vr_player/vr/src/assets/js/videojs-vr.js
2025-02-08 00:55:28 +08:00

43972 lines
1.3 MiB

/*! @name videojs-vr @version 1.7.1 @license Apache-2.0 */
(function (global, factory) {
typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('global/window'), require('global/document'), require('video.js'))
: typeof define === 'function' && define.amd ? define(['global/window', 'global/document', 'video.js'], factory)
: (global = global || self, global.videojsVr = factory(global.window, global.document, global.videojs))
}(this, function (window$1, document$1, videojs) {
'use strict'
window$1 = window$1 && window$1.hasOwnProperty('default') ? window$1.default : window$1
document$1 = document$1 && document$1.hasOwnProperty('default') ? document$1.default : document$1
videojs = videojs && videojs.hasOwnProperty('default') ? videojs.default : videojs
function _assertThisInitialized (self) {
if (self === void 0) {
throw new ReferenceError("this hasn't been initialised - super() hasn't been called")
}
return self
}
var assertThisInitialized = _assertThisInitialized
function _inheritsLoose (subClass, superClass) {
subClass.prototype = Object.create(superClass.prototype)
subClass.prototype.constructor = subClass
subClass.__proto__ = superClass
}
var inheritsLoose = _inheritsLoose
var version = '1.7.1'
var commonjsGlobal = typeof globalThis !== 'undefined' ? globalThis : typeof window !== 'undefined' ? window : typeof global !== 'undefined' ? global : typeof self !== 'undefined' ? self : {}
function unwrapExports (x) {
return x && x.__esModule && Object.prototype.hasOwnProperty.call(x, 'default') ? x.default : x
}
function createCommonjsModule (fn, module) {
return module = { exports: {} }, fn(module, module.exports), module.exports
}
var webvrPolyfill = createCommonjsModule(function (module, exports) {
/**
* @license
* webvr-polyfill
* Copyright (c) 2015-2017 Google
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/**
* @license
* cardboard-vr-display
* Copyright (c) 2015-2017 Google
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/**
* @license
* webvr-polyfill-dpdb
* Copyright (c) 2017 Google
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/**
* @license
* wglu-preserve-state
* Copyright (c) 2016, Brandon Jones.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
/**
* @license
* nosleep.js
* Copyright (c) 2017, Rich Tibbett
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
(function (global, factory) {
module.exports = factory()
}(commonjsGlobal, function () {
var commonjsGlobal$1 = typeof window !== 'undefined' ? window : typeof commonjsGlobal !== 'undefined' ? commonjsGlobal : typeof self !== 'undefined' ? self : {}
function unwrapExports (x) {
return x && x.__esModule && Object.prototype.hasOwnProperty.call(x, 'default') ? x.default : x
}
function createCommonjsModule (fn, module) {
return module = { exports: {} }, fn(module, module.exports), module.exports
}
var race = function race (promises) {
if (Promise.race) {
return Promise.race(promises)
}
return new Promise(function (resolve, reject) {
for (var i = 0; i < promises.length; i++) {
promises[i].then(resolve, reject)
}
})
}
var isMobile = function isMobile () {
return (/Android/i.test(navigator.userAgent) || /iPhone|iPad|iPod/i.test(navigator.userAgent)
)
}
var copyArray = function copyArray (source, dest) {
for (var i = 0, n = source.length; i < n; i++) {
dest[i] = source[i]
}
}
var extend = function extend (dest, src) {
for (var key in src) {
if (src.hasOwnProperty(key)) {
dest[key] = src[key]
}
}
return dest
}
var cardboardVrDisplay = createCommonjsModule(function (module, exports) {
/**
* @license
* cardboard-vr-display
* Copyright (c) 2015-2017 Google
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/**
* @license
* gl-preserve-state
* Copyright (c) 2016, Brandon Jones.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
/**
* @license
* webvr-polyfill-dpdb
* Copyright (c) 2015-2017 Google
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/**
* @license
* nosleep.js
* Copyright (c) 2017, Rich Tibbett
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
(function (global, factory) {
module.exports = factory()
}(commonjsGlobal$1, function () {
var classCallCheck = function (instance, Constructor) {
if (!(instance instanceof Constructor)) {
throw new TypeError('Cannot call a class as a function')
}
}
var createClass = (function () {
function defineProperties (target, props) {
for (var i = 0; i < props.length; i++) {
var descriptor = props[i]
descriptor.enumerable = descriptor.enumerable || false
descriptor.configurable = true
if ('value' in descriptor) descriptor.writable = true
Object.defineProperty(target, descriptor.key, descriptor)
}
}
return function (Constructor, protoProps, staticProps) {
if (protoProps) defineProperties(Constructor.prototype, protoProps)
if (staticProps) defineProperties(Constructor, staticProps)
return Constructor
}
}())
var slicedToArray = (function () {
function sliceIterator (arr, i) {
var _arr = []
var _n = true
var _d = false
var _e = undefined
try {
for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) {
_arr.push(_s.value)
if (i && _arr.length === i) break
}
} catch (err) {
_d = true
_e = err
} finally {
try {
if (!_n && _i.return) _i.return()
} finally {
if (_d) throw _e
}
}
return _arr
}
return function (arr, i) {
if (Array.isArray(arr)) {
return arr
} else if (Symbol.iterator in Object(arr)) {
return sliceIterator(arr, i)
} else {
throw new TypeError('Invalid attempt to destructure non-iterable instance')
}
}
}())
var MIN_TIMESTEP = 0.001
var MAX_TIMESTEP = 1
var base64 = function base64 (mimeType, _base) {
return 'data:' + mimeType + ';base64,' + _base
}
var lerp = function lerp (a, b, t) {
return a + (b - a) * t
}
var isIOS = (function () {
var isIOS = /iPad|iPhone|iPod/.test(navigator.platform)
return function () {
return isIOS
}
}())
var isWebViewAndroid = (function () {
var isWebViewAndroid = navigator.userAgent.indexOf('Version') !== -1 && navigator.userAgent.indexOf('Android') !== -1 && navigator.userAgent.indexOf('Chrome') !== -1
return function () {
return isWebViewAndroid
}
}())
var isSafari = (function () {
var isSafari = /^((?!chrome|android).)*safari/i.test(navigator.userAgent)
return function () {
return isSafari
}
}())
var isFirefoxAndroid = (function () {
var isFirefoxAndroid = navigator.userAgent.indexOf('Firefox') !== -1 && navigator.userAgent.indexOf('Android') !== -1
return function () {
return isFirefoxAndroid
}
}())
var getChromeVersion = (function () {
var match = navigator.userAgent.match(/.*Chrome\/([0-9]+)/)
var value = match ? parseInt(match[1], 10) : null
return function () {
return value
}
}())
var isChromeWithoutDeviceMotion = (function () {
var value = false
if (getChromeVersion() === 65) {
var match = navigator.userAgent.match(/.*Chrome\/([0-9\.]*)/)
if (match) {
var _match$1$split = match[1].split('.')
var _match$1$split2 = slicedToArray(_match$1$split, 4)
var major = _match$1$split2[0]
var minor = _match$1$split2[1]
var branch = _match$1$split2[2]
var build = _match$1$split2[3]
value = parseInt(branch, 10) === 3325 && parseInt(build, 10) < 148
}
}
return function () {
return value
}
}())
var isR7 = (function () {
var isR7 = navigator.userAgent.indexOf('R7 Build') !== -1
return function () {
return isR7
}
}())
var isLandscapeMode = function isLandscapeMode () {
var rtn = window.orientation == 90 || window.orientation == -90
return isR7() ? !rtn : rtn
}
var isTimestampDeltaValid = function isTimestampDeltaValid (timestampDeltaS) {
if (isNaN(timestampDeltaS)) {
return false
}
if (timestampDeltaS <= MIN_TIMESTEP) {
return false
}
if (timestampDeltaS > MAX_TIMESTEP) {
return false
}
return true
}
var getScreenWidth = function getScreenWidth () {
return Math.max(window.screen.width, window.screen.height) * window.devicePixelRatio
}
var getScreenHeight = function getScreenHeight () {
return Math.min(window.screen.width, window.screen.height) * window.devicePixelRatio
}
var requestFullscreen = function requestFullscreen (element) {
if (isWebViewAndroid()) {
return false
}
if (element.requestFullscreen) {
element.requestFullscreen()
} else if (element.webkitRequestFullscreen) {
element.webkitRequestFullscreen()
} else if (element.mozRequestFullScreen) {
element.mozRequestFullScreen()
} else if (element.msRequestFullscreen) {
element.msRequestFullscreen()
} else {
return false
}
return true
}
var exitFullscreen = function exitFullscreen () {
if (document.exitFullscreen) {
document.exitFullscreen()
} else if (document.webkitExitFullscreen) {
document.webkitExitFullscreen()
} else if (document.mozCancelFullScreen) {
document.mozCancelFullScreen()
} else if (document.msExitFullscreen) {
document.msExitFullscreen()
} else {
return false
}
return true
}
var getFullscreenElement = function getFullscreenElement () {
return document.fullscreenElement || document.webkitFullscreenElement || document.mozFullScreenElement || document.msFullscreenElement
}
var linkProgram = function linkProgram (gl, vertexSource, fragmentSource, attribLocationMap) {
var vertexShader = gl.createShader(gl.VERTEX_SHADER)
gl.shaderSource(vertexShader, vertexSource)
gl.compileShader(vertexShader)
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER)
gl.shaderSource(fragmentShader, fragmentSource)
gl.compileShader(fragmentShader)
var program = gl.createProgram()
gl.attachShader(program, vertexShader)
gl.attachShader(program, fragmentShader)
for (var attribName in attribLocationMap) {
gl.bindAttribLocation(program, attribLocationMap[attribName], attribName)
}gl.linkProgram(program)
gl.deleteShader(vertexShader)
gl.deleteShader(fragmentShader)
return program
}
var getProgramUniforms = function getProgramUniforms (gl, program) {
var uniforms = {}
var uniformCount = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS)
var uniformName = ''
for (var i = 0; i < uniformCount; i++) {
var uniformInfo = gl.getActiveUniform(program, i)
uniformName = uniformInfo.name.replace('[0]', '')
uniforms[uniformName] = gl.getUniformLocation(program, uniformName)
}
return uniforms
}
var orthoMatrix = function orthoMatrix (out, left, right, bottom, top, near, far) {
var lr = 1 / (left - right)
var bt = 1 / (bottom - top)
var nf = 1 / (near - far)
out[0] = -2 * lr
out[1] = 0
out[2] = 0
out[3] = 0
out[4] = 0
out[5] = -2 * bt
out[6] = 0
out[7] = 0
out[8] = 0
out[9] = 0
out[10] = 2 * nf
out[11] = 0
out[12] = (left + right) * lr
out[13] = (top + bottom) * bt
out[14] = (far + near) * nf
out[15] = 1
return out
}
var isMobile = function isMobile () {
var check = false;
(function (a) {
if (/(android|bb\d+|meego).+mobile|avantgo|bada\/|blackberry|blazer|compal|elaine|fennec|hiptop|iemobile|ip(hone|od)|iris|kindle|lge |maemo|midp|mmp|mobile.+firefox|netfront|opera m(ob|in)i|palm( os)?|phone|p(ixi|re)\/|plucker|pocket|psp|series(4|6)0|symbian|treo|up\.(browser|link)|vodafone|wap|windows ce|xda|xiino/i.test(a) || /1207|6310|6590|3gso|4thp|50[1-6]i|770s|802s|a wa|abac|ac(er|oo|s\-)|ai(ko|rn)|al(av|ca|co)|amoi|an(ex|ny|yw)|aptu|ar(ch|go)|as(te|us)|attw|au(di|\-m|r |s )|avan|be(ck|ll|nq)|bi(lb|rd)|bl(ac|az)|br(e|v)w|bumb|bw\-(n|u)|c55\/|capi|ccwa|cdm\-|cell|chtm|cldc|cmd\-|co(mp|nd)|craw|da(it|ll|ng)|dbte|dc\-s|devi|dica|dmob|do(c|p)o|ds(12|\-d)|el(49|ai)|em(l2|ul)|er(ic|k0)|esl8|ez([4-7]0|os|wa|ze)|fetc|fly(\-|_)|g1 u|g560|gene|gf\-5|g\-mo|go(\.w|od)|gr(ad|un)|haie|hcit|hd\-(m|p|t)|hei\-|hi(pt|ta)|hp( i|ip)|hs\-c|ht(c(\-| |_|a|g|p|s|t)|tp)|hu(aw|tc)|i\-(20|go|ma)|i230|iac( |\-|\/)|ibro|idea|ig01|ikom|im1k|inno|ipaq|iris|ja(t|v)a|jbro|jemu|jigs|kddi|keji|kgt( |\/)|klon|kpt |kwc\-|kyo(c|k)|le(no|xi)|lg( g|\/(k|l|u)|50|54|\-[a-w])|libw|lynx|m1\-w|m3ga|m50\/|ma(te|ui|xo)|mc(01|21|ca)|m\-cr|me(rc|ri)|mi(o8|oa|ts)|mmef|mo(01|02|bi|de|do|t(\-| |o|v)|zz)|mt(50|p1|v )|mwbp|mywa|n10[0-2]|n20[2-3]|n30(0|2)|n50(0|2|5)|n7(0(0|1)|10)|ne((c|m)\-|on|tf|wf|wg|wt)|nok(6|i)|nzph|o2im|op(ti|wv)|oran|owg1|p800|pan(a|d|t)|pdxg|pg(13|\-([1-8]|c))|phil|pire|pl(ay|uc)|pn\-2|po(ck|rt|se)|prox|psio|pt\-g|qa\-a|qc(07|12|21|32|60|\-[2-7]|i\-)|qtek|r380|r600|raks|rim9|ro(ve|zo)|s55\/|sa(ge|ma|mm|ms|ny|va)|sc(01|h\-|oo|p\-)|sdk\/|se(c(\-|0|1)|47|mc|nd|ri)|sgh\-|shar|sie(\-|m)|sk\-0|sl(45|id)|sm(al|ar|b3|it|t5)|so(ft|ny)|sp(01|h\-|v\-|v )|sy(01|mb)|t2(18|50)|t6(00|10|18)|ta(gt|lk)|tcl\-|tdg\-|tel(i|m)|tim\-|t\-mo|to(pl|sh)|ts(70|m\-|m3|m5)|tx\-9|up(\.b|g1|si)|utst|v400|v750|veri|vi(rg|te)|vk(40|5[0-3]|\-v)|vm40|voda|vulc|vx(52|53|60|61|70|80|81|83|85|98)|w3c(\-| )|webc|whit|wi(g |nc|nw)|wmlb|wonu|x700|yas\-|your|zeto|zte\-/i.test(a.substr(0, 4))) check = true
})(navigator.userAgent || navigator.vendor || window.opera)
return check
}
var extend = function extend (dest, src) {
for (var key in src) {
if (src.hasOwnProperty(key)) {
dest[key] = src[key]
}
}
return dest
}
var safariCssSizeWorkaround = function safariCssSizeWorkaround (canvas) {
if (isIOS()) {
var width = canvas.style.width
var height = canvas.style.height
canvas.style.width = parseInt(width) + 1 + 'px'
canvas.style.height = parseInt(height) + 'px'
setTimeout(function () {
canvas.style.width = width
canvas.style.height = height
}, 100)
}
window.canvas = canvas
}
var frameDataFromPose = (function () {
var piOver180 = Math.PI / 180.0
var rad45 = Math.PI * 0.25
function mat4_perspectiveFromFieldOfView (out, fov, near, far) {
var upTan = Math.tan(fov ? fov.upDegrees * piOver180 : rad45)
var downTan = Math.tan(fov ? fov.downDegrees * piOver180 : rad45)
var leftTan = Math.tan(fov ? fov.leftDegrees * piOver180 : rad45)
var rightTan = Math.tan(fov ? fov.rightDegrees * piOver180 : rad45)
var xScale = 2.0 / (leftTan + rightTan)
var yScale = 2.0 / (upTan + downTan)
out[0] = xScale
out[1] = 0.0
out[2] = 0.0
out[3] = 0.0
out[4] = 0.0
out[5] = yScale
out[6] = 0.0
out[7] = 0.0
out[8] = -((leftTan - rightTan) * xScale * 0.5)
out[9] = (upTan - downTan) * yScale * 0.5
out[10] = far / (near - far)
out[11] = -1.0
out[12] = 0.0
out[13] = 0.0
out[14] = far * near / (near - far)
out[15] = 0.0
return out
}
function mat4_fromRotationTranslation (out, q, v) {
var x = q[0]
var y = q[1]
var z = q[2]
var w = q[3]
var x2 = x + x
var y2 = y + y
var z2 = z + z
var xx = x * x2
var xy = x * y2
var xz = x * z2
var yy = y * y2
var yz = y * z2
var zz = z * z2
var wx = w * x2
var wy = w * y2
var wz = w * z2
out[0] = 1 - (yy + zz)
out[1] = xy + wz
out[2] = xz - wy
out[3] = 0
out[4] = xy - wz
out[5] = 1 - (xx + zz)
out[6] = yz + wx
out[7] = 0
out[8] = xz + wy
out[9] = yz - wx
out[10] = 1 - (xx + yy)
out[11] = 0
out[12] = v[0]
out[13] = v[1]
out[14] = v[2]
out[15] = 1
return out
}
function mat4_translate (out, a, v) {
var x = v[0]
var y = v[1]
var z = v[2]
var a00
var a01
var a02
var a03
var a10
var a11
var a12
var a13
var a20
var a21
var a22
var a23
if (a === out) {
out[12] = a[0] * x + a[4] * y + a[8] * z + a[12]
out[13] = a[1] * x + a[5] * y + a[9] * z + a[13]
out[14] = a[2] * x + a[6] * y + a[10] * z + a[14]
out[15] = a[3] * x + a[7] * y + a[11] * z + a[15]
} else {
a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]
a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]
a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]
out[0] = a00; out[1] = a01; out[2] = a02; out[3] = a03
out[4] = a10; out[5] = a11; out[6] = a12; out[7] = a13
out[8] = a20; out[9] = a21; out[10] = a22; out[11] = a23
out[12] = a00 * x + a10 * y + a20 * z + a[12]
out[13] = a01 * x + a11 * y + a21 * z + a[13]
out[14] = a02 * x + a12 * y + a22 * z + a[14]
out[15] = a03 * x + a13 * y + a23 * z + a[15]
}
return out
}
function mat4_invert (out, a) {
var a00 = a[0]
var a01 = a[1]
var a02 = a[2]
var a03 = a[3]
var a10 = a[4]
var a11 = a[5]
var a12 = a[6]
var a13 = a[7]
var a20 = a[8]
var a21 = a[9]
var a22 = a[10]
var a23 = a[11]
var a30 = a[12]
var a31 = a[13]
var a32 = a[14]
var a33 = a[15]
var b00 = a00 * a11 - a01 * a10
var b01 = a00 * a12 - a02 * a10
var b02 = a00 * a13 - a03 * a10
var b03 = a01 * a12 - a02 * a11
var b04 = a01 * a13 - a03 * a11
var b05 = a02 * a13 - a03 * a12
var b06 = a20 * a31 - a21 * a30
var b07 = a20 * a32 - a22 * a30
var b08 = a20 * a33 - a23 * a30
var b09 = a21 * a32 - a22 * a31
var b10 = a21 * a33 - a23 * a31
var b11 = a22 * a33 - a23 * a32
var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06
if (!det) {
return null
}
det = 1.0 / det
out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det
out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det
out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det
out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det
out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det
out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det
out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det
out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det
out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det
out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det
out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det
out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det
out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det
out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det
out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det
out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det
return out
}
var defaultOrientation = new Float32Array([0, 0, 0, 1])
var defaultPosition = new Float32Array([0, 0, 0])
function updateEyeMatrices (projection, view, pose, fov, offset, vrDisplay) {
mat4_perspectiveFromFieldOfView(projection, fov || null, vrDisplay.depthNear, vrDisplay.depthFar)
var orientation = pose.orientation || defaultOrientation
var position = pose.position || defaultPosition
mat4_fromRotationTranslation(view, orientation, position)
if (offset) mat4_translate(view, view, offset)
mat4_invert(view, view)
}
return function (frameData, pose, vrDisplay) {
if (!frameData || !pose) return false
frameData.pose = pose
frameData.timestamp = pose.timestamp
updateEyeMatrices(frameData.leftProjectionMatrix, frameData.leftViewMatrix, pose, vrDisplay._getFieldOfView('left'), vrDisplay._getEyeOffset('left'), vrDisplay)
updateEyeMatrices(frameData.rightProjectionMatrix, frameData.rightViewMatrix, pose, vrDisplay._getFieldOfView('right'), vrDisplay._getEyeOffset('right'), vrDisplay)
return true
}
}())
var isInsideCrossOriginIFrame = function isInsideCrossOriginIFrame () {
var isFramed = window.self !== window.top
var refOrigin = getOriginFromUrl(document.referrer)
var thisOrigin = getOriginFromUrl(window.location.href)
return isFramed && refOrigin !== thisOrigin
}
var getOriginFromUrl = function getOriginFromUrl (url) {
var domainIdx
var protoSepIdx = url.indexOf('://')
if (protoSepIdx !== -1) {
domainIdx = protoSepIdx + 3
} else {
domainIdx = 0
}
var domainEndIdx = url.indexOf('/', domainIdx)
if (domainEndIdx === -1) {
domainEndIdx = url.length
}
return url.substring(0, domainEndIdx)
}
var getQuaternionAngle = function getQuaternionAngle (quat) {
if (quat.w > 1) {
console.warn('getQuaternionAngle: w > 1')
return 0
}
var angle = 2 * Math.acos(quat.w)
return angle
}
var warnOnce = (function () {
var observedWarnings = {}
return function (key, message) {
if (observedWarnings[key] === undefined) {
console.warn('webvr-polyfill: ' + message)
observedWarnings[key] = true
}
}
}())
var deprecateWarning = function deprecateWarning (deprecated, suggested) {
var alternative = suggested ? 'Please use ' + suggested + ' instead.' : ''
warnOnce(deprecated, deprecated + ' has been deprecated. ' + 'This may not work on native WebVR displays. ' + alternative)
}
function WGLUPreserveGLState (gl, bindings, callback) {
if (!bindings) {
callback(gl)
return
}
var boundValues = []
var activeTexture = null
for (var i = 0; i < bindings.length; ++i) {
var binding = bindings[i]
switch (binding) {
case gl.TEXTURE_BINDING_2D:
case gl.TEXTURE_BINDING_CUBE_MAP:
var textureUnit = bindings[++i]
if (textureUnit < gl.TEXTURE0 || textureUnit > gl.TEXTURE31) {
console.error('TEXTURE_BINDING_2D or TEXTURE_BINDING_CUBE_MAP must be followed by a valid texture unit')
boundValues.push(null, null)
break
}
if (!activeTexture) {
activeTexture = gl.getParameter(gl.ACTIVE_TEXTURE)
}
gl.activeTexture(textureUnit)
boundValues.push(gl.getParameter(binding), null)
break
case gl.ACTIVE_TEXTURE:
activeTexture = gl.getParameter(gl.ACTIVE_TEXTURE)
boundValues.push(null)
break
default:
boundValues.push(gl.getParameter(binding))
break
}
}
callback(gl)
for (var i = 0; i < bindings.length; ++i) {
var binding = bindings[i]
var boundValue = boundValues[i]
switch (binding) {
case gl.ACTIVE_TEXTURE:
break
case gl.ARRAY_BUFFER_BINDING:
gl.bindBuffer(gl.ARRAY_BUFFER, boundValue)
break
case gl.COLOR_CLEAR_VALUE:
gl.clearColor(boundValue[0], boundValue[1], boundValue[2], boundValue[3])
break
case gl.COLOR_WRITEMASK:
gl.colorMask(boundValue[0], boundValue[1], boundValue[2], boundValue[3])
break
case gl.CURRENT_PROGRAM:
gl.useProgram(boundValue)
break
case gl.ELEMENT_ARRAY_BUFFER_BINDING:
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, boundValue)
break
case gl.FRAMEBUFFER_BINDING:
gl.bindFramebuffer(gl.FRAMEBUFFER, boundValue)
break
case gl.RENDERBUFFER_BINDING:
gl.bindRenderbuffer(gl.RENDERBUFFER, boundValue)
break
case gl.TEXTURE_BINDING_2D:
var textureUnit = bindings[++i]
if (textureUnit < gl.TEXTURE0 || textureUnit > gl.TEXTURE31) { break }
gl.activeTexture(textureUnit)
gl.bindTexture(gl.TEXTURE_2D, boundValue)
break
case gl.TEXTURE_BINDING_CUBE_MAP:
var textureUnit = bindings[++i]
if (textureUnit < gl.TEXTURE0 || textureUnit > gl.TEXTURE31) { break }
gl.activeTexture(textureUnit)
gl.bindTexture(gl.TEXTURE_CUBE_MAP, boundValue)
break
case gl.VIEWPORT:
gl.viewport(boundValue[0], boundValue[1], boundValue[2], boundValue[3])
break
case gl.BLEND:
case gl.CULL_FACE:
case gl.DEPTH_TEST:
case gl.SCISSOR_TEST:
case gl.STENCIL_TEST:
if (boundValue) {
gl.enable(binding)
} else {
gl.disable(binding)
}
break
default:
console.log('No GL restore behavior for 0x' + binding.toString(16))
break
}
if (activeTexture) {
gl.activeTexture(activeTexture)
}
}
}
var glPreserveState = WGLUPreserveGLState
var distortionVS = ['attribute vec2 position;', 'attribute vec3 texCoord;', 'varying vec2 vTexCoord;', 'uniform vec4 viewportOffsetScale[2];', 'void main() {', ' vec4 viewport = viewportOffsetScale[int(texCoord.z)];', ' vTexCoord = (texCoord.xy * viewport.zw) + viewport.xy;', ' gl_Position = vec4( position, 1.0, 1.0 );', '}'].join('\n')
var distortionFS = ['precision mediump float;', 'uniform sampler2D diffuse;', 'varying vec2 vTexCoord;', 'void main() {', ' gl_FragColor = texture2D(diffuse, vTexCoord);', '}'].join('\n')
function CardboardDistorter (gl, cardboardUI, bufferScale, dirtySubmitFrameBindings) {
this.gl = gl
this.cardboardUI = cardboardUI
this.bufferScale = bufferScale
this.dirtySubmitFrameBindings = dirtySubmitFrameBindings
this.ctxAttribs = gl.getContextAttributes()
this.meshWidth = 20
this.meshHeight = 20
this.bufferWidth = gl.drawingBufferWidth
this.bufferHeight = gl.drawingBufferHeight
this.realBindFramebuffer = gl.bindFramebuffer
this.realEnable = gl.enable
this.realDisable = gl.disable
this.realColorMask = gl.colorMask
this.realClearColor = gl.clearColor
this.realViewport = gl.viewport
if (!isIOS()) {
this.realCanvasWidth = Object.getOwnPropertyDescriptor(gl.canvas.__proto__, 'width')
this.realCanvasHeight = Object.getOwnPropertyDescriptor(gl.canvas.__proto__, 'height')
}
this.isPatched = false
this.lastBoundFramebuffer = null
this.cullFace = false
this.depthTest = false
this.blend = false
this.scissorTest = false
this.stencilTest = false
this.viewport = [0, 0, 0, 0]
this.colorMask = [true, true, true, true]
this.clearColor = [0, 0, 0, 0]
this.attribs = {
position: 0,
texCoord: 1
}
this.program = linkProgram(gl, distortionVS, distortionFS, this.attribs)
this.uniforms = getProgramUniforms(gl, this.program)
this.viewportOffsetScale = new Float32Array(8)
this.setTextureBounds()
this.vertexBuffer = gl.createBuffer()
this.indexBuffer = gl.createBuffer()
this.indexCount = 0
this.renderTarget = gl.createTexture()
this.framebuffer = gl.createFramebuffer()
this.depthStencilBuffer = null
this.depthBuffer = null
this.stencilBuffer = null
if (this.ctxAttribs.depth && this.ctxAttribs.stencil) {
this.depthStencilBuffer = gl.createRenderbuffer()
} else if (this.ctxAttribs.depth) {
this.depthBuffer = gl.createRenderbuffer()
} else if (this.ctxAttribs.stencil) {
this.stencilBuffer = gl.createRenderbuffer()
}
this.patch()
this.onResize()
}
CardboardDistorter.prototype.destroy = function () {
var gl = this.gl
this.unpatch()
gl.deleteProgram(this.program)
gl.deleteBuffer(this.vertexBuffer)
gl.deleteBuffer(this.indexBuffer)
gl.deleteTexture(this.renderTarget)
gl.deleteFramebuffer(this.framebuffer)
if (this.depthStencilBuffer) {
gl.deleteRenderbuffer(this.depthStencilBuffer)
}
if (this.depthBuffer) {
gl.deleteRenderbuffer(this.depthBuffer)
}
if (this.stencilBuffer) {
gl.deleteRenderbuffer(this.stencilBuffer)
}
if (this.cardboardUI) {
this.cardboardUI.destroy()
}
}
CardboardDistorter.prototype.onResize = function () {
var gl = this.gl
var self = this
var glState = [gl.RENDERBUFFER_BINDING, gl.TEXTURE_BINDING_2D, gl.TEXTURE0]
glPreserveState(gl, glState, function (gl) {
self.realBindFramebuffer.call(gl, gl.FRAMEBUFFER, null)
if (self.scissorTest) {
self.realDisable.call(gl, gl.SCISSOR_TEST)
}
self.realColorMask.call(gl, true, true, true, true)
self.realViewport.call(gl, 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight)
self.realClearColor.call(gl, 0, 0, 0, 1)
gl.clear(gl.COLOR_BUFFER_BIT)
self.realBindFramebuffer.call(gl, gl.FRAMEBUFFER, self.framebuffer)
gl.bindTexture(gl.TEXTURE_2D, self.renderTarget)
gl.texImage2D(gl.TEXTURE_2D, 0, self.ctxAttribs.alpha ? gl.RGBA : gl.RGB, self.bufferWidth, self.bufferHeight, 0, self.ctxAttribs.alpha ? gl.RGBA : gl.RGB, gl.UNSIGNED_BYTE, null)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, self.renderTarget, 0)
if (self.ctxAttribs.depth && self.ctxAttribs.stencil) {
gl.bindRenderbuffer(gl.RENDERBUFFER, self.depthStencilBuffer)
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, self.bufferWidth, self.bufferHeight)
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, self.depthStencilBuffer)
} else if (self.ctxAttribs.depth) {
gl.bindRenderbuffer(gl.RENDERBUFFER, self.depthBuffer)
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, self.bufferWidth, self.bufferHeight)
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, self.depthBuffer)
} else if (self.ctxAttribs.stencil) {
gl.bindRenderbuffer(gl.RENDERBUFFER, self.stencilBuffer)
gl.renderbufferStorage(gl.RENDERBUFFER, gl.STENCIL_INDEX8, self.bufferWidth, self.bufferHeight)
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, self.stencilBuffer)
}
if (!gl.checkFramebufferStatus(gl.FRAMEBUFFER) === gl.FRAMEBUFFER_COMPLETE) {
console.error('Framebuffer incomplete!')
}
self.realBindFramebuffer.call(gl, gl.FRAMEBUFFER, self.lastBoundFramebuffer)
if (self.scissorTest) {
self.realEnable.call(gl, gl.SCISSOR_TEST)
}
self.realColorMask.apply(gl, self.colorMask)
self.realViewport.apply(gl, self.viewport)
self.realClearColor.apply(gl, self.clearColor)
})
if (this.cardboardUI) {
this.cardboardUI.onResize()
}
}
CardboardDistorter.prototype.patch = function () {
if (this.isPatched) {
return
}
var self = this
var canvas = this.gl.canvas
var gl = this.gl
if (!isIOS()) {
canvas.width = getScreenWidth() * this.bufferScale
canvas.height = getScreenHeight() * this.bufferScale
Object.defineProperty(canvas, 'width', {
configurable: true,
enumerable: true,
get: function get () {
return self.bufferWidth
},
set: function set (value) {
self.bufferWidth = value
self.realCanvasWidth.set.call(canvas, value)
self.onResize()
}
})
Object.defineProperty(canvas, 'height', {
configurable: true,
enumerable: true,
get: function get () {
return self.bufferHeight
},
set: function set (value) {
self.bufferHeight = value
self.realCanvasHeight.set.call(canvas, value)
self.onResize()
}
})
}
this.lastBoundFramebuffer = gl.getParameter(gl.FRAMEBUFFER_BINDING)
if (this.lastBoundFramebuffer == null) {
this.lastBoundFramebuffer = this.framebuffer
this.gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer)
}
this.gl.bindFramebuffer = function (target, framebuffer) {
self.lastBoundFramebuffer = framebuffer || self.framebuffer
self.realBindFramebuffer.call(gl, target, self.lastBoundFramebuffer)
}
this.cullFace = gl.getParameter(gl.CULL_FACE)
this.depthTest = gl.getParameter(gl.DEPTH_TEST)
this.blend = gl.getParameter(gl.BLEND)
this.scissorTest = gl.getParameter(gl.SCISSOR_TEST)
this.stencilTest = gl.getParameter(gl.STENCIL_TEST)
gl.enable = function (pname) {
switch (pname) {
case gl.CULL_FACE:
self.cullFace = true; break
case gl.DEPTH_TEST:
self.depthTest = true; break
case gl.BLEND:
self.blend = true; break
case gl.SCISSOR_TEST:
self.scissorTest = true; break
case gl.STENCIL_TEST:
self.stencilTest = true; break
}
self.realEnable.call(gl, pname)
}
gl.disable = function (pname) {
switch (pname) {
case gl.CULL_FACE:
self.cullFace = false; break
case gl.DEPTH_TEST:
self.depthTest = false; break
case gl.BLEND:
self.blend = false; break
case gl.SCISSOR_TEST:
self.scissorTest = false; break
case gl.STENCIL_TEST:
self.stencilTest = false; break
}
self.realDisable.call(gl, pname)
}
this.colorMask = gl.getParameter(gl.COLOR_WRITEMASK)
gl.colorMask = function (r, g, b, a) {
self.colorMask[0] = r
self.colorMask[1] = g
self.colorMask[2] = b
self.colorMask[3] = a
self.realColorMask.call(gl, r, g, b, a)
}
this.clearColor = gl.getParameter(gl.COLOR_CLEAR_VALUE)
gl.clearColor = function (r, g, b, a) {
self.clearColor[0] = r
self.clearColor[1] = g
self.clearColor[2] = b
self.clearColor[3] = a
self.realClearColor.call(gl, r, g, b, a)
}
this.viewport = gl.getParameter(gl.VIEWPORT)
gl.viewport = function (x, y, w, h) {
self.viewport[0] = x
self.viewport[1] = y
self.viewport[2] = w
self.viewport[3] = h
self.realViewport.call(gl, x, y, w, h)
}
this.isPatched = true
safariCssSizeWorkaround(canvas)
}
CardboardDistorter.prototype.unpatch = function () {
if (!this.isPatched) {
return
}
var gl = this.gl
var canvas = this.gl.canvas
if (!isIOS()) {
Object.defineProperty(canvas, 'width', this.realCanvasWidth)
Object.defineProperty(canvas, 'height', this.realCanvasHeight)
}
canvas.width = this.bufferWidth
canvas.height = this.bufferHeight
gl.bindFramebuffer = this.realBindFramebuffer
gl.enable = this.realEnable
gl.disable = this.realDisable
gl.colorMask = this.realColorMask
gl.clearColor = this.realClearColor
gl.viewport = this.realViewport
if (this.lastBoundFramebuffer == this.framebuffer) {
gl.bindFramebuffer(gl.FRAMEBUFFER, null)
}
this.isPatched = false
setTimeout(function () {
safariCssSizeWorkaround(canvas)
}, 1)
}
CardboardDistorter.prototype.setTextureBounds = function (leftBounds, rightBounds) {
if (!leftBounds) {
leftBounds = [0, 0, 0.5, 1]
}
if (!rightBounds) {
rightBounds = [0.5, 0, 0.5, 1]
}
this.viewportOffsetScale[0] = leftBounds[0]
this.viewportOffsetScale[1] = leftBounds[1]
this.viewportOffsetScale[2] = leftBounds[2]
this.viewportOffsetScale[3] = leftBounds[3]
this.viewportOffsetScale[4] = rightBounds[0]
this.viewportOffsetScale[5] = rightBounds[1]
this.viewportOffsetScale[6] = rightBounds[2]
this.viewportOffsetScale[7] = rightBounds[3]
}
CardboardDistorter.prototype.submitFrame = function () {
var gl = this.gl
var self = this
var glState = []
if (!this.dirtySubmitFrameBindings) {
glState.push(gl.CURRENT_PROGRAM, gl.ARRAY_BUFFER_BINDING, gl.ELEMENT_ARRAY_BUFFER_BINDING, gl.TEXTURE_BINDING_2D, gl.TEXTURE0)
}
glPreserveState(gl, glState, function (gl) {
self.realBindFramebuffer.call(gl, gl.FRAMEBUFFER, null)
if (self.cullFace) {
self.realDisable.call(gl, gl.CULL_FACE)
}
if (self.depthTest) {
self.realDisable.call(gl, gl.DEPTH_TEST)
}
if (self.blend) {
self.realDisable.call(gl, gl.BLEND)
}
if (self.scissorTest) {
self.realDisable.call(gl, gl.SCISSOR_TEST)
}
if (self.stencilTest) {
self.realDisable.call(gl, gl.STENCIL_TEST)
}
self.realColorMask.call(gl, true, true, true, true)
self.realViewport.call(gl, 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight)
if (self.ctxAttribs.alpha || isIOS()) {
self.realClearColor.call(gl, 0, 0, 0, 1)
gl.clear(gl.COLOR_BUFFER_BIT)
}
gl.useProgram(self.program)
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, self.indexBuffer)
gl.bindBuffer(gl.ARRAY_BUFFER, self.vertexBuffer)
gl.enableVertexAttribArray(self.attribs.position)
gl.enableVertexAttribArray(self.attribs.texCoord)
gl.vertexAttribPointer(self.attribs.position, 2, gl.FLOAT, false, 20, 0)
gl.vertexAttribPointer(self.attribs.texCoord, 3, gl.FLOAT, false, 20, 8)
gl.activeTexture(gl.TEXTURE0)
gl.uniform1i(self.uniforms.diffuse, 0)
gl.bindTexture(gl.TEXTURE_2D, self.renderTarget)
gl.uniform4fv(self.uniforms.viewportOffsetScale, self.viewportOffsetScale)
gl.drawElements(gl.TRIANGLES, self.indexCount, gl.UNSIGNED_SHORT, 0)
if (self.cardboardUI) {
self.cardboardUI.renderNoState()
}
self.realBindFramebuffer.call(self.gl, gl.FRAMEBUFFER, self.framebuffer)
if (!self.ctxAttribs.preserveDrawingBuffer) {
self.realClearColor.call(gl, 0, 0, 0, 0)
gl.clear(gl.COLOR_BUFFER_BIT)
}
if (!self.dirtySubmitFrameBindings) {
self.realBindFramebuffer.call(gl, gl.FRAMEBUFFER, self.lastBoundFramebuffer)
}
if (self.cullFace) {
self.realEnable.call(gl, gl.CULL_FACE)
}
if (self.depthTest) {
self.realEnable.call(gl, gl.DEPTH_TEST)
}
if (self.blend) {
self.realEnable.call(gl, gl.BLEND)
}
if (self.scissorTest) {
self.realEnable.call(gl, gl.SCISSOR_TEST)
}
if (self.stencilTest) {
self.realEnable.call(gl, gl.STENCIL_TEST)
}
self.realColorMask.apply(gl, self.colorMask)
self.realViewport.apply(gl, self.viewport)
if (self.ctxAttribs.alpha || !self.ctxAttribs.preserveDrawingBuffer) {
self.realClearColor.apply(gl, self.clearColor)
}
})
if (isIOS()) {
var canvas = gl.canvas
if (canvas.width != self.bufferWidth || canvas.height != self.bufferHeight) {
self.bufferWidth = canvas.width
self.bufferHeight = canvas.height
self.onResize()
}
}
}
CardboardDistorter.prototype.updateDeviceInfo = function (deviceInfo) {
var gl = this.gl
var self = this
var glState = [gl.ARRAY_BUFFER_BINDING, gl.ELEMENT_ARRAY_BUFFER_BINDING]
glPreserveState(gl, glState, function (gl) {
var vertices = self.computeMeshVertices_(self.meshWidth, self.meshHeight, deviceInfo)
gl.bindBuffer(gl.ARRAY_BUFFER, self.vertexBuffer)
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW)
if (!self.indexCount) {
var indices = self.computeMeshIndices_(self.meshWidth, self.meshHeight)
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, self.indexBuffer)
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW)
self.indexCount = indices.length
}
})
}
CardboardDistorter.prototype.computeMeshVertices_ = function (width, height, deviceInfo) {
var vertices = new Float32Array(2 * width * height * 5)
var lensFrustum = deviceInfo.getLeftEyeVisibleTanAngles()
var noLensFrustum = deviceInfo.getLeftEyeNoLensTanAngles()
var viewport = deviceInfo.getLeftEyeVisibleScreenRect(noLensFrustum)
var vidx = 0
for (var e = 0; e < 2; e++) {
for (var j = 0; j < height; j++) {
for (var i = 0; i < width; i++, vidx++) {
var u = i / (width - 1)
var v = j / (height - 1)
var s = u
var t = v
var x = lerp(lensFrustum[0], lensFrustum[2], u)
var y = lerp(lensFrustum[3], lensFrustum[1], v)
var d = Math.sqrt(x * x + y * y)
var r = deviceInfo.distortion.distortInverse(d)
var p = x * r / d
var q = y * r / d
u = (p - noLensFrustum[0]) / (noLensFrustum[2] - noLensFrustum[0])
v = (q - noLensFrustum[3]) / (noLensFrustum[1] - noLensFrustum[3])
u = (viewport.x + u * viewport.width - 0.5) * 2.0
v = (viewport.y + v * viewport.height - 0.5) * 2.0
vertices[vidx * 5 + 0] = u
vertices[vidx * 5 + 1] = v
vertices[vidx * 5 + 2] = s
vertices[vidx * 5 + 3] = t
vertices[vidx * 5 + 4] = e
}
}
var w = lensFrustum[2] - lensFrustum[0]
lensFrustum[0] = -(w + lensFrustum[0])
lensFrustum[2] = w - lensFrustum[2]
w = noLensFrustum[2] - noLensFrustum[0]
noLensFrustum[0] = -(w + noLensFrustum[0])
noLensFrustum[2] = w - noLensFrustum[2]
viewport.x = 1 - (viewport.x + viewport.width)
}
return vertices
}
CardboardDistorter.prototype.computeMeshIndices_ = function (width, height) {
var indices = new Uint16Array(2 * (width - 1) * (height - 1) * 6)
var halfwidth = width / 2
var halfheight = height / 2
var vidx = 0
var iidx = 0
for (var e = 0; e < 2; e++) {
for (var j = 0; j < height; j++) {
for (var i = 0; i < width; i++, vidx++) {
if (i == 0 || j == 0) continue
if (i <= halfwidth == j <= halfheight) {
indices[iidx++] = vidx
indices[iidx++] = vidx - width - 1
indices[iidx++] = vidx - width
indices[iidx++] = vidx - width - 1
indices[iidx++] = vidx
indices[iidx++] = vidx - 1
} else {
indices[iidx++] = vidx - 1
indices[iidx++] = vidx - width
indices[iidx++] = vidx
indices[iidx++] = vidx - width
indices[iidx++] = vidx - 1
indices[iidx++] = vidx - width - 1
}
}
}
}
return indices
}
CardboardDistorter.prototype.getOwnPropertyDescriptor_ = function (proto, attrName) {
var descriptor = Object.getOwnPropertyDescriptor(proto, attrName)
if (descriptor.get === undefined || descriptor.set === undefined) {
descriptor.configurable = true
descriptor.enumerable = true
descriptor.get = function () {
return this.getAttribute(attrName)
}
descriptor.set = function (val) {
this.setAttribute(attrName, val)
}
}
return descriptor
}
var uiVS = ['attribute vec2 position;', 'uniform mat4 projectionMat;', 'void main() {', ' gl_Position = projectionMat * vec4( position, -1.0, 1.0 );', '}'].join('\n')
var uiFS = ['precision mediump float;', 'uniform vec4 color;', 'void main() {', ' gl_FragColor = color;', '}'].join('\n')
var DEG2RAD = Math.PI / 180.0
var kAnglePerGearSection = 60
var kOuterRimEndAngle = 12
var kInnerRimBeginAngle = 20
var kOuterRadius = 1
var kMiddleRadius = 0.75
var kInnerRadius = 0.3125
var kCenterLineThicknessDp = 4
var kButtonWidthDp = 28
var kTouchSlopFactor = 1.5
function CardboardUI (gl) {
this.gl = gl
this.attribs = {
position: 0
}
this.program = linkProgram(gl, uiVS, uiFS, this.attribs)
this.uniforms = getProgramUniforms(gl, this.program)
this.vertexBuffer = gl.createBuffer()
this.gearOffset = 0
this.gearVertexCount = 0
this.arrowOffset = 0
this.arrowVertexCount = 0
this.projMat = new Float32Array(16)
this.listener = null
this.onResize()
}
CardboardUI.prototype.destroy = function () {
var gl = this.gl
if (this.listener) {
gl.canvas.removeEventListener('click', this.listener, false)
}
gl.deleteProgram(this.program)
gl.deleteBuffer(this.vertexBuffer)
}
CardboardUI.prototype.listen = function (optionsCallback, backCallback) {
var canvas = this.gl.canvas
this.listener = function (event) {
var midline = canvas.clientWidth / 2
var buttonSize = kButtonWidthDp * kTouchSlopFactor
if (event.clientX > midline - buttonSize && event.clientX < midline + buttonSize && event.clientY > canvas.clientHeight - buttonSize) {
optionsCallback(event)
} else if (event.clientX < buttonSize && event.clientY < buttonSize) {
backCallback(event)
}
}
canvas.addEventListener('click', this.listener, false)
}
CardboardUI.prototype.onResize = function () {
var gl = this.gl
var self = this
var glState = [gl.ARRAY_BUFFER_BINDING]
glPreserveState(gl, glState, function (gl) {
var vertices = []
var midline = gl.drawingBufferWidth / 2
var physicalPixels = Math.max(screen.width, screen.height) * window.devicePixelRatio
var scalingRatio = gl.drawingBufferWidth / physicalPixels
var dps = scalingRatio * window.devicePixelRatio
var lineWidth = kCenterLineThicknessDp * dps / 2
var buttonSize = kButtonWidthDp * kTouchSlopFactor * dps
var buttonScale = kButtonWidthDp * dps / 2
var buttonBorder = (kButtonWidthDp * kTouchSlopFactor - kButtonWidthDp) * dps
vertices.push(midline - lineWidth, buttonSize)
vertices.push(midline - lineWidth, gl.drawingBufferHeight)
vertices.push(midline + lineWidth, buttonSize)
vertices.push(midline + lineWidth, gl.drawingBufferHeight)
self.gearOffset = vertices.length / 2
function addGearSegment (theta, r) {
var angle = (90 - theta) * DEG2RAD
var x = Math.cos(angle)
var y = Math.sin(angle)
vertices.push(kInnerRadius * x * buttonScale + midline, kInnerRadius * y * buttonScale + buttonScale)
vertices.push(r * x * buttonScale + midline, r * y * buttonScale + buttonScale)
}
for (var i = 0; i <= 6; i++) {
var segmentTheta = i * kAnglePerGearSection
addGearSegment(segmentTheta, kOuterRadius)
addGearSegment(segmentTheta + kOuterRimEndAngle, kOuterRadius)
addGearSegment(segmentTheta + kInnerRimBeginAngle, kMiddleRadius)
addGearSegment(segmentTheta + (kAnglePerGearSection - kInnerRimBeginAngle), kMiddleRadius)
addGearSegment(segmentTheta + (kAnglePerGearSection - kOuterRimEndAngle), kOuterRadius)
}
self.gearVertexCount = vertices.length / 2 - self.gearOffset
self.arrowOffset = vertices.length / 2
function addArrowVertex (x, y) {
vertices.push(buttonBorder + x, gl.drawingBufferHeight - buttonBorder - y)
}
var angledLineWidth = lineWidth / Math.sin(45 * DEG2RAD)
addArrowVertex(0, buttonScale)
addArrowVertex(buttonScale, 0)
addArrowVertex(buttonScale + angledLineWidth, angledLineWidth)
addArrowVertex(angledLineWidth, buttonScale + angledLineWidth)
addArrowVertex(angledLineWidth, buttonScale - angledLineWidth)
addArrowVertex(0, buttonScale)
addArrowVertex(buttonScale, buttonScale * 2)
addArrowVertex(buttonScale + angledLineWidth, buttonScale * 2 - angledLineWidth)
addArrowVertex(angledLineWidth, buttonScale - angledLineWidth)
addArrowVertex(0, buttonScale)
addArrowVertex(angledLineWidth, buttonScale - lineWidth)
addArrowVertex(kButtonWidthDp * dps, buttonScale - lineWidth)
addArrowVertex(angledLineWidth, buttonScale + lineWidth)
addArrowVertex(kButtonWidthDp * dps, buttonScale + lineWidth)
self.arrowVertexCount = vertices.length / 2 - self.arrowOffset
gl.bindBuffer(gl.ARRAY_BUFFER, self.vertexBuffer)
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW)
})
}
CardboardUI.prototype.render = function () {
var gl = this.gl
var self = this
var glState = [gl.CULL_FACE, gl.DEPTH_TEST, gl.BLEND, gl.SCISSOR_TEST, gl.STENCIL_TEST, gl.COLOR_WRITEMASK, gl.VIEWPORT, gl.CURRENT_PROGRAM, gl.ARRAY_BUFFER_BINDING]
glPreserveState(gl, glState, function (gl) {
gl.disable(gl.CULL_FACE)
gl.disable(gl.DEPTH_TEST)
gl.disable(gl.BLEND)
gl.disable(gl.SCISSOR_TEST)
gl.disable(gl.STENCIL_TEST)
gl.colorMask(true, true, true, true)
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight)
self.renderNoState()
})
}
CardboardUI.prototype.renderNoState = function () {
var gl = this.gl
gl.useProgram(this.program)
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer)
gl.enableVertexAttribArray(this.attribs.position)
gl.vertexAttribPointer(this.attribs.position, 2, gl.FLOAT, false, 8, 0)
gl.uniform4f(this.uniforms.color, 1.0, 1.0, 1.0, 1.0)
orthoMatrix(this.projMat, 0, gl.drawingBufferWidth, 0, gl.drawingBufferHeight, 0.1, 1024.0)
gl.uniformMatrix4fv(this.uniforms.projectionMat, false, this.projMat)
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4)
gl.drawArrays(gl.TRIANGLE_STRIP, this.gearOffset, this.gearVertexCount)
gl.drawArrays(gl.TRIANGLE_STRIP, this.arrowOffset, this.arrowVertexCount)
}
function Distortion (coefficients) {
this.coefficients = coefficients
}
Distortion.prototype.distortInverse = function (radius) {
var r0 = 0
var r1 = 1
var dr0 = radius - this.distort(r0)
while (Math.abs(r1 - r0) > 0.0001) {
var dr1 = radius - this.distort(r1)
var r2 = r1 - dr1 * ((r1 - r0) / (dr1 - dr0))
r0 = r1
r1 = r2
dr0 = dr1
}
return r1
}
Distortion.prototype.distort = function (radius) {
var r2 = radius * radius
var ret = 0
for (var i = 0; i < this.coefficients.length; i++) {
ret = r2 * (ret + this.coefficients[i])
}
return (ret + 1) * radius
}
var degToRad = Math.PI / 180
var radToDeg = 180 / Math.PI
var Vector3 = function Vector3 (x, y, z) {
this.x = x || 0
this.y = y || 0
this.z = z || 0
}
Vector3.prototype = {
constructor: Vector3,
set: function set (x, y, z) {
this.x = x
this.y = y
this.z = z
return this
},
copy: function copy (v) {
this.x = v.x
this.y = v.y
this.z = v.z
return this
},
length: function length () {
return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z)
},
normalize: function normalize () {
var scalar = this.length()
if (scalar !== 0) {
var invScalar = 1 / scalar
this.multiplyScalar(invScalar)
} else {
this.x = 0
this.y = 0
this.z = 0
}
return this
},
multiplyScalar: function multiplyScalar (scalar) {
this.x *= scalar
this.y *= scalar
this.z *= scalar
},
applyQuaternion: function applyQuaternion (q) {
var x = this.x
var y = this.y
var z = this.z
var qx = q.x
var qy = q.y
var qz = q.z
var qw = q.w
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
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
},
dot: function dot (v) {
return this.x * v.x + this.y * v.y + this.z * v.z
},
crossVectors: function crossVectors (a, b) {
var ax = a.x
var ay = a.y
var az = a.z
var bx = b.x
var by = b.y
var bz = b.z
this.x = ay * bz - az * by
this.y = az * bx - ax * bz
this.z = ax * by - ay * bx
return this
}
}
var Quaternion = function Quaternion (x, y, z, w) {
this.x = x || 0
this.y = y || 0
this.z = z || 0
this.w = w !== undefined ? w : 1
}
Quaternion.prototype = {
constructor: Quaternion,
set: function set (x, y, z, w) {
this.x = x
this.y = y
this.z = z
this.w = w
return this
},
copy: function copy (quaternion) {
this.x = quaternion.x
this.y = quaternion.y
this.z = quaternion.z
this.w = quaternion.w
return this
},
setFromEulerXYZ: function setFromEulerXYZ (x, y, z) {
var c1 = Math.cos(x / 2)
var c2 = Math.cos(y / 2)
var c3 = Math.cos(z / 2)
var s1 = Math.sin(x / 2)
var s2 = Math.sin(y / 2)
var s3 = Math.sin(z / 2)
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
return this
},
setFromEulerYXZ: function setFromEulerYXZ (x, y, z) {
var c1 = Math.cos(x / 2)
var c2 = Math.cos(y / 2)
var c3 = Math.cos(z / 2)
var s1 = Math.sin(x / 2)
var s2 = Math.sin(y / 2)
var s3 = Math.sin(z / 2)
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
return this
},
setFromAxisAngle: function setFromAxisAngle (axis, angle) {
var halfAngle = angle / 2
var s = Math.sin(halfAngle)
this.x = axis.x * s
this.y = axis.y * s
this.z = axis.z * s
this.w = Math.cos(halfAngle)
return this
},
multiply: function multiply (q) {
return this.multiplyQuaternions(this, q)
},
multiplyQuaternions: function multiplyQuaternions (a, b) {
var qax = a.x
var qay = a.y
var qaz = a.z
var qaw = a.w
var qbx = b.x
var qby = b.y
var qbz = b.z
var 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
return this
},
inverse: function inverse () {
this.x *= -1
this.y *= -1
this.z *= -1
this.normalize()
return this
},
normalize: function normalize () {
var l = Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w)
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
}
return this
},
slerp: function slerp (qb, t) {
if (t === 0) return this
if (t === 1) return this.copy(qb)
var x = this.x
var y = this.y
var z = this.z
var w = this.w
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 halfTheta = Math.acos(cosHalfTheta)
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 ratioA = Math.sin((1 - t) * halfTheta) / sinHalfTheta
var 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
return this
},
setFromUnitVectors: (function () {
var v1, r
var EPS = 0.000001
return function (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
this.normalize()
return this
}
}())
}
function Device (params) {
this.width = params.width || getScreenWidth()
this.height = params.height || getScreenHeight()
this.widthMeters = params.widthMeters
this.heightMeters = params.heightMeters
this.bevelMeters = params.bevelMeters
}
var DEFAULT_ANDROID = new Device({
widthMeters: 0.110,
heightMeters: 0.062,
bevelMeters: 0.004
})
var DEFAULT_IOS = new Device({
widthMeters: 0.1038,
heightMeters: 0.0584,
bevelMeters: 0.004
})
var Viewers = {
CardboardV1: new CardboardViewer({
id: 'CardboardV1',
label: 'Cardboard I/O 2014',
fov: 40,
interLensDistance: 0.060,
baselineLensDistance: 0.035,
screenLensDistance: 0.042,
distortionCoefficients: [0.441, 0.156],
inverseCoefficients: [-0.4410035, 0.42756155, -0.4804439, 0.5460139, -0.58821183, 0.5733938, -0.48303202, 0.33299083, -0.17573841, 0.0651772, -0.01488963, 0.001559834]
}),
CardboardV2: new CardboardViewer({
id: 'CardboardV2',
label: 'Cardboard I/O 2015',
fov: 60,
interLensDistance: 0.064,
baselineLensDistance: 0.035,
screenLensDistance: 0.039,
distortionCoefficients: [0.34, 0.55],
inverseCoefficients: [-0.33836704, -0.18162185, 0.862655, -1.2462051, 1.0560602, -0.58208317, 0.21609078, -0.05444823, 0.009177956, -9.904169E-4, 6.183535E-5, -1.6981803E-6]
})
}
function DeviceInfo (deviceParams, additionalViewers) {
this.viewer = Viewers.CardboardV2
this.updateDeviceParams(deviceParams)
this.distortion = new Distortion(this.viewer.distortionCoefficients)
for (var i = 0; i < additionalViewers.length; i++) {
var viewer = additionalViewers[i]
Viewers[viewer.id] = new CardboardViewer(viewer)
}
}
DeviceInfo.prototype.updateDeviceParams = function (deviceParams) {
this.device = this.determineDevice_(deviceParams) || this.device
}
DeviceInfo.prototype.getDevice = function () {
return this.device
}
DeviceInfo.prototype.setViewer = function (viewer) {
this.viewer = viewer
this.distortion = new Distortion(this.viewer.distortionCoefficients)
}
DeviceInfo.prototype.determineDevice_ = function (deviceParams) {
if (!deviceParams) {
if (isIOS()) {
console.warn('Using fallback iOS device measurements.')
return DEFAULT_IOS
} else {
console.warn('Using fallback Android device measurements.')
return DEFAULT_ANDROID
}
}
var METERS_PER_INCH = 0.0254
var metersPerPixelX = METERS_PER_INCH / deviceParams.xdpi
var metersPerPixelY = METERS_PER_INCH / deviceParams.ydpi
var width = getScreenWidth()
var height = getScreenHeight()
return new Device({
widthMeters: metersPerPixelX * width,
heightMeters: metersPerPixelY * height,
bevelMeters: deviceParams.bevelMm * 0.001
})
}
DeviceInfo.prototype.getDistortedFieldOfViewLeftEye = function () {
var viewer = this.viewer
var device = this.device
var distortion = this.distortion
var eyeToScreenDistance = viewer.screenLensDistance
var outerDist = (device.widthMeters - viewer.interLensDistance) / 2
var innerDist = viewer.interLensDistance / 2
var bottomDist = viewer.baselineLensDistance - device.bevelMeters
var topDist = device.heightMeters - bottomDist
var outerAngle = radToDeg * Math.atan(distortion.distort(outerDist / eyeToScreenDistance))
var innerAngle = radToDeg * Math.atan(distortion.distort(innerDist / eyeToScreenDistance))
var bottomAngle = radToDeg * Math.atan(distortion.distort(bottomDist / eyeToScreenDistance))
var topAngle = radToDeg * Math.atan(distortion.distort(topDist / eyeToScreenDistance))
return {
leftDegrees: Math.min(outerAngle, viewer.fov),
rightDegrees: Math.min(innerAngle, viewer.fov),
downDegrees: Math.min(bottomAngle, viewer.fov),
upDegrees: Math.min(topAngle, viewer.fov)
}
}
DeviceInfo.prototype.getLeftEyeVisibleTanAngles = function () {
var viewer = this.viewer
var device = this.device
var distortion = this.distortion
var fovLeft = Math.tan(-degToRad * viewer.fov)
var fovTop = Math.tan(degToRad * viewer.fov)
var fovRight = Math.tan(degToRad * viewer.fov)
var fovBottom = Math.tan(-degToRad * viewer.fov)
var halfWidth = device.widthMeters / 4
var halfHeight = device.heightMeters / 2
var verticalLensOffset = viewer.baselineLensDistance - device.bevelMeters - halfHeight
var centerX = viewer.interLensDistance / 2 - halfWidth
var centerY = -verticalLensOffset
var centerZ = viewer.screenLensDistance
var screenLeft = distortion.distort((centerX - halfWidth) / centerZ)
var screenTop = distortion.distort((centerY + halfHeight) / centerZ)
var screenRight = distortion.distort((centerX + halfWidth) / centerZ)
var screenBottom = distortion.distort((centerY - halfHeight) / centerZ)
var result = new Float32Array(4)
result[0] = Math.max(fovLeft, screenLeft)
result[1] = Math.min(fovTop, screenTop)
result[2] = Math.min(fovRight, screenRight)
result[3] = Math.max(fovBottom, screenBottom)
return result
}
DeviceInfo.prototype.getLeftEyeNoLensTanAngles = function () {
var viewer = this.viewer
var device = this.device
var distortion = this.distortion
var result = new Float32Array(4)
var fovLeft = distortion.distortInverse(Math.tan(-degToRad * viewer.fov))
var fovTop = distortion.distortInverse(Math.tan(degToRad * viewer.fov))
var fovRight = distortion.distortInverse(Math.tan(degToRad * viewer.fov))
var fovBottom = distortion.distortInverse(Math.tan(-degToRad * viewer.fov))
var halfWidth = device.widthMeters / 4
var halfHeight = device.heightMeters / 2
var verticalLensOffset = viewer.baselineLensDistance - device.bevelMeters - halfHeight
var centerX = viewer.interLensDistance / 2 - halfWidth
var centerY = -verticalLensOffset
var centerZ = viewer.screenLensDistance
var screenLeft = (centerX - halfWidth) / centerZ
var screenTop = (centerY + halfHeight) / centerZ
var screenRight = (centerX + halfWidth) / centerZ
var screenBottom = (centerY - halfHeight) / centerZ
result[0] = Math.max(fovLeft, screenLeft)
result[1] = Math.min(fovTop, screenTop)
result[2] = Math.min(fovRight, screenRight)
result[3] = Math.max(fovBottom, screenBottom)
return result
}
DeviceInfo.prototype.getLeftEyeVisibleScreenRect = function (undistortedFrustum) {
var viewer = this.viewer
var device = this.device
var dist = viewer.screenLensDistance
var eyeX = (device.widthMeters - viewer.interLensDistance) / 2
var eyeY = viewer.baselineLensDistance - device.bevelMeters
var left = (undistortedFrustum[0] * dist + eyeX) / device.widthMeters
var top = (undistortedFrustum[1] * dist + eyeY) / device.heightMeters
var right = (undistortedFrustum[2] * dist + eyeX) / device.widthMeters
var bottom = (undistortedFrustum[3] * dist + eyeY) / device.heightMeters
return {
x: left,
y: bottom,
width: right - left,
height: top - bottom
}
}
DeviceInfo.prototype.getFieldOfViewLeftEye = function (opt_isUndistorted) {
return opt_isUndistorted ? this.getUndistortedFieldOfViewLeftEye() : this.getDistortedFieldOfViewLeftEye()
}
DeviceInfo.prototype.getFieldOfViewRightEye = function (opt_isUndistorted) {
var fov = this.getFieldOfViewLeftEye(opt_isUndistorted)
return {
leftDegrees: fov.rightDegrees,
rightDegrees: fov.leftDegrees,
upDegrees: fov.upDegrees,
downDegrees: fov.downDegrees
}
}
DeviceInfo.prototype.getUndistortedFieldOfViewLeftEye = function () {
var p = this.getUndistortedParams_()
return {
leftDegrees: radToDeg * Math.atan(p.outerDist),
rightDegrees: radToDeg * Math.atan(p.innerDist),
downDegrees: radToDeg * Math.atan(p.bottomDist),
upDegrees: radToDeg * Math.atan(p.topDist)
}
}
DeviceInfo.prototype.getUndistortedViewportLeftEye = function () {
var p = this.getUndistortedParams_()
var viewer = this.viewer
var device = this.device
var eyeToScreenDistance = viewer.screenLensDistance
var screenWidth = device.widthMeters / eyeToScreenDistance
var screenHeight = device.heightMeters / eyeToScreenDistance
var xPxPerTanAngle = device.width / screenWidth
var yPxPerTanAngle = device.height / screenHeight
var x = Math.round((p.eyePosX - p.outerDist) * xPxPerTanAngle)
var y = Math.round((p.eyePosY - p.bottomDist) * yPxPerTanAngle)
return {
x: x,
y: y,
width: Math.round((p.eyePosX + p.innerDist) * xPxPerTanAngle) - x,
height: Math.round((p.eyePosY + p.topDist) * yPxPerTanAngle) - y
}
}
DeviceInfo.prototype.getUndistortedParams_ = function () {
var viewer = this.viewer
var device = this.device
var distortion = this.distortion
var eyeToScreenDistance = viewer.screenLensDistance
var halfLensDistance = viewer.interLensDistance / 2 / eyeToScreenDistance
var screenWidth = device.widthMeters / eyeToScreenDistance
var screenHeight = device.heightMeters / eyeToScreenDistance
var eyePosX = screenWidth / 2 - halfLensDistance
var eyePosY = (viewer.baselineLensDistance - device.bevelMeters) / eyeToScreenDistance
var maxFov = viewer.fov
var viewerMax = distortion.distortInverse(Math.tan(degToRad * maxFov))
var outerDist = Math.min(eyePosX, viewerMax)
var innerDist = Math.min(halfLensDistance, viewerMax)
var bottomDist = Math.min(eyePosY, viewerMax)
var topDist = Math.min(screenHeight - eyePosY, viewerMax)
return {
outerDist: outerDist,
innerDist: innerDist,
topDist: topDist,
bottomDist: bottomDist,
eyePosX: eyePosX,
eyePosY: eyePosY
}
}
function CardboardViewer (params) {
this.id = params.id
this.label = params.label
this.fov = params.fov
this.interLensDistance = params.interLensDistance
this.baselineLensDistance = params.baselineLensDistance
this.screenLensDistance = params.screenLensDistance
this.distortionCoefficients = params.distortionCoefficients
this.inverseCoefficients = params.inverseCoefficients
}
DeviceInfo.Viewers = Viewers
var format = 1
var last_updated = '2018-02-20T22:55:10Z'
var devices = [{ type: 'android', rules: [{ mdmh: 'asus/*/Nexus 7/*' }, { ua: 'Nexus 7' }], dpi: [320.8, 323], bw: 3, ac: 500 }, { type: 'android', rules: [{ mdmh: 'asus/*/ASUS_Z00AD/*' }, { ua: 'ASUS_Z00AD' }], dpi: [403, 404.6], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'Google/*/Pixel XL/*' }, { ua: 'Pixel XL' }], dpi: [537.9, 533], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'Google/*/Pixel/*' }, { ua: 'Pixel' }], dpi: [432.6, 436.7], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'HTC/*/HTC6435LVW/*' }, { ua: 'HTC6435LVW' }], dpi: [449.7, 443.3], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'HTC/*/HTC One XL/*' }, { ua: 'HTC One XL' }], dpi: [315.3, 314.6], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'htc/*/Nexus 9/*' }, { ua: 'Nexus 9' }], dpi: 289, bw: 3, ac: 500 }, { type: 'android', rules: [{ mdmh: 'HTC/*/HTC One M9/*' }, { ua: 'HTC One M9' }], dpi: [442.5, 443.3], bw: 3, ac: 500 }, { type: 'android', rules: [{ mdmh: 'HTC/*/HTC One_M8/*' }, { ua: 'HTC One_M8' }], dpi: [449.7, 447.4], bw: 3, ac: 500 }, { type: 'android', rules: [{ mdmh: 'HTC/*/HTC One/*' }, { ua: 'HTC One' }], dpi: 472.8, bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'Huawei/*/Nexus 6P/*' }, { ua: 'Nexus 6P' }], dpi: [515.1, 518], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'LENOVO/*/Lenovo PB2-690Y/*' }, { ua: 'Lenovo PB2-690Y' }], dpi: [457.2, 454.713], bw: 3, ac: 500 }, { type: 'android', rules: [{ mdmh: 'LGE/*/Nexus 5X/*' }, { ua: 'Nexus 5X' }], dpi: [422, 419.9], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'LGE/*/LGMS345/*' }, { ua: 'LGMS345' }], dpi: [221.7, 219.1], bw: 3, ac: 500 }, { type: 'android', rules: [{ mdmh: 'LGE/*/LG-D800/*' }, { ua: 'LG-D800' }], dpi: [422, 424.1], bw: 3, ac: 500 }, { type: 'android', rules: [{ mdmh: 'LGE/*/LG-D850/*' }, { ua: 'LG-D850' }], dpi: [537.9, 541.9], bw: 3, ac: 500 }, { type: 'android', rules: [{ mdmh: 'LGE/*/VS985 4G/*' }, { ua: 'VS985 4G' }], dpi: [537.9, 535.6], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'LGE/*/Nexus 5/*' }, { ua: 'Nexus 5 B' }], dpi: [442.4, 444.8], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'LGE/*/Nexus 4/*' }, { ua: 'Nexus 4' }], dpi: [319.8, 318.4], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'LGE/*/LG-P769/*' }, { ua: 'LG-P769' }], dpi: [240.6, 247.5], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'LGE/*/LGMS323/*' }, { ua: 'LGMS323' }], dpi: [206.6, 204.6], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'LGE/*/LGLS996/*' }, { ua: 'LGLS996' }], dpi: [403.4, 401.5], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'Micromax/*/4560MMX/*' }, { ua: '4560MMX' }], dpi: [240, 219.4], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'Micromax/*/A250/*' }, { ua: 'Micromax A250' }], dpi: [480, 446.4], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'Micromax/*/Micromax AQ4501/*' }, { ua: 'Micromax AQ4501' }], dpi: 240, bw: 3, ac: 500 }, { type: 'android', rules: [{ mdmh: 'motorola/*/G5/*' }, { ua: 'Moto G (5) Plus' }], dpi: [403.4, 403], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'motorola/*/DROID RAZR/*' }, { ua: 'DROID RAZR' }], dpi: [368.1, 256.7], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'motorola/*/XT830C/*' }, { ua: 'XT830C' }], dpi: [254, 255.9], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'motorola/*/XT1021/*' }, { ua: 'XT1021' }], dpi: [254, 256.7], bw: 3, ac: 500 }, { type: 'android', rules: [{ mdmh: 'motorola/*/XT1023/*' }, { ua: 'XT1023' }], dpi: [254, 256.7], bw: 3, ac: 500 }, { type: 'android', rules: [{ mdmh: 'motorola/*/XT1028/*' }, { ua: 'XT1028' }], dpi: [326.6, 327.6], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'motorola/*/XT1034/*' }, { ua: 'XT1034' }], dpi: [326.6, 328.4], bw: 3, ac: 500 }, { type: 'android', rules: [{ mdmh: 'motorola/*/XT1053/*' }, { ua: 'XT1053' }], dpi: [315.3, 316.1], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'motorola/*/XT1562/*' }, { ua: 'XT1562' }], dpi: [403.4, 402.7], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'motorola/*/Nexus 6/*' }, { ua: 'Nexus 6 B' }], dpi: [494.3, 489.7], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'motorola/*/XT1063/*' }, { ua: 'XT1063' }], dpi: [295, 296.6], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'motorola/*/XT1064/*' }, { ua: 'XT1064' }], dpi: [295, 295.6], bw: 3, ac: 500 }, { type: 'android', rules: [{ mdmh: 'motorola/*/XT1092/*' }, { ua: 'XT1092' }], dpi: [422, 424.1], bw: 3, ac: 500 }, { type: 'android', rules: [{ mdmh: 'motorola/*/XT1095/*' }, { ua: 'XT1095' }], dpi: [422, 423.4], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'motorola/*/G4/*' }, { ua: 'Moto G (4)' }], dpi: 401, bw: 4, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'OnePlus/*/A0001/*' }, { ua: 'A0001' }], dpi: [403.4, 401], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'OnePlus/*/ONE E1005/*' }, { ua: 'ONE E1005' }], dpi: [442.4, 441.4], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'OnePlus/*/ONE A2005/*' }, { ua: 'ONE A2005' }], dpi: [391.9, 405.4], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'OnePlus/*/ONEPLUS A5000/*' }, { ua: 'ONEPLUS A5000 ' }], dpi: [403.411, 399.737], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'OnePlus/*/ONE A5010/*' }, { ua: 'ONEPLUS A5010' }], dpi: [403, 400], bw: 2, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'OPPO/*/X909/*' }, { ua: 'X909' }], dpi: [442.4, 444.1], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'samsung/*/GT-I9082/*' }, { ua: 'GT-I9082' }], dpi: [184.7, 185.4], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'samsung/*/SM-G360P/*' }, { ua: 'SM-G360P' }], dpi: [196.7, 205.4], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'samsung/*/Nexus S/*' }, { ua: 'Nexus S' }], dpi: [234.5, 229.8], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'samsung/*/GT-I9300/*' }, { ua: 'GT-I9300' }], dpi: [304.8, 303.9], bw: 5, ac: 500 }, { type: 'android', rules: [{ mdmh: 'samsung/*/SM-T230NU/*' }, { ua: 'SM-T230NU' }], dpi: 216, bw: 3, ac: 500 }, { type: 'android', rules: [{ mdmh: 'samsung/*/SGH-T399/*' }, { ua: 'SGH-T399' }], dpi: [217.7, 231.4], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'samsung/*/SGH-M919/*' }, { ua: 'SGH-M919' }], dpi: [440.8, 437.7], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'samsung/*/SM-N9005/*' }, { ua: 'SM-N9005' }], dpi: [386.4, 387], bw: 3, ac: 500 }, { type: 'android', rules: [{ mdmh: 'samsung/*/SAMSUNG-SM-N900A/*' }, { ua: 'SAMSUNG-SM-N900A' }], dpi: [386.4, 387.7], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'samsung/*/GT-I9500/*' }, { ua: 'GT-I9500' }], dpi: [442.5, 443.3], bw: 3, ac: 500 }, { type: 'android', rules: [{ mdmh: 'samsung/*/GT-I9505/*' }, { ua: 'GT-I9505' }], dpi: 439.4, bw: 4, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'samsung/*/SM-G900F/*' }, { ua: 'SM-G900F' }], dpi: [415.6, 431.6], bw: 5, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'samsung/*/SM-G900M/*' }, { ua: 'SM-G900M' }], dpi: [415.6, 431.6], bw: 5, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'samsung/*/SM-G800F/*' }, { ua: 'SM-G800F' }], dpi: 326.8, bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'samsung/*/SM-G906S/*' }, { ua: 'SM-G906S' }], dpi: [562.7, 572.4], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'samsung/*/GT-I9300/*' }, { ua: 'GT-I9300' }], dpi: [306.7, 304.8], bw: 5, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'samsung/*/SM-T535/*' }, { ua: 'SM-T535' }], dpi: [142.6, 136.4], bw: 3, ac: 500 }, { type: 'android', rules: [{ mdmh: 'samsung/*/SM-N920C/*' }, { ua: 'SM-N920C' }], dpi: [515.1, 518.4], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'samsung/*/SM-N920P/*' }, { ua: 'SM-N920P' }], dpi: [386.3655, 390.144], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'samsung/*/SM-N920W8/*' }, { ua: 'SM-N920W8' }], dpi: [515.1, 518.4], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'samsung/*/GT-I9300I/*' }, { ua: 'GT-I9300I' }], dpi: [304.8, 305.8], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'samsung/*/GT-I9195/*' }, { ua: 'GT-I9195' }], dpi: [249.4, 256.7], bw: 3, ac: 500 }, { type: 'android', rules: [{ mdmh: 'samsung/*/SPH-L520/*' }, { ua: 'SPH-L520' }], dpi: [249.4, 255.9], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'samsung/*/SAMSUNG-SGH-I717/*' }, { ua: 'SAMSUNG-SGH-I717' }], dpi: 285.8, bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'samsung/*/SPH-D710/*' }, { ua: 'SPH-D710' }], dpi: [217.7, 204.2], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'samsung/*/GT-N7100/*' }, { ua: 'GT-N7100' }], dpi: 265.1, bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'samsung/*/SCH-I605/*' }, { ua: 'SCH-I605' }], dpi: 265.1, bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'samsung/*/Galaxy Nexus/*' }, { ua: 'Galaxy Nexus' }], dpi: [315.3, 314.2], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'samsung/*/SM-N910H/*' }, { ua: 'SM-N910H' }], dpi: [515.1, 518], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'samsung/*/SM-N910C/*' }, { ua: 'SM-N910C' }], dpi: [515.2, 520.2], bw: 3, ac: 500 }, { type: 'android', rules: [{ mdmh: 'samsung/*/SM-G130M/*' }, { ua: 'SM-G130M' }], dpi: [165.9, 164.8], bw: 3, ac: 500 }, { type: 'android', rules: [{ mdmh: 'samsung/*/SM-G928I/*' }, { ua: 'SM-G928I' }], dpi: [515.1, 518.4], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'samsung/*/SM-G920F/*' }, { ua: 'SM-G920F' }], dpi: 580.6, bw: 3, ac: 500 }, { type: 'android', rules: [{ mdmh: 'samsung/*/SM-G920P/*' }, { ua: 'SM-G920P' }], dpi: [522.5, 577], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'samsung/*/SM-G925F/*' }, { ua: 'SM-G925F' }], dpi: 580.6, bw: 3, ac: 500 }, { type: 'android', rules: [{ mdmh: 'samsung/*/SM-G925V/*' }, { ua: 'SM-G925V' }], dpi: [522.5, 576.6], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'samsung/*/SM-G930F/*' }, { ua: 'SM-G930F' }], dpi: 576.6, bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'samsung/*/SM-G935F/*' }, { ua: 'SM-G935F' }], dpi: 533, bw: 3, ac: 500 }, { type: 'android', rules: [{ mdmh: 'samsung/*/SM-G950F/*' }, { ua: 'SM-G950F' }], dpi: [562.707, 565.293], bw: 3, ac: 500 }, { type: 'android', rules: [{ mdmh: 'samsung/*/SM-G955U/*' }, { ua: 'SM-G955U' }], dpi: [522.514, 525.762], bw: 3, ac: 500 }, { type: 'android', rules: [{ mdmh: 'Sony/*/C6903/*' }, { ua: 'C6903' }], dpi: [442.5, 443.3], bw: 3, ac: 500 }, { type: 'android', rules: [{ mdmh: 'Sony/*/D6653/*' }, { ua: 'D6653' }], dpi: [428.6, 427.6], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'Sony/*/E6653/*' }, { ua: 'E6653' }], dpi: [428.6, 425.7], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'Sony/*/E6853/*' }, { ua: 'E6853' }], dpi: [403.4, 401.9], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'Sony/*/SGP321/*' }, { ua: 'SGP321' }], dpi: [224.7, 224.1], bw: 3, ac: 500 }, { type: 'android', rules: [{ mdmh: 'TCT/*/ALCATEL ONE TOUCH Fierce/*' }, { ua: 'ALCATEL ONE TOUCH Fierce' }], dpi: [240, 247.5], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'THL/*/thl 5000/*' }, { ua: 'thl 5000' }], dpi: [480, 443.3], bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'Fly/*/IQ4412/*' }, { ua: 'IQ4412' }], dpi: 307.9, bw: 3, ac: 1000 }, { type: 'android', rules: [{ mdmh: 'ZTE/*/ZTE Blade L2/*' }, { ua: 'ZTE Blade L2' }], dpi: 240, bw: 3, ac: 500 }, { type: 'android', rules: [{ mdmh: 'BENEVE/*/VR518/*' }, { ua: 'VR518' }], dpi: 480, bw: 3, ac: 500 }, { type: 'ios', rules: [{ res: [640, 960] }], dpi: [325.1, 328.4], bw: 4, ac: 1000 }, { type: 'ios', rules: [{ res: [640, 1136] }], dpi: [317.1, 320.2], bw: 3, ac: 1000 }, { type: 'ios', rules: [{ res: [750, 1334] }], dpi: 326.4, bw: 4, ac: 1000 }, { type: 'ios', rules: [{ res: [1242, 2208] }], dpi: [453.6, 458.4], bw: 4, ac: 1000 }, { type: 'ios', rules: [{ res: [1125, 2001] }], dpi: [410.9, 415.4], bw: 4, ac: 1000 }, { type: 'ios', rules: [{ res: [1125, 2436] }], dpi: 458, bw: 4, ac: 1000 }]
var DPDB_CACHE = {
format: format,
last_updated: last_updated,
devices: devices
}
function Dpdb (url, onDeviceParamsUpdated) {
this.dpdb = DPDB_CACHE
this.recalculateDeviceParams_()
if (url) {
this.onDeviceParamsUpdated = onDeviceParamsUpdated
var xhr = new XMLHttpRequest()
var obj = this
xhr.open('GET', url, true)
xhr.addEventListener('load', function () {
obj.loading = false
if (xhr.status >= 200 && xhr.status <= 299) {
obj.dpdb = JSON.parse(xhr.response)
obj.recalculateDeviceParams_()
} else {
console.error('Error loading online DPDB!')
}
})
xhr.send()
}
}
Dpdb.prototype.getDeviceParams = function () {
return this.deviceParams
}
Dpdb.prototype.recalculateDeviceParams_ = function () {
var newDeviceParams = this.calcDeviceParams_()
if (newDeviceParams) {
this.deviceParams = newDeviceParams
if (this.onDeviceParamsUpdated) {
this.onDeviceParamsUpdated(this.deviceParams)
}
} else {
console.error('Failed to recalculate device parameters.')
}
}
Dpdb.prototype.calcDeviceParams_ = function () {
var db = this.dpdb
if (!db) {
console.error('DPDB not available.')
return null
}
if (db.format != 1) {
console.error('DPDB has unexpected format version.')
return null
}
if (!db.devices || !db.devices.length) {
console.error('DPDB does not have a devices section.')
return null
}
var userAgent = navigator.userAgent || navigator.vendor || window.opera
var width = getScreenWidth()
var height = getScreenHeight()
if (!db.devices) {
console.error('DPDB has no devices section.')
return null
}
for (var i = 0; i < db.devices.length; i++) {
var device = db.devices[i]
if (!device.rules) {
console.warn('Device[' + i + '] has no rules section.')
continue
}
if (device.type != 'ios' && device.type != 'android') {
console.warn('Device[' + i + '] has invalid type.')
continue
}
if (isIOS() != (device.type == 'ios')) continue
var matched = false
for (var j = 0; j < device.rules.length; j++) {
var rule = device.rules[j]
if (this.matchRule_(rule, userAgent, width, height)) {
matched = true
break
}
}
if (!matched) continue
var xdpi = device.dpi[0] || device.dpi
var ydpi = device.dpi[1] || device.dpi
return new DeviceParams({ xdpi: xdpi, ydpi: ydpi, bevelMm: device.bw })
}
console.warn('No DPDB device match.')
return null
}
Dpdb.prototype.matchRule_ = function (rule, ua, screenWidth, screenHeight) {
if (!rule.ua && !rule.res) return false
if (rule.ua && ua.indexOf(rule.ua) < 0) return false
if (rule.res) {
if (!rule.res[0] || !rule.res[1]) return false
var resX = rule.res[0]
var resY = rule.res[1]
if (Math.min(screenWidth, screenHeight) != Math.min(resX, resY) || Math.max(screenWidth, screenHeight) != Math.max(resX, resY)) {
return false
}
}
return true
}
function DeviceParams (params) {
this.xdpi = params.xdpi
this.ydpi = params.ydpi
this.bevelMm = params.bevelMm
}
function SensorSample (sample, timestampS) {
this.set(sample, timestampS)
}
SensorSample.prototype.set = function (sample, timestampS) {
this.sample = sample
this.timestampS = timestampS
}
SensorSample.prototype.copy = function (sensorSample) {
this.set(sensorSample.sample, sensorSample.timestampS)
}
function ComplementaryFilter (kFilter, isDebug) {
this.kFilter = kFilter
this.isDebug = isDebug
this.currentAccelMeasurement = new SensorSample()
this.currentGyroMeasurement = new SensorSample()
this.previousGyroMeasurement = new SensorSample()
if (isIOS()) {
this.filterQ = new Quaternion(-1, 0, 0, 1)
} else {
this.filterQ = new Quaternion(1, 0, 0, 1)
}
this.previousFilterQ = new Quaternion()
this.previousFilterQ.copy(this.filterQ)
this.accelQ = new Quaternion()
this.isOrientationInitialized = false
this.estimatedGravity = new Vector3()
this.measuredGravity = new Vector3()
this.gyroIntegralQ = new Quaternion()
}
ComplementaryFilter.prototype.addAccelMeasurement = function (vector, timestampS) {
this.currentAccelMeasurement.set(vector, timestampS)
}
ComplementaryFilter.prototype.addGyroMeasurement = function (vector, timestampS) {
this.currentGyroMeasurement.set(vector, timestampS)
var deltaT = timestampS - this.previousGyroMeasurement.timestampS
if (isTimestampDeltaValid(deltaT)) {
this.run_()
}
this.previousGyroMeasurement.copy(this.currentGyroMeasurement)
}
ComplementaryFilter.prototype.run_ = function () {
if (!this.isOrientationInitialized) {
this.accelQ = this.accelToQuaternion_(this.currentAccelMeasurement.sample)
this.previousFilterQ.copy(this.accelQ)
this.isOrientationInitialized = true
return
}
var deltaT = this.currentGyroMeasurement.timestampS - this.previousGyroMeasurement.timestampS
var gyroDeltaQ = this.gyroToQuaternionDelta_(this.currentGyroMeasurement.sample, deltaT)
this.gyroIntegralQ.multiply(gyroDeltaQ)
this.filterQ.copy(this.previousFilterQ)
this.filterQ.multiply(gyroDeltaQ)
var invFilterQ = new Quaternion()
invFilterQ.copy(this.filterQ)
invFilterQ.inverse()
this.estimatedGravity.set(0, 0, -1)
this.estimatedGravity.applyQuaternion(invFilterQ)
this.estimatedGravity.normalize()
this.measuredGravity.copy(this.currentAccelMeasurement.sample)
this.measuredGravity.normalize()
var deltaQ = new Quaternion()
deltaQ.setFromUnitVectors(this.estimatedGravity, this.measuredGravity)
deltaQ.inverse()
if (this.isDebug) {
console.log('Delta: %d deg, G_est: (%s, %s, %s), G_meas: (%s, %s, %s)', radToDeg * getQuaternionAngle(deltaQ), this.estimatedGravity.x.toFixed(1), this.estimatedGravity.y.toFixed(1), this.estimatedGravity.z.toFixed(1), this.measuredGravity.x.toFixed(1), this.measuredGravity.y.toFixed(1), this.measuredGravity.z.toFixed(1))
}
var targetQ = new Quaternion()
targetQ.copy(this.filterQ)
targetQ.multiply(deltaQ)
this.filterQ.slerp(targetQ, 1 - this.kFilter)
this.previousFilterQ.copy(this.filterQ)
}
ComplementaryFilter.prototype.getOrientation = function () {
return this.filterQ
}
ComplementaryFilter.prototype.accelToQuaternion_ = function (accel) {
var normAccel = new Vector3()
normAccel.copy(accel)
normAccel.normalize()
var quat = new Quaternion()
quat.setFromUnitVectors(new Vector3(0, 0, -1), normAccel)
quat.inverse()
return quat
}
ComplementaryFilter.prototype.gyroToQuaternionDelta_ = function (gyro, dt) {
var quat = new Quaternion()
var axis = new Vector3()
axis.copy(gyro)
axis.normalize()
quat.setFromAxisAngle(axis, gyro.length() * dt)
return quat
}
function PosePredictor (predictionTimeS, isDebug) {
this.predictionTimeS = predictionTimeS
this.isDebug = isDebug
this.previousQ = new Quaternion()
this.previousTimestampS = null
this.deltaQ = new Quaternion()
this.outQ = new Quaternion()
}
PosePredictor.prototype.getPrediction = function (currentQ, gyro, timestampS) {
if (!this.previousTimestampS) {
this.previousQ.copy(currentQ)
this.previousTimestampS = timestampS
return currentQ
}
var axis = new Vector3()
axis.copy(gyro)
axis.normalize()
var angularSpeed = gyro.length()
if (angularSpeed < degToRad * 20) {
if (this.isDebug) {
console.log('Moving slowly, at %s deg/s: no prediction', (radToDeg * angularSpeed).toFixed(1))
}
this.outQ.copy(currentQ)
this.previousQ.copy(currentQ)
return this.outQ
}
var predictAngle = angularSpeed * this.predictionTimeS
this.deltaQ.setFromAxisAngle(axis, predictAngle)
this.outQ.copy(this.previousQ)
this.outQ.multiply(this.deltaQ)
this.previousQ.copy(currentQ)
this.previousTimestampS = timestampS
return this.outQ
}
function FusionPoseSensor (kFilter, predictionTime, yawOnly, isDebug) {
this.yawOnly = yawOnly
this.accelerometer = new Vector3()
this.gyroscope = new Vector3()
this.filter = new ComplementaryFilter(kFilter, isDebug)
this.posePredictor = new PosePredictor(predictionTime, isDebug)
this.isFirefoxAndroid = isFirefoxAndroid()
this.isIOS = isIOS()
var chromeVersion = getChromeVersion()
this.isDeviceMotionInRadians = !this.isIOS && chromeVersion && chromeVersion < 66
this.isWithoutDeviceMotion = isChromeWithoutDeviceMotion()
this.filterToWorldQ = new Quaternion()
if (isIOS()) {
this.filterToWorldQ.setFromAxisAngle(new Vector3(1, 0, 0), Math.PI / 2)
} else {
this.filterToWorldQ.setFromAxisAngle(new Vector3(1, 0, 0), -Math.PI / 2)
}
this.inverseWorldToScreenQ = new Quaternion()
this.worldToScreenQ = new Quaternion()
this.originalPoseAdjustQ = new Quaternion()
this.originalPoseAdjustQ.setFromAxisAngle(new Vector3(0, 0, 1), -window.orientation * Math.PI / 180)
this.setScreenTransform_()
if (isLandscapeMode()) {
this.filterToWorldQ.multiply(this.inverseWorldToScreenQ)
}
this.resetQ = new Quaternion()
this.orientationOut_ = new Float32Array(4)
this.start()
}
FusionPoseSensor.prototype.getPosition = function () {
return null
}
FusionPoseSensor.prototype.getOrientation = function () {
var orientation = void 0
if (this.isWithoutDeviceMotion && this._deviceOrientationQ) {
this.deviceOrientationFixQ = this.deviceOrientationFixQ || (function () {
var z = new Quaternion().setFromAxisAngle(new Vector3(0, 0, -1), 0)
var y = new Quaternion()
if (window.orientation === -90) {
y.setFromAxisAngle(new Vector3(0, 1, 0), Math.PI / -2)
} else {
y.setFromAxisAngle(new Vector3(0, 1, 0), Math.PI / 2)
}
return z.multiply(y)
}())
this.deviceOrientationFilterToWorldQ = this.deviceOrientationFilterToWorldQ || (function () {
var q = new Quaternion()
q.setFromAxisAngle(new Vector3(1, 0, 0), -Math.PI / 2)
return q
}())
orientation = this._deviceOrientationQ
var out = new Quaternion()
out.copy(orientation)
out.multiply(this.deviceOrientationFilterToWorldQ)
out.multiply(this.resetQ)
out.multiply(this.worldToScreenQ)
out.multiplyQuaternions(this.deviceOrientationFixQ, out)
if (this.yawOnly) {
out.x = 0
out.z = 0
out.normalize()
}
this.orientationOut_[0] = out.x
this.orientationOut_[1] = out.y
this.orientationOut_[2] = out.z
this.orientationOut_[3] = out.w
return this.orientationOut_
} else {
var filterOrientation = this.filter.getOrientation()
orientation = this.posePredictor.getPrediction(filterOrientation, this.gyroscope, this.previousTimestampS)
}
var out = new Quaternion()
out.copy(this.filterToWorldQ)
out.multiply(this.resetQ)
out.multiply(orientation)
out.multiply(this.worldToScreenQ)
if (this.yawOnly) {
out.x = 0
out.z = 0
out.normalize()
}
this.orientationOut_[0] = out.x
this.orientationOut_[1] = out.y
this.orientationOut_[2] = out.z
this.orientationOut_[3] = out.w
return this.orientationOut_
}
FusionPoseSensor.prototype.resetPose = function () {
this.resetQ.copy(this.filter.getOrientation())
this.resetQ.x = 0
this.resetQ.y = 0
this.resetQ.z *= -1
this.resetQ.normalize()
if (isLandscapeMode()) {
this.resetQ.multiply(this.inverseWorldToScreenQ)
}
this.resetQ.multiply(this.originalPoseAdjustQ)
}
FusionPoseSensor.prototype.onDeviceOrientation_ = function (e) {
this._deviceOrientationQ = this._deviceOrientationQ || new Quaternion()
var alpha = e.alpha
var beta = e.beta
var gamma = e.gamma
alpha = (alpha || 0) * Math.PI / 180
beta = (beta || 0) * Math.PI / 180
gamma = (gamma || 0) * Math.PI / 180
this._deviceOrientationQ.setFromEulerYXZ(beta, alpha, -gamma)
}
FusionPoseSensor.prototype.onDeviceMotion_ = function (deviceMotion) {
this.updateDeviceMotion_(deviceMotion)
}
FusionPoseSensor.prototype.updateDeviceMotion_ = function (deviceMotion) {
var accGravity = deviceMotion.accelerationIncludingGravity
var rotRate = deviceMotion.rotationRate
var timestampS = deviceMotion.timeStamp / 1000
var deltaS = timestampS - this.previousTimestampS
if (deltaS < 0) {
warnOnce('fusion-pose-sensor:invalid:non-monotonic', 'Invalid timestamps detected: non-monotonic timestamp from devicemotion')
this.previousTimestampS = timestampS
return
} else if (deltaS <= MIN_TIMESTEP || deltaS > MAX_TIMESTEP) {
warnOnce('fusion-pose-sensor:invalid:outside-threshold', 'Invalid timestamps detected: Timestamp from devicemotion outside expected range.')
this.previousTimestampS = timestampS
return
}
this.accelerometer.set(-accGravity.x, -accGravity.y, -accGravity.z)
if (isR7()) {
this.gyroscope.set(-rotRate.beta, rotRate.alpha, rotRate.gamma)
} else {
this.gyroscope.set(rotRate.alpha, rotRate.beta, rotRate.gamma)
}
if (!this.isDeviceMotionInRadians) {
this.gyroscope.multiplyScalar(Math.PI / 180)
}
this.filter.addAccelMeasurement(this.accelerometer, timestampS)
this.filter.addGyroMeasurement(this.gyroscope, timestampS)
this.previousTimestampS = timestampS
}
FusionPoseSensor.prototype.onOrientationChange_ = function (screenOrientation) {
this.setScreenTransform_()
}
FusionPoseSensor.prototype.onMessage_ = function (event) {
var message = event.data
if (!message || !message.type) {
return
}
var type = message.type.toLowerCase()
if (type !== 'devicemotion') {
return
}
this.updateDeviceMotion_(message.deviceMotionEvent)
}
FusionPoseSensor.prototype.setScreenTransform_ = function () {
this.worldToScreenQ.set(0, 0, 0, 1)
switch (window.orientation) {
case 0:
break
case 90:
this.worldToScreenQ.setFromAxisAngle(new Vector3(0, 0, 1), -Math.PI / 2)
break
case -90:
this.worldToScreenQ.setFromAxisAngle(new Vector3(0, 0, 1), Math.PI / 2)
break
case 180:
break
}
this.inverseWorldToScreenQ.copy(this.worldToScreenQ)
this.inverseWorldToScreenQ.inverse()
}
FusionPoseSensor.prototype.start = function () {
this.onDeviceMotionCallback_ = this.onDeviceMotion_.bind(this)
this.onOrientationChangeCallback_ = this.onOrientationChange_.bind(this)
this.onMessageCallback_ = this.onMessage_.bind(this)
this.onDeviceOrientationCallback_ = this.onDeviceOrientation_.bind(this)
if (isIOS() && isInsideCrossOriginIFrame()) {
window.addEventListener('message', this.onMessageCallback_)
}
window.addEventListener('orientationchange', this.onOrientationChangeCallback_)
if (this.isWithoutDeviceMotion) {
window.addEventListener('deviceorientation', this.onDeviceOrientationCallback_)
} else {
window.addEventListener('devicemotion', this.onDeviceMotionCallback_)
}
}
FusionPoseSensor.prototype.stop = function () {
window.removeEventListener('devicemotion', this.onDeviceMotionCallback_)
window.removeEventListener('deviceorientation', this.onDeviceOrientationCallback_)
window.removeEventListener('orientationchange', this.onOrientationChangeCallback_)
window.removeEventListener('message', this.onMessageCallback_)
}
var SENSOR_FREQUENCY = 60
var X_AXIS = new Vector3(1, 0, 0)
var Z_AXIS = new Vector3(0, 0, 1)
var orientation = {}
if (screen.orientation) {
orientation = screen.orientation
} else if (screen.msOrientation) {
orientation = screen.msOrientation
} else {
Object.defineProperty(orientation, 'angle', {
get: function get$$1 () {
return window.orientation || 0
}
})
}
var SENSOR_TO_VR = new Quaternion()
SENSOR_TO_VR.setFromAxisAngle(X_AXIS, -Math.PI / 2)
SENSOR_TO_VR.multiply(new Quaternion().setFromAxisAngle(Z_AXIS, Math.PI / 2))
var PoseSensor = (function () {
function PoseSensor (config) {
classCallCheck(this, PoseSensor)
this.config = config
this.sensor = null
this.fusionSensor = null
this._out = new Float32Array(4)
this.api = null
this.errors = []
this._sensorQ = new Quaternion()
this._worldToScreenQ = new Quaternion()
this._outQ = new Quaternion()
this._onSensorRead = this._onSensorRead.bind(this)
this._onSensorError = this._onSensorError.bind(this)
this._onOrientationChange = this._onOrientationChange.bind(this)
this._onOrientationChange()
this.init()
}
createClass(PoseSensor, [{
key: 'init',
value: function init () {
var sensor = null
try {
sensor = new RelativeOrientationSensor({ frequency: SENSOR_FREQUENCY })
sensor.addEventListener('error', this._onSensorError)
} catch (error) {
this.errors.push(error)
if (error.name === 'SecurityError') {
console.error('Cannot construct sensors due to the Feature Policy')
console.warn('Attempting to fall back using "devicemotion"; however this will ' + 'fail in the future without correct permissions.')
this.useDeviceMotion()
} else if (error.name === 'ReferenceError') {
this.useDeviceMotion()
} else {
console.error(error)
}
}
if (sensor) {
this.api = 'sensor'
this.sensor = sensor
this.sensor.addEventListener('reading', this._onSensorRead)
this.sensor.start()
}
window.addEventListener('orientationchange', this._onOrientationChange)
}
}, {
key: 'useDeviceMotion',
value: function useDeviceMotion () {
this.api = 'devicemotion'
this.fusionSensor = new FusionPoseSensor(this.config.K_FILTER, this.config.PREDICTION_TIME_S, this.config.YAW_ONLY, this.config.DEBUG)
if (this.sensor) {
this.sensor.removeEventListener('reading', this._onSensorRead)
this.sensor.removeEventListener('error', this._onSensorError)
this.sensor = null
}
}
}, {
key: 'getOrientation',
value: function getOrientation () {
if (this.fusionSensor) {
return this.fusionSensor.getOrientation()
}
if (!this.sensor || !this.sensor.quaternion) {
this._out[0] = this._out[1] = this._out[2] = 0
this._out[3] = 1
return this._out
}
var q = this.sensor.quaternion
this._sensorQ.set(q[0], q[1], q[2], q[3])
var out = this._outQ
out.copy(SENSOR_TO_VR)
out.multiply(this._sensorQ)
out.multiply(this._worldToScreenQ)
if (this.config.YAW_ONLY) {
out.x = out.z = 0
out.normalize()
}
this._out[0] = out.x
this._out[1] = out.y
this._out[2] = out.z
this._out[3] = out.w
return this._out
}
}, {
key: '_onSensorError',
value: function _onSensorError (event) {
this.errors.push(event.error)
if (event.error.name === 'NotAllowedError') {
console.error('Permission to access sensor was denied')
} else if (event.error.name === 'NotReadableError') {
console.error('Sensor could not be read')
} else {
console.error(event.error)
}
this.useDeviceMotion()
}
}, {
key: '_onSensorRead',
value: function _onSensorRead () {}
}, {
key: '_onOrientationChange',
value: function _onOrientationChange () {
var angle = -orientation.angle * Math.PI / 180
this._worldToScreenQ.setFromAxisAngle(Z_AXIS, angle)
}
}])
return PoseSensor
}())
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function RotateInstructions () {
this.loadIcon_()
var overlay = document.createElement('div')
var s = overlay.style
s.position = 'fixed'
s.top = 0
s.right = 0
s.bottom = 0
s.left = 0
s.backgroundColor = 'gray'
s.fontFamily = 'sans-serif'
s.zIndex = 1000000
var img = document.createElement('img')
img.src = this.icon
var s = img.style
s.marginLeft = '25%'
s.marginTop = '25%'
s.width = '50%'
overlay.appendChild(img)
var text = document.createElement('div')
var s = text.style
s.textAlign = 'center'
s.fontSize = '16px'
s.lineHeight = '24px'
s.margin = '24px 25%'
s.width = '50%'
text.innerHTML = 'Place your phone into your Cardboard viewer.'
overlay.appendChild(text)
var snackbar = document.createElement('div')
var s = snackbar.style
s.backgroundColor = '#CFD8DC'
s.position = 'fixed'
s.bottom = 0
s.width = '100%'
s.height = '48px'
s.padding = '14px 24px'
s.boxSizing = 'border-box'
s.color = '#656A6B'
overlay.appendChild(snackbar)
var snackbarText = document.createElement('div')
snackbarText.style.float = 'left'
snackbarText.innerHTML = 'No Cardboard viewer?'
var snackbarButton = document.createElement('a')
snackbarButton.href = 'https://www.google.com/get/cardboard/get-cardboard/'
snackbarButton.innerHTML = 'get one'
snackbarButton.target = '_blank'
var s = snackbarButton.style
s.float = 'right'
s.fontWeight = 600
s.textTransform = 'uppercase'
s.borderLeft = '1px solid gray'
s.paddingLeft = '24px'
s.textDecoration = 'none'
s.color = '#656A6B'
snackbar.appendChild(snackbarText)
snackbar.appendChild(snackbarButton)
this.overlay = overlay
this.text = text
this.hide()
}
RotateInstructions.prototype.show = function (parent) {
if (!parent && !this.overlay.parentElement) {
document.body.appendChild(this.overlay)
} else if (parent) {
if (this.overlay.parentElement && this.overlay.parentElement != parent) this.overlay.parentElement.removeChild(this.overlay)
parent.appendChild(this.overlay)
}
this.overlay.style.display = 'block'
var img = this.overlay.querySelector('img')
var s = img.style
if (isLandscapeMode()) {
s.width = '20%'
s.marginLeft = '40%'
s.marginTop = '3%'
} else {
s.width = '50%'
s.marginLeft = '25%'
s.marginTop = '25%'
}
}
RotateInstructions.prototype.hide = function () {
this.overlay.style.display = 'none'
}
RotateInstructions.prototype.showTemporarily = function (ms, parent) {
this.show(parent)
this.timer = setTimeout(this.hide.bind(this), ms)
}
RotateInstructions.prototype.disableShowTemporarily = function () {
clearTimeout(this.timer)
}
RotateInstructions.prototype.update = function () {
this.disableShowTemporarily()
if (!isLandscapeMode() && isMobile()) {
this.show()
} else {
this.hide()
}
}
RotateInstructions.prototype.loadIcon_ = function () {
this.icon = base64('image/svg+xml', rotateInstructionsAsset)
}
var DEFAULT_VIEWER = 'CardboardV1'
var VIEWER_KEY = 'WEBVR_CARDBOARD_VIEWER'
var CLASS_NAME = 'webvr-polyfill-viewer-selector'
function ViewerSelector (defaultViewer) {
try {
this.selectedKey = localStorage.getItem(VIEWER_KEY)
} catch (error) {
console.error('Failed to load viewer profile: %s', error)
}
if (!this.selectedKey) {
this.selectedKey = defaultViewer || DEFAULT_VIEWER
}
this.dialog = this.createDialog_(DeviceInfo.Viewers)
this.root = null
this.onChangeCallbacks_ = []
}
ViewerSelector.prototype.show = function (root) {
this.root = root
root.appendChild(this.dialog)
var selected = this.dialog.querySelector('#' + this.selectedKey)
selected.checked = true
this.dialog.style.display = 'block'
}
ViewerSelector.prototype.hide = function () {
if (this.root && this.root.contains(this.dialog)) {
this.root.removeChild(this.dialog)
}
this.dialog.style.display = 'none'
}
ViewerSelector.prototype.getCurrentViewer = function () {
return DeviceInfo.Viewers[this.selectedKey]
}
ViewerSelector.prototype.getSelectedKey_ = function () {
var input = this.dialog.querySelector('input[name=field]:checked')
if (input) {
return input.id
}
return null
}
ViewerSelector.prototype.onChange = function (cb) {
this.onChangeCallbacks_.push(cb)
}
ViewerSelector.prototype.fireOnChange_ = function (viewer) {
for (var i = 0; i < this.onChangeCallbacks_.length; i++) {
this.onChangeCallbacks_[i](viewer)
}
}
ViewerSelector.prototype.onSave_ = function () {
this.selectedKey = this.getSelectedKey_()
if (!this.selectedKey || !DeviceInfo.Viewers[this.selectedKey]) {
console.error('ViewerSelector.onSave_: this should never happen!')
return
}
this.fireOnChange_(DeviceInfo.Viewers[this.selectedKey])
try {
localStorage.setItem(VIEWER_KEY, this.selectedKey)
} catch (error) {
console.error('Failed to save viewer profile: %s', error)
}
this.hide()
}
ViewerSelector.prototype.createDialog_ = function (options) {
var container = document.createElement('div')
container.classList.add(CLASS_NAME)
container.style.display = 'none'
var overlay = document.createElement('div')
var s = overlay.style
s.position = 'fixed'
s.left = 0
s.top = 0
s.width = '100%'
s.height = '100%'
s.background = 'rgba(0, 0, 0, 0.3)'
overlay.addEventListener('click', this.hide.bind(this))
var width = 280
var dialog = document.createElement('div')
var s = dialog.style
s.boxSizing = 'border-box'
s.position = 'fixed'
s.top = '24px'
s.left = '50%'
s.marginLeft = -width / 2 + 'px'
s.width = width + 'px'
s.padding = '24px'
s.overflow = 'hidden'
s.background = '#fafafa'
s.fontFamily = "'Roboto', sans-serif"
s.boxShadow = '0px 5px 20px #666'
dialog.appendChild(this.createH1_('Select your viewer'))
for (var id in options) {
dialog.appendChild(this.createChoice_(id, options[id].label))
}
dialog.appendChild(this.createButton_('Save', this.onSave_.bind(this)))
container.appendChild(overlay)
container.appendChild(dialog)
return container
}
ViewerSelector.prototype.createH1_ = function (name) {
var h1 = document.createElement('h1')
var s = h1.style
s.color = 'black'
s.fontSize = '20px'
s.fontWeight = 'bold'
s.marginTop = 0
s.marginBottom = '24px'
h1.innerHTML = name
return h1
}
ViewerSelector.prototype.createChoice_ = function (id, name) {
var div = document.createElement('div')
div.style.marginTop = '8px'
div.style.color = 'black'
var input = document.createElement('input')
input.style.fontSize = '30px'
input.setAttribute('id', id)
input.setAttribute('type', 'radio')
input.setAttribute('value', id)
input.setAttribute('name', 'field')
var label = document.createElement('label')
label.style.marginLeft = '4px'
label.setAttribute('for', id)
label.innerHTML = name
div.appendChild(input)
div.appendChild(label)
return div
}
ViewerSelector.prototype.createButton_ = function (label, onclick) {
var button = document.createElement('button')
button.innerHTML = label
var s = button.style
s.float = 'right'
s.textTransform = 'uppercase'
s.color = '#1094f7'
s.fontSize = '14px'
s.letterSpacing = 0
s.border = 0
s.background = 'none'
s.marginTop = '16px'
button.addEventListener('click', onclick)
return button
}
var commonjsGlobal$$1 = typeof window !== 'undefined' ? window : typeof commonjsGlobal$1 !== 'undefined' ? commonjsGlobal$1 : typeof self !== 'undefined' ? self : {}
function unwrapExports$$1 (x) {
return x && x.__esModule ? x.default : x
}
function createCommonjsModule$$1 (fn, module) {
return module = { exports: {} }, fn(module, module.exports), module.exports
}
var NoSleep = createCommonjsModule$$1(function (module, exports) {
(function webpackUniversalModuleDefinition (root, factory) {
module.exports = factory()
})(commonjsGlobal$$1, function () {
return (function (modules) {
var installedModules = {}
function __webpack_require__ (moduleId) {
if (installedModules[moduleId]) {
return installedModules[moduleId].exports
}
var module = installedModules[moduleId] = {
i: moduleId,
l: false,
exports: {}
}
modules[moduleId].call(module.exports, module, module.exports, __webpack_require__)
module.l = true
return module.exports
}
__webpack_require__.m = modules
__webpack_require__.c = installedModules
__webpack_require__.d = function (exports, name, getter) {
if (!__webpack_require__.o(exports, name)) {
Object.defineProperty(exports, name, {
configurable: false,
enumerable: true,
get: getter
})
}
}
__webpack_require__.n = function (module) {
var getter = module && module.__esModule
? function getDefault () { return module.default }
: function getModuleExports () { return module }
__webpack_require__.d(getter, 'a', getter)
return getter
}
__webpack_require__.o = function (object, property) { return Object.prototype.hasOwnProperty.call(object, property) }
__webpack_require__.p = ''
return __webpack_require__(__webpack_require__.s = 0)
})
([
function (module, exports, __webpack_require__) {
var _createClass = (function () { function defineProperties (target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ('value' in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor) } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor } }())
function _classCallCheck (instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError('Cannot call a class as a function') } }
var mediaFile = __webpack_require__(1)
var oldIOS = typeof navigator !== 'undefined' && parseFloat(('' + (/CPU.*OS ([0-9_]{3,4})[0-9_]{0,1}|(CPU like).*AppleWebKit.*Mobile/i.exec(navigator.userAgent) || [0, ''])[1]).replace('undefined', '3_2').replace('_', '.').replace('_', '')) < 10 && !window.MSStream
var NoSleep = (function () {
function NoSleep () {
_classCallCheck(this, NoSleep)
if (oldIOS) {
this.noSleepTimer = null
} else {
this.noSleepVideo = document.createElement('video')
this.noSleepVideo.setAttribute('playsinline', '')
this.noSleepVideo.setAttribute('src', mediaFile)
this.noSleepVideo.addEventListener('timeupdate', function (e) {
if (this.noSleepVideo.currentTime > 0.5) {
this.noSleepVideo.currentTime = Math.random()
}
}.bind(this))
}
}
_createClass(NoSleep, [{
key: 'enable',
value: function enable () {
if (oldIOS) {
this.disable()
this.noSleepTimer = window.setInterval(function () {
window.location.href = '/'
window.setTimeout(window.stop, 0)
}, 15000)
} else {
this.noSleepVideo.play()
}
}
}, {
key: 'disable',
value: function disable () {
if (oldIOS) {
if (this.noSleepTimer) {
window.clearInterval(this.noSleepTimer)
this.noSleepTimer = null
}
} else {
this.noSleepVideo.pause()
}
}
}])
return NoSleep
}())
module.exports = NoSleep
},
function (module, exports, __webpack_require__) {
module.exports = 'data:video/mp4;base64,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}
])
})
})
var NoSleep$1 = unwrapExports$$1(NoSleep)
var nextDisplayId = 1000
var defaultLeftBounds = [0, 0, 0.5, 1]
var defaultRightBounds = [0.5, 0, 0.5, 1]
var raf = window.requestAnimationFrame
var caf = window.cancelAnimationFrame
function VRFrameData () {
this.leftProjectionMatrix = new Float32Array(16)
this.leftViewMatrix = new Float32Array(16)
this.rightProjectionMatrix = new Float32Array(16)
this.rightViewMatrix = new Float32Array(16)
this.pose = null
}
function VRDisplayCapabilities (config) {
Object.defineProperties(this, {
hasPosition: {
writable: false, enumerable: true, value: config.hasPosition
},
hasExternalDisplay: {
writable: false, enumerable: true, value: config.hasExternalDisplay
},
canPresent: {
writable: false, enumerable: true, value: config.canPresent
},
maxLayers: {
writable: false, enumerable: true, value: config.maxLayers
},
hasOrientation: {
enumerable: true,
get: function get () {
deprecateWarning('VRDisplayCapabilities.prototype.hasOrientation', 'VRDisplay.prototype.getFrameData')
return config.hasOrientation
}
}
})
}
function VRDisplay (config) {
config = config || {}
var USE_WAKELOCK = 'wakelock' in config ? config.wakelock : true
this.isPolyfilled = true
this.displayId = nextDisplayId++
this.displayName = ''
this.depthNear = 0.01
this.depthFar = 10000.0
this.isPresenting = false
Object.defineProperty(this, 'isConnected', {
get: function get () {
deprecateWarning('VRDisplay.prototype.isConnected', 'VRDisplayCapabilities.prototype.hasExternalDisplay')
return false
}
})
this.capabilities = new VRDisplayCapabilities({
hasPosition: false,
hasOrientation: false,
hasExternalDisplay: false,
canPresent: false,
maxLayers: 1
})
this.stageParameters = null
this.waitingForPresent_ = false
this.layer_ = null
this.originalParent_ = null
this.fullscreenElement_ = null
this.fullscreenWrapper_ = null
this.fullscreenElementCachedStyle_ = null
this.fullscreenEventTarget_ = null
this.fullscreenChangeHandler_ = null
this.fullscreenErrorHandler_ = null
if (USE_WAKELOCK && isMobile()) {
this.wakelock_ = new NoSleep$1()
}
}
VRDisplay.prototype.getFrameData = function (frameData) {
return frameDataFromPose(frameData, this._getPose(), this)
}
VRDisplay.prototype.getPose = function () {
deprecateWarning('VRDisplay.prototype.getPose', 'VRDisplay.prototype.getFrameData')
return this._getPose()
}
VRDisplay.prototype.resetPose = function () {
deprecateWarning('VRDisplay.prototype.resetPose')
return this._resetPose()
}
VRDisplay.prototype.getImmediatePose = function () {
deprecateWarning('VRDisplay.prototype.getImmediatePose', 'VRDisplay.prototype.getFrameData')
return this._getPose()
}
VRDisplay.prototype.requestAnimationFrame = function (callback) {
return raf(callback)
}
VRDisplay.prototype.cancelAnimationFrame = function (id) {
return caf(id)
}
VRDisplay.prototype.wrapForFullscreen = function (element) {
if (isIOS()) {
return element
}
if (!this.fullscreenWrapper_) {
this.fullscreenWrapper_ = document.createElement('div')
var cssProperties = ['height: ' + Math.min(screen.height, screen.width) + 'px !important', 'top: 0 !important', 'left: 0 !important', 'right: 0 !important', 'border: 0', 'margin: 0', 'padding: 0', 'z-index: 999999 !important', 'position: fixed']
this.fullscreenWrapper_.setAttribute('style', cssProperties.join('; ') + ';')
this.fullscreenWrapper_.classList.add('webvr-polyfill-fullscreen-wrapper')
}
if (this.fullscreenElement_ == element) {
return this.fullscreenWrapper_
}
if (this.fullscreenElement_) {
if (this.originalParent_) {
this.originalParent_.appendChild(this.fullscreenElement_)
} else {
this.fullscreenElement_.parentElement.removeChild(this.fullscreenElement_)
}
}
this.fullscreenElement_ = element
this.originalParent_ = element.parentElement
if (!this.originalParent_) {
document.body.appendChild(element)
}
if (!this.fullscreenWrapper_.parentElement) {
var parent = this.fullscreenElement_.parentElement
parent.insertBefore(this.fullscreenWrapper_, this.fullscreenElement_)
parent.removeChild(this.fullscreenElement_)
}
this.fullscreenWrapper_.insertBefore(this.fullscreenElement_, this.fullscreenWrapper_.firstChild)
this.fullscreenElementCachedStyle_ = this.fullscreenElement_.getAttribute('style')
var self = this
function applyFullscreenElementStyle () {
if (!self.fullscreenElement_) {
return
}
var cssProperties = ['position: absolute', 'top: 0', 'left: 0', 'width: ' + Math.max(screen.width, screen.height) + 'px', 'height: ' + Math.min(screen.height, screen.width) + 'px', 'border: 0', 'margin: 0', 'padding: 0']
self.fullscreenElement_.setAttribute('style', cssProperties.join('; ') + ';')
}
applyFullscreenElementStyle()
return this.fullscreenWrapper_
}
VRDisplay.prototype.removeFullscreenWrapper = function () {
if (!this.fullscreenElement_) {
return
}
var element = this.fullscreenElement_
if (this.fullscreenElementCachedStyle_) {
element.setAttribute('style', this.fullscreenElementCachedStyle_)
} else {
element.removeAttribute('style')
}
this.fullscreenElement_ = null
this.fullscreenElementCachedStyle_ = null
var parent = this.fullscreenWrapper_.parentElement
this.fullscreenWrapper_.removeChild(element)
if (this.originalParent_ === parent) {
parent.insertBefore(element, this.fullscreenWrapper_)
} else if (this.originalParent_) {
this.originalParent_.appendChild(element)
}
parent.removeChild(this.fullscreenWrapper_)
return element
}
VRDisplay.prototype.requestPresent = function (layers) {
var wasPresenting = this.isPresenting
var self = this
if (!(layers instanceof Array)) {
deprecateWarning('VRDisplay.prototype.requestPresent with non-array argument', 'an array of VRLayers as the first argument')
layers = [layers]
}
return new Promise(function (resolve, reject) {
if (!self.capabilities.canPresent) {
reject(new Error('VRDisplay is not capable of presenting.'))
return
}
if (layers.length == 0 || layers.length > self.capabilities.maxLayers) {
reject(new Error('Invalid number of layers.'))
return
}
var incomingLayer = layers[0]
if (!incomingLayer.source) {
resolve()
return
}
var leftBounds = incomingLayer.leftBounds || defaultLeftBounds
var rightBounds = incomingLayer.rightBounds || defaultRightBounds
if (wasPresenting) {
var layer = self.layer_
if (layer.source !== incomingLayer.source) {
layer.source = incomingLayer.source
}
for (var i = 0; i < 4; i++) {
layer.leftBounds[i] = leftBounds[i]
layer.rightBounds[i] = rightBounds[i]
}
self.wrapForFullscreen(self.layer_.source)
self.updatePresent_()
resolve()
return
}
self.layer_ = {
predistorted: incomingLayer.predistorted,
source: incomingLayer.source,
leftBounds: leftBounds.slice(0),
rightBounds: rightBounds.slice(0)
}
self.waitingForPresent_ = false
if (self.layer_ && self.layer_.source) {
var fullscreenElement = self.wrapForFullscreen(self.layer_.source)
var onFullscreenChange = function onFullscreenChange () {
var actualFullscreenElement = getFullscreenElement()
self.isPresenting = fullscreenElement === actualFullscreenElement
if (self.isPresenting) {
if (screen.orientation && screen.orientation.lock) {
screen.orientation.lock('landscape-primary').catch(function (error) {
console.error('screen.orientation.lock() failed due to', error.message)
})
}
self.waitingForPresent_ = false
self.beginPresent_()
resolve()
} else {
if (screen.orientation && screen.orientation.unlock) {
screen.orientation.unlock()
}
self.removeFullscreenWrapper()
self.disableWakeLock()
self.endPresent_()
self.removeFullscreenListeners_()
}
self.fireVRDisplayPresentChange_()
}
var onFullscreenError = function onFullscreenError () {
if (!self.waitingForPresent_) {
return
}
self.removeFullscreenWrapper()
self.removeFullscreenListeners_()
self.disableWakeLock()
self.waitingForPresent_ = false
self.isPresenting = false
reject(new Error('Unable to present.'))
}
self.addFullscreenListeners_(fullscreenElement, onFullscreenChange, onFullscreenError)
if (requestFullscreen(fullscreenElement)) {
self.enableWakeLock()
self.waitingForPresent_ = true
} else if (isIOS() || isWebViewAndroid()) {
self.enableWakeLock()
self.isPresenting = true
self.beginPresent_()
self.fireVRDisplayPresentChange_()
resolve()
}
}
if (!self.waitingForPresent_ && !isIOS()) {
exitFullscreen()
reject(new Error('Unable to present.'))
}
})
}
VRDisplay.prototype.exitPresent = function () {
var wasPresenting = this.isPresenting
var self = this
this.isPresenting = false
this.layer_ = null
this.disableWakeLock()
return new Promise(function (resolve, reject) {
if (wasPresenting) {
if (!exitFullscreen() && isIOS()) {
self.endPresent_()
self.fireVRDisplayPresentChange_()
}
if (isWebViewAndroid()) {
self.removeFullscreenWrapper()
self.removeFullscreenListeners_()
self.endPresent_()
self.fireVRDisplayPresentChange_()
}
resolve()
} else {
reject(new Error('Was not presenting to VRDisplay.'))
}
})
}
VRDisplay.prototype.getLayers = function () {
if (this.layer_) {
return [this.layer_]
}
return []
}
VRDisplay.prototype.fireVRDisplayPresentChange_ = function () {
var event = new CustomEvent('vrdisplaypresentchange', { detail: { display: this } })
window.dispatchEvent(event)
}
VRDisplay.prototype.fireVRDisplayConnect_ = function () {
var event = new CustomEvent('vrdisplayconnect', { detail: { display: this } })
window.dispatchEvent(event)
}
VRDisplay.prototype.addFullscreenListeners_ = function (element, changeHandler, errorHandler) {
this.removeFullscreenListeners_()
this.fullscreenEventTarget_ = element
this.fullscreenChangeHandler_ = changeHandler
this.fullscreenErrorHandler_ = errorHandler
if (changeHandler) {
if (document.fullscreenEnabled) {
element.addEventListener('fullscreenchange', changeHandler, false)
} else if (document.webkitFullscreenEnabled) {
element.addEventListener('webkitfullscreenchange', changeHandler, false)
} else if (document.mozFullScreenEnabled) {
document.addEventListener('mozfullscreenchange', changeHandler, false)
} else if (document.msFullscreenEnabled) {
element.addEventListener('msfullscreenchange', changeHandler, false)
}
}
if (errorHandler) {
if (document.fullscreenEnabled) {
element.addEventListener('fullscreenerror', errorHandler, false)
} else if (document.webkitFullscreenEnabled) {
element.addEventListener('webkitfullscreenerror', errorHandler, false)
} else if (document.mozFullScreenEnabled) {
document.addEventListener('mozfullscreenerror', errorHandler, false)
} else if (document.msFullscreenEnabled) {
element.addEventListener('msfullscreenerror', errorHandler, false)
}
}
}
VRDisplay.prototype.removeFullscreenListeners_ = function () {
if (!this.fullscreenEventTarget_) return
var element = this.fullscreenEventTarget_
if (this.fullscreenChangeHandler_) {
var changeHandler = this.fullscreenChangeHandler_
element.removeEventListener('fullscreenchange', changeHandler, false)
element.removeEventListener('webkitfullscreenchange', changeHandler, false)
document.removeEventListener('mozfullscreenchange', changeHandler, false)
element.removeEventListener('msfullscreenchange', changeHandler, false)
}
if (this.fullscreenErrorHandler_) {
var errorHandler = this.fullscreenErrorHandler_
element.removeEventListener('fullscreenerror', errorHandler, false)
element.removeEventListener('webkitfullscreenerror', errorHandler, false)
document.removeEventListener('mozfullscreenerror', errorHandler, false)
element.removeEventListener('msfullscreenerror', errorHandler, false)
}
this.fullscreenEventTarget_ = null
this.fullscreenChangeHandler_ = null
this.fullscreenErrorHandler_ = null
}
VRDisplay.prototype.enableWakeLock = function () {
if (this.wakelock_) {
this.wakelock_.enable()
}
}
VRDisplay.prototype.disableWakeLock = function () {
if (this.wakelock_) {
this.wakelock_.disable()
}
}
VRDisplay.prototype.beginPresent_ = function () {
}
VRDisplay.prototype.endPresent_ = function () {
}
VRDisplay.prototype.submitFrame = function (pose) {
}
VRDisplay.prototype.getEyeParameters = function (whichEye) {
return null
}
var config = {
ADDITIONAL_VIEWERS: [],
DEFAULT_VIEWER: '',
MOBILE_WAKE_LOCK: true,
DEBUG: false,
DPDB_URL: 'https://dpdb.webvr.rocks/dpdb.json',
K_FILTER: 0.98,
PREDICTION_TIME_S: 0.040,
CARDBOARD_UI_DISABLED: false,
ROTATE_INSTRUCTIONS_DISABLED: false,
YAW_ONLY: false,
BUFFER_SCALE: 0.5,
DIRTY_SUBMIT_FRAME_BINDINGS: false
}
var Eye = {
LEFT: 'left',
RIGHT: 'right'
}
function CardboardVRDisplay (config$$1) {
var defaults = extend({}, config)
config$$1 = extend(defaults, config$$1 || {})
VRDisplay.call(this, {
wakelock: config$$1.MOBILE_WAKE_LOCK
})
this.config = config$$1
this.displayName = 'Cardboard VRDisplay'
this.capabilities = new VRDisplayCapabilities({
hasPosition: false,
hasOrientation: true,
hasExternalDisplay: false,
canPresent: true,
maxLayers: 1
})
this.stageParameters = null
this.bufferScale_ = this.config.BUFFER_SCALE
this.poseSensor_ = new PoseSensor(this.config)
this.distorter_ = null
this.cardboardUI_ = null
this.dpdb_ = new Dpdb(this.config.DPDB_URL, this.onDeviceParamsUpdated_.bind(this))
this.deviceInfo_ = new DeviceInfo(this.dpdb_.getDeviceParams(), config$$1.ADDITIONAL_VIEWERS)
this.viewerSelector_ = new ViewerSelector(config$$1.DEFAULT_VIEWER)
this.viewerSelector_.onChange(this.onViewerChanged_.bind(this))
this.deviceInfo_.setViewer(this.viewerSelector_.getCurrentViewer())
if (!this.config.ROTATE_INSTRUCTIONS_DISABLED) {
this.rotateInstructions_ = new RotateInstructions()
}
if (isIOS()) {
window.addEventListener('resize', this.onResize_.bind(this))
}
}
CardboardVRDisplay.prototype = Object.create(VRDisplay.prototype)
CardboardVRDisplay.prototype._getPose = function () {
return {
position: null,
orientation: this.poseSensor_.getOrientation(),
linearVelocity: null,
linearAcceleration: null,
angularVelocity: null,
angularAcceleration: null
}
}
CardboardVRDisplay.prototype._resetPose = function () {
if (this.poseSensor_.resetPose) {
this.poseSensor_.resetPose()
}
}
CardboardVRDisplay.prototype._getFieldOfView = function (whichEye) {
var fieldOfView
if (whichEye == Eye.LEFT) {
fieldOfView = this.deviceInfo_.getFieldOfViewLeftEye()
} else if (whichEye == Eye.RIGHT) {
fieldOfView = this.deviceInfo_.getFieldOfViewRightEye()
} else {
console.error('Invalid eye provided: %s', whichEye)
return null
}
return fieldOfView
}
CardboardVRDisplay.prototype._getEyeOffset = function (whichEye) {
var offset
if (whichEye == Eye.LEFT) {
offset = [-this.deviceInfo_.viewer.interLensDistance * 0.5, 0.0, 0.0]
} else if (whichEye == Eye.RIGHT) {
offset = [this.deviceInfo_.viewer.interLensDistance * 0.5, 0.0, 0.0]
} else {
console.error('Invalid eye provided: %s', whichEye)
return null
}
return offset
}
CardboardVRDisplay.prototype.getEyeParameters = function (whichEye) {
var offset = this._getEyeOffset(whichEye)
var fieldOfView = this._getFieldOfView(whichEye)
var eyeParams = {
offset: offset,
renderWidth: this.deviceInfo_.device.width * 0.5 * this.bufferScale_,
renderHeight: this.deviceInfo_.device.height * this.bufferScale_
}
Object.defineProperty(eyeParams, 'fieldOfView', {
enumerable: true,
get: function get () {
deprecateWarning('VRFieldOfView', 'VRFrameData\'s projection matrices')
return fieldOfView
}
})
return eyeParams
}
CardboardVRDisplay.prototype.onDeviceParamsUpdated_ = function (newParams) {
if (this.config.DEBUG) {
console.log('DPDB reported that device params were updated.')
}
this.deviceInfo_.updateDeviceParams(newParams)
if (this.distorter_) {
this.distorter_.updateDeviceInfo(this.deviceInfo_)
}
}
CardboardVRDisplay.prototype.updateBounds_ = function () {
if (this.layer_ && this.distorter_ && (this.layer_.leftBounds || this.layer_.rightBounds)) {
this.distorter_.setTextureBounds(this.layer_.leftBounds, this.layer_.rightBounds)
}
}
CardboardVRDisplay.prototype.beginPresent_ = function () {
var gl = this.layer_.source.getContext('webgl')
if (!gl) gl = this.layer_.source.getContext('experimental-webgl')
if (!gl) gl = this.layer_.source.getContext('webgl2')
if (!gl) return
if (this.layer_.predistorted) {
if (!this.config.CARDBOARD_UI_DISABLED) {
gl.canvas.width = getScreenWidth() * this.bufferScale_
gl.canvas.height = getScreenHeight() * this.bufferScale_
this.cardboardUI_ = new CardboardUI(gl)
}
} else {
if (!this.config.CARDBOARD_UI_DISABLED) {
this.cardboardUI_ = new CardboardUI(gl)
}
this.distorter_ = new CardboardDistorter(gl, this.cardboardUI_, this.config.BUFFER_SCALE, this.config.DIRTY_SUBMIT_FRAME_BINDINGS)
this.distorter_.updateDeviceInfo(this.deviceInfo_)
}
if (this.cardboardUI_) {
this.cardboardUI_.listen(function (e) {
this.viewerSelector_.show(this.layer_.source.parentElement)
e.stopPropagation()
e.preventDefault()
}.bind(this), function (e) {
this.exitPresent()
e.stopPropagation()
e.preventDefault()
}.bind(this))
}
if (this.rotateInstructions_) {
if (isLandscapeMode() && isMobile()) {
this.rotateInstructions_.showTemporarily(3000, this.layer_.source.parentElement)
} else {
this.rotateInstructions_.update()
}
}
this.orientationHandler = this.onOrientationChange_.bind(this)
window.addEventListener('orientationchange', this.orientationHandler)
this.vrdisplaypresentchangeHandler = this.updateBounds_.bind(this)
window.addEventListener('vrdisplaypresentchange', this.vrdisplaypresentchangeHandler)
this.fireVRDisplayDeviceParamsChange_()
}
CardboardVRDisplay.prototype.endPresent_ = function () {
if (this.distorter_) {
this.distorter_.destroy()
this.distorter_ = null
}
if (this.cardboardUI_) {
this.cardboardUI_.destroy()
this.cardboardUI_ = null
}
if (this.rotateInstructions_) {
this.rotateInstructions_.hide()
}
this.viewerSelector_.hide()
window.removeEventListener('orientationchange', this.orientationHandler)
window.removeEventListener('vrdisplaypresentchange', this.vrdisplaypresentchangeHandler)
}
CardboardVRDisplay.prototype.updatePresent_ = function () {
this.endPresent_()
this.beginPresent_()
}
CardboardVRDisplay.prototype.submitFrame = function (pose) {
if (this.distorter_) {
this.updateBounds_()
this.distorter_.submitFrame()
} else if (this.cardboardUI_ && this.layer_) {
var canvas = this.layer_.source.getContext('webgl').canvas
if (canvas.width != this.lastWidth || canvas.height != this.lastHeight) {
this.cardboardUI_.onResize()
}
this.lastWidth = canvas.width
this.lastHeight = canvas.height
this.cardboardUI_.render()
}
}
CardboardVRDisplay.prototype.onOrientationChange_ = function (e) {
this.viewerSelector_.hide()
if (this.rotateInstructions_) {
this.rotateInstructions_.update()
}
this.onResize_()
}
CardboardVRDisplay.prototype.onResize_ = function (e) {
if (this.layer_) {
var gl = this.layer_.source.getContext('webgl')
var cssProperties = ['position: absolute', 'top: 0', 'left: 0',
'width: 100vw', 'height: 100vh', 'border: 0', 'margin: 0',
'padding: 0px', 'box-sizing: content-box']
gl.canvas.setAttribute('style', cssProperties.join('; ') + ';')
safariCssSizeWorkaround(gl.canvas)
}
}
CardboardVRDisplay.prototype.onViewerChanged_ = function (viewer) {
this.deviceInfo_.setViewer(viewer)
if (this.distorter_) {
this.distorter_.updateDeviceInfo(this.deviceInfo_)
}
this.fireVRDisplayDeviceParamsChange_()
}
CardboardVRDisplay.prototype.fireVRDisplayDeviceParamsChange_ = function () {
var event = new CustomEvent('vrdisplaydeviceparamschange', {
detail: {
vrdisplay: this,
deviceInfo: this.deviceInfo_
}
})
window.dispatchEvent(event)
}
CardboardVRDisplay.VRFrameData = VRFrameData
CardboardVRDisplay.VRDisplay = VRDisplay
return CardboardVRDisplay
}))
})
var CardboardVRDisplay = unwrapExports(cardboardVrDisplay)
var version = '0.10.6'
var DefaultConfig = {
ADDITIONAL_VIEWERS: [],
DEFAULT_VIEWER: '',
PROVIDE_MOBILE_VRDISPLAY: true,
GET_VR_DISPLAYS_TIMEOUT: 1000,
MOBILE_WAKE_LOCK: true,
DEBUG: false,
DPDB_URL: 'https://dpdb.webvr.rocks/dpdb.json',
K_FILTER: 0.98,
PREDICTION_TIME_S: 0.040,
TOUCH_PANNER_DISABLED: true,
CARDBOARD_UI_DISABLED: false,
ROTATE_INSTRUCTIONS_DISABLED: false,
YAW_ONLY: false,
BUFFER_SCALE: 0.5,
DIRTY_SUBMIT_FRAME_BINDINGS: false
}
function WebVRPolyfill (config) {
this.config = extend(extend({}, DefaultConfig), config)
this.polyfillDisplays = []
this.enabled = false
this.hasNative = 'getVRDisplays' in navigator
this.native = {}
this.native.getVRDisplays = navigator.getVRDisplays
this.native.VRFrameData = window.VRFrameData
this.native.VRDisplay = window.VRDisplay
if (!this.hasNative || this.config.PROVIDE_MOBILE_VRDISPLAY && isMobile()) {
this.enable()
this.getVRDisplays().then(function (displays) {
if (displays && displays[0] && displays[0].fireVRDisplayConnect_) {
displays[0].fireVRDisplayConnect_()
}
})
}
}
WebVRPolyfill.prototype.getPolyfillDisplays = function () {
if (this._polyfillDisplaysPopulated) {
return this.polyfillDisplays
}
if (isMobile()) {
var vrDisplay = new CardboardVRDisplay({
ADDITIONAL_VIEWERS: this.config.ADDITIONAL_VIEWERS,
DEFAULT_VIEWER: this.config.DEFAULT_VIEWER,
MOBILE_WAKE_LOCK: this.config.MOBILE_WAKE_LOCK,
DEBUG: this.config.DEBUG,
DPDB_URL: this.config.DPDB_URL,
CARDBOARD_UI_DISABLED: this.config.CARDBOARD_UI_DISABLED,
K_FILTER: this.config.K_FILTER,
PREDICTION_TIME_S: this.config.PREDICTION_TIME_S,
TOUCH_PANNER_DISABLED: this.config.TOUCH_PANNER_DISABLED,
ROTATE_INSTRUCTIONS_DISABLED: this.config.ROTATE_INSTRUCTIONS_DISABLED,
YAW_ONLY: this.config.YAW_ONLY,
BUFFER_SCALE: this.config.BUFFER_SCALE,
DIRTY_SUBMIT_FRAME_BINDINGS: this.config.DIRTY_SUBMIT_FRAME_BINDINGS
})
this.polyfillDisplays.push(vrDisplay)
}
this._polyfillDisplaysPopulated = true
return this.polyfillDisplays
}
WebVRPolyfill.prototype.enable = function () {
this.enabled = true
if (this.hasNative && this.native.VRFrameData) {
var NativeVRFrameData = this.native.VRFrameData
var nativeFrameData = new this.native.VRFrameData()
var nativeGetFrameData = this.native.VRDisplay.prototype.getFrameData
window.VRDisplay.prototype.getFrameData = function (frameData) {
if (frameData instanceof NativeVRFrameData) {
nativeGetFrameData.call(this, frameData)
return
}
nativeGetFrameData.call(this, nativeFrameData)
frameData.pose = nativeFrameData.pose
copyArray(nativeFrameData.leftProjectionMatrix, frameData.leftProjectionMatrix)
copyArray(nativeFrameData.rightProjectionMatrix, frameData.rightProjectionMatrix)
copyArray(nativeFrameData.leftViewMatrix, frameData.leftViewMatrix)
copyArray(nativeFrameData.rightViewMatrix, frameData.rightViewMatrix)
}
}
navigator.getVRDisplays = this.getVRDisplays.bind(this)
window.VRDisplay = CardboardVRDisplay.VRDisplay
window.VRFrameData = CardboardVRDisplay.VRFrameData
}
WebVRPolyfill.prototype.getVRDisplays = function () {
var _this = this
var config = this.config
if (!this.hasNative) {
return Promise.resolve(this.getPolyfillDisplays())
}
var timeoutId
var vrDisplaysNative = this.native.getVRDisplays.call(navigator)
var timeoutPromise = new Promise(function (resolve) {
timeoutId = setTimeout(function () {
console.warn('Native WebVR implementation detected, but `getVRDisplays()` failed to resolve. Falling back to polyfill.')
resolve([])
}, config.GET_VR_DISPLAYS_TIMEOUT)
})
return race([vrDisplaysNative, timeoutPromise]).then(function (nativeDisplays) {
clearTimeout(timeoutId)
return nativeDisplays.length > 0 ? nativeDisplays : _this.getPolyfillDisplays()
})
}
WebVRPolyfill.version = version
WebVRPolyfill.VRFrameData = CardboardVRDisplay.VRFrameData
WebVRPolyfill.VRDisplay = CardboardVRDisplay.VRDisplay
var webvrPolyfill = Object.freeze({
default: WebVRPolyfill
})
var require$$0 = (webvrPolyfill && WebVRPolyfill) || webvrPolyfill
if (typeof commonjsGlobal$1 !== 'undefined' && commonjsGlobal$1.window) {
if (!commonjsGlobal$1.document) {
commonjsGlobal$1.document = commonjsGlobal$1.window.document
}
if (!commonjsGlobal$1.navigator) {
commonjsGlobal$1.navigator = commonjsGlobal$1.window.navigator
}
}
var src = require$$0
return src
}))
})
var WebVRPolyfill = unwrapExports(webvrPolyfill)
// 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 = '93'
var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 }
var CullFaceNone = 0
var CullFaceBack = 1
var CullFaceFront = 2
var PCFShadowMap = 1
var PCFSoftShadowMap = 2
var FrontSide = 0
var BackSide = 1
var DoubleSide = 2
var FlatShading = 1
var NoColors = 0
var FaceColors = 1
var VertexColors = 2
var NoBlending = 0
var NormalBlending = 1
var AdditiveBlending = 2
var SubtractiveBlending = 3
var MultiplyBlending = 4
var CustomBlending = 5
var AddEquation = 100
var SubtractEquation = 101
var ReverseSubtractEquation = 102
var MinEquation = 103
var MaxEquation = 104
var ZeroFactor = 200
var OneFactor = 201
var SrcColorFactor = 202
var OneMinusSrcColorFactor = 203
var SrcAlphaFactor = 204
var OneMinusSrcAlphaFactor = 205
var DstAlphaFactor = 206
var OneMinusDstAlphaFactor = 207
var DstColorFactor = 208
var OneMinusDstColorFactor = 209
var SrcAlphaSaturateFactor = 210
var NeverDepth = 0
var AlwaysDepth = 1
var LessDepth = 2
var LessEqualDepth = 3
var EqualDepth = 4
var GreaterEqualDepth = 5
var GreaterDepth = 6
var NotEqualDepth = 7
var MultiplyOperation = 0
var MixOperation = 1
var AddOperation = 2
var NoToneMapping = 0
var LinearToneMapping = 1
var ReinhardToneMapping = 2
var Uncharted2ToneMapping = 3
var CineonToneMapping = 4
var UVMapping = 300
var CubeReflectionMapping = 301
var CubeRefractionMapping = 302
var EquirectangularReflectionMapping = 303
var EquirectangularRefractionMapping = 304
var SphericalReflectionMapping = 305
var CubeUVReflectionMapping = 306
var CubeUVRefractionMapping = 307
var RepeatWrapping = 1000
var ClampToEdgeWrapping = 1001
var MirroredRepeatWrapping = 1002
var NearestFilter = 1003
var NearestMipMapNearestFilter = 1004
var NearestMipMapLinearFilter = 1005
var LinearFilter = 1006
var LinearMipMapNearestFilter = 1007
var LinearMipMapLinearFilter = 1008
var UnsignedByteType = 1009
var ByteType = 1010
var ShortType = 1011
var UnsignedShortType = 1012
var IntType = 1013
var UnsignedIntType = 1014
var FloatType = 1015
var HalfFloatType = 1016
var UnsignedShort4444Type = 1017
var UnsignedShort5551Type = 1018
var UnsignedShort565Type = 1019
var UnsignedInt248Type = 1020
var AlphaFormat = 1021
var RGBFormat = 1022
var RGBAFormat = 1023
var LuminanceFormat = 1024
var LuminanceAlphaFormat = 1025
var DepthFormat = 1026
var DepthStencilFormat = 1027
var RGB_S3TC_DXT1_Format = 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 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)
}
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
var uuid = 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]
// .toUpperCase() here flattens concatenated strings to save heap memory space.
return uuid.toUpperCase()
}
})(),
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; var 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; var 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); var 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; var me = m.elements
te[12] = me[12]
te[13] = me[13]
te[14] = me[14]
return this
},
extractBasis: function (xAxis, yAxis, zAxis) {
xAxis.setFromMatrixColumn(this, 0)
yAxis.setFromMatrixColumn(this, 1)
zAxis.setFromMatrixColumn(this, 2)
return this
},
makeBasis: function (xAxis, yAxis, zAxis) {
this.set(
xAxis.x, yAxis.x, zAxis.x, 0,
xAxis.y, yAxis.y, zAxis.y, 0,
xAxis.z, yAxis.z, zAxis.z, 0,
0, 0, 0, 1
)
return this
},
extractRotation: (function () {
var v1 = new Vector3()
return function extractRotation (m) {
// this method does not support reflection matrices
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[3] = 0
te[4] = me[4] * scaleY
te[5] = me[5] * scaleY
te[6] = me[6] * scaleY
te[7] = 0
te[8] = me[8] * scaleZ
te[9] = me[9] * scaleZ
te[10] = me[10] * scaleZ
te[11] = 0
te[12] = 0
te[13] = 0
te[14] = 0
te[15] = 1
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; var y = euler.y; var z = euler.z
var a = Math.cos(x); var b = Math.sin(x)
var c = Math.cos(y); var d = Math.sin(y)
var e = Math.cos(z); var f = Math.sin(z)
if (euler.order === 'XYZ') {
var ae = a * e; var af = a * f; var be = b * e; var 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; var cf = c * f; var de = d * e; var 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; var cf = c * f; var de = d * e; var 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; var af = a * f; var be = b * e; var 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; var ad = a * d; var bc = b * c; var 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; var ad = a * d; var bc = b * c; var 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
}
// bottom row
te[3] = 0
te[7] = 0
te[11] = 0
// last column
te[12] = 0
te[13] = 0
te[14] = 0
te[15] = 1
return this
},
makeRotationFromQuaternion: (function () {
var zero = new Vector3(0, 0, 0)
var one = new Vector3(1, 1, 1)
return function makeRotationFromQuaternion (q) {
return this.compose(zero, q, one)
}
}()),
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]; var a12 = ae[4]; var a13 = ae[8]; var a14 = ae[12]
var a21 = ae[1]; var a22 = ae[5]; var a23 = ae[9]; var a24 = ae[13]
var a31 = ae[2]; var a32 = ae[6]; var a33 = ae[10]; var a34 = ae[14]
var a41 = ae[3]; var a42 = ae[7]; var a43 = ae[11]; var a44 = ae[15]
var b11 = be[0]; var b12 = be[4]; var b13 = be[8]; var b14 = be[12]
var b21 = be[1]; var b22 = be[5]; var b23 = be[9]; var b24 = be[13]
var b31 = be[2]; var b32 = be[6]; var b33 = be[10]; var b34 = be[14]
var b41 = be[3]; var b42 = be[7]; var b43 = be[11]; var 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]; var n12 = te[4]; var n13 = te[8]; var n14 = te[12]
var n21 = te[1]; var n22 = te[5]; var n23 = te[9]; var n24 = te[13]
var n31 = te[2]; var n32 = te[6]; var n33 = te[10]; var n34 = te[14]
var n41 = te[3]; var n42 = te[7]; var n43 = te[11]; var 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
var me = m.elements
var n11 = me[0]; var n21 = me[1]; var n31 = me[2]; var n41 = me[3]
var n12 = me[4]; var n22 = me[5]; var n32 = me[6]; var n42 = me[7]
var n13 = me[8]; var n23 = me[9]; var n33 = me[10]; var n43 = me[11]
var n14 = me[12]; var n24 = me[13]; var n34 = me[14]; var n44 = me[15]
var t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44
var t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44
var t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44
var 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; var y = v.y; var 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); var 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); var 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); var 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; var y = axis.y; var z = axis.z
var tx = t * x; var 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) {
var te = this.elements
var x = quaternion._x; var y = quaternion._y; var z = quaternion._z; var w = quaternion._w
var x2 = x + x; var y2 = y + y; var z2 = z + z
var xx = x * x2; var xy = x * y2; var xz = x * z2
var yy = y * y2; var yz = y * z2; var zz = z * z2
var wx = w * x2; var wy = w * y2; var wz = w * z2
var sx = scale.x; var sy = scale.y; var sz = scale.z
te[0] = (1 - (yy + zz)) * sx
te[1] = (xy + wz) * sx
te[2] = (xz - wy) * sx
te[3] = 0
te[4] = (xy - wz) * sy
te[5] = (1 - (xx + zz)) * sy
te[6] = (yz + wx) * sy
te[7] = 0
te[8] = (xz + wy) * sz
te[9] = (yz - wx) * sz
te[10] = (1 - (xx + yy)) * sz
te[11] = 0
te[12] = position.x
te[13] = position.y
te[14] = position.z
te[15] = 1
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]
var y0 = src0[srcOffset0 + 1]
var z0 = src0[srcOffset0 + 2]
var w0 = src0[srcOffset0 + 3]
var x1 = src1[srcOffset1 + 0]
var y1 = src1[srcOffset1 + 1]
var z1 = src1[srcOffset1 + 2]
var w1 = src1[srcOffset1 + 3]
if (w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1) {
var s = 1 - t
var cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1
var dir = (cos >= 0 ? 1 : -1)
var sqrSin = 1 - cos * cos
// Skip the Slerp for tiny steps to avoid numeric problems:
if (sqrSin > Number.EPSILON) {
var sin = Math.sqrt(sqrSin)
var 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; var y = euler._y; var z = euler._z; var 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; var 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
var m11 = te[0]; var m12 = te[4]; var m13 = te[8]
var m21 = te[1]; var m22 = te[5]; var m23 = te[9]
var m31 = te[2]; var m32 = te[6]; var m33 = te[10]
var trace = m11 + m22 + m33
var 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; var qay = a._y; var qaz = a._z; var qaw = a._w
var qbx = b._x; var qby = b._y; var qbz = b._z; var 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; var y = this._y; var z = this._z; var 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
var 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; var y = this.y; var 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; var y = this.y; var 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; var y = this.y; var z = this.z
var qx = q.x; var qy = q.y; var qz = q.z; var 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; var y = this.y; var 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; var ay = a.y; var az = a.z
var bx = b.x; var by = b.y; var 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; var dy = this.y - v.y; var 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]; var a12 = ae[3]; var a13 = ae[6]
var a21 = ae[1]; var a22 = ae[4]; var a23 = ae[7]
var a31 = ae[2]; var a32 = ae[5]; var a33 = ae[8]
var b11 = be[0]; var b12 = be[3]; var b13 = be[6]
var b21 = be[1]; var b22 = be[4]; var b23 = be[7]
var b31 = be[2]; var b32 = be[5]; var 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]; var b = te[1]; var c = te[2]
var d = te[3]; var e = te[4]; var f = te[5]
var g = te[6]; var h = te[7]; var 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
var te = this.elements
var n11 = me[0]; var n21 = me[1]; var n31 = me[2]
var n12 = me[3]; var n22 = me[4]; var n32 = me[5]
var n13 = me[6]; var n23 = me[7]; var n33 = me[8]
var t11 = n33 * n22 - n32 * n23
var t12 = n32 * n13 - n33 * n12
var t13 = n23 * n12 - n22 * n13
var 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; var 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]; var a12 = te[3]; var a13 = te[6]
var a21 = te[1]; var a22 = te[4]; var 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,
updateMatrix: function () {
this.matrix.setUvTransform(this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y)
},
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],
format: this.format,
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; var y = this.y; var z = this.z; var 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; var x; var y; var z // variables for result
var epsilon = 0.01 // margin to allow for rounding errors
var epsilon2 = 0.1 // margin to distinguish between 0 and 180 degrees
var te = m.elements
var m11 = te[0]; var m12 = te[4]; var m13 = te[8]
var m21 = te[1]; var m22 = te[5]; var m23 = te[9]
var m31 = te[2]; var m32 = te[6]; var 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.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.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : true
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 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 (target) {
if (target === undefined) {
console.warn('THREE.Box3: .getCenter() target is now required')
target = new Vector3()
}
return this.isEmpty() ? target.set(0, 0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5)
},
getSize: function (target) {
if (target === undefined) {
console.warn('THREE.Box3: .getSize() target is now required')
target = new Vector3()
}
return this.isEmpty() ? target.set(0, 0, 0) : target.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)
},
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, target) {
// This can potentially have a divide by zero if the box
// has a size dimension of 0.
if (target === undefined) {
console.warn('THREE.Box3: .getParameter() target is now required')
target = new Vector3()
}
return target.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)
},
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, target) {
if (target === undefined) {
console.warn('THREE.Box3: .clampPoint() target is now required')
target = new Vector3()
}
return target.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 (target) {
if (target === undefined) {
console.warn('THREE.Box3: .getBoundingSphere() target is now required')
target = new Sphere()
}
this.getCenter(target.center)
target.radius = this.getSize(v1).length() * 0.5
return target
}
}()),
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 (matrix) {
// transform of empty box is an empty box.
if (this.isEmpty()) return this
var m = matrix.elements
var xax = m[0] * this.min.x; var xay = m[1] * this.min.x; var xaz = m[2] * this.min.x
var xbx = m[0] * this.max.x; var xby = m[1] * this.max.x; var xbz = m[2] * this.max.x
var yax = m[4] * this.min.y; var yay = m[5] * this.min.y; var yaz = m[6] * this.min.y
var ybx = m[4] * this.max.y; var yby = m[5] * this.max.y; var ybz = m[6] * this.max.y
var zax = m[8] * this.min.z; var zay = m[9] * this.min.z; var zaz = m[10] * this.min.z
var zbx = m[8] * this.max.z; var zby = m[9] * this.max.z; var zbz = m[10] * this.max.z
this.min.x = Math.min(xax, xbx) + Math.min(yax, ybx) + Math.min(zax, zbx) + m[12]
this.min.y = Math.min(xay, xby) + Math.min(yay, yby) + Math.min(zay, zby) + m[13]
this.min.z = Math.min(xaz, xbz) + Math.min(yaz, ybz) + Math.min(zaz, zbz) + m[14]
this.max.x = Math.max(xax, xbx) + Math.max(yax, ybx) + Math.max(zax, zbx) + m[12]
this.max.y = Math.max(xay, xby) + Math.max(yay, yby) + Math.max(zay, zby) + m[13]
this.max.z = Math.max(xaz, xbz) + Math.max(yaz, ybz) + Math.max(zaz, zbz) + m[14]
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, target) {
var deltaLengthSq = this.center.distanceToSquared(point)
if (target === undefined) {
console.warn('THREE.Sphere: .clampPoint() target is now required')
target = new Vector3()
}
target.copy(point)
if (deltaLengthSq > (this.radius * this.radius)) {
target.sub(this.center).normalize()
target.multiplyScalar(this.radius).add(this.center)
}
return target
},
getBoundingBox: function (target) {
if (target === undefined) {
console.warn('THREE.Sphere: .getBoundingBox() target is now required')
target = new Box3()
}
target.set(this.center, this.center)
target.expandByScalar(this.radius)
return target
},
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, target) {
if (target === undefined) {
console.warn('THREE.Plane: .projectPoint() target is now required')
target = new Vector3()
}
return target.copy(this.normal).multiplyScalar(-this.distanceToPoint(point)).add(point)
},
intersectLine: (function () {
var v1 = new Vector3()
return function intersectLine (line, target) {
if (target === undefined) {
console.warn('THREE.Plane: .intersectLine() target is now required')
target = 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 target.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 target.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 (target) {
if (target === undefined) {
console.warn('THREE.Plane: .coplanarPoint() target is now required')
target = new Vector3()
}
return target.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]; var me1 = me[1]; var me2 = me[2]; var me3 = me[3]
var me4 = me[4]; var me5 = me[5]; var me6 = me[6]; var me7 = me[7]
var me8 = me[8]; var me9 = me[9]; var me10 = me[10]; var me11 = me[11]
var me12 = me[12]; var me13 = me[13]; var me14 = me[14]; var 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()
var 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
}
})
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\tfDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\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\tuniform int maxMipLevel;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif\n'
var envmap_pars_vertex = '#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif\n'
var envmap_vertex = '#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif\n'
var fog_vertex = '\n#ifdef USE_FOG\nfogDepth = -mvPosition.z;\n#endif'
var fog_pars_vertex = '#ifdef USE_FOG\n varying float fogDepth;\n#endif\n'
var fog_fragment = '#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif\n'
var fog_pars_fragment = '#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif\n'
var gradientmap_pars_fragment = '#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif\n'
var lightmap_fragment = '#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n'
var lightmap_pars_fragment = '#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif'
var lights_lambert_vertex = 'vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif\n'
var lights_pars_begin = 'uniform vec3 ambientLightColor;\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t\tfloat shadowCameraNear;\n\t\tfloat shadowCameraFar;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif\n'
var lights_pars_maps = '#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif\n'
var lights_phong_fragment = 'BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n'
var lights_phong_pars_fragment = 'varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)\n'
var lights_physical_fragment = 'PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.clearCoat = saturate( clearCoat );\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\n#endif\n'
var lights_physical_pars_fragment = 'struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifndef STANDARD\n\t\tfloat clearCoat;\n\t\tfloat clearCoatRoughness;\n\t#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos - halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos + halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos + halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos - halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifndef STANDARD\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#ifndef STANDARD\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifndef STANDARD\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\tfloat dotNL = dotNV;\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n\t#ifndef STANDARD\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}\n'
var lights_fragment_begin = '\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearCoatRadiance = vec3( 0.0 );\n#endif\n'
var lights_fragment_maps = '#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), maxMipLevel );\n\t#ifndef STANDARD\n\t\tclearCoatRadiance += getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), maxMipLevel );\n\t#endif\n#endif\n'
var lights_fragment_end = '#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif\n'
var logdepthbuf_fragment = '#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif'
var logdepthbuf_pars_fragment = '#ifdef USE_LOGDEPTHBUF\n\tuniform float logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n#endif\n'
var logdepthbuf_pars_vertex = '#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n\tuniform float logDepthBufFC;\n#endif'
var logdepthbuf_vertex = '#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\tgl_Position.z *= gl_Position.w;\n\t#endif\n#endif\n'
var map_fragment = '#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif\n'
var map_pars_fragment = '#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n'
var map_particle_fragment = '#ifdef USE_MAP\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n'
var map_particle_pars_fragment = '#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif\n'
var metalnessmap_fragment = 'float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif\n'
var metalnessmap_pars_fragment = '#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif'
var morphnormal_vertex = '#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif\n'
var morphtarget_pars_vertex = '#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif'
var morphtarget_vertex = '#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif\n'
var normal_fragment_begin = '#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n#endif\n'
var normal_fragment_maps = '#ifdef USE_NORMALMAP\n\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n'
var normalmap_pars_fragment = '#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tmat3 tsn = mat3( S, T, N );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy *= normalScale;\n\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\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( 1.0 - 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_begin>\n#include <lights_pars_maps>\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_begin>\n#include <lights_pars_maps>\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_begin>\n#include <lights_pars_maps>\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_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\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_begin>\n#include <lights_pars_maps>\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_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\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_begin>\n\t#include <normal_fragment_maps>\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 <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 <morphtarget_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 <morphtarget_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 <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_begin>\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_begin: lights_pars_begin,
lights_pars_maps: lights_pars_maps,
lights_phong_fragment: lights_phong_fragment,
lights_phong_pars_fragment: lights_phong_pars_fragment,
lights_physical_fragment: lights_physical_fragment,
lights_physical_pars_fragment: lights_physical_pars_fragment,
lights_fragment_begin: lights_fragment_begin,
lights_fragment_maps: lights_fragment_maps,
lights_fragment_end: lights_fragment_end,
logdepthbuf_fragment: logdepthbuf_fragment,
logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
logdepthbuf_vertex: logdepthbuf_vertex,
map_fragment: map_fragment,
map_pars_fragment: map_pars_fragment,
map_particle_fragment: map_particle_fragment,
map_particle_pars_fragment: map_particle_pars_fragment,
metalnessmap_fragment: metalnessmap_fragment,
metalnessmap_pars_fragment: metalnessmap_pars_fragment,
morphnormal_vertex: morphnormal_vertex,
morphtarget_pars_vertex: morphtarget_pars_vertex,
morphtarget_vertex: morphtarget_vertex,
normal_fragment_begin: normal_fragment_begin,
normal_fragment_maps: normal_fragment_maps,
normalmap_pars_fragment: normalmap_pars_fragment,
packing: packing,
premultiplied_alpha_fragment: premultiplied_alpha_fragment,
project_vertex: project_vertex,
dithering_fragment: dithering_fragment,
dithering_pars_fragment: dithering_pars_fragment,
roughnessmap_fragment: roughnessmap_fragment,
roughnessmap_pars_fragment: roughnessmap_pars_fragment,
shadowmap_pars_fragment: shadowmap_pars_fragment,
shadowmap_pars_vertex: shadowmap_pars_vertex,
shadowmap_vertex: shadowmap_vertex,
shadowmask_pars_fragment: shadowmask_pars_fragment,
skinbase_vertex: skinbase_vertex,
skinning_pars_vertex: skinning_pars_vertex,
skinning_vertex: skinning_vertex,
skinnormal_vertex: skinnormal_vertex,
specularmap_fragment: specularmap_fragment,
specularmap_pars_fragment: specularmap_pars_fragment,
tonemapping_fragment: tonemapping_fragment,
tonemapping_pars_fragment: tonemapping_pars_fragment,
uv_pars_fragment: uv_pars_fragment,
uv_pars_vertex: uv_pars_vertex,
uv_vertex: uv_vertex,
uv2_pars_fragment: uv2_pars_fragment,
uv2_pars_vertex: uv2_pars_vertex,
uv2_vertex: uv2_vertex,
worldpos_vertex: worldpos_vertex,
cube_frag: cube_frag,
cube_vert: cube_vert,
depth_frag: depth_frag,
depth_vert: depth_vert,
distanceRGBA_frag: distanceRGBA_frag,
distanceRGBA_vert: distanceRGBA_vert,
equirect_frag: equirect_frag,
equirect_vert: equirect_vert,
linedashed_frag: linedashed_frag,
linedashed_vert: linedashed_vert,
meshbasic_frag: meshbasic_frag,
meshbasic_vert: meshbasic_vert,
meshlambert_frag: meshlambert_frag,
meshlambert_vert: meshlambert_vert,
meshphong_frag: meshphong_frag,
meshphong_vert: meshphong_vert,
meshphysical_frag: meshphysical_frag,
meshphysical_vert: meshphysical_vert,
normal_frag: normal_frag,
normal_vert: normal_vert,
points_frag: points_frag,
points_vert: points_vert,
shadow_frag: shadow_frag,
shadow_vert: shadow_vert
}
/**
* 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
}
}
/**
* @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 (gammaFactor) {
this.copyGammaToLinear(this, gammaFactor)
return this
},
convertLinearToGamma: function (gammaFactor) {
this.copyLinearToGamma(this, gammaFactor)
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 (target) {
// h,s,l ranges are in 0.0 - 1.0
if (target === undefined) {
console.warn('THREE.Color: .getHSL() target is now required')
target = { h: 0, s: 0, l: 0 }
}
var r = this.r; var g = this.g; var 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
}
target.h = hue
target.s = saturation
target.l = lightness
return target
},
getStyle: function () {
return 'rgb(' + ((this.r * 255) | 0) + ',' + ((this.g * 255) | 0) + ',' + ((this.b * 255) | 0) + ')'
},
offsetHSL: (function () {
var hsl = {}
return function (h, s, l) {
this.getHSL(hsl)
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 },
maxMipLevel: { value: 0 }
},
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() }
}
}
/**
* @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 WebGLAnimation () {
var context = null
var isAnimating = false
var animationLoop = null
function onAnimationFrame (time, frame) {
if (isAnimating === false) return
animationLoop(time, frame)
context.requestAnimationFrame(onAnimationFrame)
}
return {
start: function () {
if (isAnimating === true) return
if (animationLoop === null) return
context.requestAnimationFrame(onAnimationFrame)
isAnimating = true
},
stop: function () {
isAnimating = false
},
setAnimationLoop: function (callback) {
animationLoop = callback
},
setContext: function (value) {
context = value
}
}
}
/**
* @author mrdoob / http://mrdoob.com/
*/
function WebGLAttributes (gl) {
var buffers = new WeakMap()
function createBuffer (attribute, bufferType) {
var array = attribute.array
var usage = attribute.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW
var buffer = gl.createBuffer()
gl.bindBuffer(bufferType, buffer)
gl.bufferData(bufferType, array, usage)
attribute.onUploadCallback()
var type = gl.FLOAT
if (array instanceof Float32Array) {
type = gl.FLOAT
} else if (array instanceof Float64Array) {
console.warn('THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.')
} else if (array instanceof Uint16Array) {
type = gl.UNSIGNED_SHORT
} else if (array instanceof Int16Array) {
type = gl.SHORT
} else if (array instanceof Uint32Array) {
type = gl.UNSIGNED_INT
} else if (array instanceof Int32Array) {
type = gl.INT
} else if (array instanceof Int8Array) {
type = gl.BYTE
} else if (array instanceof Uint8Array) {
type = gl.UNSIGNED_BYTE
}
return {
buffer: buffer,
type: type,
bytesPerElement: array.BYTES_PER_ELEMENT,
version: attribute.version
}
}
function updateBuffer (buffer, attribute, bufferType) {
var array = attribute.array
var updateRange = attribute.updateRange
gl.bindBuffer(bufferType, buffer)
if (attribute.dynamic === false) {
gl.bufferData(bufferType, array, gl.STATIC_DRAW)
} else if (updateRange.count === -1) {
// Not using update ranges
gl.bufferSubData(bufferType, 0, array)
} else if (updateRange.count === 0) {
console.error('THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.')
} else {
gl.bufferSubData(bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
array.subarray(updateRange.offset, updateRange.offset + updateRange.count))
updateRange.count = -1 // reset range
}
}
//
function get (attribute) {
if (attribute.isInterleavedBufferAttribute) attribute = attribute.data
return buffers.get(attribute)
}
function remove (attribute) {
if (attribute.isInterleavedBufferAttribute) attribute = attribute.data
var data = buffers.get(attribute)
if (data) {
gl.deleteBuffer(data.buffer)
buffers.delete(attribute)
}
}
function update (attribute, bufferType) {
if (attribute.isInterleavedBufferAttribute) attribute = attribute.data
var data = buffers.get(attribute)
if (data === undefined) {
buffers.set(attribute, createBuffer(attribute, bufferType))
} else if (data.version < attribute.version) {
updateBuffer(data.buffer, attribute, bufferType)
data.version = attribute.version
}
}
return {
get: get,
remove: remove,
update: update
}
}
/**
* @author mrdoob / http://mrdoob.com/
* @author WestLangley / http://github.com/WestLangley
* @author bhouston / http://clara.io
*/
function Euler (x, y, z, order) {
this._x = x || 0
this._y = y || 0
this._z = z || 0
this._order = order || Euler.DefaultOrder
}
Euler.RotationOrders = ['XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX']
Euler.DefaultOrder = 'XYZ'
Object.defineProperties(Euler.prototype, {
x: {
get: function () {
return this._x
},
set: function (value) {
this._x = value
this.onChangeCallback()
}
},
y: {
get: function () {
return this._y
},
set: function (value) {
this._y = value
this.onChangeCallback()
}
},
z: {
get: function () {
return this._z
},
set: function (value) {
this._z = value
this.onChangeCallback()
}
},
order: {
get: function () {
return this._order
},
set: function (value) {
this._order = value
this.onChangeCallback()
}
}
})
Object.assign(Euler.prototype, {
isEuler: true,
set: function (x, y, z, order) {
this._x = x
this._y = y
this._z = z
this._order = order || this._order
this.onChangeCallback()
return this
},
clone: function () {
return new this.constructor(this._x, this._y, this._z, this._order)
},
copy: function (euler) {
this._x = euler._x
this._y = euler._y
this._z = euler._z
this._order = euler._order
this.onChangeCallback()
return this
},
setFromRotationMatrix: function (m, order, update) {
var clamp = _Math.clamp
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
var te = m.elements
var m11 = te[0]; var m12 = te[4]; var m13 = te[8]
var m21 = te[1]; var m22 = te[5]; var m23 = te[9]
var m31 = te[2]; var m32 = te[6]; var 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 (target) {
if (target === undefined) {
console.warn('THREE.Object3D: .getWorldPosition() target is now required')
target = new Vector3()
}
this.updateMatrixWorld(true)
return target.setFromMatrixPosition(this.matrixWorld)
},
getWorldQuaternion: (function () {
var position = new Vector3()
var scale = new Vector3()
return function getWorldQuaternion (target) {
if (target === undefined) {
console.warn('THREE.Object3D: .getWorldQuaternion() target is now required')
target = new Quaternion()
}
this.updateMatrixWorld(true)
this.matrixWorld.decompose(position, target, scale)
return target
}
}()),
getWorldScale: (function () {
var position = new Vector3()
var quaternion = new Quaternion()
return function getWorldScale (target) {
if (target === undefined) {
console.warn('THREE.Object3D: .getWorldScale() target is now required')
target = new Vector3()
}
this.updateMatrixWorld(true)
this.matrixWorld.decompose(position, quaternion, target)
return target
}
}()),
getWorldDirection: (function () {
var quaternion = new Quaternion()
return function getWorldDirection (target) {
if (target === undefined) {
console.warn('THREE.Object3D: .getWorldDirection() target is now required')
target = new Vector3()
}
this.getWorldQuaternion(quaternion)
return target.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 (this.frustumCulled === false) object.frustumCulled = false
if (this.renderOrder !== 0) object.renderOrder = this.renderOrder
if (JSON.stringify(this.userData) !== '{}') object.userData = this.userData
object.matrix = this.matrix.toArray()
if (this.matrixAutoUpdate === false) object.matrixAutoUpdate = false
//
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 (target) {
if (target === undefined) {
console.warn('THREE.Camera: .getWorldDirection() target is now required')
target = new Vector3()
}
this.getWorldQuaternion(quaternion)
return target.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 () {
var offset = new Vector3()
return function center () {
this.computeBoundingBox()
this.boundingBox.getCenter(offset).negate()
this.translate(offset.x, offset.y, offset.z)
return this
}
}()),
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(); var 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(); var 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
var vertexOffset = this.vertices.length
var vertices1 = this.vertices
var vertices2 = geometry.vertices
var faces1 = this.faces
var faces2 = geometry.faces
var uvs1 = this.faceVertexUvs[0]
var uvs2 = geometry.faceVertexUvs[0]
var colors1 = this.colors
var 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]; var faceCopy; var normal; var color
var faceVertexNormals = face.vertexNormals
var 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]; var 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
}
if (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 = []; var 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]; var 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.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.version = 0
}
Object.defineProperty(BufferAttribute.prototype, 'needsUpdate', {
set: function (value) {
if (value === true) this.version++
}
})
Object.assign(BufferAttribute.prototype, {
isBufferAttribute: true,
onUploadCallback: function () {},
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
return this
},
setDynamic: function (value) {
this.dynamic = value
return this
},
copy: function (source) {
this.name = source.name
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; var offset = 0
for (var i = 0, l = colors.length; i < l; i++) {
var color = colors[i]
if (color === undefined) {
console.warn('THREE.BufferAttribute.copyColorsArray(): color is undefined', i)
color = new Color()
}
array[offset++] = color.r
array[offset++] = color.g
array[offset++] = color.b
}
return this
},
copyVector2sArray: function (vectors) {
var array = this.array; var 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; var 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; var offset = 0
for (var i = 0, l = vectors.length; i < l; i++) {
var vector = vectors[i]
if (vector === undefined) {
console.warn('THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i)
vector = new Vector4()
}
array[offset++] = vector.x
array[offset++] = vector.y
array[offset++] = vector.z
array[offset++] = vector.w
}
return this
},
set: function (value, offset) {
if (offset === undefined) offset = 0
this.array.set(value, offset)
return this
},
getX: function (index) {
return this.array[index * this.itemSize]
},
setX: function (index, x) {
this.array[index * this.itemSize] = x
return this
},
getY: function (index) {
return this.array[index * this.itemSize + 1]
},
setY: function (index, y) {
this.array[index * this.itemSize + 1] = y
return this
},
getZ: function (index) {
return this.array[index * this.itemSize + 2]
},
setZ: function (index, z) {
this.array[index * this.itemSize + 2] = z
return this
},
getW: function (index) {
return this.array[index * this.itemSize + 3]
},
setW: function (index, w) {
this.array[index * this.itemSize + 3] = w
return this
},
setXY: function (index, x, y) {
index *= this.itemSize
this.array[index + 0] = x
this.array[index + 1] = y
return this
},
setXYZ: function (index, x, y, z) {
index *= this.itemSize
this.array[index + 0] = x
this.array[index + 1] = y
this.array[index + 2] = z
return this
},
setXYZW: function (index, x, y, z, w) {
index *= this.itemSize
this.array[index + 0] = x
this.array[index + 1] = y
this.array[index + 2] = z
this.array[index + 3] = w
return this
},
onUpload: function (callback) {
this.onUploadCallback = callback
return this
},
clone: function () {
return new this.constructor(this.array, this.itemSize).copy(this)
}
})
//
function Int8BufferAttribute (array, itemSize, normalized) {
BufferAttribute.call(this, new Int8Array(array), itemSize, normalized)
}
Int8BufferAttribute.prototype = Object.create(BufferAttribute.prototype)
Int8BufferAttribute.prototype.constructor = Int8BufferAttribute
function Uint8BufferAttribute (array, itemSize, normalized) {
BufferAttribute.call(this, new Uint8Array(array), itemSize, normalized)
}
Uint8BufferAttribute.prototype = Object.create(BufferAttribute.prototype)
Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute
function Uint8ClampedBufferAttribute (array, itemSize, normalized) {
BufferAttribute.call(this, new Uint8ClampedArray(array), itemSize, normalized)
}
Uint8ClampedBufferAttribute.prototype = Object.create(BufferAttribute.prototype)
Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute
function Int16BufferAttribute (array, itemSize, normalized) {
BufferAttribute.call(this, new Int16Array(array), itemSize, normalized)
}
Int16BufferAttribute.prototype = Object.create(BufferAttribute.prototype)
Int16BufferAttribute.prototype.constructor = Int16BufferAttribute
function Uint16BufferAttribute (array, itemSize, normalized) {
BufferAttribute.call(this, new Uint16Array(array), itemSize, normalized)
}
Uint16BufferAttribute.prototype = Object.create(BufferAttribute.prototype)
Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute
function Int32BufferAttribute (array, itemSize, normalized) {
BufferAttribute.call(this, new Int32Array(array), itemSize, normalized)
}
Int32BufferAttribute.prototype = Object.create(BufferAttribute.prototype)
Int32BufferAttribute.prototype.constructor = Int32BufferAttribute
function Uint32BufferAttribute (array, itemSize, normalized) {
BufferAttribute.call(this, new Uint32Array(array), itemSize, normalized)
}
Uint32BufferAttribute.prototype = Object.create(BufferAttribute.prototype)
Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute
function Float32BufferAttribute (array, itemSize, normalized) {
BufferAttribute.call(this, new Float32Array(array), itemSize, normalized)
}
Float32BufferAttribute.prototype = Object.create(BufferAttribute.prototype)
Float32BufferAttribute.prototype.constructor = Float32BufferAttribute
function Float64BufferAttribute (array, itemSize, normalized) {
BufferAttribute.call(this, new Float64Array(array), itemSize, normalized)
}
Float64BufferAttribute.prototype = Object.create(BufferAttribute.prototype)
Float64BufferAttribute.prototype.constructor = Float64BufferAttribute
/**
* @author mrdoob / http://mrdoob.com/
*/
function DirectGeometry () {
this.vertices = []
this.normals = []
this.colors = []
this.uvs = []
this.uvs2 = []
this.groups = []
this.morphTargets = {}
this.skinWeights = []
this.skinIndices = []
// this.lineDistances = [];
this.boundingBox = null
this.boundingSphere = null
// update flags
this.verticesNeedUpdate = false
this.normalsNeedUpdate = false
this.colorsNeedUpdate = false
this.uvsNeedUpdate = false
this.groupsNeedUpdate = false
}
Object.assign(DirectGeometry.prototype, {
computeGroups: function (geometry) {
var group
var groups = []
var materialIndex = undefined
var faces = geometry.faces
for (var i = 0; i < faces.length; i++) {
var face = faces[i]
// materials
if (face.materialIndex !== materialIndex) {
materialIndex = face.materialIndex
if (group !== undefined) {
group.count = (i * 3) - group.start
groups.push(group)
}
group = {
start: i * 3,
materialIndex: materialIndex
}
}
}
if (group !== undefined) {
group.count = (i * 3) - group.start
groups.push(group)
}
this.groups = groups
},
fromGeometry: function (geometry) {
var faces = geometry.faces
var vertices = geometry.vertices
var faceVertexUvs = geometry.faceVertexUvs
var hasFaceVertexUv = faceVertexUvs[0] && faceVertexUvs[0].length > 0
var hasFaceVertexUv2 = faceVertexUvs[1] && faceVertexUvs[1].length > 0
// morphs
var morphTargets = geometry.morphTargets
var morphTargetsLength = morphTargets.length
var morphTargetsPosition
if (morphTargetsLength > 0) {
morphTargetsPosition = []
for (var i = 0; i < morphTargetsLength; i++) {
morphTargetsPosition[i] = []
}
this.morphTargets.position = morphTargetsPosition
}
var morphNormals = geometry.morphNormals
var morphNormalsLength = morphNormals.length
var morphTargetsNormal
if (morphNormalsLength > 0) {
morphTargetsNormal = []
for (var i = 0; i < morphNormalsLength; i++) {
morphTargetsNormal[i] = []
}
this.morphTargets.normal = morphTargetsNormal
}
// skins
var skinIndices = geometry.skinIndices
var skinWeights = geometry.skinWeights
var hasSkinIndices = skinIndices.length === vertices.length
var hasSkinWeights = skinWeights.length === vertices.length
//
if (faces.length === 0) {
console.error('THREE.DirectGeometry: Faceless geometries are not supported.')
}
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 }
this.userData = {}
}
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 ).')
return this.addAttribute(name, new BufferAttribute(arguments[1], arguments[2]))
}
if (name === 'index') {
console.warn('THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.')
this.setIndex(attribute)
return this
}
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 () {
var offset = new Vector3()
return function center () {
this.computeBoundingBox()
this.boundingBox.getCenter(offset).negate()
this.translate(offset.x, offset.y, offset.z)
return this
}
}()),
setFromObject: function (object) {
// console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
var geometry = object.geometry
if (object.isPoints || object.isLine) {
var positions = new Float32BufferAttribute(geometry.vertices.length * 3, 3)
var colors = new Float32BufferAttribute(geometry.colors.length * 3, 3)
this.addAttribute('position', positions.copyVector3sArray(geometry.vertices))
this.addAttribute('color', colors.copyColorsArray(geometry.colors))
if (geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length) {
var lineDistances = new Float32BufferAttribute(geometry.lineDistances.length, 1)
this.addAttribute('lineDistance', lineDistances.copyArray(geometry.lineDistances))
}
if (geometry.boundingSphere !== null) {
this.boundingSphere = geometry.boundingSphere.clone()
}
if (geometry.boundingBox !== null) {
this.boundingBox = geometry.boundingBox.clone()
}
} else if (object.isMesh) {
if (geometry && geometry.isGeometry) {
this.fromGeometry(geometry)
}
}
return this
},
setFromPoints: function (points) {
var position = []
for (var i = 0, l = points.length; i < l; i++) {
var point = points[i]
position.push(point.x, point.y, point.z || 0)
}
this.addAttribute('position', new Float32BufferAttribute(position, 3))
return this
},
updateFromObject: function (object) {
var geometry = object.geometry
if (object.isMesh) {
var direct = geometry.__directGeometry
if (geometry.elementsNeedUpdate === true) {
direct = undefined
geometry.elementsNeedUpdate = false
}
if (direct === undefined) {
return this.fromGeometry(geometry)
}
direct.verticesNeedUpdate = geometry.verticesNeedUpdate
direct.normalsNeedUpdate = geometry.normalsNeedUpdate
direct.colorsNeedUpdate = geometry.colorsNeedUpdate
direct.uvsNeedUpdate = geometry.uvsNeedUpdate
direct.groupsNeedUpdate = geometry.groupsNeedUpdate
geometry.verticesNeedUpdate = false
geometry.normalsNeedUpdate = false
geometry.colorsNeedUpdate = false
geometry.uvsNeedUpdate = false
geometry.groupsNeedUpdate = false
geometry = direct
}
var attribute
if (geometry.verticesNeedUpdate === true) {
attribute = this.attributes.position
if (attribute !== undefined) {
attribute.copyVector3sArray(geometry.vertices)
attribute.needsUpdate = true
}
geometry.verticesNeedUpdate = false
}
if (geometry.normalsNeedUpdate === true) {
attribute = this.attributes.normal
if (attribute !== undefined) {
attribute.copyVector3sArray(geometry.normals)
attribute.needsUpdate = true
}
geometry.normalsNeedUpdate = false
}
if (geometry.colorsNeedUpdate === true) {
attribute = this.attributes.color
if (attribute !== undefined) {
attribute.copyColorsArray(geometry.colors)
attribute.needsUpdate = true
}
geometry.colorsNeedUpdate = false
}
if (geometry.uvsNeedUpdate) {
attribute = this.attributes.uv
if (attribute !== undefined) {
attribute.copyVector2sArray(geometry.uvs)
attribute.needsUpdate = true
}
geometry.uvsNeedUpdate = false
}
if (geometry.lineDistancesNeedUpdate) {
attribute = this.attributes.lineDistance
if (attribute !== undefined) {
attribute.copyArray(geometry.lineDistances)
attribute.needsUpdate = true
}
geometry.lineDistancesNeedUpdate = false
}
if (geometry.groupsNeedUpdate) {
geometry.computeGroups(object.geometry)
this.groups = geometry.groups
geometry.groupsNeedUpdate = false
}
return this
},
fromGeometry: function (geometry) {
geometry.__directGeometry = new DirectGeometry().fromGeometry(geometry)
return this.fromDirectGeometry(geometry.__directGeometry)
},
fromDirectGeometry: function (geometry) {
var positions = new Float32Array(geometry.vertices.length * 3)
this.addAttribute('position', new BufferAttribute(positions, 3).copyVector3sArray(geometry.vertices))
if (geometry.normals.length > 0) {
var normals = new Float32Array(geometry.normals.length * 3)
this.addAttribute('normal', new BufferAttribute(normals, 3).copyVector3sArray(geometry.normals))
}
if (geometry.colors.length > 0) {
var colors = new Float32Array(geometry.colors.length * 3)
this.addAttribute('color', new BufferAttribute(colors, 3).copyColorsArray(geometry.colors))
}
if (geometry.uvs.length > 0) {
var uvs = new Float32Array(geometry.uvs.length * 2)
this.addAttribute('uv', new BufferAttribute(uvs, 2).copyVector2sArray(geometry.uvs))
}
if (geometry.uvs2.length > 0) {
var uvs2 = new Float32Array(geometry.uvs2.length * 2)
this.addAttribute('uv2', new BufferAttribute(uvs2, 2).copyVector2sArray(geometry.uvs2))
}
// groups
this.groups = geometry.groups
// morphs
for (var name in geometry.morphTargets) {
var array = []
var morphTargets = geometry.morphTargets[name]
for (var i = 0, l = morphTargets.length; i < l; i++) {
var morphTarget = morphTargets[i]
var attribute = new Float32BufferAttribute(morphTarget.length * 3, 3)
array.push(attribute.copyVector3sArray(morphTarget))
}
this.morphAttributes[name] = array
}
// skinning
if (geometry.skinIndices.length > 0) {
var skinIndices = new Float32BufferAttribute(geometry.skinIndices.length * 4, 4)
this.addAttribute('skinIndex', skinIndices.copyVector4sArray(geometry.skinIndices))
}
if (geometry.skinWeights.length > 0) {
var skinWeights = new Float32BufferAttribute(geometry.skinWeights.length * 4, 4)
this.addAttribute('skinWeight', skinWeights.copyVector4sArray(geometry.skinWeights))
}
//
if (geometry.boundingSphere !== null) {
this.boundingSphere = geometry.boundingSphere.clone()
}
if (geometry.boundingBox !== null) {
this.boundingBox = geometry.boundingBox.clone()
}
return this
},
computeBoundingBox: function () {
if (this.boundingBox === null) {
this.boundingBox = new Box3()
}
var position = this.attributes.position
if (position !== undefined) {
this.boundingBox.setFromBufferAttribute(position)
} else {
this.boundingBox.makeEmpty()
}
if (isNaN(this.boundingBox.min.x) || isNaN(this.boundingBox.min.y) || isNaN(this.boundingBox.min.z)) {
console.error('THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this)
}
},
computeBoundingSphere: (function () {
var box = new Box3()
var vector = new Vector3()
return function computeBoundingSphere () {
if (this.boundingSphere === null) {
this.boundingSphere = new Sphere()
}
var position = this.attributes.position
if (position) {
var center = this.boundingSphere.center
box.setFromBufferAttribute(position)
box.getCenter(center)
// hoping to find a boundingSphere with a radius smaller than the
// boundingSphere of the boundingBox: sqrt(3) smaller in the best case
var maxRadiusSq = 0
for (var i = 0, il = position.count; i < il; i++) {
vector.x = position.getX(i)
vector.y = position.getY(i)
vector.z = position.getZ(i)
maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(vector))
}
this.boundingSphere.radius = Math.sqrt(maxRadiusSq)
if (isNaN(this.boundingSphere.radius)) {
console.error('THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this)
}
}
}
}()),
computeFaceNormals: function () {
// backwards compatibility
},
computeVertexNormals: function () {
var index = this.index
var attributes = this.attributes
var groups = this.groups
if (attributes.position) {
var positions = attributes.position.array
if (attributes.normal === undefined) {
this.addAttribute('normal', new BufferAttribute(new Float32Array(positions.length), 3))
} else {
// reset existing normals to zero
var array = attributes.normal.array
for (var i = 0, il = array.length; i < il; i++) {
array[i] = 0
}
}
var normals = attributes.normal.array
var vA, vB, vC
var pA = new Vector3(); var pB = new Vector3(); var pC = new Vector3()
var cb = new Vector3(); var 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
console.warn(
'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. ' +
'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
)
}
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; var 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))
}
var groups = this.groups
for (var i = 0, l = groups.length; i < l; i++) {
var group = groups[i]
geometry2.addGroup(group.start, group.count, group.materialIndex)
}
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 (Object.keys(this.userData).length > 0) data.userData = this.userData
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
// user data
this.userData = source.userData
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/
*/
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)
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.aoMap && this.aoMap.isTexture) {
data.aoMap = this.aoMap.toJSON(meta).uuid
data.aoMapIntensity = this.aoMapIntensity
}
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
var 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/
*
* 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.CubeTexture( [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 = Object.assign({}, 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, target) {
if (target === undefined) {
console.warn('THREE.Ray: .at() target is now required')
target = new Vector3()
}
return target.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, target) {
if (target === undefined) {
console.warn('THREE.Ray: .closestPointToPoint() target is now required')
target = new Vector3()
}
target.subVectors(point, this.origin)
var directionDistance = target.dot(this.direction)
if (directionDistance < 0) {
return target.copy(this.origin)
}
return target.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, target) {
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, target)
// else t0 is in front of the ray, so return the first collision point scaled by t0
return this.at(t0, target)
}
}()),
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, target) {
var t = this.distanceToPlane(plane)
if (t === null) {
return null
}
return this.at(t, target)
},
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, target) {
var tmin, tmax, tymin, tymax, tzmin, tzmax
var invdirx = 1 / this.direction.x
var invdiry = 1 / this.direction.y
var 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, target)
},
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, target) {
// 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, target)
}
}()),
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 (target) {
if (target === undefined) {
console.warn('THREE.Line3: .getCenter() target is now required')
target = new Vector3()
}
return target.addVectors(this.start, this.end).multiplyScalar(0.5)
},
delta: function (target) {
if (target === undefined) {
console.warn('THREE.Line3: .delta() target is now required')
target = new Vector3()
}
return target.subVectors(this.end, this.start)
},
distanceSq: function () {
return this.start.distanceToSquared(this.end)
},
distance: function () {
return this.start.distanceTo(this.end)
},
at: function (t, target) {
if (target === undefined) {
console.warn('THREE.Line3: .at() target is now required')
target = new Vector3()
}
return this.delta(target).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, target) {
var t = this.closestPointToPointParameter(point, clampToLine)
if (target === undefined) {
console.warn('THREE.Line3: .closestPointToPoint() target is now required')
target = new Vector3()
}
return this.delta(target).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, {
getNormal: (function () {
var v0 = new Vector3()
return function getNormal (a, b, c, target) {
if (target === undefined) {
console.warn('THREE.Triangle: .getNormal() target is now required')
target = new Vector3()
}
target.subVectors(c, b)
v0.subVectors(a, b)
target.cross(v0)
var targetLengthSq = target.lengthSq()
if (targetLengthSq > 0) {
return target.multiplyScalar(1 / Math.sqrt(targetLengthSq))
}
return target.set(0, 0, 0)
}
}()),
// static/instance method to calculate barycentric coordinates
// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
getBarycoord: (function () {
var v0 = new Vector3()
var v1 = new Vector3()
var v2 = new Vector3()
return function getBarycoord (point, a, b, c, target) {
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)
if (target === undefined) {
console.warn('THREE.Triangle: .getBarycoord() target is now required')
target = 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 target.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 target.set(1 - u - v, v, u)
}
}()),
containsPoint: (function () {
var v1 = new Vector3()
return function containsPoint (point, a, b, c) {
Triangle.getBarycoord(point, a, b, c, v1)
return (v1.x >= 0) && (v1.y >= 0) && ((v1.x + v1.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
},
getArea: (function () {
var v0 = new Vector3()
var v1 = new Vector3()
return function getArea () {
v0.subVectors(this.c, this.b)
v1.subVectors(this.a, this.b)
return v0.cross(v1).length() * 0.5
}
}()),
getMidpoint: function (target) {
if (target === undefined) {
console.warn('THREE.Triangle: .getMidpoint() target is now required')
target = new Vector3()
}
return target.addVectors(this.a, this.b).add(this.c).multiplyScalar(1 / 3)
},
getNormal: function (target) {
return Triangle.getNormal(this.a, this.b, this.c, target)
},
getPlane: function (target) {
if (target === undefined) {
console.warn('THREE.Triangle: .getPlane() target is now required')
target = new Vector3()
}
return target.setFromCoplanarPoints(this.a, this.b, this.c)
},
getBarycoord: function (point, target) {
return Triangle.getBarycoord(point, this.a, this.b, this.c, target)
},
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, target) {
if (target === undefined) {
console.warn('THREE.Triangle: .closestPointToPoint() target is now required')
target = 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
target.copy(projectedPoint)
} else {
// if not, the point falls outside the triangle. the target 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
target.copy(closestPoint)
}
}
}
return target
}
}()),
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.getBarycoord(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)
}
var face = new Face3(a, b, c)
Triangle.getNormal(vA, vB, vC, face.normal)
intersection.face = face
}
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 indexed 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.faceIndex = Math.floor(i / 3) // triangle number in non-indexed 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, objects, 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)
}
objects.update(boxMesh)
}
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 })
)
objects.update(planeMesh)
}
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 WebGLBufferRenderer (gl, extensions, info) {
var mode
function setMode (value) {
mode = value
}
function render (start, count) {
gl.drawArrays(mode, start, count)
info.update(count, mode)
}
function renderInstances (geometry, start, count) {
var extension = extensions.get('ANGLE_instanced_arrays')
if (extension === null) {
console.error('THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.')
return
}
extension.drawArraysInstancedANGLE(mode, start, count, geometry.maxInstancedCount)
info.update(count, mode, geometry.maxInstancedCount)
}
//
this.setMode = setMode
this.render = render
this.renderInstances = renderInstances
}
/**
* @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 tschw
*/
function WebGLClipping () {
var scope = this
var globalState = null
var numGlobalPlanes = 0
var localClippingEnabled = false
var renderingShadows = false
var plane = new Plane()
var viewNormalMatrix = new Matrix3()
var 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
var lGlobal = nGlobal * 4
var 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
var dstArray = null
if (nPlanes !== 0) {
dstArray = uniform.value
if (skipTransform !== true || dstArray === null) {
var flatSize = dstOffset + nPlanes * 4
var viewMatrix = camera.matrixWorldInverse
viewNormalMatrix.getNormalMatrix(viewMatrix)
if (dstArray === null || dstArray.length < flatSize) {
dstArray = new Float32Array(flatSize)
}
for (var i = 0, i4 = dstOffset; i !== nPlanes; ++i, i4 += 4) {
plane.copy(planes[i]).applyMatrix4(viewMatrix, viewNormalMatrix)
plane.normal.toArray(dstArray, i4)
dstArray[i4 + 3] = plane.constant
}
}
uniform.value = dstArray
uniform.needsUpdate = true
}
scope.numPlanes = nPlanes
return dstArray
}
}
/**
* @author mrdoob / http://mrdoob.com/
*/
function 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
default:
extension = gl.getExtension(name)
}
if (extension === null) {
console.warn('THREE.WebGLRenderer: ' + name + ' extension not supported.')
}
extensions[name] = extension
return extension
}
}
}
/**
* @author mrdoob / http://mrdoob.com/
*/
function WebGLGeometries (gl, attributes, info) {
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]
}
//
info.memory.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
info.memory.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 WebGLIndexedBufferRenderer (gl, extensions, info) {
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)
info.update(count, mode)
}
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)
info.update(count, mode, geometry.maxInstancedCount)
}
//
this.setMode = setMode
this.setIndex = setIndex
this.render = render
this.renderInstances = renderInstances
}
/**
* @author Mugen87 / https://github.com/Mugen87
*/
function WebGLInfo (gl) {
var memory = {
geometries: 0,
textures: 0
}
var render = {
frame: 0,
calls: 0,
triangles: 0,
points: 0,
lines: 0
}
function update (count, mode, instanceCount) {
instanceCount = instanceCount || 1
render.calls++
switch (mode) {
case gl.TRIANGLES:
render.triangles += instanceCount * (count / 3)
break
case gl.TRIANGLE_STRIP:
case gl.TRIANGLE_FAN:
render.triangles += instanceCount * (count - 2)
break
case gl.LINES:
render.lines += instanceCount * (count / 2)
break
case gl.LINE_STRIP:
render.lines += instanceCount * (count - 1)
break
case gl.LINE_LOOP:
render.lines += instanceCount * count
break
case gl.POINTS:
render.points += instanceCount * count
break
default:
console.error('THREE.WebGLInfo: Unknown draw mode:', mode)
break
}
}
function reset () {
render.frame++
render.calls = 0
render.triangles = 0
render.points = 0
render.lines = 0
}
return {
memory: memory,
render: render,
programs: null,
autoReset: true,
reset: reset,
update: update
}
}
/**
* @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 WebGLObjects (geometries, info) {
var updateList = {}
function update (object) {
var frame = info.render.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 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)
var mat2array = new Float32Array(4)
// 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
var 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
}
function arraysEqual (a, b) {
if (a.length !== b.length) return false
for (var i = 0, l = a.length; i < l; i++) {
if (a[i] !== b[i]) return false
}
return true
}
function copyArray (a, b) {
for (var i = 0, l = b.length; i < l; i++) {
a[i] = b[i]
}
}
// 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) {
var cache = this.cache
if (cache[0] === v) return
gl.uniform1f(this.addr, v)
cache[0] = v
}
function setValue1i (gl, v) {
var cache = this.cache
if (cache[0] === v) return
gl.uniform1i(this.addr, v)
cache[0] = v
}
// Single float vector (from flat array or THREE.VectorN)
function setValue2fv (gl, v) {
var cache = this.cache
if (v.x !== undefined) {
if (cache[0] !== v.x || cache[1] !== v.y) {
gl.uniform2f(this.addr, v.x, v.y)
cache[0] = v.x
cache[1] = v.y
}
} else {
if (arraysEqual(cache, v)) return
gl.uniform2fv(this.addr, v)
copyArray(cache, v)
}
}
function setValue3fv (gl, v) {
var cache = this.cache
if (v.x !== undefined) {
if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z) {
gl.uniform3f(this.addr, v.x, v.y, v.z)
cache[0] = v.x
cache[1] = v.y
cache[2] = v.z
}
} else if (v.r !== undefined) {
if (cache[0] !== v.r || cache[1] !== v.g || cache[2] !== v.b) {
gl.uniform3f(this.addr, v.r, v.g, v.b)
cache[0] = v.r
cache[1] = v.g
cache[2] = v.b
}
} else {
if (arraysEqual(cache, v)) return
gl.uniform3fv(this.addr, v)
copyArray(cache, v)
}
}
function setValue4fv (gl, v) {
var cache = this.cache
if (v.x !== undefined) {
if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z || cache[3] !== v.w) {
gl.uniform4f(this.addr, v.x, v.y, v.z, v.w)
cache[0] = v.x
cache[1] = v.y
cache[2] = v.z
cache[3] = v.w
}
} else {
if (arraysEqual(cache, v)) return
gl.uniform4fv(this.addr, v)
copyArray(cache, v)
}
}
// Single matrix (from flat array or MatrixN)
function setValue2fm (gl, v) {
var cache = this.cache
var elements = v.elements
if (elements === undefined) {
if (arraysEqual(cache, v)) return
gl.uniformMatrix2fv(this.addr, false, v)
copyArray(cache, v)
} else {
if (arraysEqual(cache, elements)) return
mat2array.set(elements)
gl.uniformMatrix2fv(this.addr, false, mat2array)
copyArray(cache, elements)
}
}
function setValue3fm (gl, v) {
var cache = this.cache
var elements = v.elements
if (elements === undefined) {
if (arraysEqual(cache, v)) return
gl.uniformMatrix3fv(this.addr, false, v)
copyArray(cache, v)
} else {
if (arraysEqual(cache, elements)) return
mat3array.set(elements)
gl.uniformMatrix3fv(this.addr, false, mat3array)
copyArray(cache, elements)
}
}
function setValue4fm (gl, v) {
var cache = this.cache
var elements = v.elements
if (elements === undefined) {
if (arraysEqual(cache, v)) return
gl.uniformMatrix4fv(this.addr, false, v)
copyArray(cache, v)
} else {
if (arraysEqual(cache, elements)) return
mat4array.set(elements)
gl.uniformMatrix4fv(this.addr, false, mat4array)
copyArray(cache, elements)
}
}
// Single texture (2D / Cube)
function setValueT1 (gl, v, renderer) {
var cache = this.cache
var unit = renderer.allocTextureUnit()
if (cache[0] !== unit) {
gl.uniform1i(this.addr, unit)
cache[0] = unit
}
renderer.setTexture2D(v || emptyTexture, unit)
}
function setValueT6 (gl, v, renderer) {
var cache = this.cache
var unit = renderer.allocTextureUnit()
if (cache[0] !== unit) {
gl.uniform1i(this.addr, unit)
cache[0] = unit
}
renderer.setTextureCube(v || emptyCubeTexture, unit)
}
// Integer / Boolean vectors or arrays thereof (always flat arrays)
function setValue2iv (gl, v) {
var cache = this.cache
if (arraysEqual(cache, v)) return
gl.uniform2iv(this.addr, v)
copyArray(cache, v)
}
function setValue3iv (gl, v) {
var cache = this.cache
if (arraysEqual(cache, v)) return
gl.uniform3iv(this.addr, v)
copyArray(cache, v)
}
function setValue4iv (gl, v) {
var cache = this.cache
if (arraysEqual(cache, v)) return
gl.uniform4iv(this.addr, v)
copyArray(cache, 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) {
var cache = this.cache
if (arraysEqual(cache, v)) return
gl.uniform1fv(this.addr, v)
copyArray(cache, v)
}
function setValue1iv (gl, v) {
var cache = this.cache
if (arraysEqual(cache, v)) return
gl.uniform1iv(this.addr, v)
copyArray(cache, v)
}
// Array of vectors (flat or from THREE classes)
function setValueV2a (gl, v) {
var cache = this.cache
var data = flatten(v, this.size, 2)
if (arraysEqual(cache, data)) return
gl.uniform2fv(this.addr, data)
this.updateCache(data)
}
function setValueV3a (gl, v) {
var cache = this.cache
var data = flatten(v, this.size, 3)
if (arraysEqual(cache, data)) return
gl.uniform3fv(this.addr, data)
this.updateCache(data)
}
function setValueV4a (gl, v) {
var cache = this.cache
var data = flatten(v, this.size, 4)
if (arraysEqual(cache, data)) return
gl.uniform4fv(this.addr, data)
this.updateCache(data)
}
// Array of matrices (flat or from THREE clases)
function setValueM2a (gl, v) {
var cache = this.cache
var data = flatten(v, this.size, 4)
if (arraysEqual(cache, data)) return
gl.uniformMatrix2fv(this.addr, false, data)
this.updateCache(data)
}
function setValueM3a (gl, v) {
var cache = this.cache
var data = flatten(v, this.size, 9)
if (arraysEqual(cache, data)) return
gl.uniformMatrix3fv(this.addr, false, data)
this.updateCache(data)
}
function setValueM4a (gl, v) {
var cache = this.cache
var data = flatten(v, this.size, 16)
if (arraysEqual(cache, data)) return
gl.uniformMatrix4fv(this.addr, false, data)
this.updateCache(data)
}
// Array of textures (2D / Cube)
function setValueT1a (gl, v, renderer) {
var cache = this.cache
var n = v.length
var units = allocTexUnits(renderer, n)
if (arraysEqual(cache, units) === false) {
gl.uniform1iv(this.addr, units)
copyArray(cache, units)
}
for (var i = 0; i !== n; ++i) {
renderer.setTexture2D(v[i] || emptyTexture, units[i])
}
}
function setValueT6a (gl, v, renderer) {
var cache = this.cache
var n = v.length
var units = allocTexUnits(renderer, n)
if (arraysEqual(cache, units) === false) {
gl.uniform1iv(this.addr, units)
copyArray(cache, 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.cache = []
this.setValue = getSingularSetter(activeInfo.type)
// this.path = activeInfo.name; // DEBUG
}
function PureArrayUniform (id, activeInfo, addr) {
this.id = id
this.addr = addr
this.cache = []
this.size = activeInfo.size
this.setValue = getPureArraySetter(activeInfo.type)
// this.path = activeInfo.name; // DEBUG
}
PureArrayUniform.prototype.updateCache = function (data) {
var cache = this.cache
if (data instanceof Float32Array && cache.length !== data.length) {
this.cache = new Float32Array(data.length)
}
copyArray(cache, data)
}
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
var pathLength = path.length
// reset RegExp object, because of the early exit of a previous run
RePathPart.lastIndex = 0
while (true) {
var match = RePathPart.exec(path)
var matchEnd = RePathPart.lastIndex
var id = match[1]
var idIsIndex = match[2] === ']'
var 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; var 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)
var addr = gl.getUniformLocation(program, info.name)
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]
var 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/
*/
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 + (parameters.alphaTest % 1 ? '' : '.0') : '', // add '.0' if integer
'#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.name = shader.name
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 fordacious / fordacious.github.io
*/
function WebGLProperties () {
var properties = new WeakMap()
function get (object) {
var map = properties.get(object)
if (map === undefined) {
map = {}
properties.set(object, map)
}
return map
}
function remove (object) {
properties.delete(object)
}
function update (object, key, value) {
properties.get(object)[key] = value
}
function dispose () {
properties = new WeakMap()
}
return {
get: get,
remove: remove,
update: update,
dispose: dispose
}
}
/**
* @author mrdoob / http://mrdoob.com/
*/
function 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 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; var g = 0; var 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 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 alteredq / http://alteredqualia.com/
* @author mrdoob / http://mrdoob.com/
*/
function WebGLShadowMap (_renderer, _objects, maxTextureSize) {
var _frustum = new Frustum()
var _projScreenMatrix = new Matrix4()
var _shadowMapSize = new Vector2()
var _maxShadowMapSize = new Vector2(maxTextureSize, maxTextureSize)
var _lookTarget = new Vector3()
var _lightPositionWorld = new Vector3()
var _MorphingFlag = 1
var _SkinningFlag = 2
var _NumberOfMaterialVariants = (_MorphingFlag | _SkinningFlag) + 1
var _depthMaterials = new Array(_NumberOfMaterialVariants)
var _distanceMaterials = new Array(_NumberOfMaterialVariants)
var _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; var 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 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
CanvasTexture.prototype.isCanvasTexture = true
/**
* @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/
*/
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) {
enableAttributeAndDivisor(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 WebGLTextures (_gl, extensions, state, properties, capabilities, utils, info) {
var _isWebGL2 = (typeof WebGL2RenderingContext !== 'undefined' && _gl instanceof WebGL2RenderingContext) /* global WebGL2RenderingContext */
var _videoTextures = {}
var _canvas
//
function clampToMaxSize (image, maxSize) {
if (image.width > maxSize || image.height > maxSize) {
if ('data' in image) {
console.warn('THREE.WebGLRenderer: image in DataTexture is too big (' + image.width + 'x' + image.height + ').')
return
}
// 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
}
function generateMipmap (target, texture, width, height) {
_gl.generateMipmap(target)
var textureProperties = properties.get(texture)
// Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
textureProperties.__maxMipLevel = Math.log(Math.max(width, height)) * Math.LOG2E
}
// 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]
}
info.memory.textures--
}
function onRenderTargetDispose (event) {
var renderTarget = event.target
renderTarget.removeEventListener('dispose', onRenderTargetDispose)
deallocateRenderTarget(renderTarget)
info.memory.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()
info.memory.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]
var isPowerOfTwoImage = isPowerOfTwo(image)
var glFormat = utils.convert(texture.format)
var 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; var 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 (!isCompressed) {
textureProperties.__maxMipLevel = 0
} else {
textureProperties.__maxMipLevel = mipmaps.length - 1
}
if (textureNeedsGenerateMipmaps(texture, isPowerOfTwoImage)) {
// We assume images for cube map have the same size.
generateMipmap(_gl.TEXTURE_CUBE_MAP, texture, image.width, image.height)
}
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()
info.memory.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)
var glFormat = utils.convert(texture.format)
var glType = utils.convert(texture.type)
setTextureParameters(_gl.TEXTURE_2D, texture, isPowerOfTwoImage)
var mipmap; var 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
textureProperties.__maxMipLevel = mipmaps.length - 1
} else {
state.texImage2D(_gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data)
textureProperties.__maxMipLevel = 0
}
} 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)
}
}
textureProperties.__maxMipLevel = mipmaps.length - 1
} 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
textureProperties.__maxMipLevel = mipmaps.length - 1
} else {
state.texImage2D(_gl.TEXTURE_2D, 0, glFormat, glFormat, glType, image)
textureProperties.__maxMipLevel = 0
}
}
if (textureNeedsGenerateMipmaps(texture, isPowerOfTwoImage)) {
generateMipmap(_gl.TEXTURE_2D, texture, image.width, image.height)
}
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()
info.memory.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)) {
generateMipmap(_gl.TEXTURE_CUBE_MAP, renderTarget.texture, renderTarget.width, renderTarget.height)
}
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)) {
generateMipmap(_gl.TEXTURE_2D, renderTarget.texture, renderTarget.width, renderTarget.height)
}
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)
generateMipmap(target, texture, renderTarget.width, renderTarget.height)
state.bindTexture(target, null)
}
}
function updateVideoTexture (texture) {
var id = texture.id
var frame = info.render.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 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/
* @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
var top = near * Math.tan(
_Math.DEG2RAD * 0.5 * this.fov) / this.zoom
var height = 2 * top
var width = this.aspect * height
var left = -0.5 * width
var view = this.view
if (this.view !== null && this.view.enabled) {
var fullWidth = view.fullWidth
var 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()
window.addEventListener('vrdisplaypresentchange', onVRDisplayPresentChange, false)
}
var matrixWorldInverse = new Matrix4()
var tempQuaternion = new Quaternion()
var tempPosition = new Vector3()
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)
//
function isPresenting () {
return device !== null && device.isPresenting === true
}
var currentSize, currentPixelRatio
function onVRDisplayPresentChange () {
if (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)
animation.start()
} else if (scope.enabled) {
renderer.setDrawingBufferSize(currentSize.width, currentSize.height, currentPixelRatio)
animation.stop()
}
}
//
this.enabled = false
this.userHeight = 1.6
this.getDevice = function () {
return device
}
this.setDevice = function (value) {
if (value !== undefined) device = value
animation.setContext(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 stageParameters = device.stageParameters
if (stageParameters) {
standingMatrix.fromArray(stageParameters.sittingToStandingTransform)
} else {
standingMatrix.makeTranslation(0, scope.userHeight, 0)
}
var pose = frameData.pose
var poseObject = poseTarget !== null ? poseTarget : camera
// We want to manipulate poseObject by its position and quaternion components since users may rely on them.
poseObject.matrix.copy(standingMatrix)
poseObject.matrix.decompose(poseObject.position, poseObject.quaternion, poseObject.scale)
if (pose.orientation !== null) {
tempQuaternion.fromArray(pose.orientation)
poseObject.quaternion.multiply(tempQuaternion)
}
if (pose.position !== null) {
tempQuaternion.setFromRotationMatrix(standingMatrix)
tempPosition.fromArray(pose.position)
tempPosition.applyQuaternion(tempQuaternion)
poseObject.position.add(tempPosition)
}
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.isPresenting = isPresenting
// Animation Loop
var animation = new WebGLAnimation()
this.setAnimationLoop = function (callback) {
animation.setAnimationLoop(callback)
}
this.submitFrame = function () {
if (isPresenting()) device.submitFrame()
}
this.dispose = function () {
if (typeof window !== 'undefined') {
window.removeEventListener('vrdisplaypresentchange', onVRDisplayPresentChange)
}
}
}
/**
* @author mrdoob / http://mrdoob.com/
*/
function WebXRManager (renderer) {
var gl = renderer.context
var device = null
var session = null
var frameOfRef = null
var pose = null
function isPresenting () {
return session !== null && frameOfRef !== null
}
//
var cameraL = new PerspectiveCamera()
cameraL.layers.enable(1)
cameraL.viewport = new Vector4()
var cameraR = new PerspectiveCamera()
cameraR.layers.enable(2)
cameraR.viewport = new Vector4()
var cameraVR = new ArrayCamera([cameraL, cameraR])
cameraVR.layers.enable(1)
cameraVR.layers.enable(2)
//
this.enabled = false
this.getDevice = function () {
return device
}
this.setDevice = function (value) {
if (value !== undefined) device = value
gl.setCompatibleXRDevice(value)
}
//
this.setSession = function (value, options) {
session = value
if (session !== null) {
session.addEventListener('end', function () {
renderer.setFramebuffer(null)
animation.stop()
})
session.baseLayer = new XRWebGLLayer(session, gl)
session.requestFrameOfReference(options.frameOfReferenceType).then(function (value) {
frameOfRef = value
renderer.setFramebuffer(session.baseLayer.framebuffer)
animation.setContext(session)
animation.start()
})
}
}
function updateCamera (camera, parent) {
if (parent === null) {
camera.matrixWorld.copy(camera.matrix)
} else {
camera.matrixWorld.multiplyMatrices(parent.matrixWorld, camera.matrix)
}
camera.matrixWorldInverse.getInverse(camera.matrixWorld)
}
this.getCamera = function (camera) {
if (isPresenting()) {
var parent = camera.parent
var cameras = cameraVR.cameras
// apply camera.parent to cameraVR
updateCamera(cameraVR, parent)
for (var i = 0; i < cameras.length; i++) {
updateCamera(cameras[i], parent)
}
// update camera and its children
camera.matrixWorld.copy(cameraVR.matrixWorld)
var children = camera.children
for (var i = 0, l = children.length; i < l; i++) {
children[i].updateMatrixWorld(true)
}
return cameraVR
}
return camera
}
this.isPresenting = isPresenting
// Animation Loop
var onAnimationFrameCallback = null
function onAnimationFrame (time, frame) {
pose = frame.getDevicePose(frameOfRef)
var layer = session.baseLayer
var views = frame.views
for (var i = 0; i < views.length; i++) {
var view = views[i]
var viewport = layer.getViewport(view)
var viewMatrix = pose.getViewMatrix(view)
var camera = cameraVR.cameras[i]
camera.matrix.fromArray(viewMatrix).getInverse(camera.matrix)
camera.projectionMatrix.fromArray(view.projectionMatrix)
camera.viewport.set(viewport.x, viewport.y, viewport.width, viewport.height)
if (i === 0) {
cameraVR.matrix.copy(camera.matrix)
// HACK (mrdoob)
// https://github.com/w3c/webvr/issues/203
cameraVR.projectionMatrix.copy(camera.projectionMatrix)
}
}
if (onAnimationFrameCallback) onAnimationFrameCallback()
}
var animation = new WebGLAnimation()
animation.setAnimationLoop(onAnimationFrame)
this.setAnimationLoop = function (callback) {
onAnimationFrameCallback = callback
}
// DEPRECATED
this.getStandingMatrix = function () {
console.warn('THREE.WebXRManager: getStandingMatrix() is no longer needed.')
return new THREE.Matrix4()
}
this.submitFrame = function () {}
}
/**
* @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')
var _context = parameters.context !== undefined ? parameters.context : null
var _alpha = parameters.alpha !== undefined ? parameters.alpha : false
var _depth = parameters.depth !== undefined ? parameters.depth : true
var _stencil = parameters.stencil !== undefined ? parameters.stencil : true
var _antialias = parameters.antialias !== undefined ? parameters.antialias : false
var _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true
var _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false
var _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
var _isContextLost = false
// internal state cache
var _framebuffer = null
var _currentRenderTarget = null
var _currentFramebuffer = null
var _currentMaterialId = -1
var _currentGeometryProgram = ''
var _currentCamera = null
var _currentArrayCamera = null
var _currentViewport = new Vector4()
var _currentScissor = new Vector4()
var _currentScissorTest = null
//
var _usedTextureUnits = 0
//
var _width = _canvas.width
var _height = _canvas.height
var _pixelRatio = 1
var _viewport = new Vector4(0, 0, _width, _height)
var _scissor = new Vector4(0, 0, _width, _height)
var _scissorTest = false
// frustum
var _frustum = new Frustum()
// clipping
var _clipping = new WebGLClipping()
var _clippingEnabled = false
var _localClippingEnabled = false
// camera matrices cache
var _projScreenMatrix = new Matrix4()
var _vector3 = new Vector3()
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, info
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))
info = new WebGLInfo(_gl)
properties = new WebGLProperties()
textures = new WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info)
attributes = new WebGLAttributes(_gl)
geometries = new WebGLGeometries(_gl, attributes, info)
objects = new WebGLObjects(geometries, info)
morphtargets = new WebGLMorphtargets(_gl)
programCache = new WebGLPrograms(_this, extensions, capabilities)
renderLists = new WebGLRenderLists()
renderStates = new WebGLRenderStates()
background = new WebGLBackground(_this, state, objects, _premultipliedAlpha)
bufferRenderer = new WebGLBufferRenderer(_gl, extensions, info)
indexedBufferRenderer = new WebGLIndexedBufferRenderer(_gl, extensions, info)
spriteRenderer = new WebGLSpriteRenderer(_this, _gl, state, textures, capabilities)
info.programs = programCache.programs
_this.context = _gl
_this.capabilities = capabilities
_this.extensions = extensions
_this.properties = properties
_this.renderLists = renderLists
_this.state = state
_this.info = info
}
initGLContext()
// vr
var vr = ('xr' in navigator) ? new WebXRManager(_this) : 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) {
if (vr.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()
animation.stop()
}
// 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) {
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
}
}
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, 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, 0)
}
} 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 onAnimationFrameCallback = null
function onAnimationFrame () {
if (vr.isPresenting()) return
if (onAnimationFrameCallback) onAnimationFrameCallback()
}
var animation = new WebGLAnimation()
animation.setAnimationLoop(onAnimationFrame)
animation.setContext(window)
this.setAnimationLoop = function (callback) {
onAnimationFrameCallback = callback
vr.setAnimationLoop(callback)
animation.start()
}
// 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)) {
if ('viewport' in camera2) { // XR
state.viewport(_currentViewport.copy(camera2.viewport))
} else {
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, _this)
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()
var 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
var p_uniforms = program.getUniforms()
var 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
uniforms.maxMipLevel.value = properties.get(material.envMap).__maxMipLevel
}
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) {
uvScaleMap.updateMatrix()
}
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) {
material.map.updateMatrix()
}
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.side === BackSide) uniforms.bumpScale.value *= -1
}
if (material.normalMap) {
uniforms.normalMap.value = material.normalMap
uniforms.normalScale.value.copy(material.normalScale)
if (material.side === BackSide) uniforms.normalScale.value.negate()
}
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.side === BackSide) uniforms.bumpScale.value *= -1
}
if (material.normalMap) {
uniforms.normalMap.value = material.normalMap
uniforms.normalScale.value.copy(material.normalScale)
if (material.side === BackSide) uniforms.normalScale.value.negate()
}
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.side === BackSide) uniforms.bumpScale.value *= -1
}
if (material.normalMap) {
uniforms.normalMap.value = material.normalMap
uniforms.normalScale.value.copy(material.normalScale)
if (material.side === BackSide) uniforms.normalScale.value.negate()
}
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.setFramebuffer = function (value) {
_framebuffer = value
}
this.getRenderTarget = function () {
return _currentRenderTarget
}
this.setRenderTarget = function (renderTarget) {
_currentRenderTarget = renderTarget
if (renderTarget && properties.get(renderTarget).__webglFramebuffer === undefined) {
textures.setupRenderTarget(renderTarget)
}
var framebuffer = _framebuffer
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 glFormat = utils.convert(texture.format)
this.setTexture2D(texture, 0)
_gl.copyTexImage2D(_gl.TEXTURE_2D, level || 0, glFormat, position.x, position.y, width, height, 0)
}
this.copyTextureToTexture = function (position, srcTexture, dstTexture, level) {
var width = srcTexture.image.width
var height = srcTexture.image.height
var glFormat = utils.convert(dstTexture.format)
var glType = utils.convert(dstTexture.type)
this.setTexture2D(dstTexture, 0)
if (srcTexture.isDataTexture) {
_gl.texSubImage2D(_gl.TEXTURE_2D, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data)
} else {
_gl.texSubImage2D(_gl.TEXTURE_2D, level || 0, position.x, position.y, glFormat, glType, srcTexture.image)
}
}
}
/**
* @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, 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, 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 = []; var bone; var 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 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 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>
*
* morphTargets: <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.morphTargets = false
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
this.morphTargets = source.morphTargets
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()
var intersectPoint = new Vector3()
function testPoint (point, index) {
var rayPointDistanceSq = ray.distanceSqToPoint(point)
if (rayPointDistanceSq < localThresholdSq) {
ray.closestPointToPoint(point, intersectPoint)
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]; var edges = {}; var e; var edge1; var edge2
var key; var 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(); var p1 = new Vector3()
var pu = new Vector3(); var pv = new Vector3()
var i, j
if (func.length < 3) {
console.error('THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.')
}
// 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
func(u, v, p0)
vertices.push(p0.x, p0.y, p0.z)
// normal
// approximate tangent vectors via finite differences
if (u - EPS >= 0) {
func(u - EPS, v, p1)
pu.subVectors(p0, p1)
} else {
func(u + EPS, v, p1)
pu.subVectors(p1, p0)
}
if (v - EPS >= 0) {
func(u, v - EPS, p1)
pv.subVectors(p0, p1)
} else {
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
var outerLen = hasHoles ? holeIndices[0] * dim : data.length
var outerNode = linkedList(data, 0, outerLen, dim, true)
var 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; var 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; var prev; var 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
var b = ear
var 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
var b = ear
var 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)
var minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : (b.y < c.y ? b.y : c.y)
var maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x)
var 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)
var 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; var 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 = []; var i; var len; var start; var end; var 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
var hx = hole.x
var hy = hole.y
var qx = -Infinity
var 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
var mx = m.x
var my = m.y
var tanMin = Infinity
var 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; var p; var q; var e; var tail; var numMerges; var pSize; var qSize; var 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; var 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
var inside = false
var px = (a.x + b.x) / 2
var 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)
var b2 = new Node(b.i, b.x, b.y)
var an = a.next
var 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
* depth: <float>, // 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
*
* 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
ExtrudeGeometry.prototype.toJSON = function () {
var data = Geometry.prototype.toJSON.call(this)
var shapes = this.parameters.shapes
var options = this.parameters.options
return toJSON(shapes, options, data)
}
// ExtrudeBufferGeometry
function ExtrudeBufferGeometry (shapes, options) {
BufferGeometry.call(this)
this.type = 'ExtrudeBufferGeometry'
this.parameters = {
shapes: shapes,
options: options
}
shapes = Array.isArray(shapes) ? shapes : [shapes]
var scope = this
var verticesArray = []
var uvArray = []
for (var i = 0, l = shapes.length; i < l; i++) {
var shape = shapes[i]
addShape(shape)
}
// build geometry
this.addAttribute('position', new Float32BufferAttribute(verticesArray, 3))
this.addAttribute('uv', new Float32BufferAttribute(uvArray, 2))
this.computeVertexNormals()
// functions
function addShape (shape) {
var placeholder = []
// options
var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12
var steps = options.steps !== undefined ? options.steps : 1
var depth = options.depth !== undefined ? options.depth : 100
var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true
var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6
var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2
var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3
var extrudePath = options.extrudePath
var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator
// deprecated options
if (options.amount !== undefined) {
console.warn('THREE.ExtrudeBufferGeometry: amount has been renamed to depth.')
depth = options.amount
}
//
var extrudePts; var extrudeByPath = false
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 = 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 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; var bs; var t; var z
var vert; var vlen = vertices.length
var face; var 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
var v_prev_y = inPt.y - inPrev.y
var v_next_x = inNext.x - inPt.x
var 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 = []
var oneHoleMovements; var 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, depth / 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, depth + 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, depth + 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, 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, 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
var sl = steps + bevelSegments * 2
for (s = 0; s < sl; s++) {
var slen1 = vlen * s
var slen2 = vlen * (s + 1)
var a = layeroffset + j + slen1
var b = layeroffset + k + slen1
var c = layeroffset + k + slen2
var 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) {
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)
}
}
}
ExtrudeBufferGeometry.prototype = Object.create(BufferGeometry.prototype)
ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry
ExtrudeBufferGeometry.prototype.toJSON = function () {
var data = BufferGeometry.prototype.toJSON.call(this)
var shapes = this.parameters.shapes
var options = this.parameters.options
return toJSON(shapes, options, data)
}
//
var 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)
]
}
}
}
function toJSON (shapes, options, 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)
}
//
if (options.extrudePath !== undefined) data.options.extrudePath = options.extrudePath.toJSON()
return data
}
/**
* @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.depth = 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$1(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$1(shapes, data)
}
//
function toJSON$1 (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]; var edges = {}; var edge1; var edge2
var key; var 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 = /* #__PURE__ */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>
* }
*/
function ShadowMaterial (parameters) {
Material.call(this)
this.type = 'ShadowMaterial'
this.color = new Color(0x000000)
this.transparent = true
this.setValues(parameters)
}
ShadowMaterial.prototype = Object.create(Material.prototype)
ShadowMaterial.prototype.constructor = ShadowMaterial
ShadowMaterial.prototype.isShadowMaterial = true
ShadowMaterial.prototype.copy = function (source) {
Material.prototype.copy.call(this, source)
this.color.copy(source.color)
return this
}
/**
* @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.CubeTexture( [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.CubeTexture( [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 = /* #__PURE__ */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 || this.status === 0) {
// Some browsers return HTTP Status 0 when using non-http protocol
// e.g. 'file://' or 'data://'. Handle as success.
if (this.status === 0) 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 (texData.mipmapCount === 1) {
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')
function onImageLoad () {
image.removeEventListener('load', onImageLoad, false)
image.removeEventListener('error', onImageError, false)
Cache.add(url, this)
if (onLoad) onLoad(this)
scope.manager.itemEnd(url)
}
function onImageError (event) {
image.removeEventListener('load', onImageLoad, false)
image.removeEventListener('error', onImageError, false)
if (onError) onError(event)
scope.manager.itemEnd(url)
scope.manager.itemError(url)
}
image.addEventListener('load', onImageLoad, false)
image.addEventListener('error', onImageError, 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; var last = this.getPoint(0)
var p; var 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; var 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; var high = il - 1; var 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; var c1 = 0; var c2 = 0; var 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) / l) + 1) * l
} 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; var v1 = this.v1; var v2 = this.v2; var 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; var v1 = this.v1; var v2 = this.v2; var 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; var v1 = this.v1; var 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; var v1 = this.v1; var 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 = /* #__PURE__ */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 = []; var 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 = []; var 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
var i1 = this._cachedIndex
var t1 = pp[i1]
var 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
var values = this.sampleValues
var stride = this.valueSize
var 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
var values = this.sampleValues
var stride = this.valueSize
var offset = i1 * stride
var 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
var iPrev = i1 - 2
var iNext = i1 + 1
var tPrev = pp[iPrev]
var 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
var 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
var values = this.sampleValues
var stride = this.valueSize
var o1 = i1 * stride; var o0 = o1 - stride
var oP = this._offsetPrev; var oN = this._offsetNext
var wP = this._weightPrev; var wN = this._weightNext
var p = (t - t0) / (t1 - t0)
var pp = p * p
var 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
var values = this.sampleValues
var stride = this.valueSize
var offset1 = i1 * stride
var offset0 = offset1 - stride
var weight1 = (t - t0) / (t1 - t0)
var 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; var 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 = []; var 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
var nKeys = times.length
var from = 0
var 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
var values = this.values
var 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
var values = this.values
var stride = this.getValueSize()
var smoothInterpolation = this.getInterpolation() === InterpolateSmooth
var writeIndex = 1
var 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
var offsetP = offset - stride
var 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
var 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 = []
var jsonTracks = json.tracks
var 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 = []
var clipTracks = clip.tracks
var json = {
name: clip.name,
duration: clip.duration,
tracks: tracks,
uuid: clip.uuid
}
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; var duration = 0
for (var i = 0, n = tracks.length; i !== n; ++i) {
var track = this.tracks[i]
duration = Math.max(duration, track.times[track.times.length - 1])
}
this.duration = duration
},
trim: function () {
for (var i = 0; i < this.tracks.length; i++) {
this.tracks[i].trim(0, this.duration)
}
return this
},
optimize: function () {
for (var i = 0; i < this.tracks.length; i++) {
this.tracks[i].optimize()
}
return this
}
})
/**
* @author mrdoob / http://mrdoob.com/
*/
function MaterialLoader (manager) {
this.manager = (manager !== undefined) ? manager : DefaultLoadingManager
this.textures = {}
}
Object.assign(MaterialLoader.prototype, {
load: function (url, onLoad, onProgress, onError) {
var scope = this
var loader = new FileLoader(scope.manager)
loader.load(url, function (text) {
onLoad(scope.parse(JSON.parse(text)))
}, onProgress, onError)
},
setTextures: function (value) {
this.textures = value
},
parse: function (json) {
var textures = this.textures
function getTexture (name) {
if (textures[name] === undefined) {
console.warn('THREE.MaterialLoader: Undefined texture', name)
}
return textures[name]
}
var material = new Materials[json.type]()
if (json.uuid !== undefined) material.uuid = json.uuid
if (json.name !== undefined) material.name = json.name
if (json.color !== undefined) material.color.setHex(json.color)
if (json.roughness !== undefined) material.roughness = json.roughness
if (json.metalness !== undefined) material.metalness = json.metalness
if (json.emissive !== undefined) material.emissive.setHex(json.emissive)
if (json.specular !== undefined) material.specular.setHex(json.specular)
if (json.shininess !== undefined) material.shininess = json.shininess
if (json.clearCoat !== undefined) material.clearCoat = json.clearCoat
if (json.clearCoatRoughness !== undefined) material.clearCoatRoughness = json.clearCoatRoughness
if (json.uniforms !== undefined) material.uniforms = json.uniforms
if (json.vertexShader !== undefined) material.vertexShader = json.vertexShader
if (json.fragmentShader !== undefined) material.fragmentShader = json.fragmentShader
if (json.vertexColors !== undefined) material.vertexColors = json.vertexColors
if (json.fog !== undefined) material.fog = json.fog
if (json.flatShading !== undefined) material.flatShading = json.flatShading
if (json.blending !== undefined) material.blending = json.blending
if (json.side !== undefined) material.side = json.side
if (json.opacity !== undefined) material.opacity = json.opacity
if (json.transparent !== undefined) material.transparent = json.transparent
if (json.alphaTest !== undefined) material.alphaTest = json.alphaTest
if (json.depthTest !== undefined) material.depthTest = json.depthTest
if (json.depthWrite !== undefined) material.depthWrite = json.depthWrite
if (json.colorWrite !== undefined) material.colorWrite = json.colorWrite
if (json.wireframe !== undefined) material.wireframe = json.wireframe
if (json.wireframeLinewidth !== undefined) material.wireframeLinewidth = json.wireframeLinewidth
if (json.wireframeLinecap !== undefined) material.wireframeLinecap = json.wireframeLinecap
if (json.wireframeLinejoin !== undefined) material.wireframeLinejoin = json.wireframeLinejoin
if (json.rotation !== undefined) material.rotation = json.rotation
if (json.linewidth !== 1) material.linewidth = json.linewidth
if (json.dashSize !== undefined) material.dashSize = json.dashSize
if (json.gapSize !== undefined) material.gapSize = json.gapSize
if (json.scale !== undefined) material.scale = json.scale
if (json.polygonOffset !== undefined) material.polygonOffset = json.polygonOffset
if (json.polygonOffsetFactor !== undefined) material.polygonOffsetFactor = json.polygonOffsetFactor
if (json.polygonOffsetUnits !== undefined) material.polygonOffsetUnits = json.polygonOffsetUnits
if (json.skinning !== undefined) material.skinning = json.skinning
if (json.morphTargets !== undefined) material.morphTargets = json.morphTargets
if (json.dithering !== undefined) material.dithering = json.dithering
if (json.visible !== undefined) material.visible = json.visible
if (json.userData !== undefined) material.userData = json.userData
// Deprecated
if (json.shading !== undefined) material.flatShading = json.shading === 1 // THREE.FlatShading
// for PointsMaterial
if (json.size !== undefined) material.size = json.size
if (json.sizeAttenuation !== undefined) material.sizeAttenuation = json.sizeAttenuation
// maps
if (json.map !== undefined) material.map = getTexture(json.map)
if (json.alphaMap !== undefined) {
material.alphaMap = getTexture(json.alphaMap)
material.transparent = true
}
if (json.bumpMap !== undefined) material.bumpMap = getTexture(json.bumpMap)
if (json.bumpScale !== undefined) material.bumpScale = json.bumpScale
if (json.normalMap !== undefined) material.normalMap = getTexture(json.normalMap)
if (json.normalScale !== undefined) {
var normalScale = json.normalScale
if (Array.isArray(normalScale) === false) {
// Blender exporter used to export a scalar. See #7459
normalScale = [normalScale, normalScale]
}
material.normalScale = new Vector2().fromArray(normalScale)
}
if (json.displacementMap !== undefined) material.displacementMap = getTexture(json.displacementMap)
if (json.displacementScale !== undefined) material.displacementScale = json.displacementScale
if (json.displacementBias !== undefined) material.displacementBias = json.displacementBias
if (json.roughnessMap !== undefined) material.roughnessMap = getTexture(json.roughnessMap)
if (json.metalnessMap !== undefined) material.metalnessMap = getTexture(json.metalnessMap)
if (json.emissiveMap !== undefined) material.emissiveMap = getTexture(json.emissiveMap)
if (json.emissiveIntensity !== undefined) material.emissiveIntensity = json.emissiveIntensity
if (json.specularMap !== undefined) material.specularMap = getTexture(json.specularMap)
if (json.envMap !== undefined) material.envMap = getTexture(json.envMap)
if (json.reflectivity !== undefined) material.reflectivity = json.reflectivity
if (json.lightMap !== undefined) material.lightMap = getTexture(json.lightMap)
if (json.lightMapIntensity !== undefined) material.lightMapIntensity = json.lightMapIntensity
if (json.aoMap !== undefined) material.aoMap = getTexture(json.aoMap)
if (json.aoMapIntensity !== undefined) material.aoMapIntensity = json.aoMapIntensity
if (json.gradientMap !== undefined) material.gradientMap = getTexture(json.gradientMap)
return material
}
})
/**
* @author mrdoob / http://mrdoob.com/
*/
function BufferGeometryLoader (manager) {
this.manager = (manager !== undefined) ? manager : DefaultLoadingManager
}
Object.assign(BufferGeometryLoader.prototype, {
load: function (url, onLoad, onProgress, onError) {
var scope = this
var loader = new FileLoader(scope.manager)
loader.load(url, function (text) {
onLoad(scope.parse(JSON.parse(text)))
}, onProgress, onError)
},
parse: function (json) {
var geometry = new BufferGeometry()
var index = json.data.index
if (index !== undefined) {
var typedArray = new TYPED_ARRAYS[index.type](index.array)
geometry.setIndex(new BufferAttribute(typedArray, 1))
}
var attributes = json.data.attributes
for (var key in attributes) {
var attribute = attributes[key]
var typedArray = new TYPED_ARRAYS[attribute.type](attribute.array)
geometry.addAttribute(key, new BufferAttribute(typedArray, attribute.itemSize, attribute.normalized))
}
var groups = json.data.groups || json.data.drawcalls || json.data.offsets
if (groups !== undefined) {
for (var i = 0, n = groups.length; i !== n; ++i) {
var group = groups[i]
geometry.addGroup(group.start, group.count, group.materialIndex)
}
}
var boundingSphere = json.data.boundingSphere
if (boundingSphere !== undefined) {
var center = new Vector3()
if (boundingSphere.center !== undefined) {
center.fromArray(boundingSphere.center)
}
geometry.boundingSphere = new Sphere(center, boundingSphere.radius)
}
return geometry
}
})
var TYPED_ARRAYS = {
Int8Array: Int8Array,
Uint8Array: Uint8Array,
// Workaround for IE11 pre KB2929437. See #11440
Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
Int16Array: Int16Array,
Uint16Array: Uint16Array,
Int32Array: Int32Array,
Uint32Array: Uint32Array,
Float32Array: Float32Array,
Float64Array: Float64Array
}
/**
* @author alteredq / http://alteredqualia.com/
*/
function Loader () {}
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,
onLoadStart: function () {},
onLoadProgress: function () {},
onLoadComplete: function () {},
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
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 index = url.lastIndexOf('/')
if (index === -1) return './'
return url.substr(0, index + 1)
}
}
/**
* @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
}
}
}
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; var j; var fi
var offset; var zLength
var colorIndex; var normalIndex; var uvIndex; var materialIndex
var type
var isQuad
var hasMaterial
var hasFaceVertexUv
var hasFaceNormal; var hasFaceVertexNormal
var hasFaceColor; var hasFaceVertexColor
var vertex; var face; var faceA; var faceB; var hex; var normal
var uvLayer; var uv; var u; var v
var faces = json.faces
var vertices = json.vertices
var normals = json.normals
var colors = json.colors
var scale = json.scale
var 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
return this
},
setCrossOrigin: function (value) {
this.crossOrigin = value
return this
},
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 j = 0, jl = data.shapes.length; j < jl; j++) {
var shape = shapes[data.shapes[j]]
geometryShapes.push(shape)
}
geometry = new Geometries[data.type](
geometryShapes,
data.curveSegments
)
break
case 'ExtrudeGeometry':
case 'ExtrudeBufferGeometry':
var geometryShapes = []
for (var j = 0, jl = data.shapes.length; j < jl; j++) {
var shape = shapes[data.shapes[j]]
geometryShapes.push(shape)
}
var extrudePath = data.options.extrudePath
if (extrudePath !== undefined) {
data.options.extrudePath = new Curves[extrudePath.type]().fromJSON(extrudePath)
}
geometry = new Geometries[data.type](
geometryShapes,
data.options
)
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
if (geometry.isBufferGeometry === true && data.userData !== undefined) geometry.userData = data.userData
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 data = json[i]
var clip = AnimationClip.parse(data)
if (data.uuid !== undefined) clip.uuid = data.uuid
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.format !== undefined) texture.format = data.format
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)
if (data.zoom !== undefined) object.zoom = data.zoom
if (data.view !== undefined) object.view = Object.assign({}, data.view)
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)
if (data.matrixAutoUpdate !== undefined) object.matrixAutoUpdate = data.matrixAutoUpdate
if (object.matrixAutoUpdate) 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.frustumCulled !== undefined) object.frustumCulled = data.frustumCulled
if (data.renderOrder !== undefined) object.renderOrder = data.renderOrder
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 zz85 / http://www.lab4games.net/zz85/blog
* minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
**/
function ShapePath () {
this.type = 'ShapePath'
this.color = new Color()
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; var tmpPath; var tmpShape; var 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 = Array.from ? Array.from(text) : String(text).split('') // see #13988
var scale = size / data.resolution
var line_height = (data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness) * scale
var paths = []
var offsetX = 0; var 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; var 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.setTargetAtTime(value, this.context.currentTime, 0.01)
},
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
},
setMediaElementSource: function (mediaElement) {
this.hasPlaybackControl = false
this.sourceType = 'mediaNode'
this.source = this.context.createMediaElementSource(mediaElement)
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.setTargetAtTime(value, this.context.currentTime, 0.01)
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; var 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
var 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
var stride = this.valueSize
var offset = accuIndex * stride + stride
var 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
var buffer = this.buffer
var offset = accuIndex * stride + stride
var weight = this.cumulativeWeight
var 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
var stride = this.valueSize
var 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_
var 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
var parsedPath = this.parsedPath
var objectName = parsedPath.objectName
var propertyName = parsedPath.propertyName
var propertyIndex = parsedPath.propertyIndex
if (!targetObject) {
targetObject = PropertyBinding.findNode(this.rootNode, parsedPath.nodeName) || this.rootNode
this.node = targetObject
}
// set fail state so we can just 'return' on error
this.getValue = this._getValue_unavailable
this.setValue = this._setValue_unavailable
// ensure there is a value node
if (!targetObject) {
console.error('THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.')
return
}
if (objectName) {
var objectIndex = parsedPath.objectIndex
// special cases were we need to reach deeper into the hierarchy to get the face materials....
switch (objectName) {
case 'materials':
if (!targetObject.material) {
console.error('THREE.PropertyBinding: Can not bind to material as node does not have a material.', this)
return
}
if (!targetObject.material.materials) {
console.error('THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this)
return
}
targetObject = targetObject.material.materials
break
case 'bones':
if (!targetObject.skeleton) {
console.error('THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this)
return
}
// potential future optimization: skip this if propertyIndex is already an integer
// and convert the integer string to a true integer.
targetObject = targetObject.skeleton.bones
// support resolving morphTarget names into indices.
for (var i = 0; i < targetObject.length; i++) {
if (targetObject[i].name === objectIndex) {
objectIndex = i
break
}
}
break
default:
if (targetObject[objectName] === undefined) {
console.error('THREE.PropertyBinding: Can not bind to objectName of node undefined.', this)
return
}
targetObject = targetObject[objectName]
}
if (objectIndex !== undefined) {
if (targetObject[objectIndex] === undefined) {
console.error('THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject)
return
}
targetObject = targetObject[objectIndex]
}
}
// resolve property
var nodeProperty = targetObject[propertyName]
if (nodeProperty === undefined) {
var nodeName = parsedPath.nodeName
console.error('THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
'.' + propertyName + ' but it wasn\'t found.', targetObject)
return
}
// determine versioning scheme
var versioning = this.Versioning.None
if (targetObject.needsUpdate !== undefined) { // material
versioning = this.Versioning.NeedsUpdate
this.targetObject = targetObject
} else if (targetObject.matrixWorldNeedsUpdate !== undefined) { // node transform
versioning = this.Versioning.MatrixWorldNeedsUpdate
this.targetObject = targetObject
}
// determine how the property gets bound
var bindingType = this.BindingType.Direct
if (propertyIndex !== undefined) {
// access a sub element of the property array (only primitives are supported right now)
if (propertyName === 'morphTargetInfluences') {
// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
// support resolving morphTarget names into indices.
if (!targetObject.geometry) {
console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this)
return
}
if (targetObject.geometry.isBufferGeometry) {
if (!targetObject.geometry.morphAttributes) {
console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this)
return
}
for (var i = 0; i < this.node.geometry.morphAttributes.position.length; i++) {
if (targetObject.geometry.morphAttributes.position[i].name === propertyIndex) {
propertyIndex = i
break
}
}
} else {
if (!targetObject.geometry.morphTargets) {
console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this)
return
}
for (var i = 0; i < this.node.geometry.morphTargets.length; i++) {
if (targetObject.geometry.morphTargets[i].name === propertyIndex) {
propertyIndex = i
break
}
}
}
}
bindingType = this.BindingType.ArrayElement
this.resolvedProperty = nodeProperty
this.propertyIndex = propertyIndex
} else if (nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined) {
// must use copy for Object3D.Euler/Quaternion
bindingType = this.BindingType.HasFromToArray
this.resolvedProperty = nodeProperty
} else if (Array.isArray(nodeProperty)) {
bindingType = this.BindingType.EntireArray
this.resolvedProperty = nodeProperty
} else {
this.propertyName = propertyName
}
// select getter / setter
this.getValue = this.GetterByBindingType[bindingType]
this.setValue = this.SetterByBindingTypeAndVersioning[bindingType][versioning]
},
unbind: function () {
this.node = null
// back to the prototype version of getValue / setValue
// note: avoiding to mutate the shape of 'this' via 'delete'
this.getValue = this._getValue_unbound
this.setValue = this._setValue_unbound
}
})
//! \ DECLARE ALIAS AFTER assign prototype !
Object.assign(PropertyBinding.prototype, {
// initial state of these methods that calls 'bind'
_getValue_unbound: PropertyBinding.prototype.getValue,
_setValue_unbound: PropertyBinding.prototype.setValue
})
/**
*
* A group of objects that receives a shared animation state.
*
* Usage:
*
* - Add objects you would otherwise pass as 'root' to the
* constructor or the .clipAction method of AnimationMixer.
*
* - Instead pass this object as 'root'.
*
* - You can also add and remove objects later when the mixer
* is running.
*
* Note:
*
* Objects of this class appear as one object to the mixer,
* so cache control of the individual objects must be done
* on the group.
*
* Limitation:
*
* - The animated properties must be compatible among the
* all objects in the group.
*
* - A single property can either be controlled through a
* target group or directly, but not both.
*
* @author tschw
*/
function AnimationObjectGroup () {
this.uuid = _Math.generateUUID()
// cached objects followed by the active ones
this._objects = Array.prototype.slice.call(arguments)
this.nCachedObjects_ = 0 // threshold
// note: read by PropertyBinding.Composite
var indices = {}
this._indicesByUUID = indices // for bookkeeping
for (var i = 0, n = arguments.length; i !== n; ++i) {
indices[arguments[i].uuid] = i
}
this._paths = [] // inside: string
this._parsedPaths = [] // inside: { we don't care, here }
this._bindings = [] // inside: Array< PropertyBinding >
this._bindingsIndicesByPath = {} // inside: indices in these arrays
var scope = this
this.stats = {
objects: {
get total () {
return scope._objects.length
},
get inUse () {
return this.total - scope.nCachedObjects_
}
},
get bindingsPerObject () {
return scope._bindings.length
}
}
}
Object.assign(AnimationObjectGroup.prototype, {
isAnimationObjectGroup: true,
add: function () {
var objects = this._objects
var nObjects = objects.length
var nCachedObjects = this.nCachedObjects_
var indicesByUUID = this._indicesByUUID
var paths = this._paths
var parsedPaths = this._parsedPaths
var bindings = this._bindings
var nBindings = bindings.length
var knownObject = undefined
for (var i = 0, n = arguments.length; i !== n; ++i) {
var object = arguments[i]
var uuid = object.uuid
var index = indicesByUUID[uuid]
if (index === undefined) {
// unknown object -> add it to the ACTIVE region
index = nObjects++
indicesByUUID[uuid] = index
objects.push(object)
// accounting is done, now do the same for all bindings
for (var j = 0, m = nBindings; j !== m; ++j) {
bindings[j].push(new PropertyBinding(object, paths[j], parsedPaths[j]))
}
} else if (index < nCachedObjects) {
knownObject = objects[index]
// move existing object to the ACTIVE region
var firstActiveIndex = --nCachedObjects
var lastCachedObject = objects[firstActiveIndex]
indicesByUUID[lastCachedObject.uuid] = index
objects[index] = lastCachedObject
indicesByUUID[uuid] = firstActiveIndex
objects[firstActiveIndex] = object
// accounting is done, now do the same for all bindings
for (var j = 0, m = nBindings; j !== m; ++j) {
var bindingsForPath = bindings[j]
var lastCached = bindingsForPath[firstActiveIndex]
var binding = bindingsForPath[index]
bindingsForPath[index] = lastCached
if (binding === undefined) {
// since we do not bother to create new bindings
// for objects that are cached, the binding may
// or may not exist
binding = new PropertyBinding(object, paths[j], parsedPaths[j])
}
bindingsForPath[firstActiveIndex] = binding
}
} else if (objects[index] !== knownObject) {
console.error('THREE.AnimationObjectGroup: Different objects with the same UUID ' +
'detected. Clean the caches or recreate your infrastructure when reloading scenes.')
} // else the object is already where we want it to be
} // for arguments
this.nCachedObjects_ = nCachedObjects
},
remove: function () {
var objects = this._objects
var nCachedObjects = this.nCachedObjects_
var indicesByUUID = this._indicesByUUID
var bindings = this._bindings
var nBindings = bindings.length
for (var i = 0, n = arguments.length; i !== n; ++i) {
var object = arguments[i]
var uuid = object.uuid
var index = indicesByUUID[uuid]
if (index !== undefined && index >= nCachedObjects) {
// move existing object into the CACHED region
var lastCachedIndex = nCachedObjects++
var firstActiveObject = objects[lastCachedIndex]
indicesByUUID[firstActiveObject.uuid] = index
objects[index] = firstActiveObject
indicesByUUID[uuid] = lastCachedIndex
objects[lastCachedIndex] = object
// accounting is done, now do the same for all bindings
for (var j = 0, m = nBindings; j !== m; ++j) {
var bindingsForPath = bindings[j]
var firstActive = bindingsForPath[lastCachedIndex]
var binding = bindingsForPath[index]
bindingsForPath[index] = firstActive
bindingsForPath[lastCachedIndex] = binding
}
}
} // for arguments
this.nCachedObjects_ = nCachedObjects
},
// remove & forget
uncache: function () {
var objects = this._objects
var nObjects = objects.length
var nCachedObjects = this.nCachedObjects_
var indicesByUUID = this._indicesByUUID
var bindings = this._bindings
var nBindings = bindings.length
for (var i = 0, n = arguments.length; i !== n; ++i) {
var object = arguments[i]
var uuid = object.uuid
var index = indicesByUUID[uuid]
if (index !== undefined) {
delete indicesByUUID[uuid]
if (index < nCachedObjects) {
// object is cached, shrink the CACHED region
var firstActiveIndex = --nCachedObjects
var lastCachedObject = objects[firstActiveIndex]
var lastIndex = --nObjects
var lastObject = objects[lastIndex]
// last cached object takes this object's place
indicesByUUID[lastCachedObject.uuid] = index
objects[index] = lastCachedObject
// last object goes to the activated slot and pop
indicesByUUID[lastObject.uuid] = firstActiveIndex
objects[firstActiveIndex] = lastObject
objects.pop()
// accounting is done, now do the same for all bindings
for (var j = 0, m = nBindings; j !== m; ++j) {
var bindingsForPath = bindings[j]
var lastCached = bindingsForPath[firstActiveIndex]
var last = bindingsForPath[lastIndex]
bindingsForPath[index] = lastCached
bindingsForPath[firstActiveIndex] = last
bindingsForPath.pop()
}
} else {
// object is active, just swap with the last and pop
var lastIndex = --nObjects
var lastObject = objects[lastIndex]
indicesByUUID[lastObject.uuid] = index
objects[index] = lastObject
objects.pop()
// accounting is done, now do the same for all bindings
for (var j = 0, m = nBindings; j !== m; ++j) {
var bindingsForPath = bindings[j]
bindingsForPath[index] = bindingsForPath[lastIndex]
bindingsForPath.pop()
}
} // cached or active
} // if object is known
} // for arguments
this.nCachedObjects_ = nCachedObjects
},
// Internal interface used by befriended PropertyBinding.Composite:
subscribe_: function (path, parsedPath) {
// returns an array of bindings for the given path that is changed
// according to the contained objects in the group
var indicesByPath = this._bindingsIndicesByPath
var index = indicesByPath[path]
var bindings = this._bindings
if (index !== undefined) return bindings[index]
var paths = this._paths
var parsedPaths = this._parsedPaths
var objects = this._objects
var nObjects = objects.length
var nCachedObjects = this.nCachedObjects_
var bindingsForPath = new Array(nObjects)
index = bindings.length
indicesByPath[path] = index
paths.push(path)
parsedPaths.push(parsedPath)
bindings.push(bindingsForPath)
for (var i = nCachedObjects, n = objects.length; i !== n; ++i) {
var object = objects[i]
bindingsForPath[i] = new PropertyBinding(object, path, parsedPath)
}
return bindingsForPath
},
unsubscribe_: function (path) {
// tells the group to forget about a property path and no longer
// update the array previously obtained with 'subscribe_'
var indicesByPath = this._bindingsIndicesByPath
var index = indicesByPath[path]
if (index !== undefined) {
var paths = this._paths
var parsedPaths = this._parsedPaths
var bindings = this._bindings
var lastBindingsIndex = bindings.length - 1
var lastBindings = bindings[lastBindingsIndex]
var lastBindingsPath = path[lastBindingsIndex]
indicesByPath[lastBindingsPath] = index
bindings[index] = lastBindings
bindings.pop()
parsedPaths[index] = parsedPaths[lastBindingsIndex]
parsedPaths.pop()
paths[index] = paths[lastBindingsIndex]
paths.pop()
}
}
})
/**
*
* Action provided by AnimationMixer for scheduling clip playback on specific
* objects.
*
* @author Ben Houston / http://clara.io/
* @author David Sarno / http://lighthaus.us/
* @author tschw
*
*/
function AnimationAction (mixer, clip, localRoot) {
this._mixer = mixer
this._clip = clip
this._localRoot = localRoot || null
var tracks = clip.tracks
var nTracks = tracks.length
var interpolants = new Array(nTracks)
var interpolantSettings = {
endingStart: ZeroCurvatureEnding,
endingEnd: ZeroCurvatureEnding
}
for (var i = 0; i !== nTracks; ++i) {
var interpolant = tracks[i].createInterpolant(null)
interpolants[i] = interpolant
interpolant.settings = interpolantSettings
}
this._interpolantSettings = interpolantSettings
this._interpolants = interpolants // bound by the mixer
// inside: PropertyMixer (managed by the mixer)
this._propertyBindings = new Array(nTracks)
this._cacheIndex = null // for the memory manager
this._byClipCacheIndex = null // for the memory manager
this._timeScaleInterpolant = null
this._weightInterpolant = null
this.loop = LoopRepeat
this._loopCount = -1
// global mixer time when the action is to be started
// it's set back to 'null' upon start of the action
this._startTime = null
// scaled local time of the action
// gets clamped or wrapped to 0..clip.duration according to loop
this.time = 0
this.timeScale = 1
this._effectiveTimeScale = 1
this.weight = 1
this._effectiveWeight = 1
this.repetitions = Infinity // no. of repetitions when looping
this.paused = false // true -> zero effective time scale
this.enabled = true // false -> zero effective weight
this.clampWhenFinished = false // keep feeding the last frame?
this.zeroSlopeAtStart = true // for smooth interpolation w/o separate
this.zeroSlopeAtEnd = true // clips for start, loop and end
}
Object.assign(AnimationAction.prototype, {
// State & Scheduling
play: function () {
this._mixer._activateAction(this)
return this
},
stop: function () {
this._mixer._deactivateAction(this)
return this.reset()
},
reset: function () {
this.paused = false
this.enabled = true
this.time = 0 // restart clip
this._loopCount = -1 // forget previous loops
this._startTime = null // forget scheduling
return this.stopFading().stopWarping()
},
isRunning: function () {
return this.enabled && !this.paused && this.timeScale !== 0 &&
this._startTime === null && this._mixer._isActiveAction(this)
},
// return true when play has been called
isScheduled: function () {
return this._mixer._isActiveAction(this)
},
startAt: function (time) {
this._startTime = time
return this
},
setLoop: function (mode, repetitions) {
this.loop = mode
this.repetitions = repetitions
return this
},
// Weight
// set the weight stopping any scheduled fading
// although .enabled = false yields an effective weight of zero, this
// method does *not* change .enabled, because it would be confusing
setEffectiveWeight: function (weight) {
this.weight = weight
// note: same logic as when updated at runtime
this._effectiveWeight = this.enabled ? weight : 0
return this.stopFading()
},
// return the weight considering fading and .enabled
getEffectiveWeight: function () {
return this._effectiveWeight
},
fadeIn: function (duration) {
return this._scheduleFading(duration, 0, 1)
},
fadeOut: function (duration) {
return this._scheduleFading(duration, 1, 0)
},
crossFadeFrom: function (fadeOutAction, duration, warp) {
fadeOutAction.fadeOut(duration)
this.fadeIn(duration)
if (warp) {
var fadeInDuration = this._clip.duration
var fadeOutDuration = fadeOutAction._clip.duration
var startEndRatio = fadeOutDuration / fadeInDuration
var endStartRatio = fadeInDuration / fadeOutDuration
fadeOutAction.warp(1.0, startEndRatio, duration)
this.warp(endStartRatio, 1.0, duration)
}
return this
},
crossFadeTo: function (fadeInAction, duration, warp) {
return fadeInAction.crossFadeFrom(this, duration, warp)
},
stopFading: function () {
var weightInterpolant = this._weightInterpolant
if (weightInterpolant !== null) {
this._weightInterpolant = null
this._mixer._takeBackControlInterpolant(weightInterpolant)
}
return this
},
// Time Scale Control
// set the time scale stopping any scheduled warping
// although .paused = true yields an effective time scale of zero, this
// method does *not* change .paused, because it would be confusing
setEffectiveTimeScale: function (timeScale) {
this.timeScale = timeScale
this._effectiveTimeScale = this.paused ? 0 : timeScale
return this.stopWarping()
},
// return the time scale considering warping and .paused
getEffectiveTimeScale: function () {
return this._effectiveTimeScale
},
setDuration: function (duration) {
this.timeScale = this._clip.duration / duration
return this.stopWarping()
},
syncWith: function (action) {
this.time = action.time
this.timeScale = action.timeScale
return this.stopWarping()
},
halt: function (duration) {
return this.warp(this._effectiveTimeScale, 0, duration)
},
warp: function (startTimeScale, endTimeScale, duration) {
var mixer = this._mixer; var now = mixer.time
var interpolant = this._timeScaleInterpolant
var timeScale = this.timeScale
if (interpolant === null) {
interpolant = mixer._lendControlInterpolant()
this._timeScaleInterpolant = interpolant
}
var times = interpolant.parameterPositions
var values = interpolant.sampleValues
times[0] = now
times[1] = now + duration
values[0] = startTimeScale / timeScale
values[1] = endTimeScale / timeScale
return this
},
stopWarping: function () {
var timeScaleInterpolant = this._timeScaleInterpolant
if (timeScaleInterpolant !== null) {
this._timeScaleInterpolant = null
this._mixer._takeBackControlInterpolant(timeScaleInterpolant)
}
return this
},
// Object Accessors
getMixer: function () {
return this._mixer
},
getClip: function () {
return this._clip
},
getRoot: function () {
return this._localRoot || this._mixer._root
},
// Interna
_update: function (time, deltaTime, timeDirection, accuIndex) {
// called by the mixer
if (!this.enabled) {
// call ._updateWeight() to update ._effectiveWeight
this._updateWeight(time)
return
}
var startTime = this._startTime
if (startTime !== null) {
// check for scheduled start of action
var timeRunning = (time - startTime) * timeDirection
if (timeRunning < 0 || timeDirection === 0) {
return // yet to come / don't decide when delta = 0
}
// start
this._startTime = null // unschedule
deltaTime = timeDirection * timeRunning
}
// apply time scale and advance time
deltaTime *= this._updateTimeScale(time)
var clipTime = this._updateTime(deltaTime)
// note: _updateTime may disable the action resulting in
// an effective weight of 0
var weight = this._updateWeight(time)
if (weight > 0) {
var interpolants = this._interpolants
var propertyMixers = this._propertyBindings
for (var j = 0, m = interpolants.length; j !== m; ++j) {
interpolants[j].evaluate(clipTime)
propertyMixers[j].accumulate(accuIndex, weight)
}
}
},
_updateWeight: function (time) {
var weight = 0
if (this.enabled) {
weight = this.weight
var interpolant = this._weightInterpolant
if (interpolant !== null) {
var interpolantValue = interpolant.evaluate(time)[0]
weight *= interpolantValue
if (time > interpolant.parameterPositions[1]) {
this.stopFading()
if (interpolantValue === 0) {
// faded out, disable
this.enabled = false
}
}
}
}
this._effectiveWeight = weight
return weight
},
_updateTimeScale: function (time) {
var timeScale = 0
if (!this.paused) {
timeScale = this.timeScale
var interpolant = this._timeScaleInterpolant
if (interpolant !== null) {
var interpolantValue = interpolant.evaluate(time)[0]
timeScale *= interpolantValue
if (time > interpolant.parameterPositions[1]) {
this.stopWarping()
if (timeScale === 0) {
// motion has halted, pause
this.paused = true
} else {
// warp done - apply final time scale
this.timeScale = timeScale
}
}
}
}
this._effectiveTimeScale = timeScale
return timeScale
},
_updateTime: function (deltaTime) {
var time = this.time + deltaTime
if (deltaTime === 0) return time
var duration = this._clip.duration
var loop = this.loop
var loopCount = this._loopCount
if (loop === LoopOnce) {
if (loopCount === -1) {
// just started
this._loopCount = 0
this._setEndings(true, true, false)
}
handle_stop: {
if (time >= duration) {
time = duration
} else if (time < 0) {
time = 0
} else break handle_stop
if (this.clampWhenFinished) this.paused = true
else this.enabled = false
this._mixer.dispatchEvent({
type: 'finished',
action: this,
direction: deltaTime < 0 ? -1 : 1
})
}
} else { // repetitive Repeat or PingPong
var pingPong = (loop === LoopPingPong)
if (loopCount === -1) {
// just started
if (deltaTime >= 0) {
loopCount = 0
this._setEndings(true, this.repetitions === 0, pingPong)
} else {
// when looping in reverse direction, the initial
// transition through zero counts as a repetition,
// so leave loopCount at -1
this._setEndings(this.repetitions === 0, true, pingPong)
}
}
if (time >= duration || time < 0) {
// wrap around
var loopDelta = Math.floor(time / duration) // signed
time -= duration * loopDelta
loopCount += Math.abs(loopDelta)
var pending = this.repetitions - loopCount
if (pending <= 0) {
// have to stop (switch state, clamp time, fire event)
if (this.clampWhenFinished) this.paused = true
else this.enabled = false
time = deltaTime > 0 ? duration : 0
this._mixer.dispatchEvent({
type: 'finished',
action: this,
direction: deltaTime > 0 ? 1 : -1
})
} else {
// keep running
if (pending === 1) {
// entering the last round
var atStart = deltaTime < 0
this._setEndings(atStart, !atStart, pingPong)
} else {
this._setEndings(false, false, pingPong)
}
this._loopCount = loopCount
this._mixer.dispatchEvent({
type: 'loop', action: this, loopDelta: loopDelta
})
}
}
if (pingPong && (loopCount & 1) === 1) {
// invert time for the "pong round"
this.time = time
return duration - time
}
}
this.time = time
return time
},
_setEndings: function (atStart, atEnd, pingPong) {
var settings = this._interpolantSettings
if (pingPong) {
settings.endingStart = ZeroSlopeEnding
settings.endingEnd = ZeroSlopeEnding
} else {
// assuming for LoopOnce atStart == atEnd == true
if (atStart) {
settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding
} else {
settings.endingStart = WrapAroundEnding
}
if (atEnd) {
settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding
} else {
settings.endingEnd = WrapAroundEnding
}
}
},
_scheduleFading: function (duration, weightNow, weightThen) {
var mixer = this._mixer; var now = mixer.time
var interpolant = this._weightInterpolant
if (interpolant === null) {
interpolant = mixer._lendControlInterpolant()
this._weightInterpolant = interpolant
}
var times = interpolant.parameterPositions
var values = interpolant.sampleValues
times[0] = now; values[0] = weightNow
times[1] = now + duration; values[1] = weightThen
return this
}
})
/**
*
* Player for AnimationClips.
*
*
* @author Ben Houston / http://clara.io/
* @author David Sarno / http://lighthaus.us/
* @author tschw
*/
function AnimationMixer (root) {
this._root = root
this._initMemoryManager()
this._accuIndex = 0
this.time = 0
this.timeScale = 1.0
}
AnimationMixer.prototype = Object.assign(Object.create(EventDispatcher.prototype), {
constructor: AnimationMixer,
_bindAction: function (action, prototypeAction) {
var root = action._localRoot || this._root
var tracks = action._clip.tracks
var nTracks = tracks.length
var bindings = action._propertyBindings
var interpolants = action._interpolants
var rootUuid = root.uuid
var bindingsByRoot = this._bindingsByRootAndName
var bindingsByName = bindingsByRoot[rootUuid]
if (bindingsByName === undefined) {
bindingsByName = {}
bindingsByRoot[rootUuid] = bindingsByName
}
for (var i = 0; i !== nTracks; ++i) {
var track = tracks[i]
var trackName = track.name
var binding = bindingsByName[trackName]
if (binding !== undefined) {
bindings[i] = binding
} else {
binding = bindings[i]
if (binding !== undefined) {
// existing binding, make sure the cache knows
if (binding._cacheIndex === null) {
++binding.referenceCount
this._addInactiveBinding(binding, rootUuid, trackName)
}
continue
}
var path = prototypeAction && prototypeAction
._propertyBindings[i].binding.parsedPath
binding = new PropertyMixer(
PropertyBinding.create(root, trackName, path),
track.ValueTypeName, track.getValueSize())
++binding.referenceCount
this._addInactiveBinding(binding, rootUuid, trackName)
bindings[i] = binding
}
interpolants[i].resultBuffer = binding.buffer
}
},
_activateAction: function (action) {
if (!this._isActiveAction(action)) {
if (action._cacheIndex === null) {
// this action has been forgotten by the cache, but the user
// appears to be still using it -> rebind
var rootUuid = (action._localRoot || this._root).uuid
var clipUuid = action._clip.uuid
var actionsForClip = this._actionsByClip[clipUuid]
this._bindAction(action,
actionsForClip && actionsForClip.knownActions[0])
this._addInactiveAction(action, clipUuid, rootUuid)
}
var bindings = action._propertyBindings
// increment reference counts / sort out state
for (var i = 0, n = bindings.length; i !== n; ++i) {
var binding = bindings[i]
if (binding.useCount++ === 0) {
this._lendBinding(binding)
binding.saveOriginalState()
}
}
this._lendAction(action)
}
},
_deactivateAction: function (action) {
if (this._isActiveAction(action)) {
var bindings = action._propertyBindings
// decrement reference counts / sort out state
for (var i = 0, n = bindings.length; i !== n; ++i) {
var binding = bindings[i]
if (--binding.useCount === 0) {
binding.restoreOriginalState()
this._takeBackBinding(binding)
}
}
this._takeBackAction(action)
}
},
// Memory manager
_initMemoryManager: function () {
this._actions = [] // 'nActiveActions' followed by inactive ones
this._nActiveActions = 0
this._actionsByClip = {}
// inside:
// {
// knownActions: Array< AnimationAction > - used as prototypes
// actionByRoot: AnimationAction - lookup
// }
this._bindings = [] // 'nActiveBindings' followed by inactive ones
this._nActiveBindings = 0
this._bindingsByRootAndName = {} // inside: Map< name, PropertyMixer >
this._controlInterpolants = [] // same game as above
this._nActiveControlInterpolants = 0
var scope = this
this.stats = {
actions: {
get total () {
return scope._actions.length
},
get inUse () {
return scope._nActiveActions
}
},
bindings: {
get total () {
return scope._bindings.length
},
get inUse () {
return scope._nActiveBindings
}
},
controlInterpolants: {
get total () {
return scope._controlInterpolants.length
},
get inUse () {
return scope._nActiveControlInterpolants
}
}
}
},
// Memory management for AnimationAction objects
_isActiveAction: function (action) {
var index = action._cacheIndex
return index !== null && index < this._nActiveActions
},
_addInactiveAction: function (action, clipUuid, rootUuid) {
var actions = this._actions
var actionsByClip = this._actionsByClip
var actionsForClip = actionsByClip[clipUuid]
if (actionsForClip === undefined) {
actionsForClip = {
knownActions: [action],
actionByRoot: {}
}
action._byClipCacheIndex = 0
actionsByClip[clipUuid] = actionsForClip
} else {
var knownActions = actionsForClip.knownActions
action._byClipCacheIndex = knownActions.length
knownActions.push(action)
}
action._cacheIndex = actions.length
actions.push(action)
actionsForClip.actionByRoot[rootUuid] = action
},
_removeInactiveAction: function (action) {
var actions = this._actions
var lastInactiveAction = actions[actions.length - 1]
var cacheIndex = action._cacheIndex
lastInactiveAction._cacheIndex = cacheIndex
actions[cacheIndex] = lastInactiveAction
actions.pop()
action._cacheIndex = null
var clipUuid = action._clip.uuid
var actionsByClip = this._actionsByClip
var actionsForClip = actionsByClip[clipUuid]
var knownActionsForClip = actionsForClip.knownActions
var lastKnownAction =
knownActionsForClip[knownActionsForClip.length - 1]
var byClipCacheIndex = action._byClipCacheIndex
lastKnownAction._byClipCacheIndex = byClipCacheIndex
knownActionsForClip[byClipCacheIndex] = lastKnownAction
knownActionsForClip.pop()
action._byClipCacheIndex = null
var actionByRoot = actionsForClip.actionByRoot
var rootUuid = (action._localRoot || this._root).uuid
delete actionByRoot[rootUuid]
if (knownActionsForClip.length === 0) {
delete actionsByClip[clipUuid]
}
this._removeInactiveBindingsForAction(action)
},
_removeInactiveBindingsForAction: function (action) {
var bindings = action._propertyBindings
for (var i = 0, n = bindings.length; i !== n; ++i) {
var binding = bindings[i]
if (--binding.referenceCount === 0) {
this._removeInactiveBinding(binding)
}
}
},
_lendAction: function (action) {
// [ active actions | inactive actions ]
// [ active actions >| inactive actions ]
// s a
// <-swap->
// a s
var actions = this._actions
var prevIndex = action._cacheIndex
var lastActiveIndex = this._nActiveActions++
var firstInactiveAction = actions[lastActiveIndex]
action._cacheIndex = lastActiveIndex
actions[lastActiveIndex] = action
firstInactiveAction._cacheIndex = prevIndex
actions[prevIndex] = firstInactiveAction
},
_takeBackAction: function (action) {
// [ active actions | inactive actions ]
// [ active actions |< inactive actions ]
// a s
// <-swap->
// s a
var actions = this._actions
var prevIndex = action._cacheIndex
var firstInactiveIndex = --this._nActiveActions
var lastActiveAction = actions[firstInactiveIndex]
action._cacheIndex = firstInactiveIndex
actions[firstInactiveIndex] = action
lastActiveAction._cacheIndex = prevIndex
actions[prevIndex] = lastActiveAction
},
// Memory management for PropertyMixer objects
_addInactiveBinding: function (binding, rootUuid, trackName) {
var bindingsByRoot = this._bindingsByRootAndName
var bindingByName = bindingsByRoot[rootUuid]
var bindings = this._bindings
if (bindingByName === undefined) {
bindingByName = {}
bindingsByRoot[rootUuid] = bindingByName
}
bindingByName[trackName] = binding
binding._cacheIndex = bindings.length
bindings.push(binding)
},
_removeInactiveBinding: function (binding) {
var bindings = this._bindings
var propBinding = binding.binding
var rootUuid = propBinding.rootNode.uuid
var trackName = propBinding.path
var bindingsByRoot = this._bindingsByRootAndName
var bindingByName = bindingsByRoot[rootUuid]
var lastInactiveBinding = bindings[bindings.length - 1]
var cacheIndex = binding._cacheIndex
lastInactiveBinding._cacheIndex = cacheIndex
bindings[cacheIndex] = lastInactiveBinding
bindings.pop()
delete bindingByName[trackName]
remove_empty_map: {
for (var _ in bindingByName) break remove_empty_map // eslint-disable-line no-unused-vars
delete bindingsByRoot[rootUuid]
}
},
_lendBinding: function (binding) {
var bindings = this._bindings
var prevIndex = binding._cacheIndex
var lastActiveIndex = this._nActiveBindings++
var firstInactiveBinding = bindings[lastActiveIndex]
binding._cacheIndex = lastActiveIndex
bindings[lastActiveIndex] = binding
firstInactiveBinding._cacheIndex = prevIndex
bindings[prevIndex] = firstInactiveBinding
},
_takeBackBinding: function (binding) {
var bindings = this._bindings
var prevIndex = binding._cacheIndex
var firstInactiveIndex = --this._nActiveBindings
var lastActiveBinding = bindings[firstInactiveIndex]
binding._cacheIndex = firstInactiveIndex
bindings[firstInactiveIndex] = binding
lastActiveBinding._cacheIndex = prevIndex
bindings[prevIndex] = lastActiveBinding
},
// Memory management of Interpolants for weight and time scale
_lendControlInterpolant: function () {
var interpolants = this._controlInterpolants
var lastActiveIndex = this._nActiveControlInterpolants++
var interpolant = interpolants[lastActiveIndex]
if (interpolant === undefined) {
interpolant = new LinearInterpolant(
new Float32Array(2), new Float32Array(2),
1, this._controlInterpolantsResultBuffer)
interpolant.__cacheIndex = lastActiveIndex
interpolants[lastActiveIndex] = interpolant
}
return interpolant
},
_takeBackControlInterpolant: function (interpolant) {
var interpolants = this._controlInterpolants
var prevIndex = interpolant.__cacheIndex
var firstInactiveIndex = --this._nActiveControlInterpolants
var lastActiveInterpolant = interpolants[firstInactiveIndex]
interpolant.__cacheIndex = firstInactiveIndex
interpolants[firstInactiveIndex] = interpolant
lastActiveInterpolant.__cacheIndex = prevIndex
interpolants[prevIndex] = lastActiveInterpolant
},
_controlInterpolantsResultBuffer: new Float32Array(1),
// return an action for a clip optionally using a custom root target
// object (this method allocates a lot of dynamic memory in case a
// previously unknown clip/root combination is specified)
clipAction: function (clip, optionalRoot) {
var root = optionalRoot || this._root
var rootUuid = root.uuid
var clipObject = typeof clip === 'string'
? AnimationClip.findByName(root, clip) : clip
var clipUuid = clipObject !== null ? clipObject.uuid : clip
var actionsForClip = this._actionsByClip[clipUuid]
var prototypeAction = null
if (actionsForClip !== undefined) {
var existingAction =
actionsForClip.actionByRoot[rootUuid]
if (existingAction !== undefined) {
return existingAction
}
// we know the clip, so we don't have to parse all
// the bindings again but can just copy
prototypeAction = actionsForClip.knownActions[0]
// also, take the clip from the prototype action
if (clipObject === null) { clipObject = prototypeAction._clip }
}
// clip must be known when specified via string
if (clipObject === null) return null
// allocate all resources required to run it
var newAction = new AnimationAction(this, clipObject, optionalRoot)
this._bindAction(newAction, prototypeAction)
// and make the action known to the memory manager
this._addInactiveAction(newAction, clipUuid, rootUuid)
return newAction
},
// get an existing action
existingAction: function (clip, optionalRoot) {
var root = optionalRoot || this._root
var rootUuid = root.uuid
var clipObject = typeof clip === 'string'
? AnimationClip.findByName(root, clip) : clip
var clipUuid = clipObject ? clipObject.uuid : clip
var actionsForClip = this._actionsByClip[clipUuid]
if (actionsForClip !== undefined) {
return actionsForClip.actionByRoot[rootUuid] || null
}
return null
},
// deactivates all previously scheduled actions
stopAllAction: function () {
var actions = this._actions
var nActions = this._nActiveActions
var bindings = this._bindings
var nBindings = this._nActiveBindings
this._nActiveActions = 0
this._nActiveBindings = 0
for (var i = 0; i !== nActions; ++i) {
actions[i].reset()
}
for (var i = 0; i !== nBindings; ++i) {
bindings[i].useCount = 0
}
return this
},
// advance the time and update apply the animation
update: function (deltaTime) {
deltaTime *= this.timeScale
var actions = this._actions
var nActions = this._nActiveActions
var time = this.time += deltaTime
var timeDirection = Math.sign(deltaTime)
var accuIndex = this._accuIndex ^= 1
// run active actions
for (var i = 0; i !== nActions; ++i) {
var action = actions[i]
action._update(time, deltaTime, timeDirection, accuIndex)
}
// update scene graph
var bindings = this._bindings
var nBindings = this._nActiveBindings
for (var i = 0; i !== nBindings; ++i) {
bindings[i].apply(accuIndex)
}
return this
},
// return this mixer's root target object
getRoot: function () {
return this._root
},
// free all resources specific to a particular clip
uncacheClip: function (clip) {
var actions = this._actions
var clipUuid = clip.uuid
var actionsByClip = this._actionsByClip
var actionsForClip = actionsByClip[clipUuid]
if (actionsForClip !== undefined) {
// note: just calling _removeInactiveAction would mess up the
// iteration state and also require updating the state we can
// just throw away
var actionsToRemove = actionsForClip.knownActions
for (var i = 0, n = actionsToRemove.length; i !== n; ++i) {
var action = actionsToRemove[i]
this._deactivateAction(action)
var cacheIndex = action._cacheIndex
var lastInactiveAction = actions[actions.length - 1]
action._cacheIndex = null
action._byClipCacheIndex = null
lastInactiveAction._cacheIndex = cacheIndex
actions[cacheIndex] = lastInactiveAction
actions.pop()
this._removeInactiveBindingsForAction(action)
}
delete actionsByClip[clipUuid]
}
},
// free all resources specific to a particular root target object
uncacheRoot: function (root) {
var rootUuid = root.uuid
var actionsByClip = this._actionsByClip
for (var clipUuid in actionsByClip) {
var actionByRoot = actionsByClip[clipUuid].actionByRoot
var action = actionByRoot[rootUuid]
if (action !== undefined) {
this._deactivateAction(action)
this._removeInactiveAction(action)
}
}
var bindingsByRoot = this._bindingsByRootAndName
var bindingByName = bindingsByRoot[rootUuid]
if (bindingByName !== undefined) {
for (var trackName in bindingByName) {
var binding = bindingByName[trackName]
binding.restoreOriginalState()
this._removeInactiveBinding(binding)
}
}
},
// remove a targeted clip from the cache
uncacheAction: function (clip, optionalRoot) {
var action = this.existingAction(clip, optionalRoot)
if (action !== null) {
this._deactivateAction(action)
this._removeInactiveAction(action)
}
}
})
/**
* @author mrdoob / http://mrdoob.com/
*/
function Uniform (value) {
if (typeof value === 'string') {
console.warn('THREE.Uniform: Type parameter is no longer needed.')
value = arguments[1]
}
this.value = value
}
Uniform.prototype.clone = function () {
return new Uniform(this.value.clone === undefined ? this.value : this.value.clone())
}
/**
* @author benaadams / https://twitter.com/ben_a_adams
*/
function InstancedBufferGeometry () {
BufferGeometry.call(this)
this.type = 'InstancedBufferGeometry'
this.maxInstancedCount = undefined
}
InstancedBufferGeometry.prototype = Object.assign(Object.create(BufferGeometry.prototype), {
constructor: InstancedBufferGeometry,
isInstancedBufferGeometry: true,
copy: function (source) {
BufferGeometry.prototype.copy.call(this, source)
this.maxInstancedCount = source.maxInstancedCount
return this
},
clone: function () {
return new this.constructor().copy(this)
}
})
/**
* @author benaadams / https://twitter.com/ben_a_adams
*/
function InterleavedBufferAttribute (interleavedBuffer, itemSize, offset, normalized) {
this.data = interleavedBuffer
this.itemSize = itemSize
this.offset = offset
this.normalized = normalized === true
}
Object.defineProperties(InterleavedBufferAttribute.prototype, {
count: {
get: function () {
return this.data.count
}
},
array: {
get: function () {
return this.data.array
}
}
})
Object.assign(InterleavedBufferAttribute.prototype, {
isInterleavedBufferAttribute: true,
setX: function (index, x) {
this.data.array[index * this.data.stride + this.offset] = x
return this
},
setY: function (index, y) {
this.data.array[index * this.data.stride + this.offset + 1] = y
return this
},
setZ: function (index, z) {
this.data.array[index * this.data.stride + this.offset + 2] = z
return this
},
setW: function (index, w) {
this.data.array[index * this.data.stride + this.offset + 3] = w
return this
},
getX: function (index) {
return this.data.array[index * this.data.stride + this.offset]
},
getY: function (index) {
return this.data.array[index * this.data.stride + this.offset + 1]
},
getZ: function (index) {
return this.data.array[index * this.data.stride + this.offset + 2]
},
getW: function (index) {
return this.data.array[index * this.data.stride + this.offset + 3]
},
setXY: function (index, x, y) {
index = index * this.data.stride + this.offset
this.data.array[index + 0] = x
this.data.array[index + 1] = y
return this
},
setXYZ: function (index, x, y, z) {
index = index * this.data.stride + this.offset
this.data.array[index + 0] = x
this.data.array[index + 1] = y
this.data.array[index + 2] = z
return this
},
setXYZW: function (index, x, y, z, w) {
index = index * this.data.stride + this.offset
this.data.array[index + 0] = x
this.data.array[index + 1] = y
this.data.array[index + 2] = z
this.data.array[index + 3] = w
return this
}
})
/**
* @author benaadams / https://twitter.com/ben_a_adams
*/
function InterleavedBuffer (array, stride) {
this.array = array
this.stride = stride
this.count = array !== undefined ? array.length / stride : 0
this.dynamic = false
this.updateRange = { offset: 0, count: -1 }
this.version = 0
}
Object.defineProperty(InterleavedBuffer.prototype, 'needsUpdate', {
set: function (value) {
if (value === true) this.version++
}
})
Object.assign(InterleavedBuffer.prototype, {
isInterleavedBuffer: true,
onUploadCallback: function () {},
setArray: function (array) {
if (Array.isArray(array)) {
throw new TypeError('THREE.BufferAttribute: array should be a Typed Array.')
}
this.count = array !== undefined ? array.length / this.stride : 0
this.array = array
return this
},
setDynamic: function (value) {
this.dynamic = value
return this
},
copy: function (source) {
this.array = new source.array.constructor(source.array)
this.count = source.count
this.stride = source.stride
this.dynamic = source.dynamic
return this
},
copyAt: function (index1, attribute, index2) {
index1 *= this.stride
index2 *= attribute.stride
for (var i = 0, l = this.stride; i < l; i++) {
this.array[index1 + i] = attribute.array[index2 + i]
}
return this
},
set: function (value, offset) {
if (offset === undefined) offset = 0
this.array.set(value, offset)
return this
},
clone: function () {
return new this.constructor().copy(this)
},
onUpload: function (callback) {
this.onUploadCallback = callback
return this
}
})
/**
* @author benaadams / https://twitter.com/ben_a_adams
*/
function InstancedInterleavedBuffer (array, stride, meshPerAttribute) {
InterleavedBuffer.call(this, array, stride)
this.meshPerAttribute = meshPerAttribute || 1
}
InstancedInterleavedBuffer.prototype = Object.assign(Object.create(InterleavedBuffer.prototype), {
constructor: InstancedInterleavedBuffer,
isInstancedInterleavedBuffer: true,
copy: function (source) {
InterleavedBuffer.prototype.copy.call(this, source)
this.meshPerAttribute = source.meshPerAttribute
return this
}
})
/**
* @author benaadams / https://twitter.com/ben_a_adams
*/
function InstancedBufferAttribute (array, itemSize, meshPerAttribute) {
BufferAttribute.call(this, array, itemSize)
this.meshPerAttribute = meshPerAttribute || 1
}
InstancedBufferAttribute.prototype = Object.assign(Object.create(BufferAttribute.prototype), {
constructor: InstancedBufferAttribute,
isInstancedBufferAttribute: true,
copy: function (source) {
BufferAttribute.prototype.copy.call(this, source)
this.meshPerAttribute = source.meshPerAttribute
return this
}
})
/**
* @author mrdoob / http://mrdoob.com/
* @author bhouston / http://clara.io/
* @author stephomi / http://stephaneginier.com/
*/
function Raycaster (origin, direction, near, far) {
this.ray = new Ray(origin, direction)
// direction is assumed to be normalized (for accurate distance calculations)
this.near = near || 0
this.far = far || Infinity
this.params = {
Mesh: {},
Line: {},
LOD: {},
Points: { threshold: 1 },
Sprite: {}
}
Object.defineProperties(this.params, {
PointCloud: {
get: function () {
console.warn('THREE.Raycaster: params.PointCloud has been renamed to params.Points.')
return this.Points
}
}
})
}
function ascSort (a, b) {
return a.distance - b.distance
}
function intersectObject (object, raycaster, intersects, recursive) {
if (object.visible === false) return
object.raycast(raycaster, intersects)
if (recursive === true) {
var children = object.children
for (var i = 0, l = children.length; i < l; i++) {
intersectObject(children[i], raycaster, intersects, true)
}
}
}
Object.assign(Raycaster.prototype, {
linePrecision: 1,
set: function (origin, direction) {
// direction is assumed to be normalized (for accurate distance calculations)
this.ray.set(origin, direction)
},
setFromCamera: function (coords, camera) {
if ((camera && camera.isPerspectiveCamera)) {
this.ray.origin.setFromMatrixPosition(camera.matrixWorld)
this.ray.direction.set(coords.x, coords.y, 0.5).unproject(camera).sub(this.ray.origin).normalize()
} else if ((camera && camera.isOrthographicCamera)) {
this.ray.origin.set(coords.x, coords.y, (camera.near + camera.far) / (camera.near - camera.far)).unproject(camera) // set origin in plane of camera
this.ray.direction.set(0, 0, -1).transformDirection(camera.matrixWorld)
} else {
console.error('THREE.Raycaster: Unsupported camera type.')
}
},
intersectObject: function (object, recursive, optionalTarget) {
var intersects = optionalTarget || []
intersectObject(object, this, intersects, recursive)
intersects.sort(ascSort)
return intersects
},
intersectObjects: function (objects, recursive, optionalTarget) {
var intersects = optionalTarget || []
if (Array.isArray(objects) === false) {
console.warn('THREE.Raycaster.intersectObjects: objects is not an Array.')
return intersects
}
for (var i = 0, l = objects.length; i < l; i++) {
intersectObject(objects[i], this, intersects, recursive)
}
intersects.sort(ascSort)
return intersects
}
})
/**
* @author alteredq / http://alteredqualia.com/
*/
function Clock (autoStart) {
this.autoStart = (autoStart !== undefined) ? autoStart : true
this.startTime = 0
this.oldTime = 0
this.elapsedTime = 0
this.running = false
}
Object.assign(Clock.prototype, {
start: function () {
this.startTime = (typeof performance === 'undefined' ? Date : performance).now() // see #10732
this.oldTime = this.startTime
this.elapsedTime = 0
this.running = true
},
stop: function () {
this.getElapsedTime()
this.running = false
this.autoStart = false
},
getElapsedTime: function () {
this.getDelta()
return this.elapsedTime
},
getDelta: function () {
var diff = 0
if (this.autoStart && !this.running) {
this.start()
return 0
}
if (this.running) {
var newTime = (typeof performance === 'undefined' ? Date : performance).now()
diff = (newTime - this.oldTime) / 1000
this.oldTime = newTime
this.elapsedTime += diff
}
return diff
}
})
/**
* @author bhouston / http://clara.io
* @author WestLangley / http://github.com/WestLangley
*
* Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
*
* The poles (phi) are at the positive and negative y axis.
* The equator starts at positive z.
*/
function Spherical (radius, phi, theta) {
this.radius = (radius !== undefined) ? radius : 1.0
this.phi = (phi !== undefined) ? phi : 0 // up / down towards top and bottom pole
this.theta = (theta !== undefined) ? theta : 0 // around the equator of the sphere
return this
}
Object.assign(Spherical.prototype, {
set: function (radius, phi, theta) {
this.radius = radius
this.phi = phi
this.theta = theta
return this
},
clone: function () {
return new this.constructor().copy(this)
},
copy: function (other) {
this.radius = other.radius
this.phi = other.phi
this.theta = other.theta
return this
},
// restrict phi to be betwee EPS and PI-EPS
makeSafe: function () {
var EPS = 0.000001
this.phi = Math.max(EPS, Math.min(Math.PI - EPS, this.phi))
return this
},
setFromVector3: function (vec3) {
this.radius = vec3.length()
if (this.radius === 0) {
this.theta = 0
this.phi = 0
} else {
this.theta = Math.atan2(vec3.x, vec3.z) // equator angle around y-up axis
this.phi = Math.acos(_Math.clamp(vec3.y / this.radius, -1, 1)) // polar angle
}
return this
}
})
/**
* @author Mugen87 / https://github.com/Mugen87
*
* Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
*
*/
function Cylindrical (radius, theta, y) {
this.radius = (radius !== undefined) ? radius : 1.0 // distance from the origin to a point in the x-z plane
this.theta = (theta !== undefined) ? theta : 0 // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
this.y = (y !== undefined) ? y : 0 // height above the x-z plane
return this
}
Object.assign(Cylindrical.prototype, {
set: function (radius, theta, y) {
this.radius = radius
this.theta = theta
this.y = y
return this
},
clone: function () {
return new this.constructor().copy(this)
},
copy: function (other) {
this.radius = other.radius
this.theta = other.theta
this.y = other.y
return this
},
setFromVector3: function (vec3) {
this.radius = Math.sqrt(vec3.x * vec3.x + vec3.z * vec3.z)
this.theta = Math.atan2(vec3.x, vec3.z)
this.y = vec3.y
return this
}
})
/**
* @author bhouston / http://clara.io
*/
function Box2 (min, max) {
this.min = (min !== undefined) ? min : new Vector2(+Infinity, +Infinity)
this.max = (max !== undefined) ? max : new Vector2(-Infinity, -Infinity)
}
Object.assign(Box2.prototype, {
set: function (min, max) {
this.min.copy(min)
this.max.copy(max)
return this
},
setFromPoints: function (points) {
this.makeEmpty()
for (var i = 0, il = points.length; i < il; i++) {
this.expandByPoint(points[i])
}
return this
},
setFromCenterAndSize: (function () {
var v1 = new Vector2()
return function setFromCenterAndSize (center, size) {
var halfSize = v1.copy(size).multiplyScalar(0.5)
this.min.copy(center).sub(halfSize)
this.max.copy(center).add(halfSize)
return this
}
}()),
clone: function () {
return new this.constructor().copy(this)
},
copy: function (box) {
this.min.copy(box.min)
this.max.copy(box.max)
return this
},
makeEmpty: function () {
this.min.x = this.min.y = +Infinity
this.max.x = this.max.y = -Infinity
return this
},
isEmpty: function () {
// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
return (this.max.x < this.min.x) || (this.max.y < this.min.y)
},
getCenter: function (target) {
if (target === undefined) {
console.warn('THREE.Box2: .getCenter() target is now required')
target = new Vector2()
}
return this.isEmpty() ? target.set(0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5)
},
getSize: function (target) {
if (target === undefined) {
console.warn('THREE.Box2: .getSize() target is now required')
target = new Vector2()
}
return this.isEmpty() ? target.set(0, 0) : target.subVectors(this.max, this.min)
},
expandByPoint: function (point) {
this.min.min(point)
this.max.max(point)
return this
},
expandByVector: function (vector) {
this.min.sub(vector)
this.max.add(vector)
return this
},
expandByScalar: function (scalar) {
this.min.addScalar(-scalar)
this.max.addScalar(scalar)
return this
},
containsPoint: function (point) {
return !(point.x < this.min.x || point.x > this.max.x ||
point.y < this.min.y || point.y > this.max.y)
},
containsBox: function (box) {
return this.min.x <= box.min.x && box.max.x <= this.max.x &&
this.min.y <= box.min.y && box.max.y <= this.max.y
},
getParameter: function (point, target) {
// This can potentially have a divide by zero if the box
// has a size dimension of 0.
if (target === undefined) {
console.warn('THREE.Box2: .getParameter() target is now required')
target = new Vector2()
}
return target.set(
(point.x - this.min.x) / (this.max.x - this.min.x),
(point.y - this.min.y) / (this.max.y - this.min.y)
)
},
intersectsBox: function (box) {
// using 4 splitting planes to rule out intersections
return !(box.max.x < this.min.x || box.min.x > this.max.x ||
box.max.y < this.min.y || box.min.y > this.max.y)
},
clampPoint: function (point, target) {
if (target === undefined) {
console.warn('THREE.Box2: .clampPoint() target is now required')
target = new Vector2()
}
return target.copy(point).clamp(this.min, this.max)
},
distanceToPoint: (function () {
var v1 = new Vector2()
return function distanceToPoint (point) {
var clampedPoint = v1.copy(point).clamp(this.min, this.max)
return clampedPoint.sub(point).length()
}
}()),
intersect: function (box) {
this.min.max(box.min)
this.max.min(box.max)
return this
},
union: function (box) {
this.min.min(box.min)
this.max.max(box.max)
return this
},
translate: function (offset) {
this.min.add(offset)
this.max.add(offset)
return this
},
equals: function (box) {
return box.min.equals(this.min) && box.max.equals(this.max)
}
})
/**
* @author alteredq / http://alteredqualia.com/
*/
function ImmediateRenderObject (material) {
Object3D.call(this)
this.material = material
this.render = function (/* renderCallback */) {}
}
ImmediateRenderObject.prototype = Object.create(Object3D.prototype)
ImmediateRenderObject.prototype.constructor = ImmediateRenderObject
ImmediateRenderObject.prototype.isImmediateRenderObject = true
/**
* @author mrdoob / http://mrdoob.com/
* @author WestLangley / http://github.com/WestLangley
*/
function VertexNormalsHelper (object, size, hex, linewidth) {
this.object = object
this.size = (size !== undefined) ? size : 1
var color = (hex !== undefined) ? hex : 0xff0000
var width = (linewidth !== undefined) ? linewidth : 1
//
var nNormals = 0
var objGeometry = this.object.geometry
if (objGeometry && objGeometry.isGeometry) {
nNormals = objGeometry.faces.length * 3
} else if (objGeometry && objGeometry.isBufferGeometry) {
nNormals = objGeometry.attributes.normal.count
}
//
var geometry = new BufferGeometry()
var positions = new Float32BufferAttribute(nNormals * 2 * 3, 3)
geometry.addAttribute('position', positions)
LineSegments.call(this, geometry, new LineBasicMaterial({ color: color, linewidth: width }))
//
this.matrixAutoUpdate = false
this.update()
}
VertexNormalsHelper.prototype = Object.create(LineSegments.prototype)
VertexNormalsHelper.prototype.constructor = VertexNormalsHelper
VertexNormalsHelper.prototype.update = (function () {
var v1 = new Vector3()
var v2 = new Vector3()
var normalMatrix = new Matrix3()
return function update () {
var keys = ['a', 'b', 'c']
this.object.updateMatrixWorld(true)
normalMatrix.getNormalMatrix(this.object.matrixWorld)
var matrixWorld = this.object.matrixWorld
var position = this.geometry.attributes.position
//
var objGeometry = this.object.geometry
if (objGeometry && objGeometry.isGeometry) {
var vertices = objGeometry.vertices
var faces = objGeometry.faces
var idx = 0
for (var i = 0, l = faces.length; i < l; i++) {
var face = faces[i]
for (var j = 0, jl = face.vertexNormals.length; j < jl; j++) {
var vertex = vertices[face[keys[j]]]
var normal = face.vertexNormals[j]
v1.copy(vertex).applyMatrix4(matrixWorld)
v2.copy(normal).applyMatrix3(normalMatrix).normalize().multiplyScalar(this.size).add(v1)
position.setXYZ(idx, v1.x, v1.y, v1.z)
idx = idx + 1
position.setXYZ(idx, v2.x, v2.y, v2.z)
idx = idx + 1
}
}
} else if (objGeometry && objGeometry.isBufferGeometry) {
var objPos = objGeometry.attributes.position
var objNorm = objGeometry.attributes.normal
var idx = 0
// for simplicity, ignore index and drawcalls, and render every normal
for (var j = 0, jl = objPos.count; j < jl; j++) {
v1.set(objPos.getX(j), objPos.getY(j), objPos.getZ(j)).applyMatrix4(matrixWorld)
v2.set(objNorm.getX(j), objNorm.getY(j), objNorm.getZ(j))
v2.applyMatrix3(normalMatrix).normalize().multiplyScalar(this.size).add(v1)
position.setXYZ(idx, v1.x, v1.y, v1.z)
idx = idx + 1
position.setXYZ(idx, v2.x, v2.y, v2.z)
idx = idx + 1
}
}
position.needsUpdate = true
}
}())
/**
* @author alteredq / http://alteredqualia.com/
* @author mrdoob / http://mrdoob.com/
* @author WestLangley / http://github.com/WestLangley
*/
function SpotLightHelper (light, color) {
Object3D.call(this)
this.light = light
this.light.updateMatrixWorld()
this.matrix = light.matrixWorld
this.matrixAutoUpdate = false
this.color = color
var geometry = new BufferGeometry()
var positions = [
0, 0, 0, 0, 0, 1,
0, 0, 0, 1, 0, 1,
0, 0, 0, -1, 0, 1,
0, 0, 0, 0, 1, 1,
0, 0, 0, 0, -1, 1
]
for (var i = 0, j = 1, l = 32; i < l; i++, j++) {
var p1 = (i / l) * Math.PI * 2
var p2 = (j / l) * Math.PI * 2
positions.push(
Math.cos(p1), Math.sin(p1), 1,
Math.cos(p2), Math.sin(p2), 1
)
}
geometry.addAttribute('position', new Float32BufferAttribute(positions, 3))
var material = new LineBasicMaterial({ fog: false })
this.cone = new LineSegments(geometry, material)
this.add(this.cone)
this.update()
}
SpotLightHelper.prototype = Object.create(Object3D.prototype)
SpotLightHelper.prototype.constructor = SpotLightHelper
SpotLightHelper.prototype.dispose = function () {
this.cone.geometry.dispose()
this.cone.material.dispose()
}
SpotLightHelper.prototype.update = (function () {
var vector = new Vector3()
var vector2 = new Vector3()
return function update () {
this.light.updateMatrixWorld()
var coneLength = this.light.distance ? this.light.distance : 1000
var coneWidth = coneLength * Math.tan(this.light.angle)
this.cone.scale.set(coneWidth, coneWidth, coneLength)
vector.setFromMatrixPosition(this.light.matrixWorld)
vector2.setFromMatrixPosition(this.light.target.matrixWorld)
this.cone.lookAt(vector2.sub(vector))
if (this.color !== undefined) {
this.cone.material.color.set(this.color)
} else {
this.cone.material.color.copy(this.light.color)
}
}
}())
/**
* @author Sean Griffin / http://twitter.com/sgrif
* @author Michael Guerrero / http://realitymeltdown.com
* @author mrdoob / http://mrdoob.com/
* @author ikerr / http://verold.com
* @author Mugen87 / https://github.com/Mugen87
*/
function getBoneList (object) {
var boneList = []
if (object && object.isBone) {
boneList.push(object)
}
for (var i = 0; i < object.children.length; i++) {
boneList.push.apply(boneList, getBoneList(object.children[i]))
}
return boneList
}
function SkeletonHelper (object) {
var bones = getBoneList(object)
var geometry = new BufferGeometry()
var vertices = []
var colors = []
var color1 = new Color(0, 0, 1)
var color2 = new Color(0, 1, 0)
for (var i = 0; i < bones.length; i++) {
var bone = bones[i]
if (bone.parent && bone.parent.isBone) {
vertices.push(0, 0, 0)
vertices.push(0, 0, 0)
colors.push(color1.r, color1.g, color1.b)
colors.push(color2.r, color2.g, color2.b)
}
}
geometry.addAttribute('position', new Float32BufferAttribute(vertices, 3))
geometry.addAttribute('color', new Float32BufferAttribute(colors, 3))
var material = new LineBasicMaterial({ vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true })
LineSegments.call(this, geometry, material)
this.root = object
this.bones = bones
this.matrix = object.matrixWorld
this.matrixAutoUpdate = false
}
SkeletonHelper.prototype = Object.create(LineSegments.prototype)
SkeletonHelper.prototype.constructor = SkeletonHelper
SkeletonHelper.prototype.updateMatrixWorld = (function () {
var vector = new Vector3()
var boneMatrix = new Matrix4()
var matrixWorldInv = new Matrix4()
return function updateMatrixWorld (force) {
var bones = this.bones
var geometry = this.geometry
var position = geometry.getAttribute('position')
matrixWorldInv.getInverse(this.root.matrixWorld)
for (var i = 0, j = 0; i < bones.length; i++) {
var bone = bones[i]
if (bone.parent && bone.parent.isBone) {
boneMatrix.multiplyMatrices(matrixWorldInv, bone.matrixWorld)
vector.setFromMatrixPosition(boneMatrix)
position.setXYZ(j, vector.x, vector.y, vector.z)
boneMatrix.multiplyMatrices(matrixWorldInv, bone.parent.matrixWorld)
vector.setFromMatrixPosition(boneMatrix)
position.setXYZ(j + 1, vector.x, vector.y, vector.z)
j += 2
}
}
geometry.getAttribute('position').needsUpdate = true
Object3D.prototype.updateMatrixWorld.call(this, force)
}
}())
/**
* @author alteredq / http://alteredqualia.com/
* @author mrdoob / http://mrdoob.com/
*/
function PointLightHelper (light, sphereSize, color) {
this.light = light
this.light.updateMatrixWorld()
this.color = color
var geometry = new SphereBufferGeometry(sphereSize, 4, 2)
var material = new MeshBasicMaterial({ wireframe: true, fog: false })
Mesh.call(this, geometry, material)
this.matrix = this.light.matrixWorld
this.matrixAutoUpdate = false
this.update()
/*
var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
var d = light.distance;
if ( d === 0.0 ) {
this.lightDistance.visible = false;
} else {
this.lightDistance.scale.set( d, d, d );
}
this.add( this.lightDistance );
*/
}
PointLightHelper.prototype = Object.create(Mesh.prototype)
PointLightHelper.prototype.constructor = PointLightHelper
PointLightHelper.prototype.dispose = function () {
this.geometry.dispose()
this.material.dispose()
}
PointLightHelper.prototype.update = function () {
if (this.color !== undefined) {
this.material.color.set(this.color)
} else {
this.material.color.copy(this.light.color)
}
/*
var d = this.light.distance;
if ( d === 0.0 ) {
this.lightDistance.visible = false;
} else {
this.lightDistance.visible = true;
this.lightDistance.scale.set( d, d, d );
}
*/
}
/**
* @author abelnation / http://github.com/abelnation
* @author Mugen87 / http://github.com/Mugen87
* @author WestLangley / http://github.com/WestLangley
*/
function RectAreaLightHelper (light, color) {
Object3D.call(this)
this.light = light
this.light.updateMatrixWorld()
this.matrix = light.matrixWorld
this.matrixAutoUpdate = false
this.color = color
var material = new LineBasicMaterial({ fog: false })
var geometry = new BufferGeometry()
geometry.addAttribute('position', new BufferAttribute(new Float32Array(5 * 3), 3))
this.line = new Line(geometry, material)
this.add(this.line)
this.update()
}
RectAreaLightHelper.prototype = Object.create(Object3D.prototype)
RectAreaLightHelper.prototype.constructor = RectAreaLightHelper
RectAreaLightHelper.prototype.dispose = function () {
this.children[0].geometry.dispose()
this.children[0].material.dispose()
}
RectAreaLightHelper.prototype.update = function () {
// calculate new dimensions of the helper
var hx = this.light.width * 0.5
var hy = this.light.height * 0.5
var position = this.line.geometry.attributes.position
var array = position.array
// update vertices
array[0] = hx; array[1] = -hy; array[2] = 0
array[3] = hx; array[4] = hy; array[5] = 0
array[6] = -hx; array[7] = hy; array[8] = 0
array[9] = -hx; array[10] = -hy; array[11] = 0
array[12] = hx; array[13] = -hy; array[14] = 0
position.needsUpdate = true
if (this.color !== undefined) {
this.line.material.color.set(this.color)
} else {
this.line.material.color.copy(this.light.color)
}
}
/**
* @author alteredq / http://alteredqualia.com/
* @author mrdoob / http://mrdoob.com/
* @author Mugen87 / https://github.com/Mugen87
*/
function HemisphereLightHelper (light, size, color) {
Object3D.call(this)
this.light = light
this.light.updateMatrixWorld()
this.matrix = light.matrixWorld
this.matrixAutoUpdate = false
this.color = color
var geometry = new OctahedronBufferGeometry(size)
geometry.rotateY(Math.PI * 0.5)
this.material = new MeshBasicMaterial({ wireframe: true, fog: false })
if (this.color === undefined) this.material.vertexColors = VertexColors
var position = geometry.getAttribute('position')
var colors = new Float32Array(position.count * 3)
geometry.addAttribute('color', new BufferAttribute(colors, 3))
this.add(new Mesh(geometry, this.material))
this.update()
}
HemisphereLightHelper.prototype = Object.create(Object3D.prototype)
HemisphereLightHelper.prototype.constructor = HemisphereLightHelper
HemisphereLightHelper.prototype.dispose = function () {
this.children[0].geometry.dispose()
this.children[0].material.dispose()
}
HemisphereLightHelper.prototype.update = (function () {
var vector = new Vector3()
var color1 = new Color()
var color2 = new Color()
return function update () {
var mesh = this.children[0]
if (this.color !== undefined) {
this.material.color.set(this.color)
} else {
var colors = mesh.geometry.getAttribute('color')
color1.copy(this.light.color)
color2.copy(this.light.groundColor)
for (var i = 0, l = colors.count; i < l; i++) {
var color = (i < (l / 2)) ? color1 : color2
colors.setXYZ(i, color.r, color.g, color.b)
}
colors.needsUpdate = true
}
mesh.lookAt(vector.setFromMatrixPosition(this.light.matrixWorld).negate())
}
}())
/**
* @author mrdoob / http://mrdoob.com/
*/
function GridHelper (size, divisions, color1, color2) {
size = size || 10
divisions = divisions || 10
color1 = new Color(color1 !== undefined ? color1 : 0x444444)
color2 = new Color(color2 !== undefined ? color2 : 0x888888)
var center = divisions / 2
var step = size / divisions
var halfSize = size / 2
var vertices = []; var colors = []
for (var i = 0, j = 0, k = -halfSize; i <= divisions; i++, k += step) {
vertices.push(-halfSize, 0, k, halfSize, 0, k)
vertices.push(k, 0, -halfSize, k, 0, halfSize)
var color = i === center ? color1 : color2
color.toArray(colors, j); j += 3
color.toArray(colors, j); j += 3
color.toArray(colors, j); j += 3
color.toArray(colors, j); j += 3
}
var geometry = new BufferGeometry()
geometry.addAttribute('position', new Float32BufferAttribute(vertices, 3))
geometry.addAttribute('color', new Float32BufferAttribute(colors, 3))
var material = new LineBasicMaterial({ vertexColors: VertexColors })
LineSegments.call(this, geometry, material)
}
GridHelper.prototype = Object.create(LineSegments.prototype)
GridHelper.prototype.constructor = GridHelper
/**
* @author mrdoob / http://mrdoob.com/
* @author Mugen87 / http://github.com/Mugen87
* @author Hectate / http://www.github.com/Hectate
*/
function PolarGridHelper (radius, radials, circles, divisions, color1, color2) {
radius = radius || 10
radials = radials || 16
circles = circles || 8
divisions = divisions || 64
color1 = new Color(color1 !== undefined ? color1 : 0x444444)
color2 = new Color(color2 !== undefined ? color2 : 0x888888)
var vertices = []
var colors = []
var x, z
var v, i, j, r, color
// create the radials
for (i = 0; i <= radials; i++) {
v = (i / radials) * (Math.PI * 2)
x = Math.sin(v) * radius
z = Math.cos(v) * radius
vertices.push(0, 0, 0)
vertices.push(x, 0, z)
color = (i & 1) ? color1 : color2
colors.push(color.r, color.g, color.b)
colors.push(color.r, color.g, color.b)
}
// create the circles
for (i = 0; i <= circles; i++) {
color = (i & 1) ? color1 : color2
r = radius - (radius / circles * i)
for (j = 0; j < divisions; j++) {
// first vertex
v = (j / divisions) * (Math.PI * 2)
x = Math.sin(v) * r
z = Math.cos(v) * r
vertices.push(x, 0, z)
colors.push(color.r, color.g, color.b)
// second vertex
v = ((j + 1) / divisions) * (Math.PI * 2)
x = Math.sin(v) * r
z = Math.cos(v) * r
vertices.push(x, 0, z)
colors.push(color.r, color.g, color.b)
}
}
var geometry = new BufferGeometry()
geometry.addAttribute('position', new Float32BufferAttribute(vertices, 3))
geometry.addAttribute('color', new Float32BufferAttribute(colors, 3))
var material = new LineBasicMaterial({ vertexColors: VertexColors })
LineSegments.call(this, geometry, material)
}
PolarGridHelper.prototype = Object.create(LineSegments.prototype)
PolarGridHelper.prototype.constructor = PolarGridHelper
/**
* @author mrdoob / http://mrdoob.com/
* @author WestLangley / http://github.com/WestLangley
*/
function FaceNormalsHelper (object, size, hex, linewidth) {
// FaceNormalsHelper only supports THREE.Geometry
this.object = object
this.size = (size !== undefined) ? size : 1
var color = (hex !== undefined) ? hex : 0xffff00
var width = (linewidth !== undefined) ? linewidth : 1
//
var nNormals = 0
var objGeometry = this.object.geometry
if (objGeometry && objGeometry.isGeometry) {
nNormals = objGeometry.faces.length
} else {
console.warn('THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.')
}
//
var geometry = new BufferGeometry()
var positions = new Float32BufferAttribute(nNormals * 2 * 3, 3)
geometry.addAttribute('position', positions)
LineSegments.call(this, geometry, new LineBasicMaterial({ color: color, linewidth: width }))
//
this.matrixAutoUpdate = false
this.update()
}
FaceNormalsHelper.prototype = Object.create(LineSegments.prototype)
FaceNormalsHelper.prototype.constructor = FaceNormalsHelper
FaceNormalsHelper.prototype.update = (function () {
var v1 = new Vector3()
var v2 = new Vector3()
var normalMatrix = new Matrix3()
return function update () {
this.object.updateMatrixWorld(true)
normalMatrix.getNormalMatrix(this.object.matrixWorld)
var matrixWorld = this.object.matrixWorld
var position = this.geometry.attributes.position
//
var objGeometry = this.object.geometry
var vertices = objGeometry.vertices
var faces = objGeometry.faces
var idx = 0
for (var i = 0, l = faces.length; i < l; i++) {
var face = faces[i]
var normal = face.normal
v1.copy(vertices[face.a])
.add(vertices[face.b])
.add(vertices[face.c])
.divideScalar(3)
.applyMatrix4(matrixWorld)
v2.copy(normal).applyMatrix3(normalMatrix).normalize().multiplyScalar(this.size).add(v1)
position.setXYZ(idx, v1.x, v1.y, v1.z)
idx = idx + 1
position.setXYZ(idx, v2.x, v2.y, v2.z)
idx = idx + 1
}
position.needsUpdate = true
}
}())
/**
* @author alteredq / http://alteredqualia.com/
* @author mrdoob / http://mrdoob.com/
* @author WestLangley / http://github.com/WestLangley
*/
function DirectionalLightHelper (light, size, color) {
Object3D.call(this)
this.light = light
this.light.updateMatrixWorld()
this.matrix = light.matrixWorld
this.matrixAutoUpdate = false
this.color = color
if (size === undefined) size = 1
var geometry = new BufferGeometry()
geometry.addAttribute('position', new Float32BufferAttribute([
-size, size, 0,
size, size, 0,
size, -size, 0,
-size, -size, 0,
-size, size, 0
], 3))
var material = new LineBasicMaterial({ fog: false })
this.lightPlane = new Line(geometry, material)
this.add(this.lightPlane)
geometry = new BufferGeometry()
geometry.addAttribute('position', new Float32BufferAttribute([0, 0, 0, 0, 0, 1], 3))
this.targetLine = new Line(geometry, material)
this.add(this.targetLine)
this.update()
}
DirectionalLightHelper.prototype = Object.create(Object3D.prototype)
DirectionalLightHelper.prototype.constructor = DirectionalLightHelper
DirectionalLightHelper.prototype.dispose = function () {
this.lightPlane.geometry.dispose()
this.lightPlane.material.dispose()
this.targetLine.geometry.dispose()
this.targetLine.material.dispose()
}
DirectionalLightHelper.prototype.update = (function () {
var v1 = new Vector3()
var v2 = new Vector3()
var v3 = new Vector3()
return function update () {
v1.setFromMatrixPosition(this.light.matrixWorld)
v2.setFromMatrixPosition(this.light.target.matrixWorld)
v3.subVectors(v2, v1)
this.lightPlane.lookAt(v3)
if (this.color !== undefined) {
this.lightPlane.material.color.set(this.color)
this.targetLine.material.color.set(this.color)
} else {
this.lightPlane.material.color.copy(this.light.color)
this.targetLine.material.color.copy(this.light.color)
}
this.targetLine.lookAt(v3)
this.targetLine.scale.z = v3.length()
}
}())
/**
* @author alteredq / http://alteredqualia.com/
* @author Mugen87 / https://github.com/Mugen87
*
* - shows frustum, line of sight and up of the camera
* - suitable for fast updates
* - based on frustum visualization in lightgl.js shadowmap example
* http://evanw.github.com/lightgl.js/tests/shadowmap.html
*/
function CameraHelper (camera) {
var geometry = new BufferGeometry()
var material = new LineBasicMaterial({ color: 0xffffff, vertexColors: FaceColors })
var vertices = []
var colors = []
var pointMap = {}
// colors
var colorFrustum = new Color(0xffaa00)
var colorCone = new Color(0xff0000)
var colorUp = new Color(0x00aaff)
var colorTarget = new Color(0xffffff)
var colorCross = new Color(0x333333)
// near
addLine('n1', 'n2', colorFrustum)
addLine('n2', 'n4', colorFrustum)
addLine('n4', 'n3', colorFrustum)
addLine('n3', 'n1', colorFrustum)
// far
addLine('f1', 'f2', colorFrustum)
addLine('f2', 'f4', colorFrustum)
addLine('f4', 'f3', colorFrustum)
addLine('f3', 'f1', colorFrustum)
// sides
addLine('n1', 'f1', colorFrustum)
addLine('n2', 'f2', colorFrustum)
addLine('n3', 'f3', colorFrustum)
addLine('n4', 'f4', colorFrustum)
// cone
addLine('p', 'n1', colorCone)
addLine('p', 'n2', colorCone)
addLine('p', 'n3', colorCone)
addLine('p', 'n4', colorCone)
// up
addLine('u1', 'u2', colorUp)
addLine('u2', 'u3', colorUp)
addLine('u3', 'u1', colorUp)
// target
addLine('c', 't', colorTarget)
addLine('p', 'c', colorCross)
// cross
addLine('cn1', 'cn2', colorCross)
addLine('cn3', 'cn4', colorCross)
addLine('cf1', 'cf2', colorCross)
addLine('cf3', 'cf4', colorCross)
function addLine (a, b, color) {
addPoint(a, color)
addPoint(b, color)
}
function addPoint (id, color) {
vertices.push(0, 0, 0)
colors.push(color.r, color.g, color.b)
if (pointMap[id] === undefined) {
pointMap[id] = []
}
pointMap[id].push((vertices.length / 3) - 1)
}
geometry.addAttribute('position', new Float32BufferAttribute(vertices, 3))
geometry.addAttribute('color', new Float32BufferAttribute(colors, 3))
LineSegments.call(this, geometry, material)
this.camera = camera
if (this.camera.updateProjectionMatrix) this.camera.updateProjectionMatrix()
this.matrix = camera.matrixWorld
this.matrixAutoUpdate = false
this.pointMap = pointMap
this.update()
}
CameraHelper.prototype = Object.create(LineSegments.prototype)
CameraHelper.prototype.constructor = CameraHelper
CameraHelper.prototype.update = (function () {
var geometry, pointMap
var vector = new Vector3()
var camera = new Camera()
function setPoint (point, x, y, z) {
vector.set(x, y, z).unproject(camera)
var points = pointMap[point]
if (points !== undefined) {
var position = geometry.getAttribute('position')
for (var i = 0, l = points.length; i < l; i++) {
position.setXYZ(points[i], vector.x, vector.y, vector.z)
}
}
}
return function update () {
geometry = this.geometry
pointMap = this.pointMap
var w = 1; var h = 1
// we need just camera projection matrix
// world matrix must be identity
camera.projectionMatrix.copy(this.camera.projectionMatrix)
// center / target
setPoint('c', 0, 0, -1)
setPoint('t', 0, 0, 1)
// near
setPoint('n1', -w, -h, -1)
setPoint('n2', w, -h, -1)
setPoint('n3', -w, h, -1)
setPoint('n4', w, h, -1)
// far
setPoint('f1', -w, -h, 1)
setPoint('f2', w, -h, 1)
setPoint('f3', -w, h, 1)
setPoint('f4', w, h, 1)
// up
setPoint('u1', w * 0.7, h * 1.1, -1)
setPoint('u2', -w * 0.7, h * 1.1, -1)
setPoint('u3', 0, h * 2, -1)
// cross
setPoint('cf1', -w, 0, 1)
setPoint('cf2', w, 0, 1)
setPoint('cf3', 0, -h, 1)
setPoint('cf4', 0, h, 1)
setPoint('cn1', -w, 0, -1)
setPoint('cn2', w, 0, -1)
setPoint('cn3', 0, -h, -1)
setPoint('cn4', 0, h, -1)
geometry.getAttribute('position').needsUpdate = true
}
}())
/**
* @author mrdoob / http://mrdoob.com/
* @author Mugen87 / http://github.com/Mugen87
*/
function BoxHelper (object, color) {
this.object = object
if (color === undefined) color = 0xffff00
var indices = new Uint16Array([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7])
var positions = new Float32Array(8 * 3)
var geometry = new BufferGeometry()
geometry.setIndex(new BufferAttribute(indices, 1))
geometry.addAttribute('position', new BufferAttribute(positions, 3))
LineSegments.call(this, geometry, new LineBasicMaterial({ color: color }))
this.matrixAutoUpdate = false
this.update()
}
BoxHelper.prototype = Object.create(LineSegments.prototype)
BoxHelper.prototype.constructor = BoxHelper
BoxHelper.prototype.update = (function () {
var box = new Box3()
return function update (object) {
if (object !== undefined) {
console.warn('THREE.BoxHelper: .update() has no longer arguments.')
}
if (this.object !== undefined) {
box.setFromObject(this.object)
}
if (box.isEmpty()) return
var min = box.min
var max = box.max
/*
5____4
1/___0/|
| 6__|_7
2/___3/
0: max.x, max.y, max.z
1: min.x, max.y, max.z
2: min.x, min.y, max.z
3: max.x, min.y, max.z
4: max.x, max.y, min.z
5: min.x, max.y, min.z
6: min.x, min.y, min.z
7: max.x, min.y, min.z
*/
var position = this.geometry.attributes.position
var array = position.array
array[0] = max.x; array[1] = max.y; array[2] = max.z
array[3] = min.x; array[4] = max.y; array[5] = max.z
array[6] = min.x; array[7] = min.y; array[8] = max.z
array[9] = max.x; array[10] = min.y; array[11] = max.z
array[12] = max.x; array[13] = max.y; array[14] = min.z
array[15] = min.x; array[16] = max.y; array[17] = min.z
array[18] = min.x; array[19] = min.y; array[20] = min.z
array[21] = max.x; array[22] = min.y; array[23] = min.z
position.needsUpdate = true
this.geometry.computeBoundingSphere()
}
})()
BoxHelper.prototype.setFromObject = function (object) {
this.object = object
this.update()
return this
}
/**
* @author WestLangley / http://github.com/WestLangley
*/
function Box3Helper (box, hex) {
this.type = 'Box3Helper'
this.box = box
var color = (hex !== undefined) ? hex : 0xffff00
var indices = new Uint16Array([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7])
var positions = [1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1]
var geometry = new BufferGeometry()
geometry.setIndex(new BufferAttribute(indices, 1))
geometry.addAttribute('position', new Float32BufferAttribute(positions, 3))
LineSegments.call(this, geometry, new LineBasicMaterial({ color: color }))
this.geometry.computeBoundingSphere()
}
Box3Helper.prototype = Object.create(LineSegments.prototype)
Box3Helper.prototype.constructor = Box3Helper
Box3Helper.prototype.updateMatrixWorld = function (force) {
var box = this.box
if (box.isEmpty()) return
box.getCenter(this.position)
box.getSize(this.scale)
this.scale.multiplyScalar(0.5)
Object3D.prototype.updateMatrixWorld.call(this, force)
}
/**
* @author WestLangley / http://github.com/WestLangley
*/
function PlaneHelper (plane, size, hex) {
this.type = 'PlaneHelper'
this.plane = plane
this.size = (size === undefined) ? 1 : size
var color = (hex !== undefined) ? hex : 0xffff00
var positions = [1, -1, 1, -1, 1, 1, -1, -1, 1, 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0]
var geometry = new BufferGeometry()
geometry.addAttribute('position', new Float32BufferAttribute(positions, 3))
geometry.computeBoundingSphere()
Line.call(this, geometry, new LineBasicMaterial({ color: color }))
//
var positions2 = [1, 1, 1, -1, 1, 1, -1, -1, 1, 1, 1, 1, -1, -1, 1, 1, -1, 1]
var geometry2 = new BufferGeometry()
geometry2.addAttribute('position', new Float32BufferAttribute(positions2, 3))
geometry2.computeBoundingSphere()
this.add(new Mesh(geometry2, new MeshBasicMaterial({ color: color, opacity: 0.2, transparent: true, depthWrite: false })))
}
PlaneHelper.prototype = Object.create(Line.prototype)
PlaneHelper.prototype.constructor = PlaneHelper
PlaneHelper.prototype.updateMatrixWorld = function (force) {
var scale = -this.plane.constant
if (Math.abs(scale) < 1e-8) scale = 1e-8 // sign does not matter
this.scale.set(0.5 * this.size, 0.5 * this.size, scale)
this.children[0].material.side = (scale < 0) ? BackSide : FrontSide // renderer flips side when determinant < 0; flipping not wanted here
this.lookAt(this.plane.normal)
Object3D.prototype.updateMatrixWorld.call(this, force)
}
/**
* @author WestLangley / http://github.com/WestLangley
* @author zz85 / http://github.com/zz85
* @author bhouston / http://clara.io
*
* Creates an arrow for visualizing directions
*
* Parameters:
* dir - Vector3
* origin - Vector3
* length - Number
* color - color in hex value
* headLength - Number
* headWidth - Number
*/
var lineGeometry, coneGeometry
function ArrowHelper (dir, origin, length, color, headLength, headWidth) {
// dir is assumed to be normalized
Object3D.call(this)
if (color === undefined) color = 0xffff00
if (length === undefined) length = 1
if (headLength === undefined) headLength = 0.2 * length
if (headWidth === undefined) headWidth = 0.2 * headLength
if (lineGeometry === undefined) {
lineGeometry = new BufferGeometry()
lineGeometry.addAttribute('position', new Float32BufferAttribute([0, 0, 0, 0, 1, 0], 3))
coneGeometry = new CylinderBufferGeometry(0, 0.5, 1, 5, 1)
coneGeometry.translate(0, -0.5, 0)
}
this.position.copy(origin)
this.line = new Line(lineGeometry, new LineBasicMaterial({ color: color }))
this.line.matrixAutoUpdate = false
this.add(this.line)
this.cone = new Mesh(coneGeometry, new MeshBasicMaterial({ color: color }))
this.cone.matrixAutoUpdate = false
this.add(this.cone)
this.setDirection(dir)
this.setLength(length, headLength, headWidth)
}
ArrowHelper.prototype = Object.create(Object3D.prototype)
ArrowHelper.prototype.constructor = ArrowHelper
ArrowHelper.prototype.setDirection = (function () {
var axis = new Vector3()
var radians
return function setDirection (dir) {
// dir is assumed to be normalized
if (dir.y > 0.99999) {
this.quaternion.set(0, 0, 0, 1)
} else if (dir.y < -0.99999) {
this.quaternion.set(1, 0, 0, 0)
} else {
axis.set(dir.z, 0, -dir.x).normalize()
radians = Math.acos(dir.y)
this.quaternion.setFromAxisAngle(axis, radians)
}
}
}())
ArrowHelper.prototype.setLength = function (length, headLength, headWidth) {
if (headLength === undefined) headLength = 0.2 * length
if (headWidth === undefined) headWidth = 0.2 * headLength
this.line.scale.set(1, Math.max(0, length - headLength), 1)
this.line.updateMatrix()
this.cone.scale.set(headWidth, headLength, headWidth)
this.cone.position.y = length
this.cone.updateMatrix()
}
ArrowHelper.prototype.setColor = function (color) {
this.line.material.color.copy(color)
this.cone.material.color.copy(color)
}
/**
* @author sroucheray / http://sroucheray.org/
* @author mrdoob / http://mrdoob.com/
*/
function AxesHelper (size) {
size = size || 1
var vertices = [
0, 0, 0, size, 0, 0,
0, 0, 0, 0, size, 0,
0, 0, 0, 0, 0, size
]
var colors = [
1, 0, 0, 1, 0.6, 0,
0, 1, 0, 0.6, 1, 0,
0, 0, 1, 0, 0.6, 1
]
var geometry = new BufferGeometry()
geometry.addAttribute('position', new Float32BufferAttribute(vertices, 3))
geometry.addAttribute('color', new Float32BufferAttribute(colors, 3))
var material = new LineBasicMaterial({ vertexColors: VertexColors })
LineSegments.call(this, geometry, material)
}
AxesHelper.prototype = Object.create(LineSegments.prototype)
AxesHelper.prototype.constructor = AxesHelper
//
Curve.create = function (construct, getPoint) {
console.log('THREE.Curve.create() has been deprecated')
construct.prototype = Object.create(Curve.prototype)
construct.prototype.constructor = construct
construct.prototype.getPoint = getPoint
return construct
}
//
Object.assign(CurvePath.prototype, {
createPointsGeometry: function (divisions) {
console.warn('THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.')
// generate geometry from path points (for Line or Points objects)
var pts = this.getPoints(divisions)
return this.createGeometry(pts)
},
createSpacedPointsGeometry: function (divisions) {
console.warn('THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.')
// generate geometry from equidistant sampling along the path
var pts = this.getSpacedPoints(divisions)
return this.createGeometry(pts)
},
createGeometry: function (points) {
console.warn('THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.')
var geometry = new Geometry()
for (var i = 0, l = points.length; i < l; i++) {
var point = points[i]
geometry.vertices.push(new Vector3(point.x, point.y, point.z || 0))
}
return geometry
}
})
//
Object.assign(Path.prototype, {
fromPoints: function (points) {
console.warn('THREE.Path: .fromPoints() has been renamed to .setFromPoints().')
this.setFromPoints(points)
}
})
//
function Spline (points) {
console.warn('THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.')
CatmullRomCurve3.call(this, points)
this.type = 'catmullrom'
}
Spline.prototype = Object.create(CatmullRomCurve3.prototype)
Object.assign(Spline.prototype, {
initFromArray: function (/* a */) {
console.error('THREE.Spline: .initFromArray() has been removed.')
},
getControlPointsArray: function (/* optionalTarget */) {
console.error('THREE.Spline: .getControlPointsArray() has been removed.')
},
reparametrizeByArcLength: function (/* samplingCoef */) {
console.error('THREE.Spline: .reparametrizeByArcLength() has been removed.')
}
})
GridHelper.prototype.setColors = function () {
console.error('THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.')
}
SkeletonHelper.prototype.update = function () {
console.error('THREE.SkeletonHelper: update() no longer needs to be called.')
}
//
Object.assign(Loader.prototype, {
extractUrlBase: function (url) {
console.warn('THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.')
return LoaderUtils.extractUrlBase(url)
}
})
//
Object.assign(Box2.prototype, {
center: function (optionalTarget) {
console.warn('THREE.Box2: .center() has been renamed to .getCenter().')
return this.getCenter(optionalTarget)
},
empty: function () {
console.warn('THREE.Box2: .empty() has been renamed to .isEmpty().')
return this.isEmpty()
},
isIntersectionBox: function (box) {
console.warn('THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().')
return this.intersectsBox(box)
},
size: function (optionalTarget) {
console.warn('THREE.Box2: .size() has been renamed to .getSize().')
return this.getSize(optionalTarget)
}
})
Object.assign(Box3.prototype, {
center: function (optionalTarget) {
console.warn('THREE.Box3: .center() has been renamed to .getCenter().')
return this.getCenter(optionalTarget)
},
empty: function () {
console.warn('THREE.Box3: .empty() has been renamed to .isEmpty().')
return this.isEmpty()
},
isIntersectionBox: function (box) {
console.warn('THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().')
return this.intersectsBox(box)
},
isIntersectionSphere: function (sphere) {
console.warn('THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().')
return this.intersectsSphere(sphere)
},
size: function (optionalTarget) {
console.warn('THREE.Box3: .size() has been renamed to .getSize().')
return this.getSize(optionalTarget)
}
})
Line3.prototype.center = function (optionalTarget) {
console.warn('THREE.Line3: .center() has been renamed to .getCenter().')
return this.getCenter(optionalTarget)
}
Object.assign(_Math, {
random16: function () {
console.warn('THREE.Math: .random16() has been deprecated. Use Math.random() instead.')
return Math.random()
},
nearestPowerOfTwo: function (value) {
console.warn('THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().')
return _Math.floorPowerOfTwo(value)
},
nextPowerOfTwo: function (value) {
console.warn('THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().')
return _Math.ceilPowerOfTwo(value)
}
})
Object.assign(Matrix3.prototype, {
flattenToArrayOffset: function (array, offset) {
console.warn('THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.')
return this.toArray(array, offset)
},
multiplyVector3: function (vector) {
console.warn('THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.')
return vector.applyMatrix3(this)
},
multiplyVector3Array: function (/* a */) {
console.error('THREE.Matrix3: .multiplyVector3Array() has been removed.')
},
applyToBuffer: function (buffer /*, offset, length */) {
console.warn('THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.')
return this.applyToBufferAttribute(buffer)
},
applyToVector3Array: function (/* array, offset, length */) {
console.error('THREE.Matrix3: .applyToVector3Array() has been removed.')
}
})
Object.assign(Matrix4.prototype, {
extractPosition: function (m) {
console.warn('THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().')
return this.copyPosition(m)
},
flattenToArrayOffset: function (array, offset) {
console.warn('THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.')
return this.toArray(array, offset)
},
getPosition: (function () {
var v1
return function getPosition () {
if (v1 === undefined) v1 = new Vector3()
console.warn('THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.')
return v1.setFromMatrixColumn(this, 3)
}
}()),
setRotationFromQuaternion: function (q) {
console.warn('THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().')
return this.makeRotationFromQuaternion(q)
},
multiplyToArray: function () {
console.warn('THREE.Matrix4: .multiplyToArray() has been removed.')
},
multiplyVector3: function (vector) {
console.warn('THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.')
return vector.applyMatrix4(this)
},
multiplyVector4: function (vector) {
console.warn('THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.')
return vector.applyMatrix4(this)
},
multiplyVector3Array: function (/* a */) {
console.error('THREE.Matrix4: .multiplyVector3Array() has been removed.')
},
rotateAxis: function (v) {
console.warn('THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.')
v.transformDirection(this)
},
crossVector: function (vector) {
console.warn('THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.')
return vector.applyMatrix4(this)
},
translate: function () {
console.error('THREE.Matrix4: .translate() has been removed.')
},
rotateX: function () {
console.error('THREE.Matrix4: .rotateX() has been removed.')
},
rotateY: function () {
console.error('THREE.Matrix4: .rotateY() has been removed.')
},
rotateZ: function () {
console.error('THREE.Matrix4: .rotateZ() has been removed.')
},
rotateByAxis: function () {
console.error('THREE.Matrix4: .rotateByAxis() has been removed.')
},
applyToBuffer: function (buffer /*, offset, length */) {
console.warn('THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.')
return this.applyToBufferAttribute(buffer)
},
applyToVector3Array: function (/* array, offset, length */) {
console.error('THREE.Matrix4: .applyToVector3Array() has been removed.')
},
makeFrustum: function (left, right, bottom, top, near, far) {
console.warn('THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.')
return this.makePerspective(left, right, top, bottom, near, far)
}
})
Plane.prototype.isIntersectionLine = function (line) {
console.warn('THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().')
return this.intersectsLine(line)
}
Quaternion.prototype.multiplyVector3 = function (vector) {
console.warn('THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.')
return vector.applyQuaternion(this)
}
Object.assign(Ray.prototype, {
isIntersectionBox: function (box) {
console.warn('THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().')
return this.intersectsBox(box)
},
isIntersectionPlane: function (plane) {
console.warn('THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().')
return this.intersectsPlane(plane)
},
isIntersectionSphere: function (sphere) {
console.warn('THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().')
return this.intersectsSphere(sphere)
}
})
Object.assign(Triangle.prototype, {
area: function () {
console.warn('THREE.Triangle: .area() has been renamed to .getArea().')
return this.getArea()
},
barycoordFromPoint: function (point, target) {
console.warn('THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().')
return this.getBarycoord(point, target)
},
midpoint: function (target) {
console.warn('THREE.Triangle: .midpoint() has been renamed to .getMidpoint().')
return this.getMidpoint(target)
},
normal: function (target) {
console.warn('THREE.Triangle: .normal() has been renamed to .getNormal().')
return this.getNormal(target)
},
plane: function (target) {
console.warn('THREE.Triangle: .plane() has been renamed to .getPlane().')
return this.getPlane(target)
}
})
Object.assign(Triangle, {
barycoordFromPoint: function (point, a, b, c, target) {
console.warn('THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().')
return Triangle.getBarycoord(point, a, b, c, target)
},
normal: function (a, b, c, target) {
console.warn('THREE.Triangle: .normal() has been renamed to .getNormal().')
return Triangle.getNormal(a, b, c, target)
}
})
Object.assign(Shape.prototype, {
extractAllPoints: function (divisions) {
console.warn('THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.')
return this.extractPoints(divisions)
},
extrude: function (options) {
console.warn('THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.')
return new ExtrudeGeometry(this, options)
},
makeGeometry: function (options) {
console.warn('THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.')
return new ShapeGeometry(this, options)
}
})
Object.assign(Vector2.prototype, {
fromAttribute: function (attribute, index, offset) {
console.warn('THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().')
return this.fromBufferAttribute(attribute, index, offset)
},
distanceToManhattan: function (v) {
console.warn('THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().')
return this.manhattanDistanceTo(v)
},
lengthManhattan: function () {
console.warn('THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().')
return this.manhattanLength()
}
})
Object.assign(Vector3.prototype, {
setEulerFromRotationMatrix: function () {
console.error('THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.')
},
setEulerFromQuaternion: function () {
console.error('THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.')
},
getPositionFromMatrix: function (m) {
console.warn('THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().')
return this.setFromMatrixPosition(m)
},
getScaleFromMatrix: function (m) {
console.warn('THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().')
return this.setFromMatrixScale(m)
},
getColumnFromMatrix: function (index, matrix) {
console.warn('THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().')
return this.setFromMatrixColumn(matrix, index)
},
applyProjection: function (m) {
console.warn('THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.')
return this.applyMatrix4(m)
},
fromAttribute: function (attribute, index, offset) {
console.warn('THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().')
return this.fromBufferAttribute(attribute, index, offset)
},
distanceToManhattan: function (v) {
console.warn('THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().')
return this.manhattanDistanceTo(v)
},
lengthManhattan: function () {
console.warn('THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().')
return this.manhattanLength()
}
})
Object.assign(Vector4.prototype, {
fromAttribute: function (attribute, index, offset) {
console.warn('THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().')
return this.fromBufferAttribute(attribute, index, offset)
},
lengthManhattan: function () {
console.warn('THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().')
return this.manhattanLength()
}
})
//
Object.assign(Geometry.prototype, {
computeTangents: function () {
console.error('THREE.Geometry: .computeTangents() has been removed.')
},
computeLineDistances: function () {
console.error('THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.')
}
})
Object.assign(Object3D.prototype, {
getChildByName: function (name) {
console.warn('THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().')
return this.getObjectByName(name)
},
renderDepth: function () {
console.warn('THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.')
},
translate: function (distance, axis) {
console.warn('THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.')
return this.translateOnAxis(axis, distance)
},
getWorldRotation: function () {
console.error('THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.')
}
})
Object.defineProperties(Object3D.prototype, {
eulerOrder: {
get: function () {
console.warn('THREE.Object3D: .eulerOrder is now .rotation.order.')
return this.rotation.order
},
set: function (value) {
console.warn('THREE.Object3D: .eulerOrder is now .rotation.order.')
this.rotation.order = value
}
},
useQuaternion: {
get: function () {
console.warn('THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.')
},
set: function () {
console.warn('THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.')
}
}
})
Object.defineProperties(LOD.prototype, {
objects: {
get: function () {
console.warn('THREE.LOD: .objects has been renamed to .levels.')
return this.levels
}
}
})
Object.defineProperty(Skeleton.prototype, 'useVertexTexture', {
get: function () {
console.warn('THREE.Skeleton: useVertexTexture has been removed.')
},
set: function () {
console.warn('THREE.Skeleton: useVertexTexture has been removed.')
}
})
Object.defineProperty(Curve.prototype, '__arcLengthDivisions', {
get: function () {
console.warn('THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.')
return this.arcLengthDivisions
},
set: function (value) {
console.warn('THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.')
this.arcLengthDivisions = value
}
})
//
PerspectiveCamera.prototype.setLens = function (focalLength, filmGauge) {
console.warn('THREE.PerspectiveCamera.setLens is deprecated. ' +
'Use .setFocalLength and .filmGauge for a photographic setup.')
if (filmGauge !== undefined) this.filmGauge = filmGauge
this.setFocalLength(focalLength)
}
//
Object.defineProperties(Light.prototype, {
onlyShadow: {
set: function () {
console.warn('THREE.Light: .onlyShadow has been removed.')
}
},
shadowCameraFov: {
set: function (value) {
console.warn('THREE.Light: .shadowCameraFov is now .shadow.camera.fov.')
this.shadow.camera.fov = value
}
},
shadowCameraLeft: {
set: function (value) {
console.warn('THREE.Light: .shadowCameraLeft is now .shadow.camera.left.')
this.shadow.camera.left = value
}
},
shadowCameraRight: {
set: function (value) {
console.warn('THREE.Light: .shadowCameraRight is now .shadow.camera.right.')
this.shadow.camera.right = value
}
},
shadowCameraTop: {
set: function (value) {
console.warn('THREE.Light: .shadowCameraTop is now .shadow.camera.top.')
this.shadow.camera.top = value
}
},
shadowCameraBottom: {
set: function (value) {
console.warn('THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.')
this.shadow.camera.bottom = value
}
},
shadowCameraNear: {
set: function (value) {
console.warn('THREE.Light: .shadowCameraNear is now .shadow.camera.near.')
this.shadow.camera.near = value
}
},
shadowCameraFar: {
set: function (value) {
console.warn('THREE.Light: .shadowCameraFar is now .shadow.camera.far.')
this.shadow.camera.far = value
}
},
shadowCameraVisible: {
set: function () {
console.warn('THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.')
}
},
shadowBias: {
set: function (value) {
console.warn('THREE.Light: .shadowBias is now .shadow.bias.')
this.shadow.bias = value
}
},
shadowDarkness: {
set: function () {
console.warn('THREE.Light: .shadowDarkness has been removed.')
}
},
shadowMapWidth: {
set: function (value) {
console.warn('THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.')
this.shadow.mapSize.width = value
}
},
shadowMapHeight: {
set: function (value) {
console.warn('THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.')
this.shadow.mapSize.height = value
}
}
})
//
Object.defineProperties(BufferAttribute.prototype, {
length: {
get: function () {
console.warn('THREE.BufferAttribute: .length has been deprecated. Use .count instead.')
return this.array.length
}
},
copyIndicesArray: function (/* indices */) {
console.error('THREE.BufferAttribute: .copyIndicesArray() has been removed.')
}
})
Object.assign(BufferGeometry.prototype, {
addIndex: function (index) {
console.warn('THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().')
this.setIndex(index)
},
addDrawCall: function (start, count, indexOffset) {
if (indexOffset !== undefined) {
console.warn('THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.')
}
console.warn('THREE.BufferGeometry: .addDrawCall() is now .addGroup().')
this.addGroup(start, count)
},
clearDrawCalls: function () {
console.warn('THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().')
this.clearGroups()
},
computeTangents: function () {
console.warn('THREE.BufferGeometry: .computeTangents() has been removed.')
},
computeOffsets: function () {
console.warn('THREE.BufferGeometry: .computeOffsets() has been removed.')
}
})
Object.defineProperties(BufferGeometry.prototype, {
drawcalls: {
get: function () {
console.error('THREE.BufferGeometry: .drawcalls has been renamed to .groups.')
return this.groups
}
},
offsets: {
get: function () {
console.warn('THREE.BufferGeometry: .offsets has been renamed to .groups.')
return this.groups
}
}
})
//
Object.assign(ExtrudeBufferGeometry.prototype, {
getArrays: function () {
console.error('THREE.ExtrudeBufferGeometry: .getArrays() has been removed.')
},
addShapeList: function () {
console.error('THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.')
},
addShape: function () {
console.error('THREE.ExtrudeBufferGeometry: .addShape() has been removed.')
}
})
//
Object.defineProperties(Uniform.prototype, {
dynamic: {
set: function () {
console.warn('THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.')
}
},
onUpdate: {
value: function () {
console.warn('THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.')
return this
}
}
})
//
Object.defineProperties(Material.prototype, {
wrapAround: {
get: function () {
console.warn('THREE.Material: .wrapAround has been removed.')
},
set: function () {
console.warn('THREE.Material: .wrapAround has been removed.')
}
},
wrapRGB: {
get: function () {
console.warn('THREE.Material: .wrapRGB has been removed.')
return new Color()
}
},
shading: {
get: function () {
console.error('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.')
},
set: function (value) {
console.warn('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.')
this.flatShading = (value === FlatShading)
}
}
})
Object.defineProperties(MeshPhongMaterial.prototype, {
metal: {
get: function () {
console.warn('THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.')
return false
},
set: function () {
console.warn('THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead')
}
}
})
Object.defineProperties(ShaderMaterial.prototype, {
derivatives: {
get: function () {
console.warn('THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.')
return this.extensions.derivatives
},
set: function (value) {
console.warn('THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.')
this.extensions.derivatives = value
}
}
})
//
Object.assign(WebGLRenderer.prototype, {
animate: function (callback) {
console.warn('THREE.WebGLRenderer: .animate() is now .setAnimationLoop().')
this.setAnimationLoop(callback)
},
getCurrentRenderTarget: function () {
console.warn('THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().')
return this.getRenderTarget()
},
getMaxAnisotropy: function () {
console.warn('THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().')
return this.capabilities.getMaxAnisotropy()
},
getPrecision: function () {
console.warn('THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.')
return this.capabilities.precision
},
resetGLState: function () {
console.warn('THREE.WebGLRenderer: .resetGLState() is now .state.reset().')
return this.state.reset()
},
supportsFloatTextures: function () {
console.warn('THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).')
return this.extensions.get('OES_texture_float')
},
supportsHalfFloatTextures: function () {
console.warn('THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).')
return this.extensions.get('OES_texture_half_float')
},
supportsStandardDerivatives: function () {
console.warn('THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).')
return this.extensions.get('OES_standard_derivatives')
},
supportsCompressedTextureS3TC: function () {
console.warn('THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).')
return this.extensions.get('WEBGL_compressed_texture_s3tc')
},
supportsCompressedTexturePVRTC: function () {
console.warn('THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).')
return this.extensions.get('WEBGL_compressed_texture_pvrtc')
},
supportsBlendMinMax: function () {
console.warn('THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).')
return this.extensions.get('EXT_blend_minmax')
},
supportsVertexTextures: function () {
console.warn('THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.')
return this.capabilities.vertexTextures
},
supportsInstancedArrays: function () {
console.warn('THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).')
return this.extensions.get('ANGLE_instanced_arrays')
},
enableScissorTest: function (boolean) {
console.warn('THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().')
this.setScissorTest(boolean)
},
initMaterial: function () {
console.warn('THREE.WebGLRenderer: .initMaterial() has been removed.')
},
addPrePlugin: function () {
console.warn('THREE.WebGLRenderer: .addPrePlugin() has been removed.')
},
addPostPlugin: function () {
console.warn('THREE.WebGLRenderer: .addPostPlugin() has been removed.')
},
updateShadowMap: function () {
console.warn('THREE.WebGLRenderer: .updateShadowMap() has been removed.')
},
setFaceCulling: function () {
console.warn('THREE.WebGLRenderer: .setFaceCulling() has been removed.')
}
})
Object.defineProperties(WebGLRenderer.prototype, {
shadowMapEnabled: {
get: function () {
return this.shadowMap.enabled
},
set: function (value) {
console.warn('THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.')
this.shadowMap.enabled = value
}
},
shadowMapType: {
get: function () {
return this.shadowMap.type
},
set: function (value) {
console.warn('THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.')
this.shadowMap.type = value
}
},
shadowMapCullFace: {
get: function () {
console.warn('THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.')
return undefined
},
set: function (/* value */) {
console.warn('THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.')
}
}
})
Object.defineProperties(WebGLShadowMap.prototype, {
cullFace: {
get: function () {
console.warn('THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.')
return undefined
},
set: function (/* cullFace */) {
console.warn('THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.')
}
},
renderReverseSided: {
get: function () {
console.warn('THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.')
return undefined
},
set: function () {
console.warn('THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.')
}
},
renderSingleSided: {
get: function () {
console.warn('THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.')
return undefined
},
set: function () {
console.warn('THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.')
}
}
})
//
Object.defineProperties(WebGLRenderTarget.prototype, {
wrapS: {
get: function () {
console.warn('THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.')
return this.texture.wrapS
},
set: function (value) {
console.warn('THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.')
this.texture.wrapS = value
}
},
wrapT: {
get: function () {
console.warn('THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.')
return this.texture.wrapT
},
set: function (value) {
console.warn('THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.')
this.texture.wrapT = value
}
},
magFilter: {
get: function () {
console.warn('THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.')
return this.texture.magFilter
},
set: function (value) {
console.warn('THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.')
this.texture.magFilter = value
}
},
minFilter: {
get: function () {
console.warn('THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.')
return this.texture.minFilter
},
set: function (value) {
console.warn('THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.')
this.texture.minFilter = value
}
},
anisotropy: {
get: function () {
console.warn('THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.')
return this.texture.anisotropy
},
set: function (value) {
console.warn('THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.')
this.texture.anisotropy = value
}
},
offset: {
get: function () {
console.warn('THREE.WebGLRenderTarget: .offset is now .texture.offset.')
return this.texture.offset
},
set: function (value) {
console.warn('THREE.WebGLRenderTarget: .offset is now .texture.offset.')
this.texture.offset = value
}
},
repeat: {
get: function () {
console.warn('THREE.WebGLRenderTarget: .repeat is now .texture.repeat.')
return this.texture.repeat
},
set: function (value) {
console.warn('THREE.WebGLRenderTarget: .repeat is now .texture.repeat.')
this.texture.repeat = value
}
},
format: {
get: function () {
console.warn('THREE.WebGLRenderTarget: .format is now .texture.format.')
return this.texture.format
},
set: function (value) {
console.warn('THREE.WebGLRenderTarget: .format is now .texture.format.')
this.texture.format = value
}
},
type: {
get: function () {
console.warn('THREE.WebGLRenderTarget: .type is now .texture.type.')
return this.texture.type
},
set: function (value) {
console.warn('THREE.WebGLRenderTarget: .type is now .texture.type.')
this.texture.type = value
}
},
generateMipmaps: {
get: function () {
console.warn('THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.')
return this.texture.generateMipmaps
},
set: function (value) {
console.warn('THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.')
this.texture.generateMipmaps = value
}
}
})
//
Object.defineProperties(WebVRManager.prototype, {
standing: {
set: function (/* value */) {
console.warn('THREE.WebVRManager: .standing has been removed.')
}
}
})
//
Audio.prototype.load = function (file) {
console.warn('THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.')
var scope = this
var audioLoader = new AudioLoader()
audioLoader.load(file, function (buffer) {
scope.setBuffer(buffer)
})
return this
}
AudioAnalyser.prototype.getData = function () {
console.warn('THREE.AudioAnalyser: .getData() is now .getFrequencyData().')
return this.getFrequencyData()
}
//
CubeCamera.prototype.updateCubeMap = function (renderer, scene) {
console.warn('THREE.CubeCamera: .updateCubeMap() is now .update().')
return this.update(renderer, scene)
}
/**
* @author dmarcos / https://github.com/dmarcos
* @author mrdoob / http://mrdoob.com
*/
var VRControls = function (object, onError) {
var scope = this
var vrDisplay, vrDisplays
var standingMatrix = new Matrix4()
var frameData = null
if ('VRFrameData' in window) {
frameData = new VRFrameData()
}
function gotVRDisplays (displays) {
vrDisplays = displays
if (displays.length > 0) {
vrDisplay = displays[0]
} else {
if (onError) onError('VR input not available.')
}
}
if (navigator.getVRDisplays) {
navigator.getVRDisplays().then(gotVRDisplays).catch(function () {
console.warn('VRControls: Unable to get VR Displays')
})
}
// the Rift SDK returns the position in meters
// this scale factor allows the user to define how meters
// are converted to scene units.
this.scale = 1
// If true will use "standing space" coordinate system where y=0 is the
// floor and x=0, z=0 is the center of the room.
this.standing = false
// Distance from the users eyes to the floor in meters. Used when
// standing=true but the VRDisplay doesn't provide stageParameters.
this.userHeight = 1.6
this.getVRDisplay = function () {
return vrDisplay
}
this.setVRDisplay = function (value) {
vrDisplay = value
}
this.getVRDisplays = function () {
console.warn('VRControls: getVRDisplays() is being deprecated.')
return vrDisplays
}
this.getStandingMatrix = function () {
return standingMatrix
}
this.update = function () {
if (vrDisplay) {
var pose
if (vrDisplay.getFrameData) {
vrDisplay.getFrameData(frameData)
pose = frameData.pose
} else if (vrDisplay.getPose) {
pose = vrDisplay.getPose()
}
if (pose.orientation !== null) {
object.quaternion.fromArray(pose.orientation)
}
if (pose.position !== null) {
object.position.fromArray(pose.position)
} else {
object.position.set(0, 0, 0)
}
if (this.standing) {
if (vrDisplay.stageParameters) {
object.updateMatrix()
standingMatrix.fromArray(vrDisplay.stageParameters.sittingToStandingTransform)
object.applyMatrix(standingMatrix)
} else {
object.position.setY(object.position.y + this.userHeight)
}
}
object.position.multiplyScalar(scope.scale)
}
}
this.dispose = function () {
vrDisplay = null
}
}
/**
* @author dmarcos / https://github.com/dmarcos
* @author mrdoob / http://mrdoob.com
*
* WebVR Spec: http://mozvr.github.io/webvr-spec/webvr.html
*
* Firefox: http://mozvr.com/downloads/
* Chromium: https://webvr.info/get-chrome
*/
var VREffect = function (renderer, onError) {
var vrDisplay, vrDisplays
var eyeTranslationL = new Vector3()
var eyeTranslationR = new Vector3()
var renderRectL, renderRectR
var headMatrix = new Matrix4()
var eyeMatrixL = new Matrix4()
var eyeMatrixR = new Matrix4()
var frameData = null
if ('VRFrameData' in window) {
frameData = new window.VRFrameData()
}
function gotVRDisplays (displays) {
vrDisplays = displays
if (displays.length > 0) {
vrDisplay = displays[0]
} else {
if (onError) onError('HMD not available')
}
}
if (navigator.getVRDisplays) {
navigator.getVRDisplays().then(gotVRDisplays).catch(function () {
console.warn('VREffect: Unable to get VR Displays')
})
}
//
this.isPresenting = false
var scope = this
var rendererSize = renderer.getSize()
var rendererUpdateStyle = false
var rendererPixelRatio = renderer.getPixelRatio()
this.getVRDisplay = function () {
return vrDisplay
}
this.setVRDisplay = function (value) {
vrDisplay = value
}
this.getVRDisplays = function () {
console.warn('VREffect: getVRDisplays() is being deprecated.')
return vrDisplays
}
this.setSize = function (width, height, updateStyle) {
rendererSize = { width: width, height: height }
rendererUpdateStyle = updateStyle
if (scope.isPresenting) {
var eyeParamsL = vrDisplay.getEyeParameters('left')
renderer.setPixelRatio(1)
renderer.setSize(eyeParamsL.renderWidth * 2, eyeParamsL.renderHeight, false)
} else {
renderer.setPixelRatio(rendererPixelRatio)
renderer.setSize(width, height, updateStyle)
}
}
// VR presentation
var canvas = renderer.domElement
var defaultLeftBounds = [0.0, 0.0, 0.5, 1.0]
var defaultRightBounds = [0.5, 0.0, 0.5, 1.0]
function onVRDisplayPresentChange () {
var wasPresenting = scope.isPresenting
scope.isPresenting = vrDisplay !== undefined && vrDisplay.isPresenting
if (scope.isPresenting) {
var eyeParamsL = vrDisplay.getEyeParameters('left')
var eyeWidth = eyeParamsL.renderWidth
var eyeHeight = eyeParamsL.renderHeight
if (!wasPresenting) {
rendererPixelRatio = renderer.getPixelRatio()
rendererSize = renderer.getSize()
renderer.setPixelRatio(1)
renderer.setSize(eyeWidth * 2, eyeHeight, false)
}
} else if (wasPresenting) {
renderer.setPixelRatio(rendererPixelRatio)
renderer.setSize(rendererSize.width, rendererSize.height, rendererUpdateStyle)
}
}
window.addEventListener('vrdisplaypresentchange', onVRDisplayPresentChange, false)
this.setFullScreen = function (boolean) {
return new Promise(function (resolve, reject) {
if (vrDisplay === undefined) {
reject(new Error('No VR hardware found.'))
return
}
if (scope.isPresenting === boolean) {
resolve()
return
}
if (boolean) {
resolve(vrDisplay.requestPresent([{ source: canvas }]))
} else {
resolve(vrDisplay.exitPresent())
}
})
}
this.requestPresent = function () {
return this.setFullScreen(true)
}
this.exitPresent = function () {
return this.setFullScreen(false)
}
this.requestAnimationFrame = function (f) {
if (vrDisplay !== undefined) {
return vrDisplay.requestAnimationFrame(f)
} else {
return window.requestAnimationFrame(f)
}
}
this.cancelAnimationFrame = function (h) {
if (vrDisplay !== undefined) {
vrDisplay.cancelAnimationFrame(h)
} else {
window.cancelAnimationFrame(h)
}
}
this.submitFrame = function () {
if (vrDisplay !== undefined && scope.isPresenting) {
vrDisplay.submitFrame()
}
}
this.autoSubmitFrame = true
// render
var cameraL = new PerspectiveCamera()
cameraL.layers.enable(1)
var cameraR = new PerspectiveCamera()
cameraR.layers.enable(2)
this.render = function (scene, camera, renderTarget, forceClear) {
if (vrDisplay && scope.isPresenting) {
var autoUpdate = scene.autoUpdate
if (autoUpdate) {
scene.updateMatrixWorld()
scene.autoUpdate = false
}
if (Array.isArray(scene)) {
console.warn('VREffect.render() no longer supports arrays. Use object.layers instead.')
scene = scene[0]
}
// When rendering we don't care what the recommended size is, only what the actual size
// of the backbuffer is.
var size = renderer.getSize()
var layers = vrDisplay.getLayers()
var leftBounds
var rightBounds
if (layers.length) {
var layer = layers[0]
leftBounds = layer.leftBounds !== null && layer.leftBounds.length === 4 ? layer.leftBounds : defaultLeftBounds
rightBounds = layer.rightBounds !== null && layer.rightBounds.length === 4 ? layer.rightBounds : defaultRightBounds
} else {
leftBounds = defaultLeftBounds
rightBounds = defaultRightBounds
}
renderRectL = {
x: Math.round(size.width * leftBounds[0]),
y: Math.round(size.height * leftBounds[1]),
width: Math.round(size.width * leftBounds[2]),
height: Math.round(size.height * leftBounds[3])
}
renderRectR = {
x: Math.round(size.width * rightBounds[0]),
y: Math.round(size.height * rightBounds[1]),
width: Math.round(size.width * rightBounds[2]),
height: Math.round(size.height * rightBounds[3])
}
if (renderTarget) {
renderer.setRenderTarget(renderTarget)
renderTarget.scissorTest = true
} else {
renderer.setRenderTarget(null)
renderer.setScissorTest(true)
}
if (renderer.autoClear || forceClear) renderer.clear()
if (camera.parent === null) camera.updateMatrixWorld()
camera.matrixWorld.decompose(cameraL.position, cameraL.quaternion, cameraL.scale)
cameraR.position.copy(cameraL.position)
cameraR.quaternion.copy(cameraL.quaternion)
cameraR.scale.copy(cameraL.scale)
if (vrDisplay.getFrameData) {
vrDisplay.depthNear = camera.near
vrDisplay.depthFar = camera.far
vrDisplay.getFrameData(frameData)
cameraL.projectionMatrix.elements = frameData.leftProjectionMatrix
cameraR.projectionMatrix.elements = frameData.rightProjectionMatrix
getEyeMatrices(frameData)
cameraL.updateMatrix()
cameraL.matrix.multiply(eyeMatrixL)
cameraL.matrix.decompose(cameraL.position, cameraL.quaternion, cameraL.scale)
cameraR.updateMatrix()
cameraR.matrix.multiply(eyeMatrixR)
cameraR.matrix.decompose(cameraR.position, cameraR.quaternion, cameraR.scale)
} else {
var eyeParamsL = vrDisplay.getEyeParameters('left')
var eyeParamsR = vrDisplay.getEyeParameters('right')
cameraL.projectionMatrix = fovToProjection(eyeParamsL.fieldOfView, true, camera.near, camera.far)
cameraR.projectionMatrix = fovToProjection(eyeParamsR.fieldOfView, true, camera.near, camera.far)
eyeTranslationL.fromArray(eyeParamsL.offset)
eyeTranslationR.fromArray(eyeParamsR.offset)
cameraL.translateOnAxis(eyeTranslationL, cameraL.scale.x)
cameraR.translateOnAxis(eyeTranslationR, cameraR.scale.x)
}
// render left eye
if (renderTarget) {
renderTarget.viewport.set(renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height)
renderTarget.scissor.set(renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height)
} else {
renderer.setViewport(renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height)
renderer.setScissor(renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height)
}
renderer.render(scene, cameraL, renderTarget, forceClear)
// render right eye
if (renderTarget) {
renderTarget.viewport.set(renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height)
renderTarget.scissor.set(renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height)
} else {
renderer.setViewport(renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height)
renderer.setScissor(renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height)
}
renderer.render(scene, cameraR, renderTarget, forceClear)
if (renderTarget) {
renderTarget.viewport.set(0, 0, size.width, size.height)
renderTarget.scissor.set(0, 0, size.width, size.height)
renderTarget.scissorTest = false
renderer.setRenderTarget(null)
} else {
renderer.setViewport(0, 0, size.width, size.height)
renderer.setScissorTest(false)
}
if (autoUpdate) {
scene.autoUpdate = true
}
if (scope.autoSubmitFrame) {
scope.submitFrame()
}
return
}
// Regular render mode if not HMD
renderer.render(scene, camera, renderTarget, forceClear)
}
this.dispose = function () {
window.removeEventListener('vrdisplaypresentchange', onVRDisplayPresentChange, false)
}
//
var poseOrientation = new Quaternion()
var posePosition = new Vector3()
// Compute model matrices of the eyes with respect to the head.
function getEyeMatrices (frameData) {
// Compute the matrix for the position of the head based on the pose
if (frameData.pose.orientation) {
poseOrientation.fromArray(frameData.pose.orientation)
headMatrix.makeRotationFromQuaternion(poseOrientation)
} else {
headMatrix.identity()
}
if (frameData.pose.position) {
posePosition.fromArray(frameData.pose.position)
headMatrix.setPosition(posePosition)
}
// The view matrix transforms vertices from sitting space to eye space. As such, the view matrix can be thought of as a product of two matrices:
// headToEyeMatrix * sittingToHeadMatrix
// The headMatrix that we've calculated above is the model matrix of the head in sitting space, which is the inverse of sittingToHeadMatrix.
// So when we multiply the view matrix with headMatrix, we're left with headToEyeMatrix:
// viewMatrix * headMatrix = headToEyeMatrix * sittingToHeadMatrix * headMatrix = headToEyeMatrix
eyeMatrixL.fromArray(frameData.leftViewMatrix)
eyeMatrixL.multiply(headMatrix)
eyeMatrixR.fromArray(frameData.rightViewMatrix)
eyeMatrixR.multiply(headMatrix)
// The eye's model matrix in head space is the inverse of headToEyeMatrix we calculated above.
eyeMatrixL.getInverse(eyeMatrixL)
eyeMatrixR.getInverse(eyeMatrixR)
}
function fovToNDCScaleOffset (fov) {
var pxscale = 2.0 / (fov.leftTan + fov.rightTan)
var pxoffset = (fov.leftTan - fov.rightTan) * pxscale * 0.5
var pyscale = 2.0 / (fov.upTan + fov.downTan)
var pyoffset = (fov.upTan - fov.downTan) * pyscale * 0.5
return { scale: [pxscale, pyscale], offset: [pxoffset, pyoffset] }
}
function fovPortToProjection (fov, rightHanded, zNear, zFar) {
rightHanded = rightHanded === undefined ? true : rightHanded
zNear = zNear === undefined ? 0.01 : zNear
zFar = zFar === undefined ? 10000.0 : zFar
var handednessScale = rightHanded ? -1.0 : 1.0
// start with an identity matrix
var mobj = new Matrix4()
var m = mobj.elements
// and with scale/offset info for normalized device coords
var scaleAndOffset = fovToNDCScaleOffset(fov)
// X result, map clip edges to [-w,+w]
m[0 * 4 + 0] = scaleAndOffset.scale[0]
m[0 * 4 + 1] = 0.0
m[0 * 4 + 2] = scaleAndOffset.offset[0] * handednessScale
m[0 * 4 + 3] = 0.0
// Y result, map clip edges to [-w,+w]
// Y offset is negated because this proj matrix transforms from world coords with Y=up,
// but the NDC scaling has Y=down (thanks D3D?)
m[1 * 4 + 0] = 0.0
m[1 * 4 + 1] = scaleAndOffset.scale[1]
m[1 * 4 + 2] = -scaleAndOffset.offset[1] * handednessScale
m[1 * 4 + 3] = 0.0
// Z result (up to the app)
m[2 * 4 + 0] = 0.0
m[2 * 4 + 1] = 0.0
m[2 * 4 + 2] = zFar / (zNear - zFar) * -handednessScale
m[2 * 4 + 3] = (zFar * zNear) / (zNear - zFar)
// W result (= Z in)
m[3 * 4 + 0] = 0.0
m[3 * 4 + 1] = 0.0
m[3 * 4 + 2] = handednessScale
m[3 * 4 + 3] = 0.0
mobj.transpose()
return mobj
}
function fovToProjection (fov, rightHanded, zNear, zFar) {
var DEG2RAD = Math.PI / 180.0
var fovPort = {
upTan: Math.tan(fov.upDegrees * DEG2RAD),
downTan: Math.tan(fov.downDegrees * DEG2RAD),
leftTan: Math.tan(fov.leftDegrees * DEG2RAD),
rightTan: Math.tan(fov.rightDegrees * DEG2RAD)
}
return fovPortToProjection(fovPort, rightHanded, zNear, zFar)
}
}
/**
* @author qiao / https://github.com/qiao
* @author mrdoob / http://mrdoob.com
* @author alteredq / http://alteredqualia.com/
* @author WestLangley / http://github.com/WestLangley
* @author erich666 / http://erichaines.com
*/
var OrbitControls = function (object, domElement) {
this.object = object
this.domElement = (domElement !== undefined) ? domElement : document
// Set to false to disable this control
this.enabled = true
// "target" sets the location of focus, where the object orbits around
this.target = new Vector3()
// How far you can dolly in and out ( PerspectiveCamera only )
this.minDistance = 0
this.maxDistance = Infinity
// How far you can zoom in and out ( OrthographicCamera only )
this.minZoom = 0
this.maxZoom = Infinity
// How far you can orbit vertically, upper and lower limits.
// Range is 0 to Math.PI radians.
this.minPolarAngle = 0 // radians
this.maxPolarAngle = Math.PI // radians
// How far you can orbit horizontally, upper and lower limits.
// If set, must be a sub-interval of the interval [ - Math.PI, Math.PI ].
this.minAzimuthAngle = -Infinity // radians
this.maxAzimuthAngle = Infinity // radians
// Set to true to enable damping (inertia)
// If damping is enabled, you must call controls.update() in your animation loop
this.enableDamping = false
this.dampingFactor = 0.25
// This option actually enables dollying in and out; left as "zoom" for backwards compatibility.
// Set to false to disable zooming
this.enableZoom = true
this.zoomSpeed = 1.0
// Set to false to disable rotating
this.enableRotate = true
this.rotateSpeed = 1.0
// Set to false to disable panning
this.enablePan = true
this.panSpeed = 1.0
this.screenSpacePanning = false // if true, pan in screen-space
this.keyPanSpeed = 7.0 // pixels moved per arrow key push
// Set to true to automatically rotate around the target
// If auto-rotate is enabled, you must call controls.update() in your animation loop
this.autoRotate = false
this.autoRotateSpeed = 2.0 // 30 seconds per round when fps is 60
// Set to false to disable use of the keys
this.enableKeys = true
// The four arrow keys
this.keys = { LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40 }
// Mouse buttons
this.mouseButtons = { ORBIT: MOUSE.LEFT, ZOOM: MOUSE.MIDDLE, PAN: MOUSE.RIGHT }
// for reset
this.target0 = this.target.clone()
this.position0 = this.object.position.clone()
this.zoom0 = this.object.zoom
//
// public methods
//
this.getPolarAngle = function () {
return spherical.phi
}
this.getAzimuthalAngle = function () {
return spherical.theta
}
this.saveState = function () {
scope.target0.copy(scope.target)
scope.position0.copy(scope.object.position)
scope.zoom0 = scope.object.zoom
}
this.reset = function () {
scope.target.copy(scope.target0)
scope.object.position.copy(scope.position0)
scope.object.zoom = scope.zoom0
scope.object.updateProjectionMatrix()
scope.dispatchEvent(changeEvent)
scope.update()
state = STATE.NONE
}
// this method is exposed, but perhaps it would be better if we can make it private...
this.update = (function () {
var offset = new Vector3()
// so camera.up is the orbit axis
var quat = new Quaternion().setFromUnitVectors(object.up, new Vector3(0, 1, 0))
var quatInverse = quat.clone().inverse()
var lastPosition = new Vector3()
var lastQuaternion = new Quaternion()
return function update () {
var position = scope.object.position
offset.copy(position).sub(scope.target)
// rotate offset to "y-axis-is-up" space
offset.applyQuaternion(quat)
// angle from z-axis around y-axis
spherical.setFromVector3(offset)
if (scope.autoRotate && state === STATE.NONE) {
scope.rotateLeft(getAutoRotationAngle())
}
spherical.theta += sphericalDelta.theta
spherical.phi += sphericalDelta.phi
// restrict theta to be between desired limits
spherical.theta = Math.max(scope.minAzimuthAngle, Math.min(scope.maxAzimuthAngle, spherical.theta))
// restrict phi to be between desired limits
spherical.phi = Math.max(scope.minPolarAngle, Math.min(scope.maxPolarAngle, spherical.phi))
spherical.makeSafe()
spherical.radius *= scale
// restrict radius to be between desired limits
spherical.radius = Math.max(scope.minDistance, Math.min(scope.maxDistance, spherical.radius))
// move target to panned location
scope.target.add(panOffset)
offset.setFromSpherical(spherical)
// rotate offset back to "camera-up-vector-is-up" space
offset.applyQuaternion(quatInverse)
position.copy(scope.target).add(offset)
scope.object.lookAt(scope.target)
if (scope.enableDamping === true) {
sphericalDelta.theta *= (1 - scope.dampingFactor)
sphericalDelta.phi *= (1 - scope.dampingFactor)
panOffset.multiplyScalar(1 - scope.dampingFactor)
} else {
sphericalDelta.set(0, 0, 0)
panOffset.set(0, 0, 0)
}
scale = 1
// update condition is:
// min(camera displacement, camera rotation in radians)^2 > EPS
// using small-angle approximation cos(x/2) = 1 - x^2 / 8
if (zoomChanged ||
lastPosition.distanceToSquared(scope.object.position) > EPS ||
8 * (1 - lastQuaternion.dot(scope.object.quaternion)) > EPS) {
scope.dispatchEvent(changeEvent)
lastPosition.copy(scope.object.position)
lastQuaternion.copy(scope.object.quaternion)
zoomChanged = false
return true
}
return false
}
}())
this.dispose = function () {
scope.domElement.removeEventListener('contextmenu', onContextMenu, false)
scope.domElement.removeEventListener('mousedown', onMouseDown, false)
scope.domElement.removeEventListener('wheel', onMouseWheel, false)
scope.domElement.removeEventListener('touchstart', onTouchStart, false)
scope.domElement.removeEventListener('touchend', onTouchEnd, false)
scope.domElement.removeEventListener('touchmove', onTouchMove, false)
document.removeEventListener('mousemove', onMouseMove, false)
document.removeEventListener('mouseup', onMouseUp, false)
window.removeEventListener('keydown', onKeyDown, false)
// scope.dispatchEvent( { type: 'dispose' } ); // should this be added here?
}
//
// internals
//
var scope = this
var changeEvent = { type: 'change' }
var startEvent = { type: 'start' }
var endEvent = { type: 'end' }
var STATE = { NONE: -1, ROTATE: 0, DOLLY: 1, PAN: 2, TOUCH_ROTATE: 3, TOUCH_DOLLY_PAN: 4 }
var state = STATE.NONE
var EPS = 0.000001
// current position in spherical coordinates
var spherical = new Spherical()
var sphericalDelta = new Spherical()
var scale = 1
var panOffset = new Vector3()
var zoomChanged = false
var rotateStart = new Vector2()
var rotateEnd = new Vector2()
var rotateDelta = new Vector2()
var panStart = new Vector2()
var panEnd = new Vector2()
var panDelta = new Vector2()
var dollyStart = new Vector2()
var dollyEnd = new Vector2()
var dollyDelta = new Vector2()
function getAutoRotationAngle () {
return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed
}
function getZoomScale () {
return Math.pow(0.95, scope.zoomSpeed)
}
scope.rotateLeft = function (angle) {
sphericalDelta.theta -= angle
}
scope.rotateUp = function (angle) {
sphericalDelta.phi -= angle
}
var panLeft = (function () {
var v = new Vector3()
return function panLeft (distance, objectMatrix) {
v.setFromMatrixColumn(objectMatrix, 0) // get X column of objectMatrix
v.multiplyScalar(-distance)
panOffset.add(v)
}
}())
var panUp = (function () {
var v = new Vector3()
return function panUp (distance, objectMatrix) {
if (scope.screenSpacePanning === true) {
v.setFromMatrixColumn(objectMatrix, 1)
} else {
v.setFromMatrixColumn(objectMatrix, 0)
v.crossVectors(scope.object.up, v)
}
v.multiplyScalar(distance)
panOffset.add(v)
}
}())
// deltaX and deltaY are in pixels; right and down are positive
var pan = (function () {
var offset = new Vector3()
return function pan (deltaX, deltaY) {
var element = scope.domElement === document ? scope.domElement.body : scope.domElement
if (scope.object.isPerspectiveCamera) {
// perspective
var position = scope.object.position
offset.copy(position).sub(scope.target)
var targetDistance = offset.length()
// half of the fov is center to top of screen
targetDistance *= Math.tan((scope.object.fov / 2) * Math.PI / 180.0)
// we use only clientHeight here so aspect ratio does not distort speed
panLeft(2 * deltaX * targetDistance / element.clientHeight, scope.object.matrix)
panUp(2 * deltaY * targetDistance / element.clientHeight, scope.object.matrix)
} else if (scope.object.isOrthographicCamera) {
// orthographic
panLeft(deltaX * (scope.object.right - scope.object.left) / scope.object.zoom / element.clientWidth, scope.object.matrix)
panUp(deltaY * (scope.object.top - scope.object.bottom) / scope.object.zoom / element.clientHeight, scope.object.matrix)
} else {
// camera neither orthographic nor perspective
console.warn('WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.')
scope.enablePan = false
}
}
}())
function dollyIn (dollyScale) {
if (scope.object.isPerspectiveCamera) {
scale /= dollyScale
} else if (scope.object.isOrthographicCamera) {
scope.object.zoom = Math.max(scope.minZoom, Math.min(scope.maxZoom, scope.object.zoom * dollyScale))
scope.object.updateProjectionMatrix()
zoomChanged = true
} else {
console.warn('WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.')
scope.enableZoom = false
}
}
function dollyOut (dollyScale) {
if (scope.object.isPerspectiveCamera) {
scale *= dollyScale
} else if (scope.object.isOrthographicCamera) {
scope.object.zoom = Math.max(scope.minZoom, Math.min(scope.maxZoom, scope.object.zoom / dollyScale))
scope.object.updateProjectionMatrix()
zoomChanged = true
} else {
console.warn('WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.')
scope.enableZoom = false
}
}
//
// event callbacks - update the object state
//
function handleMouseDownRotate (event) {
// console.log( 'handleMouseDownRotate' );
rotateStart.set(event.clientX, event.clientY)
}
function handleMouseDownDolly (event) {
// console.log( 'handleMouseDownDolly' );
dollyStart.set(event.clientX, event.clientY)
}
function handleMouseDownPan (event) {
// console.log( 'handleMouseDownPan' );
panStart.set(event.clientX, event.clientY)
}
function handleMouseMoveRotate (event) {
// console.log( 'handleMouseMoveRotate' );
rotateEnd.set(event.clientX, event.clientY)
rotateDelta.subVectors(rotateEnd, rotateStart).multiplyScalar(scope.rotateSpeed)
var element = scope.domElement === document ? scope.domElement.body : scope.domElement
scope.rotateLeft(2 * Math.PI * rotateDelta.x / element.clientHeight) // yes, height
scope.rotateUp(2 * Math.PI * rotateDelta.y / element.clientHeight)
rotateStart.copy(rotateEnd)
scope.update()
}
function handleMouseMoveDolly (event) {
// console.log( 'handleMouseMoveDolly' );
dollyEnd.set(event.clientX, event.clientY)
dollyDelta.subVectors(dollyEnd, dollyStart)
if (dollyDelta.y > 0) {
dollyIn(getZoomScale())
} else if (dollyDelta.y < 0) {
dollyOut(getZoomScale())
}
dollyStart.copy(dollyEnd)
scope.update()
}
function handleMouseMovePan (event) {
// console.log( 'handleMouseMovePan' );
panEnd.set(event.clientX, event.clientY)
panDelta.subVectors(panEnd, panStart).multiplyScalar(scope.panSpeed)
pan(panDelta.x, panDelta.y)
panStart.copy(panEnd)
scope.update()
}
function handleMouseWheel (event) {
// console.log( 'handleMouseWheel' );
if (event.deltaY < 0) {
dollyOut(getZoomScale())
} else if (event.deltaY > 0) {
dollyIn(getZoomScale())
}
scope.update()
}
function handleKeyDown (event) {
// console.log( 'handleKeyDown' );
switch (event.keyCode) {
case scope.keys.UP:
pan(0, scope.keyPanSpeed)
scope.update()
break
case scope.keys.BOTTOM:
pan(0, -scope.keyPanSpeed)
scope.update()
break
case scope.keys.LEFT:
pan(scope.keyPanSpeed, 0)
scope.update()
break
case scope.keys.RIGHT:
pan(-scope.keyPanSpeed, 0)
scope.update()
break
}
}
function handleTouchStartRotate (event) {
// console.log( 'handleTouchStartRotate' );
rotateStart.set(event.touches[0].pageX, event.touches[0].pageY)
}
function handleTouchStartDollyPan (event) {
// console.log( 'handleTouchStartDollyPan' );
if (scope.enableZoom) {
var dx = event.touches[0].pageX - event.touches[1].pageX
var dy = event.touches[0].pageY - event.touches[1].pageY
var distance = Math.sqrt(dx * dx + dy * dy)
dollyStart.set(0, distance)
}
if (scope.enablePan) {
var x = 0.5 * (event.touches[0].pageX + event.touches[1].pageX)
var y = 0.5 * (event.touches[0].pageY + event.touches[1].pageY)
panStart.set(x, y)
}
}
function handleTouchMoveRotate (event) {
// console.log( 'handleTouchMoveRotate' );
rotateEnd.set(event.touches[0].pageX, event.touches[0].pageY)
rotateDelta.subVectors(rotateEnd, rotateStart).multiplyScalar(scope.rotateSpeed)
var element = scope.domElement === document ? scope.domElement.body : scope.domElement
scope.rotateLeft(2 * Math.PI * rotateDelta.x / element.clientHeight) // yes, height
scope.rotateUp(2 * Math.PI * rotateDelta.y / element.clientHeight)
rotateStart.copy(rotateEnd)
scope.update()
}
function handleTouchMoveDollyPan (event) {
// console.log( 'handleTouchMoveDollyPan' );
if (scope.enableZoom) {
var dx = event.touches[0].pageX - event.touches[1].pageX
var dy = event.touches[0].pageY - event.touches[1].pageY
var distance = Math.sqrt(dx * dx + dy * dy)
dollyEnd.set(0, distance)
dollyDelta.set(0, Math.pow(dollyEnd.y / dollyStart.y, scope.zoomSpeed))
dollyIn(dollyDelta.y)
dollyStart.copy(dollyEnd)
}
if (scope.enablePan) {
var x = 0.5 * (event.touches[0].pageX + event.touches[1].pageX)
var y = 0.5 * (event.touches[0].pageY + event.touches[1].pageY)
panEnd.set(x, y)
panDelta.subVectors(panEnd, panStart).multiplyScalar(scope.panSpeed)
pan(panDelta.x, panDelta.y)
panStart.copy(panEnd)
}
scope.update()
}
//
// event handlers - FSM: listen for events and reset state
//
function onMouseDown (event) {
if (scope.enabled === false) return
event.preventDefault()
switch (event.button) {
case scope.mouseButtons.ORBIT:
if (scope.enableRotate === false) return
handleMouseDownRotate(event)
state = STATE.ROTATE
break
case scope.mouseButtons.ZOOM:
if (scope.enableZoom === false) return
handleMouseDownDolly(event)
state = STATE.DOLLY
break
case scope.mouseButtons.PAN:
if (scope.enablePan === false) return
handleMouseDownPan(event)
state = STATE.PAN
break
}
if (state !== STATE.NONE) {
document.addEventListener('mousemove', onMouseMove, false)
document.addEventListener('mouseup', onMouseUp, false)
scope.dispatchEvent(startEvent)
}
}
function onMouseMove (event) {
if (scope.enabled === false) return
event.preventDefault()
switch (state) {
case STATE.ROTATE:
if (scope.enableRotate === false) return
handleMouseMoveRotate(event)
break
case STATE.DOLLY:
if (scope.enableZoom === false) return
handleMouseMoveDolly(event)
break
case STATE.PAN:
if (scope.enablePan === false) return
handleMouseMovePan(event)
break
}
}
function onMouseUp (event) {
if (scope.enabled === false) return
document.removeEventListener('mousemove', onMouseMove, false)
document.removeEventListener('mouseup', onMouseUp, false)
scope.dispatchEvent(endEvent)
state = STATE.NONE
}
function onMouseWheel (event) {
if (scope.enabled === false || scope.enableZoom === false || (state !== STATE.NONE && state !== STATE.ROTATE)) return
event.preventDefault()
event.stopPropagation()
scope.dispatchEvent(startEvent)
handleMouseWheel(event)
scope.dispatchEvent(endEvent)
}
function onKeyDown (event) {
if (scope.enabled === false || scope.enableKeys === false || scope.enablePan === false) return
handleKeyDown(event)
}
function onTouchStart (event) {
if (scope.enabled === false) return
event.preventDefault()
switch (event.touches.length) {
case 1: // one-fingered touch: rotate
if (scope.enableRotate === false) return
handleTouchStartRotate(event)
state = STATE.TOUCH_ROTATE
break
case 2: // two-fingered touch: dolly-pan
if (scope.enableZoom === false && scope.enablePan === false) return
handleTouchStartDollyPan(event)
state = STATE.TOUCH_DOLLY_PAN
break
default:
state = STATE.NONE
}
if (state !== STATE.NONE) {
scope.dispatchEvent(startEvent)
}
}
function onTouchMove (event) {
if (scope.enabled === false) return
event.preventDefault()
event.stopPropagation()
switch (event.touches.length) {
case 1: // one-fingered touch: rotate
if (scope.enableRotate === false) return
if (state !== STATE.TOUCH_ROTATE) return // is this needed?
handleTouchMoveRotate(event)
break
case 2: // two-fingered touch: dolly-pan
if (scope.enableZoom === false && scope.enablePan === false) return
if (state !== STATE.TOUCH_DOLLY_PAN) return // is this needed?
handleTouchMoveDollyPan(event)
break
default:
state = STATE.NONE
}
}
function onTouchEnd (event) {
if (scope.enabled === false) return
scope.dispatchEvent(endEvent)
state = STATE.NONE
}
function onContextMenu (event) {
if (scope.enabled === false) return
event.preventDefault()
}
//
// scope.domElement.addEventListener\( 'contextmenu', onContextMenu, false );
scope.domElement.addEventListener('mousedown', onMouseDown, false)
scope.domElement.addEventListener('wheel', onMouseWheel, false)
scope.domElement.addEventListener('touchstart', onTouchStart, false)
scope.domElement.addEventListener('touchend', onTouchEnd, false)
scope.domElement.addEventListener('touchmove', onTouchMove, false)
window.addEventListener('keydown', onKeyDown, false)
// force an update at start
this.update()
}
OrbitControls.prototype = Object.create(EventDispatcher.prototype)
OrbitControls.prototype.constructor = OrbitControls
Object.defineProperties(OrbitControls.prototype, {
center: {
get: function () {
console.warn('OrbitControls: .center has been renamed to .target')
return this.target
}
},
// backward compatibility
noZoom: {
get: function () {
console.warn('OrbitControls: .noZoom has been deprecated. Use .enableZoom instead.')
return !this.enableZoom
},
set: function (value) {
console.warn('OrbitControls: .noZoom has been deprecated. Use .enableZoom instead.')
this.enableZoom = !value
}
},
noRotate: {
get: function () {
console.warn('OrbitControls: .noRotate has been deprecated. Use .enableRotate instead.')
return !this.enableRotate
},
set: function (value) {
console.warn('OrbitControls: .noRotate has been deprecated. Use .enableRotate instead.')
this.enableRotate = !value
}
},
noPan: {
get: function () {
console.warn('OrbitControls: .noPan has been deprecated. Use .enablePan instead.')
return !this.enablePan
},
set: function (value) {
console.warn('OrbitControls: .noPan has been deprecated. Use .enablePan instead.')
this.enablePan = !value
}
},
noKeys: {
get: function () {
console.warn('OrbitControls: .noKeys has been deprecated. Use .enableKeys instead.')
return !this.enableKeys
},
set: function (value) {
console.warn('OrbitControls: .noKeys has been deprecated. Use .enableKeys instead.')
this.enableKeys = !value
}
},
staticMoving: {
get: function () {
console.warn('OrbitControls: .staticMoving has been deprecated. Use .enableDamping instead.')
return !this.enableDamping
},
set: function (value) {
console.warn('OrbitControls: .staticMoving has been deprecated. Use .enableDamping instead.')
this.enableDamping = !value
}
},
dynamicDampingFactor: {
get: function () {
console.warn('OrbitControls: .dynamicDampingFactor has been renamed. Use .dampingFactor instead.')
return this.dampingFactor
},
set: function (value) {
console.warn('OrbitControls: .dynamicDampingFactor has been renamed. Use .dampingFactor instead.')
this.dampingFactor = value
}
}
})
/**
* @author richt / http://richt.me
* @author WestLangley / http://github.com/WestLangley
*
* W3C Device Orientation control (http://w3c.github.io/deviceorientation/spec-source-orientation.html)
*/
var DeviceOrientationControls = function (object) {
var scope = this
this.object = object
this.object.rotation.reorder('YXZ')
this.enabled = true
this.deviceOrientation = {}
this.screenOrientation = 0
this.alphaOffset = 0 // radians
var onDeviceOrientationChangeEvent = function (event) {
scope.deviceOrientation = event
}
var onScreenOrientationChangeEvent = function () {
scope.screenOrientation = window.orientation || 0
}
// The angles alpha, beta and gamma form a set of intrinsic Tait-Bryan angles of type Z-X'-Y''
var setObjectQuaternion = (function () {
var zee = new Vector3(0, 0, 1)
var euler = new Euler()
var q0 = new Quaternion()
var q1 = new Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5)) // - PI/2 around the x-axis
return function (quaternion, alpha, beta, gamma, orient) {
euler.set(beta, alpha, -gamma, 'YXZ') // 'ZXY' for the device, but 'YXZ' for us
quaternion.setFromEuler(euler) // orient the device
quaternion.multiply(q1) // camera looks out the back of the device, not the top
quaternion.multiply(q0.setFromAxisAngle(zee, -orient)) // adjust for screen orientation
}
}())
this.connect = function () {
onScreenOrientationChangeEvent() // run once on load
window.addEventListener('orientationchange', onScreenOrientationChangeEvent, false)
window.addEventListener('deviceorientation', onDeviceOrientationChangeEvent, false)
scope.enabled = true
}
this.disconnect = function () {
window.removeEventListener('orientationchange', onScreenOrientationChangeEvent, false)
window.removeEventListener('deviceorientation', onDeviceOrientationChangeEvent, false)
scope.enabled = false
}
this.update = function () {
if (scope.enabled === false) return
var device = scope.deviceOrientation
if (device) {
var alpha = device.alpha ? _Math.degToRad(device.alpha) + scope.alphaOffset : 0 // Z
var beta = device.beta ? _Math.degToRad(device.beta) : 0 // X'
var gamma = device.gamma ? _Math.degToRad(device.gamma) : 0 // Y''
var orient = scope.screenOrientation ? _Math.degToRad(scope.screenOrientation) : 0 // O
setObjectQuaternion(scope.object.quaternion, alpha, beta, gamma, orient)
}
}
this.dispose = function () {
scope.disconnect()
}
this.connect()
}
/**
* Convert a quaternion to an angle
*
* Taken from https://stackoverflow.com/a/35448946
* Thanks P. Ellul
*/
function Quat2Angle (x, y, z, w) {
var test = x * y + z * w // singularity at north pole
if (test > 0.499) {
var _yaw = 2 * Math.atan2(x, w)
var _pitch = Math.PI / 2
var _roll = 0
return new Vector3(_pitch, _roll, _yaw)
} // singularity at south pole
if (test < -0.499) {
var _yaw2 = -2 * Math.atan2(x, w)
var _pitch2 = -Math.PI / 2
var _roll2 = 0
return new Vector3(_pitch2, _roll2, _yaw2)
}
var sqx = x * x
var sqy = y * y
var sqz = z * z
var yaw = Math.atan2(2 * y * w - 2 * x * z, 1 - 2 * sqy - 2 * sqz)
var pitch = Math.asin(2 * test)
var roll = Math.atan2(2 * x * w - 2 * y * z, 1 - 2 * sqx - 2 * sqz)
return new Vector3(pitch, roll, yaw)
}
var OrbitOrientationControls =
/* #__PURE__ */
(function () {
function OrbitOrientationControls (options) {
this.object = options.camera
this.domElement = options.canvas
this.orbit = new OrbitControls(this.object, this.domElement)
this.speed = 0.5
this.orbit.target.set(0, 0, -1)
this.orbit.enableZoom = false
this.orbit.enablePan = false
this.orbit.rotateSpeed = -this.speed // if orientation is supported
if (options.orientation) {
this.orientation = new DeviceOrientationControls(this.object)
} // if projection is not full view
// limit the rotation angle in order to not display back half view
if (options.halfView) {
this.orbit.minAzimuthAngle = -Math.PI / 4
this.orbit.maxAzimuthAngle = Math.PI / 4
}
}
var _proto = OrbitOrientationControls.prototype
_proto.update = function update () {
// orientation updates the camera using quaternions and
// orbit updates the camera using angles. They are incompatible
// and one update overrides the other. So before
// orbit overrides orientation we convert our quaternion changes to
// an angle change. Then save the angle into orbit so that
// it will take those into account when it updates the camera and overrides
// our changes
if (this.orientation) {
this.orientation.update()
var quat = this.orientation.object.quaternion
var currentAngle = Quat2Angle(quat.x, quat.y, quat.z, quat.w) // we also have to store the last angle since quaternions are b
if (typeof this.lastAngle_ === 'undefined') {
this.lastAngle_ = currentAngle
}
this.orbit.rotateLeft((this.lastAngle_.z - currentAngle.z) * (1 + this.speed))
this.orbit.rotateUp((this.lastAngle_.y - currentAngle.y) * (1 + this.speed))
this.lastAngle_ = currentAngle
}
this.orbit.update()
}
_proto.dispose = function dispose () {
this.orbit.dispose()
if (this.orientation) {
this.orientation.dispose()
}
}
return OrbitOrientationControls
}())
var corsSupport = (function () {
var video = document$1.createElement('video')
video.crossOrigin = 'anonymous'
return video.hasAttribute('crossorigin')
}())
var validProjections = ['360', '360_LR', '360_TB', '360_CUBE', 'EAC', 'EAC_LR', 'NONE', 'AUTO', 'Sphere', 'Cube', 'equirectangular', '180']
var getInternalProjectionName = function getInternalProjectionName (projection) {
if (!projection) {
return
}
projection = projection.toString().trim()
if (/sphere/i.test(projection)) {
return '360'
}
if (/cube/i.test(projection)) {
return '360_CUBE'
}
if (/equirectangular/i.test(projection)) {
return '360'
}
for (var i = 0; i < validProjections.length; i++) {
if (new RegExp('^' + validProjections[i] + '$', 'i').test(projection)) {
return validProjections[i]
}
}
}
/**
* This class reacts to interactions with the canvas and
* triggers appropriate functionality on the player. Right now
* it does two things:
*
* 1. A `mousedown`/`touchstart` followed by `touchend`/`mouseup` without any
* `touchmove` or `mousemove` toggles play/pause on the player
* 2. Only moving on/clicking the control bar or toggling play/pause should
* show the control bar. Moving around the scene in the canvas should not.
*/
var CanvasPlayerControls =
/* #__PURE__ */
(function (_videojs$EventTarget) {
inheritsLoose(CanvasPlayerControls, _videojs$EventTarget)
function CanvasPlayerControls (player, canvas) {
var _this
_this = _videojs$EventTarget.call(this) || this
_this.player = player
_this.canvas = canvas
_this.onMoveEnd = videojs.bind(assertThisInitialized(_this), _this.onMoveEnd)
_this.onMoveStart = videojs.bind(assertThisInitialized(_this), _this.onMoveStart)
_this.onMove = videojs.bind(assertThisInitialized(_this), _this.onMove)
_this.onControlBarMove = videojs.bind(assertThisInitialized(_this), _this.onControlBarMove)
_this.player.controlBar.on(['mousedown', 'mousemove', 'mouseup', 'touchstart', 'touchmove', 'touchend'], _this.onControlBarMove) // we have to override these here because
// video.js listens for user activity on the video element
// and makes the user active when the mouse moves.
// We don't want that for 3d videos
_this.oldReportUserActivity = _this.player.reportUserActivity
_this.player.reportUserActivity = function () {} // canvas movements
_this.canvas.addEventListener('mousedown', _this.onMoveStart)
_this.canvas.addEventListener('touchstart', _this.onMoveStart)
_this.canvas.addEventListener('mousemove', _this.onMove)
_this.canvas.addEventListener('touchmove', _this.onMove)
_this.canvas.addEventListener('mouseup', _this.onMoveEnd)
_this.canvas.addEventListener('touchend', _this.onMoveEnd)
_this.shouldTogglePlay = false
return _this
}
var _proto = CanvasPlayerControls.prototype
_proto.togglePlay = function togglePlay () {
if (this.player.paused()) {
this.player.play()
} else {
this.player.pause()
}
}
_proto.onMoveStart = function onMoveStart (e) {
// if the player does not have a controlbar or
// the move was a mouse click but not left click do not
// toggle play.
if (!this.player.controls() || e.type === 'mousedown' && !videojs.dom.isSingleLeftClick(e)) {
this.shouldTogglePlay = false
return
}
this.shouldTogglePlay = true
this.touchMoveCount_ = 0
}
_proto.onMoveEnd = function onMoveEnd (e) {
// We want to have the same behavior in VR360 Player and standar player.
// in touchend we want to know if was a touch click, for a click we show the bar,
// otherwise continue with the mouse logic.
//
// Maximum movement allowed during a touch event to still be considered a tap
// Other popular libs use anywhere from 2 (hammer.js) to 15,
// so 10 seems like a nice, round number.
if (e.type === 'touchend' && this.touchMoveCount_ < 10) {
if (this.player.userActive() === false) {
this.player.userActive(true)
return
}
this.player.userActive(false)
return
}
if (!this.shouldTogglePlay) {
return
} // We want the same behavior in Desktop for VR360 and standar player
if (e.type == 'mouseup') {
this.togglePlay()
}
}
_proto.onMove = function onMove (e) {
// Increase touchMoveCount_ since Android detects 1 - 6 touches when user click normaly
this.touchMoveCount_++
this.shouldTogglePlay = false
}
_proto.onControlBarMove = function onControlBarMove (e) {
this.player.userActive(true)
}
_proto.dispose = function dispose () {
this.canvas.removeEventListener('mousedown', this.onMoveStart)
this.canvas.removeEventListener('touchstart', this.onMoveStart)
this.canvas.removeEventListener('mousemove', this.onMove)
this.canvas.removeEventListener('touchmove', this.onMove)
this.canvas.removeEventListener('mouseup', this.onMoveEnd)
this.canvas.removeEventListener('touchend', this.onMoveEnd)
this.player.controlBar.off(['mousedown', 'mousemove', 'mouseup', 'touchstart', 'touchmove', 'touchend'], this.onControlBarMove)
this.player.reportUserActivity = this.oldReportUserActivity
}
return CanvasPlayerControls
}(videojs.EventTarget))
/**
* This class manages ambisonic decoding and binaural rendering via Omnitone library.
*/
var OmnitoneController =
/* #__PURE__ */
(function (_videojs$EventTarget) {
inheritsLoose(OmnitoneController, _videojs$EventTarget)
/**
* Omnitone controller class.
*
* @class
* @param {AudioContext} audioContext - associated AudioContext.
* @param {Omnitone library} omnitone - Omnitone library element.
* @param {HTMLVideoElement} video - vidoe tag element.
* @param {Object} options - omnitone options.
*/
function OmnitoneController (audioContext, omnitone, video, options) {
var _this
_this = _videojs$EventTarget.call(this) || this
var settings = videojs.mergeOptions({
// Safari uses the different AAC decoder than FFMPEG. The channel order is
// The default 4ch AAC channel layout for FFMPEG AAC channel ordering.
channelMap: videojs.browser.IS_SAFARI ? [2, 0, 1, 3] : [0, 1, 2, 3],
ambisonicOrder: 1
}, options)
_this.videoElementSource = audioContext.createMediaElementSource(video)
_this.foaRenderer = omnitone.createFOARenderer(audioContext, settings)
_this.foaRenderer.initialize().then(function () {
if (audioContext.state === 'suspended') {
_this.trigger({
type: 'audiocontext-suspended'
})
}
_this.videoElementSource.connect(_this.foaRenderer.input)
_this.foaRenderer.output.connect(audioContext.destination)
_this.initialized = true
_this.trigger({
type: 'omnitone-ready'
})
}, function (error) {
videojs.log.warn('videojs-vr: Omnitone initializes failed with the following error: ' + error + ')')
})
return _this
}
/**
* Updates the rotation of the Omnitone decoder based on three.js camera matrix.
*
* @param {Camera} camera Three.js camera object
*/
var _proto = OmnitoneController.prototype
_proto.update = function update (camera) {
if (!this.initialized) {
return
}
this.foaRenderer.setRotationMatrixFromCamera(camera.matrix)
}
/**
* Destroys the controller and does any necessary cleanup.
*/
_proto.dispose = function dispose () {
this.initialized = false
this.foaRenderer.setRenderingMode('bypass')
this.foaRenderer = null
}
return OmnitoneController
}(videojs.EventTarget))
var Button = videojs.getComponent('Button')
var CardboardButton =
/* #__PURE__ */
(function (_Button) {
inheritsLoose(CardboardButton, _Button)
function CardboardButton (player, options) {
var _this
_this = _Button.call(this, player, options) || this
_this.handleVrDisplayActivate_ = videojs.bind(assertThisInitialized(_this), _this.handleVrDisplayActivate_)
_this.handleVrDisplayDeactivate_ = videojs.bind(assertThisInitialized(_this), _this.handleVrDisplayDeactivate_)
_this.handleVrDisplayPresentChange_ = videojs.bind(assertThisInitialized(_this), _this.handleVrDisplayPresentChange_)
_this.handleOrientationChange_ = videojs.bind(assertThisInitialized(_this), _this.handleOrientationChange_)
window$1.addEventListener('orientationchange', _this.handleOrientationChange_)
window$1.addEventListener('vrdisplayactivate', _this.handleVrDisplayActivate_)
window$1.addEventListener('vrdisplaydeactivate', _this.handleVrDisplayDeactivate_) // vrdisplaypresentchange does not fire activate or deactivate
// and happens when hitting the back button during cardboard mode
// so we need to make sure we stay in the correct state by
// listening to it and checking if we are presenting it or not
window$1.addEventListener('vrdisplaypresentchange', _this.handleVrDisplayPresentChange_) // we cannot show the cardboard button in fullscreen on
// android as it breaks the controls, and makes it impossible
// to exit cardboard mode
if (videojs.browser.IS_ANDROID) {
_this.on(player, 'fullscreenchange', function () {
if (player.isFullscreen()) {
_this.hide()
} else {
_this.show()
}
})
}
return _this
}
var _proto = CardboardButton.prototype
_proto.buildCSSClass = function buildCSSClass () {
return 'vjs-button-vr ' + _Button.prototype.buildCSSClass.call(this)
}
_proto.handleVrDisplayPresentChange_ = function handleVrDisplayPresentChange_ () {
if (!this.player_.vr().vrDisplay.isPresenting && this.active_) {
this.handleVrDisplayDeactivate_()
}
if (this.player_.vr().vrDisplay.isPresenting && !this.active_) {
this.handleVrDisplayActivate_()
}
}
_proto.handleOrientationChange_ = function handleOrientationChange_ () {
if (this.active_ && videojs.browser.IS_IOS) {
this.changeSize_()
}
}
_proto.changeSize_ = function changeSize_ () {
this.player_.width(window$1.innerWidth)
this.player_.height(window$1.innerHeight)
window$1.dispatchEvent(new window$1.Event('resize'))
}
_proto.handleVrDisplayActivate_ = function handleVrDisplayActivate_ () {
// we mimic fullscreen on IOS
if (videojs.browser.IS_IOS) {
this.oldWidth_ = this.player_.currentWidth()
this.oldHeight_ = this.player_.currentHeight()
this.player_.enterFullWindow()
this.changeSize_()
}
this.active_ = true
}
_proto.handleVrDisplayDeactivate_ = function handleVrDisplayDeactivate_ () {
// un-mimic fullscreen on iOS
if (videojs.browser.IS_IOS) {
if (this.oldWidth_) {
this.player_.width(this.oldWidth_)
}
if (this.oldHeight_) {
this.player_.height(this.oldHeight_)
}
this.player_.exitFullWindow()
}
this.active_ = false
}
_proto.handleClick = function handleClick (event) {
// if cardboard mode display is not active, activate it
// otherwise deactivate it
if (!this.active_) {
// This starts playback mode when the cardboard button
// is clicked on Andriod. We need to do this as the controls
// disappear
if (!this.player_.hasStarted() && videojs.browser.IS_ANDROID) {
this.player_.play()
}
window$1.dispatchEvent(new window$1.Event('vrdisplayactivate'))
} else {
window$1.dispatchEvent(new window$1.Event('vrdisplaydeactivate'))
}
}
_proto.dispose = function dispose () {
_Button.prototype.dispose.call(this)
window$1.removeEventListener('vrdisplayactivate', this.handleVrDisplayActivate_)
window$1.removeEventListener('vrdisplaydeactivate', this.handleVrDisplayDeactivate_)
window$1.removeEventListener('vrdisplaypresentchange', this.handleVrDisplayPresentChange_)
}
return CardboardButton
}(Button))
videojs.registerComponent('CardboardButton', CardboardButton)
var BigPlayButton = videojs.getComponent('BigPlayButton')
var BigVrPlayButton =
/* #__PURE__ */
(function (_BigPlayButton) {
inheritsLoose(BigVrPlayButton, _BigPlayButton)
function BigVrPlayButton () {
return _BigPlayButton.apply(this, arguments) || this
}
var _proto = BigVrPlayButton.prototype
_proto.buildCSSClass = function buildCSSClass () {
return 'vjs-big-vr-play-button ' + _BigPlayButton.prototype.buildCSSClass.call(this)
}
return BigVrPlayButton
}(BigPlayButton))
videojs.registerComponent('BigVrPlayButton', BigVrPlayButton)
var defaults = {
debug: false,
omnitone: false,
forceCardboard: false,
omnitoneOptions: {},
projection: 'AUTO'
}
var errors = {
'web-vr-out-of-date': {
headline: '360 is out of date',
type: '360_OUT_OF_DATE',
message: "Your browser supports 360 but not the latest version. See <a href='http://webvr.info'>http://webvr.info</a> for more info."
},
'web-vr-not-supported': {
headline: '360 not supported on this device',
type: '360_NOT_SUPPORTED',
message: "Your browser does not support 360. See <a href='http://webvr.info'>http://webvr.info</a> for assistance."
},
'web-vr-hls-cors-not-supported': {
headline: '360 HLS video not supported on this device',
type: '360_NOT_SUPPORTED',
message: "Your browser/device does not support HLS 360 video. See <a href='http://webvr.info'>http://webvr.info</a> for assistance."
}
}
var Plugin = videojs.getPlugin('plugin')
var Component = videojs.getComponent('Component')
var VR =
/* #__PURE__ */
(function (_Plugin) {
inheritsLoose(VR, _Plugin)
function VR (player, options) {
var _this
var settings = videojs.mergeOptions(defaults, options)
_this = _Plugin.call(this, player, settings) || this
_this.options_ = settings
_this.player_ = player
_this.bigPlayButtonIndex_ = player.children().indexOf(player.getChild('BigPlayButton')) || 0 // custom videojs-errors integration boolean
_this.videojsErrorsSupport_ = !!videojs.errors
if (_this.videojsErrorsSupport_) {
player.errors({
errors: errors
})
} // IE 11 does not support enough webgl to be supported
// older safari does not support cors, so it wont work
if (videojs.browser.IE_VERSION || !corsSupport) {
// if a player triggers error before 'loadstart' is fired
// video.js will reset the error overlay
_this.player_.on('loadstart', function () {
_this.triggerError_({
code: 'web-vr-not-supported',
dismiss: false
})
})
return assertThisInitialized(_this)
}
_this.polyfill_ = new WebVRPolyfill({
// do not show rotate instructions
ROTATE_INSTRUCTIONS_DISABLED: true
})
_this.polyfill_ = new WebVRPolyfill()
_this.handleVrDisplayActivate_ = videojs.bind(assertThisInitialized(_this), _this.handleVrDisplayActivate_)
_this.handleVrDisplayDeactivate_ = videojs.bind(assertThisInitialized(_this), _this.handleVrDisplayDeactivate_)
_this.handleResize_ = videojs.bind(assertThisInitialized(_this), _this.handleResize_)
_this.animate_ = videojs.bind(assertThisInitialized(_this), _this.animate_)
_this.setProjection(_this.options_.projection) // any time the video element is recycled for ads
// we have to reset the vr state and re-init after ad
_this.on(player, 'adstart', function () {
return player.setTimeout(function () {
// if the video element was recycled for this ad
if (!player.ads || !player.ads.videoElementRecycled()) {
_this.log('video element not recycled for this ad, no need to reset')
return
}
_this.log('video element recycled for this ad, reseting')
_this.reset()
_this.one(player, 'playing', _this.init)
})
}, 1)
_this.on(player, 'loadedmetadata', _this.init)
return _this
}
var _proto = VR.prototype
_proto.changeProjection_ = function changeProjection_ (projection) {
var _this2 = this
projection = getInternalProjectionName(projection) // don't change to an invalid projection
if (!projection) {
projection = 'NONE'
}
var position = {
x: 0,
y: 0,
z: 0
}
if (this.scene) {
this.scene.remove(this.movieScreen)
}
if (projection === 'AUTO') {
// mediainfo cannot be set to auto or we would infinite loop here
// each source should know wether they are 360 or not, if using AUTO
if (this.player_.mediainfo && this.player_.mediainfo.projection && this.player_.mediainfo.projection !== 'AUTO') {
var autoProjection = getInternalProjectionName(this.player_.mediainfo.projection)
return this.changeProjection_(autoProjection)
}
return this.changeProjection_('NONE')
} else if (projection === '360') {
this.movieGeometry = new SphereBufferGeometry(256, 32, 32)
this.movieMaterial = new MeshBasicMaterial({
map: this.videoTexture,
overdraw: true,
side: BackSide
})
this.movieScreen = new Mesh(this.movieGeometry, this.movieMaterial)
this.movieScreen.position.set(position.x, position.y, position.z)
this.movieScreen.scale.x = -1
this.movieScreen.quaternion.setFromAxisAngle({
x: 0,
y: 1,
z: 0
}, -Math.PI / 2)
this.scene.add(this.movieScreen)
} else if (projection === '360_LR' || projection === '360_TB') {
// Left eye view
var geometry = new SphereGeometry(256, 32, 32)
var uvs = geometry.faceVertexUvs[0]
for (var i = 0; i < uvs.length; i++) {
for (var j = 0; j < 3; j++) {
if (projection === '360_LR') {
uvs[i][j].x *= 0.5
} else {
uvs[i][j].y *= 0.5
uvs[i][j].y += 0.5
}
}
}
this.movieGeometry = new BufferGeometry().fromGeometry(geometry)
this.movieMaterial = new MeshBasicMaterial({
map: this.videoTexture,
overdraw: true,
side: BackSide
})
this.movieScreen = new Mesh(this.movieGeometry, this.movieMaterial)
this.movieScreen.scale.x = -1
this.movieScreen.quaternion.setFromAxisAngle({
x: 0,
y: 1,
z: 0
}, -Math.PI / 2) // display in left eye only
this.movieScreen.layers.set(1)
this.scene.add(this.movieScreen) // Right eye view
geometry = new SphereGeometry(256, 32, 32)
uvs = geometry.faceVertexUvs[0]
for (var _i = 0; _i < uvs.length; _i++) {
for (var _j = 0; _j < 3; _j++) {
if (projection === '360_LR') {
uvs[_i][_j].x *= 0.5
uvs[_i][_j].x += 0.5
} else {
uvs[_i][_j].y *= 0.5
}
}
}
this.movieGeometry = new BufferGeometry().fromGeometry(geometry)
this.movieMaterial = new MeshBasicMaterial({
map: this.videoTexture,
overdraw: true,
side: BackSide
})
this.movieScreen = new Mesh(this.movieGeometry, this.movieMaterial)
this.movieScreen.scale.x = -1
this.movieScreen.quaternion.setFromAxisAngle({
x: 0,
y: 1,
z: 0
}, -Math.PI / 2) // display in right eye only
this.movieScreen.layers.set(2)
this.scene.add(this.movieScreen)
} else if (projection === '360_CUBE') {
this.movieGeometry = new BoxGeometry(256, 256, 256)
this.movieMaterial = new MeshBasicMaterial({
map: this.videoTexture,
overdraw: true,
side: BackSide
})
var left = [new Vector2(0, 0.5), new Vector2(0.333, 0.5), new Vector2(0.333, 1), new Vector2(0, 1)]
var right = [new Vector2(0.333, 0.5), new Vector2(0.666, 0.5), new Vector2(0.666, 1), new Vector2(0.333, 1)]
var top = [new Vector2(0.666, 0.5), new Vector2(1, 0.5), new Vector2(1, 1), new Vector2(0.666, 1)]
var bottom = [new Vector2(0, 0), new Vector2(0.333, 0), new Vector2(0.333, 0.5), new Vector2(0, 0.5)]
var front = [new Vector2(0.333, 0), new Vector2(0.666, 0), new Vector2(0.666, 0.5), new Vector2(0.333, 0.5)]
var back = [new Vector2(0.666, 0), new Vector2(1, 0), new Vector2(1, 0.5), new Vector2(0.666, 0.5)]
this.movieGeometry.faceVertexUvs[0] = []
this.movieGeometry.faceVertexUvs[0][0] = [right[2], right[1], right[3]]
this.movieGeometry.faceVertexUvs[0][1] = [right[1], right[0], right[3]]
this.movieGeometry.faceVertexUvs[0][2] = [left[2], left[1], left[3]]
this.movieGeometry.faceVertexUvs[0][3] = [left[1], left[0], left[3]]
this.movieGeometry.faceVertexUvs[0][4] = [top[2], top[1], top[3]]
this.movieGeometry.faceVertexUvs[0][5] = [top[1], top[0], top[3]]
this.movieGeometry.faceVertexUvs[0][6] = [bottom[2], bottom[1], bottom[3]]
this.movieGeometry.faceVertexUvs[0][7] = [bottom[1], bottom[0], bottom[3]]
this.movieGeometry.faceVertexUvs[0][8] = [front[2], front[1], front[3]]
this.movieGeometry.faceVertexUvs[0][9] = [front[1], front[0], front[3]]
this.movieGeometry.faceVertexUvs[0][10] = [back[2], back[1], back[3]]
this.movieGeometry.faceVertexUvs[0][11] = [back[1], back[0], back[3]]
this.movieScreen = new Mesh(this.movieGeometry, this.movieMaterial)
this.movieScreen.position.set(position.x, position.y, position.z)
this.movieScreen.rotation.y = -Math.PI
this.scene.add(this.movieScreen)
} else if (projection === '180') {
var _geometry = new SphereGeometry(256, 32, 32, Math.PI, Math.PI) // Left eye view
_geometry.scale(-1, 1, 1)
var _uvs = _geometry.faceVertexUvs[0]
for (var _i2 = 0; _i2 < _uvs.length; _i2++) {
for (var _j2 = 0; _j2 < 3; _j2++) {
_uvs[_i2][_j2].x *= 0.5
}
}
this.movieGeometry = new BufferGeometry().fromGeometry(_geometry)
this.movieMaterial = new MeshBasicMaterial({
map: this.videoTexture,
overdraw: true
})
this.movieScreen = new Mesh(this.movieGeometry, this.movieMaterial) // display in left eye only
this.movieScreen.layers.set(1)
this.scene.add(this.movieScreen) // Right eye view
_geometry = new SphereGeometry(256, 32, 32, Math.PI, Math.PI)
_geometry.scale(-1, 1, 1)
_uvs = _geometry.faceVertexUvs[0]
for (var _i3 = 0; _i3 < _uvs.length; _i3++) {
for (var _j3 = 0; _j3 < 3; _j3++) {
_uvs[_i3][_j3].x *= 0.5
_uvs[_i3][_j3].x += 0.5
}
}
this.movieGeometry = new BufferGeometry().fromGeometry(_geometry)
this.movieMaterial = new MeshBasicMaterial({
map: this.videoTexture,
overdraw: true
})
this.movieScreen = new Mesh(this.movieGeometry, this.movieMaterial) // display in right eye only
this.movieScreen.layers.set(2)
this.scene.add(this.movieScreen)
} else if (projection === 'EAC' || projection === 'EAC_LR') {
var makeScreen = function makeScreen (mapMatrix, scaleMatrix) {
// "Continuity correction?": because of discontinuous faces and aliasing,
// we truncate the 2-pixel-wide strips on all discontinuous edges,
var contCorrect = 2
_this2.movieGeometry = new BoxGeometry(256, 256, 256)
_this2.movieMaterial = new ShaderMaterial({
overdraw: true,
side: BackSide,
uniforms: {
mapped: {
value: _this2.videoTexture
},
mapMatrix: {
value: mapMatrix
},
contCorrect: {
value: contCorrect
},
faceWH: {
value: new Vector2(1 / 3, 1 / 2).applyMatrix3(scaleMatrix)
},
vidWH: {
value: new Vector2(_this2.videoTexture.image.videoWidth, _this2.videoTexture.image.videoHeight).applyMatrix3(scaleMatrix)
}
},
vertexShader: '\nvarying vec2 vUv;\nuniform mat3 mapMatrix;\n\nvoid main() {\n vUv = (mapMatrix * vec3(uv, 1.)).xy;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.);\n}',
fragmentShader: '\nvarying vec2 vUv;\nuniform sampler2D mapped;\nuniform vec2 faceWH;\nuniform vec2 vidWH;\nuniform float contCorrect;\n\nconst float PI = 3.1415926535897932384626433832795;\n\nvoid main() {\n vec2 corner = vUv - mod(vUv, faceWH) + vec2(0, contCorrect / vidWH.y);\n\n vec2 faceWHadj = faceWH - vec2(0, contCorrect * 2. / vidWH.y);\n\n vec2 p = (vUv - corner) / faceWHadj - .5;\n vec2 q = 2. / PI * atan(2. * p) + .5;\n\n vec2 eUv = corner + q * faceWHadj;\n\n gl_FragColor = texture2D(mapped, eUv);\n}'
})
var right = [new Vector2(0, 1 / 2), new Vector2(1 / 3, 1 / 2), new Vector2(1 / 3, 1), new Vector2(0, 1)]
var front = [new Vector2(1 / 3, 1 / 2), new Vector2(2 / 3, 1 / 2), new Vector2(2 / 3, 1), new Vector2(1 / 3, 1)]
var left = [new Vector2(2 / 3, 1 / 2), new Vector2(1, 1 / 2), new Vector2(1, 1), new Vector2(2 / 3, 1)]
var bottom = [new Vector2(1 / 3, 0), new Vector2(1 / 3, 1 / 2), new Vector2(0, 1 / 2), new Vector2(0, 0)]
var back = [new Vector2(1 / 3, 1 / 2), new Vector2(1 / 3, 0), new Vector2(2 / 3, 0), new Vector2(2 / 3, 1 / 2)]
var top = [new Vector2(1, 0), new Vector2(1, 1 / 2), new Vector2(2 / 3, 1 / 2), new Vector2(2 / 3, 0)]
for (var _i4 = 0, _arr = [right, front, left, bottom, back, top]; _i4 < _arr.length; _i4++) {
var face = _arr[_i4]
var height = _this2.videoTexture.image.videoHeight
var lowY = 1
var highY = 0
for (var _iterator = face, _isArray = Array.isArray(_iterator), _i5 = 0, _iterator = _isArray ? _iterator : _iterator[Symbol.iterator](); ;) {
var _ref
if (_isArray) {
if (_i5 >= _iterator.length) break
_ref = _iterator[_i5++]
} else {
_i5 = _iterator.next()
if (_i5.done) break
_ref = _i5.value
}
var vector = _ref
if (vector.y < lowY) {
lowY = vector.y
}
if (vector.y > highY) {
highY = vector.y
}
}
for (var _iterator2 = face, _isArray2 = Array.isArray(_iterator2), _i6 = 0, _iterator2 = _isArray2 ? _iterator2 : _iterator2[Symbol.iterator](); ;) {
var _ref2
if (_isArray2) {
if (_i6 >= _iterator2.length) break
_ref2 = _iterator2[_i6++]
} else {
_i6 = _iterator2.next()
if (_i6.done) break
_ref2 = _i6.value
}
var _vector = _ref2
if (Math.abs(_vector.y - lowY) < Number.EPSILON) {
_vector.y += contCorrect / height
}
if (Math.abs(_vector.y - highY) < Number.EPSILON) {
_vector.y -= contCorrect / height
}
_vector.x = _vector.x / height * (height - contCorrect * 2) + contCorrect / height
}
}
_this2.movieGeometry.faceVertexUvs[0] = []
_this2.movieGeometry.faceVertexUvs[0][0] = [right[2], right[1], right[3]]
_this2.movieGeometry.faceVertexUvs[0][1] = [right[1], right[0], right[3]]
_this2.movieGeometry.faceVertexUvs[0][2] = [left[2], left[1], left[3]]
_this2.movieGeometry.faceVertexUvs[0][3] = [left[1], left[0], left[3]]
_this2.movieGeometry.faceVertexUvs[0][4] = [top[2], top[1], top[3]]
_this2.movieGeometry.faceVertexUvs[0][5] = [top[1], top[0], top[3]]
_this2.movieGeometry.faceVertexUvs[0][6] = [bottom[2], bottom[1], bottom[3]]
_this2.movieGeometry.faceVertexUvs[0][7] = [bottom[1], bottom[0], bottom[3]]
_this2.movieGeometry.faceVertexUvs[0][8] = [front[2], front[1], front[3]]
_this2.movieGeometry.faceVertexUvs[0][9] = [front[1], front[0], front[3]]
_this2.movieGeometry.faceVertexUvs[0][10] = [back[2], back[1], back[3]]
_this2.movieGeometry.faceVertexUvs[0][11] = [back[1], back[0], back[3]]
_this2.movieScreen = new Mesh(_this2.movieGeometry, _this2.movieMaterial)
_this2.movieScreen.position.set(position.x, position.y, position.z)
_this2.movieScreen.rotation.y = -Math.PI
return _this2.movieScreen
}
if (projection === 'EAC') {
this.scene.add(makeScreen(new Matrix3(), new Matrix3()))
} else {
var scaleMatrix = new Matrix3().set(0, 0.5, 0, 1, 0, 0, 0, 0, 1)
makeScreen(new Matrix3().set(0, -0.5, 0.5, 1, 0, 0, 0, 0, 1), scaleMatrix) // display in left eye only
this.movieScreen.layers.set(1)
this.scene.add(this.movieScreen)
makeScreen(new Matrix3().set(0, -0.5, 1, 1, 0, 0, 0, 0, 1), scaleMatrix) // display in right eye only
this.movieScreen.layers.set(2)
this.scene.add(this.movieScreen)
}
}
this.currentProjection_ = projection
}
_proto.triggerError_ = function triggerError_ (errorObj) {
// if we have videojs-errors use it
if (this.videojsErrorsSupport_) {
this.player_.error(errorObj) // if we don't have videojs-errors just use a normal player error
} else {
// strip any html content from the error message
// as it is not supported outside of videojs-errors
var div = document$1.createElement('div')
div.innerHTML = errors[errorObj.code].message
var message = div.textContent || div.innerText || ''
this.player_.error({
code: errorObj.code,
message: message
})
}
}
_proto.log = function log () {
if (!this.options_.debug) {
return
}
for (var _len = arguments.length, msgs = new Array(_len), _key = 0; _key < _len; _key++) {
msgs[_key] = arguments[_key]
}
msgs.forEach(function (msg) {
videojs.log('VR: ', msg)
})
}
_proto.handleVrDisplayActivate_ = function handleVrDisplayActivate_ () {
var _this3 = this
if (!this.vrDisplay) {
return
}
this.vrDisplay.requestPresent([{
source: this.renderedCanvas
}]).then(function () {
if (!_this3.vrDisplay.cardboardUI_ || !videojs.browser.IS_IOS) {
return
} // webvr-polyfill/cardboard ui only watches for click events
// to tell that the back arrow button is pressed during cardboard vr.
// but somewhere along the line these events are silenced with preventDefault
// but only on iOS, so we translate them ourselves here
var touches = []
var iosCardboardTouchStart_ = function iosCardboardTouchStart_ (e) {
for (var i = 0; i < e.touches.length; i++) {
touches.push(e.touches[i])
}
}
var iosCardboardTouchEnd_ = function iosCardboardTouchEnd_ (e) {
if (!touches.length) {
return
}
touches.forEach(function (t) {
var simulatedClick = new window$1.MouseEvent('click', {
screenX: t.screenX,
screenY: t.screenY,
clientX: t.clientX,
clientY: t.clientY
})
_this3.renderedCanvas.dispatchEvent(simulatedClick)
})
touches = []
}
_this3.renderedCanvas.addEventListener('touchstart', iosCardboardTouchStart_)
_this3.renderedCanvas.addEventListener('touchend', iosCardboardTouchEnd_)
_this3.iosRevertTouchToClick_ = function () {
_this3.renderedCanvas.removeEventListener('touchstart', iosCardboardTouchStart_)
_this3.renderedCanvas.removeEventListener('touchend', iosCardboardTouchEnd_)
_this3.iosRevertTouchToClick_ = null
}
})
}
_proto.handleVrDisplayDeactivate_ = function handleVrDisplayDeactivate_ () {
if (!this.vrDisplay || !this.vrDisplay.isPresenting) {
return
}
if (this.iosRevertTouchToClick_) {
this.iosRevertTouchToClick_()
}
this.vrDisplay.exitPresent()
}
_proto.requestAnimationFrame = function requestAnimationFrame (fn) {
if (this.vrDisplay) {
return this.vrDisplay.requestAnimationFrame(fn)
}
return this.player_.requestAnimationFrame(fn)
}
_proto.cancelAnimationFrame = function cancelAnimationFrame (id) {
if (this.vrDisplay) {
return this.vrDisplay.cancelAnimationFrame(id)
}
return this.player_.cancelAnimationFrame(id)
}
_proto.togglePlay_ = function togglePlay_ () {
if (this.player_.paused()) {
this.player_.play()
} else {
this.player_.pause()
}
}
_proto.animate_ = function animate_ () {
if (!this.initialized_) {
return
}
if (this.getVideoEl_().readyState === this.getVideoEl_().HAVE_ENOUGH_DATA) {
if (this.videoTexture) {
this.videoTexture.needsUpdate = true
}
}
this.controls3d.update()
if (this.omniController) {
this.omniController.update(this.camera)
}
this.effect.render(this.scene, this.camera)
if (window$1.navigator.getGamepads) {
// Grab all gamepads
var gamepads = window$1.navigator.getGamepads()
for (var i = 0; i < gamepads.length; ++i) {
var gamepad = gamepads[i] // Make sure gamepad is defined
// Only take input if state has changed since we checked last
if (!gamepad || !gamepad.timestamp || gamepad.timestamp === this.prevTimestamps_[i]) {
continue
}
for (var j = 0; j < gamepad.buttons.length; ++j) {
if (gamepad.buttons[j].pressed) {
this.togglePlay_()
this.prevTimestamps_[i] = gamepad.timestamp
break
}
}
}
}
this.camera.getWorldDirection(this.cameraVector)
this.animationFrameId_ = this.requestAnimationFrame(this.animate_)
}
_proto.handleResize_ = function handleResize_ () {
var width = this.player_.currentWidth()
var height = this.player_.currentHeight()
this.effect.setSize(width, height, false)
this.camera.aspect = width / height
this.camera.updateProjectionMatrix()
}
_proto.setProjection = function setProjection (projection) {
if (!getInternalProjectionName(projection)) {
videojs.log.error('videojs-vr: please pass a valid projection ' + validProjections.join(', '))
return
}
this.currentProjection_ = projection
this.defaultProjection_ = projection
}
_proto.init = function init () {
var _this4 = this
this.reset()
this.camera = new PerspectiveCamera(75, this.player_.currentWidth() / this.player_.currentHeight(), 1, 1000) // Store vector representing the direction in which the camera is looking, in world space.
this.cameraVector = new Vector3()
if (this.currentProjection_ === '360_LR' || this.currentProjection_ === '360_TB' || this.currentProjection_ === '180' || this.currentProjection_ === 'EAC_LR') {
// Render left eye when not in VR mode
this.camera.layers.enable(1)
}
this.scene = new Scene()
this.videoTexture = new VideoTexture(this.getVideoEl_()) // shared regardless of wether VideoTexture is used or
// an image canvas is used
this.videoTexture.generateMipmaps = false
this.videoTexture.minFilter = LinearFilter
this.videoTexture.magFilter = LinearFilter
this.videoTexture.format = RGBFormat
this.changeProjection_(this.currentProjection_)
if (this.currentProjection_ === 'NONE') {
this.log('Projection is NONE, dont init')
this.reset()
return
}
this.player_.removeChild('BigPlayButton')
this.player_.addChild('BigVrPlayButton', {}, this.bigPlayButtonIndex_)
this.player_.bigPlayButton = this.player_.getChild('BigVrPlayButton') // mobile devices, or cardboard forced to on
if (this.options_.forceCardboard || videojs.browser.IS_ANDROID || videojs.browser.IS_IOS) {
this.addCardboardButton_()
} // if ios remove full screen toggle
if (videojs.browser.IS_IOS) {
this.player_.controlBar.fullscreenToggle.hide()
}
this.camera.position.set(0, 0, 0)
this.renderer = new WebGLRenderer({
devicePixelRatio: window$1.devicePixelRatio,
alpha: false,
clearColor: 0xffffff,
antialias: true
})
var webglContext = this.renderer.getContext('webgl')
var oldTexImage2D = webglContext.texImage2D
/* this is a workaround since threejs uses try catch */
webglContext.texImage2D = function () {
try {
for (var _len2 = arguments.length, args = new Array(_len2), _key2 = 0; _key2 < _len2; _key2++) {
args[_key2] = arguments[_key2]
}
return oldTexImage2D.apply(webglContext, args)
} catch (e) {
_this4.reset()
_this4.player_.pause()
_this4.triggerError_({
code: 'web-vr-hls-cors-not-supported',
dismiss: false
})
throw new Error(e)
}
}
this.renderer.setSize(this.player_.currentWidth(), this.player_.currentHeight(), false)
this.effect = new VREffect(this.renderer)
this.effect.setSize(this.player_.currentWidth(), this.player_.currentHeight(), false)
this.vrDisplay = null // Previous timestamps for gamepad updates
console.log(this.renderer.domElement)
this.prevTimestamps_ = []
this.renderedCanvas = this.renderer.domElement
this.renderedCanvas.setAttribute('style', 'width: 100%; height: 100%; position: absolute; top:0;')
var videoElStyle = this.getVideoEl_().style
this.player_.el().insertBefore(this.renderedCanvas, this.player_.el().firstChild)
videoElStyle.zIndex = '-1'
videoElStyle.opacity = '0'
if (window$1.navigator.getVRDisplays) {
this.log('is supported, getting vr displays')
window$1.navigator.getVRDisplays().then(function (displays) {
if (displays.length > 0) {
_this4.log('Displays found', displays)
_this4.vrDisplay = displays[0] // Native WebVR Head Mounted Displays (HMDs) like the HTC Vive
// also need the cardboard button to enter fully immersive mode
// so, we want to add the button if we're not polyfilled.
if (!_this4.vrDisplay.isPolyfilled) {
_this4.log('Real HMD found using VRControls', _this4.vrDisplay)
_this4.addCardboardButton_() // We use VRControls here since we are working with an HMD
// and we only want orientation controls.
_this4.controls3d = new VRControls(_this4.camera)
}
}
if (!_this4.controls3d) {
_this4.log('no HMD found Using Orbit & Orientation Controls')
var options = {
camera: _this4.camera,
canvas: _this4.renderedCanvas,
// check if its a half sphere view projection
halfView: _this4.currentProjection_ === '180',
orientation: videojs.browser.IS_IOS || videojs.browser.IS_ANDROID || false
}
if (_this4.options_.motionControls === false) {
options.orientation = false
}
_this4.controls3d = new OrbitOrientationControls(options)
_this4.canvasPlayerControls = new CanvasPlayerControls(_this4.player_, _this4.renderedCanvas)
}
_this4.animationFrameId_ = _this4.requestAnimationFrame(_this4.animate_)
})
} else if (window$1.navigator.getVRDevices) {
this.triggerError_({
code: 'web-vr-out-of-date',
dismiss: false
})
} else {
this.triggerError_({
code: 'web-vr-not-supported',
dismiss: false
})
}
if (this.options_.omnitone) {
var audiocontext = AudioContext.getContext()
this.omniController = new OmnitoneController(audiocontext, this.options_.omnitone, this.getVideoEl_(), this.options_.omnitoneOptions)
this.omniController.one('audiocontext-suspended', function () {
_this4.player.pause()
_this4.player.one('playing', function () {
audiocontext.resume()
})
})
}
this.on(this.player_, 'fullscreenchange', this.handleResize_)
window$1.addEventListener('vrdisplaypresentchange', this.handleResize_, true)
window$1.addEventListener('resize', this.handleResize_, true)
window$1.addEventListener('vrdisplayactivate', this.handleVrDisplayActivate_, true)
window$1.addEventListener('vrdisplaydeactivate', this.handleVrDisplayDeactivate_, true)
this.initialized_ = true
this.trigger('initialized')
}
_proto.addCardboardButton_ = function addCardboardButton_ () {
if (!this.player_.controlBar.getChild('CardboardButton')) {
this.player_.controlBar.addChild('CardboardButton', {})
}
}
_proto.getVideoEl_ = function getVideoEl_ () {
return this.player_.el().getElementsByTagName('video')[0]
}
_proto.reset = function reset () {
if (!this.initialized_) {
return
}
if (this.omniController) {
this.omniController.off('audiocontext-suspended')
this.omniController.dispose()
this.omniController = undefined
}
if (this.controls3d) {
this.controls3d.dispose()
this.controls3d = null
}
if (this.canvasPlayerControls) {
this.canvasPlayerControls.dispose()
this.canvasPlayerControls = null
}
if (this.effect) {
this.effect.dispose()
this.effect = null
}
window$1.removeEventListener('resize', this.handleResize_, true)
window$1.removeEventListener('vrdisplaypresentchange', this.handleResize_, true)
window$1.removeEventListener('vrdisplayactivate', this.handleVrDisplayActivate_, true)
window$1.removeEventListener('vrdisplaydeactivate', this.handleVrDisplayDeactivate_, true) // re-add the big play button to player
if (!this.player_.getChild('BigPlayButton')) {
this.player_.addChild('BigPlayButton', {}, this.bigPlayButtonIndex_)
}
if (this.player_.getChild('BigVrPlayButton')) {
this.player_.removeChild('BigVrPlayButton')
} // remove the cardboard button
if (this.player_.getChild('CardboardButton')) {
this.player_.controlBar.removeChild('CardboardButton')
} // show the fullscreen again
if (videojs.browser.IS_IOS) {
this.player_.controlBar.fullscreenToggle.show()
} // reset the video element style so that it will be displayed
var videoElStyle = this.getVideoEl_().style
videoElStyle.zIndex = ''
videoElStyle.opacity = '' // set the current projection to the default
this.currentProjection_ = this.defaultProjection_ // reset the ios touch to click workaround
if (this.iosRevertTouchToClick_) {
this.iosRevertTouchToClick_()
} // remove the old canvas
if (this.renderedCanvas) {
this.renderedCanvas.parentNode.removeChild(this.renderedCanvas)
}
if (this.animationFrameId_) {
this.cancelAnimationFrame(this.animationFrameId_)
}
this.initialized_ = false
}
_proto.dispose = function dispose () {
_Plugin.prototype.dispose.call(this)
this.reset()
}
_proto.polyfillVersion = function polyfillVersion () {
return WebVRPolyfill.version
}
return VR
}(Plugin))
VR.prototype.setTimeout = Component.prototype.setTimeout
VR.prototype.clearTimeout = Component.prototype.clearTimeout
VR.VERSION = version
videojs.registerPlugin('vr', VR)
return VR
}))