = 0, l = json.curves.length; i < l; i ++ ) { | |
var curve = json.curves[ i ]; | |
this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) ); | |
} | |
return this; | |
} | |
} ); | |
/** | |
* @author zz85 / http://www.lab4games.net/zz85/blog | |
* Creates free form 2d path using series of points, lines or curves. | |
**/ | |
function Path( points ) { | |
CurvePath.call( this ); | |
this.type = 'Path'; | |
this.currentPoint = new Vector2(); | |
if ( points ) { | |
this.setFromPoints( points ); | |
} | |
} | |
Path.prototype = Object.assign( Object.create( CurvePath.prototype ), { | |
constructor: Path, | |
setFromPoints: function ( points ) { | |
this.moveTo( points[ 0 ].x, points[ 0 ].y ); | |
for ( var i = 1, l = points.length; i < l; i ++ ) { | |
this.lineTo( points[ i ].x, points[ i ].y ); | |
} | |
}, | |
moveTo: function ( x, y ) { | |
this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying? | |
}, | |
lineTo: function ( x, y ) { | |
var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) ); | |
this.curves.push( curve ); | |
this.currentPoint.set( x, y ); | |
}, | |
quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) { | |
var curve = new QuadraticBezierCurve( | |
this.currentPoint.clone(), | |
new Vector2( aCPx, aCPy ), | |
new Vector2( aX, aY ) | |
); | |
this.curves.push( curve ); | |
this.currentPoint.set( aX, aY ); | |
}, | |
bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { | |
var curve = new CubicBezierCurve( | |
this.currentPoint.clone(), | |
new Vector2( aCP1x, aCP1y ), | |
new Vector2( aCP2x, aCP2y ), | |
new Vector2( aX, aY ) | |
); | |
this.curves.push( curve ); | |
this.currentPoint.set( aX, aY ); | |
}, | |
splineThru: function ( pts /*Array of Vector*/ ) { | |
var npts = [ this.currentPoint.clone() ].concat( pts ); | |
var curve = new SplineCurve( npts ); | |
this.curves.push( curve ); | |
this.currentPoint.copy( pts[ pts.length - 1 ] ); | |
}, | |
arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { | |
var x0 = this.currentPoint.x; | |
var y0 = this.currentPoint.y; | |
this.absarc( aX + x0, aY + y0, aRadius, | |
aStartAngle, aEndAngle, aClockwise ); | |
}, | |
absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { | |
this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); | |
}, | |
ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { | |
var x0 = this.currentPoint.x; | |
var y0 = this.currentPoint.y; | |
this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); | |
}, | |
absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { | |
var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); | |
if ( this.curves.length > 0 ) { | |
// if a previous curve is present, attempt to join | |
var firstPoint = curve.getPoint( 0 ); | |
if ( ! firstPoint.equals( this.currentPoint ) ) { | |
this.lineTo( firstPoint.x, firstPoint.y ); | |
} | |
} | |
this.curves.push( curve ); | |
var lastPoint = curve.getPoint( 1 ); | |
this.currentPoint.copy( lastPoint ); | |
}, | |
copy: function ( source ) { | |
CurvePath.prototype.copy.call( this, source ); | |
this.currentPoint.copy( source.currentPoint ); | |
return this; | |
}, | |
toJSON: function () { | |
var data = CurvePath.prototype.toJSON.call( this ); | |
data.currentPoint = this.currentPoint.toArray(); | |
return data; | |
}, | |
fromJSON: function ( json ) { | |
CurvePath.prototype.fromJSON.call( this, json ); | |
this.currentPoint.fromArray( json.currentPoint ); | |
return this; | |
} | |
} ); | |
/** | |
* @author zz85 / http://www.lab4games.net/zz85/blog | |
* Defines a 2d shape plane using paths. | |
**/ | |
// STEP 1 Create a path. | |
// STEP 2 Turn path into shape. | |
// STEP 3 ExtrudeGeometry takes in Shape/Shapes | |
// STEP 3a - Extract points from each shape, turn to vertices | |
// STEP 3b - Triangulate each shape, add faces. | |
function Shape( points ) { | |
Path.call( this, points ); | |
this.uuid = _Math.generateUUID(); | |
this.type = 'Shape'; | |
this.holes = []; | |
} | |
Shape.prototype = Object.assign( Object.create( Path.prototype ), { | |
constructor: Shape, | |
getPointsHoles: function ( divisions ) { | |
var holesPts = []; | |
for ( var i = 0, l = this.holes.length; i < l; i ++ ) { | |
holesPts[ i ] = this.holes[ i ].getPoints( divisions ); | |
} | |
return holesPts; | |
}, | |
// get points of shape and holes (keypoints based on segments parameter) | |
extractPoints: function ( divisions ) { | |
return { | |
shape: this.getPoints( divisions ), | |
holes: this.getPointsHoles( divisions ) | |
}; | |
}, | |
copy: function ( source ) { | |
Path.prototype.copy.call( this, source ); | |
this.holes = []; | |
for ( var i = 0, l = source.holes.length; i < l; i ++ ) { | |
var hole = source.holes[ i ]; | |
this.holes.push( hole.clone() ); | |
} | |
return this; | |
}, | |
toJSON: function () { | |
var data = Path.prototype.toJSON.call( this ); | |
data.uuid = this.uuid; | |
data.holes = []; | |
for ( var i = 0, l = this.holes.length; i < l; i ++ ) { | |
var hole = this.holes[ i ]; | |
data.holes.push( hole.toJSON() ); | |
} | |
return data; | |
}, | |
fromJSON: function ( json ) { | |
Path.prototype.fromJSON.call( this, json ); | |
this.uuid = json.uuid; | |
this.holes = []; | |
for ( var i = 0, l = json.holes.length; i < l; i ++ ) { | |
var hole = json.holes[ i ]; | |
this.holes.push( new Path().fromJSON( hole ) ); | |
} | |
return this; | |
} | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
* @author alteredq / http://alteredqualia.com/ | |
*/ | |
function Light( color, intensity ) { | |
Object3D.call( this ); | |
this.type = 'Light'; | |
this.color = new Color( color ); | |
this.intensity = intensity !== undefined ? intensity : 1; | |
this.receiveShadow = undefined; | |
} | |
Light.prototype = Object.assign( Object.create( Object3D.prototype ), { | |
constructor: Light, | |
isLight: true, | |
copy: function ( source ) { | |
Object3D.prototype.copy.call( this, source ); | |
this.color.copy( source.color ); | |
this.intensity = source.intensity; | |
return this; | |
}, | |
toJSON: function ( meta ) { | |
var data = Object3D.prototype.toJSON.call( this, meta ); | |
data.object.color = this.color.getHex(); | |
data.object.intensity = this.intensity; | |
if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex(); | |
if ( this.distance !== undefined ) data.object.distance = this.distance; | |
if ( this.angle !== undefined ) data.object.angle = this.angle; | |
if ( this.decay !== undefined ) data.object.decay = this.decay; | |
if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra; | |
if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON(); | |
return data; | |
} | |
} ); | |
/** | |
* @author alteredq / http://alteredqualia.com/ | |
*/ | |
function HemisphereLight( skyColor, groundColor, intensity ) { | |
Light.call( this, skyColor, intensity ); | |
this.type = 'HemisphereLight'; | |
this.castShadow = undefined; | |
this.position.copy( Object3D.DefaultUp ); | |
this.updateMatrix(); | |
this.groundColor = new Color( groundColor ); | |
} | |
HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), { | |
constructor: HemisphereLight, | |
isHemisphereLight: true, | |
copy: function ( source ) { | |
Light.prototype.copy.call( this, source ); | |
this.groundColor.copy( source.groundColor ); | |
return this; | |
} | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function LightShadow( camera ) { | |
this.camera = camera; | |
this.bias = 0; | |
this.radius = 1; | |
this.mapSize = new Vector2( 512, 512 ); | |
this.map = null; | |
this.matrix = new Matrix4(); | |
} | |
Object.assign( LightShadow.prototype, { | |
copy: function ( source ) { | |
this.camera = source.camera.clone(); | |
this.bias = source.bias; | |
this.radius = source.radius; | |
this.mapSize.copy( source.mapSize ); | |
return this; | |
}, | |
clone: function () { | |
return new this.constructor().copy( this ); | |
}, | |
toJSON: function () { | |
var object = {}; | |
if ( this.bias !== 0 ) object.bias = this.bias; | |
if ( this.radius !== 1 ) object.radius = this.radius; | |
if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray(); | |
object.camera = this.camera.toJSON( false ).object; | |
delete object.camera.matrix; | |
return object; | |
} | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function SpotLightShadow() { | |
LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) ); | |
} | |
SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), { | |
constructor: SpotLightShadow, | |
isSpotLightShadow: true, | |
update: function ( light ) { | |
var camera = this.camera; | |
var fov = _Math.RAD2DEG * 2 * light.angle; | |
var aspect = this.mapSize.width / this.mapSize.height; | |
var far = light.distance || camera.far; | |
if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) { | |
camera.fov = fov; | |
camera.aspect = aspect; | |
camera.far = far; | |
camera.updateProjectionMatrix(); | |
} | |
} | |
} ); | |
/** | |
* @author alteredq / http://alteredqualia.com/ | |
*/ | |
function SpotLight( color, intensity, distance, angle, penumbra, decay ) { | |
Light.call( this, color, intensity ); | |
this.type = 'SpotLight'; | |
this.position.copy( Object3D.DefaultUp ); | |
this.updateMatrix(); | |
this.target = new Object3D(); | |
Object.defineProperty( this, 'power', { | |
get: function () { | |
// intensity = power per solid angle. | |
// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf | |
return this.intensity * Math.PI; | |
}, | |
set: function ( power ) { | |
// intensity = power per solid angle. | |
// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf | |
this.intensity = power / Math.PI; | |
} | |
} ); | |
this.distance = ( distance !== undefined ) ? distance : 0; | |
this.angle = ( angle !== undefined ) ? angle : Math.PI / 3; | |
this.penumbra = ( penumbra !== undefined ) ? penumbra : 0; | |
this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. | |
this.shadow = new SpotLightShadow(); | |
} | |
SpotLight.prototype = Object.assign( Object.create( Light.prototype ), { | |
constructor: SpotLight, | |
isSpotLight: true, | |
copy: function ( source ) { | |
Light.prototype.copy.call( this, source ); | |
this.distance = source.distance; | |
this.angle = source.angle; | |
this.penumbra = source.penumbra; | |
this.decay = source.decay; | |
this.target = source.target.clone(); | |
this.shadow = source.shadow.clone(); | |
return this; | |
} | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function PointLight( color, intensity, distance, decay ) { | |
Light.call( this, color, intensity ); | |
this.type = 'PointLight'; | |
Object.defineProperty( this, 'power', { | |
get: function () { | |
// intensity = power per solid angle. | |
// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf | |
return this.intensity * 4 * Math.PI; | |
}, | |
set: function ( power ) { | |
// intensity = power per solid angle. | |
// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf | |
this.intensity = power / ( 4 * Math.PI ); | |
} | |
} ); | |
this.distance = ( distance !== undefined ) ? distance : 0; | |
this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. | |
this.shadow = new LightShadow( new PerspectiveCamera( 90, 1, 0.5, 500 ) ); | |
} | |
PointLight.prototype = Object.assign( Object.create( Light.prototype ), { | |
constructor: PointLight, | |
isPointLight: true, | |
copy: function ( source ) { | |
Light.prototype.copy.call( this, source ); | |
this.distance = source.distance; | |
this.decay = source.decay; | |
this.shadow = source.shadow.clone(); | |
return this; | |
} | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function DirectionalLightShadow( ) { | |
LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) ); | |
} | |
DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), { | |
constructor: DirectionalLightShadow | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
* @author alteredq / http://alteredqualia.com/ | |
*/ | |
function DirectionalLight( color, intensity ) { | |
Light.call( this, color, intensity ); | |
this.type = 'DirectionalLight'; | |
this.position.copy( Object3D.DefaultUp ); | |
this.updateMatrix(); | |
this.target = new Object3D(); | |
this.shadow = new DirectionalLightShadow(); | |
} | |
DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), { | |
constructor: DirectionalLight, | |
isDirectionalLight: true, | |
copy: function ( source ) { | |
Light.prototype.copy.call( this, source ); | |
this.target = source.target.clone(); | |
this.shadow = source.shadow.clone(); | |
return this; | |
} | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function AmbientLight( color, intensity ) { | |
Light.call( this, color, intensity ); | |
this.type = 'AmbientLight'; | |
this.castShadow = undefined; | |
} | |
AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), { | |
constructor: AmbientLight, | |
isAmbientLight: true | |
} ); | |
/** | |
* @author abelnation / http://github.com/abelnation | |
*/ | |
function RectAreaLight( color, intensity, width, height ) { | |
Light.call( this, color, intensity ); | |
this.type = 'RectAreaLight'; | |
this.width = ( width !== undefined ) ? width : 10; | |
this.height = ( height !== undefined ) ? height : 10; | |
} | |
RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), { | |
constructor: RectAreaLight, | |
isRectAreaLight: true, | |
copy: function ( source ) { | |
Light.prototype.copy.call( this, source ); | |
this.width = source.width; | |
this.height = source.height; | |
return this; | |
}, | |
toJSON: function ( meta ) { | |
var data = Light.prototype.toJSON.call( this, meta ); | |
data.object.width = this.width; | |
data.object.height = this.height; | |
return data; | |
} | |
} ); | |
/** | |
* | |
* A Track that interpolates Strings | |
* | |
* | |
* @author Ben Houston / http://clara.io/ | |
* @author David Sarno / http://lighthaus.us/ | |
* @author tschw | |
*/ | |
function StringKeyframeTrack( name, times, values, interpolation ) { | |
KeyframeTrack.call( this, name, times, values, interpolation ); | |
} | |
StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { | |
constructor: StringKeyframeTrack, | |
ValueTypeName: 'string', | |
ValueBufferType: Array, | |
DefaultInterpolation: InterpolateDiscrete, | |
InterpolantFactoryMethodLinear: undefined, | |
InterpolantFactoryMethodSmooth: undefined | |
} ); | |
/** | |
* | |
* A Track of Boolean keyframe values. | |
* | |
* | |
* @author Ben Houston / http://clara.io/ | |
* @author David Sarno / http://lighthaus.us/ | |
* @author tschw | |
*/ | |
function BooleanKeyframeTrack( name, times, values ) { | |
KeyframeTrack.call( this, name, times, values ); | |
} | |
BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { | |
constructor: BooleanKeyframeTrack, | |
ValueTypeName: 'bool', | |
ValueBufferType: Array, | |
DefaultInterpolation: InterpolateDiscrete, | |
InterpolantFactoryMethodLinear: undefined, | |
InterpolantFactoryMethodSmooth: undefined | |
// Note: Actually this track could have a optimized / compressed | |
// representation of a single value and a custom interpolant that | |
// computes "firstValue ^ isOdd( index )". | |
} ); | |
/** | |
* Abstract base class of interpolants over parametric samples. | |
* | |
* The parameter domain is one dimensional, typically the time or a path | |
* along a curve defined by the data. | |
* | |
* The sample values can have any dimensionality and derived classes may | |
* apply special interpretations to the data. | |
* | |
* This class provides the interval seek in a Template Method, deferring | |
* the actual interpolation to derived classes. | |
* | |
* Time complexity is O(1) for linear access crossing at most two points | |
* and O(log N) for random access, where N is the number of positions. | |
* | |
* References: | |
* | |
* http://www.oodesign.com/template-method-pattern.html | |
* | |
* @author tschw | |
*/ | |
function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { | |
this.parameterPositions = parameterPositions; | |
this._cachedIndex = 0; | |
this.resultBuffer = resultBuffer !== undefined ? | |
resultBuffer : new sampleValues.constructor( sampleSize ); | |
this.sampleValues = sampleValues; | |
this.valueSize = sampleSize; | |
} | |
Object.assign( Interpolant.prototype, { | |
evaluate: function ( t ) { | |
var pp = this.parameterPositions, | |
i1 = this._cachedIndex, | |
t1 = pp[ i1 ], | |
t0 = pp[ i1 - 1 ]; | |
validate_interval: { | |
seek: { | |
var right; | |
linear_scan: { | |
//- See http://jsperf.com/comparison-to-undefined/3 | |
//- slower code: | |
//- | |
//- if ( t >= t1 || t1 === undefined ) { | |
forward_scan: if ( ! ( t < t1 ) ) { | |
for ( var giveUpAt = i1 + 2; ; ) { | |
if ( t1 === undefined ) { | |
if ( t < t0 ) break forward_scan; | |
// after end | |
i1 = pp.length; | |
this._cachedIndex = i1; | |
return this.afterEnd_( i1 - 1, t, t0 ); | |
} | |
if ( i1 === giveUpAt ) break; // this loop | |
t0 = t1; | |
t1 = pp[ ++ i1 ]; | |
if ( t < t1 ) { | |
// we have arrived at the sought interval | |
break seek; | |
} | |
} | |
// prepare binary search on the right side of the index | |
right = pp.length; | |
break linear_scan; | |
} | |
//- slower code: | |
//- if ( t < t0 || t0 === undefined ) { | |
if ( ! ( t >= t0 ) ) { | |
// looping? | |
var t1global = pp[ 1 ]; | |
if ( t < t1global ) { | |
i1 = 2; // + 1, using the scan for the details | |
t0 = t1global; | |
} | |
// linear reverse scan | |
for ( var giveUpAt = i1 - 2; ; ) { | |
if ( t0 === undefined ) { | |
// before start | |
this._cachedIndex = 0; | |
return this.beforeStart_( 0, t, t1 ); | |
} | |
if ( i1 === giveUpAt ) break; // this loop | |
t1 = t0; | |
t0 = pp[ -- i1 - 1 ]; | |
if ( t >= t0 ) { | |
// we have arrived at the sought interval | |
break seek; | |
} | |
} | |
// prepare binary search on the left side of the index | |
right = i1; | |
i1 = 0; | |
break linear_scan; | |
} | |
// the interval is valid | |
break validate_interval; | |
} // linear scan | |
// binary search | |
while ( i1 < right ) { | |
var mid = ( i1 + right ) >>> 1; | |
if ( t < pp[ mid ] ) { | |
right = mid; | |
} else { | |
i1 = mid + 1; | |
} | |
} | |
t1 = pp[ i1 ]; | |
t0 = pp[ i1 - 1 ]; | |
// check boundary cases, again | |
if ( t0 === undefined ) { | |
this._cachedIndex = 0; | |
return this.beforeStart_( 0, t, t1 ); | |
} | |
if ( t1 === undefined ) { | |
i1 = pp.length; | |
this._cachedIndex = i1; | |
return this.afterEnd_( i1 - 1, t0, t ); | |
} | |
} // seek | |
this._cachedIndex = i1; | |
this.intervalChanged_( i1, t0, t1 ); | |
} // validate_interval | |
return this.interpolate_( i1, t0, t, t1 ); | |
}, | |
settings: null, // optional, subclass-specific settings structure | |
// Note: The indirection allows central control of many interpolants. | |
// --- Protected interface | |
DefaultSettings_: {}, | |
getSettings_: function () { | |
return this.settings || this.DefaultSettings_; | |
}, | |
copySampleValue_: function ( index ) { | |
// copies a sample value to the result buffer | |
var result = this.resultBuffer, | |
values = this.sampleValues, | |
stride = this.valueSize, | |
offset = index * stride; | |
for ( var i = 0; i !== stride; ++ i ) { | |
result[ i ] = values[ offset + i ]; | |
} | |
return result; | |
}, | |
// Template methods for derived classes: | |
interpolate_: function ( /* i1, t0, t, t1 */ ) { | |
throw new Error( 'call to abstract method' ); | |
// implementations shall return this.resultBuffer | |
}, | |
intervalChanged_: function ( /* i1, t0, t1 */ ) { | |
// empty | |
} | |
} ); | |
//!\ DECLARE ALIAS AFTER assign prototype ! | |
Object.assign( Interpolant.prototype, { | |
//( 0, t, t0 ), returns this.resultBuffer | |
beforeStart_: Interpolant.prototype.copySampleValue_, | |
//( N-1, tN-1, t ), returns this.resultBuffer | |
afterEnd_: Interpolant.prototype.copySampleValue_, | |
} ); | |
/** | |
* Spherical linear unit quaternion interpolant. | |
* | |
* @author tschw | |
*/ | |
function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { | |
Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); | |
} | |
QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { | |
constructor: QuaternionLinearInterpolant, | |
interpolate_: function ( i1, t0, t, t1 ) { | |
var result = this.resultBuffer, | |
values = this.sampleValues, | |
stride = this.valueSize, | |
offset = i1 * stride, | |
alpha = ( t - t0 ) / ( t1 - t0 ); | |
for ( var end = offset + stride; offset !== end; offset += 4 ) { | |
Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha ); | |
} | |
return result; | |
} | |
} ); | |
/** | |
* | |
* A Track of quaternion keyframe values. | |
* | |
* @author Ben Houston / http://clara.io/ | |
* @author David Sarno / http://lighthaus.us/ | |
* @author tschw | |
*/ | |
function QuaternionKeyframeTrack( name, times, values, interpolation ) { | |
KeyframeTrack.call( this, name, times, values, interpolation ); | |
} | |
QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { | |
constructor: QuaternionKeyframeTrack, | |
ValueTypeName: 'quaternion', | |
// ValueBufferType is inherited | |
DefaultInterpolation: InterpolateLinear, | |
InterpolantFactoryMethodLinear: function ( result ) { | |
return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result ); | |
}, | |
InterpolantFactoryMethodSmooth: undefined // not yet implemented | |
} ); | |
/** | |
* | |
* A Track of keyframe values that represent color. | |
* | |
* | |
* @author Ben Houston / http://clara.io/ | |
* @author David Sarno / http://lighthaus.us/ | |
* @author tschw | |
*/ | |
function ColorKeyframeTrack( name, times, values, interpolation ) { | |
KeyframeTrack.call( this, name, times, values, interpolation ); | |
} | |
ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { | |
constructor: ColorKeyframeTrack, | |
ValueTypeName: 'color' | |
// ValueBufferType is inherited | |
// DefaultInterpolation is inherited | |
// Note: Very basic implementation and nothing special yet. | |
// However, this is the place for color space parameterization. | |
} ); | |
/** | |
* | |
* A Track of numeric keyframe values. | |
* | |
* @author Ben Houston / http://clara.io/ | |
* @author David Sarno / http://lighthaus.us/ | |
* @author tschw | |
*/ | |
function NumberKeyframeTrack( name, times, values, interpolation ) { | |
KeyframeTrack.call( this, name, times, values, interpolation ); | |
} | |
NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { | |
constructor: NumberKeyframeTrack, | |
ValueTypeName: 'number' | |
// ValueBufferType is inherited | |
// DefaultInterpolation is inherited | |
} ); | |
/** | |
* Fast and simple cubic spline interpolant. | |
* | |
* It was derived from a Hermitian construction setting the first derivative | |
* at each sample position to the linear slope between neighboring positions | |
* over their parameter interval. | |
* | |
* @author tschw | |
*/ | |
function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { | |
Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); | |
this._weightPrev = - 0; | |
this._offsetPrev = - 0; | |
this._weightNext = - 0; | |
this._offsetNext = - 0; | |
} | |
CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { | |
constructor: CubicInterpolant, | |
DefaultSettings_: { | |
endingStart: ZeroCurvatureEnding, | |
endingEnd: ZeroCurvatureEnding | |
}, | |
intervalChanged_: function ( i1, t0, t1 ) { | |
var pp = this.parameterPositions, | |
iPrev = i1 - 2, | |
iNext = i1 + 1, | |
tPrev = pp[ iPrev ], | |
tNext = pp[ iNext ]; | |
if ( tPrev === undefined ) { | |
switch ( this.getSettings_().endingStart ) { | |
case ZeroSlopeEnding: | |
// f'(t0) = 0 | |
iPrev = i1; | |
tPrev = 2 * t0 - t1; | |
break; | |
case WrapAroundEnding: | |
// use the other end of the curve | |
iPrev = pp.length - 2; | |
tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ]; | |
break; | |
default: // ZeroCurvatureEnding | |
// f''(t0) = 0 a.k.a. Natural Spline | |
iPrev = i1; | |
tPrev = t1; | |
} | |
} | |
if ( tNext === undefined ) { | |
switch ( this.getSettings_().endingEnd ) { | |
case ZeroSlopeEnding: | |
// f'(tN) = 0 | |
iNext = i1; | |
tNext = 2 * t1 - t0; | |
break; | |
case WrapAroundEnding: | |
// use the other end of the curve | |
iNext = 1; | |
tNext = t1 + pp[ 1 ] - pp[ 0 ]; | |
break; | |
default: // ZeroCurvatureEnding | |
// f''(tN) = 0, a.k.a. Natural Spline | |
iNext = i1 - 1; | |
tNext = t0; | |
} | |
} | |
var halfDt = ( t1 - t0 ) * 0.5, | |
stride = this.valueSize; | |
this._weightPrev = halfDt / ( t0 - tPrev ); | |
this._weightNext = halfDt / ( tNext - t1 ); | |
this._offsetPrev = iPrev * stride; | |
this._offsetNext = iNext * stride; | |
}, | |
interpolate_: function ( i1, t0, t, t1 ) { | |
var result = this.resultBuffer, | |
values = this.sampleValues, | |
stride = this.valueSize, | |
o1 = i1 * stride, o0 = o1 - stride, | |
oP = this._offsetPrev, oN = this._offsetNext, | |
wP = this._weightPrev, wN = this._weightNext, | |
p = ( t - t0 ) / ( t1 - t0 ), | |
pp = p * p, | |
ppp = pp * p; | |
// evaluate polynomials | |
var sP = - wP * ppp + 2 * wP * pp - wP * p; | |
var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1; | |
var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p; | |
var sN = wN * ppp - wN * pp; | |
// combine data linearly | |
for ( var i = 0; i !== stride; ++ i ) { | |
result[ i ] = | |
sP * values[ oP + i ] + | |
s0 * values[ o0 + i ] + | |
s1 * values[ o1 + i ] + | |
sN * values[ oN + i ]; | |
} | |
return result; | |
} | |
} ); | |
/** | |
* @author tschw | |
*/ | |
function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { | |
Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); | |
} | |
LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { | |
constructor: LinearInterpolant, | |
interpolate_: function ( i1, t0, t, t1 ) { | |
var result = this.resultBuffer, | |
values = this.sampleValues, | |
stride = this.valueSize, | |
offset1 = i1 * stride, | |
offset0 = offset1 - stride, | |
weight1 = ( t - t0 ) / ( t1 - t0 ), | |
weight0 = 1 - weight1; | |
for ( var i = 0; i !== stride; ++ i ) { | |
result[ i ] = | |
values[ offset0 + i ] * weight0 + | |
values[ offset1 + i ] * weight1; | |
} | |
return result; | |
} | |
} ); | |
/** | |
* | |
* Interpolant that evaluates to the sample value at the position preceeding | |
* the parameter. | |
* | |
* @author tschw | |
*/ | |
function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { | |
Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); | |
} | |
DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { | |
constructor: DiscreteInterpolant, | |
interpolate_: function ( i1 /*, t0, t, t1 */ ) { | |
return this.copySampleValue_( i1 - 1 ); | |
} | |
} ); | |
/** | |
* @author tschw | |
* @author Ben Houston / http://clara.io/ | |
* @author David Sarno / http://lighthaus.us/ | |
*/ | |
var AnimationUtils = { | |
// same as Array.prototype.slice, but also works on typed arrays | |
arraySlice: function ( array, from, to ) { | |
if ( AnimationUtils.isTypedArray( array ) ) { | |
// in ios9 array.subarray(from, undefined) will return empty array | |
// but array.subarray(from) or array.subarray(from, len) is correct | |
return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) ); | |
} | |
return array.slice( from, to ); | |
}, | |
// converts an array to a specific type | |
convertArray: function ( array, type, forceClone ) { | |
if ( ! array || // let 'undefined' and 'null' pass | |
! forceClone && array.constructor === type ) return array; | |
if ( typeof type.BYTES_PER_ELEMENT === 'number' ) { | |
return new type( array ); // create typed array | |
} | |
return Array.prototype.slice.call( array ); // create Array | |
}, | |
isTypedArray: function ( object ) { | |
return ArrayBuffer.isView( object ) && | |
! ( object instanceof DataView ); | |
}, | |
// returns an array by which times and values can be sorted | |
getKeyframeOrder: function ( times ) { | |
function compareTime( i, j ) { | |
return times[ i ] - times[ j ]; | |
} | |
var n = times.length; | |
var result = new Array( n ); | |
for ( var i = 0; i !== n; ++ i ) result[ i ] = i; | |
result.sort( compareTime ); | |
return result; | |
}, | |
// uses the array previously returned by 'getKeyframeOrder' to sort data | |
sortedArray: function ( values, stride, order ) { | |
var nValues = values.length; | |
var result = new values.constructor( nValues ); | |
for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) { | |
var srcOffset = order[ i ] * stride; | |
for ( var j = 0; j !== stride; ++ j ) { | |
result[ dstOffset ++ ] = values[ srcOffset + j ]; | |
} | |
} | |
return result; | |
}, | |
// function for parsing AOS keyframe formats | |
flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) { | |
var i = 1, key = jsonKeys[ 0 ]; | |
while ( key !== undefined && key[ valuePropertyName ] === undefined ) { | |
key = jsonKeys[ i ++ ]; | |
} | |
if ( key === undefined ) return; // no data | |
var value = key[ valuePropertyName ]; | |
if ( value === undefined ) return; // no data | |
if ( Array.isArray( value ) ) { | |
do { | |
value = key[ valuePropertyName ]; | |
if ( value !== undefined ) { | |
times.push( key.time ); | |
values.push.apply( values, value ); // push all elements | |
} | |
key = jsonKeys[ i ++ ]; | |
} while ( key !== undefined ); | |
} else if ( value.toArray !== undefined ) { | |
// ...assume THREE.Math-ish | |
do { | |
value = key[ valuePropertyName ]; | |
if ( value !== undefined ) { | |
times.push( key.time ); | |
value.toArray( values, values.length ); | |
} | |
key = jsonKeys[ i ++ ]; | |
} while ( key !== undefined ); | |
} else { | |
// otherwise push as-is | |
do { | |
value = key[ valuePropertyName ]; | |
if ( value !== undefined ) { | |
times.push( key.time ); | |
values.push( value ); | |
} | |
key = jsonKeys[ i ++ ]; | |
} while ( key !== undefined ); | |
} | |
} | |
}; | |
/** | |
* | |
* A timed sequence of keyframes for a specific property. | |
* | |
* | |
* @author Ben Houston / http://clara.io/ | |
* @author David Sarno / http://lighthaus.us/ | |
* @author tschw | |
*/ | |
function KeyframeTrack( name, times, values, interpolation ) { | |
if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); | |
if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); | |
this.name = name; | |
this.times = AnimationUtils.convertArray( times, this.TimeBufferType ); | |
this.values = AnimationUtils.convertArray( values, this.ValueBufferType ); | |
this.setInterpolation( interpolation || this.DefaultInterpolation ); | |
this.validate(); | |
this.optimize(); | |
} | |
// Static methods: | |
Object.assign( KeyframeTrack, { | |
// Serialization (in static context, because of constructor invocation | |
// and automatic invocation of .toJSON): | |
parse: function ( json ) { | |
if ( json.type === undefined ) { | |
throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' ); | |
} | |
var trackType = KeyframeTrack._getTrackTypeForValueTypeName( json.type ); | |
if ( json.times === undefined ) { | |
var times = [], values = []; | |
AnimationUtils.flattenJSON( json.keys, times, values, 'value' ); | |
json.times = times; | |
json.values = values; | |
} | |
// derived classes can define a static parse method | |
if ( trackType.parse !== undefined ) { | |
return trackType.parse( json ); | |
} else { | |
// by default, we assume a constructor compatible with the base | |
return new trackType( json.name, json.times, json.values, json.interpolation ); | |
} | |
}, | |
toJSON: function ( track ) { | |
var trackType = track.constructor; | |
var json; | |
// derived classes can define a static toJSON method | |
if ( trackType.toJSON !== undefined ) { | |
json = trackType.toJSON( track ); | |
} else { | |
// by default, we assume the data can be serialized as-is | |
json = { | |
'name': track.name, | |
'times': AnimationUtils.convertArray( track.times, Array ), | |
'values': AnimationUtils.convertArray( track.values, Array ) | |
}; | |
var interpolation = track.getInterpolation(); | |
if ( interpolation !== track.DefaultInterpolation ) { | |
json.interpolation = interpolation; | |
} | |
} | |
json.type = track.ValueTypeName; // mandatory | |
return json; | |
}, | |
_getTrackTypeForValueTypeName: function ( typeName ) { | |
switch ( typeName.toLowerCase() ) { | |
case 'scalar': | |
case 'double': | |
case 'float': | |
case 'number': | |
case 'integer': | |
return NumberKeyframeTrack; | |
case 'vector': | |
case 'vector2': | |
case 'vector3': | |
case 'vector4': | |
return VectorKeyframeTrack; | |
case 'color': | |
return ColorKeyframeTrack; | |
case 'quaternion': | |
return QuaternionKeyframeTrack; | |
case 'bool': | |
case 'boolean': | |
return BooleanKeyframeTrack; | |
case 'string': | |
return StringKeyframeTrack; | |
} | |
throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName ); | |
} | |
} ); | |
Object.assign( KeyframeTrack.prototype, { | |
constructor: KeyframeTrack, | |
TimeBufferType: Float32Array, | |
ValueBufferType: Float32Array, | |
DefaultInterpolation: InterpolateLinear, | |
InterpolantFactoryMethodDiscrete: function ( result ) { | |
return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result ); | |
}, | |
InterpolantFactoryMethodLinear: function ( result ) { | |
return new LinearInterpolant( this.times, this.values, this.getValueSize(), result ); | |
}, | |
InterpolantFactoryMethodSmooth: function ( result ) { | |
return new CubicInterpolant( this.times, this.values, this.getValueSize(), result ); | |
}, | |
setInterpolation: function ( interpolation ) { | |
var factoryMethod; | |
switch ( interpolation ) { | |
case InterpolateDiscrete: | |
factoryMethod = this.InterpolantFactoryMethodDiscrete; | |
break; | |
case InterpolateLinear: | |
factoryMethod = this.InterpolantFactoryMethodLinear; | |
break; | |
case InterpolateSmooth: | |
factoryMethod = this.InterpolantFactoryMethodSmooth; | |
break; | |
} | |
if ( factoryMethod === undefined ) { | |
var message = "unsupported interpolation for " + | |
this.ValueTypeName + " keyframe track named " + this.name; | |
if ( this.createInterpolant === undefined ) { | |
// fall back to default, unless the default itself is messed up | |
if ( interpolation !== this.DefaultInterpolation ) { | |
this.setInterpolation( this.DefaultInterpolation ); | |
} else { | |
throw new Error( message ); // fatal, in this case | |
} | |
} | |
console.warn( 'THREE.KeyframeTrack:', message ); | |
return; | |
} | |
this.createInterpolant = factoryMethod; | |
}, | |
getInterpolation: function () { | |
switch ( this.createInterpolant ) { | |
case this.InterpolantFactoryMethodDiscrete: | |
return InterpolateDiscrete; | |
case this.InterpolantFactoryMethodLinear: | |
return InterpolateLinear; | |
case this.InterpolantFactoryMethodSmooth: | |
return InterpolateSmooth; | |
} | |
}, | |
getValueSize: function () { | |
return this.values.length / this.times.length; | |
}, | |
// move all keyframes either forwards or backwards in time | |
shift: function ( timeOffset ) { | |
if ( timeOffset !== 0.0 ) { | |
var times = this.times; | |
for ( var i = 0, n = times.length; i !== n; ++ i ) { | |
times[ i ] += timeOffset; | |
} | |
} | |
return this; | |
}, | |
// scale all keyframe times by a factor (useful for frame <-> seconds conversions) | |
scale: function ( timeScale ) { | |
if ( timeScale !== 1.0 ) { | |
var times = this.times; | |
for ( var i = 0, n = times.length; i !== n; ++ i ) { | |
times[ i ] *= timeScale; | |
} | |
} | |
return this; | |
}, | |
// removes keyframes before and after animation without changing any values within the range [startTime, endTime]. | |
// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values | |
trim: function ( startTime, endTime ) { | |
var times = this.times, | |
nKeys = times.length, | |
from = 0, | |
to = nKeys - 1; | |
while ( from !== nKeys && times[ from ] < startTime ) { | |
++ from; | |
} | |
while ( to !== - 1 && times[ to ] > endTime ) { | |
-- to; | |
} | |
++ to; // inclusive -> exclusive bound | |
if ( from !== 0 || to !== nKeys ) { | |
// empty tracks are forbidden, so keep at least one keyframe | |
if ( from >= to ) to = Math.max( to, 1 ), from = to - 1; | |
var stride = this.getValueSize(); | |
this.times = AnimationUtils.arraySlice( times, from, to ); | |
this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride ); | |
} | |
return this; | |
}, | |
// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable | |
validate: function () { | |
var valid = true; | |
var valueSize = this.getValueSize(); | |
if ( valueSize - Math.floor( valueSize ) !== 0 ) { | |
console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this ); | |
valid = false; | |
} | |
var times = this.times, | |
values = this.values, | |
nKeys = times.length; | |
if ( nKeys === 0 ) { | |
console.error( 'THREE.KeyframeTrack: Track is empty.', this ); | |
valid = false; | |
} | |
var prevTime = null; | |
for ( var i = 0; i !== nKeys; i ++ ) { | |
var currTime = times[ i ]; | |
if ( typeof currTime === 'number' && isNaN( currTime ) ) { | |
console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime ); | |
valid = false; | |
break; | |
} | |
if ( prevTime !== null && prevTime > currTime ) { | |
console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime ); | |
valid = false; | |
break; | |
} | |
prevTime = currTime; | |
} | |
if ( values !== undefined ) { | |
if ( AnimationUtils.isTypedArray( values ) ) { | |
for ( var i = 0, n = values.length; i !== n; ++ i ) { | |
var value = values[ i ]; | |
if ( isNaN( value ) ) { | |
console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value ); | |
valid = false; | |
break; | |
} | |
} | |
} | |
} | |
return valid; | |
}, | |
// removes equivalent sequential keys as common in morph target sequences | |
// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0) | |
optimize: function () { | |
var times = this.times, | |
values = this.values, | |
stride = this.getValueSize(), | |
smoothInterpolation = this.getInterpolation() === InterpolateSmooth, | |
writeIndex = 1, | |
lastIndex = times.length - 1; | |
for ( var i = 1; i < lastIndex; ++ i ) { | |
var keep = false; | |
var time = times[ i ]; | |
var timeNext = times[ i + 1 ]; | |
// remove adjacent keyframes scheduled at the same time | |
if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) { | |
if ( ! smoothInterpolation ) { | |
// remove unnecessary keyframes same as their neighbors | |
var offset = i * stride, | |
offsetP = offset - stride, | |
offsetN = offset + stride; | |
for ( var j = 0; j !== stride; ++ j ) { | |
var value = values[ offset + j ]; | |
if ( value !== values[ offsetP + j ] || | |
value !== values[ offsetN + j ] ) { | |
keep = true; | |
break; | |
} | |
} | |
} else { | |
keep = true; | |
} | |
} | |
// in-place compaction | |
if ( keep ) { | |
if ( i !== writeIndex ) { | |
times[ writeIndex ] = times[ i ]; | |
var readOffset = i * stride, | |
writeOffset = writeIndex * stride; | |
for ( var j = 0; j !== stride; ++ j ) { | |
values[ writeOffset + j ] = values[ readOffset + j ]; | |
} | |
} | |
++ writeIndex; | |
} | |
} | |
// flush last keyframe (compaction looks ahead) | |
if ( lastIndex > 0 ) { | |
times[ writeIndex ] = times[ lastIndex ]; | |
for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) { | |
values[ writeOffset + j ] = values[ readOffset + j ]; | |
} | |
++ writeIndex; | |
} | |
if ( writeIndex !== times.length ) { | |
this.times = AnimationUtils.arraySlice( times, 0, writeIndex ); | |
this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride ); | |
} | |
return this; | |
} | |
} ); | |
/** | |
* | |
* A Track of vectored keyframe values. | |
* | |
* | |
* @author Ben Houston / http://clara.io/ | |
* @author David Sarno / http://lighthaus.us/ | |
* @author tschw | |
*/ | |
function VectorKeyframeTrack( name, times, values, interpolation ) { | |
KeyframeTrack.call( this, name, times, values, interpolation ); | |
} | |
VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { | |
constructor: VectorKeyframeTrack, | |
ValueTypeName: 'vector' | |
// ValueBufferType is inherited | |
// DefaultInterpolation is inherited | |
} ); | |
/** | |
* | |
* Reusable set of Tracks that represent an animation. | |
* | |
* @author Ben Houston / http://clara.io/ | |
* @author David Sarno / http://lighthaus.us/ | |
*/ | |
function AnimationClip( name, duration, tracks ) { | |
this.name = name; | |
this.tracks = tracks; | |
this.duration = ( duration !== undefined ) ? duration : - 1; | |
this.uuid = _Math.generateUUID(); | |
// this means it should figure out its duration by scanning the tracks | |
if ( this.duration < 0 ) { | |
this.resetDuration(); | |
} | |
this.optimize(); | |
} | |
Object.assign( AnimationClip, { | |
parse: function ( json ) { | |
var tracks = [], | |
jsonTracks = json.tracks, | |
frameTime = 1.0 / ( json.fps || 1.0 ); | |
for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) { | |
tracks.push( KeyframeTrack.parse( jsonTracks[ i ] ).scale( frameTime ) ); | |
} | |
return new AnimationClip( json.name, json.duration, tracks ); | |
}, | |
toJSON: function ( clip ) { | |
var tracks = [], | |
clipTracks = clip.tracks; | |
var json = { | |
'name': clip.name, | |
'duration': clip.duration, | |
'tracks': tracks | |
}; | |
for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) { | |
tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) ); | |
} | |
return json; | |
}, | |
CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) { | |
var numMorphTargets = morphTargetSequence.length; | |
var tracks = []; | |
for ( var i = 0; i < numMorphTargets; i ++ ) { | |
var times = []; | |
var values = []; | |
times.push( | |
( i + numMorphTargets - 1 ) % numMorphTargets, | |
i, | |
( i + 1 ) % numMorphTargets ); | |
values.push( 0, 1, 0 ); | |
var order = AnimationUtils.getKeyframeOrder( times ); | |
times = AnimationUtils.sortedArray( times, 1, order ); | |
values = AnimationUtils.sortedArray( values, 1, order ); | |
// if there is a key at the first frame, duplicate it as the | |
// last frame as well for perfect loop. | |
if ( ! noLoop && times[ 0 ] === 0 ) { | |
times.push( numMorphTargets ); | |
values.push( values[ 0 ] ); | |
} | |
tracks.push( | |
new NumberKeyframeTrack( | |
'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']', | |
times, values | |
).scale( 1.0 / fps ) ); | |
} | |
return new AnimationClip( name, - 1, tracks ); | |
}, | |
findByName: function ( objectOrClipArray, name ) { | |
var clipArray = objectOrClipArray; | |
if ( ! Array.isArray( objectOrClipArray ) ) { | |
var o = objectOrClipArray; | |
clipArray = o.geometry && o.geometry.animations || o.animations; | |
} | |
for ( var i = 0; i < clipArray.length; i ++ ) { | |
if ( clipArray[ i ].name === name ) { | |
return clipArray[ i ]; | |
} | |
} | |
return null; | |
}, | |
CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) { | |
var animationToMorphTargets = {}; | |
// tested with https://regex101.com/ on trick sequences | |
// such flamingo_flyA_003, flamingo_run1_003, crdeath0059 | |
var pattern = /^([\w-]*?)([\d]+)$/; | |
// sort morph target names into animation groups based | |
// patterns like Walk_001, Walk_002, Run_001, Run_002 | |
for ( var i = 0, il = morphTargets.length; i < il; i ++ ) { | |
var morphTarget = morphTargets[ i ]; | |
var parts = morphTarget.name.match( pattern ); | |
if ( parts && parts.length > 1 ) { | |
var name = parts[ 1 ]; | |
var animationMorphTargets = animationToMorphTargets[ name ]; | |
if ( ! animationMorphTargets ) { | |
animationToMorphTargets[ name ] = animationMorphTargets = []; | |
} | |
animationMorphTargets.push( morphTarget ); | |
} | |
} | |
var clips = []; | |
for ( var name in animationToMorphTargets ) { | |
clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) ); | |
} | |
return clips; | |
}, | |
// parse the animation.hierarchy format | |
parseAnimation: function ( animation, bones ) { | |
if ( ! animation ) { | |
console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' ); | |
return null; | |
} | |
var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) { | |
// only return track if there are actually keys. | |
if ( animationKeys.length !== 0 ) { | |
var times = []; | |
var values = []; | |
AnimationUtils.flattenJSON( animationKeys, times, values, propertyName ); | |
// empty keys are filtered out, so check again | |
if ( times.length !== 0 ) { | |
destTracks.push( new trackType( trackName, times, values ) ); | |
} | |
} | |
}; | |
var tracks = []; | |
var clipName = animation.name || 'default'; | |
// automatic length determination in AnimationClip. | |
var duration = animation.length || - 1; | |
var fps = animation.fps || 30; | |
var hierarchyTracks = animation.hierarchy || []; | |
for ( var h = 0; h < hierarchyTracks.length; h ++ ) { | |
var animationKeys = hierarchyTracks[ h ].keys; | |
// skip empty tracks | |
if ( ! animationKeys || animationKeys.length === 0 ) continue; | |
// process morph targets | |
if ( animationKeys[ 0 ].morphTargets ) { | |
// figure out all morph targets used in this track | |
var morphTargetNames = {}; | |
for ( var k = 0; k < animationKeys.length; k ++ ) { | |
if ( animationKeys[ k ].morphTargets ) { | |
for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) { | |
morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1; | |
} | |
} | |
} | |
// create a track for each morph target with all zero | |
// morphTargetInfluences except for the keys in which | |
// the morphTarget is named. | |
for ( var morphTargetName in morphTargetNames ) { | |
var times = []; | |
var values = []; | |
for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) { | |
var animationKey = animationKeys[ k ]; | |
times.push( animationKey.time ); | |
values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 ); | |
} | |
tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) ); | |
} | |
duration = morphTargetNames.length * ( fps || 1.0 ); | |
} else { | |
// ...assume skeletal animation | |
var boneName = '.bones[' + bones[ h ].name + ']'; | |
addNonemptyTrack( | |
VectorKeyframeTrack, boneName + '.position', | |
animationKeys, 'pos', tracks ); | |
addNonemptyTrack( | |
QuaternionKeyframeTrack, boneName + '.quaternion', | |
animationKeys, 'rot', tracks ); | |
addNonemptyTrack( | |
VectorKeyframeTrack, boneName + '.scale', | |
animationKeys, 'scl', tracks ); | |
} | |
} | |
if ( tracks.length === 0 ) { | |
return null; | |
} | |
var clip = new AnimationClip( clipName, duration, tracks ); | |
return clip; | |
} | |
} ); | |
Object.assign( AnimationClip.prototype, { | |
resetDuration: function () { | |
var tracks = this.tracks, duration = 0; | |
for ( var i = 0, n = tracks.length; i !== n; ++ i ) { | |
var track = this.tracks[ i ]; | |
duration = Math.max( duration, track.times[ track.times.length - 1 ] ); | |
} | |
this.duration = duration; | |
}, | |
trim: function () { | |
for ( var i = 0; i < this.tracks.length; i ++ ) { | |
this.tracks[ i ].trim( 0, this.duration ); | |
} | |
return this; | |
}, | |
optimize: function () { | |
for ( var i = 0; i < this.tracks.length; i ++ ) { | |
this.tracks[ i ].optimize(); | |
} | |
return this; | |
} | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function MaterialLoader( manager ) { | |
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; | |
this.textures = {}; | |
} | |
Object.assign( MaterialLoader.prototype, { | |
load: function ( url, onLoad, onProgress, onError ) { | |
var scope = this; | |
var loader = new FileLoader( scope.manager ); | |
loader.load( url, function ( text ) { | |
onLoad( scope.parse( JSON.parse( text ) ) ); | |
}, onProgress, onError ); | |
}, | |
setTextures: function ( value ) { | |
this.textures = value; | |
}, | |
parse: function ( json ) { | |
var textures = this.textures; | |
function getTexture( name ) { | |
if ( textures[ name ] === undefined ) { | |
console.warn( 'THREE.MaterialLoader: Undefined texture', name ); | |
} | |
return textures[ name ]; | |
} | |
var material = new Materials[ json.type ](); | |
if ( json.uuid !== undefined ) material.uuid = json.uuid; | |
if ( json.name !== undefined ) material.name = json.name; | |
if ( json.color !== undefined ) material.color.setHex( json.color ); | |
if ( json.roughness !== undefined ) material.roughness = json.roughness; | |
if ( json.metalness !== undefined ) material.metalness = json.metalness; | |
if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive ); | |
if ( json.specular !== undefined ) material.specular.setHex( json.specular ); | |
if ( json.shininess !== undefined ) material.shininess = json.shininess; | |
if ( json.clearCoat !== undefined ) material.clearCoat = json.clearCoat; | |
if ( json.clearCoatRoughness !== undefined ) material.clearCoatRoughness = json.clearCoatRoughness; | |
if ( json.uniforms !== undefined ) material.uniforms = json.uniforms; | |
if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader; | |
if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader; | |
if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors; | |
if ( json.fog !== undefined ) material.fog = json.fog; | |
if ( json.flatShading !== undefined ) material.flatShading = json.flatShading; | |
if ( json.blending !== undefined ) material.blending = json.blending; | |
if ( json.side !== undefined ) material.side = json.side; | |
if ( json.opacity !== undefined ) material.opacity = json.opacity; | |
if ( json.transparent !== undefined ) material.transparent = json.transparent; | |
if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest; | |
if ( json.depthTest !== undefined ) material.depthTest = json.depthTest; | |
if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite; | |
if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite; | |
if ( json.wireframe !== undefined ) material.wireframe = json.wireframe; | |
if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth; | |
if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap; | |
if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin; | |
if ( json.rotation !== undefined ) material.rotation = json.rotation; | |
if ( json.linewidth !== 1 ) material.linewidth = json.linewidth; | |
if ( json.dashSize !== undefined ) material.dashSize = json.dashSize; | |
if ( json.gapSize !== undefined ) material.gapSize = json.gapSize; | |
if ( json.scale !== undefined ) material.scale = json.scale; | |
if ( json.skinning !== undefined ) material.skinning = json.skinning; | |
if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets; | |
if ( json.dithering !== undefined ) material.dithering = json.dithering; | |
if ( json.visible !== undefined ) material.visible = json.visible; | |
if ( json.userData !== undefined ) material.userData = json.userData; | |
// Deprecated | |
if ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading | |
// for PointsMaterial | |
if ( json.size !== undefined ) material.size = json.size; | |
if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation; | |
// maps | |
if ( json.map !== undefined ) material.map = getTexture( json.map ); | |
if ( json.alphaMap !== undefined ) { | |
material.alphaMap = getTexture( json.alphaMap ); | |
material.transparent = true; | |
} | |
if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap ); | |
if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale; | |
if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap ); | |
if ( json.normalScale !== undefined ) { | |
var normalScale = json.normalScale; | |
if ( Array.isArray( normalScale ) === false ) { | |
// Blender exporter used to export a scalar. See #7459 | |
normalScale = [ normalScale, normalScale ]; | |
} | |
material.normalScale = new Vector2().fromArray( normalScale ); | |
} | |
if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap ); | |
if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale; | |
if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias; | |
if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap ); | |
if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap ); | |
if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap ); | |
if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity; | |
if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap ); | |
if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap ); | |
if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity; | |
if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap ); | |
if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity; | |
if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap ); | |
if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity; | |
if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap ); | |
return material; | |
} | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function BufferGeometryLoader( manager ) { | |
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; | |
} | |
Object.assign( BufferGeometryLoader.prototype, { | |
load: function ( url, onLoad, onProgress, onError ) { | |
var scope = this; | |
var loader = new FileLoader( scope.manager ); | |
loader.load( url, function ( text ) { | |
onLoad( scope.parse( JSON.parse( text ) ) ); | |
}, onProgress, onError ); | |
}, | |
parse: function ( json ) { | |
var geometry = new BufferGeometry(); | |
var index = json.data.index; | |
if ( index !== undefined ) { | |
var typedArray = new TYPED_ARRAYS[ index.type ]( index.array ); | |
geometry.setIndex( new BufferAttribute( typedArray, 1 ) ); | |
} | |
var attributes = json.data.attributes; | |
for ( var key in attributes ) { | |
var attribute = attributes[ key ]; | |
var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array ); | |
geometry.addAttribute( key, new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ) ); | |
} | |
var groups = json.data.groups || json.data.drawcalls || json.data.offsets; | |
if ( groups !== undefined ) { | |
for ( var i = 0, n = groups.length; i !== n; ++ i ) { | |
var group = groups[ i ]; | |
geometry.addGroup( group.start, group.count, group.materialIndex ); | |
} | |
} | |
var boundingSphere = json.data.boundingSphere; | |
if ( boundingSphere !== undefined ) { | |
var center = new Vector3(); | |
if ( boundingSphere.center !== undefined ) { | |
center.fromArray( boundingSphere.center ); | |
} | |
geometry.boundingSphere = new Sphere( center, boundingSphere.radius ); | |
} | |
return geometry; | |
} | |
} ); | |
var TYPED_ARRAYS = { | |
Int8Array: Int8Array, | |
Uint8Array: Uint8Array, | |
// Workaround for IE11 pre KB2929437. See #11440 | |
Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array, | |
Int16Array: Int16Array, | |
Uint16Array: Uint16Array, | |
Int32Array: Int32Array, | |
Uint32Array: Uint32Array, | |
Float32Array: Float32Array, | |
Float64Array: Float64Array | |
}; | |
/** | |
* @author alteredq / http://alteredqualia.com/ | |
*/ | |
function Loader() { | |
this.onLoadStart = function () {}; | |
this.onLoadProgress = function () {}; | |
this.onLoadComplete = function () {}; | |
} | |
Loader.Handlers = { | |
handlers: [], | |
add: function ( regex, loader ) { | |
this.handlers.push( regex, loader ); | |
}, | |
get: function ( file ) { | |
var handlers = this.handlers; | |
for ( var i = 0, l = handlers.length; i < l; i += 2 ) { | |
var regex = handlers[ i ]; | |
var loader = handlers[ i + 1 ]; | |
if ( regex.test( file ) ) { | |
return loader; | |
} | |
} | |
return null; | |
} | |
}; | |
Object.assign( Loader.prototype, { | |
crossOrigin: undefined, | |
initMaterials: function ( materials, texturePath, crossOrigin ) { | |
var array = []; | |
for ( var i = 0; i < materials.length; ++ i ) { | |
array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin ); | |
} | |
return array; | |
}, | |
createMaterial: ( function () { | |
var BlendingMode = { | |
NoBlending: NoBlending, | |
NormalBlending: NormalBlending, | |
AdditiveBlending: AdditiveBlending, | |
SubtractiveBlending: SubtractiveBlending, | |
MultiplyBlending: MultiplyBlending, | |
CustomBlending: CustomBlending | |
}; | |
var color = new Color(); | |
var textureLoader = new TextureLoader(); | |
var materialLoader = new MaterialLoader(); | |
return function createMaterial( m, texturePath, crossOrigin ) { | |
// convert from old material format | |
var textures = {}; | |
function loadTexture( path, repeat, offset, wrap, anisotropy ) { | |
var fullPath = texturePath + path; | |
var loader = Loader.Handlers.get( fullPath ); | |
var texture; | |
if ( loader !== null ) { | |
texture = loader.load( fullPath ); | |
} else { | |
textureLoader.setCrossOrigin( crossOrigin ); | |
texture = textureLoader.load( fullPath ); | |
} | |
if ( repeat !== undefined ) { | |
texture.repeat.fromArray( repeat ); | |
if ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping; | |
if ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping; | |
} | |
if ( offset !== undefined ) { | |
texture.offset.fromArray( offset ); | |
} | |
if ( wrap !== undefined ) { | |
if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping; | |
if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping; | |
if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping; | |
if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping; | |
} | |
if ( anisotropy !== undefined ) { | |
texture.anisotropy = anisotropy; | |
} | |
var uuid = _Math.generateUUID(); | |
textures[ uuid ] = texture; | |
return uuid; | |
} | |
// | |
var json = { | |
uuid: _Math.generateUUID(), | |
type: 'MeshLambertMaterial' | |
}; | |
for ( var name in m ) { | |
var value = m[ name ]; | |
switch ( name ) { | |
case 'DbgColor': | |
case 'DbgIndex': | |
case 'opticalDensity': | |
case 'illumination': | |
break; | |
case 'DbgName': | |
json.name = value; | |
break; | |
case 'blending': | |
json.blending = BlendingMode[ value ]; | |
break; | |
case 'colorAmbient': | |
case 'mapAmbient': | |
console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' ); | |
break; | |
case 'colorDiffuse': | |
json.color = color.fromArray( value ).getHex(); | |
break; | |
case 'colorSpecular': | |
json.specular = color.fromArray( value ).getHex(); | |
break; | |
case 'colorEmissive': | |
json.emissive = color.fromArray( value ).getHex(); | |
break; | |
case 'specularCoef': | |
json.shininess = value; | |
break; | |
case 'shading': | |
if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial'; | |
if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial'; | |
if ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial'; | |
break; | |
case 'mapDiffuse': | |
json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy ); | |
break; | |
case 'mapDiffuseRepeat': | |
case 'mapDiffuseOffset': | |
case 'mapDiffuseWrap': | |
case 'mapDiffuseAnisotropy': | |
break; | |
case 'mapEmissive': | |
json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy ); | |
break; | |
case 'mapEmissiveRepeat': | |
case 'mapEmissiveOffset': | |
case 'mapEmissiveWrap': | |
case 'mapEmissiveAnisotropy': | |
break; | |
case 'mapLight': | |
json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy ); | |
break; | |
case 'mapLightRepeat': | |
case 'mapLightOffset': | |
case 'mapLightWrap': | |
case 'mapLightAnisotropy': | |
break; | |
case 'mapAO': | |
json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy ); | |
break; | |
case 'mapAORepeat': | |
case 'mapAOOffset': | |
case 'mapAOWrap': | |
case 'mapAOAnisotropy': | |
break; | |
case 'mapBump': | |
json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy ); | |
break; | |
case 'mapBumpScale': | |
json.bumpScale = value; | |
break; | |
case 'mapBumpRepeat': | |
case 'mapBumpOffset': | |
case 'mapBumpWrap': | |
case 'mapBumpAnisotropy': | |
break; | |
case 'mapNormal': | |
json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy ); | |
break; | |
case 'mapNormalFactor': | |
json.normalScale = [ value, value ]; | |
break; | |
case 'mapNormalRepeat': | |
case 'mapNormalOffset': | |
case 'mapNormalWrap': | |
case 'mapNormalAnisotropy': | |
break; | |
case 'mapSpecular': | |
json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy ); | |
break; | |
case 'mapSpecularRepeat': | |
case 'mapSpecularOffset': | |
case 'mapSpecularWrap': | |
case 'mapSpecularAnisotropy': | |
break; | |
case 'mapMetalness': | |
json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy ); | |
break; | |
case 'mapMetalnessRepeat': | |
case 'mapMetalnessOffset': | |
case 'mapMetalnessWrap': | |
case 'mapMetalnessAnisotropy': | |
break; | |
case 'mapRoughness': | |
json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy ); | |
break; | |
case 'mapRoughnessRepeat': | |
case 'mapRoughnessOffset': | |
case 'mapRoughnessWrap': | |
case 'mapRoughnessAnisotropy': | |
break; | |
case 'mapAlpha': | |
json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy ); | |
break; | |
case 'mapAlphaRepeat': | |
case 'mapAlphaOffset': | |
case 'mapAlphaWrap': | |
case 'mapAlphaAnisotropy': | |
break; | |
case 'flipSided': | |
json.side = BackSide; | |
break; | |
case 'doubleSided': | |
json.side = DoubleSide; | |
break; | |
case 'transparency': | |
console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' ); | |
json.opacity = value; | |
break; | |
case 'depthTest': | |
case 'depthWrite': | |
case 'colorWrite': | |
case 'opacity': | |
case 'reflectivity': | |
case 'transparent': | |
case 'visible': | |
case 'wireframe': | |
json[ name ] = value; | |
break; | |
case 'vertexColors': | |
if ( value === true ) json.vertexColors = VertexColors; | |
if ( value === 'face' ) json.vertexColors = FaceColors; | |
break; | |
default: | |
console.error( 'THREE.Loader.createMaterial: Unsupported', name, value ); | |
break; | |
} | |
} | |
if ( json.type === 'MeshBasicMaterial' ) delete json.emissive; | |
if ( json.type !== 'MeshPhongMaterial' ) delete json.specular; | |
if ( json.opacity < 1 ) json.transparent = true; | |
materialLoader.setTextures( textures ); | |
return materialLoader.parse( json ); | |
}; | |
} )() | |
} ); | |
/** | |
* @author Don McCurdy / https://www.donmccurdy.com | |
*/ | |
var LoaderUtils = { | |
decodeText: function ( array ) { | |
if ( typeof TextDecoder !== 'undefined' ) { | |
return new TextDecoder().decode( array ); | |
} | |
// Avoid the String.fromCharCode.apply(null, array) shortcut, which | |
// throws a "maximum call stack size exceeded" error for large arrays. | |
var s = ''; | |
for ( var i = 0, il = array.length; i < il; i ++ ) { | |
// Implicitly assumes little-endian. | |
s += String.fromCharCode( array[ i ] ); | |
} | |
// Merges multi-byte utf-8 characters. | |
return decodeURIComponent( escape( s ) ); | |
}, | |
extractUrlBase: function ( url ) { | |
var parts = url.split( '/' ); | |
if ( parts.length === 1 ) return './'; | |
parts.pop(); | |
return parts.join( '/' ) + '/'; | |
} | |
}; | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
* @author alteredq / http://alteredqualia.com/ | |
*/ | |
function JSONLoader( manager ) { | |
if ( typeof manager === 'boolean' ) { | |
console.warn( 'THREE.JSONLoader: showStatus parameter has been removed from constructor.' ); | |
manager = undefined; | |
} | |
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; | |
this.withCredentials = false; | |
} | |
Object.assign( JSONLoader.prototype, { | |
load: function ( url, onLoad, onProgress, onError ) { | |
var scope = this; | |
var texturePath = this.texturePath && ( typeof this.texturePath === 'string' ) ? this.texturePath : LoaderUtils.extractUrlBase( url ); | |
var loader = new FileLoader( this.manager ); | |
loader.setWithCredentials( this.withCredentials ); | |
loader.load( url, function ( text ) { | |
var json = JSON.parse( text ); | |
var metadata = json.metadata; | |
if ( metadata !== undefined ) { | |
var type = metadata.type; | |
if ( type !== undefined ) { | |
if ( type.toLowerCase() === 'object' ) { | |
console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' ); | |
return; | |
} | |
if ( type.toLowerCase() === 'scene' ) { | |
console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.SceneLoader instead.' ); | |
return; | |
} | |
} | |
} | |
var object = scope.parse( json, texturePath ); | |
onLoad( object.geometry, object.materials ); | |
}, onProgress, onError ); | |
}, | |
setTexturePath: function ( value ) { | |
this.texturePath = value; | |
}, | |
parse: ( function () { | |
function parseModel( json, geometry ) { | |
function isBitSet( value, position ) { | |
return value & ( 1 << position ); | |
} | |
var i, j, fi, | |
offset, zLength, | |
colorIndex, normalIndex, uvIndex, materialIndex, | |
type, | |
isQuad, | |
hasMaterial, | |
hasFaceVertexUv, | |
hasFaceNormal, hasFaceVertexNormal, | |
hasFaceColor, hasFaceVertexColor, | |
vertex, face, faceA, faceB, hex, normal, | |
uvLayer, uv, u, v, | |
faces = json.faces, | |
vertices = json.vertices, | |
normals = json.normals, | |
colors = json.colors, | |
scale = json.scale, | |
nUvLayers = 0; | |
if ( json.uvs !== undefined ) { | |
// disregard empty arrays | |
for ( i = 0; i < json.uvs.length; i ++ ) { | |
if ( json.uvs[ i ].length ) nUvLayers ++; | |
} | |
for ( i = 0; i < nUvLayers; i ++ ) { | |
geometry.faceVertexUvs[ i ] = []; | |
} | |
} | |
offset = 0; | |
zLength = vertices.length; | |
while ( offset < zLength ) { | |
vertex = new Vector3(); | |
vertex.x = vertices[ offset ++ ] * scale; | |
vertex.y = vertices[ offset ++ ] * scale; | |
vertex.z = vertices[ offset ++ ] * scale; | |
geometry.vertices.push( vertex ); | |
} | |
offset = 0; | |
zLength = faces.length; | |
while ( offset < zLength ) { | |
type = faces[ offset ++ ]; | |
isQuad = isBitSet( type, 0 ); | |
hasMaterial = isBitSet( type, 1 ); | |
hasFaceVertexUv = isBitSet( type, 3 ); | |
hasFaceNormal = isBitSet( type, 4 ); | |
hasFaceVertexNormal = isBitSet( type, 5 ); | |
hasFaceColor = isBitSet( type, 6 ); | |
hasFaceVertexColor = isBitSet( type, 7 ); | |
// console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor); | |
if ( isQuad ) { | |
faceA = new Face3(); | |
faceA.a = faces[ offset ]; | |
faceA.b = faces[ offset + 1 ]; | |
faceA.c = faces[ offset + 3 ]; | |
faceB = new Face3(); | |
faceB.a = faces[ offset + 1 ]; | |
faceB.b = faces[ offset + 2 ]; | |
faceB.c = faces[ offset + 3 ]; | |
offset += 4; | |
if ( hasMaterial ) { | |
materialIndex = faces[ offset ++ ]; | |
faceA.materialIndex = materialIndex; | |
faceB.materialIndex = materialIndex; | |
} | |
// to get face <=> uv index correspondence | |
fi = geometry.faces.length; | |
if ( hasFaceVertexUv ) { | |
for ( i = 0; i < nUvLayers; i ++ ) { | |
uvLayer = json.uvs[ i ]; | |
geometry.faceVertexUvs[ i ][ fi ] = []; | |
geometry.faceVertexUvs[ i ][ fi + 1 ] = []; | |
for ( j = 0; j < 4; j ++ ) { | |
uvIndex = faces[ offset ++ ]; | |
u = uvLayer[ uvIndex * 2 ]; | |
v = uvLayer[ uvIndex * 2 + 1 ]; | |
uv = new Vector2( u, v ); | |
if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv ); | |
if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv ); | |
} | |
} | |
} | |
if ( hasFaceNormal ) { | |
normalIndex = faces[ offset ++ ] * 3; | |
faceA.normal.set( | |
normals[ normalIndex ++ ], | |
normals[ normalIndex ++ ], | |
normals[ normalIndex ] | |
); | |
faceB.normal.copy( faceA.normal ); | |
} | |
if ( hasFaceVertexNormal ) { | |
for ( i = 0; i < 4; i ++ ) { | |
normalIndex = faces[ offset ++ ] * 3; | |
normal = new Vector3( | |
normals[ normalIndex ++ ], | |
normals[ normalIndex ++ ], | |
normals[ normalIndex ] | |
); | |
if ( i !== 2 ) faceA.vertexNormals.push( normal ); | |
if ( i !== 0 ) faceB.vertexNormals.push( normal ); | |
} | |
} | |
if ( hasFaceColor ) { | |
colorIndex = faces[ offset ++ ]; | |
hex = colors[ colorIndex ]; | |
faceA.color.setHex( hex ); | |
faceB.color.setHex( hex ); | |
} | |
if ( hasFaceVertexColor ) { | |
for ( i = 0; i < 4; i ++ ) { | |
colorIndex = faces[ offset ++ ]; | |
hex = colors[ colorIndex ]; | |
if ( i !== 2 ) faceA.vertexColors.push( new Color( hex ) ); | |
if ( i !== 0 ) faceB.vertexColors.push( new Color( hex ) ); | |
} | |
} | |
geometry.faces.push( faceA ); | |
geometry.faces.push( faceB ); | |
} else { | |
face = new Face3(); | |
face.a = faces[ offset ++ ]; | |
face.b = faces[ offset ++ ]; | |
face.c = faces[ offset ++ ]; | |
if ( hasMaterial ) { | |
materialIndex = faces[ offset ++ ]; | |
face.materialIndex = materialIndex; | |
} | |
// to get face <=> uv index correspondence | |
fi = geometry.faces.length; | |
if ( hasFaceVertexUv ) { | |
for ( i = 0; i < nUvLayers; i ++ ) { | |
uvLayer = json.uvs[ i ]; | |
geometry.faceVertexUvs[ i ][ fi ] = []; | |
for ( j = 0; j < 3; j ++ ) { | |
uvIndex = faces[ offset ++ ]; | |
u = uvLayer[ uvIndex * 2 ]; | |
v = uvLayer[ uvIndex * 2 + 1 ]; | |
uv = new Vector2( u, v ); | |
geometry.faceVertexUvs[ i ][ fi ].push( uv ); | |
} | |
} | |
} | |
if ( hasFaceNormal ) { | |
normalIndex = faces[ offset ++ ] * 3; | |
face.normal.set( | |
normals[ normalIndex ++ ], | |
normals[ normalIndex ++ ], | |
normals[ normalIndex ] | |
); | |
} | |
if ( hasFaceVertexNormal ) { | |
for ( i = 0; i < 3; i ++ ) { | |
normalIndex = faces[ offset ++ ] * 3; | |
normal = new Vector3( | |
normals[ normalIndex ++ ], | |
normals[ normalIndex ++ ], | |
normals[ normalIndex ] | |
); | |
face.vertexNormals.push( normal ); | |
} | |
} | |
if ( hasFaceColor ) { | |
colorIndex = faces[ offset ++ ]; | |
face.color.setHex( colors[ colorIndex ] ); | |
} | |
if ( hasFaceVertexColor ) { | |
for ( i = 0; i < 3; i ++ ) { | |
colorIndex = faces[ offset ++ ]; | |
face.vertexColors.push( new Color( colors[ colorIndex ] ) ); | |
} | |
} | |
geometry.faces.push( face ); | |
} | |
} | |
} | |
function parseSkin( json, geometry ) { | |
var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2; | |
if ( json.skinWeights ) { | |
for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) { | |
var x = json.skinWeights[ i ]; | |
var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0; | |
var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0; | |
var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0; | |
geometry.skinWeights.push( new Vector4( x, y, z, w ) ); | |
} | |
} | |
if ( json.skinIndices ) { | |
for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) { | |
var a = json.skinIndices[ i ]; | |
var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0; | |
var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0; | |
var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0; | |
geometry.skinIndices.push( new Vector4( a, b, c, d ) ); | |
} | |
} | |
geometry.bones = json.bones; | |
if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) { | |
console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' + | |
geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' ); | |
} | |
} | |
function parseMorphing( json, geometry ) { | |
var scale = json.scale; | |
if ( json.morphTargets !== undefined ) { | |
for ( var i = 0, l = json.morphTargets.length; i < l; i ++ ) { | |
geometry.morphTargets[ i ] = {}; | |
geometry.morphTargets[ i ].name = json.morphTargets[ i ].name; | |
geometry.morphTargets[ i ].vertices = []; | |
var dstVertices = geometry.morphTargets[ i ].vertices; | |
var srcVertices = json.morphTargets[ i ].vertices; | |
for ( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) { | |
var vertex = new Vector3(); | |
vertex.x = srcVertices[ v ] * scale; | |
vertex.y = srcVertices[ v + 1 ] * scale; | |
vertex.z = srcVertices[ v + 2 ] * scale; | |
dstVertices.push( vertex ); | |
} | |
} | |
} | |
if ( json.morphColors !== undefined && json.morphColors.length > 0 ) { | |
console.warn( 'THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.' ); | |
var faces = geometry.faces; | |
var morphColors = json.morphColors[ 0 ].colors; | |
for ( var i = 0, l = faces.length; i < l; i ++ ) { | |
faces[ i ].color.fromArray( morphColors, i * 3 ); | |
} | |
} | |
} | |
function parseAnimations( json, geometry ) { | |
var outputAnimations = []; | |
// parse old style Bone/Hierarchy animations | |
var animations = []; | |
if ( json.animation !== undefined ) { | |
animations.push( json.animation ); | |
} | |
if ( json.animations !== undefined ) { | |
if ( json.animations.length ) { | |
animations = animations.concat( json.animations ); | |
} else { | |
animations.push( json.animations ); | |
} | |
} | |
for ( var i = 0; i < animations.length; i ++ ) { | |
var clip = AnimationClip.parseAnimation( animations[ i ], geometry.bones ); | |
if ( clip ) outputAnimations.push( clip ); | |
} | |
// parse implicit morph animations | |
if ( geometry.morphTargets ) { | |
// TODO: Figure out what an appropraite FPS is for morph target animations -- defaulting to 10, but really it is completely arbitrary. | |
var morphAnimationClips = AnimationClip.CreateClipsFromMorphTargetSequences( geometry.morphTargets, 10 ); | |
outputAnimations = outputAnimations.concat( morphAnimationClips ); | |
} | |
if ( outputAnimations.length > 0 ) geometry.animations = outputAnimations; | |
} | |
return function parse( json, texturePath ) { | |
if ( json.data !== undefined ) { | |
// Geometry 4.0 spec | |
json = json.data; | |
} | |
if ( json.scale !== undefined ) { | |
json.scale = 1.0 / json.scale; | |
} else { | |
json.scale = 1.0; | |
} | |
var geometry = new Geometry(); | |
parseModel( json, geometry ); | |
parseSkin( json, geometry ); | |
parseMorphing( json, geometry ); | |
parseAnimations( json, geometry ); | |
geometry.computeFaceNormals(); | |
geometry.computeBoundingSphere(); | |
if ( json.materials === undefined || json.materials.length === 0 ) { | |
return { geometry: geometry }; | |
} else { | |
var materials = Loader.prototype.initMaterials( json.materials, texturePath, this.crossOrigin ); | |
return { geometry: geometry, materials: materials }; | |
} | |
}; | |
} )() | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function ObjectLoader( manager ) { | |
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; | |
this.texturePath = ''; | |
} | |
Object.assign( ObjectLoader.prototype, { | |
load: function ( url, onLoad, onProgress, onError ) { | |
if ( this.texturePath === '' ) { | |
this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 ); | |
} | |
var scope = this; | |
var loader = new FileLoader( scope.manager ); | |
loader.load( url, function ( text ) { | |
var json = null; | |
try { | |
json = JSON.parse( text ); | |
} catch ( error ) { | |
if ( onError !== undefined ) onError( error ); | |
console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message ); | |
return; | |
} | |
var metadata = json.metadata; | |
if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) { | |
console.error( 'THREE.ObjectLoader: Can\'t load ' + url + '. Use THREE.JSONLoader instead.' ); | |
return; | |
} | |
scope.parse( json, onLoad ); | |
}, onProgress, onError ); | |
}, | |
setTexturePath: function ( value ) { | |
this.texturePath = value; | |
}, | |
setCrossOrigin: function ( value ) { | |
this.crossOrigin = value; | |
}, | |
parse: function ( json, onLoad ) { | |
var shapes = this.parseShape( json.shapes ); | |
var geometries = this.parseGeometries( json.geometries, shapes ); | |
var images = this.parseImages( json.images, function () { | |
if ( onLoad !== undefined ) onLoad( object ); | |
} ); | |
var textures = this.parseTextures( json.textures, images ); | |
var materials = this.parseMaterials( json.materials, textures ); | |
var object = this.parseObject( json.object, geometries, materials ); | |
if ( json.animations ) { | |
object.animations = this.parseAnimations( json.animations ); | |
} | |
if ( json.images === undefined || json.images.length === 0 ) { | |
if ( onLoad !== undefined ) onLoad( object ); | |
} | |
return object; | |
}, | |
parseShape: function ( json ) { | |
var shapes = {}; | |
if ( json !== undefined ) { | |
for ( var i = 0, l = json.length; i < l; i ++ ) { | |
var shape = new Shape().fromJSON( json[ i ] ); | |
shapes[ shape.uuid ] = shape; | |
} | |
} | |
return shapes; | |
}, | |
parseGeometries: function ( json, shapes ) { | |
var geometries = {}; | |
if ( json !== undefined ) { | |
var geometryLoader = new JSONLoader(); | |
var bufferGeometryLoader = new BufferGeometryLoader(); | |
for ( var i = 0, l = json.length; i < l; i ++ ) { | |
var geometry; | |
var data = json[ i ]; | |
switch ( data.type ) { | |
case 'PlaneGeometry': | |
case 'PlaneBufferGeometry': | |
geometry = new Geometries[ data.type ]( | |
data.width, | |
data.height, | |
data.widthSegments, | |
data.heightSegments | |
); | |
break; | |
case 'BoxGeometry': | |
case 'BoxBufferGeometry': | |
case 'CubeGeometry': // backwards compatible | |
geometry = new Geometries[ data.type ]( | |
data.width, | |
data.height, | |
data.depth, | |
data.widthSegments, | |
data.heightSegments, | |
data.depthSegments | |
); | |
break; | |
case 'CircleGeometry': | |
case 'CircleBufferGeometry': | |
geometry = new Geometries[ data.type ]( | |
data.radius, | |
data.segments, | |
data.thetaStart, | |
data.thetaLength | |
); | |
break; | |
case 'CylinderGeometry': | |
case 'CylinderBufferGeometry': | |
geometry = new Geometries[ data.type ]( | |
data.radiusTop, | |
data.radiusBottom, | |
data.height, | |
data.radialSegments, | |
data.heightSegments, | |
data.openEnded, | |
data.thetaStart, | |
data.thetaLength | |
); | |
break; | |
case 'ConeGeometry': | |
case 'ConeBufferGeometry': | |
geometry = new Geometries[ data.type ]( | |
data.radius, | |
data.height, | |
data.radialSegments, | |
data.heightSegments, | |
data.openEnded, | |
data.thetaStart, | |
data.thetaLength | |
); | |
break; | |
case 'SphereGeometry': | |
case 'SphereBufferGeometry': | |
geometry = new Geometries[ data.type ]( | |
data.radius, | |
data.widthSegments, | |
data.heightSegments, | |
data.phiStart, | |
data.phiLength, | |
data.thetaStart, | |
data.thetaLength | |
); | |
break; | |
case 'DodecahedronGeometry': | |
case 'DodecahedronBufferGeometry': | |
case 'IcosahedronGeometry': | |
case 'IcosahedronBufferGeometry': | |
case 'OctahedronGeometry': | |
case 'OctahedronBufferGeometry': | |
case 'TetrahedronGeometry': | |
case 'TetrahedronBufferGeometry': | |
geometry = new Geometries[ data.type ]( | |
data.radius, | |
data.detail | |
); | |
break; | |
case 'RingGeometry': | |
case 'RingBufferGeometry': | |
geometry = new Geometries[ data.type ]( | |
data.innerRadius, | |
data.outerRadius, | |
data.thetaSegments, | |
data.phiSegments, | |
data.thetaStart, | |
data.thetaLength | |
); | |
break; | |
case 'TorusGeometry': | |
case 'TorusBufferGeometry': | |
geometry = new Geometries[ data.type ]( | |
data.radius, | |
data.tube, | |
data.radialSegments, | |
data.tubularSegments, | |
data.arc | |
); | |
break; | |
case 'TorusKnotGeometry': | |
case 'TorusKnotBufferGeometry': | |
geometry = new Geometries[ data.type ]( | |
data.radius, | |
data.tube, | |
data.tubularSegments, | |
data.radialSegments, | |
data.p, | |
data.q | |
); | |
break; | |
case 'LatheGeometry': | |
case 'LatheBufferGeometry': | |
geometry = new Geometries[ data.type ]( | |
data.points, | |
data.segments, | |
data.phiStart, | |
data.phiLength | |
); | |
break; | |
case 'PolyhedronGeometry': | |
case 'PolyhedronBufferGeometry': | |
geometry = new Geometries[ data.type ]( | |
data.vertices, | |
data.indices, | |
data.radius, | |
data.details | |
); | |
break; | |
case 'ShapeGeometry': | |
case 'ShapeBufferGeometry': | |
var geometryShapes = []; | |
for ( var i = 0, l = data.shapes.length; i < l; i ++ ) { | |
var shape = shapes[ data.shapes[ i ] ]; | |
geometryShapes.push( shape ); | |
} | |
geometry = new Geometries[ data.type ]( | |
geometryShapes, | |
data.curveSegments | |
); | |
break; | |
case 'BufferGeometry': | |
geometry = bufferGeometryLoader.parse( data ); | |
break; | |
case 'Geometry': | |
geometry = geometryLoader.parse( data, this.texturePath ).geometry; | |
break; | |
default: | |
console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' ); | |
continue; | |
} | |
geometry.uuid = data.uuid; | |
if ( data.name !== undefined ) geometry.name = data.name; | |
geometries[ data.uuid ] = geometry; | |
} | |
} | |
return geometries; | |
}, | |
parseMaterials: function ( json, textures ) { | |
var materials = {}; | |
if ( json !== undefined ) { | |
var loader = new MaterialLoader(); | |
loader.setTextures( textures ); | |
for ( var i = 0, l = json.length; i < l; i ++ ) { | |
var data = json[ i ]; | |
if ( data.type === 'MultiMaterial' ) { | |
// Deprecated | |
var array = []; | |
for ( var j = 0; j < data.materials.length; j ++ ) { | |
array.push( loader.parse( data.materials[ j ] ) ); | |
} | |
materials[ data.uuid ] = array; | |
} else { | |
materials[ data.uuid ] = loader.parse( data ); | |
} | |
} | |
} | |
return materials; | |
}, | |
parseAnimations: function ( json ) { | |
var animations = []; | |
for ( var i = 0; i < json.length; i ++ ) { | |
var clip = AnimationClip.parse( json[ i ] ); | |
animations.push( clip ); | |
} | |
return animations; | |
}, | |
parseImages: function ( json, onLoad ) { | |
var scope = this; | |
var images = {}; | |
function loadImage( url ) { | |
scope.manager.itemStart( url ); | |
return loader.load( url, function () { | |
scope.manager.itemEnd( url ); | |
}, undefined, function () { | |
scope.manager.itemEnd( url ); | |
scope.manager.itemError( url ); | |
} ); | |
} | |
if ( json !== undefined && json.length > 0 ) { | |
var manager = new LoadingManager( onLoad ); | |
var loader = new ImageLoader( manager ); | |
loader.setCrossOrigin( this.crossOrigin ); | |
for ( var i = 0, l = json.length; i < l; i ++ ) { | |
var image = json[ i ]; | |
var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.texturePath + image.url; | |
images[ image.uuid ] = loadImage( path ); | |
} | |
} | |
return images; | |
}, | |
parseTextures: function ( json, images ) { | |
function parseConstant( value, type ) { | |
if ( typeof value === 'number' ) return value; | |
console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value ); | |
return type[ value ]; | |
} | |
var textures = {}; | |
if ( json !== undefined ) { | |
for ( var i = 0, l = json.length; i < l; i ++ ) { | |
var data = json[ i ]; | |
if ( data.image === undefined ) { | |
console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid ); | |
} | |
if ( images[ data.image ] === undefined ) { | |
console.warn( 'THREE.ObjectLoader: Undefined image', data.image ); | |
} | |
var texture = new Texture( images[ data.image ] ); | |
texture.needsUpdate = true; | |
texture.uuid = data.uuid; | |
if ( data.name !== undefined ) texture.name = data.name; | |
if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); | |
if ( data.offset !== undefined ) texture.offset.fromArray( data.offset ); | |
if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat ); | |
if ( data.center !== undefined ) texture.center.fromArray( data.center ); | |
if ( data.rotation !== undefined ) texture.rotation = data.rotation; | |
if ( data.wrap !== undefined ) { | |
texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING ); | |
texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING ); | |
} | |
if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); | |
if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); | |
if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy; | |
if ( data.flipY !== undefined ) texture.flipY = data.flipY; | |
textures[ data.uuid ] = texture; | |
} | |
} | |
return textures; | |
}, | |
parseObject: function ( data, geometries, materials ) { | |
var object; | |
function getGeometry( name ) { | |
if ( geometries[ name ] === undefined ) { | |
console.warn( 'THREE.ObjectLoader: Undefined geometry', name ); | |
} | |
return geometries[ name ]; | |
} | |
function getMaterial( name ) { | |
if ( name === undefined ) return undefined; | |
if ( Array.isArray( name ) ) { | |
var array = []; | |
for ( var i = 0, l = name.length; i < l; i ++ ) { | |
var uuid = name[ i ]; | |
if ( materials[ uuid ] === undefined ) { | |
console.warn( 'THREE.ObjectLoader: Undefined material', uuid ); | |
} | |
array.push( materials[ uuid ] ); | |
} | |
return array; | |
} | |
if ( materials[ name ] === undefined ) { | |
console.warn( 'THREE.ObjectLoader: Undefined material', name ); | |
} | |
return materials[ name ]; | |
} | |
switch ( data.type ) { | |
case 'Scene': | |
object = new Scene(); | |
if ( data.background !== undefined ) { | |
if ( Number.isInteger( data.background ) ) { | |
object.background = new Color( data.background ); | |
} | |
} | |
if ( data.fog !== undefined ) { | |
if ( data.fog.type === 'Fog' ) { | |
object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far ); | |
} else if ( data.fog.type === 'FogExp2' ) { | |
object.fog = new FogExp2( data.fog.color, data.fog.density ); | |
} | |
} | |
break; | |
case 'PerspectiveCamera': | |
object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far ); | |
if ( data.focus !== undefined ) object.focus = data.focus; | |
if ( data.zoom !== undefined ) object.zoom = data.zoom; | |
if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge; | |
if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset; | |
if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); | |
break; | |
case 'OrthographicCamera': | |
object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far ); | |
break; | |
case 'AmbientLight': | |
object = new AmbientLight( data.color, data.intensity ); | |
break; | |
case 'DirectionalLight': | |
object = new DirectionalLight( data.color, data.intensity ); | |
break; | |
case 'PointLight': | |
object = new PointLight( data.color, data.intensity, data.distance, data.decay ); | |
break; | |
case 'RectAreaLight': | |
object = new RectAreaLight( data.color, data.intensity, data.width, data.height ); | |
break; | |
case 'SpotLight': | |
object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay ); | |
break; | |
case 'HemisphereLight': | |
object = new HemisphereLight( data.color, data.groundColor, data.intensity ); | |
break; | |
case 'SkinnedMesh': | |
console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' ); | |
case 'Mesh': | |
var geometry = getGeometry( data.geometry ); | |
var material = getMaterial( data.material ); | |
if ( geometry.bones && geometry.bones.length > 0 ) { | |
object = new SkinnedMesh( geometry, material ); | |
} else { | |
object = new Mesh( geometry, material ); | |
} | |
break; | |
case 'LOD': | |
object = new LOD(); | |
break; | |
case 'Line': | |
object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode ); | |
break; | |
case 'LineLoop': | |
object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) ); | |
break; | |
case 'LineSegments': | |
object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) ); | |
break; | |
case 'PointCloud': | |
case 'Points': | |
object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) ); | |
break; | |
case 'Sprite': | |
object = new Sprite( getMaterial( data.material ) ); | |
break; | |
case 'Group': | |
object = new Group(); | |
break; | |
default: | |
object = new Object3D(); | |
} | |
object.uuid = data.uuid; | |
if ( data.name !== undefined ) object.name = data.name; | |
if ( data.matrix !== undefined ) { | |
object.matrix.fromArray( data.matrix ); | |
object.matrix.decompose( object.position, object.quaternion, object.scale ); | |
} else { | |
if ( data.position !== undefined ) object.position.fromArray( data.position ); | |
if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation ); | |
if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion ); | |
if ( data.scale !== undefined ) object.scale.fromArray( data.scale ); | |
} | |
if ( data.castShadow !== undefined ) object.castShadow = data.castShadow; | |
if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow; | |
if ( data.shadow ) { | |
if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias; | |
if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius; | |
if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize ); | |
if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera ); | |
} | |
if ( data.visible !== undefined ) object.visible = data.visible; | |
if ( data.userData !== undefined ) object.userData = data.userData; | |
if ( data.children !== undefined ) { | |
var children = data.children; | |
for ( var i = 0; i < children.length; i ++ ) { | |
object.add( this.parseObject( children[ i ], geometries, materials ) ); | |
} | |
} | |
if ( data.type === 'LOD' ) { | |
var levels = data.levels; | |
for ( var l = 0; l < levels.length; l ++ ) { | |
var level = levels[ l ]; | |
var child = object.getObjectByProperty( 'uuid', level.object ); | |
if ( child !== undefined ) { | |
object.addLevel( child, level.distance ); | |
} | |
} | |
} | |
return object; | |
} | |
} ); | |
var TEXTURE_MAPPING = { | |
UVMapping: UVMapping, | |
CubeReflectionMapping: CubeReflectionMapping, | |
CubeRefractionMapping: CubeRefractionMapping, | |
EquirectangularReflectionMapping: EquirectangularReflectionMapping, | |
EquirectangularRefractionMapping: EquirectangularRefractionMapping, | |
SphericalReflectionMapping: SphericalReflectionMapping, | |
CubeUVReflectionMapping: CubeUVReflectionMapping, | |
CubeUVRefractionMapping: CubeUVRefractionMapping | |
}; | |
var TEXTURE_WRAPPING = { | |
RepeatWrapping: RepeatWrapping, | |
ClampToEdgeWrapping: ClampToEdgeWrapping, | |
MirroredRepeatWrapping: MirroredRepeatWrapping | |
}; | |
var TEXTURE_FILTER = { | |
NearestFilter: NearestFilter, | |
NearestMipMapNearestFilter: NearestMipMapNearestFilter, | |
NearestMipMapLinearFilter: NearestMipMapLinearFilter, | |
LinearFilter: LinearFilter, | |
LinearMipMapNearestFilter: LinearMipMapNearestFilter, | |
LinearMipMapLinearFilter: LinearMipMapLinearFilter | |
}; | |
/** | |
* @author thespite / http://clicktorelease.com/ | |
*/ | |
function ImageBitmapLoader( manager ) { | |
if ( typeof createImageBitmap === 'undefined' ) { | |
console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' ); | |
} | |
if ( typeof fetch === 'undefined' ) { | |
console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' ); | |
} | |
this.manager = manager !== undefined ? manager : DefaultLoadingManager; | |
this.options = undefined; | |
} | |
ImageBitmapLoader.prototype = { | |
constructor: ImageBitmapLoader, | |
setOptions: function setOptions( options ) { | |
this.options = options; | |
return this; | |
}, | |
load: function load( url, onLoad, onProgress, onError ) { | |
if ( url === undefined ) url = ''; | |
if ( this.path !== undefined ) url = this.path + url; | |
var scope = this; | |
var cached = Cache.get( url ); | |
if ( cached !== undefined ) { | |
scope.manager.itemStart( url ); | |
setTimeout( function () { | |
if ( onLoad ) onLoad( cached ); | |
scope.manager.itemEnd( url ); | |
}, 0 ); | |
return cached; | |
} | |
fetch( url ).then( function ( res ) { | |
return res.blob(); | |
} ).then( function ( blob ) { | |
return createImageBitmap( blob, scope.options ); | |
} ).then( function ( imageBitmap ) { | |
Cache.add( url, imageBitmap ); | |
if ( onLoad ) onLoad( imageBitmap ); | |
scope.manager.itemEnd( url ); | |
} ).catch( function ( e ) { | |
if ( onError ) onError( e ); | |
scope.manager.itemEnd( url ); | |
scope.manager.itemError( url ); | |
} ); | |
}, | |
setCrossOrigin: function ( /* value */ ) { | |
return this; | |
}, | |
setPath: function ( value ) { | |
this.path = value; | |
return this; | |
} | |
}; | |
/** | |
* @author zz85 / http://www.lab4games.net/zz85/blog | |
* minimal class for proxing functions to Path. Replaces old "extractSubpaths()" | |
**/ | |
function ShapePath() { | |
this.type = 'ShapePath'; | |
this.subPaths = []; | |
this.currentPath = null; | |
} | |
Object.assign( ShapePath.prototype, { | |
moveTo: function ( x, y ) { | |
this.currentPath = new Path(); | |
this.subPaths.push( this.currentPath ); | |
this.currentPath.moveTo( x, y ); | |
}, | |
lineTo: function ( x, y ) { | |
this.currentPath.lineTo( x, y ); | |
}, | |
quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) { | |
this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY ); | |
}, | |
bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { | |
this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ); | |
}, | |
splineThru: function ( pts ) { | |
this.currentPath.splineThru( pts ); | |
}, | |
toShapes: function ( isCCW, noHoles ) { | |
function toShapesNoHoles( inSubpaths ) { | |
var shapes = []; | |
for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) { | |
var tmpPath = inSubpaths[ i ]; | |
var tmpShape = new Shape(); | |
tmpShape.curves = tmpPath.curves; | |
shapes.push( tmpShape ); | |
} | |
return shapes; | |
} | |
function isPointInsidePolygon( inPt, inPolygon ) { | |
var polyLen = inPolygon.length; | |
// inPt on polygon contour => immediate success or | |
// toggling of inside/outside at every single! intersection point of an edge | |
// with the horizontal line through inPt, left of inPt | |
// not counting lowerY endpoints of edges and whole edges on that line | |
var inside = false; | |
for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) { | |
var edgeLowPt = inPolygon[ p ]; | |
var edgeHighPt = inPolygon[ q ]; | |
var edgeDx = edgeHighPt.x - edgeLowPt.x; | |
var edgeDy = edgeHighPt.y - edgeLowPt.y; | |
if ( Math.abs( edgeDy ) > Number.EPSILON ) { | |
// not parallel | |
if ( edgeDy < 0 ) { | |
edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx; | |
edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy; | |
} | |
if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue; | |
if ( inPt.y === edgeLowPt.y ) { | |
if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ? | |
// continue; // no intersection or edgeLowPt => doesn't count !!! | |
} else { | |
var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y ); | |
if ( perpEdge === 0 ) return true; // inPt is on contour ? | |
if ( perpEdge < 0 ) continue; | |
inside = ! inside; // true intersection left of inPt | |
} | |
} else { | |
// parallel or collinear | |
if ( inPt.y !== edgeLowPt.y ) continue; // parallel | |
// edge lies on the same horizontal line as inPt | |
if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) || | |
( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour ! | |
// continue; | |
} | |
} | |
return inside; | |
} | |
var isClockWise = ShapeUtils.isClockWise; | |
var subPaths = this.subPaths; | |
if ( subPaths.length === 0 ) return []; | |
if ( noHoles === true ) return toShapesNoHoles( subPaths ); | |
var solid, tmpPath, tmpShape, shapes = []; | |
if ( subPaths.length === 1 ) { | |
tmpPath = subPaths[ 0 ]; | |
tmpShape = new Shape(); | |
tmpShape.curves = tmpPath.curves; | |
shapes.push( tmpShape ); | |
return shapes; | |
} | |
var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() ); | |
holesFirst = isCCW ? ! holesFirst : holesFirst; | |
// console.log("Holes first", holesFirst); | |
var betterShapeHoles = []; | |
var newShapes = []; | |
var newShapeHoles = []; | |
var mainIdx = 0; | |
var tmpPoints; | |
newShapes[ mainIdx ] = undefined; | |
newShapeHoles[ mainIdx ] = []; | |
for ( var i = 0, l = subPaths.length; i < l; i ++ ) { | |
tmpPath = subPaths[ i ]; | |
tmpPoints = tmpPath.getPoints(); | |
solid = isClockWise( tmpPoints ); | |
solid = isCCW ? ! solid : solid; | |
if ( solid ) { | |
if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++; | |
newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints }; | |
newShapes[ mainIdx ].s.curves = tmpPath.curves; | |
if ( holesFirst ) mainIdx ++; | |
newShapeHoles[ mainIdx ] = []; | |
//console.log('cw', i); | |
} else { | |
newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } ); | |
//console.log('ccw', i); | |
} | |
} | |
// only Holes? -> probably all Shapes with wrong orientation | |
if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths ); | |
if ( newShapes.length > 1 ) { | |
var ambiguous = false; | |
var toChange = []; | |
for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { | |
betterShapeHoles[ sIdx ] = []; | |
} | |
for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { | |
var sho = newShapeHoles[ sIdx ]; | |
for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) { | |
var ho = sho[ hIdx ]; | |
var hole_unassigned = true; | |
for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) { | |
if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) { | |
if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); | |
if ( hole_unassigned ) { | |
hole_unassigned = false; | |
betterShapeHoles[ s2Idx ].push( ho ); | |
} else { | |
ambiguous = true; | |
} | |
} | |
} | |
if ( hole_unassigned ) { | |
betterShapeHoles[ sIdx ].push( ho ); | |
} | |
} | |
} | |
// console.log("ambiguous: ", ambiguous); | |
if ( toChange.length > 0 ) { | |
// console.log("to change: ", toChange); | |
if ( ! ambiguous ) newShapeHoles = betterShapeHoles; | |
} | |
} | |
var tmpHoles; | |
for ( var i = 0, il = newShapes.length; i < il; i ++ ) { | |
tmpShape = newShapes[ i ].s; | |
shapes.push( tmpShape ); | |
tmpHoles = newShapeHoles[ i ]; | |
for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) { | |
tmpShape.holes.push( tmpHoles[ j ].h ); | |
} | |
} | |
//console.log("shape", shapes); | |
return shapes; | |
} | |
} ); | |
/** | |
* @author zz85 / http://www.lab4games.net/zz85/blog | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function Font( data ) { | |
this.type = 'Font'; | |
this.data = data; | |
} | |
Object.assign( Font.prototype, { | |
isFont: true, | |
generateShapes: function ( text, size, divisions ) { | |
if ( size === undefined ) size = 100; | |
if ( divisions === undefined ) divisions = 4; | |
var shapes = []; | |
var paths = createPaths( text, size, divisions, this.data ); | |
for ( var p = 0, pl = paths.length; p < pl; p ++ ) { | |
Array.prototype.push.apply( shapes, paths[ p ].toShapes() ); | |
} | |
return shapes; | |
} | |
} ); | |
function createPaths( text, size, divisions, data ) { | |
var chars = String( text ).split( '' ); | |
var scale = size / data.resolution; | |
var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale; | |
var paths = []; | |
var offsetX = 0, offsetY = 0; | |
for ( var i = 0; i < chars.length; i ++ ) { | |
var char = chars[ i ]; | |
if ( char === '\n' ) { | |
offsetX = 0; | |
offsetY -= line_height; | |
} else { | |
var ret = createPath( char, divisions, scale, offsetX, offsetY, data ); | |
offsetX += ret.offsetX; | |
paths.push( ret.path ); | |
} | |
} | |
return paths; | |
} | |
function createPath( char, divisions, scale, offsetX, offsetY, data ) { | |
var glyph = data.glyphs[ char ] || data.glyphs[ '?' ]; | |
if ( ! glyph ) return; | |
var path = new ShapePath(); | |
var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2; | |
if ( glyph.o ) { | |
var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) ); | |
for ( var i = 0, l = outline.length; i < l; ) { | |
var action = outline[ i ++ ]; | |
switch ( action ) { | |
case 'm': // moveTo | |
x = outline[ i ++ ] * scale + offsetX; | |
y = outline[ i ++ ] * scale + offsetY; | |
path.moveTo( x, y ); | |
break; | |
case 'l': // lineTo | |
x = outline[ i ++ ] * scale + offsetX; | |
y = outline[ i ++ ] * scale + offsetY; | |
path.lineTo( x, y ); | |
break; | |
case 'q': // quadraticCurveTo | |
cpx = outline[ i ++ ] * scale + offsetX; | |
cpy = outline[ i ++ ] * scale + offsetY; | |
cpx1 = outline[ i ++ ] * scale + offsetX; | |
cpy1 = outline[ i ++ ] * scale + offsetY; | |
path.quadraticCurveTo( cpx1, cpy1, cpx, cpy ); | |
break; | |
case 'b': // bezierCurveTo | |
cpx = outline[ i ++ ] * scale + offsetX; | |
cpy = outline[ i ++ ] * scale + offsetY; | |
cpx1 = outline[ i ++ ] * scale + offsetX; | |
cpy1 = outline[ i ++ ] * scale + offsetY; | |
cpx2 = outline[ i ++ ] * scale + offsetX; | |
cpy2 = outline[ i ++ ] * scale + offsetY; | |
path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy ); | |
break; | |
} | |
} | |
} | |
return { offsetX: glyph.ha * scale, path: path }; | |
} | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function FontLoader( manager ) { | |
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; | |
} | |
Object.assign( FontLoader.prototype, { | |
load: function ( url, onLoad, onProgress, onError ) { | |
var scope = this; | |
var loader = new FileLoader( this.manager ); | |
loader.setPath( this.path ); | |
loader.load( url, function ( text ) { | |
var json; | |
try { | |
json = JSON.parse( text ); | |
} catch ( e ) { | |
console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' ); | |
json = JSON.parse( text.substring( 65, text.length - 2 ) ); | |
} | |
var font = scope.parse( json ); | |
if ( onLoad ) onLoad( font ); | |
}, onProgress, onError ); | |
}, | |
parse: function ( json ) { | |
return new Font( json ); | |
}, | |
setPath: function ( value ) { | |
this.path = value; | |
return this; | |
} | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
var context; | |
var AudioContext = { | |
getContext: function () { | |
if ( context === undefined ) { | |
context = new ( window.AudioContext || window.webkitAudioContext )(); | |
} | |
return context; | |
}, | |
setContext: function ( value ) { | |
context = value; | |
} | |
}; | |
/** | |
* @author Reece Aaron Lecrivain / http://reecenotes.com/ | |
*/ | |
function AudioLoader( manager ) { | |
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; | |
} | |
Object.assign( AudioLoader.prototype, { | |
load: function ( url, onLoad, onProgress, onError ) { | |
var loader = new FileLoader( this.manager ); | |
loader.setResponseType( 'arraybuffer' ); | |
loader.load( url, function ( buffer ) { | |
var context = AudioContext.getContext(); | |
context.decodeAudioData( buffer, function ( audioBuffer ) { | |
onLoad( audioBuffer ); | |
} ); | |
}, onProgress, onError ); | |
} | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function StereoCamera() { | |
this.type = 'StereoCamera'; | |
this.aspect = 1; | |
this.eyeSep = 0.064; | |
this.cameraL = new PerspectiveCamera(); | |
this.cameraL.layers.enable( 1 ); | |
this.cameraL.matrixAutoUpdate = false; | |
this.cameraR = new PerspectiveCamera(); | |
this.cameraR.layers.enable( 2 ); | |
this.cameraR.matrixAutoUpdate = false; | |
} | |
Object.assign( StereoCamera.prototype, { | |
update: ( function () { | |
var instance, focus, fov, aspect, near, far, zoom, eyeSep; | |
var eyeRight = new Matrix4(); | |
var eyeLeft = new Matrix4(); | |
return function update( camera ) { | |
var needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov || | |
aspect !== camera.aspect * this.aspect || near !== camera.near || | |
far !== camera.far || zoom !== camera.zoom || eyeSep !== this.eyeSep; | |
if ( needsUpdate ) { | |
instance = this; | |
focus = camera.focus; | |
fov = camera.fov; | |
aspect = camera.aspect * this.aspect; | |
near = camera.near; | |
far = camera.far; | |
zoom = camera.zoom; | |
// Off-axis stereoscopic effect based on | |
// http://paulbourke.net/stereographics/stereorender/ | |
var projectionMatrix = camera.projectionMatrix.clone(); | |
eyeSep = this.eyeSep / 2; | |
var eyeSepOnProjection = eyeSep * near / focus; | |
var ymax = ( near * Math.tan( _Math.DEG2RAD * fov * 0.5 ) ) / zoom; | |
var xmin, xmax; | |
// translate xOffset | |
eyeLeft.elements[ 12 ] = - eyeSep; | |
eyeRight.elements[ 12 ] = eyeSep; | |
// for left eye | |
xmin = - ymax * aspect + eyeSepOnProjection; | |
xmax = ymax * aspect + eyeSepOnProjection; | |
projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); | |
projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); | |
this.cameraL.projectionMatrix.copy( projectionMatrix ); | |
// for right eye | |
xmin = - ymax * aspect - eyeSepOnProjection; | |
xmax = ymax * aspect - eyeSepOnProjection; | |
projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); | |
projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); | |
this.cameraR.projectionMatrix.copy( projectionMatrix ); | |
} | |
this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft ); | |
this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight ); | |
}; | |
} )() | |
} ); | |
/** | |
* Camera for rendering cube maps | |
* - renders scene into axis-aligned cube | |
* | |
* @author alteredq / http://alteredqualia.com/ | |
*/ | |
function CubeCamera( near, far, cubeResolution ) { | |
Object3D.call( this ); | |
this.type = 'CubeCamera'; | |
var fov = 90, aspect = 1; | |
var cameraPX = new PerspectiveCamera( fov, aspect, near, far ); | |
cameraPX.up.set( 0, - 1, 0 ); | |
cameraPX.lookAt( new Vector3( 1, 0, 0 ) ); | |
this.add( cameraPX ); | |
var cameraNX = new PerspectiveCamera( fov, aspect, near, far ); | |
cameraNX.up.set( 0, - 1, 0 ); | |
cameraNX.lookAt( new Vector3( - 1, 0, 0 ) ); | |
this.add( cameraNX ); | |
var cameraPY = new PerspectiveCamera( fov, aspect, near, far ); | |
cameraPY.up.set( 0, 0, 1 ); | |
cameraPY.lookAt( new Vector3( 0, 1, 0 ) ); | |
this.add( cameraPY ); | |
var cameraNY = new PerspectiveCamera( fov, aspect, near, far ); | |
cameraNY.up.set( 0, 0, - 1 ); | |
cameraNY.lookAt( new Vector3( 0, - 1, 0 ) ); | |
this.add( cameraNY ); | |
var cameraPZ = new PerspectiveCamera( fov, aspect, near, far ); | |
cameraPZ.up.set( 0, - 1, 0 ); | |
cameraPZ.lookAt( new Vector3( 0, 0, 1 ) ); | |
this.add( cameraPZ ); | |
var cameraNZ = new PerspectiveCamera( fov, aspect, near, far ); | |
cameraNZ.up.set( 0, - 1, 0 ); | |
cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) ); | |
this.add( cameraNZ ); | |
var options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter }; | |
this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options ); | |
this.renderTarget.texture.name = "CubeCamera"; | |
this.update = function ( renderer, scene ) { | |
if ( this.parent === null ) this.updateMatrixWorld(); | |
var renderTarget = this.renderTarget; | |
var generateMipmaps = renderTarget.texture.generateMipmaps; | |
renderTarget.texture.generateMipmaps = false; | |
renderTarget.activeCubeFace = 0; | |
renderer.render( scene, cameraPX, renderTarget ); | |
renderTarget.activeCubeFace = 1; | |
renderer.render( scene, cameraNX, renderTarget ); | |
renderTarget.activeCubeFace = 2; | |
renderer.render( scene, cameraPY, renderTarget ); | |
renderTarget.activeCubeFace = 3; | |
renderer.render( scene, cameraNY, renderTarget ); | |
renderTarget.activeCubeFace = 4; | |
renderer.render( scene, cameraPZ, renderTarget ); | |
renderTarget.texture.generateMipmaps = generateMipmaps; | |
renderTarget.activeCubeFace = 5; | |
renderer.render( scene, cameraNZ, renderTarget ); | |
renderer.setRenderTarget( null ); | |
}; | |
this.clear = function ( renderer, color, depth, stencil ) { | |
var renderTarget = this.renderTarget; | |
for ( var i = 0; i < 6; i ++ ) { | |
renderTarget.activeCubeFace = i; | |
renderer.setRenderTarget( renderTarget ); | |
renderer.clear( color, depth, stencil ); | |
} | |
renderer.setRenderTarget( null ); | |
}; | |
} | |
CubeCamera.prototype = Object.create( Object3D.prototype ); | |
CubeCamera.prototype.constructor = CubeCamera; | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function AudioListener() { | |
Object3D.call( this ); | |
this.type = 'AudioListener'; | |
this.context = AudioContext.getContext(); | |
this.gain = this.context.createGain(); | |
this.gain.connect( this.context.destination ); | |
this.filter = null; | |
} | |
AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), { | |
constructor: AudioListener, | |
getInput: function () { | |
return this.gain; | |
}, | |
removeFilter: function ( ) { | |
if ( this.filter !== null ) { | |
this.gain.disconnect( this.filter ); | |
this.filter.disconnect( this.context.destination ); | |
this.gain.connect( this.context.destination ); | |
this.filter = null; | |
} | |
}, | |
getFilter: function () { | |
return this.filter; | |
}, | |
setFilter: function ( value ) { | |
if ( this.filter !== null ) { | |
this.gain.disconnect( this.filter ); | |
this.filter.disconnect( this.context.destination ); | |
} else { | |
this.gain.disconnect( this.context.destination ); | |
} | |
this.filter = value; | |
this.gain.connect( this.filter ); | |
this.filter.connect( this.context.destination ); | |
}, | |
getMasterVolume: function () { | |
return this.gain.gain.value; | |
}, | |
setMasterVolume: function ( value ) { | |
this.gain.gain.value = value; | |
}, | |
updateMatrixWorld: ( function () { | |
var position = new Vector3(); | |
var quaternion = new Quaternion(); | |
var scale = new Vector3(); | |
var orientation = new Vector3(); | |
return function updateMatrixWorld( force ) { | |
Object3D.prototype.updateMatrixWorld.call( this, force ); | |
var listener = this.context.listener; | |
var up = this.up; | |
this.matrixWorld.decompose( position, quaternion, scale ); | |
orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion ); | |
if ( listener.positionX ) { | |
listener.positionX.setValueAtTime( position.x, this.context.currentTime ); | |
listener.positionY.setValueAtTime( position.y, this.context.currentTime ); | |
listener.positionZ.setValueAtTime( position.z, this.context.currentTime ); | |
listener.forwardX.setValueAtTime( orientation.x, this.context.currentTime ); | |
listener.forwardY.setValueAtTime( orientation.y, this.context.currentTime ); | |
listener.forwardZ.setValueAtTime( orientation.z, this.context.currentTime ); | |
listener.upX.setValueAtTime( up.x, this.context.currentTime ); | |
listener.upY.setValueAtTime( up.y, this.context.currentTime ); | |
listener.upZ.setValueAtTime( up.z, this.context.currentTime ); | |
} else { | |
listener.setPosition( position.x, position.y, position.z ); | |
listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z ); | |
} | |
}; | |
} )() | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
* @author Reece Aaron Lecrivain / http://reecenotes.com/ | |
*/ | |
function Audio( listener ) { | |
Object3D.call( this ); | |
this.type = 'Audio'; | |
this.context = listener.context; | |
this.gain = this.context.createGain(); | |
this.gain.connect( listener.getInput() ); | |
this.autoplay = false; | |
this.buffer = null; | |
this.loop = false; | |
this.startTime = 0; | |
this.offset = 0; | |
this.playbackRate = 1; | |
this.isPlaying = false; | |
this.hasPlaybackControl = true; | |
this.sourceType = 'empty'; | |
this.filters = []; | |
} | |
Audio.prototype = Object.assign( Object.create( Object3D.prototype ), { | |
constructor: Audio, | |
getOutput: function () { | |
return this.gain; | |
}, | |
setNodeSource: function ( audioNode ) { | |
this.hasPlaybackControl = false; | |
this.sourceType = 'audioNode'; | |
this.source = audioNode; | |
this.connect(); | |
return this; | |
}, | |
setBuffer: function ( audioBuffer ) { | |
this.buffer = audioBuffer; | |
this.sourceType = 'buffer'; | |
if ( this.autoplay ) this.play(); | |
return this; | |
}, | |
play: function () { | |
if ( this.isPlaying === true ) { | |
console.warn( 'THREE.Audio: Audio is already playing.' ); | |
return; | |
} | |
if ( this.hasPlaybackControl === false ) { | |
console.warn( 'THREE.Audio: this Audio has no playback control.' ); | |
return; | |
} | |
var source = this.context.createBufferSource(); | |
source.buffer = this.buffer; | |
source.loop = this.loop; | |
source.onended = this.onEnded.bind( this ); | |
source.playbackRate.setValueAtTime( this.playbackRate, this.startTime ); | |
this.startTime = this.context.currentTime; | |
source.start( this.startTime, this.offset ); | |
this.isPlaying = true; | |
this.source = source; | |
return this.connect(); | |
}, | |
pause: function () { | |
if ( this.hasPlaybackControl === false ) { | |
console.warn( 'THREE.Audio: this Audio has no playback control.' ); | |
return; | |
} | |
if ( this.isPlaying === true ) { | |
this.source.stop(); | |
this.offset += ( this.context.currentTime - this.startTime ) * this.playbackRate; | |
this.isPlaying = false; | |
} | |
return this; | |
}, | |
stop: function () { | |
if ( this.hasPlaybackControl === false ) { | |
console.warn( 'THREE.Audio: this Audio has no playback control.' ); | |
return; | |
} | |
this.source.stop(); | |
this.offset = 0; | |
this.isPlaying = false; | |
return this; | |
}, | |
connect: function () { | |
if ( this.filters.length > 0 ) { | |
this.source.connect( this.filters[ 0 ] ); | |
for ( var i = 1, l = this.filters.length; i < l; i ++ ) { | |
this.filters[ i - 1 ].connect( this.filters[ i ] ); | |
} | |
this.filters[ this.filters.length - 1 ].connect( this.getOutput() ); | |
} else { | |
this.source.connect( this.getOutput() ); | |
} | |
return this; | |
}, | |
disconnect: function () { | |
if ( this.filters.length > 0 ) { | |
this.source.disconnect( this.filters[ 0 ] ); | |
for ( var i = 1, l = this.filters.length; i < l; i ++ ) { | |
this.filters[ i - 1 ].disconnect( this.filters[ i ] ); | |
} | |
this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() ); | |
} else { | |
this.source.disconnect( this.getOutput() ); | |
} | |
return this; | |
}, | |
getFilters: function () { | |
return this.filters; | |
}, | |
setFilters: function ( value ) { | |
if ( ! value ) value = []; | |
if ( this.isPlaying === true ) { | |
this.disconnect(); | |
this.filters = value; | |
this.connect(); | |
} else { | |
this.filters = value; | |
} | |
return this; | |
}, | |
getFilter: function () { | |
return this.getFilters()[ 0 ]; | |
}, | |
setFilter: function ( filter ) { | |
return this.setFilters( filter ? [ filter ] : [] ); | |
}, | |
setPlaybackRate: function ( value ) { | |
if ( this.hasPlaybackControl === false ) { | |
console.warn( 'THREE.Audio: this Audio has no playback control.' ); | |
return; | |
} | |
this.playbackRate = value; | |
if ( this.isPlaying === true ) { | |
this.source.playbackRate.setValueAtTime( this.playbackRate, this.context.currentTime ); | |
} | |
return this; | |
}, | |
getPlaybackRate: function () { | |
return this.playbackRate; | |
}, | |
onEnded: function () { | |
this.isPlaying = false; | |
}, | |
getLoop: function () { | |
if ( this.hasPlaybackControl === false ) { | |
console.warn( 'THREE.Audio: this Audio has no playback control.' ); | |
return false; | |
} | |
return this.loop; | |
}, | |
setLoop: function ( value ) { | |
if ( this.hasPlaybackControl === false ) { | |
console.warn( 'THREE.Audio: this Audio has no playback control.' ); | |
return; | |
} | |
this.loop = value; | |
if ( this.isPlaying === true ) { | |
this.source.loop = this.loop; | |
} | |
return this; | |
}, | |
getVolume: function () { | |
return this.gain.gain.value; | |
}, | |
setVolume: function ( value ) { | |
this.gain.gain.value = value; | |
return this; | |
} | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function PositionalAudio( listener ) { | |
Audio.call( this, listener ); | |
this.panner = this.context.createPanner(); | |
this.panner.connect( this.gain ); | |
} | |
PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), { | |
constructor: PositionalAudio, | |
getOutput: function () { | |
return this.panner; | |
}, | |
getRefDistance: function () { | |
return this.panner.refDistance; | |
}, | |
setRefDistance: function ( value ) { | |
this.panner.refDistance = value; | |
}, | |
getRolloffFactor: function () { | |
return this.panner.rolloffFactor; | |
}, | |
setRolloffFactor: function ( value ) { | |
this.panner.rolloffFactor = value; | |
}, | |
getDistanceModel: function () { | |
return this.panner.distanceModel; | |
}, | |
setDistanceModel: function ( value ) { | |
this.panner.distanceModel = value; | |
}, | |
getMaxDistance: function () { | |
return this.panner.maxDistance; | |
}, | |
setMaxDistance: function ( value ) { | |
this.panner.maxDistance = value; | |
}, | |
updateMatrixWorld: ( function () { | |
var position = new Vector3(); | |
return function updateMatrixWorld( force ) { | |
Object3D.prototype.updateMatrixWorld.call( this, force ); | |
position.setFromMatrixPosition( this.matrixWorld ); | |
this.panner.setPosition( position.x, position.y, position.z ); | |
}; | |
} )() | |
} ); | |
/** | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function AudioAnalyser( audio, fftSize ) { | |
this.analyser = audio.context.createAnalyser(); | |
this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048; | |
this.data = new Uint8Array( this.analyser.frequencyBinCount ); | |
audio.getOutput().connect( this.analyser ); | |
} | |
Object.assign( AudioAnalyser.prototype, { | |
getFrequencyData: function () { | |
this.analyser.getByteFrequencyData( this.data ); | |
return this.data; | |
}, | |
getAverageFrequency: function () { | |
var value = 0, data = this.getFrequencyData(); | |
for ( var i = 0; i < data.length; i ++ ) { | |
value += data[ i ]; | |
} | |
return value / data.length; | |
} | |
} ); | |
/** | |
* | |
* Buffered scene graph property that allows weighted accumulation. | |
* | |
* | |
* @author Ben Houston / http://clara.io/ | |
* @author David Sarno / http://lighthaus.us/ | |
* @author tschw | |
*/ | |
function PropertyMixer( binding, typeName, valueSize ) { | |
this.binding = binding; | |
this.valueSize = valueSize; | |
var bufferType = Float64Array, | |
mixFunction; | |
switch ( typeName ) { | |
case 'quaternion': | |
mixFunction = this._slerp; | |
break; | |
case 'string': | |
case 'bool': | |
bufferType = Array; | |
mixFunction = this._select; | |
break; | |
default: | |
mixFunction = this._lerp; | |
} | |
this.buffer = new bufferType( valueSize * 4 ); | |
// layout: [ incoming | accu0 | accu1 | orig ] | |
// | |
// interpolators can use .buffer as their .result | |
// the data then goes to 'incoming' | |
// | |
// 'accu0' and 'accu1' are used frame-interleaved for | |
// the cumulative result and are compared to detect | |
// changes | |
// | |
// 'orig' stores the original state of the property | |
this._mixBufferRegion = mixFunction; | |
this.cumulativeWeight = 0; | |
this.useCount = 0; | |
this.referenceCount = 0; | |
} | |
Object.assign( PropertyMixer.prototype, { | |
// accumulate data in the 'incoming' region into 'accu<i>' | |
accumulate: function ( accuIndex, weight ) { | |
// note: happily accumulating nothing when weight = 0, the caller knows | |
// the weight and shouldn't have made the call in the first place | |
var buffer = this.buffer, | |
stride = this.valueSize, | |
offset = accuIndex * stride + stride, | |
currentWeight = this.cumulativeWeight; | |
if ( currentWeight === 0 ) { | |
// accuN := incoming * weight | |
for ( var i = 0; i !== stride; ++ i ) { | |
buffer[ offset + i ] = buffer[ i ]; | |
} | |
currentWeight = weight; | |
} else { | |
// accuN := accuN + incoming * weight | |
currentWeight += weight; | |
var mix = weight / currentWeight; | |
this._mixBufferRegion( buffer, offset, 0, mix, stride ); | |
} | |
this.cumulativeWeight = currentWeight; | |
}, | |
// apply the state of 'accu<i>' to the binding when accus differ | |
apply: function ( accuIndex ) { | |
var stride = this.valueSize, | |
buffer = this.buffer, | |
offset = accuIndex * stride + stride, | |
weight = this.cumulativeWeight, | |
binding = this.binding; | |
this.cumulativeWeight = 0; | |
if ( weight < 1 ) { | |
// accuN := accuN + original * ( 1 - cumulativeWeight ) | |
var originalValueOffset = stride * 3; | |
this._mixBufferRegion( | |
buffer, offset, originalValueOffset, 1 - weight, stride ); | |
} | |
for ( var i = stride, e = stride + stride; i !== e; ++ i ) { | |
if ( buffer[ i ] !== buffer[ i + stride ] ) { | |
// value has changed -> update scene graph | |
binding.setValue( buffer, offset ); | |
break; | |
} | |
} | |
}, | |
// remember the state of the bound property and copy it to both accus | |
saveOriginalState: function () { | |
var binding = this.binding; | |
var buffer = this.buffer, | |
stride = this.valueSize, | |
originalValueOffset = stride * 3; | |
binding.getValue( buffer, originalValueOffset ); | |
// accu[0..1] := orig -- initially detect changes against the original | |
for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) { | |
buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ]; | |
} | |
this.cumulativeWeight = 0; | |
}, | |
// apply the state previously taken via 'saveOriginalState' to the binding | |
restoreOriginalState: function () { | |
var originalValueOffset = this.valueSize * 3; | |
this.binding.setValue( this.buffer, originalValueOffset ); | |
}, | |
// mix functions | |
_select: function ( buffer, dstOffset, srcOffset, t, stride ) { | |
if ( t >= 0.5 ) { | |
for ( var i = 0; i !== stride; ++ i ) { | |
buffer[ dstOffset + i ] = buffer[ srcOffset + i ]; | |
} | |
} | |
}, | |
_slerp: function ( buffer, dstOffset, srcOffset, t ) { | |
Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t ); | |
}, | |
_lerp: function ( buffer, dstOffset, srcOffset, t, stride ) { | |
var s = 1 - t; | |
for ( var i = 0; i !== stride; ++ i ) { | |
var j = dstOffset + i; | |
buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t; | |
} | |
} | |
} ); | |
/** | |
* | |
* A reference to a real property in the scene graph. | |
* | |
* | |
* @author Ben Houston / http://clara.io/ | |
* @author David Sarno / http://lighthaus.us/ | |
* @author tschw | |
*/ | |
// Characters [].:/ are reserved for track binding syntax. | |
var RESERVED_CHARS_RE = '\\[\\]\\.:\\/'; | |
function Composite( targetGroup, path, optionalParsedPath ) { | |
var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path ); | |
this._targetGroup = targetGroup; | |
this._bindings = targetGroup.subscribe_( path, parsedPath ); | |
} | |
Object.assign( Composite.prototype, { | |
getValue: function ( array, offset ) { | |
this.bind(); // bind all binding | |
var firstValidIndex = this._targetGroup.nCachedObjects_, | |
binding = this._bindings[ firstValidIndex ]; | |
// and only call .getValue on the first | |
if ( binding !== undefined ) binding.getValue( array, offset ); | |
}, | |
setValue: function ( array, offset ) { | |
var bindings = this._bindings; | |
for ( var i = this._targetGroup.nCachedObjects_, | |
n = bindings.length; i !== n; ++ i ) { | |
bindings[ i ].setValue( array, offset ); | |
} | |
}, | |
bind: function () { | |
var bindings = this._bindings; | |
for ( var i = this._targetGroup.nCachedObjects_, | |
n = bindings.length; i !== n; ++ i ) { | |
bindings[ i ].bind(); | |
} | |
}, | |
unbind: function () { | |
var bindings = this._bindings; | |
for ( var i = this._targetGroup.nCachedObjects_, | |
n = bindings.length; i !== n; ++ i ) { | |
bindings[ i ].unbind(); | |
} | |
} | |
} ); | |
function PropertyBinding( rootNode, path, parsedPath ) { | |
this.path = path; | |
this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path ); | |
this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode; | |
this.rootNode = rootNode; | |
} | |
Object.assign( PropertyBinding, { | |
Composite: Composite, | |
create: function ( root, path, parsedPath ) { | |
if ( ! ( root && root.isAnimationObjectGroup ) ) { | |
return new PropertyBinding( root, path, parsedPath ); | |
} else { | |
return new PropertyBinding.Composite( root, path, parsedPath ); | |
} | |
}, | |
/** | |
* Replaces spaces with underscores and removes unsupported characters from | |
* node names, to ensure compatibility with parseTrackName(). | |
* | |
* @param {string} name Node name to be sanitized. | |
* @return {string} | |
*/ | |
sanitizeNodeName: ( function () { | |
var reservedRe = new RegExp( '[' + RESERVED_CHARS_RE + ']', 'g' ); | |
return function sanitizeNodeName( name ) { | |
return name.replace( /\s/g, '_' ).replace( reservedRe, '' ); | |
}; | |
}() ), | |
parseTrackName: function () { | |
// Attempts to allow node names from any language. ES5's `\w` regexp matches | |
// only latin characters, and the unicode \p{L} is not yet supported. So | |
// instead, we exclude reserved characters and match everything else. | |
var wordChar = '[^' + RESERVED_CHARS_RE + ']'; | |
var wordCharOrDot = '[^' + RESERVED_CHARS_RE.replace( '\\.', '' ) + ']'; | |
// Parent directories, delimited by '/' or ':'. Currently unused, but must | |
// be matched to parse the rest of the track name. | |
var directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', wordChar ); | |
// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'. | |
var nodeRe = /(WCOD+)?/.source.replace( 'WCOD', wordCharOrDot ); | |
// Object on target node, and accessor. May not contain reserved | |
// characters. Accessor may contain any character except closing bracket. | |
var objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', wordChar ); | |
// Property and accessor. May not contain reserved characters. Accessor may | |
// contain any non-bracket characters. | |
var propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', wordChar ); | |
var trackRe = new RegExp( '' | |
+ '^' | |
+ directoryRe | |
+ nodeRe | |
+ objectRe | |
+ propertyRe | |
+ '$' | |
); | |
var supportedObjectNames = [ 'material', 'materials', 'bones' ]; | |
return function parseTrackName( trackName ) { | |
var matches = trackRe.exec( trackName ); | |
if ( ! matches ) { | |
throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName ); | |
} | |
var results = { | |
// directoryName: matches[ 1 ], // (tschw) currently unused | |
nodeName: matches[ 2 ], | |
objectName: matches[ 3 ], | |
objectIndex: matches[ 4 ], | |
propertyName: matches[ 5 ], // required | |
propertyIndex: matches[ 6 ] | |
}; | |
var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' ); | |
if ( lastDot !== undefined && lastDot !== - 1 ) { | |
var objectName = results.nodeName.substring( lastDot + 1 ); | |
// Object names must be checked against a whitelist. Otherwise, there | |
// is no way to parse 'foo.bar.baz': 'baz' must be a property, but | |
// 'bar' could be the objectName, or part of a nodeName (which can | |
// include '.' characters). | |
if ( supportedObjectNames.indexOf( objectName ) !== - 1 ) { | |
results.nodeName = results.nodeName.substring( 0, lastDot ); | |
results.objectName = objectName; | |
} | |
} | |
if ( results.propertyName === null || results.propertyName.length === 0 ) { | |
throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName ); | |
} | |
return results; | |
}; | |
}(), | |
findNode: function ( root, nodeName ) { | |
if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) { | |
return root; | |
} | |
// search into skeleton bones. | |
if ( root.skeleton ) { | |
var bone = root.skeleton.getBoneByName( nodeName ); | |
if ( bone !== undefined ) { | |
return bone; | |
} | |
} | |
// search into node subtree. | |
if ( root.children ) { | |
var searchNodeSubtree = function ( children ) { | |
for ( var i = 0; i < children.length; i ++ ) { | |
var childNode = children[ i ]; | |
if ( childNode.name === nodeName || childNode.uuid === nodeName ) { | |
return childNode; | |
} | |
var result = searchNodeSubtree( childNode.children ); | |
if ( result ) return result; | |
} | |
return null; | |
}; | |
var subTreeNode = searchNodeSubtree( root.children ); | |
if ( subTreeNode ) { | |
return subTreeNode; | |
} | |
} | |
return null; | |
} | |
} ); | |
Object.assign( PropertyBinding.prototype, { // prototype, continued | |
// these are used to "bind" a nonexistent property | |
_getValue_unavailable: function () {}, | |
_setValue_unavailable: function () {}, | |
BindingType: { | |
Direct: 0, | |
EntireArray: 1, | |
ArrayElement: 2, | |
HasFromToArray: 3 | |
}, | |
Versioning: { | |
None: 0, | |
NeedsUpdate: 1, | |
MatrixWorldNeedsUpdate: 2 | |
}, | |
GetterByBindingType: [ | |
function getValue_direct( buffer, offset ) { | |
buffer[ offset ] = this.node[ this.propertyName ]; | |
}, | |
function getValue_array( buffer, offset ) { | |
var source = this.resolvedProperty; | |
for ( var i = 0, n = source.length; i !== n; ++ i ) { | |
buffer[ offset ++ ] = source[ i ]; | |
} | |
}, | |
function getValue_arrayElement( buffer, offset ) { | |
buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ]; | |
}, | |
function getValue_toArray( buffer, offset ) { | |
this.resolvedProperty.toArray( buffer, offset ); | |
} | |
], | |
SetterByBindingTypeAndVersioning: [ | |
[ | |
// Direct | |
function setValue_direct( buffer, offset ) { | |
this.targetObject[ this.propertyName ] = buffer[ offset ]; | |
}, | |
function setValue_direct_setNeedsUpdate( buffer, offset ) { | |
this.targetObject[ this.propertyName ] = buffer[ offset ]; | |
this.targetObject.needsUpdate = true; | |
}, | |
function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) { | |
this.targetObject[ this.propertyName ] = buffer[ offset ]; | |
this.targetObject.matrixWorldNeedsUpdate = true; | |
} | |
], [ | |
// EntireArray | |
function setValue_array( buffer, offset ) { | |
var dest = this.resolvedProperty; | |
for ( var i = 0, n = dest.length; i !== n; ++ i ) { | |
dest[ i ] = buffer[ offset ++ ]; | |
} | |
}, | |
function setValue_array_setNeedsUpdate( buffer, offset ) { | |
var dest = this.resolvedProperty; | |
for ( var i = 0, n = dest.length; i !== n; ++ i ) { | |
dest[ i ] = buffer[ offset ++ ]; | |
} | |
this.targetObject.needsUpdate = true; | |
}, | |
function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) { | |
var dest = this.resolvedProperty; | |
for ( var i = 0, n = dest.length; i !== n; ++ i ) { | |
dest[ i ] = buffer[ offset ++ ]; | |
} | |
this.targetObject.matrixWorldNeedsUpdate = true; | |
} | |
], [ | |
// ArrayElement | |
function setValue_arrayElement( buffer, offset ) { | |
this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; | |
}, | |
function setValue_arrayElement_setNeedsUpdate( buffer, offset ) { | |
this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; | |
this.targetObject.needsUpdate = true; | |
}, | |
function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) { | |
this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; | |
this.targetObject.matrixWorldNeedsUpdate = true; | |
} | |
], [ | |
// HasToFromArray | |
function setValue_fromArray( buffer, offset ) { | |
this.resolvedProperty.fromArray( buffer, offset ); | |
}, | |
function setValue_fromArray_setNeedsUpdate( buffer, offset ) { | |
this.resolvedProperty.fromArray( buffer, offset ); | |
this.targetObject.needsUpdate = true; | |
}, | |
function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) { | |
this.resolvedProperty.fromArray( buffer, offset ); | |
this.targetObject.matrixWorldNeedsUpdate = true; | |
} | |
] | |
], | |
getValue: function getValue_unbound( targetArray, offset ) { | |
this.bind(); | |
this.getValue( targetArray, offset ); | |
// Note: This class uses a State pattern on a per-method basis: | |
// 'bind' sets 'this.getValue' / 'setValue' and shadows the | |
// prototype version of these methods with one that represents | |
// the bound state. When the property is not found, the methods | |
// become no-ops. | |
}, | |
setValue: function getValue_unbound( sourceArray, offset ) { | |
this.bind(); | |
this.setValue( sourceArray, offset ); | |
}, | |
// create getter / setter pair for a property in the scene graph | |
bind: function () { | |
var targetObject = this.node, | |
parsedPath = this.parsedPath, | |
objectName = parsedPath.objectName, | |
propertyName = parsedPath.propertyName, | |
propertyIndex = parsedPath.propertyIndex; | |
if ( ! targetObject ) { | |
targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode; | |
this.node = targetObject; | |
} | |
// set fail state so we can just 'return' on error | |
this.getValue = this._getValue_unavailable; | |
this.setValue = this._setValue_unavailable; | |
// ensure there is a value node | |
if ( ! targetObject ) { | |
console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' ); | |
return; | |
} | |
if ( objectName ) { | |
var objectIndex = parsedPath.objectIndex; | |
// special cases were we need to reach deeper into the hierarchy to get the face materials.... | |
switch ( objectName ) { | |
case 'materials': | |
if ( ! targetObject.material ) { | |
console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this ); | |
return; | |
} | |
if ( ! targetObject.material.materials ) { | |
console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this ); | |
return; | |
} | |
targetObject = targetObject.material.materials; | |
break; | |
case 'bones': | |
if ( ! targetObject.skeleton ) { | |
console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this ); | |
return; | |
} | |
// potential future optimization: skip this if propertyIndex is already an integer | |
// and convert the integer string to a true integer. | |
targetObject = targetObject.skeleton.bones; | |
// support resolving morphTarget names into indices. | |
for ( var i = 0; i < targetObject.length; i ++ ) { | |
if ( targetObject[ i ].name === objectIndex ) { | |
objectIndex = i; | |
break; | |
} | |
} | |
break; | |
default: | |
if ( targetObject[ objectName ] === undefined ) { | |
console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this ); | |
return; | |
} | |
targetObject = targetObject[ objectName ]; | |
} | |
if ( objectIndex !== undefined ) { | |
if ( targetObject[ objectIndex ] === undefined ) { | |
console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject ); | |
return; | |
} | |
targetObject = targetObject[ objectIndex ]; | |
} | |
} | |
// resolve property | |
var nodeProperty = targetObject[ propertyName ]; | |
if ( nodeProperty === undefined ) { | |
var nodeName = parsedPath.nodeName; | |
console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName + | |
'.' + propertyName + ' but it wasn\'t found.', targetObject ); | |
return; | |
} | |
// determine versioning scheme | |
var versioning = this.Versioning.None; | |
if ( targetObject.needsUpdate !== undefined ) { // material | |
versioning = this.Versioning.NeedsUpdate; | |
this.targetObject = targetObject; | |
} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform | |
versioning = this.Versioning.MatrixWorldNeedsUpdate; | |
this.targetObject = targetObject; | |
} | |
// determine how the property gets bound | |
var bindingType = this.BindingType.Direct; | |
if ( propertyIndex !== undefined ) { | |
// access a sub element of the property array (only primitives are supported right now) | |
if ( propertyName === "morphTargetInfluences" ) { | |
// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer. | |
// support resolving morphTarget names into indices. | |
if ( ! targetObject.geometry ) { | |
console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this ); | |
return; | |
} | |
if ( targetObject.geometry.isBufferGeometry ) { | |
if ( ! targetObject.geometry.morphAttributes ) { | |
console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this ); | |
return; | |
} | |
for ( var i = 0; i < this.node.geometry.morphAttributes.positio |
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